#include "common.h" #include "main.h" #include "patcher.h" #include "General.h" #include "RwHelper.h" #include "Pad.h" #include "ModelIndices.h" #include "VisibilityPlugins.h" #include "DMAudio.h" #include "Clock.h" #include "Timecycle.h" #include "ZoneCull.h" #include "Camera.h" #include "Darkel.h" #include "Rubbish.h" #include "Fire.h" #include "Explosion.h" #include "Particle.h" #include "ParticleObject.h" #include "Antennas.h" #include "Skidmarks.h" #include "Shadows.h" #include "PointLights.h" #include "Coronas.h" #include "SpecialFX.h" #include "WaterCannon.h" #include "WaterLevel.h" #include "Floater.h" #include "World.h" #include "SurfaceTable.h" #include "Weather.h" #include "HandlingMgr.h" #include "Record.h" #include "Remote.h" #include "Population.h" #include "CarCtrl.h" #include "CarAI.h" #include "Garages.h" #include "PathFind.h" #include "AnimManager.h" #include "RpAnimBlend.h" #include "AnimBlendAssociation.h" #include "Ped.h" #include "PlayerPed.h" #include "Object.h" #include "Automobile.h" bool bAllCarCheat; // unused RwObject *GetCurrentAtomicObjectCB(RwObject *object, void *data); bool &CAutomobile::m_sAllTaxiLights = *(bool*)0x95CD21; CAutomobile::CAutomobile(int32 id, uint8 CreatedBy) : CVehicle(CreatedBy) { int i; m_vehType = VEHICLE_TYPE_CAR; CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(id); m_fFireBlowUpTimer = 0.0f; field_4E0 = 0; bTaxiLight = m_sAllTaxiLights; bFixedColour = false; bBigWheels = false; bWaterTight = false; SetModelIndex(id); pHandling = mod_HandlingManager.GetHandlingData((eHandlingId)mi->m_handlingId); field_49C = 20.0f; field_4D8 = 0; mi->ChooseVehicleColour(m_currentColour1, m_currentColour2); bIsVan = !!(pHandling->Flags & HANDLING_IS_VAN); bIsBig = !!(pHandling->Flags & HANDLING_IS_BIG); bIsBus = !!(pHandling->Flags & HANDLING_IS_BUS); bLowVehicle = !!(pHandling->Flags & HANDLING_IS_LOW); // Doors if(bIsBus){ Doors[DOOR_FRONT_LEFT].Init(-HALFPI, 0.0f, 0, 2); Doors[DOOR_FRONT_RIGHT].Init(0.0f, HALFPI, 1, 2); }else{ Doors[DOOR_FRONT_LEFT].Init(-PI*0.4f, 0.0f, 0, 2); Doors[DOOR_FRONT_RIGHT].Init(0.0f, PI*0.4f, 1, 2); } if(bIsVan){ Doors[DOOR_REAR_LEFT].Init(-HALFPI, 0.0f, 1, 2); Doors[DOOR_REAR_RIGHT].Init(0.0f, HALFPI, 0, 2); }else{ Doors[DOOR_REAR_LEFT].Init(-PI*0.4f, 0.0f, 0, 2); Doors[DOOR_REAR_RIGHT].Init(0.0f, PI*0.4f, 1, 2); } if(pHandling->Flags & HANDLING_REV_BONNET) Doors[DOOR_BONNET].Init(-PI*0.3f, 0.0f, 1, 0); else Doors[DOOR_BONNET].Init(0.0f, PI*0.3f, 1, 0); if(pHandling->Flags & HANDLING_HANGING_BOOT) Doors[DOOR_BOOT].Init(PI*0.4f, 0.0f, 0, 0); else if(pHandling->Flags & HANDLING_TAILGATE_BOOT) Doors[DOOR_BOOT].Init(0.0, HALFPI, 1, 0); else Doors[DOOR_BOOT].Init(-PI*0.3f, 0.0f, 1, 0); if(pHandling->Flags & HANDLING_NO_DOORS){ Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_MISSING); Damage.SetDoorStatus(DOOR_FRONT_RIGHT, DOOR_STATUS_MISSING); Damage.SetDoorStatus(DOOR_REAR_LEFT, DOOR_STATUS_MISSING); Damage.SetDoorStatus(DOOR_REAR_RIGHT, DOOR_STATUS_MISSING); } for(i = 0; i < 6; i++) m_randomValues[i] = CGeneral::GetRandomNumberInRange(-0.15f, 0.15f); m_fMass = pHandling->fMass; m_fTurnMass = pHandling->fTurnMass; m_vecCentreOfMass = pHandling->CentreOfMass; m_fAirResistance = pHandling->Dimension.x*pHandling->Dimension.z/m_fMass; m_fElasticity = 0.05f; m_fBuoyancy = pHandling->fBuoyancy; m_nBusDoorTimerEnd = 0; m_nBusDoorTimerStart = 0; m_fSteerAngle = 0.0f; m_fGasPedal = 0.0f; m_fBrakePedal = 0.0f; m_pSetOnFireEntity = nil; m_fGasPedalAudio = 0.0f; bNotDamagedUpsideDown = false; bMoreResistantToDamage = false; m_fVelocityChangeForAudio = 0.0f; m_hydraulicState = 0; for(i = 0; i < 4; i++){ m_aGroundPhysical[i] = nil; m_aGroundOffset[i] = CVector(0.0f, 0.0f, 0.0f); m_aSuspensionSpringRatio[i] = 1.0f; m_aSuspensionSpringRatioPrev[i] = m_aSuspensionSpringRatio[i]; m_aWheelTimer[i] = 0.0f; m_aWheelRotation[i] = 0.0f; m_aWheelSpeed[i] = 0.0f; m_aWheelState[i] = WHEEL_STATE_NORMAL; m_aWheelSkidmarkMuddy[i] = false; m_aWheelSkidmarkBloody[i] = false; } m_nWheelsOnGround = 0; m_nDriveWheelsOnGround = 0; m_nDriveWheelsOnGroundPrev = 0; m_fHeightAboveRoad = 0.0f; m_fTraction = 1.0f; CColModel *colModel = mi->GetColModel(); if(colModel->lines == nil){ colModel->lines = (CColLine*)RwMalloc(4*sizeof(CColLine)); colModel->numLines = 4; } SetupSuspensionLines(); m_status = STATUS_SIMPLE; bUseCollisionRecords = true; m_nNumPassengers = 0; m_bombType = CARBOMB_NONE; bHadDriver = false; m_pBombRigger = nil; if(m_nDoorLock == CARLOCK_UNLOCKED && (id == MI_POLICE || id == MI_ENFORCER || id == MI_RHINO)) m_nDoorLock = CARLOCK_LOCKED_INITIALLY; m_fCarGunLR = 0.0f; m_fCarGunUD = 0.05f; m_fPropellerRotation = 0.0f; m_weaponDoorTimerLeft = 0.0f; m_weaponDoorTimerRight = m_weaponDoorTimerLeft; if(GetModelIndex() == MI_DODO){ RpAtomicSetFlags(GetFirstObject(m_aCarNodes[CAR_WHEEL_LF]), 0); CMatrix mat1; mat1.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF])); CMatrix mat2(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF])); mat1.GetPosition() += CVector(mat2.GetPosition().x + 0.1f, 0.0f, mat2.GetPosition().z); mat1.UpdateRW(); }else if(GetModelIndex() == MI_MIAMI_SPARROW || GetModelIndex() == MI_MIAMI_RCRAIDER){ RpAtomicSetFlags(GetFirstObject(m_aCarNodes[CAR_WHEEL_LF]), 0); RpAtomicSetFlags(GetFirstObject(m_aCarNodes[CAR_WHEEL_RF]), 0); RpAtomicSetFlags(GetFirstObject(m_aCarNodes[CAR_WHEEL_LB]), 0); RpAtomicSetFlags(GetFirstObject(m_aCarNodes[CAR_WHEEL_RB]), 0); }else if(GetModelIndex() == MI_RHINO){ bExplosionProof = true; bBulletProof = true; } } void CAutomobile::SetModelIndex(uint32 id) { CVehicle::SetModelIndex(id); SetupModelNodes(); } CVector vecDAMAGE_ENGINE_POS_SMALL(-0.1f, -0.1f, 0.0f); CVector vecDAMAGE_ENGINE_POS_BIG(-0.5f, -0.3f, 0.0f); void CAutomobile::ProcessControl(void) { int i; CColModel *colModel; if(bUsingSpecialColModel) colModel = &CWorld::Players[CWorld::PlayerInFocus].m_ColModel; else colModel = GetColModel(); bWarnedPeds = false; // skip if the collision isn't for the current level if(colModel->level > LEVEL_NONE && colModel->level != CCollision::ms_collisionInMemory) return; // Improve grip of vehicles in certain cases bool strongGrip1 = false; bool strongGrip2 = false; if(FindPlayerVehicle() && this != FindPlayerVehicle()){ switch(AutoPilot.m_nCarMission){ case MISSION_RAMPLAYER_FARAWAY: case MISSION_RAMPLAYER_CLOSE: case MISSION_BLOCKPLAYER_FARAWAY: case MISSION_BLOCKPLAYER_CLOSE: if(FindPlayerSpeed().Magnitude() > 0.3f){ strongGrip1 = true; if(FindPlayerSpeed().Magnitude() > 0.4f){ if(m_vecMoveSpeed.Magnitude() < 0.3f) strongGrip2 = true; }else{ if((GetPosition() - FindPlayerCoors()).Magnitude() > 50.0f) strongGrip2 = true; } } } } if(bIsBus) ProcessAutoBusDoors(); ProcessCarAlarm(); // Scan if this car sees the player committing any crimes if(m_status != STATUS_ABANDONED && m_status != STATUS_WRECKED && m_status != STATUS_PLAYER && m_status != STATUS_PLAYER_REMOTE && m_status != STATUS_PLAYER_DISABLED){ switch(GetModelIndex()) case MI_FBICAR: case MI_POLICE: case MI_ENFORCER: case MI_SECURICA: case MI_RHINO: case MI_BARRACKS: ScanForCrimes(); } // Process driver if(pDriver){ if(!bHadDriver && m_bombType == CARBOMB_ONIGNITIONACTIVE){ // If someone enters the car and there is a bomb, detonate m_nBombTimer = 1000; m_pBlowUpEntity = m_pBombRigger; if(m_pBlowUpEntity) m_pBlowUpEntity->RegisterReference((CEntity**)&m_pBlowUpEntity); DMAudio.PlayOneShot(m_audioEntityId, SOUND_BOMB_TICK, 1.0f); } bHadDriver = true; if(IsUpsideDown() && CanPedEnterCar()){ if(!pDriver->IsPlayer() && !(pDriver->m_leader && pDriver->m_leader->bInVehicle) && pDriver->CharCreatedBy != MISSION_CHAR) pDriver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this); } }else bHadDriver = false; // Process passengers if(m_nNumPassengers != 0 && IsUpsideDown() && CanPedEnterCar()){ for(i = 0; i < m_nNumMaxPassengers; i++) if(pPassengers[i]) if(!pPassengers[i]->IsPlayer() && !(pPassengers[i]->m_leader && pPassengers[i]->m_leader->bInVehicle) && pPassengers[i]->CharCreatedBy != MISSION_CHAR) pPassengers[i]->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this); } CRubbish::StirUp(this); // blend in clump int clumpAlpha = CVisibilityPlugins::GetClumpAlpha((RpClump*)m_rwObject); if(bFadeOut){ clumpAlpha -= 8; if(clumpAlpha < 0) clumpAlpha = 0; }else if(clumpAlpha < 255){ clumpAlpha += 16; if(clumpAlpha > 255) clumpAlpha = 255; } CVisibilityPlugins::SetClumpAlpha((RpClump*)m_rwObject, clumpAlpha); AutoPilot.m_bSlowedDownBecauseOfCars = false; AutoPilot.m_bSlowedDownBecauseOfPeds = false; // Set Center of Mass to make car more stable if(strongGrip1 || bCheat3) m_vecCentreOfMass.z = 0.3f*m_aSuspensionSpringLength[0] + -1.0f*m_fHeightAboveRoad; else if(pHandling->Flags & HANDLING_NONPLAYER_STABILISER && m_status == STATUS_PHYSICS) m_vecCentreOfMass.z = pHandling->CentreOfMass.z - 0.2f*pHandling->Dimension.z; else m_vecCentreOfMass.z = pHandling->CentreOfMass.z; // Process depending on status bool playerRemote = false; switch(m_status){ case STATUS_PLAYER_REMOTE: if(CPad::GetPad(0)->WeaponJustDown()){ BlowUpCar(FindPlayerPed()); CRemote::TakeRemoteControlledCarFromPlayer(); } if(GetModelIndex() == MI_RCBANDIT){ CVector pos = GetPosition(); // FindPlayerCoors unused if(RcbanditCheckHitWheels() || bIsInWater || CPopulation::IsPointInSafeZone(&pos)){ if(CPopulation::IsPointInSafeZone(&pos)) CGarages::TriggerMessage("HM2_5", -1, 5000, -1); CRemote::TakeRemoteControlledCarFromPlayer(); BlowUpCar(FindPlayerPed()); } } if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle == this) playerRemote = true; // fall through case STATUS_PLAYER: if(playerRemote || pDriver && pDriver->GetPedState() != PED_EXIT_CAR && pDriver->GetPedState() != PED_DRAG_FROM_CAR){ // process control input if controlled by player if(playerRemote || pDriver->m_nPedType == PEDTYPE_PLAYER1) ProcessControlInputs(0); PruneReferences(); if(m_status == STATUS_PLAYER && CRecordDataForChase::Status != RECORDSTATE_1) DoDriveByShootings(); } break; case STATUS_SIMPLE: CCarAI::UpdateCarAI(this); CPhysical::ProcessControl(); CCarCtrl::UpdateCarOnRails(this); m_nWheelsOnGround = 4; m_nDriveWheelsOnGroundPrev = m_nDriveWheelsOnGround; m_nDriveWheelsOnGround = 4; pHandling->Transmission.CalculateGearForSimpleCar(AutoPilot.m_fMaxTrafficSpeed/50.0f, m_nCurrentGear); { float wheelRot = ProcessWheelRotation(WHEEL_STATE_NORMAL, GetForward(), m_vecMoveSpeed, 0.35f); for(i = 0; i < 4; i++) m_aWheelRotation[i] += wheelRot; } PlayHornIfNecessary(); ReduceHornCounter(); bVehicleColProcessed = false; // that's all we do for simple vehicles return; case STATUS_PHYSICS: CCarAI::UpdateCarAI(this); CCarCtrl::SteerAICarWithPhysics(this); PlayHornIfNecessary(); break; case STATUS_ABANDONED: m_fBrakePedal = 0.2f; bIsHandbrakeOn = false; m_fSteerAngle = 0.0f; m_fGasPedal = 0.0f; m_nCarHornTimer = 0; break; case STATUS_WRECKED: m_fBrakePedal = 0.05f; bIsHandbrakeOn = true; m_fSteerAngle = 0.0f; m_fGasPedal = 0.0f; m_nCarHornTimer = 0; break; case STATUS_PLAYER_DISABLED: m_fBrakePedal = 1.0f; bIsHandbrakeOn = true; m_fSteerAngle = 0.0f; m_fGasPedal = 0.0f; m_nCarHornTimer = 0; break; } // what's going on here? if(GetPosition().z < -0.6f && Abs(m_vecMoveSpeed.x) < 0.05f && Abs(m_vecMoveSpeed.y) < 0.05f) m_vecTurnSpeed *= Pow(0.95f, CTimer::GetTimeStep()); // Skip physics if object is found to have been static recently bool skipPhysics = false; if(!bIsStuck && (m_status == STATUS_ABANDONED || m_status == STATUS_WRECKED)){ bool makeStatic = false; float moveSpeedLimit, turnSpeedLimit, distanceLimit; if(!bVehicleColProcessed && m_vecMoveSpeed.IsZero() && // BUG? m_aSuspensionSpringRatioPrev[3] is checked twice in the game. also, why 3? m_aSuspensionSpringRatioPrev[3] != 1.0f) makeStatic = true; if(m_status == STATUS_WRECKED){ moveSpeedLimit = 0.006f; turnSpeedLimit = 0.0015f; distanceLimit = 0.015f; }else{ moveSpeedLimit = 0.003f; turnSpeedLimit = 0.0009f; distanceLimit = 0.005f; } m_vecMoveSpeedAvg = (m_vecMoveSpeedAvg + m_vecMoveSpeed)/2.0f; m_vecTurnSpeedAvg = (m_vecTurnSpeedAvg + m_vecTurnSpeed)/2.0f; if(m_vecMoveSpeedAvg.MagnitudeSqr() <= sq(moveSpeedLimit*CTimer::GetTimeStep()) && m_vecTurnSpeedAvg.MagnitudeSqr() <= sq(turnSpeedLimit*CTimer::GetTimeStep()) && m_fDistanceTravelled < distanceLimit || makeStatic){ m_nStaticFrames++; if(m_nStaticFrames > 10 || makeStatic) if(!CCarCtrl::MapCouldMoveInThisArea(GetPosition().x, GetPosition().y)){ if(!makeStatic || m_nStaticFrames > 10) m_nStaticFrames = 10; skipPhysics = true; m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); } }else m_nStaticFrames = 0; } // Postpone for(i = 0; i < 4; i++) if(m_aGroundPhysical[i] && !CWorld::bForceProcessControl && m_aGroundPhysical[i]->bIsInSafePosition){ bWasPostponed = true; return; } VehicleDamage(0.0f, 0); // special control switch(GetModelIndex()){ case MI_FIRETRUCK: FireTruckControl(); break; case MI_RHINO: TankControl(); BlowUpCarsInPath(); break; case MI_YARDIE: // beta also had esperanto here it seems HydraulicControl(); break; default: if(CVehicle::bCheat3){ // Make vehicle jump when horn is sounded if(m_status == STATUS_PLAYER && m_vecMoveSpeed.MagnitudeSqr() > sq(0.2f) && // BUG: game checks [0] four times, instead of all wheels m_aSuspensionSpringRatio[0] < 1.0f && CPad::GetPad(0)->HornJustDown()){ DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_1, 0.0f); DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_JUMP, 1.0f); CParticle::AddParticle(PARTICLE_ENGINE_STEAM, m_aWheelColPoints[0].point + 0.5f*GetUp(), 1.3f*m_vecMoveSpeed, nil, 2.5f); CParticle::AddParticle(PARTICLE_ENGINE_SMOKE, m_aWheelColPoints[0].point + 0.5f*GetUp(), 1.2f*m_vecMoveSpeed, nil, 2.0f); CParticle::AddParticle(PARTICLE_ENGINE_STEAM, m_aWheelColPoints[2].point + 0.5f*GetUp(), 1.3f*m_vecMoveSpeed, nil, 2.5f); CParticle::AddParticle(PARTICLE_ENGINE_SMOKE, m_aWheelColPoints[2].point + 0.5f*GetUp(), 1.2f*m_vecMoveSpeed, nil, 2.0f); CParticle::AddParticle(PARTICLE_ENGINE_STEAM, m_aWheelColPoints[0].point + 0.5f*GetUp() - GetForward(), 1.3f*m_vecMoveSpeed, nil, 2.5f); CParticle::AddParticle(PARTICLE_ENGINE_SMOKE, m_aWheelColPoints[0].point + 0.5f*GetUp() - GetForward(), 1.2f*m_vecMoveSpeed, nil, 2.0f); CParticle::AddParticle(PARTICLE_ENGINE_STEAM, m_aWheelColPoints[2].point + 0.5f*GetUp() - GetForward(), 1.3f*m_vecMoveSpeed, nil, 2.5f); CParticle::AddParticle(PARTICLE_ENGINE_SMOKE, m_aWheelColPoints[2].point + 0.5f*GetUp() - GetForward(), 1.2f*m_vecMoveSpeed, nil, 2.0f); ApplyMoveForce(CVector(0.0f, 0.0f, 1.0f)*m_fMass*0.4f); ApplyTurnForce(GetUp()*m_fMass*0.035f, GetForward()*1.0f); } } break; } float brake; if(skipPhysics){ bHasContacted = false; bIsInSafePosition = false; bWasPostponed = false; bHasHitWall = false; m_nCollisionRecords = 0; bHasCollided = false; bVehicleColProcessed = false; m_nDamagePieceType = 0; m_fDamageImpulse = 0.0f; m_pDamageEntity = nil; m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f); m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f); }else{ // This has to be done if ProcessEntityCollision wasn't called if(!bVehicleColProcessed){ CMatrix mat(GetMatrix()); bIsStuck = false; bHasContacted = false; bIsInSafePosition = false; bWasPostponed = false; bHasHitWall = false; m_fDistanceTravelled = 0.0f; field_EF = false; m_phy_flagA80 = false; ApplyMoveSpeed(); ApplyTurnSpeed(); for(i = 0; CheckCollision() && i < 5; i++){ GetMatrix() = mat; ApplyMoveSpeed(); ApplyTurnSpeed(); } bIsInSafePosition = true; bIsStuck = false; } CPhysical::ProcessControl(); ProcessBuoyancy(); // Rescale spring ratios, i.e. subtract wheel radius for(i = 0; i < 4; i++){ // wheel radius in relation to suspension line float wheelRadius = 1.0f - m_aSuspensionSpringLength[i]/m_aSuspensionLineLength[i]; // rescale such that 0.0 is fully compressed and 1.0 is fully extended m_aSuspensionSpringRatio[i] = (m_aSuspensionSpringRatio[i]-wheelRadius)/(1.0f-wheelRadius); } float fwdSpeed = DotProduct(m_vecMoveSpeed, GetForward()); CVector contactPoints[4]; // relative to model CVector contactSpeeds[4]; // speed at contact points CVector springDirections[4]; // normalized, in model space for(i = 0; i < 4; i++){ // Set spring under certain circumstances if(Damage.GetWheelStatus(i) == WHEEL_STATUS_MISSING) m_aSuspensionSpringRatio[i] = 1.0f; else if(Damage.GetWheelStatus(i) == WHEEL_STATUS_BURST){ // wheel more bumpy the faster we are if(CGeneral::GetRandomNumberInRange(0, (uint16)(40*fwdSpeed) + 98) < 100){ m_aSuspensionSpringRatio[i] += 0.3f*(m_aSuspensionLineLength[i]-m_aSuspensionSpringLength[i])/m_aSuspensionSpringLength[i]; if(m_aSuspensionSpringRatio[i] > 1.0f) m_aSuspensionSpringRatio[i] = 1.0f; } } // get points and directions if spring is compressed if(m_aSuspensionSpringRatio[i] < 1.0f){ contactPoints[i] = m_aWheelColPoints[i].point - GetPosition(); springDirections[i] = Multiply3x3(GetMatrix(), colModel->lines[i].p1 - colModel->lines[i].p0); springDirections[i].Normalise(); } } // Make springs push up vehicle for(i = 0; i < 4; i++){ if(m_aSuspensionSpringRatio[i] < 1.0f){ float bias = pHandling->fSuspensionBias; if(i == 1 || i == 3) // rear bias = 1.0f - bias; ApplySpringCollision(pHandling->fSuspensionForceLevel, springDirections[i], contactPoints[i], m_aSuspensionSpringRatio[i], bias); m_aWheelSkidmarkMuddy[i] = m_aWheelColPoints[i].surfaceB == SURFACE_GRASS || m_aWheelColPoints[i].surfaceB == SURFACE_DIRTTRACK || m_aWheelColPoints[i].surfaceB == SURFACE_SAND; }else{ contactPoints[i] = Multiply3x3(GetMatrix(), colModel->lines[i].p1); } } // Get speed at contact points for(i = 0; i < 4; i++){ contactSpeeds[i] = GetSpeed(contactPoints[i]); if(m_aGroundPhysical[i]){ // subtract movement of physical we're standing on contactSpeeds[i] -= m_aGroundPhysical[i]->GetSpeed(m_aGroundOffset[i]); #ifndef FIX_BUGS // this shouldn't be reset because we still need it below m_aGroundPhysical[i] = nil; #endif } } // dampen springs for(i = 0; i < 4; i++) if(m_aSuspensionSpringRatio[i] < 1.0f) ApplySpringDampening(pHandling->fSuspensionDampingLevel, springDirections[i], contactPoints[i], contactSpeeds[i]); // Get speed at contact points again for(i = 0; i < 4; i++){ contactSpeeds[i] = GetSpeed(contactPoints[i]); if(m_aGroundPhysical[i]){ // subtract movement of physical we're standing on contactSpeeds[i] -= m_aGroundPhysical[i]->GetSpeed(m_aGroundOffset[i]); m_aGroundPhysical[i] = nil; } } bool gripCheat = true; fwdSpeed = DotProduct(m_vecMoveSpeed, GetForward()); if(!strongGrip1 && !CVehicle::bCheat3) gripCheat = false; float acceleration = pHandling->Transmission.CalculateDriveAcceleration(m_fGasPedal, m_nCurrentGear, m_fChangeGearTime, fwdSpeed, gripCheat); acceleration /= fForceMultiplier; // unused if(GetModelIndex() == MI_MIAMI_RCBARON || GetModelIndex() == MI_MIAMI_RCRAIDER || GetModelIndex() == MI_MIAMI_SPARROW) acceleration = 0.0f; brake = m_fBrakePedal * pHandling->fBrakeDeceleration * CTimer::GetTimeStep(); bool neutralHandling = !!(pHandling->Flags & HANDLING_NEUTRALHANDLING); float brakeBiasFront = neutralHandling ? 1.0f : 2.0f*pHandling->fBrakeBias; float brakeBiasRear = neutralHandling ? 1.0f : 2.0f*(1.0f-pHandling->fBrakeBias); float tractionBiasFront = neutralHandling ? 1.0f : 2.0f*pHandling->fTractionBias; float tractionBiasRear = neutralHandling ? 1.0f : 2.0f*(1.0f-pHandling->fTractionBias); // Count how many wheels are touching the ground m_nWheelsOnGround = 0; m_nDriveWheelsOnGroundPrev = m_nDriveWheelsOnGround; m_nDriveWheelsOnGround = 0; for(i = 0; i < 4; i++){ if(m_aSuspensionSpringRatio[i] < 1.0f) m_aWheelTimer[i] = 4.0f; else m_aWheelTimer[i] = max(m_aWheelTimer[i]-CTimer::GetTimeStep(), 0.0f); if(m_aWheelTimer[i] > 0.0f){ m_nWheelsOnGround++; switch(pHandling->Transmission.nDriveType){ case '4': m_nDriveWheelsOnGround++; break; case 'F': if(i == CARWHEEL_FRONT_LEFT || i == CARWHEEL_FRONT_RIGHT) m_nDriveWheelsOnGround++; break; case 'R': if(i == CARWHEEL_REAR_LEFT || i == CARWHEEL_REAR_RIGHT) m_nDriveWheelsOnGround++; break; } } } float traction; if(m_status == STATUS_PHYSICS) traction = 0.004f * m_fTraction; else traction = 0.004f; traction *= pHandling->fTractionMultiplier / 4.0f; traction /= fForceMultiplier; if(CVehicle::bCheat3) traction *= 4.0f; if(FindPlayerVehicle() && FindPlayerVehicle() == this){ if(CPad::GetPad(0)->WeaponJustDown()){ if(m_bombType == CARBOMB_TIMED){ m_bombType = CARBOMB_TIMEDACTIVE; m_nBombTimer = 7000; m_pBlowUpEntity = FindPlayerPed(); CGarages::TriggerMessage("GA_12", -1, 3000, -1); DMAudio.PlayOneShot(m_audioEntityId, SOUND_BOMB_TIMED_ACTIVATED, 1.0f); }else if(m_bombType == CARBOMB_ONIGNITION){ m_bombType = CARBOMB_ONIGNITIONACTIVE; CGarages::TriggerMessage("GA_12", -1, 3000, -1); DMAudio.PlayOneShot(m_audioEntityId, SOUND_BOMB_ONIGNITION_ACTIVATED, 1.0f); } } }else if(strongGrip1 || CVehicle::bCheat3){ traction *= 1.2f; acceleration *= 1.4f; if(strongGrip2 || CVehicle::bCheat3){ traction *= 1.3f; acceleration *= 1.4f; } } static float fThrust; static tWheelState WheelState[4]; // Process front wheels on ground if(m_aWheelTimer[CARWHEEL_FRONT_LEFT] > 0.0f || m_aWheelTimer[CARWHEEL_FRONT_RIGHT] > 0.0f){ float s = Sin(m_fSteerAngle); float c = Cos(m_fSteerAngle); CVector wheelFwd = Multiply3x3(GetMatrix(), CVector(-s, c, 0.0f)); CVector wheelRight = Multiply3x3(GetMatrix(), CVector(c, s, 0.0f)); if(m_aWheelTimer[CARWHEEL_FRONT_LEFT] > 0.0f){ if(mod_HandlingManager.HasRearWheelDrive(pHandling->nIdentifier)) fThrust = 0.0f; else fThrust = acceleration; m_aWheelColPoints[CARWHEEL_FRONT_LEFT].surfaceA = SURFACE_RUBBER29; float adhesion = CSurfaceTable::GetAdhesiveLimit(m_aWheelColPoints[CARWHEEL_FRONT_LEFT])*traction; if(m_status == STATUS_PLAYER) adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[CARWHEEL_FRONT_LEFT].surfaceB); WheelState[CARWHEEL_FRONT_LEFT] = m_aWheelState[CARWHEEL_FRONT_LEFT]; if(Damage.GetWheelStatus(VEHWHEEL_FRONT_LEFT) == WHEEL_STATUS_BURST) ProcessWheel(wheelFwd, wheelRight, contactSpeeds[CARWHEEL_FRONT_LEFT], contactPoints[CARWHEEL_FRONT_LEFT], m_nWheelsOnGround, fThrust, brake*brakeBiasFront, adhesion*tractionBiasFront*Damage.m_fWheelDamageEffect, CARWHEEL_FRONT_LEFT, &m_aWheelSpeed[CARWHEEL_FRONT_LEFT], &WheelState[CARWHEEL_FRONT_LEFT], WHEEL_STATUS_BURST); else ProcessWheel(wheelFwd, wheelRight, contactSpeeds[CARWHEEL_FRONT_LEFT], contactPoints[CARWHEEL_FRONT_LEFT], m_nWheelsOnGround, fThrust, brake*brakeBiasFront, adhesion*tractionBiasFront, CARWHEEL_FRONT_LEFT, &m_aWheelSpeed[CARWHEEL_FRONT_LEFT], &WheelState[CARWHEEL_FRONT_LEFT], WHEEL_STATUS_OK); } if(m_aWheelTimer[CARWHEEL_FRONT_RIGHT] > 0.0f){ if(mod_HandlingManager.HasRearWheelDrive(pHandling->nIdentifier)) fThrust = 0.0f; else fThrust = acceleration; m_aWheelColPoints[CARWHEEL_FRONT_RIGHT].surfaceA = SURFACE_RUBBER29; float adhesion = CSurfaceTable::GetAdhesiveLimit(m_aWheelColPoints[CARWHEEL_FRONT_RIGHT])*traction; if(m_status == STATUS_PLAYER) adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[CARWHEEL_FRONT_RIGHT].surfaceB); WheelState[CARWHEEL_FRONT_RIGHT] = m_aWheelState[CARWHEEL_FRONT_RIGHT]; if(Damage.GetWheelStatus(VEHWHEEL_FRONT_RIGHT) == WHEEL_STATUS_BURST) ProcessWheel(wheelFwd, wheelRight, contactSpeeds[CARWHEEL_FRONT_RIGHT], contactPoints[CARWHEEL_FRONT_RIGHT], m_nWheelsOnGround, fThrust, brake*brakeBiasFront, adhesion*tractionBiasFront*Damage.m_fWheelDamageEffect, CARWHEEL_FRONT_RIGHT, &m_aWheelSpeed[CARWHEEL_FRONT_RIGHT], &WheelState[CARWHEEL_FRONT_RIGHT], WHEEL_STATUS_BURST); else ProcessWheel(wheelFwd, wheelRight, contactSpeeds[CARWHEEL_FRONT_RIGHT], contactPoints[CARWHEEL_FRONT_RIGHT], m_nWheelsOnGround, fThrust, brake*brakeBiasFront, adhesion*tractionBiasFront, CARWHEEL_FRONT_RIGHT, &m_aWheelSpeed[CARWHEEL_FRONT_RIGHT], &WheelState[CARWHEEL_FRONT_RIGHT], WHEEL_STATUS_OK); } } // Process front wheels off ground if(m_aWheelTimer[CARWHEEL_FRONT_LEFT] <= 0.0f){ if(mod_HandlingManager.HasRearWheelDrive(pHandling->nIdentifier) || acceleration == 0.0f) m_aWheelSpeed[CARWHEEL_FRONT_LEFT] *= 0.95f; else{ if(acceleration > 0.0f){ if(m_aWheelSpeed[CARWHEEL_FRONT_LEFT] < 2.0f) m_aWheelSpeed[CARWHEEL_FRONT_LEFT] -= 0.2f; }else{ if(m_aWheelSpeed[CARWHEEL_FRONT_LEFT] > -2.0f) m_aWheelSpeed[CARWHEEL_FRONT_LEFT] += 0.1f; } } m_aWheelRotation[CARWHEEL_FRONT_LEFT] += m_aWheelSpeed[CARWHEEL_FRONT_LEFT]; } if(m_aWheelTimer[CARWHEEL_FRONT_RIGHT] <= 0.0f){ if(mod_HandlingManager.HasRearWheelDrive(pHandling->nIdentifier) || acceleration == 0.0f) m_aWheelSpeed[CARWHEEL_FRONT_RIGHT] *= 0.95f; else{ if(acceleration > 0.0f){ if(m_aWheelSpeed[CARWHEEL_FRONT_RIGHT] < 2.0f) m_aWheelSpeed[CARWHEEL_FRONT_RIGHT] -= 0.2f; }else{ if(m_aWheelSpeed[CARWHEEL_FRONT_RIGHT] > -2.0f) m_aWheelSpeed[CARWHEEL_FRONT_RIGHT] += 0.1f; } } m_aWheelRotation[CARWHEEL_FRONT_RIGHT] += m_aWheelSpeed[CARWHEEL_FRONT_RIGHT]; } // Process rear wheels if(m_aWheelTimer[CARWHEEL_REAR_LEFT] > 0.0f || m_aWheelTimer[CARWHEEL_REAR_RIGHT] > 0.0f){ CVector wheelFwd = GetForward(); CVector wheelRight = GetRight(); if(bIsHandbrakeOn) brake = 20000.0f; if(m_aWheelTimer[CARWHEEL_REAR_LEFT] > 0.0f){ if(mod_HandlingManager.HasFrontWheelDrive(pHandling->nIdentifier)) fThrust = 0.0f; else fThrust = acceleration; m_aWheelColPoints[CARWHEEL_REAR_LEFT].surfaceA = SURFACE_RUBBER29; float adhesion = CSurfaceTable::GetAdhesiveLimit(m_aWheelColPoints[CARWHEEL_REAR_LEFT])*traction; if(m_status == STATUS_PLAYER) adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[CARWHEEL_REAR_LEFT].surfaceB); WheelState[CARWHEEL_REAR_LEFT] = m_aWheelState[CARWHEEL_REAR_LEFT]; if(Damage.GetWheelStatus(VEHWHEEL_REAR_LEFT) == WHEEL_STATUS_BURST) ProcessWheel(wheelFwd, wheelRight, contactSpeeds[CARWHEEL_REAR_LEFT], contactPoints[CARWHEEL_REAR_LEFT], m_nWheelsOnGround, fThrust, brake*brakeBiasRear, adhesion*tractionBiasRear*Damage.m_fWheelDamageEffect, CARWHEEL_REAR_LEFT, &m_aWheelSpeed[CARWHEEL_REAR_LEFT], &WheelState[CARWHEEL_REAR_LEFT], WHEEL_STATUS_BURST); else ProcessWheel(wheelFwd, wheelRight, contactSpeeds[CARWHEEL_REAR_LEFT], contactPoints[CARWHEEL_REAR_LEFT], m_nWheelsOnGround, fThrust, brake*brakeBiasRear, adhesion*tractionBiasRear, CARWHEEL_REAR_LEFT, &m_aWheelSpeed[CARWHEEL_REAR_LEFT], &WheelState[CARWHEEL_REAR_LEFT], WHEEL_STATUS_OK); } if(m_aWheelTimer[CARWHEEL_REAR_RIGHT] > 0.0f){ if(mod_HandlingManager.HasFrontWheelDrive(pHandling->nIdentifier)) fThrust = 0.0f; else fThrust = acceleration; m_aWheelColPoints[CARWHEEL_REAR_RIGHT].surfaceA = SURFACE_RUBBER29; float adhesion = CSurfaceTable::GetAdhesiveLimit(m_aWheelColPoints[CARWHEEL_REAR_RIGHT])*traction; if(m_status == STATUS_PLAYER) adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[CARWHEEL_REAR_RIGHT].surfaceB); WheelState[CARWHEEL_REAR_RIGHT] = m_aWheelState[CARWHEEL_REAR_RIGHT]; if(Damage.GetWheelStatus(VEHWHEEL_REAR_RIGHT) == WHEEL_STATUS_BURST) ProcessWheel(wheelFwd, wheelRight, contactSpeeds[CARWHEEL_REAR_RIGHT], contactPoints[CARWHEEL_REAR_RIGHT], m_nWheelsOnGround, fThrust, brake*brakeBiasRear, adhesion*tractionBiasRear*Damage.m_fWheelDamageEffect, CARWHEEL_REAR_RIGHT, &m_aWheelSpeed[CARWHEEL_REAR_RIGHT], &WheelState[CARWHEEL_REAR_RIGHT], WHEEL_STATUS_BURST); else ProcessWheel(wheelFwd, wheelRight, contactSpeeds[CARWHEEL_REAR_RIGHT], contactPoints[CARWHEEL_REAR_RIGHT], m_nWheelsOnGround, fThrust, brake*brakeBiasRear, adhesion*tractionBiasRear, CARWHEEL_REAR_RIGHT, &m_aWheelSpeed[CARWHEEL_REAR_RIGHT], &WheelState[CARWHEEL_REAR_RIGHT], WHEEL_STATUS_OK); } } // Process rear wheels off ground if(m_aWheelTimer[CARWHEEL_REAR_LEFT] <= 0.0f){ if(mod_HandlingManager.HasFrontWheelDrive(pHandling->nIdentifier) || acceleration == 0.0f) m_aWheelSpeed[CARWHEEL_REAR_LEFT] *= 0.95f; else{ if(acceleration > 0.0f){ if(m_aWheelSpeed[CARWHEEL_REAR_LEFT] < 2.0f) m_aWheelSpeed[CARWHEEL_REAR_LEFT] -= 0.2f; }else{ if(m_aWheelSpeed[CARWHEEL_REAR_LEFT] > -2.0f) m_aWheelSpeed[CARWHEEL_REAR_LEFT] += 0.1f; } } m_aWheelRotation[CARWHEEL_REAR_LEFT] += m_aWheelSpeed[CARWHEEL_REAR_LEFT]; } if(m_aWheelTimer[CARWHEEL_REAR_RIGHT] <= 0.0f){ if(mod_HandlingManager.HasFrontWheelDrive(pHandling->nIdentifier) || acceleration == 0.0f) m_aWheelSpeed[CARWHEEL_REAR_RIGHT] *= 0.95f; else{ if(acceleration > 0.0f){ if(m_aWheelSpeed[CARWHEEL_REAR_RIGHT] < 2.0f) m_aWheelSpeed[CARWHEEL_REAR_RIGHT] -= 0.2f; }else{ if(m_aWheelSpeed[CARWHEEL_REAR_RIGHT] > -2.0f) m_aWheelSpeed[CARWHEEL_REAR_RIGHT] += 0.1f; } } m_aWheelRotation[CARWHEEL_REAR_RIGHT] += m_aWheelSpeed[CARWHEEL_REAR_RIGHT]; } for(i = 0; i < 4; i++){ float wheelPos = colModel->lines[i].p0.z; if(m_aSuspensionSpringRatio[i] > 0.0f) wheelPos -= m_aSuspensionSpringRatio[i]*m_aSuspensionSpringLength[i]; m_aWheelPosition[i] += (wheelPos - m_aWheelPosition[i])*0.75f; } for(i = 0; i < 4; i++) m_aWheelState[i] = WheelState[i]; // Process horn if(m_status != STATUS_PLAYER){ ReduceHornCounter(); }else{ if(GetModelIndex() == MI_MRWHOOP){ if(Pads[0].bHornHistory[Pads[0].iCurrHornHistory] && !Pads[0].bHornHistory[(Pads[0].iCurrHornHistory+4) % 5]){ m_bSirenOrAlarm = !m_bSirenOrAlarm; printf("m_bSirenOrAlarm toggled to %d\n", m_bSirenOrAlarm); } }else if(UsesSiren(GetModelIndex())){ if(Pads[0].bHornHistory[Pads[0].iCurrHornHistory]){ if(Pads[0].bHornHistory[(Pads[0].iCurrHornHistory+4) % 5] && Pads[0].bHornHistory[(Pads[0].iCurrHornHistory+3) % 5]) m_nCarHornTimer = 1; else m_nCarHornTimer = 0; }else if(Pads[0].bHornHistory[(Pads[0].iCurrHornHistory+4) % 5] && !Pads[0].bHornHistory[(Pads[0].iCurrHornHistory+1) % 5]){ m_nCarHornTimer = 0; m_bSirenOrAlarm = !m_bSirenOrAlarm; }else m_nCarHornTimer = 0; }else if(GetModelIndex() != MI_YARDIE && !CVehicle::bCheat3){ if(Pads[0].GetHorn()) m_nCarHornTimer = 1; else m_nCarHornTimer = 0; } } // Flying if(m_status != STATUS_PLAYER && m_status != STATUS_PLAYER_REMOTE && m_status != STATUS_PHYSICS){ if(GetModelIndex() == MI_MIAMI_RCRAIDER || GetModelIndex() == MI_MIAMI_SPARROW) m_aWheelSpeed[0] = max(m_aWheelSpeed[0]-0.0005f, 0.0f); }else if((GetModelIndex() == MI_DODO || CVehicle::bAllDodosCheat) && m_vecMoveSpeed.Magnitude() > 0.0f && CTimer::GetTimeStep() > 0.0f){ FlyingControl(FLIGHT_MODEL_DODO); }else if(GetModelIndex() == MI_MIAMI_RCBARON){ FlyingControl(FLIGHT_MODEL_RCPLANE); }else if(GetModelIndex() == MI_MIAMI_RCRAIDER || GetModelIndex() == MI_MIAMI_SPARROW || bAllCarCheat){ if(CPad::GetPad(0)->GetCircleJustDown()) m_aWheelSpeed[0] = max(m_aWheelSpeed[0]-0.03f, 0.0f); if(m_aWheelSpeed[0] < 0.22f) m_aWheelSpeed[0] += 0.0001f; if(m_aWheelSpeed[0] > 0.15f) FlyingControl(FLIGHT_MODEL_HELI); } } // Process car on fire // A similar calculation of damagePos is done elsewhere for smoke uint8 engineStatus = Damage.GetEngineStatus(); CVector damagePos = ((CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()))->m_positions[CAR_POS_HEADLIGHTS]; switch(Damage.GetDoorStatus(DOOR_BONNET)){ case DOOR_STATUS_OK: case DOOR_STATUS_SMASHED: // Bonnet is still there, smoke comes out at the edge damagePos += vecDAMAGE_ENGINE_POS_SMALL; break; case DOOR_STATUS_SWINGING: case DOOR_STATUS_MISSING: // Bonnet is gone, smoke comes out at the engine damagePos += vecDAMAGE_ENGINE_POS_BIG; break; } // move fire forward if in first person if(this == FindPlayerVehicle() && TheCamera.GetLookingForwardFirstPerson()) if(m_fHealth < 250.0f && m_status != STATUS_WRECKED){ if(GetModelIndex() == MI_FIRETRUCK) damagePos += CVector(0.0f, 3.0f, -0.2f); else damagePos += CVector(0.0f, 1.2f, -0.8f); } damagePos = GetMatrix()*damagePos; damagePos.z += 0.15f; if(m_fHealth < 250.0f && m_status != STATUS_WRECKED){ // Car is on fire CParticle::AddParticle(PARTICLE_CARFLAME, damagePos, CVector(0.0f, 0.0f, CGeneral::GetRandomNumberInRange(0.01125f, 0.09f)), nil, 0.9f); CVector coors = damagePos; coors.x += CGeneral::GetRandomNumberInRange(-0.5625f, 0.5625f), coors.y += CGeneral::GetRandomNumberInRange(-0.5625f, 0.5625f), coors.z += CGeneral::GetRandomNumberInRange(0.5625f, 2.25f); CParticle::AddParticle(PARTICLE_CARFLAME_SMOKE, coors, CVector(0.0f, 0.0f, 0.0f)); CParticle::AddParticle(PARTICLE_ENGINE_SMOKE2, damagePos, CVector(0.0f, 0.0f, 0.0f), nil, 0.5f); // Blow up car after 5 seconds m_fFireBlowUpTimer += CTimer::GetTimeStepInMilliseconds(); if(m_fFireBlowUpTimer > 5000.0f){ CWorld::Players[CWorld::PlayerInFocus].AwardMoneyForExplosion(this); BlowUpCar(m_pSetOnFireEntity); } }else m_fFireBlowUpTimer = 0.0f; // Decrease car health if engine is damaged badly if(engineStatus > ENGINE_STATUS_ON_FIRE && m_fHealth > 250.0f) m_fHealth -= 2.0f; ProcessDelayedExplosion(); if(m_bSirenOrAlarm && (CTimer::GetFrameCounter()&7) == 5 && UsesSiren(GetModelIndex()) && GetModelIndex() != MI_MRWHOOP) CCarAI::MakeWayForCarWithSiren(this); // Find out how much to shake the pad depending on suspension and ground surface float suspShake = 0.0f; float surfShake = 0.0f; for(i = 0; i < 4; i++){ float suspChange = m_aSuspensionSpringRatioPrev[i] - m_aSuspensionSpringRatio[i]; if(suspChange > 0.3f){ DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_JUMP, suspChange); if(suspChange > suspShake) suspShake = suspChange; } uint8 surf = m_aWheelColPoints[i].surfaceB; if(surf == SURFACE_DIRT || surf == SURFACE_PUDDLE || surf == SURFACE_HEDGE){ if(surfShake < 0.2f) surfShake = 0.3f; }else if(surf == SURFACE_DIRTTRACK || surf == SURFACE_SAND){ if(surfShake < 0.1f) surfShake = 0.2f; }else if(surf == SURFACE_GRASS){ if(surfShake < 0.05f) surfShake = 0.1f; } m_aSuspensionSpringRatioPrev[i] = m_aSuspensionSpringRatio[i]; m_aSuspensionSpringRatio[i] = 1.0f; } // Shake pad if((suspShake > 0.0f || surfShake > 0.0f) && m_status == STATUS_PLAYER){ float speed = m_vecMoveSpeed.MagnitudeSqr(); if(speed > sq(0.1f)){ speed = Sqrt(speed); if(suspShake > 0.0f){ uint8 freq = min(200.0f*suspShake*speed*2000.0f/m_fMass + 100.0f, 250.0f); CPad::GetPad(0)->StartShake(20000.0f*CTimer::GetTimeStep()/freq, freq); }else{ uint8 freq = min(200.0f*surfShake*speed*2000.0f/m_fMass + 40.0f, 145.0f); CPad::GetPad(0)->StartShake(5000.0f*CTimer::GetTimeStep()/freq, freq); } } } bVehicleColProcessed = false; if(!bWarnedPeds) CCarCtrl::ScanForPedDanger(this); // Turn around at the edge of the world // TODO: make the numbers defines float heading; if(GetPosition().x > 1900.0f){ if(m_vecMoveSpeed.x > 0.0f) m_vecMoveSpeed.x *= -1.0f; heading = GetForward().Heading(); if(heading > 0.0f) // going west SetHeading(-heading); }else if(GetPosition().x < -1900.0f){ if(m_vecMoveSpeed.x < 0.0f) m_vecMoveSpeed.x *= -1.0f; heading = GetForward().Heading(); if(heading < 0.0f) // going east SetHeading(-heading); } if(GetPosition().y > 1900.0f){ if(m_vecMoveSpeed.y > 0.0f) m_vecMoveSpeed.y *= -1.0f; heading = GetForward().Heading(); if(heading < HALFPI && heading > 0.0f) SetHeading(PI-heading); else if(heading > -HALFPI && heading < 0.0f) SetHeading(-PI-heading); }else if(GetPosition().y < -1900.0f){ if(m_vecMoveSpeed.y < 0.0f) m_vecMoveSpeed.y *= -1.0f; heading = GetForward().Heading(); if(heading > HALFPI) SetHeading(PI-heading); else if(heading < -HALFPI) SetHeading(-PI-heading); } if(bInfiniteMass){ m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f); m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f); }else if(!skipPhysics && (m_fGasPedal == 0.0f && brake == 0.0f || m_status == STATUS_WRECKED)){ if(Abs(m_vecMoveSpeed.x) < 0.005f && Abs(m_vecMoveSpeed.y) < 0.005f && Abs(m_vecMoveSpeed.z) < 0.005f){ m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); m_vecTurnSpeed.z = 0.0f; } } } void CAutomobile::Teleport(CVector pos) { CWorld::Remove(this); GetPosition() = pos; SetOrientation(0.0f, 0.0f, 0.0f); SetMoveSpeed(0.0f, 0.0f, 0.0f); SetTurnSpeed(0.0f, 0.0f, 0.0f); ResetSuspension(); CWorld::Add(this); } void CAutomobile::PreRender(void) { int i, j, n; CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); if(GetModelIndex() == MI_RCBANDIT){ CVector pos = GetMatrix() * CVector(0.218f, -0.444f, 0.391f); CAntennas::RegisterOne((uintptr)this, GetUp(), pos, 1.0f); } float fwdSpeed = DotProduct(m_vecMoveSpeed, GetForward())*180.0f; // Wheel particles if(GetModelIndex() == MI_DODO){ ; // nothing }else if(GetModelIndex() == MI_RCBANDIT){ for(i = 0; i < 4; i++){ // Game has same code three times here switch(m_aWheelState[i]){ case WHEEL_STATE_SPINNING: case WHEEL_STATE_SKIDDING: case WHEEL_STATE_FIXED: CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, m_aWheelColPoints[i].point + CVector(0.0f, 0.0f, 0.05f), CVector(0.0f, 0.0f, 0.0f), nil, 0.1f); break; } } }else{ if(m_status == STATUS_SIMPLE){ CMatrix mat; CVector pos; mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RB])); pos = mat.GetPosition(); pos.z = 1.5f*m_aWheelPosition[CARWHEEL_REAR_RIGHT]; m_aWheelColPoints[CARWHEEL_REAR_RIGHT].point = GetMatrix() * pos; m_aWheelColPoints[CARWHEEL_REAR_RIGHT].surfaceB = SURFACE_DEFAULT; mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LB])); pos = mat.GetPosition(); pos.z = 1.5f*m_aWheelPosition[CARWHEEL_REAR_LEFT]; m_aWheelColPoints[CARWHEEL_REAR_LEFT].point = GetMatrix() * pos; m_aWheelColPoints[CARWHEEL_REAR_LEFT].surfaceB = SURFACE_DEFAULT; mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF])); pos = mat.GetPosition(); pos.z = 1.5f*m_aWheelPosition[CARWHEEL_FRONT_RIGHT]; m_aWheelColPoints[CARWHEEL_FRONT_RIGHT].point = GetMatrix() * pos; m_aWheelColPoints[CARWHEEL_FRONT_RIGHT].surfaceB = SURFACE_DEFAULT; mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF])); pos = mat.GetPosition(); pos.z = 1.5f*m_aWheelPosition[CARWHEEL_FRONT_LEFT]; m_aWheelColPoints[CARWHEEL_FRONT_LEFT].point = GetMatrix() * pos; m_aWheelColPoints[CARWHEEL_FRONT_LEFT].surfaceB = SURFACE_DEFAULT; } int drawParticles = Abs(fwdSpeed) < 90.0f; if(m_status == STATUS_SIMPLE || m_status == STATUS_PHYSICS || m_status == STATUS_PLAYER || m_status == STATUS_PLAYER_PLAYBACKFROMBUFFER){ bool rearSkidding = false; if(m_aWheelState[CARWHEEL_REAR_LEFT] == WHEEL_STATE_SKIDDING || m_aWheelState[CARWHEEL_REAR_RIGHT] == WHEEL_STATE_SKIDDING) rearSkidding = true; for(i = 0; i < 4; i++){ switch(m_aWheelState[i]){ case WHEEL_STATE_SPINNING: if(AddWheelDirtAndWater(&m_aWheelColPoints[i], drawParticles)){ CParticle::AddParticle(PARTICLE_BURNINGRUBBER_SMOKE, m_aWheelColPoints[i].point + CVector(0.0f, 0.0f, 0.25f), CVector(0.0f, 0.0f, 0.0f)); CParticle::AddParticle(PARTICLE_BURNINGRUBBER_SMOKE, m_aWheelColPoints[i].point + CVector(0.0f, 0.0f, 0.25f), CVector(0.0f, 0.0f, 0.05f)); } CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, m_aWheelColPoints[i].point + CVector(0.0f, 0.0f, 0.25f), CVector(0.0f, 0.0f, 0.0f)); if(m_aWheelTimer[i] > 0.0f) CSkidmarks::RegisterOne((uintptr)this + i, m_aWheelColPoints[i].point, GetForward().x, GetForward().y, &m_aWheelSkidmarkMuddy[i], &m_aWheelSkidmarkBloody[i]); break; case WHEEL_STATE_SKIDDING: if(i == CARWHEEL_REAR_LEFT || i == CARWHEEL_REAR_RIGHT || rearSkidding){ // same as below AddWheelDirtAndWater(&m_aWheelColPoints[i], drawParticles); CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, m_aWheelColPoints[i].point + CVector(0.0f, 0.0f, 0.25f), CVector(0.0f, 0.0f, 0.0f)); if(m_aWheelTimer[i] > 0.0f) CSkidmarks::RegisterOne((uintptr)this + i, m_aWheelColPoints[i].point, GetForward().x, GetForward().y, &m_aWheelSkidmarkMuddy[i], &m_aWheelSkidmarkBloody[i]); } break; case WHEEL_STATE_FIXED: AddWheelDirtAndWater(&m_aWheelColPoints[i], drawParticles); CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, m_aWheelColPoints[i].point + CVector(0.0f, 0.0f, 0.25f), CVector(0.0f, 0.0f, 0.0f)); if(m_aWheelTimer[i] > 0.0f) CSkidmarks::RegisterOne((uintptr)this + i, m_aWheelColPoints[i].point, GetForward().x, GetForward().y, &m_aWheelSkidmarkMuddy[i], &m_aWheelSkidmarkBloody[i]); break; default: if(Abs(fwdSpeed) > 0.5f) AddWheelDirtAndWater(&m_aWheelColPoints[i], drawParticles); if(m_aWheelSkidmarkBloody[i] && m_aWheelTimer[i] > 0.0f) CSkidmarks::RegisterOne((uintptr)this + i, m_aWheelColPoints[i].point, GetForward().x, GetForward().y, &m_aWheelSkidmarkMuddy[i], &m_aWheelSkidmarkBloody[i]); } } } } if(m_aCarNodes[CAR_WHEEL_RM]){ // assume middle wheels are two units before rear ones CVector offset = GetForward()*2.0f; switch(m_aWheelState[CARWHEEL_REAR_LEFT]){ // Game has same code three times here case WHEEL_STATE_SPINNING: case WHEEL_STATE_SKIDDING: case WHEEL_STATE_FIXED: CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, m_aWheelColPoints[CARWHEEL_REAR_LEFT].point + CVector(0.0f, 0.0f, 0.25f) + offset, CVector(0.0f, 0.0f, 0.0f)); if(m_aWheelTimer[CARWHEEL_REAR_LEFT] > 0.0f) CSkidmarks::RegisterOne((uintptr)this + CARWHEEL_REAR_LEFT, m_aWheelColPoints[CARWHEEL_REAR_LEFT].point + offset, GetForward().x, GetForward().y, &m_aWheelSkidmarkMuddy[CARWHEEL_REAR_LEFT], &m_aWheelSkidmarkBloody[CARWHEEL_REAR_LEFT]); break; } switch(m_aWheelState[CARWHEEL_REAR_RIGHT]){ // Game has same code three times here case WHEEL_STATE_SPINNING: case WHEEL_STATE_SKIDDING: case WHEEL_STATE_FIXED: CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, m_aWheelColPoints[CARWHEEL_REAR_RIGHT].point + CVector(0.0f, 0.0f, 0.25f) + offset, CVector(0.0f, 0.0f, 0.0f)); if(m_aWheelTimer[CARWHEEL_REAR_RIGHT] > 0.0f) CSkidmarks::RegisterOne((uintptr)this + CARWHEEL_REAR_RIGHT, m_aWheelColPoints[CARWHEEL_REAR_RIGHT].point + offset, GetForward().x, GetForward().y, &m_aWheelSkidmarkMuddy[CARWHEEL_REAR_RIGHT], &m_aWheelSkidmarkBloody[CARWHEEL_REAR_RIGHT]); break; } } // Rain on roof if(!CCullZones::CamNoRain() && !CCullZones::PlayerNoRain() && Abs(fwdSpeed) < 20.0f && CWeather::Rain > 0.02f){ CColModel *colModel = GetColModel(); for(i = 0; i < colModel->numTriangles; i++){ CVector p1, p2, p3, c; colModel->GetTrianglePoint(p1, colModel->triangles[i].a); p1 = GetMatrix() * p1; colModel->GetTrianglePoint(p2, colModel->triangles[i].b); p2 = GetMatrix() * p2; colModel->GetTrianglePoint(p3, colModel->triangles[i].c); p3 = GetMatrix() * p3; c = (p1 + p2 + p3)/3.0f; n = 6.0f*CWeather::Rain; for(j = 0; j <= n; j++) CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, c + CVector(CGeneral::GetRandomNumberInRange(-.04f, 0.4f), CGeneral::GetRandomNumberInRange(-.04f, 0.4f), 0.0f), CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, 0, 0, CGeneral::GetRandomNumber() & 1); } } AddDamagedVehicleParticles(); // Exhaust smoke if(bEngineOn && fwdSpeed < 90.0f){ CVector exhaustPos = mi->m_positions[CAR_POS_EXHAUST]; CVector pos1, pos2, dir; if(exhaustPos != CVector(0.0f, 0.0f, 0.0f)){ dir.z = 0.0f; if(fwdSpeed < 10.0f){ CVector steerFwd(-Sin(m_fSteerAngle), Cos(m_fSteerAngle), 0.0f); steerFwd = Multiply3x3(GetMatrix(), steerFwd); float r = CGeneral::GetRandomNumberInRange(-0.06f, -0.03f); dir.x = steerFwd.x * r; dir.y = steerFwd.y * r; }else{ dir.x = m_vecMoveSpeed.x; dir.y = m_vecMoveSpeed.y; } bool dblExhaust = false; pos1 = GetMatrix() * exhaustPos; if(pHandling->Flags & HANDLING_DBL_EXHAUST){ dblExhaust = true; pos2 = exhaustPos; pos2.x = -pos2.x; pos2 = GetMatrix() * pos2; } n = 4.0f*m_fGasPedal; if(dblExhaust) for(i = 0; i <= n; i++){ CParticle::AddParticle(PARTICLE_EXHAUST_FUMES, pos1, dir); CParticle::AddParticle(PARTICLE_EXHAUST_FUMES, pos2, dir); } else for(i = 0; i <= n; i++) CParticle::AddParticle(PARTICLE_EXHAUST_FUMES, pos1, dir); } } // Siren and taxi lights switch(GetModelIndex()){ case MI_FIRETRUCK: case MI_AMBULAN: case MI_POLICE: case MI_ENFORCER: if(m_bSirenOrAlarm){ CVector pos1, pos2; uint8 r1, g1, b1; uint8 r2, g2, b2; uint8 r, g, b; switch(GetModelIndex()){ case MI_FIRETRUCK: pos1 = CVector(1.1f, 1.7f, 2.0f); pos2 = CVector(-1.1f, 1.7f, 2.0f); r1 = 255; g1 = 0; b1 = 0; r2 = 255; g2 = 255; b2 = 0; break; case MI_AMBULAN: pos1 = CVector(1.1f, 0.9f, 1.6f); pos2 = CVector(-1.1f, 0.9f, 1.6f); r1 = 255; g1 = 0; b1 = 0; r2 = 255; g2 = 255; b2 = 255; break; case MI_POLICE: pos1 = CVector(0.7f, -0.4f, 1.0f); pos2 = CVector(-0.7f, -0.4f, 1.0f); r1 = 255; g1 = 0; b1 = 0; r2 = 0; g2 = 0; b2 = 255; break; case MI_ENFORCER: pos1 = CVector(1.1f, 0.8f, 1.2f); pos2 = CVector(-1.1f, 0.8f, 1.2f); r1 = 255; g1 = 0; b1 = 0; r2 = 0; g2 = 0; b2 = 255; break; } uint32 t = CTimer::GetTimeInMilliseconds() & 0x3FF; // 1023 if(t < 512){ r = r1/6; g = g1/6; b = b1/6; }else{ r = r2/6; g = g2/6; b = b2/6; } t = CTimer::GetTimeInMilliseconds() & 0x1FF; // 511 if(t < 100){ float f = t/100.0f; r *= f; g *= f; b *= f; }else if(t > 412){ float f = (512-t)/100.0f; r *= f; g *= f; b *= f; } CVector pos = GetPosition(); float angle = (CTimer::GetTimeInMilliseconds() & 0x3FF)*TWOPI/0x3FF; float s = 8.0f*Sin(angle); float c = 8.0f*Cos(angle); CShadows::StoreCarLightShadow(this, (uintptr)this + 21, gpShadowHeadLightsTex, &pos, c, s, s, -c, r, g, b, 8.0f); CPointLights::AddLight(CPointLights::LIGHT_POINT, pos + GetUp()*2.0f, CVector(0.0f, 0.0f, 0.0f), 12.0f, r*0.02f, g*0.02f, b*0.02f, CPointLights::FOG_NONE, true); pos1 = GetMatrix() * pos1; pos2 = GetMatrix() * pos2; for(i = 0; i < 4; i++){ uint8 sirenTimer = ((CTimer::GetTimeInMilliseconds() + (i<<6))>>8) & 3; pos = (pos1*i + pos2*(3.0f-i))/3.0f; switch(sirenTimer){ case 0: CCoronas::RegisterCorona((uintptr)this + 21 + i, r1, g1, b1, 255, pos, 0.4f, 50.0f, CCoronas::TYPE_STAR, i == 1 ? CCoronas::FLARE_HEADLIGHTS : CCoronas::FLARE_NONE, CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f); break; case 2: CCoronas::RegisterCorona((uintptr)this + 21 + i, r2, g2, b2, 255, pos, 0.4f, 50.0f, CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f); break; default: CCoronas::UpdateCoronaCoors((uintptr)this + 21 + i, pos, 50.0f, 0.0f); break; } } } break; case MI_FBICAR: if(m_bSirenOrAlarm){ CVector pos = GetMatrix() * CVector(0.4f, 0.6f, 0.3f); if(CTimer::GetTimeInMilliseconds() & 0x100 && DotProduct(GetForward(), GetPosition() - TheCamera.GetPosition()) < 0.0f) CCoronas::RegisterCorona((uintptr)this + 21, 0, 0, 255, 255, pos, 0.4f, 50.0f, CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f); else CCoronas::UpdateCoronaCoors((uintptr)this + 21, pos, 50.0f, 0.0f); } break; case MI_TAXI: case MI_CABBIE: case MI_BORGNINE: if(bTaxiLight){ CVector pos = GetPosition() + GetUp()*0.95f; CCoronas::RegisterCorona((uintptr)this + 21, 128, 128, 0, 255, pos, 0.8f, 50.0f, CCoronas::TYPE_NORMAL, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f); CPointLights::AddLight(CPointLights::LIGHT_POINT, pos, CVector(0.0f, 0.0f, 0.0f), 10.0f, 1.0f, 1.0f, 0.5f, CPointLights::FOG_NONE, true); } break; } if(GetModelIndex() == MI_RCBANDIT || GetModelIndex() == MI_DODO || GetModelIndex() == MI_RHINO) { CShadows::StoreShadowForCar(this); return; } // Turn lights on/off bool shouldLightsBeOn = CClock::GetHours() > 20 || CClock::GetHours() > 19 && CClock::GetMinutes() > (m_randomSeed & 0x3F) || CClock::GetHours() < 7 || CClock::GetHours() < 8 && CClock::GetMinutes() < (m_randomSeed & 0x3F) || m_randomSeed/50000.0f < CWeather::Foggyness || m_randomSeed/50000.0f < CWeather::WetRoads; if(shouldLightsBeOn != bLightsOn && m_status != STATUS_WRECKED){ if(m_status == STATUS_ABANDONED){ // Turn off lights on abandoned vehicles only when we they're far away if(bLightsOn && Abs(TheCamera.GetPosition().x - GetPosition().x) + Abs(TheCamera.GetPosition().y - GetPosition().y) > 100.0f) bLightsOn = false; }else bLightsOn = shouldLightsBeOn; } // Actually render the lights bool alarmOn = false; bool alarmOff = false; if(IsAlarmOn()){ if(CTimer::GetTimeInMilliseconds() & 0x100) alarmOn = true; else alarmOff = true; } if(bEngineOn && bLightsOn || alarmOn || alarmOff){ CVector lookVector = GetPosition() - TheCamera.GetPosition(); float camDist = lookVector.Magnitude(); if(camDist != 0.0f) lookVector *= 1.0f/camDist; else lookVector = CVector(1.0f, 0.0f, 0.0f); // 1.0 if directly behind car, -1.0 if in front // BUG on PC: Abs of DotProduct is taken float behindness = DotProduct(lookVector, GetForward()); behindness = clamp(behindness, -1.0f, 1.0f); // shouldn't be necessary // 0.0 if behind car, PI if in front // Abs not necessary float angle = Abs(Acos(behindness)); // Headlights CVector headLightPos = mi->m_positions[CAR_POS_HEADLIGHTS]; CVector lightR = GetMatrix() * headLightPos; CVector lightL = lightR; lightL -= GetRight()*2.0f*headLightPos.x; // Headlight coronas if(behindness < 0.0f){ // In front of car float intensity = -0.5f*behindness + 0.3f; float size = 1.0f - behindness; if(behindness < -0.97f && camDist < 30.0f){ // Directly in front and not too far away if(pHandling->Flags & HANDLING_HALOGEN_LIGHTS){ if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 6, 150, 150, 195, 255, lightL, 1.2f, 45.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_HEADLIGHT, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, angle); if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 7, 150, 150, 195, 255, lightR, 1.2f, 45.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_HEADLIGHT, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, angle); }else{ if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 6, 160, 160, 140, 255, lightL, 1.2f, 45.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_HEADLIGHT, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, angle); if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 7, 160, 160, 140, 255, lightR, 1.2f, 45.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_HEADLIGHT, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, angle); } } if(alarmOff){ if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this, 0, 0, 0, 0, lightL, size, 0.0f, CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 1, 0, 0, 0, 0, lightR, size, 0.0f, CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); }else{ if(pHandling->Flags & HANDLING_HALOGEN_LIGHTS){ if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this, 190*intensity, 190*intensity, 255*intensity, 255, lightL, size, 50.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 1, 190*intensity, 190*intensity, 255*intensity, 255, lightR, size, 50.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); }else{ if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this, 210*intensity, 210*intensity, 195*intensity, 255, lightL, size, 50.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 1, 210*intensity, 210*intensity, 195*intensity, 255, lightR, size, 50.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); } } }else{ // Behind car if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK) CCoronas::UpdateCoronaCoors((uintptr)this, lightL, 50.0f*TheCamera.LODDistMultiplier, angle); if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK) CCoronas::UpdateCoronaCoors((uintptr)this + 1, lightR, 50.0f*TheCamera.LODDistMultiplier, angle); } // bright lights if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK && !bNoBrightHeadLights) CBrightLights::RegisterOne(lightL, GetUp(), GetRight(), GetForward(), pHandling->FrontLights + BRIGHTLIGHT_FRONT); if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK && !bNoBrightHeadLights) CBrightLights::RegisterOne(lightR, GetUp(), GetRight(), GetForward(), pHandling->FrontLights + BRIGHTLIGHT_FRONT); // Taillights CVector tailLightPos = mi->m_positions[CAR_POS_TAILLIGHTS]; lightR = GetMatrix() * tailLightPos; lightL = lightR; lightL -= GetRight()*2.0f*tailLightPos.x; // Taillight coronas if(behindness > 0.0f){ // Behind car float intensity = 0.4f*behindness + 0.4f; float size = (behindness + 1.0f)/2.0f; if(m_fGasPedal < 0.0f){ // reversing intensity += 0.4f; size += 0.3f; if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 2, 128*intensity, 128*intensity, 128*intensity, 255, lightL, size, 50.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 3, 128*intensity, 128*intensity, 128*intensity, 255, lightR, size, 50.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); }else{ if(m_fBrakePedal > 0.0f){ intensity += 0.4f; size += 0.3f; } if(alarmOff){ if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 2, 0, 0, 0, 0, lightL, size, 0.0f, CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 3, 0, 0, 0, 0, lightR, size, 0.0f, CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); }else{ if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 2, 128*intensity, 0, 0, 255, lightL, size, 50.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 3, 128*intensity, 0, 0, 255, lightR, size, 50.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); } } }else{ // In front of car if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) CCoronas::UpdateCoronaCoors((uintptr)this + 2, lightL, 50.0f*TheCamera.LODDistMultiplier, angle); if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) CCoronas::UpdateCoronaCoors((uintptr)this + 3, lightR, 50.0f*TheCamera.LODDistMultiplier, angle); } // bright lights if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) CBrightLights::RegisterOne(lightL, GetUp(), GetRight(), GetForward(), pHandling->RearLights + BRIGHTLIGHT_REAR); if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) CBrightLights::RegisterOne(lightR, GetUp(), GetRight(), GetForward(), pHandling->RearLights + BRIGHTLIGHT_REAR); // Light shadows if(!alarmOff){ CVector pos = GetPosition(); CVector2D fwd(GetForward()); fwd.Normalise(); float f = headLightPos.y + 6.0f; pos += CVector(f*fwd.x, f*fwd.y, 2.0f); if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK || Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK) CShadows::StoreCarLightShadow(this, (uintptr)this + 22, gpShadowHeadLightsTex, &pos, 7.0f*fwd.x, 7.0f*fwd.y, 7.0f*fwd.y, -7.0f*fwd.x, 45, 45, 45, 7.0f); f = (tailLightPos.y - 2.5f) - (headLightPos.y + 6.0f); pos += CVector(f*fwd.x, f*fwd.y, 0.0f); if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK || Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) CShadows::StoreCarLightShadow(this, (uintptr)this + 25, gpShadowExplosionTex, &pos, 3.0f, 0.0f, 0.0f, -3.0f, 35, 0, 0, 4.0f); } if(this == FindPlayerVehicle() && !alarmOff){ if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK || Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK) CPointLights::AddLight(CPointLights::LIGHT_DIRECTIONAL, GetPosition(), GetForward(), 20.0f, 1.0f, 1.0f, 1.0f, FindPlayerVehicle()->m_vecMoveSpeed.MagnitudeSqr2D() < sq(0.45f) ? CPointLights::FOG_NORMAL : CPointLights::FOG_NONE, false); CVector pos = GetPosition() - 4.0f*GetForward(); if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK || Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) if(m_fBrakePedal > 0.0f) CPointLights::AddLight(CPointLights::LIGHT_POINT, pos, CVector(0.0f, 0.0f, 0.0f), 10.0f, 1.0f, 0.0f, 0.0f, CPointLights::FOG_NONE, false); else CPointLights::AddLight(CPointLights::LIGHT_POINT, pos, CVector(0.0f, 0.0f, 0.0f), 7.0f, 0.6f, 0.0f, 0.0f, CPointLights::FOG_NONE, false); } }else{ // Lights off if(m_status == STATUS_ABANDONED || m_status == STATUS_WRECKED) { CShadows::StoreShadowForCar(this); return; } CVector lightPos = mi->m_positions[CAR_POS_TAILLIGHTS]; CVector lightR = GetMatrix() * lightPos; CVector lightL = lightR; lightL -= GetRight()*2.0f*lightPos.x; if(m_fBrakePedal > 0.0f || m_fGasPedal < 0.0f){ CVector lookVector = GetPosition() - TheCamera.GetPosition(); lookVector.Normalise(); float behindness = DotProduct(lookVector, GetForward()); if(behindness > 0.0f){ if(m_fGasPedal < 0.0f){ // reversing if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 2, 120, 120, 120, 255, lightL, 1.2f, 50.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f); if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 3, 120, 120, 120, 255, lightR, 1.2f, 50.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f); if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) CBrightLights::RegisterOne(lightL, GetUp(), GetRight(), GetForward(), pHandling->RearLights + BRIGHTLIGHT_FRONT); if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) CBrightLights::RegisterOne(lightR, GetUp(), GetRight(), GetForward(), pHandling->RearLights + BRIGHTLIGHT_FRONT); }else{ // braking if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 2, 120, 0, 0, 255, lightL, 1.2f, 50.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f); if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 3, 120, 0, 0, 255, lightR, 1.2f, 50.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f); if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) CBrightLights::RegisterOne(lightL, GetUp(), GetRight(), GetForward(), pHandling->RearLights + BRIGHTLIGHT_REAR); if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) CBrightLights::RegisterOne(lightR, GetUp(), GetRight(), GetForward(), pHandling->RearLights + BRIGHTLIGHT_REAR); } }else{ if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) CCoronas::UpdateCoronaCoors((uintptr)this + 2, lightL, 50.0f*TheCamera.LODDistMultiplier, 0.0f); if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) CCoronas::UpdateCoronaCoors((uintptr)this + 3, lightR, 50.0f*TheCamera.LODDistMultiplier, 0.0f); } }else{ if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) CCoronas::UpdateCoronaCoors((uintptr)this + 2, lightL, 50.0f*TheCamera.LODDistMultiplier, 0.0f); if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) CCoronas::UpdateCoronaCoors((uintptr)this + 3, lightR, 50.0f*TheCamera.LODDistMultiplier, 0.0f); } } CShadows::StoreShadowForCar(this); } void CAutomobile::Render(void) { int i; CMatrix mat; CVector pos; CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); if(GetModelIndex() == MI_RHINO && m_aCarNodes[CAR_BONNET]){ // Rotate Rhino turret CMatrix m; CVector p; m.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_BONNET])); p = m.GetPosition(); m.SetRotateZ(m_fCarGunLR); m.Translate(p); m.UpdateRW(); } CVector contactPoints[4]; // relative to model CVector contactSpeeds[4]; // speed at contact points CVector frontWheelFwd = Multiply3x3(GetMatrix(), CVector(-Sin(m_fSteerAngle), Cos(m_fSteerAngle), 0.0f)); CVector rearWheelFwd = GetForward(); for(i = 0; i < 4; i++){ if (m_aWheelTimer[i] > 0.0f) { contactPoints[i] = m_aWheelColPoints[i].point - GetPosition(); contactSpeeds[i] = GetSpeed(contactPoints[i]); if (i == CARWHEEL_FRONT_LEFT || i == CARWHEEL_FRONT_RIGHT) m_aWheelSpeed[i] = ProcessWheelRotation(m_aWheelState[i], frontWheelFwd, contactSpeeds[i], 0.5f*mi->m_wheelScale); else m_aWheelSpeed[i] = ProcessWheelRotation(m_aWheelState[i], rearWheelFwd, contactSpeeds[i], 0.5f*mi->m_wheelScale); m_aWheelRotation[i] += m_aWheelSpeed[i]; } } // Rear right wheel mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RB])); pos.x = mat.GetPosition().x; pos.y = mat.GetPosition().y; pos.z = m_aWheelPosition[CARWHEEL_REAR_RIGHT]; if(Damage.GetWheelStatus(CARWHEEL_REAR_RIGHT) == WHEEL_STATUS_BURST) mat.SetRotate(m_aWheelRotation[CARWHEEL_REAR_RIGHT], 0.0f, 0.3f*Sin(m_aWheelRotation[CARWHEEL_REAR_RIGHT])); else mat.SetRotateX(m_aWheelRotation[CARWHEEL_REAR_RIGHT]); mat.Scale(mi->m_wheelScale); mat.Translate(pos); mat.UpdateRW(); if(CVehicle::bWheelsOnlyCheat) RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RB])); // Rear left wheel mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LB])); pos.x = mat.GetPosition().x; pos.y = mat.GetPosition().y; pos.z = m_aWheelPosition[CARWHEEL_REAR_LEFT]; if(Damage.GetWheelStatus(CARWHEEL_REAR_LEFT) == WHEEL_STATUS_BURST) mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI+0.3f*Sin(-m_aWheelRotation[CARWHEEL_REAR_LEFT])); else mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI); mat.Scale(mi->m_wheelScale); mat.Translate(pos); mat.UpdateRW(); if(CVehicle::bWheelsOnlyCheat) RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LB])); // Mid right wheel if(m_aCarNodes[CAR_WHEEL_RM]){ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RM])); pos.x = mat.GetPosition().x; pos.y = mat.GetPosition().y; pos.z = m_aWheelPosition[CARWHEEL_REAR_RIGHT]; if(Damage.GetWheelStatus(CARWHEEL_REAR_RIGHT) == WHEEL_STATUS_BURST) mat.SetRotate(m_aWheelRotation[CARWHEEL_REAR_RIGHT], 0.0f, 0.3f*Sin(m_aWheelRotation[CARWHEEL_REAR_RIGHT])); else mat.SetRotateX(m_aWheelRotation[CARWHEEL_REAR_RIGHT]); mat.Scale(mi->m_wheelScale); mat.Translate(pos); mat.UpdateRW(); if(CVehicle::bWheelsOnlyCheat) RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RM])); } // Mid left wheel if(m_aCarNodes[CAR_WHEEL_LM]){ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LM])); pos.x = mat.GetPosition().x; pos.y = mat.GetPosition().y; pos.z = m_aWheelPosition[CARWHEEL_REAR_LEFT]; if(Damage.GetWheelStatus(CARWHEEL_REAR_LEFT) == WHEEL_STATUS_BURST) mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI+0.3f*Sin(-m_aWheelRotation[CARWHEEL_REAR_LEFT])); else mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI); mat.Scale(mi->m_wheelScale); mat.Translate(pos); mat.UpdateRW(); if(CVehicle::bWheelsOnlyCheat) RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LM])); } if(GetModelIndex() == MI_DODO){ // Front wheel mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF])); pos.x = mat.GetPosition().x; pos.y = mat.GetPosition().y; pos.z = m_aWheelPosition[CARWHEEL_FRONT_RIGHT]; if(Damage.GetWheelStatus(CARWHEEL_FRONT_RIGHT) == WHEEL_STATUS_BURST) mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle+0.3f*Sin(m_aWheelRotation[CARWHEEL_FRONT_RIGHT])); else mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle); mat.Scale(mi->m_wheelScale); mat.Translate(pos); mat.UpdateRW(); if(CVehicle::bWheelsOnlyCheat) RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RF])); // Rotate propeller if(m_aCarNodes[CAR_WINDSCREEN]){ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WINDSCREEN])); pos = mat.GetPosition(); mat.SetRotateY(m_fPropellerRotation); mat.Translate(pos); mat.UpdateRW(); m_fPropellerRotation += m_fGasPedal != 0.0f ? TWOPI/13.0f : TWOPI/26.0f; if(m_fPropellerRotation > TWOPI) m_fPropellerRotation -= TWOPI; } // Rudder if(Damage.GetDoorStatus(DOOR_BOOT) != DOOR_STATUS_MISSING && m_aCarNodes[CAR_BOOT]){ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_BOOT])); pos = mat.GetPosition(); mat.SetRotate(0.0f, 0.0f, -m_fSteerAngle); mat.Rotate(0.0f, Sin(m_fSteerAngle)*DEGTORAD(22.0f), 0.0f); mat.Translate(pos); mat.UpdateRW(); } ProcessSwingingDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT); ProcessSwingingDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT); }else if(GetModelIndex() == MI_RHINO){ // Front right wheel mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF])); pos.x = mat.GetPosition().x; pos.y = mat.GetPosition().y; pos.z = m_aWheelPosition[CARWHEEL_FRONT_RIGHT]; // no damaged wheels or steering mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, 0.0f); mat.Scale(mi->m_wheelScale); mat.Translate(pos); mat.UpdateRW(); if(CVehicle::bWheelsOnlyCheat) RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RF])); // Front left wheel mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF])); pos.x = mat.GetPosition().x; pos.y = mat.GetPosition().y; pos.z = m_aWheelPosition[CARWHEEL_FRONT_LEFT]; // no damaged wheels or steering mat.SetRotate(-m_aWheelRotation[CARWHEEL_FRONT_LEFT], 0.0f, PI); mat.Scale(mi->m_wheelScale); mat.Translate(pos); mat.UpdateRW(); if(CVehicle::bWheelsOnlyCheat) RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LF])); }else{ // Front right wheel mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF])); pos.x = mat.GetPosition().x; pos.y = mat.GetPosition().y; pos.z = m_aWheelPosition[CARWHEEL_FRONT_RIGHT]; if(Damage.GetWheelStatus(CARWHEEL_FRONT_RIGHT) == WHEEL_STATUS_BURST) mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle+0.3f*Sin(m_aWheelRotation[CARWHEEL_FRONT_RIGHT])); else mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle); mat.Scale(mi->m_wheelScale); mat.Translate(pos); mat.UpdateRW(); if(CVehicle::bWheelsOnlyCheat) RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RF])); // Front left wheel mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF])); pos.x = mat.GetPosition().x; pos.y = mat.GetPosition().y; pos.z = m_aWheelPosition[CARWHEEL_FRONT_LEFT]; if(Damage.GetWheelStatus(CARWHEEL_FRONT_LEFT) == WHEEL_STATUS_BURST) mat.SetRotate(-m_aWheelRotation[CARWHEEL_FRONT_LEFT], 0.0f, PI+m_fSteerAngle+0.3f*Sin(-m_aWheelRotation[CARWHEEL_FRONT_LEFT])); else mat.SetRotate(-m_aWheelRotation[CARWHEEL_FRONT_LEFT], 0.0f, PI+m_fSteerAngle); mat.Scale(mi->m_wheelScale); mat.Translate(pos); mat.UpdateRW(); if(CVehicle::bWheelsOnlyCheat) RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LF])); ProcessSwingingDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT); ProcessSwingingDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT); ProcessSwingingDoor(CAR_DOOR_LR, DOOR_REAR_LEFT); ProcessSwingingDoor(CAR_DOOR_RR, DOOR_REAR_RIGHT); ProcessSwingingDoor(CAR_BONNET, DOOR_BONNET); ProcessSwingingDoor(CAR_BOOT, DOOR_BOOT); mi->SetVehicleColour(m_currentColour1, m_currentColour2); } if(!CVehicle::bWheelsOnlyCheat) CEntity::Render(); } int32 CAutomobile::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints) { int i; CColModel *colModel; if(m_status != STATUS_SIMPLE) bVehicleColProcessed = true; if(bUsingSpecialColModel) colModel = &CWorld::Players[CWorld::PlayerInFocus].m_ColModel; else colModel = GetColModel(); int numWheelCollisions = 0; float prevRatios[4] = { 0.0f, 0.0f, 0.0f, 0.0f}; for(i = 0; i < 4; i++) prevRatios[i] = m_aSuspensionSpringRatio[i]; int numCollisions = CCollision::ProcessColModels(GetMatrix(), *colModel, ent->GetMatrix(), *ent->GetColModel(), colpoints, m_aWheelColPoints, m_aSuspensionSpringRatio); // m_aSuspensionSpringRatio are now set to the point where the tyre touches ground. // In ProcessControl these will be re-normalized to ignore the tyre radius. if(field_EF || m_phy_flagA80 || GetModelIndex() == MI_DODO && (ent->IsPed() || ent->IsVehicle())){ // don't do line collision for(i = 0; i < 4; i++) m_aSuspensionSpringRatio[i] = prevRatios[i]; }else{ for(i = 0; i < 4; i++) if(m_aSuspensionSpringRatio[i] < 1.0f && m_aSuspensionSpringRatio[i] < prevRatios[i]){ numWheelCollisions++; // wheel is touching a physical if(ent->IsVehicle() || ent->IsObject()){ CPhysical *phys = (CPhysical*)ent; m_aGroundPhysical[i] = phys; phys->RegisterReference((CEntity**)&m_aGroundPhysical[i]); m_aGroundOffset[i] = m_aWheelColPoints[i].point - phys->GetPosition(); if(phys->GetModelIndex() == MI_BODYCAST && m_status == STATUS_PLAYER){ // damage body cast float speed = m_vecMoveSpeed.MagnitudeSqr(); if(speed > 0.1f){ CObject::nBodyCastHealth -= 0.1f*m_fMass*speed; DMAudio.PlayOneShot(m_audioEntityId, SOUND_PED_BODYCAST_HIT, 0.0f); } // move body cast if(phys->bIsStatic){ phys->bIsStatic = false; phys->m_nStaticFrames = 0; phys->ApplyMoveForce(m_vecMoveSpeed / Sqrt(speed)); phys->AddToMovingList(); } } } m_nSurfaceTouched = m_aWheelColPoints[i].surfaceB; if(ent->IsBuilding()) m_pCurGroundEntity = ent; } } if(numCollisions > 0 || numWheelCollisions > 0){ AddCollisionRecord(ent); if(!ent->IsBuilding()) ((CPhysical*)ent)->AddCollisionRecord(this); if(numCollisions > 0) if(ent->IsBuilding() || ent->IsObject() && ((CPhysical*)ent)->bInfiniteMass) bHasHitWall = true; } return numCollisions; } static int16 nLastControlInput; static float fMouseCentreRange = 0.35f; static float fMouseSteerSens = -0.0035f; static float fMouseCentreMult = 0.975f; void CAutomobile::ProcessControlInputs(uint8 pad) { float speed = DotProduct(m_vecMoveSpeed, GetForward()); if(CPad::GetPad(pad)->GetExitVehicle()) bIsHandbrakeOn = true; else bIsHandbrakeOn = !!CPad::GetPad(pad)->GetHandBrake(); // Steer left/right if(CCamera::m_bUseMouse3rdPerson && !CVehicle::m_bDisableMouseSteering){ if(CPad::GetPad(pad)->GetMouseX() != 0.0f){ m_fSteerRatio += fMouseSteerSens*CPad::GetPad(pad)->GetMouseX(); nLastControlInput = 2; if(Abs(m_fSteerRatio) < fMouseCentreRange) m_fSteerRatio *= Pow(fMouseCentreMult, CTimer::GetTimeStep()); }else if(CPad::GetPad(pad)->GetSteeringLeftRight() || nLastControlInput != 2){ // mouse hasn't move, steer with pad like below m_fSteerRatio += (-CPad::GetPad(pad)->GetSteeringLeftRight()/128.0f - m_fSteerRatio)* 0.2f*CTimer::GetTimeStep(); nLastControlInput = 0; } }else{ m_fSteerRatio += (-CPad::GetPad(pad)->GetSteeringLeftRight()/128.0f - m_fSteerRatio)* 0.2f*CTimer::GetTimeStep(); nLastControlInput = 0; } m_fSteerRatio = clamp(m_fSteerRatio, -1.0f, 1.0f); // Accelerate/Brake float acceleration = (CPad::GetPad(pad)->GetAccelerate() - CPad::GetPad(pad)->GetBrake())/255.0f; if(GetModelIndex() == MI_DODO && acceleration < 0.0f) acceleration *= 0.3f; if(Abs(speed) < 0.01f){ // standing still, go into direction we want m_fGasPedal = acceleration; m_fBrakePedal = 0.0f; }else{ #if 1 // simpler than the code below if(speed * acceleration < 0.0f){ // if opposite directions, have to brake first m_fGasPedal = 0.0f; m_fBrakePedal = Abs(acceleration); }else{ // accelerating in same direction we were already going m_fGasPedal = acceleration; m_fBrakePedal = 0.0f; } #else if(speed < 0.0f){ // moving backwards currently if(acceleration < 0.0f){ // still go backwards m_fGasPedal = acceleration; m_fBrakePedal = 0.0f; }else{ // want to go forwards, so brake m_fGasPedal = 0.0f; m_fBrakePedal = acceleration; } }else{ // moving forwards currently if(acceleration < 0.0f){ // want to go backwards, so brake m_fGasPedal = 0.0f; m_fBrakePedal = -acceleration; }else{ // still go forwards m_fGasPedal = acceleration; m_fBrakePedal = 0.0f; } } #endif } // Actually turn wheels static float fValue; // why static? if(m_fSteerRatio < 0.0f) fValue = -sq(m_fSteerRatio); else fValue = sq(m_fSteerRatio); m_fSteerAngle = DEGTORAD(pHandling->fSteeringLock) * fValue; if(bComedyControls){ int rnd = CGeneral::GetRandomNumber() % 10; switch(m_comedyControlState){ case 0: if(rnd < 2) m_comedyControlState = 1; else if(rnd < 4) m_comedyControlState = 2; break; case 1: m_fSteerAngle += 0.05f; if(rnd < 2) m_comedyControlState = 0; break; case 2: m_fSteerAngle -= 0.05f; if(rnd < 2) m_comedyControlState = 0; break; } }else m_comedyControlState = 0; // Brake if player isn't in control // BUG: game always uses pad 0 here if(CPad::GetPad(pad)->ArePlayerControlsDisabled()){ m_fBrakePedal = 1.0f; bIsHandbrakeOn = true; m_fGasPedal = 0.0f; FindPlayerPed()->KeepAreaAroundPlayerClear(); // slow down car immediately speed = m_vecMoveSpeed.Magnitude(); if(speed > 0.28f) m_vecMoveSpeed *= 0.28f/speed; } } void CAutomobile::FireTruckControl(void) { if(this == FindPlayerVehicle()){ if(!CPad::GetPad(0)->GetWeapon()) return; #ifdef FREE_CAM if (!CCamera::bFreeCam) #endif { m_fCarGunLR += CPad::GetPad(0)->GetCarGunLeftRight() * 0.00025f * CTimer::GetTimeStep(); m_fCarGunUD += CPad::GetPad(0)->GetCarGunUpDown() * 0.0001f * CTimer::GetTimeStep(); } m_fCarGunUD = clamp(m_fCarGunUD, 0.05f, 0.3f); CVector cannonPos(0.0f, 1.5f, 1.9f); cannonPos = GetMatrix() * cannonPos; CVector cannonDir( Sin(m_fCarGunLR) * Cos(m_fCarGunUD), Cos(m_fCarGunLR) * Cos(m_fCarGunUD), Sin(m_fCarGunUD)); cannonDir = Multiply3x3(GetMatrix(), cannonDir); cannonDir.z += (CGeneral::GetRandomNumber()&0xF)/1000.0f; CWaterCannons::UpdateOne((uintptr)this, &cannonPos, &cannonDir); }else if(m_status == STATUS_PHYSICS){ CFire *fire = gFireManager.FindFurthestFire_NeverMindFireMen(GetPosition(), 10.0f, 35.0f); if(fire == nil) return; // Target cannon onto fire float targetAngle = CGeneral::GetATanOfXY(fire->m_vecPos.x-GetPosition().x, fire->m_vecPos.y-GetPosition().y); float fwdAngle = CGeneral::GetATanOfXY(GetForward().x, GetForward().y); float targetCannonAngle = fwdAngle - targetAngle; float angleDelta = CTimer::GetTimeStep()*0.01f; float cannonDelta = targetCannonAngle - m_fCarGunLR; while(cannonDelta < PI) cannonDelta += TWOPI; while(cannonDelta > PI) cannonDelta -= TWOPI; if(Abs(cannonDelta) < angleDelta) m_fCarGunLR = targetCannonAngle; else if(cannonDelta > 0.0f) m_fCarGunLR += angleDelta; else m_fCarGunLR -= angleDelta; // Go up and down a bit float upDown = Sin((float)(CTimer::GetTimeInMilliseconds() & 0xFFF)/0x1000 * TWOPI); m_fCarGunUD = 0.2f + 0.2f*upDown; // Spray water every once in a while if((CTimer::GetTimeInMilliseconds()>>10) & 3){ CVector cannonPos(0.0f, 0.0f, 2.2f); // different position than player's firetruck! cannonPos = GetMatrix() * cannonPos; CVector cannonDir( Sin(m_fCarGunLR) * Cos(m_fCarGunUD), Cos(m_fCarGunLR) * Cos(m_fCarGunUD), Sin(m_fCarGunUD)); cannonDir = Multiply3x3(GetMatrix(), cannonDir); cannonDir.z += (CGeneral::GetRandomNumber()&0xF)/1000.0f; CWaterCannons::UpdateOne((uintptr)this, &cannonPos, &cannonDir); } } } void CAutomobile::TankControl(void) { int i; // These coords are 1 unit higher then they should be relative to model center CVector turrentBase(0.0f, -1.394f, 2.296f); CVector gunEnd(0.0f, 1.813f, 2.979f); CVector baseToEnd = gunEnd - turrentBase; if(this != FindPlayerVehicle()) return; if(CWorld::Players[CWorld::PlayerInFocus].m_WBState != WBSTATE_PLAYING) return; // Rotate turret float prevAngle = m_fCarGunLR; #ifdef FREE_CAM if(!CCamera::bFreeCam) #endif m_fCarGunLR -= CPad::GetPad(0)->GetCarGunLeftRight() * 0.00015f * CTimer::GetTimeStep(); if(m_fCarGunLR < 0.0f) m_fCarGunLR += TWOPI; if(m_fCarGunLR > TWOPI) m_fCarGunLR -= TWOPI; if(m_fCarGunLR != prevAngle) DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_TANK_TURRET_ROTATE, Abs(m_fCarGunLR - prevAngle)); // Shoot if(CPad::GetPad(0)->CarGunJustDown() && CTimer::GetTimeInMilliseconds() > CWorld::Players[CWorld::PlayerInFocus].m_nTimeTankShotGun + 800){ CWorld::Players[CWorld::PlayerInFocus].m_nTimeTankShotGun = CTimer::GetTimeInMilliseconds(); // more like -sin(angle), cos(angle), i.e. rotated (0,1,0) CVector turretDir = CVector(Sin(-m_fCarGunLR), Cos(-m_fCarGunLR), 0.0f); turretDir = Multiply3x3(GetMatrix(), turretDir); float c = Cos(m_fCarGunLR); float s = Sin(m_fCarGunLR); CVector rotatedEnd( c*baseToEnd.x - s*baseToEnd.y, s*baseToEnd.x + c*baseToEnd.y, baseToEnd.z - 1.0f); // correct offset here rotatedEnd += turrentBase; CVector point1 = GetMatrix() * rotatedEnd; CVector point2 = point1 + 60.0f*turretDir; m_vecMoveSpeed -= 0.06f*turretDir; m_vecMoveSpeed.z += 0.05f; CWeapon::DoTankDoomAiming(FindPlayerVehicle(), FindPlayerPed(), &point1, &point2); CColPoint colpoint; CEntity *entity = nil; CWorld::ProcessLineOfSight(point1, point2, colpoint, entity, true, true, true, true, true, true, false); if(entity) point2 = colpoint.point - 0.04f*(colpoint.point - point1); CExplosion::AddExplosion(nil, FindPlayerPed(), EXPLOSION_TANK_GRENADE, point2, 0); // Add particles on the way to the explosion; float shotDist = (point2 - point1).Magnitude(); int n = shotDist/4.0f; RwRGBA black = { 0, 0, 0, 0 }; for(i = 0; i < n; i++){ float f = (float)i/n; CParticle::AddParticle(PARTICLE_HELI_DUST, point1 + f*(point2 - point1), CVector(0.0f, 0.0f, 0.0f), nil, 0.1f, black); } // More particles CVector shotDir = point2 - point1; shotDir.Normalise(); for(i = 0; i < 15; i++){ float f = i/15.0f; CParticle::AddParticle(PARTICLE_GUNSMOKE2, point1, shotDir*CGeneral::GetRandomNumberInRange(0.3f, 1.0f)*f, nil, CGeneral::GetRandomNumberInRange(0.5f, 1.0f)*f, black); } // And some gun flashes near the gun CVector flashPos = point1; CVector nullDir(0.0f, 0.0f, 0.0f); int lifeSpan = 250; if(m_vecMoveSpeed.Magnitude() > 0.08f){ lifeSpan = 125; flashPos.x += 5.0f*m_vecMoveSpeed.x; flashPos.y += 5.0f*m_vecMoveSpeed.y; } CParticle::AddParticle(PARTICLE_GUNFLASH, flashPos, nullDir, nil, 0.4f, black, 0, 0, 0, lifeSpan); flashPos += 0.3f*shotDir; CParticle::AddParticle(PARTICLE_GUNFLASH, flashPos, nullDir, nil, 0.2f, black, 0, 0, 0, lifeSpan); flashPos += 0.1f*shotDir; CParticle::AddParticle(PARTICLE_GUNFLASH, flashPos, nullDir, nil, 0.15f, black, 0, 0, 0, lifeSpan); } // Actually update turret node if(m_aCarNodes[CAR_WINDSCREEN]){ CMatrix mat; CVector pos; mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WINDSCREEN])); pos = mat.GetPosition(); mat.SetRotateZ(m_fCarGunLR); mat.Translate(pos); mat.UpdateRW(); } } void CAutomobile::HydraulicControl(void) { int i; float wheelPositions[4]; CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); CColModel *normalColModel = mi->GetColModel(); float wheelRadius = 0.5f*mi->m_wheelScale; CPlayerInfo *playerInfo = &CWorld::Players[CWorld::PlayerInFocus]; CColModel *specialColModel = &playerInfo->m_ColModel; if(m_status != STATUS_PLAYER){ // reset hydraulics for non-player cars if(!bUsingSpecialColModel) return; if(specialColModel != nil) // this is always true for(i = 0; i < 4; i++) wheelPositions[i] = specialColModel->lines[i].p0.z - m_aSuspensionSpringRatio[i]*m_aSuspensionLineLength[i]; for(i = 0; i < 4; i++){ m_aSuspensionSpringLength[i] = pHandling->fSuspensionUpperLimit - pHandling->fSuspensionLowerLimit; m_aSuspensionLineLength[i] = normalColModel->lines[i].p0.z - normalColModel->lines[i].p1.z; m_aSuspensionSpringRatio[i] = (normalColModel->lines[i].p0.z - wheelPositions[i]) / m_aSuspensionLineLength[i]; if(m_aSuspensionSpringRatio[i] > 1.0f) m_aSuspensionSpringRatio[i] = 1.0f; } if(m_hydraulicState == 0) DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_1, 0.0f); else if(m_hydraulicState >= 100) DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_2, 0.0f); if(playerInfo->m_pVehicleEx == this) playerInfo->m_pVehicleEx = nil; bUsingSpecialColModel = false; m_hydraulicState = 0; return; } // Player car float normalUpperLimit = pHandling->fSuspensionUpperLimit; float normalLowerLimit = pHandling->fSuspensionLowerLimit; float normalSpringLength = normalUpperLimit - normalLowerLimit; float extendedUpperLimit = normalUpperLimit - 0.2f; float extendedLowerLimit = normalLowerLimit - 0.2f; float extendedSpringLength = extendedUpperLimit - extendedLowerLimit; if(!bUsingSpecialColModel){ // Init special col model if(playerInfo->m_pVehicleEx && playerInfo->m_pVehicleEx == this) playerInfo->m_pVehicleEx->bUsingSpecialColModel = false; playerInfo->m_pVehicleEx = this; playerInfo->m_ColModel = *normalColModel; bUsingSpecialColModel = true; specialColModel = &playerInfo->m_ColModel; if(m_fVelocityChangeForAudio > 0.1f) m_hydraulicState = 20; else{ m_hydraulicState = 0; normalUpperLimit += -0.12f; normalSpringLength = normalUpperLimit - (normalLowerLimit+0.14f); DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_2, 0.0f); } // Setup suspension float normalLineLength = normalSpringLength + wheelRadius; CVector pos; for(i = 0; i < 4; i++){ wheelPositions[i] = normalColModel->lines[i].p0.z - m_aSuspensionSpringRatio[i]*m_aSuspensionLineLength[i]; mi->GetWheelPosn(i, pos); pos.z += normalUpperLimit; specialColModel->lines[i].p0 = pos; pos.z -= normalLineLength; specialColModel->lines[i].p1 = pos; m_aSuspensionSpringLength[i] = normalSpringLength; m_aSuspensionLineLength[i] = normalLineLength; if(m_aSuspensionSpringRatio[i] < 1.0f){ m_aSuspensionSpringRatio[i] = (specialColModel->lines[i].p0.z - wheelPositions[i])/m_aSuspensionLineLength[i]; if(m_aSuspensionSpringRatio[i] > 1.0f) m_aSuspensionSpringRatio[i] = 1.0f; } } DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_2, 0.0f); // Adjust col model mi->GetWheelPosn(0, pos); float minz = pos.z + extendedLowerLimit - wheelRadius; if(minz < specialColModel->boundingBox.min.z) specialColModel->boundingBox.min.z = minz; float radius = max(specialColModel->boundingBox.min.Magnitude(), specialColModel->boundingBox.max.Magnitude()); if(specialColModel->boundingSphere.radius < radius) specialColModel->boundingSphere.radius = radius; } if(playerInfo->m_WBState != WBSTATE_PLAYING) return; bool setPrevRatio = false; if(m_hydraulicState < 20 && m_fVelocityChangeForAudio > 0.2f){ if(m_hydraulicState == 0){ m_hydraulicState = 20; for(i = 0; i < 4; i++) m_aWheelPosition[i] -= 0.06f; DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_1, 0.0f); setPrevRatio = true; }else{ m_hydraulicState++; } }else if(m_hydraulicState != 0){ // must always be true if(m_hydraulicState < 21 && m_fVelocityChangeForAudio < 0.1f){ m_hydraulicState--; if(m_hydraulicState == 0) DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_2, 0.0f); } } if(CPad::GetPad(0)->HornJustDown()){ // Switch between normal and extended if(m_hydraulicState < 100) m_hydraulicState = 100; else{ if(m_fVelocityChangeForAudio > 0.1f) m_hydraulicState = 20; else m_hydraulicState = 0; } if(m_hydraulicState < 100){ if(m_hydraulicState == 0){ normalUpperLimit += -0.12f; normalLowerLimit += 0.14f; normalSpringLength = normalUpperLimit - normalLowerLimit; } // Reset suspension to normal float normalLineLength = normalSpringLength + wheelRadius; CVector pos; for(i = 0; i < 4; i++){ wheelPositions[i] = specialColModel->lines[i].p0.z - m_aSuspensionSpringRatio[i]*m_aSuspensionLineLength[i]; mi->GetWheelPosn(i, pos); pos.z += normalUpperLimit; specialColModel->lines[i].p0 = pos; pos.z -= normalLineLength; specialColModel->lines[i].p1 = pos; m_aSuspensionSpringLength[i] = normalSpringLength; m_aSuspensionLineLength[i] = normalLineLength; if(m_aSuspensionSpringRatio[i] < 1.0f){ m_aSuspensionSpringRatio[i] = (specialColModel->lines[i].p0.z - wheelPositions[i])/m_aSuspensionLineLength[i]; if(m_aSuspensionSpringRatio[i] > 1.0f) m_aSuspensionSpringRatio[i] = 1.0f; } } DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_2, 0.0f); }else{ // Reset suspension to extended float extendedLineLength = extendedSpringLength + wheelRadius; CVector pos; for(i = 0; i < 4; i++){ wheelPositions[i] = specialColModel->lines[i].p0.z - m_aSuspensionSpringRatio[i]*m_aSuspensionLineLength[i]; mi->GetWheelPosn(i, pos); pos.z += extendedUpperLimit; specialColModel->lines[i].p0 = pos; pos.z -= extendedLineLength; specialColModel->lines[i].p1 = pos; m_aSuspensionSpringLength[i] = extendedSpringLength; m_aSuspensionLineLength[i] = extendedLineLength; if(m_aSuspensionSpringRatio[i] < 1.0f){ m_aSuspensionSpringRatio[i] = (specialColModel->lines[i].p0.z - wheelPositions[i])/m_aSuspensionLineLength[i]; if(m_aSuspensionSpringRatio[i] > 1.0f) m_aSuspensionSpringRatio[i] = 1.0f; } setPrevRatio = true; m_aWheelPosition[i] -= 0.05f; } DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_2, 0.0f); } }else{ float suspChange[4]; float maxDelta = 0.0f; float rear = CPad::GetPad(0)->GetCarGunUpDown()/128.0f; float front = -rear; float right = CPad::GetPad(0)->GetCarGunLeftRight()/128.0f; float left = -right; suspChange[CARWHEEL_FRONT_LEFT] = max(front+left, 0.0f); suspChange[CARWHEEL_REAR_LEFT] = max(rear+left, 0.0f); suspChange[CARWHEEL_FRONT_RIGHT] = max(front+right, 0.0f); suspChange[CARWHEEL_REAR_RIGHT] = max(rear+right, 0.0f); if(m_hydraulicState < 100){ // Lowered, move wheels up if(m_hydraulicState == 0){ normalUpperLimit += -0.12f; normalLowerLimit += 0.14f; normalSpringLength = normalUpperLimit - normalLowerLimit; } // Set suspension CVector pos; for(i = 0; i < 4; i++){ if(suspChange[i] > 1.0f) suspChange[i] = 1.0f; float oldZ = specialColModel->lines[i].p1.z; float upperLimit = suspChange[i]*(extendedUpperLimit-normalUpperLimit) + normalUpperLimit; float springLength = suspChange[i]*(extendedSpringLength-normalSpringLength) + normalSpringLength; float lineLength = springLength + wheelRadius; wheelPositions[i] = specialColModel->lines[i].p0.z - m_aSuspensionSpringRatio[i]*m_aSuspensionLineLength[i]; mi->GetWheelPosn(i, pos); pos.z += upperLimit; specialColModel->lines[i].p0 = pos; pos.z -= lineLength; if(Abs(pos.z - specialColModel->lines[i].p1.z) > Abs(maxDelta)) maxDelta = pos.z - specialColModel->lines[i].p1.z; specialColModel->lines[i].p1 = pos; m_aSuspensionSpringLength[i] = springLength; m_aSuspensionLineLength[i] = lineLength; if(m_aSuspensionSpringRatio[i] < 1.0f){ m_aSuspensionSpringRatio[i] = (specialColModel->lines[i].p0.z - wheelPositions[i])/m_aSuspensionLineLength[i]; if(m_aSuspensionSpringRatio[i] > 1.0f) m_aSuspensionSpringRatio[i] = 1.0f; m_aWheelPosition[i] -= (oldZ - specialColModel->lines[i].p1.z)*0.3f; } } }else{ if(m_hydraulicState < 104){ m_hydraulicState++; for(i = 0; i < 4; i++) m_aWheelPosition[i] -= 0.1f; } if(m_fVelocityChangeForAudio < 0.1f){ normalUpperLimit += -0.12f; normalLowerLimit += 0.14f; normalSpringLength = normalUpperLimit - normalLowerLimit; } // Set suspension CVector pos; for(i = 0; i < 4; i++){ if(suspChange[i] > 1.0f) suspChange[i] = 1.0f; float upperLimit = suspChange[i]*(normalUpperLimit-extendedUpperLimit) + extendedUpperLimit; float springLength = suspChange[i]*(normalSpringLength-extendedSpringLength) + extendedSpringLength; float lineLength = springLength + wheelRadius; wheelPositions[i] = specialColModel->lines[i].p0.z - m_aSuspensionSpringRatio[i]*m_aSuspensionLineLength[i]; mi->GetWheelPosn(i, pos); pos.z += upperLimit; specialColModel->lines[i].p0 = pos; pos.z -= lineLength; if(Abs(pos.z - specialColModel->lines[i].p1.z) > Abs(maxDelta)) maxDelta = pos.z - specialColModel->lines[i].p1.z; specialColModel->lines[i].p1 = pos; m_aSuspensionSpringLength[i] = springLength; m_aSuspensionLineLength[i] = lineLength; if(m_aSuspensionSpringRatio[i] < 1.0f){ m_aSuspensionSpringRatio[i] = (specialColModel->lines[i].p0.z - wheelPositions[i])/m_aSuspensionLineLength[i]; if(m_aSuspensionSpringRatio[i] > 1.0f) m_aSuspensionSpringRatio[i] = 1.0f; } } } float limitDiff = extendedLowerLimit - normalLowerLimit; if(limitDiff != 0.0f && Abs(maxDelta/limitDiff) > 0.01f){ float f = (maxDelta + limitDiff)/2.0f/limitDiff; f = clamp(f, 0.0f, 1.0f); DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_3, f); if(f < 0.4f || f > 0.6f) setPrevRatio = true; if(f < 0.25f) DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_2, 0.0f); else if(f > 0.75f) DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_1, 0.0f); } } if(setPrevRatio) for(i = 0; i < 4; i++){ // wheel radius in relation to suspension line float wheelRadius = 1.0f - m_aSuspensionSpringLength[i]/m_aSuspensionLineLength[i]; m_aSuspensionSpringRatioPrev[i] = (m_aSuspensionSpringRatio[i]-wheelRadius)/(1.0f-wheelRadius); } } void CAutomobile::ProcessBuoyancy(void) { int i; CVector impulse, point; if(mod_Buoyancy.ProcessBuoyancy(this, m_fBuoyancy, &point, &impulse)){ m_flagD8 = true; ApplyMoveForce(impulse); ApplyTurnForce(impulse, point); CVector initialSpeed = m_vecMoveSpeed; float timeStep = max(CTimer::GetTimeStep(), 0.01f); float impulseRatio = impulse.z / (GRAVITY * m_fMass * timeStep); float waterResistance = Pow(1.0f - 0.05f*impulseRatio, CTimer::GetTimeStep()); m_vecMoveSpeed *= waterResistance; m_vecTurnSpeed *= waterResistance; if(impulseRatio > 0.5f){ bIsInWater = true; if(m_vecMoveSpeed.z < -0.1f) m_vecMoveSpeed.z = -0.1f; if(pDriver){ pDriver->bIsInWater = true; if(pDriver->IsPlayer() || !bWaterTight) pDriver->InflictDamage(nil, WEAPONTYPE_DROWNING, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0); } for(i = 0; i < m_nNumMaxPassengers; i++) if(pPassengers[i]){ pPassengers[i]->bIsInWater = true; if(pPassengers[i]->IsPlayer() || !bWaterTight) pPassengers[i]->InflictDamage(nil, WEAPONTYPE_DROWNING, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0); } }else bIsInWater = false; static uint32 nGenerateRaindrops = 0; static uint32 nGenerateWaterCircles = 0; if(initialSpeed.z < -0.3f && impulse.z > 0.3f){ RwRGBA color; color.red = (0.5f * CTimeCycle::GetDirectionalRed() + CTimeCycle::GetAmbientRed())*0.45f*255; color.green = (0.5f * CTimeCycle::GetDirectionalGreen() + CTimeCycle::GetAmbientGreen())*0.45f*255; color.blue = (0.5f * CTimeCycle::GetDirectionalBlue() + CTimeCycle::GetAmbientBlue())*0.45f*255; color.alpha = CGeneral::GetRandomNumberInRange(0, 32) + 128; CParticleObject::AddObject(POBJECT_CAR_WATER_SPLASH, GetPosition(), CVector(0.0f, 0.0f, CGeneral::GetRandomNumberInRange(0.15f, 0.3f)), 0.0f, 75, color, true); nGenerateRaindrops = CTimer::GetTimeInMilliseconds() + 300; nGenerateWaterCircles = CTimer::GetTimeInMilliseconds() + 60; if(m_vecMoveSpeed.z < -0.2f) m_vecMoveSpeed.z = -0.2f; DMAudio.PlayOneShot(m_audioEntityId, SOUND_WATER_FALL, 0.0f); } if(nGenerateWaterCircles > 0 && nGenerateWaterCircles < CTimer::GetTimeInMilliseconds()){ CVector pos = GetPosition(); float waterLevel = 0.0f; if(CWaterLevel::GetWaterLevel(pos.x, pos.y, pos.z, &waterLevel, false)) pos.z = waterLevel; static RwRGBA black; if(pos.z != 0.0f){ nGenerateWaterCircles = 0; pos.z += 1.0f; for(i = 0; i < 4; i++){ CVector p = pos; p.x += CGeneral::GetRandomNumberInRange(-2.5f, 2.5f); p.y += CGeneral::GetRandomNumberInRange(-2.5f, 2.5f); CParticle::AddParticle(PARTICLE_RAIN_SPLASH_BIGGROW, p, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, black, 0, 0, 0, 0); } } } if(nGenerateRaindrops > 0 && nGenerateRaindrops < CTimer::GetTimeInMilliseconds()){ CVector pos = GetPosition(); float waterLevel = 0.0f; if(CWaterLevel::GetWaterLevel(pos.x, pos.y, pos.z, &waterLevel, false)) pos.z = waterLevel; static RwRGBA black; if(pos.z >= 0.0f){ nGenerateRaindrops = 0; pos.z += 0.5f; CParticleObject::AddObject(POBJECT_SPLASHES_AROUND, pos, CVector(0.0f, 0.0f, 0.0f), 6.5f, 2500, black, true); } } }else{ bIsInWater = false; m_flagD8 = false; static RwRGBA splashCol = {155, 155, 185, 196}; static RwRGBA smokeCol = {255, 255, 255, 255}; for(i = 0; i < 4; i++){ if(m_aSuspensionSpringRatio[i] < 1.0f && m_aWheelColPoints[i].surfaceB == SURFACE_PUDDLE){ CVector pos = m_aWheelColPoints[i].point + 0.3f*GetUp() - GetPosition(); CVector vSpeed = GetSpeed(pos); vSpeed.z = 0.0f; float fSpeed = vSpeed.MagnitudeSqr(); if(fSpeed > sq(0.05f)){ fSpeed = Sqrt(fSpeed); float size = min((fSpeed < 0.15f ? 0.25f : 0.75f)*fSpeed, 0.6f); CVector right = 0.2f*fSpeed*GetRight() + 0.2f*vSpeed; CParticle::AddParticle(PARTICLE_PED_SPLASH, pos + GetPosition(), -0.5f*right, nil, size, splashCol, CGeneral::GetRandomNumberInRange(0.0f, 10.0f), CGeneral::GetRandomNumberInRange(0.0f, 90.0f), 1, 0); CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, pos + GetPosition(), -0.6f*right, nil, size, smokeCol, 0, 0, 0, 0); if((CTimer::GetFrameCounter() & 0xF) == 0) DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_SPLASH, 2000.0f*fSpeed); } } } } } void CAutomobile::DoDriveByShootings(void) { 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_TOPDOWN){ 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_1STPERSON){ 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); } } int32 CAutomobile::RcbanditCheckHitWheels(void) { 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::GetSectorIndexY(GetPosition().y - 2.0f); if(ymin < 0) ymin = 0; ymax = CWorld::GetSectorIndexY(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 = m_fMapObjectHeightAhead; } 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 = m_fMapObjectHeightBehind; } 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()); } void CAutomobile::VehicleDamage(float impulse, uint16 damagedPiece) { int i; float damageMultiplier = 0.2f; bool doubleMoney = false; if(impulse == 0.0f){ impulse = m_fDamageImpulse; damagedPiece = m_nDamagePieceType; damageMultiplier = 1.0f; } CVector pos(0.0f, 0.0f, 0.0f); if(!bCanBeDamaged) return; // damage flipped over car if(GetUp().z < 0.0f && this != FindPlayerVehicle()){ if(bNotDamagedUpsideDown || m_status == STATUS_PLAYER_REMOTE || bIsInWater) return; m_fHealth -= 4.0f*CTimer::GetTimeStep(); } if(impulse > 25.0f && m_status != STATUS_WRECKED){ if(bIsLawEnforcer && FindPlayerVehicle() && FindPlayerVehicle() == m_pDamageEntity && m_status != STATUS_ABANDONED && FindPlayerVehicle()->m_vecMoveSpeed.Magnitude() >= m_vecMoveSpeed.Magnitude() && FindPlayerVehicle()->m_vecMoveSpeed.Magnitude() > 0.1f) FindPlayerPed()->SetWantedLevelNoDrop(1); if(m_status == STATUS_PLAYER && impulse > 50.0f){ uint8 freq = min(0.4f*impulse*2000.0f/m_fMass + 100.0f, 250.0f); CPad::GetPad(0)->StartShake(40000/freq, freq); } if(bOnlyDamagedByPlayer){ if(m_pDamageEntity != FindPlayerPed() && m_pDamageEntity != FindPlayerVehicle()) return; } if(bCollisionProof) return; if(m_pDamageEntity){ if(m_pDamageEntity->IsBuilding() && DotProduct(m_vecDamageNormal, GetUp()) > 0.6f) return; } int oldLightStatus[4]; for(i = 0; i < 4; i++) oldLightStatus[i] = Damage.GetLightStatus((eLights)i); if(GetUp().z > 0.0f || m_vecMoveSpeed.MagnitudeSqr() > 0.1f){ float impulseMult = bMoreResistantToDamage ? 0.5f : 4.0f; switch(damagedPiece){ case CAR_PIECE_BUMP_FRONT: GetComponentWorldPosition(CAR_BUMP_FRONT, pos); dmgDrawCarCollidingParticles(pos, impulse); if(Damage.ApplyDamage(COMPONENT_BUMPER_FRONT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){ SetBumperDamage(CAR_BUMP_FRONT, VEHBUMPER_FRONT); doubleMoney = true; } if(m_aCarNodes[CAR_BONNET] && Damage.GetPanelStatus(VEHBUMPER_FRONT) == PANEL_STATUS_MISSING){ case CAR_PIECE_BONNET: GetComponentWorldPosition(CAR_BONNET, pos); dmgDrawCarCollidingParticles(pos, impulse); if(Damage.ApplyDamage(COMPONENT_DOOR_BONNET, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){ SetDoorDamage(CAR_BONNET, DOOR_BONNET); doubleMoney = true; } } break; case CAR_PIECE_BUMP_REAR: GetComponentWorldPosition(CAR_BUMP_REAR, pos); dmgDrawCarCollidingParticles(pos, impulse); if(Damage.ApplyDamage(COMPONENT_BUMPER_FRONT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){ SetBumperDamage(CAR_BUMP_REAR, VEHBUMPER_REAR); doubleMoney = true; } if(m_aCarNodes[CAR_BOOT] && Damage.GetPanelStatus(VEHBUMPER_REAR) == PANEL_STATUS_MISSING){ case CAR_PIECE_BOOT: GetComponentWorldPosition(CAR_BOOT, pos); dmgDrawCarCollidingParticles(pos, impulse); if(Damage.ApplyDamage(COMPONENT_DOOR_BOOT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){ SetDoorDamage(CAR_BOOT, DOOR_BOOT); doubleMoney = true; } } break; case CAR_PIECE_DOOR_LF: GetComponentWorldPosition(CAR_DOOR_LF, pos); dmgDrawCarCollidingParticles(pos, impulse); if((m_nDoorLock == CARLOCK_NOT_USED || m_nDoorLock == CARLOCK_UNLOCKED) && Damage.ApplyDamage(COMPONENT_DOOR_FRONT_LEFT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){ SetDoorDamage(CAR_DOOR_LF, DOOR_FRONT_LEFT); doubleMoney = true; } break; case CAR_PIECE_DOOR_RF: GetComponentWorldPosition(CAR_DOOR_RF, pos); dmgDrawCarCollidingParticles(pos, impulse); if((m_nDoorLock == CARLOCK_NOT_USED || m_nDoorLock == CARLOCK_UNLOCKED) && Damage.ApplyDamage(COMPONENT_DOOR_FRONT_RIGHT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){ SetDoorDamage(CAR_DOOR_RF, DOOR_FRONT_RIGHT); doubleMoney = true; } break; case CAR_PIECE_DOOR_LR: GetComponentWorldPosition(CAR_DOOR_LR, pos); dmgDrawCarCollidingParticles(pos, impulse); if((m_nDoorLock == CARLOCK_NOT_USED || m_nDoorLock == CARLOCK_UNLOCKED) && Damage.ApplyDamage(COMPONENT_DOOR_REAR_LEFT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){ SetDoorDamage(CAR_DOOR_LR, DOOR_REAR_LEFT); doubleMoney = true; } break; case CAR_PIECE_DOOR_RR: GetComponentWorldPosition(CAR_DOOR_RR, pos); dmgDrawCarCollidingParticles(pos, impulse); if((m_nDoorLock == CARLOCK_NOT_USED || m_nDoorLock == CARLOCK_UNLOCKED) && Damage.ApplyDamage(COMPONENT_DOOR_REAR_RIGHT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){ SetDoorDamage(CAR_DOOR_RR, DOOR_REAR_RIGHT); doubleMoney = true; } break; case CAR_PIECE_WING_LF: GetComponentWorldPosition(CAR_WING_LF, pos); dmgDrawCarCollidingParticles(pos, impulse); if(Damage.ApplyDamage(COMPONENT_PANEL_FRONT_LEFT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){ SetPanelDamage(CAR_WING_LF, VEHPANEL_FRONT_LEFT); doubleMoney = true; } break; case CAR_PIECE_WING_RF: GetComponentWorldPosition(CAR_WING_RF, pos); dmgDrawCarCollidingParticles(pos, impulse); if(Damage.ApplyDamage(COMPONENT_PANEL_FRONT_RIGHT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){ SetPanelDamage(CAR_WING_RF, VEHPANEL_FRONT_RIGHT); doubleMoney = true; } break; case CAR_PIECE_WING_LR: GetComponentWorldPosition(CAR_WING_LR, pos); dmgDrawCarCollidingParticles(pos, impulse); if(Damage.ApplyDamage(COMPONENT_PANEL_REAR_LEFT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){ SetPanelDamage(CAR_WING_LR, VEHPANEL_REAR_LEFT); doubleMoney = true; } break; case CAR_PIECE_WING_RR: GetComponentWorldPosition(CAR_WING_RR, pos); dmgDrawCarCollidingParticles(pos, impulse); if(Damage.ApplyDamage(COMPONENT_PANEL_REAR_RIGHT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){ SetPanelDamage(CAR_WING_RR, VEHPANEL_REAR_RIGHT); doubleMoney = true; } break; case CAR_PIECE_WHEEL_LF: case CAR_PIECE_WHEEL_LR: case CAR_PIECE_WHEEL_RF: case CAR_PIECE_WHEEL_RR: break; case CAR_PIECE_WINDSCREEN: if(Damage.ApplyDamage(COMPONENT_PANEL_WINDSCREEN, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){ uint8 oldStatus = Damage.GetPanelStatus(VEHPANEL_WINDSCREEN); SetPanelDamage(CAR_WINDSCREEN, VEHPANEL_WINDSCREEN); if(oldStatus != Damage.GetPanelStatus(VEHPANEL_WINDSCREEN)){ DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_WINDSHIELD_CRACK, 0.0f); doubleMoney = true; } } break; } if(m_pDamageEntity && m_pDamageEntity == FindPlayerVehicle() && impulse > 10.0f){ int money = (doubleMoney ? 2 : 1) * impulse*pHandling->nMonetaryValue/1000000.0f; money = min(money, 40); if(money > 2){ sprintf(gString, "$%d", money); CWorld::Players[CWorld::PlayerInFocus].m_nMoney += money; } } } float damage = (impulse-25.0f)*pHandling->fCollisionDamageMultiplier*0.6f*damageMultiplier; if(GetModelIndex() == MI_SECURICA && m_pDamageEntity && m_pDamageEntity->m_status == STATUS_PLAYER) damage *= 7.0f; if(damage > 0.0f){ int oldHealth = m_fHealth; if(this == FindPlayerVehicle()){ m_fHealth -= bTakeLessDamage ? damage/6.0f : damage/2.0f; }else{ if(damage > 35.0f && pDriver) pDriver->Say(SOUND_PED_CAR_COLLISION); m_fHealth -= bTakeLessDamage ? damage/12.0f : damage/4.0f; } if(m_fHealth <= 0.0f && oldHealth > 0) m_fHealth = 1.0f; } // play sound if a light broke for(i = 0; i < 4; i++) if(oldLightStatus[i] != 1 && Damage.GetLightStatus((eLights)i) == 1){ DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_LIGHT_BREAK, i); // BUG? i? break; } } if(m_fHealth < 250.0f){ // Car is on fire if(Damage.GetEngineStatus() < ENGINE_STATUS_ON_FIRE){ // Set engine on fire and remember who did this Damage.SetEngineStatus(ENGINE_STATUS_ON_FIRE); m_fFireBlowUpTimer = 0.0f; m_pSetOnFireEntity = m_pDamageEntity; if(m_pSetOnFireEntity) m_pSetOnFireEntity->RegisterReference(&m_pSetOnFireEntity); } }else{ if(GetModelIndex() == MI_BFINJECT){ if(m_fHealth < 400.0f) Damage.SetEngineStatus(200); else if(m_fHealth < 600.0f) Damage.SetEngineStatus(100); } } } void CAutomobile::dmgDrawCarCollidingParticles(const CVector &pos, float amount) { int i, n; if(!GetIsOnScreen()) return; // FindPlayerSpeed() unused n = (int)amount/20; for(i = 0; i < ((n+4)&0x1F); i++) CParticle::AddParticle(PARTICLE_SPARK_SMALL, pos, CVector(CGeneral::GetRandomNumberInRange(-0.1f, 0.1f), CGeneral::GetRandomNumberInRange(-0.1f, 0.1f), 0.006f)); for(i = 0; i < n+2; i++) CParticle::AddParticle(PARTICLE_CARCOLLISION_DUST, CVector(CGeneral::GetRandomNumberInRange(-1.2f, 1.2f) + pos.x, CGeneral::GetRandomNumberInRange(-1.2f, 1.2f) + pos.y, pos.z), CVector(0.0f, 0.0f, 0.0f), nil, 0.5f); n = (int)amount/50 + 1; for(i = 0; i < n; i++) CParticle::AddParticle(PARTICLE_CAR_DEBRIS, pos, CVector(CGeneral::GetRandomNumberInRange(-0.25f, 0.25f), CGeneral::GetRandomNumberInRange(-0.25f, 0.25f), CGeneral::GetRandomNumberInRange(0.1f, 0.25f)), nil, CGeneral::GetRandomNumberInRange(0.02f, 0.08f), CVehicleModelInfo::ms_vehicleColourTable[m_currentColour1], CGeneral::GetRandomNumberInRange(-40.0f, 40.0f), 0, CGeneral::GetRandomNumberInRange(0.0f, 4.0f)); } void CAutomobile::AddDamagedVehicleParticles(void) { if(this == FindPlayerVehicle() && TheCamera.GetLookingForwardFirstPerson()) return; uint8 engineStatus = Damage.GetEngineStatus(); if(engineStatus < ENGINE_STATUS_STEAM1) return; float fwdSpeed = DotProduct(m_vecMoveSpeed, GetForward()) * 180.0f; CVector direction = 0.5f*m_vecMoveSpeed; CVector damagePos = ((CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()))->m_positions[CAR_POS_HEADLIGHTS]; switch(Damage.GetDoorStatus(DOOR_BONNET)){ case DOOR_STATUS_OK: case DOOR_STATUS_SMASHED: // Bonnet is still there, smoke comes out at the edge damagePos += vecDAMAGE_ENGINE_POS_SMALL; break; case DOOR_STATUS_SWINGING: case DOOR_STATUS_MISSING: // Bonnet is gone, smoke comes out at the engine damagePos += vecDAMAGE_ENGINE_POS_BIG; break; } if(GetModelIndex() == MI_BFINJECT) damagePos = CVector(0.3f, -1.5f, -0.1f); damagePos = GetMatrix()*damagePos; damagePos.z += 0.15f; if(engineStatus < ENGINE_STATUS_STEAM2){ if(fwdSpeed < 90.0f){ direction.z += 0.05f; CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, direction, nil, 0.1f); } }else if(engineStatus < ENGINE_STATUS_SMOKE){ if(fwdSpeed < 90.0f) CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, direction, nil, 0.0f); }else if(engineStatus < ENGINE_STATUS_ON_FIRE){ if(fwdSpeed < 90.0f){ CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, direction, nil, 0.0f); CParticle::AddParticle(PARTICLE_ENGINE_SMOKE, damagePos, 0.3f*direction, nil, 0.0f); } }else if(m_fHealth > 250.0f){ if(fwdSpeed < 90.0f) CParticle::AddParticle(PARTICLE_ENGINE_SMOKE2, damagePos, 0.2f*direction, nil, 0.0f); } } int32 CAutomobile::AddWheelDirtAndWater(CColPoint *colpoint, uint32 belowEffectSpeed) { int i; CVector dir; static RwRGBA grassCol = { 8, 24, 8, 255 }; static RwRGBA dirtCol = { 64, 64, 64, 255 }; static RwRGBA dirttrackCol = { 64, 32, 16, 255 }; static RwRGBA waterCol = { 48, 48, 64, 0 }; if(!belowEffectSpeed) return 0; switch(colpoint->surfaceB){ case SURFACE_GRASS: dir.x = -0.05f*m_vecMoveSpeed.x; dir.y = -0.05f*m_vecMoveSpeed.y; for(i = 0; i < 4; i++){ dir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.06f); CParticle::AddParticle(PARTICLE_WHEEL_DIRT, colpoint->point, dir, nil, CGeneral::GetRandomNumberInRange(0.02f, 0.1f), grassCol); } return 0; case SURFACE_DIRT: dir.x = -0.05f*m_vecMoveSpeed.x; dir.y = -0.05f*m_vecMoveSpeed.y; for(i = 0; i < 4; i++){ dir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.06f); CParticle::AddParticle(PARTICLE_WHEEL_DIRT, colpoint->point, dir, nil, CGeneral::GetRandomNumberInRange(0.02f, 0.06f), dirtCol); } return 1; case SURFACE_DIRTTRACK: dir.x = -0.05f*m_vecMoveSpeed.x; dir.y = -0.05f*m_vecMoveSpeed.y; for(i = 0; i < 4; i++){ dir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.06f); CParticle::AddParticle(PARTICLE_WHEEL_DIRT, colpoint->point, dir, nil, CGeneral::GetRandomNumberInRange(0.02f, 0.06f), dirttrackCol); } return 0; default: // Is this even visible? if(CWeather::WetRoads > 0.01f && CTimer::GetFrameCounter() & 1){ CParticle::AddParticle(PARTICLE_WATERSPRAY, colpoint->point + CVector(0.0f, 0.0f, 0.25f+0.25f), CVector(0.0f, 0.0f, 1.0f), nil, CGeneral::GetRandomNumberInRange(0.1f, 0.5f), waterCol); return 0; } return 1; } } void CAutomobile::GetComponentWorldPosition(int32 component, CVector &pos) { if(m_aCarNodes[component] == nil){ printf("CarNode missing: %d %d\n", GetModelIndex(), component); return; } RwMatrix *ltm = RwFrameGetLTM(m_aCarNodes[component]); pos = *RwMatrixGetPos(ltm); } bool CAutomobile::IsComponentPresent(int32 comp) { return m_aCarNodes[comp] != nil; } void CAutomobile::SetComponentRotation(int32 component, CVector rotation) { CMatrix mat(RwFrameGetMatrix(m_aCarNodes[component])); CVector pos = mat.GetPosition(); // BUG: all these set the whole matrix mat.SetRotateX(DEGTORAD(rotation.x)); mat.SetRotateY(DEGTORAD(rotation.y)); mat.SetRotateZ(DEGTORAD(rotation.z)); mat.Translate(pos); mat.UpdateRW(); } void CAutomobile::OpenDoor(int32 component, eDoors door, float openRatio) { CMatrix mat(RwFrameGetMatrix(m_aCarNodes[component])); CVector pos = mat.GetPosition(); float axes[3] = { 0.0f, 0.0f, 0.0f }; float wasClosed = false; if(Doors[door].IsClosed()){ // enable angle cull for closed doors RwFrameForAllObjects(m_aCarNodes[component], CVehicleModelInfo::ClearAtomicFlagCB, (void*)ATOMIC_FLAG_NOCULL); wasClosed = true; } Doors[door].Open(openRatio); if(wasClosed && Doors[door].RetAngleWhenClosed() != Doors[door].m_fAngle){ // door opened HideAllComps(); // turn off angle cull for swinging door RwFrameForAllObjects(m_aCarNodes[component], CVehicleModelInfo::SetAtomicFlagCB, (void*)ATOMIC_FLAG_NOCULL); DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_DOOR_OPEN_BONNET + door, 0.0f); } if(!wasClosed && openRatio == 0.0f){ // door closed if(Damage.GetDoorStatus(door) == DOOR_STATUS_SWINGING) Damage.SetDoorStatus(door, DOOR_STATUS_OK); // huh? ShowAllComps(); DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_DOOR_CLOSE_BONNET + door, 0.0f); } axes[Doors[door].m_nAxis] = Doors[door].m_fAngle; mat.SetRotate(axes[0], axes[1], axes[2]); mat.Translate(pos); mat.UpdateRW(); } inline void ProcessDoorOpenAnimation(CAutomobile *car, uint32 component, eDoors door, float time, float start, float end) { if(time > start && time < end){ float ratio = (time - start)/(end - start); if(car->Doors[door].GetAngleOpenRatio() < ratio) car->OpenDoor(component, door, ratio); }else if(time > end){ car->OpenDoor(component, door, 1.0f); } } inline void ProcessDoorCloseAnimation(CAutomobile *car, uint32 component, eDoors door, float time, float start, float end) { if(time > start && time < end){ float ratio = 1.0f - (time - start)/(end - start); if(car->Doors[door].GetAngleOpenRatio() > ratio) car->OpenDoor(component, door, ratio); }else if(time > end){ car->OpenDoor(component, door, 0.0f); } } inline void ProcessDoorOpenCloseAnimation(CAutomobile *car, uint32 component, eDoors door, float time, float start, float mid, float end) { if(time > start && time < mid){ // open float ratio = (time - start)/(mid - start); if(car->Doors[door].GetAngleOpenRatio() < ratio) car->OpenDoor(component, door, ratio); }else if(time > mid && time < end){ // close float ratio = 1.0f - (time - mid)/(end - mid); if(car->Doors[door].GetAngleOpenRatio() > ratio) car->OpenDoor(component, door, ratio); }else if(time > end){ car->OpenDoor(component, door, 0.0f); } } void CAutomobile::ProcessOpenDoor(uint32 component, uint32 anim, float time) { eDoors door; switch(component){ case CAR_DOOR_RF: door = DOOR_FRONT_RIGHT; break; case CAR_DOOR_RR: door = DOOR_REAR_RIGHT; break; case CAR_DOOR_LF: door = DOOR_FRONT_LEFT; break; case CAR_DOOR_LR: door = DOOR_REAR_LEFT; break; default: assert(0); } if(IsDoorMissing(door)) return; switch(anim){ case ANIM_CAR_QJACK: case ANIM_CAR_OPEN_LHS: case ANIM_CAR_OPEN_RHS: ProcessDoorOpenAnimation(this, component, door, time, 0.66f, 0.8f); break; case ANIM_CAR_CLOSEDOOR_LHS: case ANIM_CAR_CLOSEDOOR_LOW_LHS: case ANIM_CAR_CLOSEDOOR_RHS: case ANIM_CAR_CLOSEDOOR_LOW_RHS: ProcessDoorCloseAnimation(this, component, door, time, 0.2f, 0.63f); break; case ANIM_CAR_ROLLDOOR: case ANIM_CAR_ROLLDOOR_LOW: ProcessDoorOpenCloseAnimation(this, component, door, time, 0.1f, 0.6f, 0.95f); break; break; case ANIM_CAR_GETOUT_LHS: case ANIM_CAR_GETOUT_LOW_LHS: case ANIM_CAR_GETOUT_RHS: case ANIM_CAR_GETOUT_LOW_RHS: ProcessDoorOpenAnimation(this, component, door, time, 0.06f, 0.43f); break; case ANIM_CAR_CLOSE_LHS: case ANIM_CAR_CLOSE_RHS: ProcessDoorCloseAnimation(this, component, door, time, 0.1f, 0.23f); break; case ANIM_CAR_PULLOUT_RHS: case ANIM_CAR_PULLOUT_LOW_RHS: OpenDoor(component, door, 1.0f); case ANIM_COACH_OPEN_L: case ANIM_COACH_OPEN_R: ProcessDoorOpenAnimation(this, component, door, time, 0.66f, 0.8f); break; case ANIM_COACH_OUT_L: ProcessDoorOpenAnimation(this, component, door, time, 0.0f, 0.3f); break; case ANIM_VAN_OPEN_L: case ANIM_VAN_OPEN: ProcessDoorOpenAnimation(this, component, door, time, 0.37f, 0.55f); break; case ANIM_VAN_CLOSE_L: case ANIM_VAN_CLOSE: ProcessDoorCloseAnimation(this, component, door, time, 0.5f, 0.8f); break; case ANIM_VAN_GETOUT_L: case ANIM_VAN_GETOUT: ProcessDoorOpenAnimation(this, component, door, time, 0.5f, 0.6f); break; case NUM_ANIMS: OpenDoor(component, door, time); break; } } bool CAutomobile::IsDoorReady(eDoors door) { if(Doors[door].IsClosed() || IsDoorMissing(door)) return true; int doorflag = 0; switch(door){ case DOOR_FRONT_LEFT: doorflag = CAR_DOOR_FLAG_LF; break; case DOOR_FRONT_RIGHT: doorflag = CAR_DOOR_FLAG_RF; break; case DOOR_REAR_LEFT: doorflag = CAR_DOOR_FLAG_LR; break; case DOOR_REAR_RIGHT: doorflag = CAR_DOOR_FLAG_RR; break; } return (doorflag & m_nGettingInFlags) == 0; } bool CAutomobile::IsDoorFullyOpen(eDoors door) { return Doors[door].IsFullyOpen() || IsDoorMissing(door); } bool CAutomobile::IsDoorClosed(eDoors door) { return !!Doors[door].IsClosed(); } bool CAutomobile::IsDoorMissing(eDoors door) { return Damage.GetDoorStatus(door) == DOOR_STATUS_MISSING; } void CAutomobile::RemoveRefsToVehicle(CEntity *ent) { int i; for(i = 0; i < 4; i++) if(m_aGroundPhysical[i] == ent) m_aGroundPhysical[i] = nil; } void CAutomobile::BlowUpCar(CEntity *culprit) { int i; RpAtomic *atomic; if(!bCanBeDamaged) return; // explosion pushes vehicle up m_vecMoveSpeed.z += 0.13f; m_status = STATUS_WRECKED; bRenderScorched = true; m_nTimeOfDeath = CTimer::GetTimeInMilliseconds(); Damage.FuckCarCompletely(); if(GetModelIndex() != MI_RCBANDIT){ SetBumperDamage(CAR_BUMP_FRONT, VEHBUMPER_FRONT); SetBumperDamage(CAR_BUMP_REAR, VEHBUMPER_REAR); SetDoorDamage(CAR_BONNET, DOOR_BONNET); SetDoorDamage(CAR_BOOT, DOOR_BOOT); SetDoorDamage(CAR_DOOR_LF, DOOR_FRONT_LEFT); SetDoorDamage(CAR_DOOR_RF, DOOR_FRONT_RIGHT); SetDoorDamage(CAR_DOOR_LR, DOOR_REAR_LEFT); SetDoorDamage(CAR_DOOR_RR, DOOR_REAR_RIGHT); SpawnFlyingComponent(CAR_WHEEL_LF, COMPGROUP_WHEEL); atomic = nil; RwFrameForAllObjects(m_aCarNodes[CAR_WHEEL_LF], GetCurrentAtomicObjectCB, &atomic); if(atomic) RpAtomicSetFlags(atomic, 0); } m_fHealth = 0.0f; m_nBombTimer = 0; m_bombType = CARBOMB_NONE; TheCamera.CamShake(0.7f, GetPosition().x, GetPosition().y, GetPosition().z); // kill driver and passengers if(pDriver){ CDarkel::RegisterKillByPlayer(pDriver, WEAPONTYPE_EXPLOSION); if(pDriver->GetPedState() == PED_DRIVING){ pDriver->SetDead(); if(!pDriver->IsPlayer()) pDriver->FlagToDestroyWhenNextProcessed(); }else pDriver->SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f); } for(i = 0; i < m_nNumMaxPassengers; i++){ if(pPassengers[i]){ CDarkel::RegisterKillByPlayer(pPassengers[i], WEAPONTYPE_EXPLOSION); if(pPassengers[i]->GetPedState() == PED_DRIVING){ pPassengers[i]->SetDead(); if(!pPassengers[i]->IsPlayer()) pPassengers[i]->FlagToDestroyWhenNextProcessed(); }else pPassengers[i]->SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f); } } bEngineOn = false; bLightsOn = false; m_bSirenOrAlarm = false; bTaxiLight = false; if(bIsAmbulanceOnDuty){ bIsAmbulanceOnDuty = false; CCarCtrl::NumAmbulancesOnDuty--; } if(bIsFireTruckOnDuty){ bIsFireTruckOnDuty = false; CCarCtrl::NumFiretrucksOnDuty--; } ChangeLawEnforcerState(false); gFireManager.StartFire(this, culprit, 0.8f, 1); // TODO CDarkel::RegisterCarBlownUpByPlayer(this); if(GetModelIndex() == MI_RCBANDIT) CExplosion::AddExplosion(this, culprit, EXPLOSION_CAR_QUICK, GetPosition(), 0); else CExplosion::AddExplosion(this, culprit, EXPLOSION_CAR, GetPosition(), 0); } bool CAutomobile::SetUpWheelColModel(CColModel *colModel) { CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); CColModel *vehColModel = mi->GetColModel(); colModel->boundingSphere = vehColModel->boundingSphere; colModel->boundingBox = vehColModel->boundingBox; CMatrix mat; mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF])); colModel->spheres[0].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_TIRE, CAR_PIECE_WHEEL_LF); mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LB])); colModel->spheres[1].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_TIRE, CAR_PIECE_WHEEL_LR); mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF])); colModel->spheres[2].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_TIRE, CAR_PIECE_WHEEL_RF); mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RB])); colModel->spheres[3].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_TIRE, CAR_PIECE_WHEEL_RR); if(m_aCarNodes[CAR_WHEEL_LM] != nil && m_aCarNodes[CAR_WHEEL_RM] != nil){ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LM])); colModel->spheres[4].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_TIRE, CAR_PIECE_WHEEL_RF); mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RM])); colModel->spheres[5].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_TIRE, CAR_PIECE_WHEEL_RR); colModel->numSpheres = 6; }else colModel->numSpheres = 4; return true; } // this probably isn't used in III yet void CAutomobile::BurstTyre(uint8 wheel) { switch(wheel){ case CAR_PIECE_WHEEL_LF: wheel = VEHWHEEL_FRONT_LEFT; break; case CAR_PIECE_WHEEL_LR: wheel = VEHWHEEL_REAR_LEFT; break; case CAR_PIECE_WHEEL_RF: wheel = VEHWHEEL_FRONT_RIGHT; break; case CAR_PIECE_WHEEL_RR: wheel = VEHWHEEL_REAR_RIGHT; break; } int status = Damage.GetWheelStatus(wheel); if(status == WHEEL_STATUS_OK){ Damage.SetWheelStatus(wheel, WHEEL_STATUS_BURST); if(m_status == STATUS_SIMPLE){ m_status = STATUS_PHYSICS; CCarCtrl::SwitchVehicleToRealPhysics(this); } ApplyMoveForce(GetRight() * CGeneral::GetRandomNumberInRange(-0.3f, 0.3f)); ApplyTurnForce(GetRight() * CGeneral::GetRandomNumberInRange(-0.3f, 0.3f), GetForward()); } } bool CAutomobile::IsRoomForPedToLeaveCar(uint32 component, CVector *doorOffset) { CColPoint colpoint; CEntity *ent; colpoint.point = CVector(0.0f, 0.0f, 0.0f); CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); CVector seatPos; switch(component){ case CAR_DOOR_RF: seatPos = mi->m_positions[mi->m_vehicleType == VEHICLE_TYPE_BOAT ? BOAT_POS_FRONTSEAT : CAR_POS_FRONTSEAT]; break; case CAR_DOOR_LF: seatPos = mi->m_positions[mi->m_vehicleType == VEHICLE_TYPE_BOAT ? BOAT_POS_FRONTSEAT : CAR_POS_FRONTSEAT]; seatPos.x = -seatPos.x; break; case CAR_DOOR_RR: seatPos = mi->m_positions[CAR_POS_BACKSEAT]; break; case CAR_DOOR_LR: seatPos = mi->m_positions[CAR_POS_BACKSEAT]; seatPos.x = -seatPos.x; break; } seatPos = GetMatrix() * seatPos; CVector doorPos = CPed::GetPositionToOpenCarDoor(this, component); if(doorOffset){ CVector off = *doorOffset; if(component == CAR_DOOR_RF || component == CAR_DOOR_RR) off.x = -off.x; doorPos += Multiply3x3(GetMatrix(), off); } if(GetUp().z < 0.0f){ seatPos.z += 0.5f; doorPos.z += 0.5f; } CVector dist = doorPos - seatPos; // Removing that makes this func. return false for van doors. doorPos.z += 0.5f; float length = dist.Magnitude(); CVector pedPos = seatPos + dist*((length+0.6f)/length); if(!CWorld::GetIsLineOfSightClear(seatPos, pedPos, true, false, false, true, false, false)) return false; if(CWorld::TestSphereAgainstWorld(doorPos, 0.6f, this, true, true, false, true, false, false)) return false; if(CWorld::ProcessVerticalLine(doorPos, 1000.0f, colpoint, ent, true, false, false, true, false, false, nil)) if(colpoint.point.z > doorPos.z && colpoint.point.z < doorPos.z + 0.6f) return false; float upperZ = colpoint.point.z; if(!CWorld::ProcessVerticalLine(doorPos, -1000.0f, colpoint, ent, true, false, false, true, false, false, nil)) return false; if(upperZ != 0.0f && upperZ < colpoint.point.z) return false; return true; } float CAutomobile::GetHeightAboveRoad(void) { return m_fHeightAboveRoad; } void CAutomobile::PlayCarHorn(void) { int r; if(m_nCarHornTimer != 0) return; r = CGeneral::GetRandomNumber() & 7; if(r < 2){ m_nCarHornTimer = 45; }else if(r < 4){ if(pDriver) pDriver->Say(SOUND_PED_CAR_COLLISION); m_nCarHornTimer = 45; }else{ if(pDriver) pDriver->Say(SOUND_PED_CAR_COLLISION); } } void CAutomobile::PlayHornIfNecessary(void) { if(AutoPilot.m_bSlowedDownBecauseOfPeds || AutoPilot.m_bSlowedDownBecauseOfCars) if(!HasCarStoppedBecauseOfLight()) PlayCarHorn(); } void CAutomobile::ResetSuspension(void) { int i; for(i = 0; i < 4; i++){ m_aSuspensionSpringRatio[i] = 1.0f; m_aWheelTimer[i] = 0.0f; m_aWheelRotation[i] = 0.0f; m_aWheelState[i] = WHEEL_STATE_NORMAL; } } void CAutomobile::SetupSuspensionLines(void) { int i; CVector posn; CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); CColModel *colModel = mi->GetColModel(); // Each suspension line starts at the uppermost wheel position // and extends down to the lowermost point on the tyre for(i = 0; i < 4; i++){ mi->GetWheelPosn(i, posn); m_aWheelPosition[i] = posn.z; // uppermost wheel position posn.z += pHandling->fSuspensionUpperLimit; colModel->lines[i].p0 = posn; // lowermost wheel position posn.z += pHandling->fSuspensionLowerLimit - pHandling->fSuspensionUpperLimit; // lowest point on tyre posn.z -= mi->m_wheelScale*0.5f; colModel->lines[i].p1 = posn; // this is length of the spring at rest m_aSuspensionSpringLength[i] = pHandling->fSuspensionUpperLimit - pHandling->fSuspensionLowerLimit; m_aSuspensionLineLength[i] = colModel->lines[i].p0.z - colModel->lines[i].p1.z; } // Compress spring somewhat to get normal height on road m_fHeightAboveRoad = -(colModel->lines[0].p0.z + (colModel->lines[0].p1.z - colModel->lines[0].p0.z)* (1.0f - 1.0f/(8.0f*pHandling->fSuspensionForceLevel))); for(i = 0; i < 4; i++) m_aWheelPosition[i] = mi->m_wheelScale*0.5f - m_fHeightAboveRoad; // adjust col model to include suspension lines if(colModel->boundingBox.min.z > colModel->lines[0].p1.z) colModel->boundingBox.min.z = colModel->lines[0].p1.z; float radius = max(colModel->boundingBox.min.Magnitude(), colModel->boundingBox.max.Magnitude()); if(colModel->boundingSphere.radius < radius) colModel->boundingSphere.radius = radius; if(GetModelIndex() == MI_RCBANDIT){ colModel->boundingSphere.radius = 2.0f; for(i = 0; i < colModel->numSpheres; i++) colModel->spheres[i].radius = 0.3f; } } // called on police cars void CAutomobile::ScanForCrimes(void) { if(FindPlayerVehicle() && FindPlayerVehicle()->IsCar()) if(FindPlayerVehicle()->IsAlarmOn()) // if player's alarm is on, increase wanted level if((FindPlayerVehicle()->GetPosition() - GetPosition()).MagnitudeSqr() < sq(20.0f)) CWorld::Players[CWorld::PlayerInFocus].m_pPed->SetWantedLevelNoDrop(1); } void CAutomobile::BlowUpCarsInPath(void) { int i; if(m_vecMoveSpeed.Magnitude() > 0.1f) for(i = 0; i < m_nCollisionRecords; i++) if(m_aCollisionRecords[i] && m_aCollisionRecords[i]->IsVehicle() && m_aCollisionRecords[i]->GetModelIndex() != MI_RHINO && !m_aCollisionRecords[i]->bRenderScorched) ((CVehicle*)m_aCollisionRecords[i])->BlowUpCar(this); } bool CAutomobile::HasCarStoppedBecauseOfLight(void) { int i; if(m_status != STATUS_SIMPLE && m_status != STATUS_PHYSICS) return false; if(AutoPilot.m_nCurrentRouteNode && AutoPilot.m_nNextRouteNode){ CPathNode *curnode = &ThePaths.m_pathNodes[AutoPilot.m_nCurrentRouteNode]; for(i = 0; i < curnode->numLinks; i++) if(ThePaths.m_connections[curnode->firstLink + i] == AutoPilot.m_nNextRouteNode) break; if(i < curnode->numLinks && ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[curnode->firstLink + i]].trafficLightType & 3) // TODO return true; } if(AutoPilot.m_nCurrentRouteNode && AutoPilot.m_nPrevRouteNode){ CPathNode *curnode = &ThePaths.m_pathNodes[AutoPilot.m_nCurrentRouteNode]; for(i = 0; i < curnode->numLinks; i++) if(ThePaths.m_connections[curnode->firstLink + i] == AutoPilot.m_nPrevRouteNode) break; if(i < curnode->numLinks && ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[curnode->firstLink + i]].trafficLightType & 3) // TODO return true; } return false; } void CAutomobile::SetBusDoorTimer(uint32 timer, uint8 type) { if(timer < 1000) timer = 1000; if(type == 0) // open and close m_nBusDoorTimerStart = CTimer::GetTimeInMilliseconds(); else // only close m_nBusDoorTimerStart = CTimer::GetTimeInMilliseconds() - 500; m_nBusDoorTimerEnd = m_nBusDoorTimerStart + timer; } void CAutomobile::ProcessAutoBusDoors(void) { if(CTimer::GetTimeInMilliseconds() < m_nBusDoorTimerEnd){ if(m_nBusDoorTimerEnd != 0 && CTimer::GetTimeInMilliseconds() > m_nBusDoorTimerEnd-500){ // close door if(!IsDoorMissing(DOOR_FRONT_LEFT) && (m_nGettingInFlags & CAR_DOOR_FLAG_LF) == 0){ if(IsDoorClosed(DOOR_FRONT_LEFT)){ m_nBusDoorTimerEnd = CTimer::GetTimeInMilliseconds(); OpenDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT, 0.0f); }else{ OpenDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT, 1.0f - (CTimer::GetTimeInMilliseconds() - (m_nBusDoorTimerEnd-500))/500.0f); } } if(!IsDoorMissing(DOOR_FRONT_RIGHT) && (m_nGettingInFlags & CAR_DOOR_FLAG_RF) == 0){ if(IsDoorClosed(DOOR_FRONT_RIGHT)){ m_nBusDoorTimerEnd = CTimer::GetTimeInMilliseconds(); OpenDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT, 0.0f); }else{ OpenDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT, 1.0f - (CTimer::GetTimeInMilliseconds() - (m_nBusDoorTimerEnd-500))/500.0f); } } } }else{ // ended if(m_nBusDoorTimerStart){ if(!IsDoorMissing(DOOR_FRONT_LEFT) && (m_nGettingInFlags & CAR_DOOR_FLAG_LF) == 0) OpenDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT, 0.0f); if(!IsDoorMissing(DOOR_FRONT_RIGHT) && (m_nGettingInFlags & CAR_DOOR_FLAG_RF) == 0) OpenDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT, 0.0f); m_nBusDoorTimerStart = 0; m_nBusDoorTimerEnd = 0; } } } void CAutomobile::ProcessSwingingDoor(int32 component, eDoors door) { if(Damage.GetDoorStatus(door) != DOOR_STATUS_SWINGING) return; CMatrix mat(RwFrameGetMatrix(m_aCarNodes[component])); CVector pos = mat.GetPosition(); float axes[3] = { 0.0f, 0.0f, 0.0f }; Doors[door].Process(this); axes[Doors[door].m_nAxis] = Doors[door].m_fAngle; mat.SetRotate(axes[0], axes[1], axes[2]); mat.Translate(pos); mat.UpdateRW(); } void CAutomobile::Fix(void) { int component; Damage.ResetDamageStatus(); if(pHandling->Flags & HANDLING_NO_DOORS){ Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_MISSING); Damage.SetDoorStatus(DOOR_FRONT_RIGHT, DOOR_STATUS_MISSING); Damage.SetDoorStatus(DOOR_REAR_LEFT, DOOR_STATUS_MISSING); Damage.SetDoorStatus(DOOR_REAR_RIGHT, DOOR_STATUS_MISSING); } bIsDamaged = false; RpClumpForAllAtomics((RpClump*)m_rwObject, CVehicleModelInfo::HideAllComponentsAtomicCB, (void*)ATOMIC_FLAG_DAM); for(component = CAR_BUMP_FRONT; component < NUM_CAR_NODES; component++){ if(m_aCarNodes[component]){ CMatrix mat(RwFrameGetMatrix(m_aCarNodes[component])); mat.SetTranslate(mat.GetPosition()); mat.UpdateRW(); } } } void CAutomobile::SetupDamageAfterLoad(void) { if(m_aCarNodes[CAR_BUMP_FRONT]) SetBumperDamage(CAR_BUMP_FRONT, VEHBUMPER_FRONT); if(m_aCarNodes[CAR_BONNET]) SetDoorDamage(CAR_BONNET, DOOR_BONNET); if(m_aCarNodes[CAR_BUMP_REAR]) SetBumperDamage(CAR_BUMP_REAR, VEHBUMPER_REAR); if(m_aCarNodes[CAR_BOOT]) SetDoorDamage(CAR_BOOT, DOOR_BOOT); if(m_aCarNodes[CAR_DOOR_LF]) SetDoorDamage(CAR_DOOR_LF, DOOR_FRONT_LEFT); if(m_aCarNodes[CAR_DOOR_RF]) SetDoorDamage(CAR_DOOR_RF, DOOR_FRONT_RIGHT); if(m_aCarNodes[CAR_DOOR_LR]) SetDoorDamage(CAR_DOOR_LR, DOOR_REAR_LEFT); if(m_aCarNodes[CAR_DOOR_RR]) SetDoorDamage(CAR_DOOR_RR, DOOR_REAR_RIGHT); if(m_aCarNodes[CAR_WING_LF]) SetPanelDamage(CAR_WING_LF, VEHPANEL_FRONT_LEFT); if(m_aCarNodes[CAR_WING_RF]) SetPanelDamage(CAR_WING_RF, VEHPANEL_FRONT_RIGHT); if(m_aCarNodes[CAR_WING_LR]) SetPanelDamage(CAR_WING_LR, VEHPANEL_REAR_LEFT); if(m_aCarNodes[CAR_WING_RR]) SetPanelDamage(CAR_WING_RR, VEHPANEL_REAR_RIGHT); } RwObject* GetCurrentAtomicObjectCB(RwObject *object, void *data) { RpAtomic *atomic = (RpAtomic*)object; assert(RwObjectGetType(object) == rpATOMIC); if(RpAtomicGetFlags(atomic) & rpATOMICRENDER) *(RpAtomic**)data = atomic; return object; } CColPoint aTempPedColPts[32]; // this name doesn't make any sense // they probably copied it from Ped (both serves same purpose) and didn't change the name CObject* CAutomobile::SpawnFlyingComponent(int32 component, uint32 type) { RpAtomic *atomic; RwFrame *frame; RwMatrix *matrix; CObject *obj; if(CObject::nNoTempObjects >= NUMTEMPOBJECTS) return nil; atomic = nil; RwFrameForAllObjects(m_aCarNodes[component], GetCurrentAtomicObjectCB, &atomic); if(atomic == nil) return nil; obj = new CObject(); if(obj == nil) return nil; if(component == CAR_WINDSCREEN){ obj->SetModelIndexNoCreate(MI_CAR_BONNET); }else switch(type){ case COMPGROUP_BUMPER: obj->SetModelIndexNoCreate(MI_CAR_BUMPER); break; case COMPGROUP_WHEEL: obj->SetModelIndexNoCreate(MI_CAR_WHEEL); break; case COMPGROUP_DOOR: obj->SetModelIndexNoCreate(MI_CAR_DOOR); obj->SetCenterOfMass(0.0f, -0.5f, 0.0f); break; case COMPGROUP_BONNET: obj->SetModelIndexNoCreate(MI_CAR_BONNET); obj->SetCenterOfMass(0.0f, 0.4f, 0.0f); break; case COMPGROUP_BOOT: obj->SetModelIndexNoCreate(MI_CAR_BOOT); obj->SetCenterOfMass(0.0f, -0.3f, 0.0f); break; case COMPGROUP_PANEL: default: obj->SetModelIndexNoCreate(MI_CAR_PANEL); break; } // object needs base model obj->RefModelInfo(GetModelIndex()); // create new atomic matrix = RwFrameGetLTM(m_aCarNodes[component]); frame = RwFrameCreate(); atomic = RpAtomicClone(atomic); *RwFrameGetMatrix(frame) = *matrix; RpAtomicSetFrame(atomic, frame); CVisibilityPlugins::SetAtomicRenderCallback(atomic, nil); obj->AttachToRwObject((RwObject*)atomic); // init object obj->m_fMass = 10.0f; obj->m_fTurnMass = 25.0f; obj->m_fAirResistance = 0.97f; obj->m_fElasticity = 0.1f; obj->m_fBuoyancy = obj->m_fMass*GRAVITY/0.75f; obj->ObjectCreatedBy = TEMP_OBJECT; obj->bIsStatic = false; obj->bIsPickup = false; obj->bUseVehicleColours = true; obj->m_colour1 = m_currentColour1; obj->m_colour2 = m_currentColour2; // life time - the more objects the are, the shorter this one will live CObject::nNoTempObjects++; if(CObject::nNoTempObjects > 20) obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 20000/5.0f; else if(CObject::nNoTempObjects > 10) obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 20000/2.0f; else obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 20000; obj->m_vecMoveSpeed = m_vecMoveSpeed; if(obj->m_vecMoveSpeed.z > 0.0f){ obj->m_vecMoveSpeed.z *= 1.5f; }else if(GetUp().z > 0.0f && (component == COMPGROUP_BONNET || component == COMPGROUP_BOOT || component == CAR_WINDSCREEN)){ obj->m_vecMoveSpeed.z *= -1.5f; obj->m_vecMoveSpeed.z += 0.04f; }else{ obj->m_vecMoveSpeed.z *= 0.25f; } obj->m_vecMoveSpeed.x *= 0.75f; obj->m_vecMoveSpeed.y *= 0.75f; obj->m_vecTurnSpeed = m_vecTurnSpeed*2.0f; // push component away from car CVector dist = obj->GetPosition() - GetPosition(); dist.Normalise(); if(component == COMPGROUP_BONNET || component == COMPGROUP_BOOT || component == CAR_WINDSCREEN){ // push these up some dist += GetUp(); if(GetUp().z > 0.0f){ // simulate fast upward movement if going fast float speed = CVector2D(m_vecMoveSpeed).MagnitudeSqr(); obj->GetPosition() += GetUp()*speed; } } obj->ApplyMoveForce(dist); if(type == COMPGROUP_WHEEL){ obj->m_fTurnMass = 5.0f; obj->m_vecTurnSpeed.x = 0.5f; obj->m_fAirResistance = 0.99f; } if(CCollision::ProcessColModels(obj->GetMatrix(), *obj->GetColModel(), this->GetMatrix(), *this->GetColModel(), aTempPedColPts, nil, nil) > 0) obj->m_pCollidingEntity = this; if(bRenderScorched) obj->bRenderScorched = true; CWorld::Add(obj); return obj; } CObject* CAutomobile::RemoveBonnetInPedCollision(void) { CObject *obj; if(Damage.GetDoorStatus(DOOR_BONNET) == DOOR_STATUS_SWINGING && Doors[DOOR_BONNET].RetAngleWhenOpen()*0.4f < Doors[DOOR_BONNET].m_fAngle){ // BUG? why not COMPGROUP_BONNET? obj = SpawnFlyingComponent(CAR_BONNET, COMPGROUP_DOOR); // make both doors invisible on car SetComponentVisibility(m_aCarNodes[CAR_BONNET], ATOMIC_FLAG_NONE); Damage.SetDoorStatus(DOOR_BONNET, DOOR_STATUS_MISSING); return obj; } return nil; } void CAutomobile::SetPanelDamage(int32 component, ePanels panel, bool noFlyingComponents) { int status = Damage.GetPanelStatus(panel); if(m_aCarNodes[component] == nil) return; if(status == PANEL_STATUS_SMASHED1){ // show damaged part SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_DAM); }else if(status == PANEL_STATUS_MISSING){ if(!noFlyingComponents) SpawnFlyingComponent(component, COMPGROUP_PANEL); // hide both SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_NONE); } } void CAutomobile::SetBumperDamage(int32 component, ePanels panel, bool noFlyingComponents) { int status = Damage.GetPanelStatus(panel); if(m_aCarNodes[component] == nil){ printf("Trying to damage component %d of %s\n", component, CModelInfo::GetModelInfo(GetModelIndex())->GetName()); return; } if(status == PANEL_STATUS_SMASHED1){ // show damaged part SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_DAM); }else if(status == PANEL_STATUS_MISSING){ if(!noFlyingComponents) SpawnFlyingComponent(component, COMPGROUP_BUMPER); // hide both SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_NONE); } } void CAutomobile::SetDoorDamage(int32 component, eDoors door, bool noFlyingComponents) { int status = Damage.GetDoorStatus(door); if(m_aCarNodes[component] == nil){ printf("Trying to damage component %d of %s\n", component, CModelInfo::GetModelInfo(GetModelIndex())->GetName()); return; } if(door == DOOR_BOOT && status == DOOR_STATUS_SWINGING && pHandling->Flags & HANDLING_NOSWING_BOOT){ Damage.SetDoorStatus(DOOR_BOOT, DOOR_STATUS_MISSING); status = DOOR_STATUS_MISSING; } if(status == DOOR_STATUS_SMASHED){ // show damaged part SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_DAM); }else if(status == DOOR_STATUS_SWINGING){ // turn off angle cull for swinging doors RwFrameForAllObjects(m_aCarNodes[component], CVehicleModelInfo::SetAtomicFlagCB, (void*)ATOMIC_FLAG_NOCULL); }else if(status == DOOR_STATUS_MISSING){ if(!noFlyingComponents){ if(door == DOOR_BONNET) SpawnFlyingComponent(component, COMPGROUP_BONNET); else if(door == DOOR_BOOT) SpawnFlyingComponent(component, COMPGROUP_BOOT); else SpawnFlyingComponent(component, COMPGROUP_DOOR); } // hide both SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_NONE); } } static RwObject* SetVehicleAtomicVisibilityCB(RwObject *object, void *data) { uint32 flags = (uint32)(uintptr)data; RpAtomic *atomic = (RpAtomic*)object; if((CVisibilityPlugins::GetAtomicId(atomic) & (ATOMIC_FLAG_OK|ATOMIC_FLAG_DAM)) == flags) RpAtomicSetFlags(atomic, rpATOMICRENDER); else RpAtomicSetFlags(atomic, 0); return object; } void CAutomobile::SetComponentVisibility(RwFrame *frame, uint32 flags) { HideAllComps(); bIsDamaged = true; RwFrameForAllObjects(frame, SetVehicleAtomicVisibilityCB, (void*)flags); } void CAutomobile::SetupModelNodes(void) { int i; for(i = 0; i < NUM_CAR_NODES; i++) m_aCarNodes[i] = nil; CClumpModelInfo::FillFrameArray((RpClump*)m_rwObject, m_aCarNodes); } void CAutomobile::SetTaxiLight(bool light) { bTaxiLight = light; } bool CAutomobile::GetAllWheelsOffGround(void) { return m_nDriveWheelsOnGround == 0; } void CAutomobile::HideAllComps(void) { // empty } void CAutomobile::ShowAllComps(void) { // empty } void CAutomobile::ReduceHornCounter(void) { if(m_nCarHornTimer != 0) m_nCarHornTimer--; } void CAutomobile::SetAllTaxiLights(bool set) { m_sAllTaxiLights = set; } #include class CAutomobile_ : public CAutomobile { public: void ctor(int32 id, uint8 CreatedBy) { ::new (this) CAutomobile(id, CreatedBy); } void dtor() { CAutomobile::~CAutomobile(); } void SetModelIndex_(uint32 id) { CAutomobile::SetModelIndex(id); } void ProcessControl_(void) { CAutomobile::ProcessControl(); } void Teleport_(CVector v) { CAutomobile::Teleport(v); } void PreRender_(void) { CAutomobile::PreRender(); } void Render_(void) { CAutomobile::Render(); } int32 ProcessEntityCollision_(CEntity *ent, CColPoint *colpoints){ return CAutomobile::ProcessEntityCollision(ent, colpoints); } void ProcessControlInputs_(uint8 pad) { CAutomobile::ProcessControlInputs(pad); } void GetComponentWorldPosition_(int32 component, CVector &pos) { CAutomobile::GetComponentWorldPosition(component, pos); } bool IsComponentPresent_(int32 component) { return CAutomobile::IsComponentPresent(component); } void SetComponentRotation_(int32 component, CVector rotation) { CAutomobile::SetComponentRotation(component, rotation); } void OpenDoor_(int32 component, eDoors door, float ratio) { CAutomobile::OpenDoor(component, door, ratio); } void ProcessOpenDoor_(uint32 component, uint32 anim, float time) { CAutomobile::ProcessOpenDoor(component, anim, time); } bool IsDoorReady_(eDoors door) { return CAutomobile::IsDoorReady(door); } bool IsDoorFullyOpen_(eDoors door) { return CAutomobile::IsDoorFullyOpen(door); } bool IsDoorClosed_(eDoors door) { return CAutomobile::IsDoorClosed(door); } bool IsDoorMissing_(eDoors door) { return CAutomobile::IsDoorMissing(door); } void RemoveRefsToVehicle_(CEntity *ent) { CAutomobile::RemoveRefsToVehicle(ent); } void BlowUpCar_(CEntity *ent) { CAutomobile::BlowUpCar(ent); } bool SetUpWheelColModel_(CColModel *colModel) { return CAutomobile::SetUpWheelColModel(colModel); } void BurstTyre_(uint8 tyre) { CAutomobile::BurstTyre(tyre); } bool IsRoomForPedToLeaveCar_(uint32 door, CVector *pos) { return CAutomobile::IsRoomForPedToLeaveCar(door, pos); } float GetHeightAboveRoad_(void) { return CAutomobile::GetHeightAboveRoad(); } void PlayCarHorn_(void) { CAutomobile::PlayCarHorn(); } }; STARTPATCHES InjectHook(0x52C6B0, &CAutomobile_::ctor, PATCH_JUMP); InjectHook(0x52D170, &CAutomobile_::dtor, PATCH_JUMP); InjectHook(0x52D190, &CAutomobile_::SetModelIndex_, PATCH_JUMP); InjectHook(0x531470, &CAutomobile_::ProcessControl_, PATCH_JUMP); InjectHook(0x535180, &CAutomobile_::Teleport_, PATCH_JUMP); InjectHook(0x539EA0, &CAutomobile_::Render_, PATCH_JUMP); InjectHook(0x535B40, &CAutomobile_::PreRender_, PATCH_JUMP); InjectHook(0x53B270, &CAutomobile_::ProcessEntityCollision_, PATCH_JUMP); InjectHook(0x53B660, &CAutomobile_::ProcessControlInputs_, PATCH_JUMP); InjectHook(0x52E5F0, &CAutomobile_::GetComponentWorldPosition_, PATCH_JUMP); InjectHook(0x52E660, &CAutomobile_::IsComponentPresent_, PATCH_JUMP); InjectHook(0x52E680, &CAutomobile_::SetComponentRotation_, PATCH_JUMP); InjectHook(0x52E750, &CAutomobile_::OpenDoor_, PATCH_JUMP); InjectHook(0x52EF10, &CAutomobile_::IsDoorReady_, PATCH_JUMP); InjectHook(0x52EF90, &CAutomobile_::IsDoorFullyOpen_, PATCH_JUMP); InjectHook(0x52EFD0, &CAutomobile_::IsDoorClosed_, PATCH_JUMP); InjectHook(0x52F000, &CAutomobile_::IsDoorMissing_, PATCH_JUMP); InjectHook(0x53BF40, &CAutomobile_::RemoveRefsToVehicle_, PATCH_JUMP); InjectHook(0x53BC60, &CAutomobile_::BlowUpCar_, PATCH_JUMP); InjectHook(0x53BF70, &CAutomobile_::SetUpWheelColModel_, PATCH_JUMP); InjectHook(0x53C0E0, &CAutomobile_::BurstTyre_, PATCH_JUMP); InjectHook(0x53C5B0, &CAutomobile_::IsRoomForPedToLeaveCar_, 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(0x535450, &CAutomobile::AddDamagedVehicleParticles, PATCH_JUMP); InjectHook(0x5357D0, &CAutomobile::AddWheelDirtAndWater, PATCH_JUMP); InjectHook(0x5353A0, &CAutomobile::ResetSuspension, PATCH_JUMP); InjectHook(0x52D210, &CAutomobile::SetupSuspensionLines, PATCH_JUMP); InjectHook(0x53E000, &CAutomobile::BlowUpCarsInPath, PATCH_JUMP); InjectHook(0x42E220, &CAutomobile::HasCarStoppedBecauseOfLight, PATCH_JUMP); InjectHook(0x53D320, &CAutomobile::SetBusDoorTimer, PATCH_JUMP); InjectHook(0x53D370, &CAutomobile::ProcessAutoBusDoors, PATCH_JUMP); InjectHook(0x535250, &CAutomobile::ProcessSwingingDoor, PATCH_JUMP); InjectHook(0x53C240, &CAutomobile::Fix, PATCH_JUMP); InjectHook(0x53C310, &CAutomobile::SetupDamageAfterLoad, PATCH_JUMP); InjectHook(0x530300, &CAutomobile::SpawnFlyingComponent, PATCH_JUMP); InjectHook(0x535320, &CAutomobile::RemoveBonnetInPedCollision, PATCH_JUMP); InjectHook(0x5301A0, &CAutomobile::SetPanelDamage, PATCH_JUMP); InjectHook(0x530120, &CAutomobile::SetBumperDamage, PATCH_JUMP); InjectHook(0x530200, &CAutomobile::SetDoorDamage, PATCH_JUMP); InjectHook(0x5300E0, &CAutomobile::SetComponentVisibility, PATCH_JUMP); InjectHook(0x52D1B0, &CAutomobile::SetupModelNodes, PATCH_JUMP); InjectHook(0x53C420, &CAutomobile::SetTaxiLight, PATCH_JUMP); InjectHook(0x53BC40, &CAutomobile::GetAllWheelsOffGround, PATCH_JUMP); InjectHook(0x5308C0, &CAutomobile::ReduceHornCounter, PATCH_JUMP); InjectHook(0x53C440, &CAutomobile::SetAllTaxiLights, PATCH_JUMP); ENDPATCHES