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https://github.com/halpz/re3.git
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bit more CAutomobile
This commit is contained in:
@ -23,6 +23,8 @@
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#include "CarAI.h"
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#include "Garages.h"
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#include "PathFind.h"
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#include "AnimManager.h"
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#include "RpAnimBlend.h"
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#include "Ped.h"
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#include "PlayerPed.h"
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#include "Object.h"
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@ -161,8 +163,8 @@ CAutomobile::CAutomobile(int32 id, uint8 CreatedBy)
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m_fCarGunLR = 0.0f;
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m_fCarGunUD = 0.05f;
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m_fWindScreenRotation = 0.0f;
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m_weaponThingA = 0.0f;
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m_weaponThingB = m_weaponThingA;
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m_weaponDoorTimerLeft = 0.0f;
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m_weaponDoorTimerRight = m_weaponDoorTimerLeft;
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if(GetModelIndex() == MI_DODO){
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RpAtomicSetFlags(GetFirstObject(m_aCarNodes[CAR_WHEEL_LF]), 0);
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@ -193,7 +195,6 @@ CAutomobile::SetModelIndex(uint32 id)
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CVector vecDAMAGE_ENGINE_POS_SMALL(-0.1f, -0.1f, 0.0f);
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CVector vecDAMAGE_ENGINE_POS_BIG(-0.5f, -0.3f, 0.0f);
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//WRAPPER void CAutomobile::ProcessControl(void) { EAXJMP(0x531470); }
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void
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CAutomobile::ProcessControl(void)
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{
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@ -1178,6 +1179,10 @@ CAutomobile::ProcessControl(void)
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m_vecTurnSpeed.z = 0.0f;
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}
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}
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// TEMP
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if(pDriver)
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pDriver->m_fHealth = 100.0f;
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}
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void
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@ -1431,21 +1436,185 @@ CAutomobile::ProcessBuoyancy(void)
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{ EAXJMP(0x5308D0);
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}
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WRAPPER void
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void
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CAutomobile::DoDriveByShootings(void)
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{ EAXJMP(0x564000);
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{
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CAnimBlendAssociation *anim;
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CWeapon *weapon = pDriver->GetWeapon();
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if(weapon->m_eWeaponType != WEAPONTYPE_UZI)
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return;
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weapon->Update(pDriver->m_audioEntityId);
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bool lookingLeft = false;
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bool lookingRight = false;
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if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN1){
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if(CPad::GetPad(0)->GetLookLeft())
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lookingLeft = true;
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if(CPad::GetPad(0)->GetLookRight())
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lookingRight = true;
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}else{
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if(TheCamera.Cams[TheCamera.ActiveCam].LookingLeft)
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lookingLeft = true;
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if(TheCamera.Cams[TheCamera.ActiveCam].LookingRight)
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lookingRight = true;
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}
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if(lookingLeft || lookingRight){
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if(lookingLeft){
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anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_R);
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if(anim)
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anim->blendDelta = -1000.0f;
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anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_L);
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if(anim == nil || anim->blendDelta < 0.0f)
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CAnimManager::AddAnimation(pDriver->GetClump(), ASSOCGRP_STD, ANIM_DRIVEBY_L);
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else
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anim->SetRun();
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}else if(pDriver->m_pMyVehicle->pPassengers[0] == nil || TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_FIRSTPERSON){
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anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_L);
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if(anim)
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anim->blendDelta = -1000.0f;
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anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_R);
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if(anim == nil || anim->blendDelta < 0.0f)
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CAnimManager::AddAnimation(pDriver->GetClump(), ASSOCGRP_STD, ANIM_DRIVEBY_R);
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else
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anim->SetRun();
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}
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if(CPad::GetPad(0)->GetCarGunFired() && CTimer::GetTimeInMilliseconds() > weapon->m_nTimer){
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weapon->FireFromCar(this, lookingLeft);
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weapon->m_nTimer = CTimer::GetTimeInMilliseconds() + 70;
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}
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}else{
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weapon->Reload();
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anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_L);
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if(anim)
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anim->blendDelta = -1000.0f;
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anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_R);
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if(anim)
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anim->blendDelta = -1000.0f;
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}
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// TODO: what is this?
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if(!lookingLeft && m_weaponDoorTimerLeft > 0.0f){
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m_weaponDoorTimerLeft = max(m_weaponDoorTimerLeft - CTimer::GetTimeStep()*0.1f, 0.0f);
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ProcessOpenDoor(CAR_DOOR_LF, NUM_ANIMS, m_weaponDoorTimerLeft);
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}
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if(!lookingRight && m_weaponDoorTimerRight > 0.0f){
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m_weaponDoorTimerRight = max(m_weaponDoorTimerRight - CTimer::GetTimeStep()*0.1f, 0.0f);
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ProcessOpenDoor(CAR_DOOR_RF, NUM_ANIMS, m_weaponDoorTimerRight);
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}
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}
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WRAPPER int32
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int32
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CAutomobile::RcbanditCheckHitWheels(void)
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{ EAXJMP(0x53C990);
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{
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int x, xmin, xmax;
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int y, ymin, ymax;
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xmin = CWorld::GetSectorIndexX(GetPosition().x - 2.0f);
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if(xmin < 0) xmin = 0;
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xmax = CWorld::GetSectorIndexX(GetPosition().x + 2.0f);
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if(xmax > NUMSECTORS_X-1) xmax = NUMSECTORS_X-1;
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ymin = CWorld::GetSectorIndexX(GetPosition().y - 2.0f);
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if(ymin < 0) ymin = 0;
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ymax = CWorld::GetSectorIndexX(GetPosition().y + 2.0f);
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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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if(RcbanditCheck1CarWheels(s->m_lists[ENTITYLIST_VEHICLES]) ||
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RcbanditCheck1CarWheels(s->m_lists[ENTITYLIST_VEHICLES_OVERLAP]))
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return 1;
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}
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return 0;
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}
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int32
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CAutomobile::RcbanditCheck1CarWheels(CPtrList &list)
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{
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static CMatrix matW2B;
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int i;
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CPtrNode *node;
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CAutomobile *car;
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CColModel *colModel = GetColModel();
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CVehicleModelInfo *mi;
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for(node = list.first; node; node = node->next){
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car = (CAutomobile*)node->item;
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if(this != car && car->IsCar() && car->m_scanCode != CWorld::GetCurrentScanCode()){
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car->m_scanCode = CWorld::GetCurrentScanCode();
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if(Abs(this->GetPosition().x - car->GetPosition().x) < 10.0f &&
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Abs(this->GetPosition().y - car->GetPosition().y) < 10.0f){
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mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(car->GetModelIndex());
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for(i = 0; i < 4; i++){
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if(car->m_aSuspensionSpringRatioPrev[i] < 1.0f || car->m_status == STATUS_SIMPLE){
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CVector wheelPos;
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CColSphere sph;
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mi->GetWheelPosn(i, wheelPos);
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matW2B = Invert(GetMatrix());
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sph.center = matW2B * (car->GetMatrix() * wheelPos);
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sph.radius = mi->m_wheelScale*0.25f;
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if(CCollision::TestSphereBox(sph, colModel->boundingBox))
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return 1;
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}
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}
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}
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}
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}
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return 0;
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}
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void
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CAutomobile::PlaceOnRoadProperly(void)
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{
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CColPoint point;
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CEntity *entity;
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CColModel *colModel = GetColModel();
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float lenFwd, lenBack;
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float frontZ, rearZ;
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lenFwd = colModel->boundingBox.max.y;
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lenBack = -colModel->boundingBox.min.y;
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CVector front(GetPosition().x + GetForward().x*lenFwd,
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GetPosition().y + GetForward().y*lenFwd,
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GetPosition().z + 5.0f);
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if(CWorld::ProcessVerticalLine(front, GetPosition().z - 5.0f, point, entity,
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true, false, false, false, false, false, nil)){
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frontZ = point.point.z;
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m_pCurGroundEntity = entity;
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}else{
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frontZ = field_21C;
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}
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CVector rear(GetPosition().x - GetForward().x*lenBack,
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GetPosition().y - GetForward().y*lenBack,
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GetPosition().z + 5.0f);
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if(CWorld::ProcessVerticalLine(rear, GetPosition().z - 5.0f, point, entity,
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true, false, false, false, false, false, nil)){
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rearZ = point.point.z;
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m_pCurGroundEntity = entity;
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}else{
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rearZ = field_220;
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}
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float len = lenFwd + lenBack;
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float angle = Atan((frontZ - rearZ)/len);
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float c = Cos(angle);
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float s = Sin(angle);
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GetRight() = CVector((front.y - rear.y)/len, -(front.x - rear.x)/len, 0.0f);
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GetForward() = CVector(-c*GetRight().y, c*GetRight().x, s);
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GetUp() = CrossProduct(GetRight(), GetForward());
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GetPosition() = CVector((front.x + rear.x)/2.0f, (front.y + rear.y)/2.0f, (frontZ + rearZ)/2.0f + GetHeightAboveRoad());
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}
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#if 0
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WRAPPER void
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CAutomobile::VehicleDamage(float impulse, uint16 damagedPiece)
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{ EAXJMP(0x52F390); }
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#else
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void
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CAutomobile::VehicleDamage(float impulse, uint16 damagedPiece)
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{
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@ -1686,7 +1855,6 @@ CAutomobile::VehicleDamage(float impulse, uint16 damagedPiece)
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}
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}
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}
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#endif
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void
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CAutomobile::dmgDrawCarCollidingParticles(const CVector &pos, float amount)
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@ -2715,6 +2883,7 @@ STARTPATCHES
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InjectHook(0x53C0E0, &CAutomobile_::BurstTyre_, PATCH_JUMP);
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InjectHook(0x437690, &CAutomobile_::GetHeightAboveRoad_, PATCH_JUMP);
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InjectHook(0x53C450, &CAutomobile_::PlayCarHorn_, PATCH_JUMP);
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InjectHook(0x53E090, &CAutomobile::PlaceOnRoadProperly, PATCH_JUMP);
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InjectHook(0x52F030, &CAutomobile::dmgDrawCarCollidingParticles, PATCH_JUMP);
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InjectHook(0x5353A0, &CAutomobile::ResetSuspension, PATCH_JUMP);
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InjectHook(0x52D210, &CAutomobile::SetupSuspensionLines, PATCH_JUMP);
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@ -67,8 +67,8 @@ public:
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CPhysical *m_aGroundPhysical[4]; // physicals touching wheels
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CVector m_aGroundOffset[4]; // from ground object to colpoint
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CEntity *m_pSetOnFireEntity;
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float m_weaponThingA; // TODO
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float m_weaponThingB; // TODO
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float m_weaponDoorTimerLeft; // still don't know what exactly this is
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float m_weaponDoorTimerRight;
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float m_fCarGunLR;
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float m_fCarGunUD;
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float m_fWindScreenRotation;
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@ -119,6 +119,8 @@ public:
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void ProcessBuoyancy(void);
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void DoDriveByShootings(void);
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int32 RcbanditCheckHitWheels(void);
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int32 RcbanditCheck1CarWheels(CPtrList &list);
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void PlaceOnRoadProperly(void);
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void dmgDrawCarCollidingParticles(const CVector &pos, float amount);
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void PlayHornIfNecessary(void);
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void ResetSuspension(void);
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@ -210,8 +210,8 @@ public:
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int16 field_214;
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int16 m_nBombTimer; // goes down with each frame
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CEntity *m_pBlowUpEntity;
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float field_21C;
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float field_220;
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float field_21C; // front Z?
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float field_220; // rear Z?
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eCarLock m_nDoorLock;
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int8 m_nLastWeaponDamage; // see eWeaponType, -1 if no damage
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int8 m_nRadioStation;
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