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https://github.com/halpz/re3.git
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CVehicle
This commit is contained in:
@ -77,6 +77,7 @@ CAutomobile::CAutomobile(int32 id, uint8 CreatedBy)
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SetModelIndex(id);
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pHandling = mod_HandlingManager.GetHandlingData((eHandlingId)mi->m_handlingId);
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pFlyingHandling = mod_HandlingManager.GetFlyingPointer((eHandlingId)mi->m_handlingId);
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field_49C = 20.0f;
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field_4D8 = 0;
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@ -176,7 +177,7 @@ CAutomobile::CAutomobile(int32 id, uint8 CreatedBy)
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m_nNumPassengers = 0;
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m_bombType = CARBOMB_NONE;
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bHadDriver = false;
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bDriverLastFrame = false;
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m_pBombRigger = nil;
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if(m_nDoorLock == CARLOCK_UNLOCKED &&
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@ -272,25 +273,14 @@ CAutomobile::ProcessControl(void)
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}
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// Process driver
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if(pDriver){
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if(!bHadDriver && m_bombType == CARBOMB_ONIGNITIONACTIVE){
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// If someone enters the car and there is a bomb, detonate
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m_nBombTimer = 1000;
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m_pBlowUpEntity = m_pBombRigger;
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if(m_pBlowUpEntity)
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m_pBlowUpEntity->RegisterReference((CEntity**)&m_pBlowUpEntity);
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_BOMB_TICK, 1.0f);
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}
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bHadDriver = true;
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if(IsUpsideDown() && CanPedEnterCar()){
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if(!pDriver->IsPlayer() &&
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!(pDriver->m_leader && pDriver->m_leader->bInVehicle) &&
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pDriver->CharCreatedBy != MISSION_CHAR)
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pDriver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this);
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}
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if(IsUpsideDown() && CanPedEnterCar()){
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if(!pDriver->IsPlayer() &&
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!(pDriver->m_leader && pDriver->m_leader->bInVehicle) &&
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pDriver->CharCreatedBy != MISSION_CHAR)
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pDriver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this);
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}
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}else
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bHadDriver = false;
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ActivateBombWhenEntered();
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// Process passengers
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if(m_nNumPassengers != 0 && IsUpsideDown() && CanPedEnterCar()){
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@ -304,18 +294,7 @@ CAutomobile::ProcessControl(void)
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CRubbish::StirUp(this);
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// blend in clump
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int clumpAlpha = CVisibilityPlugins::GetClumpAlpha((RpClump*)m_rwObject);
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if(bFadeOut){
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clumpAlpha -= 8;
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if(clumpAlpha < 0)
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clumpAlpha = 0;
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}else if(clumpAlpha < 255){
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clumpAlpha += 16;
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if(clumpAlpha > 255)
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clumpAlpha = 255;
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}
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CVisibilityPlugins::SetClumpAlpha((RpClump*)m_rwObject, clumpAlpha);
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UpdateClumpAlpha();
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AutoPilot.m_bSlowedDownBecauseOfCars = false;
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AutoPilot.m_bSlowedDownBecauseOfPeds = false;
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@ -726,19 +705,8 @@ CAutomobile::ProcessControl(void)
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traction *= 4.0f;
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if(FindPlayerVehicle() && FindPlayerVehicle() == this){
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if(CPad::GetPad(0)->WeaponJustDown()){
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if(m_bombType == CARBOMB_TIMED){
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m_bombType = CARBOMB_TIMEDACTIVE;
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m_nBombTimer = 7000;
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m_pBlowUpEntity = FindPlayerPed();
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CGarages::TriggerMessage("GA_12", -1, 3000, -1);
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_BOMB_TIMED_ACTIVATED, 1.0f);
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}else if(m_bombType == CARBOMB_ONIGNITION){
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m_bombType = CARBOMB_ONIGNITIONACTIVE;
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CGarages::TriggerMessage("GA_12", -1, 3000, -1);
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_BOMB_ONIGNITION_ACTIVATED, 1.0f);
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}
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}
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if(CPad::GetPad(0)->WeaponJustDown())
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ActivateBomb();
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}else if(strongGrip1 || CVehicle::bCheat3){
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traction *= 1.2f;
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acceleration *= 1.4f;
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@ -1934,6 +1902,8 @@ CAutomobile::PreRender(void)
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}
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CShadows::StoreShadowForCar(this);
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DoSunGlare();
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}
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void
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@ -3939,7 +3909,7 @@ CAutomobile::SetUpWheelColModel(CColModel *colModel)
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if(m_aCarNodes[CAR_WHEEL_LM] != nil && m_aCarNodes[CAR_WHEEL_RM] != nil){
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mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LM]));
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colModel->spheres[4].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_TIRE, CAR_PIECE_WHEEL_RF);
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colModel->spheres[4].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_TIRE, CAR_PIECE_WHEEL_LR);
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mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RM]));
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colModel->spheres[5].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_TIRE, CAR_PIECE_WHEEL_RR);
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colModel->numSpheres = 6;
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@ -3949,9 +3919,8 @@ CAutomobile::SetUpWheelColModel(CColModel *colModel)
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return true;
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}
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// this probably isn't used in III yet
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void
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CAutomobile::BurstTyre(uint8 wheel)
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CAutomobile::BurstTyre(uint8 wheel, bool applyForces)
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{
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switch(wheel){
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case CAR_PIECE_WHEEL_LF: wheel = VEHWHEEL_FRONT_LEFT; break;
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@ -3969,8 +3938,10 @@ CAutomobile::BurstTyre(uint8 wheel)
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CCarCtrl::SwitchVehicleToRealPhysics(this);
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}
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ApplyMoveForce(GetRight() * CGeneral::GetRandomNumberInRange(-0.3f, 0.3f));
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ApplyTurnForce(GetRight() * CGeneral::GetRandomNumberInRange(-0.3f, 0.3f), GetForward());
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if(applyForces){
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ApplyMoveForce(GetRight() * CGeneral::GetRandomNumberInRange(-0.3f, 0.3f));
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ApplyTurnForce(GetRight() * CGeneral::GetRandomNumberInRange(-0.3f, 0.3f), GetForward());
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}
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}
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}
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@ -4337,7 +4308,7 @@ GetCurrentAtomicObjectCB(RwObject *object, void *data)
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return object;
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}
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CColPoint spherepoints[MAX_COLLISION_POINTS];
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static CColPoint aTempPedColPts[MAX_COLLISION_POINTS];
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CObject*
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CAutomobile::SpawnFlyingComponent(int32 component, uint32 type)
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@ -4457,7 +4428,7 @@ CAutomobile::SpawnFlyingComponent(int32 component, uint32 type)
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if(CCollision::ProcessColModels(obj->GetMatrix(), *obj->GetColModel(),
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this->GetMatrix(), *this->GetColModel(),
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spherepoints, nil, nil) > 0)
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aTempPedColPts, nil, nil) > 0)
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obj->m_pCollidingEntity = this;
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if(bRenderScorched)
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@ -83,9 +83,10 @@ public:
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float m_aWheelRotation[4];
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float m_aWheelPosition[4];
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float m_aWheelSpeed[4];
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float m_fRotorSpeed;
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uint8 field_4D8;
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uint8 bTaxiLight : 1;
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uint8 bHadDriver : 1; // for bombs
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//uint8 bHadDriver : 1; // for bombs
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uint8 bFixedColour : 1;
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uint8 bBigWheels : 1;
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uint8 bWaterTight : 1; // no damage for non-player peds
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@ -146,7 +147,7 @@ public:
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void RemoveRefsToVehicle(CEntity *ent);
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void BlowUpCar(CEntity *ent);
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bool SetUpWheelColModel(CColModel *colModel);
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void BurstTyre(uint8 tyre);
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void BurstTyre(uint8 tyre, bool applyForces);
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bool IsRoomForPedToLeaveCar(uint32 component, CVector *doorOffset);
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float GetHeightAboveRoad(void);
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void PlayCarHorn(void);
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@ -558,60 +558,8 @@ CHeli::ProcessControl(void)
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void
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CHeli::PreRender(void)
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{
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float angle;
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uint8 i;
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CColPoint point;
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CEntity *entity;
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uint8 r, g, b;
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float testLowZ = FindPlayerCoors().z - 10.0f;
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float radius = (GetPosition().z - FindPlayerCoors().z - 10.0f - 1.0f) * 0.3f + 10.0f;
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int frm = CTimer::GetFrameCounter() & 7;
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i = 0;
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for(angle = 0.0f; angle < TWOPI; angle += TWOPI/32){
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CVector pos(radius*Cos(angle), radius*Sin(angle), 0.0f);
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CVector dir = pos*0.01f;
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pos += GetPosition();
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if(CWorld::ProcessVerticalLine(pos, testLowZ, point, entity, true, false, false, false, true, false, nil))
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m_fHeliDustZ[frm] = point.point.z;
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else
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m_fHeliDustZ[frm] = -101.0f;
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switch(point.surfaceB){
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default:
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case SURFACE_TARMAC:
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r = 10;
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g = 10;
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b = 10;
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break;
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case SURFACE_GRASS:
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r = 10;
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g = 6;
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b = 3;
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break;
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case SURFACE_DIRT:
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r = 10;
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g = 8;
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b = 7;
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break;
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case SURFACE_DIRTTRACK:
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r = 10;
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g = 6;
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b = 3;
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break;
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}
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RwRGBA col = { r, g, b, 32 };
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#ifdef FIX_BUGS
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pos.z = m_fHeliDustZ[frm];
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#else
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// What the hell is the point of this?
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pos.z = m_fHeliDustZ[(i - (i&3))/4]; // advance every 4 iterations, why not just /4?
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#endif
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if(pos.z > -200.0f && GetPosition().z - pos.z < 20.0f)
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CParticle::AddParticle(PARTICLE_HELI_DUST, pos, dir, nil, 0.0f, col);
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i++;
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}
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HeliDustGenerate(this, radius, FindPlayerCoors().z, Max(16.0f - 4.0f*CTimer::GetTimeStep(), 2.0f));
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}
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void
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File diff suppressed because it is too large
Load Diff
@ -8,6 +8,8 @@
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#include "HandlingMgr.h"
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class CPed;
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class CPlayerPed;
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class CCopPed;
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class CFire;
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struct tHandlingData;
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@ -87,8 +89,8 @@ enum
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CAR_PIECE_WING_LR,
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CAR_PIECE_WING_RR,
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CAR_PIECE_WHEEL_LF,
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CAR_PIECE_WHEEL_LR,
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CAR_PIECE_WHEEL_RF,
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CAR_PIECE_WHEEL_LR,
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CAR_PIECE_WHEEL_RR,
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CAR_PIECE_WINDSCREEN,
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};
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@ -104,10 +106,12 @@ enum tWheelState
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enum eFlightModel
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{
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FLIGHT_MODEL_DODO,
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// not used in III
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FLIGHT_MODEL_RCPLANE,
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FLIGHT_MODEL_HELI,
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FLIGHT_MODEL_SEAPLANE
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FLIGHT_MODEL_RCHELI,
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FLIGHT_MODEL_SEAPLANE,
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FLIGHT_MODEL_PLANE_UNUSED,
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FLIGHT_MODEL_PLANE,
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FLIGHT_MODEL_HELI
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};
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enum eVehicleAppearance
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@ -120,10 +124,28 @@ enum eVehicleAppearance
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VEHICLE_APPEARANCE_PLANE,
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};
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// TODO
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enum eBikeWheelSpecial
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{
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BIKE_WHEEL_2 = 2,
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BIKE_WHEEL_3,
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};
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enum
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{
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ROTOR_TOP = 3,
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ROTOR_FRONT = 4,
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ROTOR_RIGHT = 5,
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ROTOR_LEFT = 7,
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ROTOR_BACK = 8,
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ROTOR_BOTTOM = 9,
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};
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class CVehicle : public CPhysical
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{
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public:
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tHandlingData *pHandling;
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tFlyingHandlingData *pFlyingHandling;
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CAutoPilot AutoPilot;
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uint8 m_currentColour1;
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uint8 m_currentColour2;
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@ -180,28 +202,28 @@ public:
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uint8 bHasAlreadyBeenRecorded : 1; // Used for replays
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uint8 bPartOfConvoy : 1;
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uint8 bHeliMinimumTilt : 1; // This heli should have almost no tilt really
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//uint8 bAudioChangingGear : 1; // sounds like vehicle is changing gear
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uint8 bAudioChangingGear : 1; // sounds like vehicle is changing gear
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uint8 bIsDrowning : 1; // is vehicle occupants taking damage in water (i.e. vehicle is dead in water)
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uint8 bTyresDontBurst : 1; // If this is set the tyres are invincible
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uint8 bCreatedAsPoliceVehicle : 1;// True if this guy was created as a police vehicle (enforcer, policecar, miamivice car etc)
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uint8 bRestingOnPhysical : 1; // Dont go static cause car is sitting on a physical object that might get removed
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uint8 bParking : 1;
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//uint8 bCanPark : 1;
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uint8 bCanPark : 1;
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uint8 m_bombType : 3;
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uint8 bDriverLastFrame : 1;
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int8 m_numPedsUseItAsCover;
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uint8 m_nAmmoInClip; // Used to make the guns on boat do a reload (20 by default)
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int8 m_nPacManPickupsCarried;
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uint8 m_nRoadblockType;
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int16 m_nRoadblockNode;
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float m_fHealth; // 1000.0f = full health. 250.0f = fire. 0 -> explode
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uint8 m_nCurrentGear;
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float m_fChangeGearTime;
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CEntity* m_pBombRigger;
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uint32 m_nGunFiringTime; // last time when gun on vehicle was fired (used on boats)
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uint32 m_nSetPieceExtendedRangeTime;
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uint32 m_nGunFiringTime; // last time when gun on vehicle was fired (used on boats)
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uint32 m_nTimeOfDeath;
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uint16 m_nTimeBlocked;
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int16 m_nBombTimer; // goes down with each frame
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@ -214,7 +236,7 @@ public:
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int8 m_nRadioStation;
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uint8 m_bRainAudioCounter;
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uint8 m_bRainSamplesCounter;
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uint8 m_nCarHornTimer;
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uint32 m_nCarHornTimer;
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uint8 m_nCarHornPattern;
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bool m_bSirenOrAlarm;
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uint8 m_nCarHornDelay;
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@ -247,11 +269,15 @@ public:
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virtual bool IsDoorFullyOpen(eDoors door) { return false; }
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virtual bool IsDoorClosed(eDoors door) { return false; }
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virtual bool IsDoorMissing(eDoors door) { return false; }
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virtual bool IsDoorReady(uint32 door) { return false; }
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virtual bool IsDoorMissing(uint32 door) { return false; }
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virtual bool IsOpenTopCar(void) { return false; }
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virtual void RemoveRefsToVehicle(CEntity *ent) {}
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virtual void BlowUpCar(CEntity *ent) {}
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virtual bool SetUpWheelColModel(CColModel *colModel) { return false; }
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virtual void BurstTyre(uint8 tyre) {}
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virtual void BurstTyre(uint8 tyre, bool applyForces) {}
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virtual bool IsRoomForPedToLeaveCar(uint32 component, CVector *forcedDoorPos) { return false;}
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virtual bool IsClearToDriveAway(void);
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virtual float GetHeightAboveRoad(void);
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virtual void PlayCarHorn(void) {}
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#ifdef COMPATIBLE_SAVES
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@ -268,11 +294,17 @@ public:
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bool IsBike(void) { return m_vehType == VEHICLE_TYPE_BIKE; }
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void FlyingControl(eFlightModel flightModel);
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bool DoBladeCollision(CVector pos, CMatrix &matrix, int16 rotorType, float radius, float damageMult);
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bool BladeColSectorList(CPtrList &list, CColModel &rotorColModel, CMatrix &matrix, int16 rotorType, float damageMult);
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void ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelContactSpeed, CVector &wheelContactPoint,
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int32 wheelsOnGround, float thrust, float brake, float adhesion, int8 wheelId, float *wheelSpeed, tWheelState *wheelState, uint16 wheelStatus);
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void ProcessBikeWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelContactSpeed, CVector &wheelContactPoint,
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int32 wheelsOnGround, float thrust, float brake, float adhesion, float unk, int8 wheelId, float *wheelSpeed, tWheelState *wheelState, eBikeWheelSpecial special, uint16 wheelStatus);
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void ExtinguishCarFire(void);
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void ProcessDelayedExplosion(void);
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float ProcessWheelRotation(tWheelState state, const CVector &fwd, const CVector &speed, float radius);
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int FindTyreNearestPoint(float x, float y);
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bool IsLawEnforcementVehicle(void);
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void ChangeLawEnforcerState(uint8 enable);
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bool UsesSiren(uint32 id);
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@ -282,8 +314,10 @@ public:
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bool IsOnItsSide(void);
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bool CanBeDeleted(void);
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bool CanPedOpenLocks(CPed *ped);
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bool CanDoorsBeDamaged(void);
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bool CanPedEnterCar(void);
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bool CanPedExitCar(void);
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bool CanPedExitCar(bool jumpExit);
|
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bool CanPedJumpOffBike(void);
|
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// do these two actually return something?
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CPed *SetUpDriver(void);
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CPed *SetupPassenger(int n);
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@ -292,17 +326,31 @@ public:
|
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bool AddPassenger(CPed *passenger, uint8 n);
|
||||
void RemovePassenger(CPed *passenger);
|
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void RemoveDriver(void);
|
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bool IsDriver(CPed *ped);
|
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bool IsDriver(int32 model);
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bool IsPassenger(CPed *ped);
|
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bool IsPassenger(int32 model);
|
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void UpdatePassengerList(void);
|
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void ProcessCarAlarm(void);
|
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bool IsSphereTouchingVehicle(float sx, float sy, float sz, float radius);
|
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bool ShufflePassengersToMakeSpace(void);
|
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void InflictDamage(CEntity *damagedBy, eWeaponType weaponType, float damage);
|
||||
void MakeNonDraggedPedsLeaveVehicle(CPed *ped1, CPed *ped2, CPlayerPed *&player, CCopPed *&cop);
|
||||
void InflictDamage(CEntity *damagedBy, eWeaponType weaponType, float damage, CVector pos = CVector(0.0f, 0.0f, 0.0f));
|
||||
void DoFixedMachineGuns(void);
|
||||
void FireFixedMachineGuns(void);
|
||||
void ActivateBomb(void);
|
||||
void ActivateBombWhenEntered(void);
|
||||
|
||||
void SetComponentAtomicAlpha(RpAtomic *atomic, int32 alpha);
|
||||
void UpdateClumpAlpha(void);
|
||||
|
||||
static void HeliDustGenerate(CEntity *heli, float radius, float ground, int rnd);
|
||||
void DoSunGlare(void);
|
||||
|
||||
bool IsAlarmOn(void) { return m_nAlarmState != 0 && m_nAlarmState != -1; }
|
||||
CVehicleModelInfo* GetModelInfo() { return (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); }
|
||||
bool IsTaxi(void) { return GetModelIndex() == MI_TAXI || GetModelIndex() == MI_CABBIE || GetModelIndex() == MI_ZEBRA || GetModelIndex() == MI_KAUFMAN; }
|
||||
bool IsLimo(void) { return GetModelIndex() == MI_STRETCH || GetModelIndex() == MI_LOVEFIST; }
|
||||
bool IsRealHeli(void) { return !!(pHandling->Flags & HANDLING_IS_HELI); }
|
||||
|
||||
static bool bWheelsOnlyCheat;
|
||||
|
Reference in New Issue
Block a user