bit more CAutomobile

This commit is contained in:
aap 2019-07-23 16:39:30 +02:00
parent 07c6c7d0a2
commit e9cafe340a
9 changed files with 219 additions and 18 deletions

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@ -77,6 +77,8 @@ public:
void UpdateTime(float timeDelta, float relSpeed);
bool UpdateBlend(float timeDelta);
void SetRun(void) { flags |= ASSOC_RUNNING; }
inline float GetTimeLeft() { return hierarchy->totalLength - currentTime; }
static CAnimBlendAssociation *FromLink(CAnimBlendLink *l) {

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@ -2,6 +2,7 @@
class CPed;
class CVehicle;
enum eLevelName;
struct PedGroup
{

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@ -158,6 +158,17 @@ ToggleComedy(void)
veh->bComedyControls = !veh->bComedyControls;
}
static void
PlaceOnRoad(void)
{
CVehicle *veh = FindPlayerVehicle();
if(veh == nil)
return;
if(veh->IsCar())
((CAutomobile*)veh)->PlaceOnRoadProperly();
}
static const char *carnames[] = {
"landstal", "idaho", "stinger", "linerun", "peren", "sentinel", "patriot", "firetruk", "trash", "stretch", "manana", "infernus", "blista", "pony",
"mule", "cheetah", "ambulan", "fbicar", "moonbeam", "esperant", "taxi", "kuruma", "bobcat", "mrwhoop", "bfinject", "corpse", "police", "enforcer",
@ -241,6 +252,7 @@ DebugMenuPopulate(void)
DebugMenuAddCmd("Debug", "Fix Car", FixCar);
DebugMenuAddCmd("Debug", "Toggle Comedy Controls", ToggleComedy);
DebugMenuAddCmd("Debug", "Place Car on Road", PlaceOnRoad);
DebugMenuAddVarBool8("Debug", "Show Ped Road Groups", (int8*)&gbShowPedRoadGroups, nil);
DebugMenuAddVarBool8("Debug", "Show Car Road Groups", (int8*)&gbShowCarRoadGroups, nil);

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@ -117,6 +117,15 @@ public:
bool IsObject(void) { return m_type == ENTITY_TYPE_OBJECT; }
bool IsDummy(void) { return m_type == ENTITY_TYPE_DUMMY; }
RpAtomic *GetAtomic(void) {
assert(RwObjectGetType(m_rwObject) == rpATOMIC);
return (RpAtomic*)m_rwObject;
}
RpClump *GetClump(void) {
assert(RwObjectGetType(m_rwObject) == rpCLUMP);
return (RpClump*)m_rwObject;
}
void GetBoundCentre(CVector &out);
CVector GetBoundCentre(void) { CVector v; GetBoundCentre(v); return v; }
float GetBoundRadius(void) { return CModelInfo::GetModelInfo(m_modelIndex)->GetColModel()->boundingSphere.radius; }

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@ -23,6 +23,8 @@
#include "CarAI.h"
#include "Garages.h"
#include "PathFind.h"
#include "AnimManager.h"
#include "RpAnimBlend.h"
#include "Ped.h"
#include "PlayerPed.h"
#include "Object.h"
@ -161,8 +163,8 @@ CAutomobile::CAutomobile(int32 id, uint8 CreatedBy)
m_fCarGunLR = 0.0f;
m_fCarGunUD = 0.05f;
m_fWindScreenRotation = 0.0f;
m_weaponThingA = 0.0f;
m_weaponThingB = m_weaponThingA;
m_weaponDoorTimerLeft = 0.0f;
m_weaponDoorTimerRight = m_weaponDoorTimerLeft;
if(GetModelIndex() == MI_DODO){
RpAtomicSetFlags(GetFirstObject(m_aCarNodes[CAR_WHEEL_LF]), 0);
@ -193,7 +195,6 @@ CAutomobile::SetModelIndex(uint32 id)
CVector vecDAMAGE_ENGINE_POS_SMALL(-0.1f, -0.1f, 0.0f);
CVector vecDAMAGE_ENGINE_POS_BIG(-0.5f, -0.3f, 0.0f);
//WRAPPER void CAutomobile::ProcessControl(void) { EAXJMP(0x531470); }
void
CAutomobile::ProcessControl(void)
{
@ -1178,6 +1179,10 @@ CAutomobile::ProcessControl(void)
m_vecTurnSpeed.z = 0.0f;
}
}
// TEMP
if(pDriver)
pDriver->m_fHealth = 100.0f;
}
void
@ -1431,21 +1436,185 @@ CAutomobile::ProcessBuoyancy(void)
{ EAXJMP(0x5308D0);
}
WRAPPER void
void
CAutomobile::DoDriveByShootings(void)
{ EAXJMP(0x564000);
{
CAnimBlendAssociation *anim;
CWeapon *weapon = pDriver->GetWeapon();
if(weapon->m_eWeaponType != WEAPONTYPE_UZI)
return;
weapon->Update(pDriver->m_audioEntityId);
bool lookingLeft = false;
bool lookingRight = false;
if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN1){
if(CPad::GetPad(0)->GetLookLeft())
lookingLeft = true;
if(CPad::GetPad(0)->GetLookRight())
lookingRight = true;
}else{
if(TheCamera.Cams[TheCamera.ActiveCam].LookingLeft)
lookingLeft = true;
if(TheCamera.Cams[TheCamera.ActiveCam].LookingRight)
lookingRight = true;
}
if(lookingLeft || lookingRight){
if(lookingLeft){
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_R);
if(anim)
anim->blendDelta = -1000.0f;
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_L);
if(anim == nil || anim->blendDelta < 0.0f)
CAnimManager::AddAnimation(pDriver->GetClump(), ASSOCGRP_STD, ANIM_DRIVEBY_L);
else
anim->SetRun();
}else if(pDriver->m_pMyVehicle->pPassengers[0] == nil || TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_FIRSTPERSON){
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_L);
if(anim)
anim->blendDelta = -1000.0f;
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_R);
if(anim == nil || anim->blendDelta < 0.0f)
CAnimManager::AddAnimation(pDriver->GetClump(), ASSOCGRP_STD, ANIM_DRIVEBY_R);
else
anim->SetRun();
}
if(CPad::GetPad(0)->GetCarGunFired() && CTimer::GetTimeInMilliseconds() > weapon->m_nTimer){
weapon->FireFromCar(this, lookingLeft);
weapon->m_nTimer = CTimer::GetTimeInMilliseconds() + 70;
}
}else{
weapon->Reload();
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_L);
if(anim)
anim->blendDelta = -1000.0f;
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_R);
if(anim)
anim->blendDelta = -1000.0f;
}
// TODO: what is this?
if(!lookingLeft && m_weaponDoorTimerLeft > 0.0f){
m_weaponDoorTimerLeft = max(m_weaponDoorTimerLeft - CTimer::GetTimeStep()*0.1f, 0.0f);
ProcessOpenDoor(CAR_DOOR_LF, NUM_ANIMS, m_weaponDoorTimerLeft);
}
if(!lookingRight && m_weaponDoorTimerRight > 0.0f){
m_weaponDoorTimerRight = max(m_weaponDoorTimerRight - CTimer::GetTimeStep()*0.1f, 0.0f);
ProcessOpenDoor(CAR_DOOR_RF, NUM_ANIMS, m_weaponDoorTimerRight);
}
}
WRAPPER int32
int32
CAutomobile::RcbanditCheckHitWheels(void)
{ EAXJMP(0x53C990);
{
int x, xmin, xmax;
int y, ymin, ymax;
xmin = CWorld::GetSectorIndexX(GetPosition().x - 2.0f);
if(xmin < 0) xmin = 0;
xmax = CWorld::GetSectorIndexX(GetPosition().x + 2.0f);
if(xmax > NUMSECTORS_X-1) xmax = NUMSECTORS_X-1;
ymin = CWorld::GetSectorIndexX(GetPosition().y - 2.0f);
if(ymin < 0) ymin = 0;
ymax = CWorld::GetSectorIndexX(GetPosition().y + 2.0f);
if(ymax > NUMSECTORS_Y-1) ymax = NUMSECTORS_X-1;
CWorld::AdvanceCurrentScanCode();
for(y = ymin; y <= ymax; y++)
for(x = xmin; x <= xmax; x++){
CSector *s = CWorld::GetSector(x, y);
if(RcbanditCheck1CarWheels(s->m_lists[ENTITYLIST_VEHICLES]) ||
RcbanditCheck1CarWheels(s->m_lists[ENTITYLIST_VEHICLES_OVERLAP]))
return 1;
}
return 0;
}
int32
CAutomobile::RcbanditCheck1CarWheels(CPtrList &list)
{
static CMatrix matW2B;
int i;
CPtrNode *node;
CAutomobile *car;
CColModel *colModel = GetColModel();
CVehicleModelInfo *mi;
for(node = list.first; node; node = node->next){
car = (CAutomobile*)node->item;
if(this != car && car->IsCar() && car->m_scanCode != CWorld::GetCurrentScanCode()){
car->m_scanCode = CWorld::GetCurrentScanCode();
if(Abs(this->GetPosition().x - car->GetPosition().x) < 10.0f &&
Abs(this->GetPosition().y - car->GetPosition().y) < 10.0f){
mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(car->GetModelIndex());
for(i = 0; i < 4; i++){
if(car->m_aSuspensionSpringRatioPrev[i] < 1.0f || car->m_status == STATUS_SIMPLE){
CVector wheelPos;
CColSphere sph;
mi->GetWheelPosn(i, wheelPos);
matW2B = Invert(GetMatrix());
sph.center = matW2B * (car->GetMatrix() * wheelPos);
sph.radius = mi->m_wheelScale*0.25f;
if(CCollision::TestSphereBox(sph, colModel->boundingBox))
return 1;
}
}
}
}
}
return 0;
}
void
CAutomobile::PlaceOnRoadProperly(void)
{
CColPoint point;
CEntity *entity;
CColModel *colModel = GetColModel();
float lenFwd, lenBack;
float frontZ, rearZ;
lenFwd = colModel->boundingBox.max.y;
lenBack = -colModel->boundingBox.min.y;
CVector front(GetPosition().x + GetForward().x*lenFwd,
GetPosition().y + GetForward().y*lenFwd,
GetPosition().z + 5.0f);
if(CWorld::ProcessVerticalLine(front, GetPosition().z - 5.0f, point, entity,
true, false, false, false, false, false, nil)){
frontZ = point.point.z;
m_pCurGroundEntity = entity;
}else{
frontZ = field_21C;
}
CVector rear(GetPosition().x - GetForward().x*lenBack,
GetPosition().y - GetForward().y*lenBack,
GetPosition().z + 5.0f);
if(CWorld::ProcessVerticalLine(rear, GetPosition().z - 5.0f, point, entity,
true, false, false, false, false, false, nil)){
rearZ = point.point.z;
m_pCurGroundEntity = entity;
}else{
rearZ = field_220;
}
float len = lenFwd + lenBack;
float angle = Atan((frontZ - rearZ)/len);
float c = Cos(angle);
float s = Sin(angle);
GetRight() = CVector((front.y - rear.y)/len, -(front.x - rear.x)/len, 0.0f);
GetForward() = CVector(-c*GetRight().y, c*GetRight().x, s);
GetUp() = CrossProduct(GetRight(), GetForward());
GetPosition() = CVector((front.x + rear.x)/2.0f, (front.y + rear.y)/2.0f, (frontZ + rearZ)/2.0f + GetHeightAboveRoad());
}
#if 0
WRAPPER void
CAutomobile::VehicleDamage(float impulse, uint16 damagedPiece)
{ EAXJMP(0x52F390); }
#else
void
CAutomobile::VehicleDamage(float impulse, uint16 damagedPiece)
{
@ -1686,7 +1855,6 @@ CAutomobile::VehicleDamage(float impulse, uint16 damagedPiece)
}
}
}
#endif
void
CAutomobile::dmgDrawCarCollidingParticles(const CVector &pos, float amount)
@ -2715,6 +2883,7 @@ STARTPATCHES
InjectHook(0x53C0E0, &CAutomobile_::BurstTyre_, PATCH_JUMP);
InjectHook(0x437690, &CAutomobile_::GetHeightAboveRoad_, PATCH_JUMP);
InjectHook(0x53C450, &CAutomobile_::PlayCarHorn_, PATCH_JUMP);
InjectHook(0x53E090, &CAutomobile::PlaceOnRoadProperly, PATCH_JUMP);
InjectHook(0x52F030, &CAutomobile::dmgDrawCarCollidingParticles, PATCH_JUMP);
InjectHook(0x5353A0, &CAutomobile::ResetSuspension, PATCH_JUMP);
InjectHook(0x52D210, &CAutomobile::SetupSuspensionLines, PATCH_JUMP);

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@ -67,8 +67,8 @@ public:
CPhysical *m_aGroundPhysical[4]; // physicals touching wheels
CVector m_aGroundOffset[4]; // from ground object to colpoint
CEntity *m_pSetOnFireEntity;
float m_weaponThingA; // TODO
float m_weaponThingB; // TODO
float m_weaponDoorTimerLeft; // still don't know what exactly this is
float m_weaponDoorTimerRight;
float m_fCarGunLR;
float m_fCarGunUD;
float m_fWindScreenRotation;
@ -119,6 +119,8 @@ public:
void ProcessBuoyancy(void);
void DoDriveByShootings(void);
int32 RcbanditCheckHitWheels(void);
int32 RcbanditCheck1CarWheels(CPtrList &list);
void PlaceOnRoadProperly(void);
void dmgDrawCarCollidingParticles(const CVector &pos, float amount);
void PlayHornIfNecessary(void);
void ResetSuspension(void);

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@ -210,8 +210,8 @@ public:
int16 field_214;
int16 m_nBombTimer; // goes down with each frame
CEntity *m_pBlowUpEntity;
float field_21C;
float field_220;
float field_21C; // front Z?
float field_220; // rear Z?
eCarLock m_nDoorLock;
int8 m_nLastWeaponDamage; // see eWeaponType, -1 if no damage
int8 m_nRadioStation;

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@ -5,7 +5,9 @@
#include "WeaponInfo.h"
WRAPPER bool CWeapon::Fire(CEntity*, CVector*) { EAXJMP(0x55C380); }
WRAPPER void CWeapon::FireFromCar(CAutomobile *car, bool left) { EAXJMP(0x55C940); }
WRAPPER void CWeapon::AddGunshell(CEntity*, CVector const&, CVector2D const&, float) { EAXJMP(0x55F770); }
WRAPPER void CWeapon::Update(int32 audioEntity) { EAXJMP(0x563A10); }
void
CWeapon::Initialise(eWeaponType type, int ammo)

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@ -1,5 +1,4 @@
#pragma once
#include "Entity.h"
enum eWeaponType
{
@ -46,6 +45,9 @@ enum eWeaponState
WEAPONSTATE_MELEE_MADECONTACT
};
class CEntity;
class CAutomobile;
class CWeapon
{
public:
@ -61,8 +63,10 @@ public:
}
void Initialise(eWeaponType type, int ammo);
void Update(int32 audioEntity);
void Reload(void);
bool Fire(CEntity*, CVector*);
void FireFromCar(CAutomobile *car, bool left);
void AddGunshell(CEntity*, CVector const&, CVector2D const&, float);
bool IsTypeMelee(void);
bool IsType2Handed(void);