mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-05 15:15:55 +00:00
767 lines
22 KiB
C++
767 lines
22 KiB
C++
#include "common.h"
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#include "main.h"
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#include "Timer.h"
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#include "ModelIndices.h"
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#include "FileMgr.h"
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#include "Streaming.h"
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#include "Pad.h"
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#include "Camera.h"
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#include "Coronas.h"
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#include "World.h"
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#include "Ped.h"
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#include "DMAudio.h"
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#include "HandlingMgr.h"
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#include "Train.h"
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#include "AudioScriptObject.h"
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static CTrainNode* pTrackNodes;
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static int16 NumTrackNodes;
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static float StationDist[3] = { 873.0f, 1522.0f, 2481.0f };
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static float TotalLengthOfTrack;
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static float TotalDurationOfTrack;
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static CTrainInterpolationLine aLineBits[17];
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static float EngineTrackPosition[2];
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static float EngineTrackSpeed[2];
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static CTrainNode* pTrackNodes_S;
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static int16 NumTrackNodes_S;
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static float StationDist_S[4] = { 55.0f, 1388.0f, 2337.0f, 3989.0f };
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static float TotalLengthOfTrack_S;
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static float TotalDurationOfTrack_S;
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static CTrainInterpolationLine aLineBits_S[18];
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static float EngineTrackPosition_S[4];
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static float EngineTrackSpeed_S[4];
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CVector CTrain::aStationCoors[3];
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CVector CTrain::aStationCoors_S[4];
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static bool bTrainArrivalAnnounced[3] = {false, false, false};
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CTrain::CTrain(int32 id, uint8 CreatedBy)
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: CVehicle(CreatedBy)
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{
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#ifdef GTA_TRAIN
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CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(id);
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m_vehType = VEHICLE_TYPE_TRAIN;
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pHandling = mod_HandlingManager.GetHandlingData((tVehicleType)mi->m_handlingId);
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SetModelIndex(id);
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Doors[0].Init(0.8f, 0.0f, 1, 0);
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Doors[1].Init(-0.8f, 0.0f, 0, 0);
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m_fMass = 100000000.0f;
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m_fTurnMass = 100000000.0f;
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m_fAirResistance = 0.9994f;
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m_fElasticity = 0.05f;
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m_bProcessDoor = true;
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m_bTrainStopping = false;
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m_nTrackId = TRACK_ELTRAIN;
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m_nNumMaxPassengers = 5;
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m_nDoorTimer = CTimer::GetTimeInMilliseconds();
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m_nDoorState = TRAIN_DOOR_CLOSED;
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bUsesCollision = true;
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SetStatus(STATUS_TRAIN_MOVING);
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#ifdef FIX_BUGS
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m_isFarAway = true;
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#endif
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#else
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assert(0 && "No trains in this game");
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#endif
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}
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void
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CTrain::SetModelIndex(uint32 id)
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{
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#ifdef GTA_TRAIN
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int i;
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CVehicle::SetModelIndex(id);
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for(i = 0; i < NUM_TRAIN_NODES; i++)
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m_aTrainNodes[i] = nil;
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CClumpModelInfo::FillFrameArray(GetClump(), m_aTrainNodes);
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#endif
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}
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void
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CTrain::ProcessControl(void)
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{
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#ifdef GTA_TRAIN
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if(gbModelViewer || m_isFarAway && (CTimer::GetFrameCounter() + m_nWagonId) & 0xF)
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return;
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CTrainNode *trackNodes;
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int16 numTrackNodes;
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float totalLengthOfTrack;
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float *engineTrackPosition;
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float *engineTrackSpeed;
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if(m_nTrackId == TRACK_SUBWAY){
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trackNodes = pTrackNodes_S;
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numTrackNodes = NumTrackNodes_S;
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totalLengthOfTrack = TotalLengthOfTrack_S;
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engineTrackPosition = EngineTrackPosition_S;
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engineTrackSpeed = EngineTrackSpeed_S;
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}else{
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trackNodes = pTrackNodes;
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numTrackNodes = NumTrackNodes;
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totalLengthOfTrack = TotalLengthOfTrack;
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engineTrackPosition = EngineTrackPosition;
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engineTrackSpeed = EngineTrackSpeed;
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}
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float trackPositionRear = engineTrackPosition[m_nWagonGroup] - m_fWagonPosition;
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if(trackPositionRear < 0.0f)
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trackPositionRear += totalLengthOfTrack;
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// Advance current node to appropriate position
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float pos1, pos2;
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int nextTrackNode = m_nCurTrackNode + 1;
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pos1 = trackNodes[m_nCurTrackNode].t;
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if(nextTrackNode < numTrackNodes)
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pos2 = trackNodes[nextTrackNode].t;
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else{
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nextTrackNode = 0;
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pos2 = totalLengthOfTrack;
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}
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while(trackPositionRear < pos1 || trackPositionRear > pos2){
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m_nCurTrackNode = (m_nCurTrackNode+1) % numTrackNodes;
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nextTrackNode = m_nCurTrackNode + 1;
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pos1 = trackNodes[m_nCurTrackNode].t;
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if(nextTrackNode < numTrackNodes)
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pos2 = trackNodes[nextTrackNode].t;
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else{
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nextTrackNode = 0;
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pos2 = totalLengthOfTrack;
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}
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}
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float dist = trackNodes[nextTrackNode].t - trackNodes[m_nCurTrackNode].t;
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if(dist < 0.0f)
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dist += totalLengthOfTrack;
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float f = (trackPositionRear - trackNodes[m_nCurTrackNode].t)/dist;
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CVector posRear = (1.0f - f)*trackNodes[m_nCurTrackNode].p + f*trackNodes[nextTrackNode].p;
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// Now same again for the front
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float trackPositionFront = trackPositionRear + 20.0f;
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if(trackPositionFront > totalLengthOfTrack)
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trackPositionFront -= totalLengthOfTrack;
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int curTrackNodeFront = m_nCurTrackNode;
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int nextTrackNodeFront = curTrackNodeFront + 1;
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pos1 = trackNodes[curTrackNodeFront].t;
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if(nextTrackNodeFront < numTrackNodes)
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pos2 = trackNodes[nextTrackNodeFront].t;
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else{
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nextTrackNodeFront = 0;
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pos2 = totalLengthOfTrack;
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}
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while(trackPositionFront < pos1 || trackPositionFront > pos2){
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curTrackNodeFront = (curTrackNodeFront+1) % numTrackNodes;
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nextTrackNodeFront = curTrackNodeFront + 1;
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pos1 = trackNodes[curTrackNodeFront].t;
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if(nextTrackNodeFront < numTrackNodes)
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pos2 = trackNodes[nextTrackNodeFront].t;
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else{
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nextTrackNodeFront = 0;
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pos2 = totalLengthOfTrack;
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}
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}
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dist = trackNodes[nextTrackNodeFront].t - trackNodes[curTrackNodeFront].t;
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if(dist < 0.0f)
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dist += totalLengthOfTrack;
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f = (trackPositionFront - trackNodes[curTrackNodeFront].t)/dist;
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CVector posFront = (1.0f - f)*trackNodes[curTrackNodeFront].p + f*trackNodes[nextTrackNodeFront].p;
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// Now set matrix
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SetPosition((posRear + posFront)/2.0f);
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CVector fwd = posFront - posRear;
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fwd.Normalise();
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CVector right = CrossProduct(fwd, CVector(0.0f, 0.0f, 1.0f));
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right.Normalise();
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CVector up = CrossProduct(right, fwd);
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GetRight() = right;
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GetUp() = up;
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GetForward() = fwd;
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// Set speed
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m_vecMoveSpeed = fwd*engineTrackSpeed[m_nWagonGroup]/60.0f;
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m_fSpeed = engineTrackSpeed[m_nWagonGroup]/60.0f;
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m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
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if(engineTrackSpeed[m_nWagonGroup] > 0.001f){
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SetStatus(STATUS_TRAIN_MOVING);
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m_bTrainStopping = false;
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m_bProcessDoor = true;
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}else{
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SetStatus(STATUS_TRAIN_NOT_MOVING);
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m_bTrainStopping = true;
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}
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m_isFarAway = !((posFront - TheCamera.GetPosition()).Magnitude2D() < sq(250.0f));
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if(m_fWagonPosition == 20.0f && m_fSpeed > 0.0001f)
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if(Abs(TheCamera.GetPosition().z - GetPosition().z) < 15.0f)
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CPad::GetPad(0)->StartShake_Train(GetPosition().x, GetPosition().y);
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if(m_bProcessDoor)
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switch(m_nDoorState){
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case TRAIN_DOOR_CLOSED:
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if(m_bTrainStopping){
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m_nDoorTimer = CTimer::GetTimeInMilliseconds() + 1000;
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m_nDoorState = TRAIN_DOOR_OPENING;
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_TRAIN_DOOR_CLOSE, 0.0f);
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}
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break;
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case TRAIN_DOOR_OPENING:
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if(CTimer::GetTimeInMilliseconds() < m_nDoorTimer){
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OpenTrainDoor(1.0f - (m_nDoorTimer - CTimer::GetTimeInMilliseconds())/1000.0f);
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}else{
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OpenTrainDoor(1.0f);
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m_nDoorState = TRAIN_DOOR_OPEN;
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}
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break;
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case TRAIN_DOOR_OPEN:
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if(!m_bTrainStopping){
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m_nDoorTimer = CTimer::GetTimeInMilliseconds() + 1000;
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m_nDoorState = TRAIN_DOOR_CLOSING;
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_TRAIN_DOOR_OPEN, 0.0f);
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}
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break;
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case TRAIN_DOOR_CLOSING:
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if(CTimer::GetTimeInMilliseconds() < m_nDoorTimer){
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OpenTrainDoor((m_nDoorTimer - CTimer::GetTimeInMilliseconds())/1000.0f);
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}else{
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OpenTrainDoor(0.0f);
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m_nDoorState = TRAIN_DOOR_CLOSED;
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m_bProcessDoor = false;
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}
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break;
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}
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GetMatrix().UpdateRW();
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UpdateRwFrame();
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RemoveAndAdd();
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bIsStuck = false;
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bIsInSafePosition = true;
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bWasPostponed = false;
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// request/remove model
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if(m_isFarAway){
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if(m_rwObject)
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DeleteRwObject();
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}else if(CStreaming::HasModelLoaded(MI_TRAIN)){
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if(m_rwObject == nil){
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m_modelIndex = -1;
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SetModelIndex(MI_TRAIN);
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}
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}else{
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if(FindPlayerCoors().z * GetPosition().z >= 0.0f)
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CStreaming::RequestModel(MI_TRAIN, STREAMFLAGS_DEPENDENCY);
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}
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// Hit stuff
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if(m_bIsFirstWagon && GetStatus()== STATUS_TRAIN_MOVING){
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CVector front = GetPosition() + GetForward()*GetColModel()->boundingBox.max.y + m_vecMoveSpeed*CTimer::GetTimeStep();
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int x, xmin, xmax;
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int y, ymin, ymax;
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xmin = CWorld::GetSectorIndexX(front.x - 3.0f);
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if(xmin < 0) xmin = 0;
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xmax = CWorld::GetSectorIndexX(front.x + 3.0f);
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if(xmax > NUMSECTORS_X-1) xmax = NUMSECTORS_X-1;
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ymin = CWorld::GetSectorIndexY(front.y - 3.0f);
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if(ymin < 0) ymin = 0;
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ymax = CWorld::GetSectorIndexY(front.y + 3.0f);
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if(ymax > NUMSECTORS_Y-1) ymax = NUMSECTORS_X-1;
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CWorld::AdvanceCurrentScanCode();
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for(y = ymin; y <= ymax; y++)
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for(x = xmin; x <= xmax; x++){
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CSector *s = CWorld::GetSector(x, y);
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TrainHitStuff(s->m_lists[ENTITYLIST_VEHICLES]);
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TrainHitStuff(s->m_lists[ENTITYLIST_VEHICLES_OVERLAP]);
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TrainHitStuff(s->m_lists[ENTITYLIST_PEDS]);
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TrainHitStuff(s->m_lists[ENTITYLIST_PEDS_OVERLAP]);
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}
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}
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#endif GTA_TRAIN
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}
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void
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CTrain::PreRender(void)
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{
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#ifdef GTA_TRAIN
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CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex());
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if(m_bIsFirstWagon){
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CVector lookVector = GetPosition() - TheCamera.GetPosition();
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float camDist = lookVector.Magnitude();
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if(camDist != 0.0f)
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lookVector *= 1.0f/camDist;
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else
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lookVector = CVector(1.0f, 0.0f, 0.0f);
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float behindness = DotProduct(lookVector, GetForward());
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if(behindness < 0.0f){
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// In front of train
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CVector lightPos = mi->m_positions[TRAIN_POS_LIGHT_FRONT];
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CVector lightR = GetMatrix() * lightPos;
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CVector lightL = lightR;
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lightL -= GetRight()*2.0f*lightPos.x;
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float intensity = -0.4f*behindness + 0.2f;
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float size = 1.0f - behindness;
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if(behindness < -0.9f && camDist < 35.0f){
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// directly in front
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CCoronas::RegisterCorona((uintptr)this + 10, 255*intensity, 255*intensity, 255*intensity, 255,
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lightL, size, 80.0f,
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CCoronas::TYPE_NORMAL, CCoronas::FLARE_HEADLIGHTS, CCoronas::REFLECTION_ON,
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CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
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CCoronas::RegisterCorona((uintptr)this + 11, 255*intensity, 255*intensity, 255*intensity, 255,
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lightR, size, 80.0f,
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CCoronas::TYPE_NORMAL, CCoronas::FLARE_HEADLIGHTS, CCoronas::REFLECTION_ON,
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CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
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}else{
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CCoronas::RegisterCorona((uintptr)this + 10, 255*intensity, 255*intensity, 255*intensity, 255,
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lightL, size, 80.0f,
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CCoronas::TYPE_NORMAL, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
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CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
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CCoronas::RegisterCorona((uintptr)this + 11, 255*intensity, 255*intensity, 255*intensity, 255,
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lightR, size, 80.0f,
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CCoronas::TYPE_NORMAL, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
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CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
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}
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}
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}
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if(m_bIsLastWagon){
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CVector lightPos = mi->m_positions[TRAIN_POS_LIGHT_REAR];
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CVector lightR = GetMatrix() * lightPos;
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CVector lightL = lightR;
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lightL -= GetRight()*2.0f*lightPos.x;
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CCoronas::RegisterCorona((uintptr)this + 12, 255, 0, 0, 255,
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lightL, 1.0f, 80.0f,
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CCoronas::TYPE_NORMAL, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
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CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
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CCoronas::RegisterCorona((uintptr)this + 13, 255, 0, 0, 255,
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lightR, 1.0f, 80.0f,
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CCoronas::TYPE_NORMAL, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
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CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
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}
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#endif
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}
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void
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CTrain::Render(void)
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{
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#ifdef GTA_TRAIN
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CEntity::Render();
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#endif
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}
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void
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CTrain::TrainHitStuff(CPtrList &list)
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{
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#ifdef GTA_TRAIN
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CPtrNode *node;
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CPhysical *phys;
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for(node = list.first; node; node = node->next){
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phys = (CPhysical*)node->item;
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if(phys != this && Abs(this->GetPosition().z - phys->GetPosition().z) < 1.5f)
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phys->bHitByTrain = true;
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}
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#endif
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}
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void
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CTrain::AddPassenger(CPed *ped)
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{
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#ifdef GTA_TRAIN
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int i = ped->m_vehEnterType;
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if((i == TRAIN_POS_LEFT_ENTRY || i == TRAIN_POS_MID_ENTRY || i == TRAIN_POS_RIGHT_ENTRY) && pPassengers[i] == nil){
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pPassengers[i] = ped;
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m_nNumPassengers++;
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}else{
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for(i = 0; i < 6; i++)
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if(pPassengers[i] == nil){
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pPassengers[i] = ped;
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m_nNumPassengers++;
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return;
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}
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}
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#endif
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}
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void
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CTrain::OpenTrainDoor(float ratio)
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{
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#ifdef GTA_TRAIN
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if(m_rwObject == nil)
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return;
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CMatrix doorL(RwFrameGetMatrix(m_aTrainNodes[TRAIN_DOOR_LHS]));
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CMatrix doorR(RwFrameGetMatrix(m_aTrainNodes[TRAIN_DOOR_RHS]));
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CVector posL = doorL.GetPosition();
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CVector posR = doorR.GetPosition();
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bool isClosed = Doors[0].IsClosed(); // useless
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Doors[0].Open(ratio);
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Doors[1].Open(ratio);
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if(isClosed)
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Doors[0].RetTranslationWhenClosed(); // useless
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posL.y = Doors[0].m_fPosn;
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posR.y = Doors[1].m_fPosn;
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doorL.SetTranslate(posL);
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doorR.SetTranslate(posR);
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doorL.UpdateRW();
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doorR.UpdateRW();
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#endif
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}
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void
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CTrain::InitTrains(void)
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{
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#ifdef GTA_TRAIN
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int i, j;
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CTrain *train;
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// El train
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if(pTrackNodes == nil)
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ReadAndInterpretTrackFile("data\\paths\\tracks.dat", &pTrackNodes, &NumTrackNodes, 3, StationDist,
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&TotalLengthOfTrack, &TotalDurationOfTrack, aLineBits, false);
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// Subway
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if(pTrackNodes_S == nil)
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ReadAndInterpretTrackFile("data\\paths\\tracks2.dat", &pTrackNodes_S, &NumTrackNodes_S, 4, StationDist_S,
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&TotalLengthOfTrack_S, &TotalDurationOfTrack_S, aLineBits_S, true);
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int trainId;
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CStreaming::LoadAllRequestedModels(false);
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if(CModelInfo::GetModelInfo("train", &trainId))
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CStreaming::RequestModel(trainId, 0);
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CStreaming::LoadAllRequestedModels(false);
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// El-Train wagons
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float wagonPositions[] = { 0.0f, 20.0f, 40.0f, 0.0f, 20.0f };
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int8 firstWagon[] = { 1, 0, 0, 1, 0 };
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int8 lastWagon[] = { 0, 0, 1, 0, 1 };
|
|
int16 wagonGroup[] = { 0, 0, 0, 1, 1 };
|
|
for(i = 0; i < 5; i++){
|
|
train = new CTrain(MI_TRAIN, PERMANENT_VEHICLE);
|
|
train->GetMatrix().SetTranslate(0.0f, 0.0f, 0.0f);
|
|
train->SetStatus(STATUS_ABANDONED);
|
|
train->bIsLocked = true;
|
|
train->m_fWagonPosition = wagonPositions[i];
|
|
train->m_bIsFirstWagon = firstWagon[i];
|
|
train->m_bIsLastWagon = lastWagon[i];
|
|
train->m_nWagonGroup = wagonGroup[i];
|
|
train->m_nWagonId = i;
|
|
train->m_nCurTrackNode = 0;
|
|
CWorld::Add(train);
|
|
}
|
|
|
|
// Subway wagons
|
|
float wagonPositions_S[] = { 0.0f, 20.0f, 0.0f, 20.0f, 0.0f, 20.0f, 0.0f, 20.0f };
|
|
int8 firstWagon_S[] = { 1, 0, 1, 0, 1, 0, 1, 0 };
|
|
int8 lastWagon_S[] = { 0, 1, 0, 1, 0, 1, 0, 1 };
|
|
int16 wagonGroup_S[] = { 0, 0, 1, 1, 2, 2, 3, 3 };
|
|
for(i = 0; i < 8; i++){
|
|
train = new CTrain(MI_TRAIN, PERMANENT_VEHICLE);
|
|
train->GetMatrix().SetTranslate(0.0f, 0.0f, 0.0f);
|
|
train->SetStatus(STATUS_ABANDONED);
|
|
train->bIsLocked = true;
|
|
train->m_fWagonPosition = wagonPositions_S[i];
|
|
train->m_bIsFirstWagon = firstWagon_S[i];
|
|
train->m_bIsLastWagon = lastWagon_S[i];
|
|
train->m_nWagonGroup = wagonGroup_S[i];
|
|
train->m_nWagonId = i;
|
|
train->m_nCurTrackNode = 0;
|
|
train->m_nTrackId = TRACK_SUBWAY;
|
|
CWorld::Add(train);
|
|
}
|
|
|
|
// This code is actually useless, it seems it was used for announcements once
|
|
for(i = 0; i < 3; i++){
|
|
for(j = 0; pTrackNodes[j].t < StationDist[i]; j++);
|
|
aStationCoors[i] = pTrackNodes[j].p;
|
|
}
|
|
for(i = 0; i < 4; i++){
|
|
for(j = 0; pTrackNodes_S[j].t < StationDist_S[i]; j++);
|
|
aStationCoors_S[i] = pTrackNodes_S[j].p;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void
|
|
CTrain::Shutdown(void)
|
|
{
|
|
#ifdef GTA_TRAIN
|
|
delete[] pTrackNodes;
|
|
delete[] pTrackNodes_S;
|
|
pTrackNodes = nil;
|
|
pTrackNodes_S = nil;
|
|
#endif
|
|
}
|
|
|
|
void
|
|
CTrain::ReadAndInterpretTrackFile(Const char *filename, CTrainNode **nodes, int16 *numNodes, int32 numStations, float *stationDists,
|
|
float *totalLength, float *totalDuration, CTrainInterpolationLine *interpLines, bool rightRail)
|
|
{
|
|
#ifdef GTA_TRAIN
|
|
bool readingFile = false;
|
|
int bp, lp;
|
|
int i, tmp;
|
|
|
|
if(*nodes == nil){
|
|
readingFile = true;
|
|
|
|
CFileMgr::LoadFile(filename, work_buff, sizeof(work_buff), "r");
|
|
*gString = '\0';
|
|
for(bp = 0, lp = 0; work_buff[bp] != '\n'; bp++, lp++)
|
|
gString[lp] = work_buff[bp];
|
|
bp++;
|
|
// BUG: game doesn't terminate string and uses numNodes in sscanf directly
|
|
gString[lp] = '\0';
|
|
sscanf(gString, "%d", &tmp);
|
|
*numNodes = tmp;
|
|
*nodes = new CTrainNode[*numNodes];
|
|
|
|
for(i = 0; i < *numNodes; i++){
|
|
*gString = '\0';
|
|
for(lp = 0; work_buff[bp] != '\n'; bp++, lp++)
|
|
gString[lp] = work_buff[bp];
|
|
bp++;
|
|
// BUG: game doesn't terminate string
|
|
gString[lp] = '\0';
|
|
sscanf(gString, "%f %f %f", &(*nodes)[i].p.x, &(*nodes)[i].p.y, &(*nodes)[i].p.z);
|
|
}
|
|
|
|
// Coordinates are of one of the rails, but we want the center
|
|
float toCenter = rightRail ? 0.9f : -0.9f;
|
|
CVector fwd;
|
|
for(i = 0; i < *numNodes; i++){
|
|
if(i == *numNodes-1)
|
|
fwd = (*nodes)[0].p - (*nodes)[i].p;
|
|
else
|
|
fwd = (*nodes)[i+1].p - (*nodes)[i].p;
|
|
CVector right = CrossProduct(fwd, CVector(0.0f, 0.0f, 1.0f));
|
|
right.Normalise();
|
|
(*nodes)[i].p -= right*toCenter;
|
|
}
|
|
}
|
|
|
|
// Calculate length of segments and track
|
|
float t = 0.0f;
|
|
for(i = 0; i < *numNodes; i++){
|
|
(*nodes)[i].t = t;
|
|
t += ((*nodes)[(i+1) % (*numNodes)].p - (*nodes)[i].p).Magnitude2D();
|
|
}
|
|
*totalLength = t;
|
|
|
|
// Find correct z values
|
|
if(readingFile){
|
|
CColPoint colpoint;
|
|
CEntity *entity;
|
|
for(i = 0; i < *numNodes; i++){
|
|
CVector p = (*nodes)[i].p;
|
|
p.z += 1.0f;
|
|
if(CWorld::ProcessVerticalLine(p, p.z-0.5f, colpoint, entity, true, false, false, false, true, false, nil))
|
|
(*nodes)[i].p.z = colpoint.point.z;
|
|
(*nodes)[i].p.z += 0.2f;
|
|
}
|
|
}
|
|
|
|
// Create animation for stopping at stations
|
|
// TODO: figure out magic numbers?
|
|
float position = 0.0f;
|
|
float time = 0.0f;
|
|
int j = 0;
|
|
for(i = 0; i < numStations; i++){
|
|
// Start at full speed
|
|
interpLines[j].type = 1;
|
|
interpLines[j].time = time;
|
|
interpLines[j].position = position;
|
|
interpLines[j].speed = 15.0f;
|
|
interpLines[j].acceleration = 0.0f;
|
|
j++;
|
|
// distance to next keyframe
|
|
float dist = (stationDists[i]-40.0f) - position;
|
|
time += dist/15.0f;
|
|
position += dist;
|
|
|
|
// Now slow down 40 units before stop
|
|
interpLines[j].type = 2;
|
|
interpLines[j].time = time;
|
|
interpLines[j].position = position;
|
|
interpLines[j].speed = 15.0f;
|
|
interpLines[j].acceleration = -45.0f/32.0f;
|
|
j++;
|
|
time += 80.0f/15.0f;
|
|
position += 40.0f; // at station
|
|
|
|
// stopping
|
|
interpLines[j].type = 0;
|
|
interpLines[j].time = time;
|
|
interpLines[j].position = position;
|
|
interpLines[j].speed = 0.0f;
|
|
interpLines[j].acceleration = 0.0f;
|
|
j++;
|
|
time += 25.0f;
|
|
|
|
// accelerate again
|
|
interpLines[j].type = 2;
|
|
interpLines[j].time = time;
|
|
interpLines[j].position = position;
|
|
interpLines[j].speed = 0.0f;
|
|
interpLines[j].acceleration = 45.0f/32.0f;
|
|
j++;
|
|
time += 80.0f/15.0f;
|
|
position += 40.0f; // after station
|
|
}
|
|
// last keyframe
|
|
interpLines[j].type = 1;
|
|
interpLines[j].time = time;
|
|
interpLines[j].position = position;
|
|
interpLines[j].speed = 15.0f;
|
|
interpLines[j].acceleration = 0.0f;
|
|
j++;
|
|
*totalDuration = time + (*totalLength - position)/15.0f;
|
|
|
|
// end
|
|
interpLines[j].time = *totalDuration;
|
|
#endif
|
|
}
|
|
|
|
void
|
|
PlayAnnouncement(uint8 sound, uint8 station)
|
|
{
|
|
// this was gone in a PC version but inlined on PS2
|
|
cAudioScriptObject *obj = new cAudioScriptObject;
|
|
obj->AudioId = sound;
|
|
obj->Posn = CTrain::aStationCoors[station];
|
|
obj->AudioEntity = AEHANDLE_NONE;
|
|
DMAudio.CreateOneShotScriptObject(obj);
|
|
}
|
|
|
|
void
|
|
ProcessTrainAnnouncements(void)
|
|
{
|
|
#ifdef GTA_TRAIN
|
|
for (int i = 0; i < ARRAY_SIZE(StationDist); i++) {
|
|
for (int j = 0; j < ARRAY_SIZE(EngineTrackPosition); j++) {
|
|
if (!bTrainArrivalAnnounced[i]) {
|
|
float preDist = StationDist[i] - 100.0f;
|
|
if (preDist < 0.0f)
|
|
preDist += TotalLengthOfTrack;
|
|
if (EngineTrackPosition[j] > preDist && EngineTrackPosition[j] < StationDist[i]) {
|
|
bTrainArrivalAnnounced[i] = true;
|
|
PlayAnnouncement(SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_1, i);
|
|
break;
|
|
}
|
|
} else {
|
|
float postDist = StationDist[i] + 10.0f;
|
|
#ifdef FIX_BUGS
|
|
if (postDist > TotalLengthOfTrack)
|
|
postDist -= TotalLengthOfTrack;
|
|
#else
|
|
if (postDist < 0.0f) // does this even make sense here?
|
|
postDist += TotalLengthOfTrack;
|
|
#endif
|
|
if (EngineTrackPosition[j] > StationDist[i] && EngineTrackPosition[j] < postDist) {
|
|
bTrainArrivalAnnounced[i] = false;
|
|
PlayAnnouncement(SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_2, i);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void
|
|
CTrain::UpdateTrains(void)
|
|
{
|
|
#ifdef GTA_TRAIN
|
|
int i, j;
|
|
uint32 time;
|
|
float t, deltaT;
|
|
|
|
if(TheCamera.GetPosition().x > 200.0f && TheCamera.GetPosition().x < 1600.0f &&
|
|
TheCamera.GetPosition().y > -1000.0f && TheCamera.GetPosition().y < 500.0f){
|
|
// Update El-Train
|
|
|
|
time = CTimer::GetTimeInMilliseconds();
|
|
for(i = 0; i < 2; i++){
|
|
t = TotalDurationOfTrack * (float)(time & 0x1FFFF)/0x20000;
|
|
// find current frame
|
|
for(j = 0; t > aLineBits[j+1].time; j++);
|
|
|
|
deltaT = t - aLineBits[j].time;
|
|
switch(aLineBits[j].type){
|
|
case 0: // standing still
|
|
EngineTrackPosition[i] = aLineBits[j].position;
|
|
EngineTrackSpeed[i] = 0.0f;
|
|
break;
|
|
case 1: // moving with constant speed
|
|
EngineTrackPosition[i] = aLineBits[j].position + aLineBits[j].speed*deltaT;
|
|
EngineTrackSpeed[i] = (TotalDurationOfTrack*1000.0f/0x20000) * aLineBits[j].speed;
|
|
break;
|
|
case 2: // accelerating/braking
|
|
EngineTrackPosition[i] = aLineBits[j].position + (aLineBits[j].speed + aLineBits[j].acceleration*deltaT)*deltaT;
|
|
EngineTrackSpeed[i] = (TotalDurationOfTrack*1000.0f/0x20000)*aLineBits[j].speed + 2.0f*aLineBits[j].acceleration*deltaT;
|
|
break;
|
|
}
|
|
|
|
// time offset for each train
|
|
time += 0x20000/2;
|
|
}
|
|
|
|
ProcessTrainAnnouncements();
|
|
}
|
|
|
|
// Update Subway
|
|
time = CTimer::GetTimeInMilliseconds();
|
|
for(i = 0; i < 4; i++){
|
|
t = TotalDurationOfTrack_S * (float)(time & 0x3FFFF)/0x40000;
|
|
// find current frame
|
|
for(j = 0; t > aLineBits_S[j+1].time; j++);
|
|
|
|
deltaT = t - aLineBits_S[j].time;
|
|
switch(aLineBits_S[j].type){
|
|
case 0: // standing still
|
|
EngineTrackPosition_S[i] = aLineBits_S[j].position;
|
|
EngineTrackSpeed_S[i] = 0.0f;
|
|
break;
|
|
case 1: // moving with constant speed
|
|
EngineTrackPosition_S[i] = aLineBits_S[j].position + aLineBits_S[j].speed*deltaT;
|
|
EngineTrackSpeed_S[i] = (TotalDurationOfTrack*1000.0f/0x40000) * aLineBits_S[j].speed;
|
|
break;
|
|
case 2: // accelerating/braking
|
|
EngineTrackPosition_S[i] = aLineBits_S[j].position + (aLineBits_S[j].speed + aLineBits_S[j].acceleration*deltaT)*deltaT;
|
|
EngineTrackSpeed_S[i] = (TotalDurationOfTrack*1000.0f/0x40000)*aLineBits_S[j].speed + 2.0f*aLineBits_S[j].acceleration*deltaT;
|
|
break;
|
|
}
|
|
|
|
// time offset for each train
|
|
time += 0x40000/4;
|
|
}
|
|
#endif
|
|
}
|