implemented CAutomobile::TankControl

This commit is contained in:
aap
2019-07-25 16:33:37 +02:00
parent 60364f11da
commit 3bb607f9cb
6 changed files with 125 additions and 10 deletions

View File

@ -1421,9 +1421,111 @@ CAutomobile::FireTruckControl(void)
{ EAXJMP(0x522590);
}
WRAPPER void
void
CAutomobile::TankControl(void)
{ EAXJMP(0x53D530);
{
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;
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 += 0.5f*m_vecMoveSpeed.x;
flashPos.y += 0.5f*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();
}
}
WRAPPER void
@ -2313,9 +2415,9 @@ CAutomobile::BlowUpCar(CEntity *culprit)
gFireManager.StartFire(this, culprit, 0.8f, 1); // TODO
CDarkel::RegisterCarBlownUpByPlayer(this);
if(GetModelIndex() == MI_RCBANDIT)
CExplosion::AddExplosion(this, culprit, EXPLOSION_4, GetPosition(), 0); // TODO
CExplosion::AddExplosion(this, culprit, EXPLOSION_CAR_QUICK, GetPosition(), 0);
else
CExplosion::AddExplosion(this, culprit, EXPLOSION_3, GetPosition(), 0); // TODO
CExplosion::AddExplosion(this, culprit, EXPLOSION_CAR, GetPosition(), 0);
}
bool