mirror of https://github.com/Nofated095/re-GTA.git
CAutomobile::ProcessControl done
This commit is contained in:
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82be466013
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fd01f9b25c
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@ -3,3 +3,4 @@
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#include "CarAI.h"
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WRAPPER void CCarAI::UpdateCarAI(CVehicle*) { EAXJMP(0x413E50); }
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WRAPPER void CCarAI::MakeWayForCarWithSiren(CVehicle *veh) { EAXJMP(0x416280); }
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@ -6,4 +6,5 @@ class CCarAI
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{
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public:
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static void UpdateCarAI(CVehicle*);
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static void MakeWayForCarWithSiren(CVehicle *veh);
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};
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@ -16,6 +16,7 @@ WRAPPER bool CCarCtrl::JoinCarWithRoadSystemGotoCoors(CVehicle*, CVector, bool)
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WRAPPER void CCarCtrl::JoinCarWithRoadSystem(CVehicle*) { EAXJMP(0x41F820); }
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WRAPPER void CCarCtrl::SteerAICarWithPhysics(CVehicle*) { EAXJMP(0x41DA60); }
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WRAPPER void CCarCtrl::UpdateCarOnRails(CVehicle*) { EAXJMP(0x418880); }
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WRAPPER void CCarCtrl::ScanForPedDanger(CVehicle *veh) { EAXJMP(0x418F40); }
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bool
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CCarCtrl::MapCouldMoveInThisArea(float x, float y)
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@ -14,6 +14,7 @@ public:
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static void SteerAICarWithPhysics(CVehicle*);
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static void UpdateCarOnRails(CVehicle*);
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static bool MapCouldMoveInThisArea(float x, float y);
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static void ScanForPedDanger(CVehicle *veh);
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static int32 &NumLawEnforcerCars;
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static int32 &NumAmbulancesOnDuty;
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@ -95,6 +95,14 @@ CCamera::GetLookDirection(void)
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return LOOKING_FORWARD;;
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}
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bool
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CCamera::GetLookingForwardFirstPerson()
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{
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return Cams[ActiveCam].Mode == CCam::MODE_FIRSTPERSON &&
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Cams[ActiveCam].DirectionWasLooking == LOOKING_FORWARD;
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}
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WRAPPER void CCamera::Fade(float timeout, int16 direction) { EAXJMP(0x46B3A0); }
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WRAPPER void CCamera::ProcessFade(void) { EAXJMP(0x46F080); }
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WRAPPER void CCamera::ProcessMusicFade(void) { EAXJMP(0x46F1E0); }
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@ -448,6 +448,7 @@ int m_iModeObbeCamIsInForCar;
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bool IsSphereVisible(const CVector ¢er, float radius);
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bool IsBoxVisible(RwV3d *box, const CMatrix *mat);
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int GetLookDirection(void);
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bool GetLookingForwardFirstPerson(void);
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void Fade(float timeout, int16 direction);
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int GetScreenFadeStatus(void);
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@ -139,7 +139,8 @@ inline float sq(float x) { return x*x; }
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#define SQR(x) ((x) * (x))
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#define PI M_PI
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#define TWOPI PI*2
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#define TWOPI (PI*2)
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#define HALFPI (PI/2)
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#define DEGTORAD(x) ((x) * PI / 180.0f)
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#define RADTODEG(x) ((x) * 180.0f / PI)
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@ -22,6 +22,7 @@ public:
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return *((RwV3d*)this);
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}
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#endif
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// (0,1,0) means no rotation. So get right vector and its atan
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float Heading(void) const { return Atan2(-x, y); }
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float Magnitude(void) const { return Sqrt(x*x + y*y + z*z); }
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float MagnitudeSqr(void) const { return x*x + y*y + z*z; }
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@ -10,6 +10,7 @@
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#include "Rubbish.h"
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#include "Fire.h"
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#include "Explosion.h"
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#include "Particle.h"
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#include "World.h"
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#include "SurfaceTable.h"
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#include "HandlingMgr.h"
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@ -46,6 +47,9 @@ CAutomobile::SetModelIndex(uint32 id)
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SetupModelNodes();
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}
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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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@ -330,12 +334,51 @@ CAutomobile::ProcessControl(void)
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break;
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default:
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if(CVehicle::bCheat3){
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// strong grip cheat
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// TODO: make cars jump when horn key is pressed
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// Make vehicle jump when horn is sounded
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if(m_status == STATUS_PLAYER && m_vecMoveSpeed.MagnitudeSqr() > sq(0.2f) &&
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// BUG: game checks [0] four times, instead of all wheels
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m_aSuspensionSpringRatio[0] < 1.0f &&
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CPad::GetPad(0)->HornJustDown()){
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRALIC_1, 0.0f);
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_JUMP, 1.0f);
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CParticle::AddParticle(PARTICLE_ENGINE_STEAM,
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m_aWheelColPoints[0].point + 0.5f*GetUp(),
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1.3f*m_vecMoveSpeed, nil, 2.5f);
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CParticle::AddParticle(PARTICLE_ENGINE_SMOKE,
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m_aWheelColPoints[0].point + 0.5f*GetUp(),
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1.2f*m_vecMoveSpeed, nil, 2.0f);
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CParticle::AddParticle(PARTICLE_ENGINE_STEAM,
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m_aWheelColPoints[2].point + 0.5f*GetUp(),
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1.3f*m_vecMoveSpeed, nil, 2.5f);
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CParticle::AddParticle(PARTICLE_ENGINE_SMOKE,
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m_aWheelColPoints[2].point + 0.5f*GetUp(),
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1.2f*m_vecMoveSpeed, nil, 2.0f);
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CParticle::AddParticle(PARTICLE_ENGINE_STEAM,
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m_aWheelColPoints[0].point + 0.5f*GetUp() - GetForward(),
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1.3f*m_vecMoveSpeed, nil, 2.5f);
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CParticle::AddParticle(PARTICLE_ENGINE_SMOKE,
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m_aWheelColPoints[0].point + 0.5f*GetUp() - GetForward(),
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1.2f*m_vecMoveSpeed, nil, 2.0f);
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CParticle::AddParticle(PARTICLE_ENGINE_STEAM,
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m_aWheelColPoints[2].point + 0.5f*GetUp() - GetForward(),
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1.3f*m_vecMoveSpeed, nil, 2.5f);
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CParticle::AddParticle(PARTICLE_ENGINE_SMOKE,
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m_aWheelColPoints[2].point + 0.5f*GetUp() - GetForward(),
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1.2f*m_vecMoveSpeed, nil, 2.0f);
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ApplyMoveForce(CVector(0.0f, 0.0f, 1.0f)*m_fMass*0.4f);
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ApplyTurnForce(GetUp()*m_fMass*0.035f, GetForward()*1.0f);
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}
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}
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break;
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}
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float brake;
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if(skipPhysics){
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bHasContacted = false;
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bIsInSafePosition = false;
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@ -473,7 +516,7 @@ CAutomobile::ProcessControl(void)
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GetModelIndex() == MI_MIAMI_SPARROW)
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acceleration = 0.0f;
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float brake = m_fBrakePedal * pHandling->fBrakeDeceleration * CTimer::GetTimeStep();
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brake = m_fBrakePedal * pHandling->fBrakeDeceleration * CTimer::GetTimeStep();
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bool neutralHandling = !!(pHandling->Flags & HANDLING_NEUTRALHANDLING);
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float brakeBiasFront = neutralHandling ? 1.0f : 2.0f*pHandling->fBrakeBias;
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float brakeBiasRear = neutralHandling ? 1.0f : 2.0f*(1.0f-pHandling->fBrakeBias);
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@ -766,7 +809,7 @@ CAutomobile::ProcessControl(void)
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for(i = 0; i < 4; i++){
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float wheelPos = colModel->lines[i].p0.z;
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if(m_aSuspensionSpringRatio[i] > 0.0f)
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wheelPos -= m_aSuspensionSpringRatio[i]*m_aSuspensionLineLength[i];
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wheelPos -= m_aSuspensionSpringRatio[i]*m_aSuspensionSpringLength[i];
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m_aWheelPosition[i] += (wheelPos - m_aWheelPosition[i])*0.75f;
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}
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for(i = 0; i < 4; i++)
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@ -824,7 +867,174 @@ CAutomobile::ProcessControl(void)
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}
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}
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assert(0 && "misc stuff");
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// Process car on fire
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// A similar calculation of damagePos is done elsewhere for smoke
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uint8 engineStatus = Damage.GetEngineStatus();
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CVector damagePos = ((CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()))->m_positions[CAR_POS_HEADLIGHTS];
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switch(Damage.GetDoorStatus(DOOR_BONNET)){
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case DOOR_STATUS_OK:
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case DOOR_STATUS_SMASHED:
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// Bonnet is still there, smoke comes out at the edge
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damagePos += vecDAMAGE_ENGINE_POS_SMALL;
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break;
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case DOOR_STATUS_SWINGING:
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case DOOR_STATUS_MISSING:
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// Bonnet is gone, smoke comes out at the engine
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damagePos += vecDAMAGE_ENGINE_POS_BIG;
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break;
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}
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// move fire forward if in first person
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if(this == FindPlayerVehicle() && TheCamera.GetLookingForwardFirstPerson())
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if(m_fHealth < 250.0f && m_status != STATUS_WRECKED){
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if(GetModelIndex() == MI_FIRETRUCK)
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damagePos += CVector(0.0f, 3.0f, -0.2f);
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else
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damagePos += CVector(0.0f, 1.2f, -0.8f);
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}
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damagePos = GetMatrix()*damagePos;
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damagePos.z += 0.15f;
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if(m_fHealth < 250.0f && m_status != STATUS_WRECKED){
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// Car is on fire
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CParticle::AddParticle(PARTICLE_CARFLAME, damagePos,
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CVector(0.0f, 0.0f, CGeneral::GetRandomNumberInRange(0.01125f, 0.09f)),
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nil, 0.9f);
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CVector coors = damagePos;
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coors.x += CGeneral::GetRandomNumberInRange(-0.5625f, 0.5625f),
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coors.y += CGeneral::GetRandomNumberInRange(-0.5625f, 0.5625f),
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coors.z += CGeneral::GetRandomNumberInRange(0.5625f, 2.25f);
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CParticle::AddParticle(PARTICLE_CARFLAME_SMOKE, coors, CVector(0.0f, 0.0f, 0.0f));
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CParticle::AddParticle(PARTICLE_ENGINE_SMOKE2, damagePos, CVector(0.0f, 0.0f, 0.0f), nil, 0.5f);
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// Blow up car after 5 seconds
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m_fFireBlowUpTimer += CTimer::GetTimeStepInMilliseconds();
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if(m_fFireBlowUpTimer > 5000.0f){
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CWorld::Players[CWorld::PlayerInFocus].AwardMoneyForExplosion(this);
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BlowUpCar(m_pSetOnFireEntity);
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}
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}else
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m_fFireBlowUpTimer = 0.0f;
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// Decrease car health if engine is damaged badly
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if(engineStatus > 225 && m_fHealth > 250.0f)
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m_fHealth -= 2.0f;
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ProcessDelayedExplosion();
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if(m_bSirenOrAlarm && (CTimer::GetFrameCounter()&7) == 5 &&
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UsesSiren(GetModelIndex()) && GetModelIndex() != MI_RCBANDIT)
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CCarAI::MakeWayForCarWithSiren(this);
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// Find out how much to shake the pad depending on suspension and ground surface
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float suspShake = 0.0f;
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float surfShake = 0.0f;
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for(i = 0; i < 4; i++){
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float suspChange = m_aSuspensionSpringRatioPrev[i] - m_aSuspensionSpringRatio[i];
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if(suspChange > 0.3f){
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_JUMP, suspChange);
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if(suspChange > suspShake)
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suspShake = suspChange;
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}
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uint8 surf = m_aWheelColPoints[i].surfaceB;
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if(surf == SURFACE_DIRT || surf == SURFACE_PUDDLE || surf == SURFACE_HEDGE){
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if(surfShake < 0.2f)
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surfShake = 0.3f;
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}else if(surf == SURFACE_DIRTTRACK || surf == SURFACE_SAND){
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if(surfShake < 0.1f)
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surfShake = 0.2f;
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}else if(surf == SURFACE_GRASS){
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if(surfShake < 0.05f)
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surfShake = 0.1f;
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}
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m_aSuspensionSpringRatioPrev[i] = m_aSuspensionSpringRatio[i];
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m_aSuspensionSpringRatio[i] = 1.0f;
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}
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// Shake pad
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if((suspShake > 0.0f || surfShake > 0.0f) && m_status == STATUS_PLAYER){
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float speed = m_vecMoveSpeed.MagnitudeSqr();
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if(speed > sq(0.1f)){
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speed = Sqrt(speed);
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if(suspShake > 0.0f){
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uint8 freq = min(200.0f*suspShake*speed*2000.0f/m_fMass + 100.0f, 250.0f);
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CPad::GetPad(0)->StartShake(20000.0f*CTimer::GetTimeStep()/freq, freq);
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}else{
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uint8 freq = min(200.0f*surfShake*speed*2000.0f/m_fMass + 40.0f, 145.0f);
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CPad::GetPad(0)->StartShake(5000.0f*CTimer::GetTimeStep()/freq, freq);
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}
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}
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}
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bVehicleColProcessed = false;
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if(!bWarnedPeds)
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CCarCtrl::ScanForPedDanger(this);
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// Turn around at the edge of the world
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// TODO: make the numbers defines
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float heading;
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if(GetPosition().x > 1900.0f){
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if(m_vecMoveSpeed.x > 0.0f)
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m_vecMoveSpeed.x *= -1.0f;
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heading = GetForward().Heading();
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if(heading > 0.0f) // going west
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SetHeading(-heading);
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}else if(GetPosition().x < -1900.0f){
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if(m_vecMoveSpeed.x < 0.0f)
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m_vecMoveSpeed.x *= -1.0f;
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heading = GetForward().Heading();
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if(heading < 0.0f) // going east
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SetHeading(-heading);
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}
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if(GetPosition().y > 1900.0f){
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if(m_vecMoveSpeed.y > 0.0f)
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m_vecMoveSpeed.y *= -1.0f;
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heading = GetForward().Heading();
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if(heading < HALFPI && heading > 0.0f)
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SetHeading(PI-heading);
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else if(heading > -HALFPI && heading < 0.0f)
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SetHeading(-PI-heading);
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}else if(GetPosition().y < -1900.0f){
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if(m_vecMoveSpeed.y < 0.0f)
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m_vecMoveSpeed.y *= -1.0f;
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heading = GetForward().Heading();
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if(heading > HALFPI)
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SetHeading(PI-heading);
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else if(heading < -HALFPI)
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SetHeading(-PI-heading);
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}
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if(bInfiniteMass){
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m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
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m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
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m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
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m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
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}else if(!skipPhysics &&
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(m_fGasPedal == 0.0f && brake == 0.0f || m_status == STATUS_WRECKED)){
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if(Abs(m_vecMoveSpeed.x) < 0.005f &&
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Abs(m_vecMoveSpeed.y) < 0.005f &&
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Abs(m_vecMoveSpeed.z) < 0.005f){
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m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
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m_vecTurnSpeed.z = 0.0f;
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}
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}
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}
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void
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@ -1557,7 +1767,7 @@ void
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CAutomobile::ScanForCrimes(void)
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{
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if(FindPlayerVehicle() && FindPlayerVehicle()->IsCar())
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if(FindPlayerVehicle()->m_nAlarmState != -1)
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if(FindPlayerVehicle()->IsAlarmOn())
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// if player's alarm is on, increase wanted level
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if((FindPlayerVehicle()->GetPosition() - GetPosition()).MagnitudeSqr() < sq(20.0f))
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CWorld::Players[CWorld::PlayerInFocus].m_pPed->SetWantedLevelNoDrop(1);
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@ -2064,6 +2274,7 @@ public:
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STARTPATCHES
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InjectHook(0x52D170, &CAutomobile_::dtor, PATCH_JUMP);
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InjectHook(0x52D190, &CAutomobile_::SetModelIndex_, PATCH_JUMP);
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InjectHook(0x531470, &CAutomobile_::ProcessControl_, PATCH_JUMP);
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InjectHook(0x535180, &CAutomobile_::Teleport_, PATCH_JUMP);
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InjectHook(0x53B270, &CAutomobile_::ProcessEntityCollision_, PATCH_JUMP);
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InjectHook(0x53B660, &CAutomobile_::ProcessControlInputs_, PATCH_JUMP);
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@ -59,7 +59,7 @@ public:
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float m_fHeightAboveRoad;
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float m_fTraction;
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uint8 stuff6[28];
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float field_530;
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float m_fFireBlowUpTimer;
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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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@ -364,7 +364,7 @@ CVehicle::ExtinguishCarFire(void)
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CAutomobile *car = (CAutomobile*)this;
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if(car->Damage.GetEngineStatus() >= 225)
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car->Damage.SetEngineStatus(215);
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car->field_530 = 0.0f;
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car->m_fFireBlowUpTimer = 0.0f;
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}
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}
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@ -130,7 +130,7 @@ public:
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uint8 m_currentColour1;
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uint8 m_currentColour2;
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uint8 m_aExtras[2];
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int16 m_nAlarmState; // m_nWantedStarsOnEnter on DK22
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int16 m_nAlarmState;
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int16 m_nMissionValue;
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CPed *pDriver;
|
||||
CPed *pPassengers[8];
|
||||
|
@ -188,7 +188,7 @@ public:
|
|||
uint8 m_nAmmoInClip; // Used to make the guns on boat do a reload (20 by default)
|
||||
int8 field_1FB;
|
||||
int8 field_1FC[4];
|
||||
float m_fHealth; // 1000.0f = full health. 0 -> explode
|
||||
float m_fHealth; // 1000.0f = full health. 250.0f = fire. 0 -> explode
|
||||
uint8 m_nCurrentGear;
|
||||
int8 field_205[3];
|
||||
float m_fChangeGearTime;
|
||||
|
@ -277,6 +277,8 @@ public:
|
|||
void RemoveDriver(void);
|
||||
void ProcessCarAlarm(void);
|
||||
bool IsSphereTouchingVehicle(float sx, float sy, float sz, float radius);
|
||||
|
||||
bool IsAlarmOn(void) { return m_nAlarmState != 0 && m_nAlarmState != -1; }
|
||||
|
||||
static bool &bWheelsOnlyCheat;
|
||||
static bool &bAllDodosCheat;
|
||||
|
|
Loading…
Reference in New Issue