diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp index 073195a4..1004e5de 100644 --- a/src/control/CarCtrl.cpp +++ b/src/control/CarCtrl.cpp @@ -913,7 +913,7 @@ CCarCtrl::RemoveDistantCars() PossiblyRemoveVehicle(pVehicle); if (pVehicle->bCreateRoadBlockPeds){ if ((pVehicle->GetPosition() - FindPlayerCentreOfWorld(CWorld::PlayerInFocus)).Magnitude2D() < DISTANCE_TO_SPAWN_ROADBLOCK_PEDS) { - CRoadBlocks::GenerateRoadBlockCopsForCar(pVehicle, pVehicle->m_nRoadblockType, pVehicle->m_nRoadblockNode); + CRoadBlocks::GenerateRoadBlockCopsForCar(pVehicle, pVehicle->m_nRoadblockType); pVehicle->bCreateRoadBlockPeds = false; } } diff --git a/src/control/RoadBlocks.cpp b/src/control/RoadBlocks.cpp index 0261cd4a..a26e19f5 100644 --- a/src/control/RoadBlocks.cpp +++ b/src/control/RoadBlocks.cpp @@ -47,7 +47,7 @@ CRoadBlocks::Init(void) } void -CRoadBlocks::GenerateRoadBlockCopsForCar(CVehicle* pVehicle, int32 roadBlockType, int16 roadBlockNode) +CRoadBlocks::GenerateRoadBlockCopsForCar(CVehicle* pVehicle, int32 roadBlockType) { static const CVector vecRoadBlockOffets[6] = { {-1.5, 1.8f, 0.0f}, {-1.5f, -1.8f, 0.0f}, {1.5f, 1.8f, 0.0f}, {1.5f, -1.8f, 0.0f}, {-1.5f, 0.0f, 0.0f}, {1.5, 0.0, 0.0} }; @@ -90,7 +90,7 @@ CRoadBlocks::GenerateRoadBlockCopsForCar(CVehicle* pVehicle, int32 roadBlockType pCopPed->SetIdle(); pCopPed->bKindaStayInSamePlace = true; pCopPed->bNotAllowedToDuck = false; - pCopPed->m_nRoadblockNode = roadBlockNode; +// pCopPed->m_nRoadblockNode = roadBlockNode; pCopPed->bCrouchWhenShooting = roadBlockType != 2; if (pEntityToAttack) { pCopPed->m_pPointGunAt = pEntityToAttack; diff --git a/src/control/RoadBlocks.h b/src/control/RoadBlocks.h index 439fd6e7..c8469ba5 100644 --- a/src/control/RoadBlocks.h +++ b/src/control/RoadBlocks.h @@ -15,6 +15,6 @@ public: static bool InOrOut[NUMROADBLOCKS]; static void Init(void); - static void GenerateRoadBlockCopsForCar(CVehicle* pVehicle, int32 roadBlockType, int16 roadBlockNode); + static void GenerateRoadBlockCopsForCar(CVehicle* pVehicle, int32 roadBlockType); static void GenerateRoadBlocks(void); }; diff --git a/src/control/Script.cpp b/src/control/Script.cpp index cf2545c0..abcb29bc 100644 --- a/src/control/Script.cpp +++ b/src/control/Script.cpp @@ -10943,10 +10943,10 @@ int8 CRunningScript::ProcessCommands1200To1299(int32 command) ScriptParams[1] = 0; else if (ScriptParams[1] == 3) ScriptParams[1] = 1; - pVehicle->BurstTyre(ScriptParams[1]); // TODO(MIAMI): second param is true + pVehicle->BurstTyre(ScriptParams[1], true); } else { - pVehicle->BurstTyre(ScriptParams[1]); // TODO(MIAMI): second param is true + pVehicle->BurstTyre(ScriptParams[1], true); } return 0; } diff --git a/src/control/TrafficLights.cpp b/src/control/TrafficLights.cpp index 8487847f..54c97d06 100644 --- a/src/control/TrafficLights.cpp +++ b/src/control/TrafficLights.cpp @@ -108,6 +108,7 @@ CTrafficLights::DisplayActualLight(CEntity *ent) CBrightLights::RegisterOne(pos1, ent->GetUp(), ent->GetRight(), CVector(0.0f, 0.0f, 0.0f), id + BRIGHTLIGHT_TRAFFIC_GREEN); CBrightLights::RegisterOne(pos2, ent->GetUp(), -ent->GetRight(), CVector(0.0f, 0.0f, 0.0f), id + BRIGHTLIGHT_TRAFFIC_GREEN); +/* static const float top = -0.127f; static const float bot = -0.539f; static const float mid = bot + (top-bot)/3.0f; @@ -131,6 +132,7 @@ CTrafficLights::DisplayActualLight(CEntity *ent) 1.0f, 0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, SHINYTEXT_WALK, 255, 255, 255, 60.0f); } +*/ } void diff --git a/src/core/Camera.cpp b/src/core/Camera.cpp index 3b7bdbaf..f618c652 100644 --- a/src/core/Camera.cpp +++ b/src/core/Camera.cpp @@ -3281,6 +3281,18 @@ CCamera::Find3rdPersonQuickAimPitch(void) return -(DEGTORAD(((0.5f - m_f3rdPersonCHairMultY) * 1.8f * 0.5f * Cams[ActiveCam].FOV)) + rot); } +bool +CCamera::Using1stPersonWeaponMode(void) +{ + switch(PlayerWeaponMode.Mode) + case CCam::MODE_SNIPER: + case CCam::MODE_M16_1STPERSON: + case CCam::MODE_ROCKETLAUNCHER: + case CCam::MODE_HELICANNON_1STPERSON: + case CCam::MODE_CAMERA: + return true; + return false; +} void diff --git a/src/core/Camera.h b/src/core/Camera.h index 135f9d8f..4e90855b 100644 --- a/src/core/Camera.h +++ b/src/core/Camera.h @@ -91,7 +91,9 @@ public: MODE_M16_1STPERSON_RUNABOUT, MODE_FIGHT_CAM_RUNABOUT, MODE_EDITOR, - MODE_HELICANNON_1STPERSON, // vice city leftover + MODE_HELICANNON_1STPERSON, + MODE_45, + MODE_CAMERA, }; bool bBelowMinDist; //used for follow ped mode @@ -625,6 +627,7 @@ public: void UpdateAimingCoors(CVector const &coors); void Find3rdPersonCamTargetVector(float dist, CVector pos, CVector &source, CVector &target); float Find3rdPersonQuickAimPitch(void); + bool Using1stPersonWeaponMode(void); // Physical camera void SetRwCamera(RwCamera *cam); diff --git a/src/core/Collision.cpp b/src/core/Collision.cpp index c29c1d28..d2e08f7c 100644 --- a/src/core/Collision.cpp +++ b/src/core/Collision.cpp @@ -414,8 +414,9 @@ CCollision::TestSphereTriangle(const CColSphere &sphere, return dist < sphere.radius; } +//--MIAMI: TODO bool -CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough) +CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough, bool ignoreShootThrough) { static CMatrix matTransform; int i; @@ -1042,10 +1043,11 @@ CCollision::ProcessSphereTriangle(const CColSphere &sphere, return true; } +//--MIAMI: TODO bool CCollision::ProcessLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, - CColPoint &point, float &mindist, bool ignoreSeeThrough) + CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough) { static CMatrix matTransform; int i; @@ -1081,10 +1083,11 @@ CCollision::ProcessLineOfSight(const CColLine &line, return false; } +//--MIAMI: TODO bool CCollision::ProcessVerticalLine(const CColLine &line, const CMatrix &matrix, CColModel &model, - CColPoint &point, float &mindist, bool ignoreSeeThrough, CStoredCollPoly *poly) + CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough, CStoredCollPoly *poly) { static CStoredCollPoly TempStoredPoly; int i; diff --git a/src/core/Collision.h b/src/core/Collision.h index 4b0c2fb9..12af5225 100644 --- a/src/core/Collision.h +++ b/src/core/Collision.h @@ -151,7 +151,7 @@ public: static bool TestLineTriangle(const CColLine &line, const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane); static bool TestLineSphere(const CColLine &line, const CColSphere &sph); static bool TestSphereTriangle(const CColSphere &sphere, const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane); - static bool TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough); + static bool TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough, bool ignoreShootThrough); static bool ProcessSphereSphere(const CColSphere &s1, const CColSphere &s2, CColPoint &point, float &mindistsq); static bool ProcessSphereBox(const CColSphere &sph, const CColBox &box, CColPoint &point, float &mindistsq); @@ -160,8 +160,8 @@ public: static bool ProcessLineTriangle(const CColLine &line , const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist); static bool ProcessLineSphere(const CColLine &line, const CColSphere &sphere, CColPoint &point, float &mindist); static bool ProcessSphereTriangle(const CColSphere &sph, const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindistsq); - static bool ProcessLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough); - static bool ProcessVerticalLine(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, CStoredCollPoly *poly); + static bool ProcessLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough); + static bool ProcessVerticalLine(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough, CStoredCollPoly *poly); static int32 ProcessColModels(const CMatrix &matrixA, CColModel &modelA, const CMatrix &matrixB, CColModel &modelB, CColPoint *spherepoints, CColPoint *linepoints, float *linedists); static bool IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CColPoint &point, CStoredCollPoly *poly); diff --git a/src/core/PlayerInfo.h b/src/core/PlayerInfo.h index 119f0b2c..e2e874e6 100644 --- a/src/core/PlayerInfo.h +++ b/src/core/PlayerInfo.h @@ -51,6 +51,7 @@ public: int32 field_268; int32 field_272; uint32 m_nHavocLevel; + float m_fMediaAttention; bool m_bInfiniteSprint; bool m_bFastReload; bool m_bFireproof; diff --git a/src/core/World.cpp b/src/core/World.cpp index 433f9745..06108c5c 100644 --- a/src/core/World.cpp +++ b/src/core/World.cpp @@ -33,22 +33,24 @@ CColPoint gaTempSphereColPoints[MAX_COLLISION_POINTS]; -CPtrList CWorld::ms_bigBuildingsList[4];// = (CPtrList*)0x6FAB60; -CPtrList CWorld::ms_listMovingEntityPtrs;// = *(CPtrList*)0x8F433C; -CSector CWorld::ms_aSectors[NUMSECTORS_Y][NUMSECTORS_X];// = (CSector (*)[NUMSECTORS_Y])0x665608; -uint16 CWorld::ms_nCurrentScanCode;// = *(uint16*)0x95CC64; +CPtrList CWorld::ms_bigBuildingsList[4]; +CPtrList CWorld::ms_listMovingEntityPtrs; +CSector CWorld::ms_aSectors[NUMSECTORS_Y][NUMSECTORS_X]; +uint16 CWorld::ms_nCurrentScanCode; -uint8 CWorld::PlayerInFocus;// = *(uint8 *)0x95CD61; +uint8 CWorld::PlayerInFocus; CPlayerInfo CWorld::Players[NUMPLAYERS]; -bool CWorld::bNoMoreCollisionTorque;// = *(bool*)0x95CDCC; -CEntity *CWorld::pIgnoreEntity;// = *(CEntity**)0x8F6494; -bool CWorld::bIncludeDeadPeds;// = *(bool*)0x95CD8F; -bool CWorld::bSecondShift;// = *(bool*)0x95CD54; -bool CWorld::bForceProcessControl;// = *(bool*)0x95CD6C; -bool CWorld::bProcessCutsceneOnly;// = *(bool*)0x95CD8B; +bool CWorld::bNoMoreCollisionTorque; +CEntity *CWorld::pIgnoreEntity; +bool CWorld::bIncludeDeadPeds; +bool CWorld::bSecondShift; +bool CWorld::bForceProcessControl; +bool CWorld::bProcessCutsceneOnly; -bool CWorld::bDoingCarCollisions;// = *(bool*)0x95CD8C; -bool CWorld::bIncludeCarTyres;// = *(bool*)0x95CDAA; +bool CWorld::bDoingCarCollisions; +bool CWorld::bIncludeCarTyres; + +CColPoint CWorld::m_aTempColPts[MAX_COLLISION_POINTS]; void CWorld::Initialise() @@ -165,7 +167,7 @@ CWorld::CameraToIgnoreThisObject(CEntity *ent) bool CWorld::ProcessLineOfSight(const CVector &point1, const CVector &point2, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, - bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects) + bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects, bool ignoreShootThrough) { int x, xstart, xend; int y, ystart, yend; @@ -184,7 +186,7 @@ CWorld::ProcessLineOfSight(const CVector &point1, const CVector &point2, CColPoi #define LOSARGS \ CColLine(point1, point2), point, dist, entity, checkBuildings, checkVehicles, checkPeds, checkObjects, \ - checkDummies, ignoreSeeThrough, ignoreSomeObjects + checkDummies, ignoreSeeThrough, ignoreSomeObjects, ignoreShootThrough if(xstart == xend && ystart == yend) { // Only one sector @@ -266,7 +268,7 @@ CWorld::ProcessLineOfSight(const CVector &point1, const CVector &point2, CColPoi bool CWorld::ProcessLineOfSightSector(CSector §or, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, - bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects) + bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects, bool ignoreShootThrough) { float mindist = dist; bool deadPeds = !!bIncludeDeadPeds; @@ -274,39 +276,39 @@ CWorld::ProcessLineOfSightSector(CSector §or, const CColLine &line, CColPoin if(checkBuildings) { ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS], line, point, mindist, entity, - ignoreSeeThrough); + ignoreSeeThrough, false, ignoreShootThrough); ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line, point, mindist, entity, - ignoreSeeThrough); + ignoreSeeThrough, false, ignoreShootThrough); } if(checkVehicles) { ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_VEHICLES], line, point, mindist, entity, - ignoreSeeThrough); + ignoreSeeThrough, false, ignoreShootThrough); ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line, point, mindist, entity, - ignoreSeeThrough); + ignoreSeeThrough, false, ignoreShootThrough); } if(checkPeds) { if(deadPeds) bIncludeDeadPeds = true; ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS], line, point, mindist, entity, - ignoreSeeThrough); + ignoreSeeThrough, false, ignoreShootThrough); ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, point, mindist, entity, - ignoreSeeThrough); + ignoreSeeThrough, false, ignoreShootThrough); bIncludeDeadPeds = false; } if(checkObjects) { ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_OBJECTS], line, point, mindist, entity, - ignoreSeeThrough, ignoreSomeObjects); + ignoreSeeThrough, ignoreSomeObjects, ignoreShootThrough); ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, point, mindist, entity, - ignoreSeeThrough, ignoreSomeObjects); + ignoreSeeThrough, ignoreSomeObjects, ignoreShootThrough); } if(checkDummies) { ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_DUMMIES], line, point, mindist, entity, - ignoreSeeThrough); + ignoreSeeThrough, false, ignoreShootThrough); ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_DUMMIES_OVERLAP], line, point, mindist, entity, - ignoreSeeThrough); + ignoreSeeThrough, false, ignoreShootThrough); } bIncludeDeadPeds = deadPeds; @@ -320,7 +322,7 @@ CWorld::ProcessLineOfSightSector(CSector §or, const CColLine &line, CColPoin bool CWorld::ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, - CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects) + CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects, bool ignoreShootThrough) { bool deadPeds = false; float mindist = dist; @@ -347,7 +349,7 @@ CWorld::ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColP colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel(); if(colmodel && CCollision::ProcessLineOfSight(line, e->GetMatrix(), *colmodel, point, dist, - ignoreSeeThrough)) + ignoreSeeThrough, ignoreShootThrough)) entity = e; } } @@ -436,7 +438,7 @@ CWorld::ProcessVerticalLineSectorList(CPtrList &list, const CColLine &line, CCol colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel(); if(CCollision::ProcessVerticalLine(line, e->GetMatrix(), *colmodel, point, dist, - ignoreSeeThrough, poly)) + ignoreSeeThrough, false, poly)) entity = e; } } @@ -637,7 +639,7 @@ CWorld::GetIsLineOfSightSectorListClear(CPtrList &list, const CColLine &line, bo colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel(); - if(CCollision::TestLineOfSight(line, e->GetMatrix(), *colmodel, ignoreSeeThrough)) + if(CCollision::TestLineOfSight(line, e->GetMatrix(), *colmodel, ignoreSeeThrough, false)) return false; } } diff --git a/src/core/World.h b/src/core/World.h index 89f05cfd..3da774ba 100644 --- a/src/core/World.h +++ b/src/core/World.h @@ -71,6 +71,7 @@ public: static bool bProcessCutsceneOnly; static bool bDoingCarCollisions; static bool bIncludeCarTyres; + static CColPoint m_aTempColPts[MAX_COLLISION_POINTS]; static void Remove(CEntity *entity); static void Add(CEntity *entity); @@ -90,9 +91,9 @@ public: static bool CameraToIgnoreThisObject(CEntity *ent); - static bool ProcessLineOfSight(const CVector &point1, const CVector &point2, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects = false); - static bool ProcessLineOfSightSector(CSector §or, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects = false); - static bool ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects = false); + static bool ProcessLineOfSight(const CVector &point1, const CVector &point2, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects = false, bool ignoreShootThrough = false); + static bool ProcessLineOfSightSector(CSector §or, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects, bool ignoreShootThrough); + static bool ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects, bool ignoreShootThrough); static bool ProcessVerticalLine(const CVector &point1, float z2, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, CStoredCollPoly *poly); static bool ProcessVerticalLineSector(CSector §or, const CColLine &line, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, CStoredCollPoly *poly); static bool ProcessVerticalLineSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool ignoreSeeThrough, CStoredCollPoly *poly); diff --git a/src/core/re3.cpp b/src/core/re3.cpp index 8f808b61..a74e5ffa 100644 --- a/src/core/re3.cpp +++ b/src/core/re3.cpp @@ -273,7 +273,7 @@ DebugMenuPopulate(void) { if(1){ static const char *weathers[] = { - "Sunny", "Cloudy", "Rainy", "Foggy" + "Sunny", "Cloudy", "Rainy", "Foggy", "Extrasunny", "Stormy" }; DebugMenuEntry *e; e = DebugMenuAddVar("Time & Weather", "Current Hour", &CClock::GetHoursRef(), nil, 1, 0, 23, nil); @@ -281,9 +281,9 @@ DebugMenuPopulate(void) e = DebugMenuAddVar("Time & Weather", "Current Minute", &CClock::GetMinutesRef(), [](){ CWeather::InterpolationValue = CClock::GetMinutes()/60.0f; }, 1, 0, 59, nil); DebugMenuEntrySetWrap(e, true); - e = DebugMenuAddVar("Time & Weather", "Old Weather", (int16*)&CWeather::OldWeatherType, nil, 1, 0, 3, weathers); + e = DebugMenuAddVar("Time & Weather", "Old Weather", (int16*)&CWeather::OldWeatherType, nil, 1, 0, 5, weathers); DebugMenuEntrySetWrap(e, true); - e = DebugMenuAddVar("Time & Weather", "New Weather", (int16*)&CWeather::NewWeatherType, nil, 1, 0, 3, weathers); + e = DebugMenuAddVar("Time & Weather", "New Weather", (int16*)&CWeather::NewWeatherType, nil, 1, 0, 5, weathers); DebugMenuEntrySetWrap(e, true); DebugMenuAddVar("Time & Weather", "Wind", (float*)&CWeather::Wind, nil, 0.1f, 0.0f, 1.0f); DebugMenuAddVar("Time & Weather", "Time scale", (float*)&CTimer::GetTimeScale(), nil, 0.1f, 0.0f, 10.0f); @@ -337,7 +337,11 @@ DebugMenuPopulate(void) DebugMenuAddCmd("Spawn", "Spawn Banshee", [](){ SpawnCar(MI_BANSHEE); }); DebugMenuAddCmd("Spawn", "Spawn Cuban", [](){ SpawnCar(MI_CUBAN); }); DebugMenuAddCmd("Spawn", "Spawn Voodoo", [](){ SpawnCar(MI_VOODOO); }); + DebugMenuAddCmd("Spawn", "Spawn Maverick", [](){ SpawnCar(MI_MAVERICK); }); + DebugMenuAddCmd("Spawn", "Spawn VCN Maverick", [](){ SpawnCar(MI_VCNMAV); }); DebugMenuAddCmd("Spawn", "Spawn Sparrow", [](){ SpawnCar(MI_SPARROW); }); + DebugMenuAddCmd("Spawn", "Spawn Sea Sparrow", [](){ SpawnCar(MI_SEASPAR); }); + DebugMenuAddCmd("Spawn", "Spawn Hunter", [](){ SpawnCar(MI_HUNTER); }); DebugMenuAddCmd("Spawn", "Spawn Rhino", [](){ SpawnCar(MI_RHINO); }); DebugMenuAddCmd("Spawn", "Spawn Firetruck", [](){ SpawnCar(MI_FIRETRUCK); }); DebugMenuAddCmd("Spawn", "Spawn Predator", [](){ SpawnCar(MI_PREDATOR); }); diff --git a/src/entities/Entity.cpp b/src/entities/Entity.cpp index a0c5c484..68486a3c 100644 --- a/src/entities/Entity.cpp +++ b/src/entities/Entity.cpp @@ -910,7 +910,7 @@ CEntity::ProcessLightsForEntity(void) camDir *= 2.0f/dist; glareDir += camDir; glareDir.Normalise(); - float camAngle = -DotProduct(glareDir, CTimeCycle::GetSunPosition()); + float camAngle = -DotProduct(glareDir, CTimeCycle::GetSunDirection()); if(camAngle > 0.0f){ float intens = Sqrt(camAngle) * CWeather::SunGlare; pos += camDir; diff --git a/src/math/Vector2D.h b/src/math/Vector2D.h index 0885a5d2..7bfccae6 100644 --- a/src/math/Vector2D.h +++ b/src/math/Vector2D.h @@ -11,9 +11,7 @@ public: float Magnitude(void) const { return Sqrt(x*x + y*y); } float MagnitudeSqr(void) const { return x*x + y*y; } - void Normalise(void); - - void NormaliseSafe(void) { + void Normalise(void) { float sq = MagnitudeSqr(); if(sq > 0.0f){ float invsqrt = RecipSqrt(sq); diff --git a/src/math/math.cpp b/src/math/math.cpp index eeb9d3fa..e11d048c 100644 --- a/src/math/math.cpp +++ b/src/math/math.cpp @@ -4,19 +4,6 @@ // TODO: move more stuff into here -void -CVector2D::Normalise(void) -{ - float sq = MagnitudeSqr(); - assert(sq != 0.0f); // just be safe here - //if(sq > 0.0f){ - float invsqrt = RecipSqrt(sq); - x *= invsqrt; - y *= invsqrt; - //}else - // x = 1.0f; -} - void CMatrix::SetRotate(float xAngle, float yAngle, float zAngle) { diff --git a/src/modelinfo/ModelIndices.h b/src/modelinfo/ModelIndices.h index 91ba650e..e7285b2f 100644 --- a/src/modelinfo/ModelIndices.h +++ b/src/modelinfo/ModelIndices.h @@ -302,7 +302,8 @@ enum MI_TRAIN = -1, MI_DODO = -2, - MI_NIGHTSTICK = 262, + MI_GOLFCLUB = 261, + MI_NIGHTSTICK, MI_KNIFE, MI_BASEBALL_BAT, MI_GRENADE = 270, diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index 7eb2491b..647ecef6 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -66,7 +66,7 @@ CPed *gapTempPedList[50]; uint16 gnNumTempPedList; -CColPoint aTempPedColPts[MAX_COLLISION_POINTS]; +static CColPoint aTempPedColPts[MAX_COLLISION_POINTS]; // TODO(Miami) #define AUDIO_NOT_READY @@ -4558,7 +4558,8 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi m_pMyVehicle->AutoPilot.m_nTempAction = TEMPACT_HANDBRAKESTRAIGHT; m_pMyVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000; } - if (m_pMyVehicle->CanPedExitCar()) { +// TODO(MIAMI): argument + if (m_pMyVehicle->CanPedExitCar(false)) { SetObjective(OBJECTIVE_LEAVE_CAR_AND_DIE, m_pMyVehicle); } else { m_fHealth = 0.0f; @@ -13372,7 +13373,8 @@ CPed::ProcessObjective(void) } else { bool targetHasVeh = m_pedInObjective->bInVehicle; if (!targetHasVeh - || targetHasVeh && m_pedInObjective->m_pMyVehicle->CanPedExitCar()) { +// TODO(MIAMI): argument + || targetHasVeh && m_pedInObjective->m_pMyVehicle->CanPedExitCar(false)) { m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_NONE; SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle); @@ -15427,13 +15429,13 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints) } float minDist = 1.0f; belowTorsoCollided = CCollision::ProcessVerticalLine(ourLine, collidingEnt->GetMatrix(), *hisCol, - intersectionPoint, minDist, false, &m_collPoly); + intersectionPoint, minDist, false, false, &m_collPoly); if (collidedWithBoat && bWasStanding && !belowTorsoCollided) { ourLine.p0.z = ourLine.p1.z; ourLine.p1.z = ourLine.p1.z + gravityEffect; belowTorsoCollided = CCollision::ProcessVerticalLine(ourLine, collidingEnt->GetMatrix(), *hisCol, - intersectionPoint, minDist, false, &m_collPoly); + intersectionPoint, minDist, false, false, &m_collPoly); } if (belowTorsoCollided) { #ifndef VC_PED_PORTS @@ -16151,7 +16153,8 @@ CPed::SetExitCar(CVehicle *veh, uint32 wantedDoorNode) uint32 optedDoorNode = wantedDoorNode; bool teleportNeeded = false; bool isLow = !!veh->bLowVehicle; - if (!veh->CanPedExitCar()) { +// TODO(MIAMI): argument + if (!veh->CanPedExitCar(false)) { if (veh->pDriver && !veh->pDriver->IsPlayer()) { veh->AutoPilot.m_nCruiseSpeed = 0; veh->AutoPilot.m_nCarMission = MISSION_NONE; diff --git a/src/peds/Ped.h b/src/peds/Ped.h index 776aa1dd..155e6cea 100644 --- a/src/peds/Ped.h +++ b/src/peds/Ped.h @@ -447,7 +447,7 @@ public: uint32 bIsDrowning : 1; uint32 bDrownsInWater : 1; //uint32 b156_4 - //uint32 b156_8 + uint32 b156_8 : 1; uint32 bIsPlayerFriend : 1; #ifdef VC_PED_PORTS uint32 bHeadStuckInCollision : 1; @@ -864,6 +864,7 @@ public: static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg); bool IsPlayer(void); + bool IsFemale(void) { return m_nPedType == PEDTYPE_CIVFEMALE || m_nPedType == PEDTYPE_PROSTITUTE; } bool UseGroundColModel(void); bool CanSetPedState(void); bool IsPedInControl(void); diff --git a/src/render/Coronas.cpp b/src/render/Coronas.cpp index 8e832ab1..efe486fe 100644 --- a/src/render/Coronas.cpp +++ b/src/render/Coronas.cpp @@ -509,18 +509,18 @@ CCoronas::DoSunAndMoon(void) { // yeah, moon is done somewhere else.... - CVector sunCoors = CTimeCycle::GetSunPosition(); + CVector sunCoors = CTimeCycle::GetSunDirection(); sunCoors *= 150.0f; sunCoors += TheCamera.GetPosition(); - if(CTimeCycle::GetSunPosition().z > -0.2f){ + if(CTimeCycle::GetSunDirection().z > -0.2f){ float size = ((CGeneral::GetRandomNumber()&0xFF) * 0.005f + 10.0f) * CTimeCycle::GetSunSize(); RegisterCorona(SUN_CORE, CTimeCycle::GetSunCoreRed(), CTimeCycle::GetSunCoreGreen(), CTimeCycle::GetSunCoreBlue(), 255, sunCoors, size, 999999.88f, TYPE_STAR, FLARE_NONE, REFLECTION_OFF, LOSCHECK_OFF, STREAK_OFF, 0.0f); - if(CTimeCycle::GetSunPosition().z > 0.0f) + if(CTimeCycle::GetSunDirection().z > 0.0f) RegisterCorona(SUN_CORONA, CTimeCycle::GetSunCoronaRed(), CTimeCycle::GetSunCoronaGreen(), CTimeCycle::GetSunCoronaBlue(), 255, sunCoors, 25.0f * CTimeCycle::GetSunSize(), diff --git a/src/render/Shadows.cpp b/src/render/Shadows.cpp index c512f35c..fac35aeb 100644 --- a/src/render/Shadows.cpp +++ b/src/render/Shadows.cpp @@ -643,12 +643,12 @@ CShadows::StoreShadowForPole(CEntity *pPole, float fOffsetX, float fOffsetY, flo PolePos.y += fOffsetX * pPole->GetRight().y + fOffsetY * pPole->GetForward().y; PolePos.z += fOffsetZ; - PolePos.x += -CTimeCycle::GetSunPosition().x * (fPoleHeight / 2); - PolePos.y += -CTimeCycle::GetSunPosition().y * (fPoleHeight / 2); + PolePos.x += -CTimeCycle::GetSunDirection().x * (fPoleHeight / 2); + PolePos.y += -CTimeCycle::GetSunDirection().y * (fPoleHeight / 2); StoreStaticShadow((uintptr)pPole + nID + _TODOCONST(51), SHADOWTYPE_DARK, gpPostShadowTex, &PolePos, - -CTimeCycle::GetSunPosition().x * (fPoleHeight / 2), - -CTimeCycle::GetSunPosition().y * (fPoleHeight / 2), + -CTimeCycle::GetSunDirection().x * (fPoleHeight / 2), + -CTimeCycle::GetSunDirection().y * (fPoleHeight / 2), CTimeCycle::GetShadowSideX() * fPoleWidth, CTimeCycle::GetShadowSideY() * fPoleWidth, 2 * (int32)((pPole->GetUp().z - 0.5f) * CTimeCycle::GetShadowStrength() * 2.0f) / 3, diff --git a/src/render/Skidmarks.cpp b/src/render/Skidmarks.cpp index 7f057319..961c38a6 100644 --- a/src/render/Skidmarks.cpp +++ b/src/render/Skidmarks.cpp @@ -199,8 +199,8 @@ CSkidmarks::RegisterOne(uintptr id, CVector pos, float fwdX, float fwdY, bool *i aSkidmarks[i].m_pos[aSkidmarks[i].m_last] = pos; CVector2D dist = aSkidmarks[i].m_pos[aSkidmarks[i].m_last] - aSkidmarks[i].m_pos[aSkidmarks[i].m_last-1]; - dist.NormaliseSafe(); - fwd.NormaliseSafe(); + dist.Normalise(); + fwd.Normalise(); CVector2D right(dist.y, -dist.x); float turn = DotProduct2D(fwd, right); turn = Abs(turn) + 1.0f; diff --git a/src/render/SpecialFX.cpp b/src/render/SpecialFX.cpp index 7e08fbad..79ae21a5 100644 --- a/src/render/SpecialFX.cpp +++ b/src/render/SpecialFX.cpp @@ -28,6 +28,7 @@ RwImVertexIndex StreakIndexList[12]; RwIm3DVertex TraceVertices[6]; RwImVertexIndex TraceIndexList[12]; +bool CSpecialFX::bSnapShotActive; void CSpecialFX::Init(void) diff --git a/src/render/SpecialFX.h b/src/render/SpecialFX.h index 2d9f18b1..7bc3750a 100644 --- a/src/render/SpecialFX.h +++ b/src/render/SpecialFX.h @@ -3,6 +3,8 @@ class CSpecialFX { public: + static bool bSnapShotActive; + static void Render(void); static void Update(void); static void Init(void); diff --git a/src/render/Timecycle.cpp b/src/render/Timecycle.cpp index c120c003..ab94f874 100644 --- a/src/render/Timecycle.cpp +++ b/src/render/Timecycle.cpp @@ -350,7 +350,7 @@ CTimeCycle::Update(void) m_CurrentStoredValue = (m_CurrentStoredValue+1)&0xF; float sunAngle = 2*PI*(CClock::GetSeconds()/60.0f + CClock::GetMinutes() + CClock::GetHours()*60)/(24*60); - CVector &sunPos = GetSunPosition(); + CVector &sunPos = GetSunDirection(); sunPos.x = Sin(sunAngle); sunPos.y = 1.0f; sunPos.z = 0.2f - Cos(sunAngle); diff --git a/src/render/Timecycle.h b/src/render/Timecycle.h index 2d873e6d..60c9e29f 100644 --- a/src/render/Timecycle.h +++ b/src/render/Timecycle.h @@ -180,7 +180,7 @@ public: static void Initialise(void); static void Update(void); - static CVector &GetSunPosition(void) { return m_VectorToSun[m_CurrentStoredValue]; } + static CVector &GetSunDirection(void) { return m_VectorToSun[m_CurrentStoredValue]; } static float GetShadowFrontX(void) { return m_fShadowFrontX[m_CurrentStoredValue]; } static float GetShadowFrontY(void) { return m_fShadowFrontY[m_CurrentStoredValue]; } static float GetShadowSideX(void) { return m_fShadowSideX[m_CurrentStoredValue]; } diff --git a/src/render/Weather.cpp b/src/render/Weather.cpp index fc3e0d61..324c63ea 100644 --- a/src/render/Weather.cpp +++ b/src/render/Weather.cpp @@ -18,6 +18,7 @@ #include "Vehicle.h" #include "World.h" #include "ZoneCull.h" +#include "SpecialFX.h" int32 CWeather::SoundHandle = -1; @@ -271,9 +272,10 @@ void CWeather::Update(void) SunGlare += InterpolationValue; if (SunGlare > 0.0f) { - SunGlare *= Min(1.0f, 7.0 * CTimeCycle::GetSunPosition().z); + SunGlare *= Min(1.0f, 7.0 * CTimeCycle::GetSunDirection().z); SunGlare = clamp(SunGlare, 0.0f, 1.0f); - // TODO(MIAMI): if (CSpecialFX::bSnapShotActive)... + if (!CSpecialFX::bSnapShotActive) + SunGlare *= (1.0f - (CGeneral::GetRandomNumber()&0x1F)*0.007f); } Wind = InterpolationValue * Windiness[NewWeatherType] + (1.0f - InterpolationValue) * Windiness[OldWeatherType]; diff --git a/src/vehicles/Automobile.cpp b/src/vehicles/Automobile.cpp index dc406237..364415e9 100644 --- a/src/vehicles/Automobile.cpp +++ b/src/vehicles/Automobile.cpp @@ -77,6 +77,7 @@ CAutomobile::CAutomobile(int32 id, uint8 CreatedBy) SetModelIndex(id); pHandling = mod_HandlingManager.GetHandlingData((eHandlingId)mi->m_handlingId); + pFlyingHandling = mod_HandlingManager.GetFlyingPointer((eHandlingId)mi->m_handlingId); field_49C = 20.0f; field_4D8 = 0; @@ -176,7 +177,7 @@ CAutomobile::CAutomobile(int32 id, uint8 CreatedBy) m_nNumPassengers = 0; m_bombType = CARBOMB_NONE; - bHadDriver = false; + bDriverLastFrame = false; m_pBombRigger = nil; if(m_nDoorLock == CARLOCK_UNLOCKED && @@ -272,25 +273,14 @@ CAutomobile::ProcessControl(void) } // Process driver - if(pDriver){ - if(!bHadDriver && m_bombType == CARBOMB_ONIGNITIONACTIVE){ - // If someone enters the car and there is a bomb, detonate - m_nBombTimer = 1000; - m_pBlowUpEntity = m_pBombRigger; - if(m_pBlowUpEntity) - m_pBlowUpEntity->RegisterReference((CEntity**)&m_pBlowUpEntity); - DMAudio.PlayOneShot(m_audioEntityId, SOUND_BOMB_TICK, 1.0f); - } - bHadDriver = true; + if(IsUpsideDown() && CanPedEnterCar()){ + if(!pDriver->IsPlayer() && + !(pDriver->m_leader && pDriver->m_leader->bInVehicle) && + pDriver->CharCreatedBy != MISSION_CHAR) + pDriver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this); + } - if(IsUpsideDown() && CanPedEnterCar()){ - if(!pDriver->IsPlayer() && - !(pDriver->m_leader && pDriver->m_leader->bInVehicle) && - pDriver->CharCreatedBy != MISSION_CHAR) - pDriver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this); - } - }else - bHadDriver = false; + ActivateBombWhenEntered(); // Process passengers if(m_nNumPassengers != 0 && IsUpsideDown() && CanPedEnterCar()){ @@ -304,18 +294,7 @@ CAutomobile::ProcessControl(void) CRubbish::StirUp(this); - // blend in clump - int clumpAlpha = CVisibilityPlugins::GetClumpAlpha((RpClump*)m_rwObject); - if(bFadeOut){ - clumpAlpha -= 8; - if(clumpAlpha < 0) - clumpAlpha = 0; - }else if(clumpAlpha < 255){ - clumpAlpha += 16; - if(clumpAlpha > 255) - clumpAlpha = 255; - } - CVisibilityPlugins::SetClumpAlpha((RpClump*)m_rwObject, clumpAlpha); + UpdateClumpAlpha(); AutoPilot.m_bSlowedDownBecauseOfCars = false; AutoPilot.m_bSlowedDownBecauseOfPeds = false; @@ -726,19 +705,8 @@ CAutomobile::ProcessControl(void) traction *= 4.0f; if(FindPlayerVehicle() && FindPlayerVehicle() == this){ - if(CPad::GetPad(0)->WeaponJustDown()){ - if(m_bombType == CARBOMB_TIMED){ - m_bombType = CARBOMB_TIMEDACTIVE; - m_nBombTimer = 7000; - m_pBlowUpEntity = FindPlayerPed(); - CGarages::TriggerMessage("GA_12", -1, 3000, -1); - DMAudio.PlayOneShot(m_audioEntityId, SOUND_BOMB_TIMED_ACTIVATED, 1.0f); - }else if(m_bombType == CARBOMB_ONIGNITION){ - m_bombType = CARBOMB_ONIGNITIONACTIVE; - CGarages::TriggerMessage("GA_12", -1, 3000, -1); - DMAudio.PlayOneShot(m_audioEntityId, SOUND_BOMB_ONIGNITION_ACTIVATED, 1.0f); - } - } + if(CPad::GetPad(0)->WeaponJustDown()) + ActivateBomb(); }else if(strongGrip1 || CVehicle::bCheat3){ traction *= 1.2f; acceleration *= 1.4f; @@ -1934,6 +1902,8 @@ CAutomobile::PreRender(void) } CShadows::StoreShadowForCar(this); + + DoSunGlare(); } void @@ -3939,7 +3909,7 @@ CAutomobile::SetUpWheelColModel(CColModel *colModel) if(m_aCarNodes[CAR_WHEEL_LM] != nil && m_aCarNodes[CAR_WHEEL_RM] != nil){ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LM])); - colModel->spheres[4].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_TIRE, CAR_PIECE_WHEEL_RF); + colModel->spheres[4].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_TIRE, CAR_PIECE_WHEEL_LR); mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RM])); colModel->spheres[5].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_TIRE, CAR_PIECE_WHEEL_RR); colModel->numSpheres = 6; @@ -3949,9 +3919,8 @@ CAutomobile::SetUpWheelColModel(CColModel *colModel) return true; } -// this probably isn't used in III yet void -CAutomobile::BurstTyre(uint8 wheel) +CAutomobile::BurstTyre(uint8 wheel, bool applyForces) { switch(wheel){ case CAR_PIECE_WHEEL_LF: wheel = VEHWHEEL_FRONT_LEFT; break; @@ -3969,8 +3938,10 @@ CAutomobile::BurstTyre(uint8 wheel) CCarCtrl::SwitchVehicleToRealPhysics(this); } - ApplyMoveForce(GetRight() * CGeneral::GetRandomNumberInRange(-0.3f, 0.3f)); - ApplyTurnForce(GetRight() * CGeneral::GetRandomNumberInRange(-0.3f, 0.3f), GetForward()); + if(applyForces){ + ApplyMoveForce(GetRight() * CGeneral::GetRandomNumberInRange(-0.3f, 0.3f)); + ApplyTurnForce(GetRight() * CGeneral::GetRandomNumberInRange(-0.3f, 0.3f), GetForward()); + } } } @@ -4337,7 +4308,7 @@ GetCurrentAtomicObjectCB(RwObject *object, void *data) return object; } -CColPoint spherepoints[MAX_COLLISION_POINTS]; +static CColPoint aTempPedColPts[MAX_COLLISION_POINTS]; CObject* CAutomobile::SpawnFlyingComponent(int32 component, uint32 type) @@ -4457,7 +4428,7 @@ CAutomobile::SpawnFlyingComponent(int32 component, uint32 type) if(CCollision::ProcessColModels(obj->GetMatrix(), *obj->GetColModel(), this->GetMatrix(), *this->GetColModel(), - spherepoints, nil, nil) > 0) + aTempPedColPts, nil, nil) > 0) obj->m_pCollidingEntity = this; if(bRenderScorched) diff --git a/src/vehicles/Automobile.h b/src/vehicles/Automobile.h index e096465e..883177aa 100644 --- a/src/vehicles/Automobile.h +++ b/src/vehicles/Automobile.h @@ -83,9 +83,10 @@ public: float m_aWheelRotation[4]; float m_aWheelPosition[4]; float m_aWheelSpeed[4]; + float m_fRotorSpeed; uint8 field_4D8; uint8 bTaxiLight : 1; - uint8 bHadDriver : 1; // for bombs + //uint8 bHadDriver : 1; // for bombs uint8 bFixedColour : 1; uint8 bBigWheels : 1; uint8 bWaterTight : 1; // no damage for non-player peds @@ -146,7 +147,7 @@ public: void RemoveRefsToVehicle(CEntity *ent); void BlowUpCar(CEntity *ent); bool SetUpWheelColModel(CColModel *colModel); - void BurstTyre(uint8 tyre); + void BurstTyre(uint8 tyre, bool applyForces); bool IsRoomForPedToLeaveCar(uint32 component, CVector *doorOffset); float GetHeightAboveRoad(void); void PlayCarHorn(void); diff --git a/src/vehicles/Heli.cpp b/src/vehicles/Heli.cpp index 5cd6488a..1e0a8c27 100644 --- a/src/vehicles/Heli.cpp +++ b/src/vehicles/Heli.cpp @@ -558,60 +558,8 @@ CHeli::ProcessControl(void) void CHeli::PreRender(void) { - float angle; - uint8 i; - CColPoint point; - CEntity *entity; - uint8 r, g, b; - float testLowZ = FindPlayerCoors().z - 10.0f; float radius = (GetPosition().z - FindPlayerCoors().z - 10.0f - 1.0f) * 0.3f + 10.0f; - int frm = CTimer::GetFrameCounter() & 7; - - i = 0; - for(angle = 0.0f; angle < TWOPI; angle += TWOPI/32){ - CVector pos(radius*Cos(angle), radius*Sin(angle), 0.0f); - CVector dir = pos*0.01f; - pos += GetPosition(); - - if(CWorld::ProcessVerticalLine(pos, testLowZ, point, entity, true, false, false, false, true, false, nil)) - m_fHeliDustZ[frm] = point.point.z; - else - m_fHeliDustZ[frm] = -101.0f; - - switch(point.surfaceB){ - default: - case SURFACE_TARMAC: - r = 10; - g = 10; - b = 10; - break; - case SURFACE_GRASS: - r = 10; - g = 6; - b = 3; - break; - case SURFACE_DIRT: - r = 10; - g = 8; - b = 7; - break; - case SURFACE_DIRTTRACK: - r = 10; - g = 6; - b = 3; - break; - } - RwRGBA col = { r, g, b, 32 }; -#ifdef FIX_BUGS - pos.z = m_fHeliDustZ[frm]; -#else - // What the hell is the point of this? - pos.z = m_fHeliDustZ[(i - (i&3))/4]; // advance every 4 iterations, why not just /4? -#endif - if(pos.z > -200.0f && GetPosition().z - pos.z < 20.0f) - CParticle::AddParticle(PARTICLE_HELI_DUST, pos, dir, nil, 0.0f, col); - i++; - } + HeliDustGenerate(this, radius, FindPlayerCoors().z, Max(16.0f - 4.0f*CTimer::GetTimeStep(), 2.0f)); } void diff --git a/src/vehicles/Vehicle.cpp b/src/vehicles/Vehicle.cpp index f07b633c..c988bf3d 100644 --- a/src/vehicles/Vehicle.cpp +++ b/src/vehicles/Vehicle.cpp @@ -14,11 +14,22 @@ #include "Lights.h" #include "PointLights.h" #include "Renderer.h" +#include "VisibilityPlugins.h" #include "DMAudio.h" #include "Radar.h" #include "Fire.h" #include "Darkel.h" #include "Streaming.h" +#include "Camera.h" +#include "Stats.h" +#include "Garages.h" +#include "Wanted.h" +#include "SurfaceTable.h" +#include "Particle.h" +#include "WaterLevel.h" +#include "TimeCycle.h" +#include "Weather.h" +#include "Coronas.h" bool CVehicle::bWheelsOnlyCheat; bool CVehicle::bAllDodosCheat; @@ -53,8 +64,8 @@ CVehicle::CVehicle(uint8 CreatedBy) { int i; - m_nCurrentGear = 0; - m_fChangeGearTime = 0; + m_nCurrentGear = 1; + m_fChangeGearTime = 0.0f; m_fSteerRatio = 0.0f; m_type = ENTITY_TYPE_VEHICLE; VehicleCreatedBy = CreatedBy; @@ -106,10 +117,22 @@ CVehicle::CVehicle(uint8 CreatedBy) m_nCarHornDelay = 0; bPartOfConvoy = false; bHeliMinimumTilt = false; + bAudioChangingGear = false; bIsDrowning = false; bTyresDontBurst = false; bCreatedAsPoliceVehicle = false; + bRestingOnPhysical = false; bParking = false; + bCanPark = CGeneral::GetRandomNumberInRange(0.0f, 1.0f) < 0.0f; // BUG? this makes no sense + bIsVan = false; + bIsBus = false; + bIsBig = false; + bLowVehicle = false; + + m_bombType = CARBOMB_NONE; + bDriverLastFrame = false; + m_pBombRigger = nil; + m_nSetPieceExtendedRangeTime = 0; m_nAlarmState = 0; m_nDoorLock = CARLOCK_UNLOCKED; @@ -118,6 +141,7 @@ CVehicle::CVehicle(uint8 CreatedBy) m_audioEntityId = DMAudio.CreateEntity(AUDIOTYPE_PHYSICAL, this); if(m_audioEntityId >= 0) DMAudio.SetEntityStatus(m_audioEntityId, true); +// TODO(MIAMI): m_nRadioStation = CGeneral::GetRandomNumber() % USERTRACK; m_pCurGroundEntity = nil; m_bRainAudioCounter = 0; @@ -131,9 +155,6 @@ CVehicle::CVehicle(uint8 CreatedBy) AutoPilot.m_bStayInCurrentLevel = false; AutoPilot.m_bIgnorePathfinding = false; AutoPilot.m_nSwitchDistance = 20; - -// TODO(MIAMI) - bRestingOnPhysical = false; } CVehicle::~CVehicle() @@ -198,57 +219,30 @@ CVehicle::RemoveLighting(bool reset) CRenderer::RemoveVehiclePedLights(this, reset); } +bool +CVehicle::IsClearToDriveAway(void) +{ + CColPoint point; + float length = GetColModel()->boundingBox.GetSize().y; + CEntity *ent = nil; + CVector front = GetForward() * (length*0.5f + 3.0f); + return !CWorld::ProcessLineOfSight(GetPosition() + front, GetPosition(), + point, ent, true, true, false, false, false, true, true) || + ent == this; +} + float CVehicle::GetHeightAboveRoad(void) { return -1.0f * GetColModel()->boundingBox.min.z; } -const float fRCPropFallOff = 3.0f; -const float fRCAeroThrust = 0.003f; -const float fRCSideSlipMult = 0.1f; -const float fRCRudderMult = 0.2f; -const float fRCYawMult = -0.01f; -const float fRCRollMult = 0.02f; -const float fRCRollStabilise = -0.08f; -const float fRCPitchMult = 0.005f; -const float fRCTailMult = 0.3f; -const float fRCFormLiftMult = 0.02f; -const float fRCAttackLiftMult = 0.25f; -const CVector vecRCAeroResistance(0.998f, 0.998f, 0.9f); - -const float fSeaPropFallOff = 2.3f; -const float fSeaThrust = 0.002f; -const float fSeaSideSlipMult = 0.1f; -const float fSeaRudderMult = 0.01f; -const float fSeaYawMult = -0.0003f; -const float fSeaRollMult = 0.0015f; -const float fSeaRollStabilise = -0.01f; -const float fSeaPitchMult = 0.0002f; -const float fSeaTailMult = 0.01f; -const float fSeaFormLiftMult = 0.012f; -const float fSeaAttackLiftMult = 0.1f; -const CVector vecSeaAeroResistance(0.995f, 0.995f, 0.85f); - -const float fSpeedResistanceY = 500.0f; -const float fSpeedResistanceZ = 500.0f; - -const CVector vecHeliMoveRes(0.995f, 0.995f, 0.99f); -const CVector vecRCHeliMoveRes(0.99f, 0.99f, 0.99f); -const float fThrustVar = 0.3f; -const float fRotorFallOff = 0.75f; -const float fStabiliseVar = 0.015f; -const float fPitchBrake = 10.0f; -const float fPitchVar = 0.006f; -const float fRollVar = 0.006f; -const float fYawVar = -0.001f; -const CVector vecHeliResistance(0.81f, 0.85f, 0.99f); -const CVector vecRCHeliResistance(0.92f, 0.92f, 0.998f); -const float fSpinSpeedRes = 20.0f; - void CVehicle::FlyingControl(eFlightModel flightModel) { + if(pFlyingHandling == nil) + return; + switch(flightModel){ case FLIGHT_MODEL_DODO: { @@ -289,6 +283,8 @@ CVehicle::FlyingControl(eFlightModel flightModel) m_vecTurnSpeed.y *= Pow(0.9f, CTimer::GetTimeStep()); + + moveSpeed = m_vecMoveSpeed.MagnitudeSqr(); if(moveSpeed > SQR(1.5f)) m_vecMoveSpeed *= 1.5f/Sqrt(moveSpeed); @@ -296,172 +292,199 @@ CVehicle::FlyingControl(eFlightModel flightModel) float turnSpeed = m_vecTurnSpeed.MagnitudeSqr(); if(turnSpeed > SQR(0.2f)) m_vecTurnSpeed *= 0.2f/Sqrt(turnSpeed); - } break; + } case FLIGHT_MODEL_RCPLANE: case FLIGHT_MODEL_SEAPLANE: + case FLIGHT_MODEL_PLANE_UNUSED: + case FLIGHT_MODEL_PLANE: { + float fSteerLR = CPad::GetPad(0)->GetSteeringLeftRight() / 128.0f; + float fSteerUD = -CPad::GetPad(0)->GetSteeringUpDown() / 128.0f; + float fGunUD = Abs(CPad::GetPad(0)->GetCarGunUpDown()); + if(fGunUD > 1.0f) + fSteerUD = -CPad::GetPad(0)->GetCarGunUpDown() / 128.0f; + + float fSteerAngle = Atan2(fSteerUD, fSteerLR); + float fSteerMult = 1.0f; + if(fSteerAngle > -PI/4.0f && fSteerAngle <= PI/4.0f) + fSteerMult = 1.0f/Cos(fSteerAngle); + else if(fSteerAngle > PI/4.0f && fSteerAngle <= PI*3.0f/4.0f) + fSteerMult = 1.0f/Cos(fSteerAngle - HALFPI); + else if(fSteerAngle > PI*3.0f/4.0f) + fSteerMult = 1.0f/Cos(fSteerAngle - PI); + else if(fSteerAngle <= -PI*3.0f/4.0f) + fSteerMult = 1.0f/Cos(fSteerAngle + PI); + else if(fSteerAngle > -PI*3.0f/4.0f && fSteerAngle < -PI/4.0f) + fSteerMult = 1.0f/Cos(fSteerAngle + HALFPI); + + fSteerLR *= fSteerMult; + fSteerUD *= -fSteerMult; + // thrust float fForwSpeed = DotProduct(GetMoveSpeed(), GetForward()); CVector vecWidthForward = GetColModel()->boundingBox.min.y * GetForward(); float fThrust = (CPad::GetPad(0)->GetAccelerate() - CPad::GetPad(0)->GetBrake()) / 255.0f; - if (fForwSpeed > 0.1f || (flightModel == FLIGHT_MODEL_RCPLANE && fForwSpeed > 0.02f)) - fThrust += 1.0f; - else if (fForwSpeed > 0.0f && fThrust < 0.0f) - fThrust = 0.0f; - float fThrustImpulse; - if (flightModel == FLIGHT_MODEL_RCPLANE) - fThrustImpulse = (fThrust - fRCPropFallOff * fForwSpeed) * fRCAeroThrust; + float fThrustAccel; + if(fForwSpeed > 0.0f || fThrust > 0.0f) + fThrustAccel = (fThrust - pFlyingHandling->fThrustFallOff * fForwSpeed) * pFlyingHandling->fThrust; else - fThrustImpulse = (fThrust - fSeaPropFallOff * fForwSpeed) * fSeaThrust; - ApplyMoveForce(fThrustImpulse * GetForward() * m_fMass * CTimer::GetTimeStep()); + fThrustAccel = Min(fThrust - 8.0f * pFlyingHandling->fThrustFallOff * fForwSpeed, 0.0f) * pFlyingHandling->fThrust; + if(flightModel == FLIGHT_MODEL_PLANE_UNUSED) + fThrustAccel *= 0.3f; + else if(flightModel == FLIGHT_MODEL_PLANE) + fThrustAccel *= 0.1f; + ApplyMoveForce(fThrustAccel * GetForward() * m_fMass * CTimer::GetTimeStep()); // left/right float fSideSpeed = -DotProduct(GetMoveSpeed(), GetRight()); - float fSteerLR = CPad::GetPad(0)->GetSteeringLeftRight() / 128.0f; - float fSideSlipImpulse; - if (flightModel == FLIGHT_MODEL_RCPLANE) - fSideSlipImpulse = Abs(fSideSpeed) * fSideSpeed * fRCSideSlipMult; - else - fSideSlipImpulse = Abs(fSideSpeed) * fSideSpeed * fSeaSideSlipMult; - ApplyMoveForce(m_fMass * GetRight() * fSideSlipImpulse * CTimer::GetTimeStep()); + float fSideSlipAccel = pFlyingHandling->fSideSlip * fSideSpeed * Abs(fSideSpeed); + ApplyMoveForce(m_fMass * GetRight() * fSideSlipAccel * CTimer::GetTimeStep()); - float fYaw = -DotProduct(CrossProduct(m_vecTurnSpeed + m_vecTurnFriction, vecWidthForward) + m_vecMoveSpeed + m_vecMoveFriction, GetRight()); - float fYawImpulse; - if (flightModel == FLIGHT_MODEL_RCPLANE) - fYawImpulse = fRCRudderMult * fYaw * Abs(fYaw) + fRCYawMult * fSteerLR * fForwSpeed; - else - fYawImpulse = fSeaRudderMult * fYaw * Abs(fYaw) + fSeaYawMult * fSteerLR * fForwSpeed; - ApplyTurnForce(fYawImpulse * GetRight() * m_fTurnMass * CTimer::GetTimeStep(), vecWidthForward); + float fYaw = -DotProduct(GetSpeed(vecWidthForward), GetRight()); + float fYawAccel = pFlyingHandling->fYawStab * fYaw * Abs(fYaw) + pFlyingHandling->fYaw * fSteerLR * fForwSpeed; + ApplyTurnForce(fYawAccel * GetRight() * m_fTurnMass * CTimer::GetTimeStep(), vecWidthForward); - float fRollImpulse; + float fRollAccel; if (flightModel == FLIGHT_MODEL_RCPLANE) { float fDirectionMultiplier = CPad::GetPad(0)->GetLookRight(); if (CPad::GetPad(0)->GetLookLeft()) fDirectionMultiplier = -1; - fRollImpulse = (0.5f * fDirectionMultiplier + fSteerLR) * fRCRollMult; + fRollAccel = (0.5f * fDirectionMultiplier + fSteerLR) * pFlyingHandling->fRoll; } else - fRollImpulse = fSteerLR * fSeaRollMult; - ApplyTurnForce(GetRight() * fRollImpulse * fForwSpeed * m_fTurnMass * CTimer::GetTimeStep(), GetUp()); + fRollAccel = fSteerLR * pFlyingHandling->fRoll; + ApplyTurnForce(GetRight() * fRollAccel * fForwSpeed * m_fTurnMass * CTimer::GetTimeStep(), GetUp()); CVector vecFRight = CrossProduct(GetForward(), CVector(0.0f, 0.0f, 1.0f)); CVector vecStabilise = (GetUp().z > 0.0f) ? vecFRight : -vecFRight; float fStabiliseDirection = (GetRight().z > 0.0f) ? -1.0f : 1.0f; - float fStabiliseImpulse; - if (flightModel == FLIGHT_MODEL_RCPLANE) - fStabiliseImpulse = fRCRollStabilise * fStabiliseDirection * (1.0f - DotProduct(GetRight(), vecStabilise)) * (1.0f - Abs(GetForward().z)); - else - fStabiliseImpulse = fSeaRollStabilise * fStabiliseDirection * (1.0f - DotProduct(GetRight(), vecStabilise)) * (1.0f - Abs(GetForward().z)); - ApplyTurnForce(fStabiliseImpulse * m_fTurnMass * GetRight(), GetUp()); // no CTimer::GetTimeStep(), is it right? VC doesn't have it too + float fStabiliseSpeed = pFlyingHandling->fRollStab * fStabiliseDirection * (1.0f - DotProduct(GetRight(), vecStabilise)) * (1.0f - Abs(GetForward().z)); + ApplyTurnForce(fStabiliseSpeed * m_fTurnMass * GetRight(), GetUp()); // no CTimer::GetTimeStep(), is it right? // up/down - float fTail = -DotProduct(CrossProduct(m_vecTurnSpeed + m_vecTurnFriction, vecWidthForward) + m_vecMoveSpeed + m_vecMoveFriction, GetUp()); - float fSteerUD = -CPad::GetPad(0)->GetSteeringUpDown() / 128.0f; - float fPitchImpulse; - if (flightModel == FLIGHT_MODEL_RCPLANE) - fPitchImpulse = fRCTailMult * fTail * Abs(fTail) + fRCPitchMult * fSteerUD * fForwSpeed; - else - fPitchImpulse = fSeaTailMult * fTail * Abs(fTail) + fSeaPitchMult * fSteerUD * fForwSpeed; - ApplyTurnForce(fPitchImpulse * m_fTurnMass * GetUp() * CTimer::GetTimeStep(), vecWidthForward); + float fTail = -DotProduct(GetSpeed(vecWidthForward), GetUp()); + float fPitchAccel = pFlyingHandling->fPitchStab * fTail * Abs(fTail) + pFlyingHandling->fPitch * fSteerUD * fForwSpeed; + ApplyTurnForce(fPitchAccel * m_fTurnMass * GetUp() * CTimer::GetTimeStep(), vecWidthForward); float fLift = -DotProduct(GetMoveSpeed(), GetUp()) / Max(0.01f, GetMoveSpeed().Magnitude()); - float fLiftImpluse; - if (flightModel == FLIGHT_MODEL_RCPLANE) - fLiftImpluse = (fRCAttackLiftMult * fLift + fRCFormLiftMult) * fForwSpeed * fForwSpeed; - else - fLiftImpluse = (fSeaAttackLiftMult * fLift + fSeaFormLiftMult) * fForwSpeed * fForwSpeed; - float fLiftForce = fLiftImpluse * m_fMass * CTimer::GetTimeStep(); - if (GRAVITY * CTimer::GetTimeStep() * m_fMass < fLiftImpluse) { + float fLiftAccel = (pFlyingHandling->fAttackLift * fLift + pFlyingHandling->fFormLift) * fForwSpeed * fForwSpeed; + float fLiftImpulse = fLiftAccel * m_fMass * CTimer::GetTimeStep(); + if (GRAVITY * CTimer::GetTimeStep() * m_fMass < fLiftImpulse) { if (flightModel == FLIGHT_MODEL_RCPLANE && GetPosition().z > 50.0f) - fLiftForce = CTimer::GetTimeStep() * 0.0072 * m_fMass; + fLiftImpulse = CTimer::GetTimeStep() * 0.9f*GRAVITY * m_fMass; else if (flightModel == FLIGHT_MODEL_SEAPLANE && GetPosition().z > 80.0f) - fLiftForce = CTimer::GetTimeStep() * 0.0072 * m_fMass; + fLiftImpulse = CTimer::GetTimeStep() * 0.9f*GRAVITY * m_fMass; } - ApplyMoveForce(fLiftForce * GetUp()); + ApplyMoveForce(fLiftImpulse * GetUp()); + CVector vecResistance; - if (flightModel == FLIGHT_MODEL_RCPLANE) - vecResistance = vecRCAeroResistance; - else - vecResistance = vecSeaAeroResistance; + vecResistance = pFlyingHandling->vecTurnRes; float rX = Pow(vecResistance.x, CTimer::GetTimeStep()); float rY = Pow(vecResistance.y, CTimer::GetTimeStep()); float rZ = Pow(vecResistance.z, CTimer::GetTimeStep()); CVector vecTurnSpeed = Multiply3x3(m_vecTurnSpeed, GetMatrix()); vecTurnSpeed.x *= rX; - float fResistance = vecTurnSpeed.y * (1.0f / (fSpeedResistanceY * SQR(vecTurnSpeed.y) + 1.0f)) * rY - vecTurnSpeed.y; + float fResistance = vecTurnSpeed.y * (1.0f / (pFlyingHandling->vecSpeedRes.y * SQR(vecTurnSpeed.y) + 1.0f)) * rY - vecTurnSpeed.y; vecTurnSpeed.z *= rZ; m_vecTurnSpeed = Multiply3x3(GetMatrix(), vecTurnSpeed); ApplyTurnForce(-GetUp() * fResistance * m_fTurnMass, GetRight() + Multiply3x3(GetMatrix(), m_vecCentreOfMass)); + + + float fMoveSpeed = m_vecMoveSpeed.MagnitudeSqr(); + if(fMoveSpeed > SQR(1.5f)) + m_vecMoveSpeed *= 1.5f/Sqrt(fMoveSpeed); + + float fTurnSpeed = m_vecTurnSpeed.MagnitudeSqr(); + if(fTurnSpeed > SQR(0.2f)) + m_vecTurnSpeed *= 0.2f/Sqrt(fTurnSpeed); break; } + case FLIGHT_MODEL_RCHELI: case FLIGHT_MODEL_HELI: { - CVector vecMoveResistance; - if (GetModelIndex() == MI_SPARROW) - vecMoveResistance = vecHeliMoveRes; - else - vecMoveResistance = vecRCHeliMoveRes; - float rmX = Pow(vecMoveResistance.x, CTimer::GetTimeStep()); - float rmY = Pow(vecMoveResistance.y, CTimer::GetTimeStep()); - float rmZ = Pow(vecMoveResistance.z, CTimer::GetTimeStep()); - m_vecMoveSpeed.x *= rmX; - m_vecMoveSpeed.y *= rmY; - m_vecMoveSpeed.z *= rmZ; + float rm = Pow(pFlyingHandling->fMoveRes, CTimer::GetTimeStep()); + m_vecMoveSpeed *= rm; if (GetStatus() != STATUS_PLAYER && GetStatus() != STATUS_PLAYER_REMOTE) return; - float fThrust; - if (bCheat5) - fThrust = CPad::GetPad(0)->GetSteeringUpDown() * fThrustVar / 128.0f + 0.95f; - else - fThrust = fThrustVar * (CPad::GetPad(0)->GetAccelerate() - 2 * CPad::GetPad(0)->GetBrake()) / 255.0f + 0.95f; - fThrust -= fRotorFallOff * DotProduct(m_vecMoveSpeed, GetUp()); -#ifdef GTA3_1_1_PATCH - if (fThrust > 0.9f && GetPosition().z > 80.0f) - fThrust = 0.9f; -#endif + float fUpSpeed = DotProduct(m_vecMoveSpeed, GetUp()); + float fThrust = (CPad::GetPad(0)->GetAccelerate() - CPad::GetPad(0)->GetBrake()) / 255.0f; + if(fThrust < 0.0f) + fThrust *= 2.0f; + if(flightModel == FLIGHT_MODEL_RCHELI){ + fThrust = pFlyingHandling->fThrust * fThrust + 0.45f; + ApplyMoveForce(GRAVITY * CVector(0.0f, 0.0f, 0.5f) * m_fMass * CTimer::GetTimeStep()); + }else + fThrust = pFlyingHandling->fThrust * fThrust + 0.95f; + fThrust -= pFlyingHandling->fThrustFallOff * fUpSpeed; + if(flightModel == FLIGHT_MODEL_RCHELI && GetPosition().z > 40.0f) + fThrust *= 10.0f/(GetPosition().z - 30.0f); + else if(GetPosition().z > 80.0f) + fThrust *= 10.0f/(GetPosition().z - 70.0f); ApplyMoveForce(GRAVITY * GetUp() * fThrust * m_fMass * CTimer::GetTimeStep()); - if (GetUp().z > 0.0f) - ApplyTurnForce(-CVector(GetUp().x, GetUp().y, 0.0f) * fStabiliseVar * m_fTurnMass * CTimer::GetTimeStep(), GetUp()); + if (GetUp().z > 0.0f){ + float upRight = clamp(GetRight().z, -pFlyingHandling->fFormLift, pFlyingHandling->fFormLift); + float upImpulseRight = -upRight * pFlyingHandling->fAttackLift * m_fTurnMass * CTimer::GetTimeStep(); + ApplyTurnForce(upImpulseRight * GetUp(), GetRight()); + + float upFwd = clamp(GetForward().z, -pFlyingHandling->fFormLift, pFlyingHandling->fFormLift); + float upImpulseFwd = -upFwd * pFlyingHandling->fAttackLift * m_fTurnMass * CTimer::GetTimeStep(); + ApplyTurnForce(upImpulseFwd * GetUp(), GetForward()); + }else{ + float upRight = GetRight().z < 0.0f ? -pFlyingHandling->fFormLift : pFlyingHandling->fFormLift; + float upImpulseRight = -upRight * pFlyingHandling->fAttackLift * m_fTurnMass * CTimer::GetTimeStep(); + ApplyTurnForce(upImpulseRight * GetUp(), GetRight()); + + float upFwd = GetForward().z < 0.0f ? -pFlyingHandling->fFormLift : pFlyingHandling->fFormLift; + float upImpulseFwd = -upFwd * pFlyingHandling->fAttackLift * m_fTurnMass * CTimer::GetTimeStep(); + ApplyTurnForce(upImpulseFwd * GetUp(), GetForward()); + } float fRoll, fPitch, fYaw; if (bCheat5) { - fPitch = CPad::GetPad(0)->GetCarGunUpDown() / 128.0f; - fRoll = -CPad::GetPad(0)->GetSteeringLeftRight() / 128.0f; - fYaw = CPad::GetPad(0)->GetCarGunLeftRight() / 128.0f; - } - else { fPitch = CPad::GetPad(0)->GetSteeringUpDown() / 128.0f; + fRoll = CPad::GetPad(0)->GetLookLeft(); + if (CPad::GetPad(0)->GetLookRight()) + fRoll = -1.0f; + fYaw = CPad::GetPad(0)->GetSteeringLeftRight() / 128.0f; + } else { + fPitch = CPad::GetPad(0)->GetSteeringUpDown() / 128.0f; + fRoll = -CPad::GetPad(0)->GetSteeringLeftRight() / 128.0f; fYaw = CPad::GetPad(0)->GetLookRight(); if (CPad::GetPad(0)->GetLookLeft()) fYaw = -1.0f; - fRoll = -CPad::GetPad(0)->GetSteeringLeftRight() / 128.0f; + if(Abs(CPad::GetPad(0)->GetCarGunLeftRight()) > 1.0f) + fYaw = CPad::GetPad(0)->GetCarGunLeftRight() / 128.0f; } + if(Abs(CPad::GetPad(0)->GetCarGunUpDown()) > 1.0f) + fPitch = -CPad::GetPad(0)->GetCarGunUpDown() / 128.0f; if (CPad::GetPad(0)->GetHorn()) { fYaw = 0.0f; - fPitch = clamp(10.0f * DotProduct(m_vecMoveSpeed, GetUp()), -200.0f, 1.3f); - fRoll = clamp(10.0f * DotProduct(m_vecMoveSpeed, GetRight()), -200.0f, 1.3f); + fPitch = clamp(pFlyingHandling->fPitchStab * DotProduct(m_vecMoveSpeed, GetForward()), -200.0f, 1.3f); + fRoll = clamp(pFlyingHandling->fRollStab * DotProduct(m_vecMoveSpeed, GetRight()), -200.0f, 1.3f); } - ApplyTurnForce(fPitch * GetUp() * fPitchVar * m_fTurnMass * CTimer::GetTimeStep(), GetForward()); - ApplyTurnForce(fRoll * GetUp() * fRollVar * m_fTurnMass * CTimer::GetTimeStep(), GetRight()); - ApplyTurnForce(fYaw * GetForward() * fYawVar * m_fTurnMass * CTimer::GetTimeStep(), GetRight()); + ApplyTurnForce(fPitch * GetUp() * pFlyingHandling->fPitch * m_fTurnMass * CTimer::GetTimeStep(), GetForward()); + ApplyTurnForce(fRoll * GetUp() * pFlyingHandling->fRoll * m_fTurnMass * CTimer::GetTimeStep(), GetRight()); - CVector vecResistance; - if (GetModelIndex() == MI_SPARROW) - vecResistance = vecHeliResistance; - else - vecResistance = vecRCHeliResistance; - float rX = Pow(vecResistance.x, CTimer::GetTimeStep()); - float rY = Pow(vecResistance.y, CTimer::GetTimeStep()); - float rZ = Pow(vecResistance.z, CTimer::GetTimeStep()); + float fSideSpeed = -DotProduct(GetMoveSpeed(), GetRight()); + float fSideSlipAccel = pFlyingHandling->fSideSlip * fSideSpeed * Abs(fSideSpeed); + ApplyMoveForce(m_fMass * GetRight() * fSideSlipAccel * CTimer::GetTimeStep()); + float fYawAccel = pFlyingHandling->fYawStab * fSideSpeed * Abs(fSideSpeed) + pFlyingHandling->fYaw * fYaw; + ApplyTurnForce(fYawAccel * GetRight() * m_fTurnMass * CTimer::GetTimeStep(), -GetForward()); + + ApplyTurnForce(fYaw * GetForward() * pFlyingHandling->fYaw * m_fTurnMass * CTimer::GetTimeStep(), GetRight()); + + float rX = Pow(pFlyingHandling->vecTurnRes.x, CTimer::GetTimeStep()); + float rY = Pow(pFlyingHandling->vecTurnRes.y, CTimer::GetTimeStep()); + float rZ = Pow(pFlyingHandling->vecTurnRes.z, CTimer::GetTimeStep()); CVector vecTurnSpeed = Multiply3x3(m_vecTurnSpeed, GetMatrix()); - float fResistanceMultiplier = Pow(1.0f / (fSpinSpeedRes * SQR(vecTurnSpeed.z) + 1.0f), CTimer::GetTimeStep()); + float fResistanceMultiplier = Pow(1.0f / (pFlyingHandling->vecSpeedRes.z * SQR(vecTurnSpeed.z) + 1.0f) * rZ, CTimer::GetTimeStep()); float fResistance = vecTurnSpeed.z * fResistanceMultiplier - vecTurnSpeed.z; vecTurnSpeed.x *= rX; vecTurnSpeed.y *= rY; - vecTurnSpeed.z *= rZ; + vecTurnSpeed.z *= fResistanceMultiplier; m_vecTurnSpeed = Multiply3x3(GetMatrix(), vecTurnSpeed); ApplyTurnForce(-GetRight() * fResistance * m_fTurnMass, GetForward() + Multiply3x3(GetMatrix(), m_vecCentreOfMass)); break; @@ -469,6 +492,228 @@ CVehicle::FlyingControl(eFlightModel flightModel) } } +static CColModel rotorColModel; +static CColSphere rotorColSphere; +float ROTOR_SEMI_THICKNESS = 0.05f; +float ROTOR_TURN_SPEED = 0.2f; +float ROTOR_DISGUARD_MULT = 0.3f; +float ROTOR_COL_ELASTICITY = 1.0f; +float ROTOR_COL_TURNMULT = -0.001f; +float ROTOR_DEFAULT_DAMAGE = 100.0f; + +bool +CVehicle::DoBladeCollision(CVector pos, CMatrix &matrix, int16 rotorType, float radius, float damageMult) +{ + CVector max(radius, radius, radius); + CVector min(-radius, -radius, -radius); + + switch(rotorType){ + case ROTOR_TOP: + case ROTOR_BOTTOM: + min.z = -ROTOR_SEMI_THICKNESS; + max.z = ROTOR_SEMI_THICKNESS; + break; + case ROTOR_FRONT: + case ROTOR_BACK: + min.y = -ROTOR_SEMI_THICKNESS; + max.y = ROTOR_SEMI_THICKNESS; + break; + case ROTOR_RIGHT: + case ROTOR_LEFT: + min.x = -ROTOR_SEMI_THICKNESS; + max.x = ROTOR_SEMI_THICKNESS; + break; + } + + min += pos; + max += pos; + rotorColModel.boundingBox.Set(min, max); + rotorColModel.boundingSphere.Set(radius, pos); + rotorColSphere.Set(radius, pos, 0, 0); + rotorColModel.spheres = &rotorColSphere; + rotorColModel.numSpheres = 1; + + pos = matrix * pos; + bool hadCollision; + int minX = CWorld::GetSectorIndexX(pos.x - radius); + if(minX <= 0) minX = 0; + + int minY = CWorld::GetSectorIndexY(pos.y - radius); + if(minY <= 0) minY = 0; + + int maxX = CWorld::GetSectorIndexX(pos.x + radius); +#ifdef FIX_BUGS + if(maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1; +#else + if(maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X; +#endif + + int maxY = CWorld::GetSectorIndexY(pos.y + radius); +#ifdef FIX_BUGS + if(maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1; +#else + if(maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y; +#endif + + CWorld::AdvanceCurrentScanCode(); + for(int curY = minY; curY <= maxY; curY++) { + for(int curX = minX; curX <= maxX; curX++) { + CSector *sector = CWorld::GetSector(curX, curY); + if(BladeColSectorList(sector->m_lists[ENTITYLIST_BUILDINGS], rotorColModel, matrix, rotorType, damageMult)) + hadCollision = true; + if(BladeColSectorList(sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], rotorColModel, matrix, rotorType, damageMult)) + hadCollision = true; + if(BladeColSectorList(sector->m_lists[ENTITYLIST_VEHICLES], rotorColModel, matrix, rotorType, damageMult)) + hadCollision = true; + if(BladeColSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], rotorColModel, matrix, rotorType, damageMult)) + hadCollision = true; + if(BladeColSectorList(sector->m_lists[ENTITYLIST_PEDS], rotorColModel, matrix, rotorType, 0.0f)) + hadCollision = true; + if(BladeColSectorList(sector->m_lists[ENTITYLIST_PEDS_OVERLAP], rotorColModel, matrix, rotorType, 0.0f)) + hadCollision = true; + if(BladeColSectorList(sector->m_lists[ENTITYLIST_OBJECTS], rotorColModel, matrix, rotorType, damageMult)) + hadCollision = true; + if(BladeColSectorList(sector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], rotorColModel, matrix, rotorType, damageMult)) + hadCollision = true; + } + } + rotorColModel.spheres = nil; + rotorColModel.numSpheres = 0; + + return hadCollision; +} + +bool +CVehicle::BladeColSectorList(CPtrList &list, CColModel &rotorColModel, CMatrix &matrix, int16 rotorType, float damageMult) +{ + int i; + CVector axis; + CVector turnSpeed(0.0f, 0.0f, 0.0f); + switch(rotorType){ + case ROTOR_TOP: + turnSpeed.z = -ROTOR_TURN_SPEED; + axis = -matrix.GetUp(); + break; + case ROTOR_BOTTOM: + turnSpeed.z = ROTOR_TURN_SPEED; + axis = matrix.GetUp(); + break; + + case ROTOR_FRONT: + turnSpeed.y = -ROTOR_TURN_SPEED; + axis = -matrix.GetForward(); + break; + case ROTOR_BACK: + turnSpeed.y = ROTOR_TURN_SPEED; + axis = matrix.GetForward(); + break; + + case ROTOR_RIGHT: + turnSpeed.x = -ROTOR_TURN_SPEED; + axis = -matrix.GetRight(); + break; + case ROTOR_LEFT: + turnSpeed.x = ROTOR_TURN_SPEED; + axis = matrix.GetRight(); + break; + } + turnSpeed = Multiply3x3(matrix, turnSpeed); + CVector center = rotorColModel.boundingSphere.center; + center = matrix*center; + + for(CPtrNode *node = list.first; node; node = node->next) { + CEntity *entity = (CEntity *)node->item; + if(entity == (CEntity*)this || + !entity->bUsesCollision || + entity->m_scanCode == CWorld::GetCurrentScanCode()) + continue; + + entity->m_scanCode = CWorld::GetCurrentScanCode(); + + int numCollisions; + CColModel *entityCol; + if(entity->IsPed()) + entityCol = ((CPedModelInfo*)CModelInfo::GetModelInfo(entity->GetModelIndex()))->AnimatePedColModelSkinned(entity->GetClump()); + else + entityCol = CModelInfo::GetModelInfo(entity->GetModelIndex())->GetColModel(); + if(entityCol) + numCollisions = CCollision::ProcessColModels(matrix, rotorColModel, entity->GetMatrix(), *entityCol, + CWorld::m_aTempColPts, nil, nil); + else + numCollisions = 0; + + if(numCollisions > 0 && entity->IsPed()){ + CPed *ped = (CPed*)entity; + CVector2D dirToRotor = GetPosition() - entity->GetPosition(); + dirToRotor.Normalise(); + int localDir = ped->GetLocalDirection(dirToRotor); + if(ped->m_attachedTo == nil){ + ped->bIsStanding = false; + ped->ApplyMoveForce(-5.0f*dirToRotor.x, -5.0f*dirToRotor.y, 5.0f); + } + ped->InflictDamage(this, WEAPONTYPE_RUNOVERBYCAR, 1000.0f, PEDPIECE_TORSO, localDir); + + if(CGame::nastyGame && ped->GetIsOnScreen()){ + for(i = 0; i < 16; i++) + CParticle::AddParticle(PARTICLE_BLOOD_SMALL, ped->GetPosition(), CVector(dirToRotor.x, dirToRotor.y, 1.0f) * 0.01f); + CParticle::AddParticle(PARTICLE_TEST, ped->GetPosition(), CVector(0.0f, 0.0f, 0.02f), nil, 0.1f); + CParticle::AddParticle(PARTICLE_TEST, ped->GetPosition()+CVector(0.0f, 0.0f, 0.2f), CVector(0.0f, 0.0f, -0.01f), nil, 0.1f); + } + }else if(numCollisions > 0 && entity->GetModelIndex() != MI_MISSILE){ + float impulse = 0.0f; + bool hadCollision = false; + float savedElasticity = m_fElasticity; + m_fElasticity = ROTOR_COL_ELASTICITY; + + for(i = 0; i < numCollisions; i++){ + CVector colpos = CWorld::m_aTempColPts[i].point; + CVector localColpos = colpos - center; + float axisDir = DotProduct(axis, localColpos); + float colDir = DotProduct(CWorld::m_aTempColPts[i].normal, localColpos); + if(2.0f*ROTOR_SEMI_THICKNESS < Abs(axisDir) && + ROTOR_DISGUARD_MULT*Abs(colDir) < Abs(axisDir)) + continue; + + colpos -= axisDir*axis; // get rid of axis component + + CVector tangentSpeed = CrossProduct(turnSpeed, colpos - center); + + // Particles + for(int j = 0; j < 4; j++){ + CParticle::AddParticle(PARTICLE_SPARK_SMALL, colpos, (tangentSpeed+m_vecMoveSpeed)/2.0f); + CParticle::AddParticle(PARTICLE_SPARK, colpos, 0.1f*CWorld::m_aTempColPts[i].normal); + } + + // Apply Collision + if(IsCar()){ + CAutomobile *heli = (CAutomobile*)this; + if(heli->m_fRotorSpeed > 0.15f){ + ApplyCollision(CWorld::m_aTempColPts[i], impulse); + ApplyTurnForce(m_fTurnMass*ROTOR_COL_TURNMULT*tangentSpeed, colpos - center); + heli->m_fRotorSpeed = 0.15f; + }else if(heli->m_fRotorSpeed < 0.075f && heli->m_fRotorSpeed > 0.0f) + heli->m_fRotorSpeed *= -1.0f; + } + + float damageImpulse = damageMult * Max(impulse, ROTOR_DEFAULT_DAMAGE*m_fMass/3000.0f); + if(damageImpulse > m_fDamageImpulse) + SetDamagedPieceRecord(0, damageImpulse, entity, CWorld::m_aTempColPts[i].normal); + + hadCollision = true; + } + + if(hadCollision && !entity->IsPed()) + DMAudio.ReportCollision(this, entity, SURFACE_BILLBOARD, SURFACE_TARMAC, 50.0f, 0.09f); + m_fElasticity = savedElasticity; + } + } + return false; +} + + +float fBurstSpeedMax = 0.3f; +float fBurstTyreMod = 0.13f; + void CVehicle::ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelContactSpeed, CVector &wheelContactPoint, int32 wheelsOnGround, float thrust, float brake, float adhesion, int8 wheelId, float *wheelSpeed, tWheelState *wheelState, uint16 wheelStatus) @@ -478,6 +723,10 @@ CVehicle::ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelCon static bool bBraking; static bool bDriving; +#ifdef FIX_BUGS + bAlreadySkidding = false; +#endif + // how much force we want to apply in these axes float fwd = 0.0f; float right = 0.0f; @@ -509,8 +758,8 @@ CVehicle::ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelCon #endif if(wheelStatus == WHEEL_STATUS_BURST){ - float fwdspeed = Min(contactSpeedFwd, 0.3f); - right += fwdspeed * CGeneral::GetRandomNumberInRange(-0.1f, 0.1f); + float fwdspeed = Min(contactSpeedFwd, fBurstSpeedMax); + right += fwdspeed * CGeneral::GetRandomNumberInRange(-fBurstTyreMod, fBurstTyreMod); } } @@ -535,7 +784,11 @@ CVehicle::ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelCon if(!bBraking){ if(m_fGasPedal < 0.01f){ - if(GetModelIndex() == MI_RCBANDIT) + if(IsBike()) + brake = 0.6f * mod_HandlingManager.fWheelFriction / (pHandling->fMass + 200.0f); + else if(pHandling->fMass < 500.0f) + brake = mod_HandlingManager.fWheelFriction / m_fMass; + else if(GetModelIndex() == MI_RCBANDIT) brake = 0.2f * mod_HandlingManager.fWheelFriction / m_fMass; else brake = mod_HandlingManager.fWheelFriction / m_fMass; @@ -559,7 +812,8 @@ CVehicle::ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelCon } } - if(sq(adhesion) < sq(right) + sq(fwd)){ + float speedSq = sq(right) + sq(fwd); + if(sq(adhesion) < speedSq){ if(*wheelState != WHEEL_STATE_FIXED){ if(bDriving && contactSpeedFwd < 0.2f) *wheelState = WHEEL_STATE_SPINNING; @@ -567,22 +821,205 @@ CVehicle::ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelCon *wheelState = WHEEL_STATE_SKIDDING; } - float l = Sqrt(sq(right) + sq(fwd)); + float l = Sqrt(speedSq); float tractionLoss = bAlreadySkidding ? 1.0f : pHandling->fTractionLoss; right *= adhesion * tractionLoss / l; fwd *= adhesion * tractionLoss / l; } + if(fwd != 0.0f || right != 0.0f){ + CVector totalSpeed = fwd*wheelFwd + right*wheelRight; + + CVector turnDirection = totalSpeed; + bool separateTurnForce = false; // BUG: not initialized on PC + if(pHandling->fSuspensionAntidiveMultiplier > 0.0f){ + if(bBraking){ + separateTurnForce = true; + turnDirection = totalSpeed - pHandling->fSuspensionAntidiveMultiplier*fwd*wheelFwd; + }else if(bDriving){ + separateTurnForce = true; + turnDirection = totalSpeed - 0.5f*pHandling->fSuspensionAntidiveMultiplier*fwd*wheelFwd; + } + } + + CVector direction = totalSpeed; + + float speed = totalSpeed.Magnitude(); + float turnSpeed; + if(separateTurnForce) + turnSpeed = turnDirection.Magnitude(); + else + turnSpeed = speed; + direction.Normalise(); + if(separateTurnForce) + turnDirection.Normalise(); + else + turnDirection = direction; + + float impulse = speed*m_fMass; + float turnImpulse = turnSpeed*GetMass(wheelContactPoint, turnDirection); + + ApplyMoveForce(impulse * direction); + ApplyTurnForce(turnImpulse * direction, wheelContactPoint); + } +} + +float fBurstBikeSpeedMax = 0.12f; +float fBurstBikeTyreMod = 0.05f; +float fTweakBikeWheelTurnForce = 2.0f; + +void +CVehicle::ProcessBikeWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelContactSpeed, CVector &wheelContactPoint, + int32 wheelsOnGround, float thrust, float brake, float adhesion, float unk, int8 wheelId, float *wheelSpeed, tWheelState *wheelState, eBikeWheelSpecial special, uint16 wheelStatus) +{ + // BUG: using statics here is probably a bad idea + static bool bAlreadySkidding = false; // this is never reset + static bool bBraking; + static bool bDriving; + static bool bReversing; + +#ifdef FIX_BUGS + bAlreadySkidding = false; +#endif + + // how much force we want to apply in these axes + float fwd = 0.0f; + float right = 0.0f; + + bBraking = brake != 0.0f; + if(bBraking) + thrust = 0.0f; + bDriving = thrust != 0.0f; + bReversing = thrust < 0.0f; + + float contactSpeedFwd = DotProduct(wheelContactSpeed, wheelFwd); + float contactSpeedRight; + + if(*wheelState != WHEEL_STATE_NORMAL) + bAlreadySkidding = true; + *wheelState = WHEEL_STATE_NORMAL; + + adhesion *= CTimer::GetTimeStep(); + if(bAlreadySkidding) + adhesion *= pHandling->fTractionLoss; + + if(special == BIKE_WHEEL_2 || special == BIKE_WHEEL_3) + contactSpeedRight = 0.0f; + else + contactSpeedRight = DotProduct(wheelContactSpeed, wheelRight); + + // moving sideways + if(contactSpeedRight != 0.0f){ + // exert opposing force + right = -contactSpeedRight/wheelsOnGround; +#ifdef FIX_BUGS + // contactSpeedRight is independent of framerate but right has timestep as a factor + // so we probably have to fix this + right *= CTimer::GetTimeStepFix(); +#endif + + if(wheelStatus == WHEEL_STATUS_BURST){ + float fwdspeed = Min(contactSpeedFwd, fBurstBikeSpeedMax); + right += fwdspeed * CGeneral::GetRandomNumberInRange(-fBurstBikeTyreMod, fBurstBikeTyreMod); + } + } + + if(bDriving){ + fwd = thrust; + + // limit sideways force (why?) + if(right > 0.0f){ + if(right > adhesion) + right = adhesion; + }else{ + if(right < -adhesion) + right = -adhesion; + } + }else if(contactSpeedFwd != 0.0f){ + fwd = -contactSpeedFwd/wheelsOnGround; +#ifdef FIX_BUGS + // contactSpeedFwd is independent of framerate but fwd has timestep as a factor + // so we probably have to fix this + fwd *= CTimer::GetTimeStepFix(); +#endif + + if(!bBraking){ + if(m_fGasPedal < 0.01f){ + if(IsBike()) + brake = 0.6f * mod_HandlingManager.fWheelFriction / (pHandling->fMass + 200.0f); + else if(pHandling->fMass < 500.0f) + brake = mod_HandlingManager.fWheelFriction / m_fMass; + else if(GetModelIndex() == MI_RCBANDIT) + brake = 0.2f * mod_HandlingManager.fWheelFriction / m_fMass; + else + brake = mod_HandlingManager.fWheelFriction / m_fMass; +#ifdef FIX_BUGS + brake *= CTimer::GetTimeStepFix(); +#endif + } + } + + if(brake > adhesion){ + if(Abs(contactSpeedFwd) > 0.005f) + *wheelState = WHEEL_STATE_FIXED; + }else { + if(fwd > 0.0f){ + if(fwd > brake) + fwd = brake; + }else{ + if(fwd < -brake) + fwd = -brake; + } + } + } + + float speedSq = sq(right) + sq(fwd); + if(sq(adhesion) < speedSq){ + if(*wheelState != WHEEL_STATE_FIXED){ + if(bDriving && contactSpeedFwd < 0.2f) + *wheelState = WHEEL_STATE_SPINNING; + else + *wheelState = WHEEL_STATE_SKIDDING; + } + + float l = Sqrt(speedSq); + float tractionLoss = bAlreadySkidding ? 1.0f : pHandling->fTractionLoss; + right *= adhesion * tractionLoss / l; + fwd *= adhesion * tractionLoss / l; + + if(unk < 1.0f) + right *= unk; + }else if(unk < 1.0f){ + if(!bAlreadySkidding) + unk *= pHandling->fTractionLoss; + if(sq(adhesion*unk) < speedSq){ + float l = Sqrt(speedSq); + right *= adhesion * unk / l; + } + } + if(fwd != 0.0f || right != 0.0f){ CVector direction = fwd*wheelFwd + right*wheelRight; + float speed = direction.Magnitude(); direction.Normalise(); float impulse = speed*m_fMass; float turnImpulse = speed*GetMass(wheelContactPoint, direction); + CVector vTurnImpulse = turnImpulse * direction; + float turnRight = DotProduct(vTurnImpulse, GetRight()); ApplyMoveForce(impulse * direction); - ApplyTurnForce(turnImpulse * direction, wheelContactPoint); + + float contactRight = DotProduct(wheelContactPoint, GetRight()); + float contactFwd = DotProduct(wheelContactPoint, GetForward()); + + if(wheelId != CARWHEEL_REAR_LEFT || + !bBraking && !bReversing) + ApplyTurnForce((vTurnImpulse - turnRight*GetRight()) * fTweakBikeWheelTurnForce, + wheelContactPoint - contactRight*GetRight()); + + ApplyTurnForce(turnRight*GetRight(), contactFwd*GetForward()); } } @@ -604,40 +1041,81 @@ CVehicle::ProcessWheelRotation(tWheelState state, const CVector &fwd, const CVec return angularVelocity * CTimer::GetTimeStep(); } +int +CVehicle::FindTyreNearestPoint(float x, float y) +{ + CVector pos = CVector(x - GetPosition().x, y - GetPosition().y, 0.0f); + float fwd = DotProduct(GetForward(), pos); + float right = DotProduct(GetRight(), pos); + + int piece; + if(IsBike()){ + piece = fwd > 0.0f ? CAR_PIECE_WHEEL_LF : CAR_PIECE_WHEEL_LR; + }else{ + piece = fwd > 0.0f ? + right > 0.0f ? CAR_PIECE_WHEEL_RF : CAR_PIECE_WHEEL_LF : + right > 0.0f ? CAR_PIECE_WHEEL_RR : CAR_PIECE_WHEEL_LR; + } + return piece - CAR_PIECE_WHEEL_LF; +} + void -CVehicle::InflictDamage(CEntity* damagedBy, eWeaponType weaponType, float damage) +CVehicle::InflictDamage(CEntity *damagedBy, eWeaponType weaponType, float damage, CVector pos) { if (!bCanBeDamaged) return; - if (bOnlyDamagedByPlayer && (damagedBy != FindPlayerPed() && damagedBy != FindPlayerVehicle())) + if(GetStatus() == STATUS_PLAYER && CStats::GetPercentageProgress() >= 100.0f) + damage *= 0.5f; + if (GetStatus() != STATUS_PLAYER && bOnlyDamagedByPlayer && (damagedBy != FindPlayerPed() && damagedBy != FindPlayerVehicle())) return; + + if(damage > 10.0f && (damagedBy == FindPlayerPed() || damagedBy == FindPlayerVehicle()) && GetStatus() != STATUS_WRECKED){ + CWorld::Players[CWorld::PlayerInFocus].m_nHavocLevel += 2; + CWorld::Players[CWorld::PlayerInFocus].m_fMediaAttention += 1.0f; + CStats::PropertyDestroyed += CGeneral::GetRandomNumberInRange(5, 25); + } + bool bFrightensDriver = false; switch (weaponType) { case WEAPONTYPE_UNARMED: + case WEAPONTYPE_BRASSKNUCKLE: + case WEAPONTYPE_SCREWDRIVER: + case WEAPONTYPE_GOLFCLUB: + case WEAPONTYPE_NIGHTSTICK: + case WEAPONTYPE_KNIFE: case WEAPONTYPE_BASEBALLBAT: + case WEAPONTYPE_HAMMER: + case WEAPONTYPE_CLEAVER: + case WEAPONTYPE_MACHETE: + case WEAPONTYPE_KATANA: + case WEAPONTYPE_CHAINSAW: if (bMeleeProof) return; break; case WEAPONTYPE_COLT45: - case WEAPONTYPE_UZI: - case WEAPONTYPE_TEC9: - case WEAPONTYPE_SILENCED_INGRAM: - case WEAPONTYPE_MP5: + case WEAPONTYPE_PYTHON: case WEAPONTYPE_SHOTGUN: case WEAPONTYPE_SPAS12_SHOTGUN: case WEAPONTYPE_STUBBY_SHOTGUN: - case WEAPONTYPE_RUGER: + case WEAPONTYPE_TEC9: + case WEAPONTYPE_UZI: + case WEAPONTYPE_SILENCED_INGRAM: + case WEAPONTYPE_MP5: case WEAPONTYPE_M4: + case WEAPONTYPE_RUGER: case WEAPONTYPE_SNIPERRIFLE: + case WEAPONTYPE_LASERSCOPE: + case WEAPONTYPE_M60: + case WEAPONTYPE_MINIGUN: case WEAPONTYPE_HELICANNON: case WEAPONTYPE_UZI_DRIVEBY: if (bBulletProof) return; bFrightensDriver = true; break; - case WEAPONTYPE_ROCKETLAUNCHER: - case WEAPONTYPE_MOLOTOV: case WEAPONTYPE_GRENADE: + case WEAPONTYPE_MOLOTOV: + case WEAPONTYPE_ROCKET: case WEAPONTYPE_EXPLOSION: if (bExplosionProof) return; @@ -654,6 +1132,52 @@ CVehicle::InflictDamage(CEntity* damagedBy, eWeaponType weaponType, float damage default: break; } + + if(bFrightensDriver && GetStatus() == STATUS_PLAYER && m_fHealth < 250.0f) + return; + + // Pop tires + if(damagedBy && damagedBy->IsPed() && (IsCar() || IsBike())){ + int accuracy = 0; + switch(weaponType){ + case WEAPONTYPE_COLT45: + accuracy = 10; + break; + case WEAPONTYPE_PYTHON: + if(!((CPed*)damagedBy)->IsPlayer()) + accuracy = 64; + break; + case WEAPONTYPE_SHOTGUN: + case WEAPONTYPE_STUBBY_SHOTGUN: + case WEAPONTYPE_M60: + case WEAPONTYPE_HELICANNON: + accuracy = 25; + break; + case WEAPONTYPE_TEC9: + case WEAPONTYPE_UZI: + case WEAPONTYPE_SILENCED_INGRAM: + case WEAPONTYPE_MP5: + case WEAPONTYPE_UZI_DRIVEBY: + accuracy = 15; + break; + case WEAPONTYPE_M4: + case WEAPONTYPE_RUGER: + if(!((CPed*)damagedBy)->IsPlayer()) + accuracy = 15; + break; + } + + if(((CPed*)damagedBy)->IsPlayer() && (CCamera::m_bUseMouse3rdPerson || TheCamera.Using1stPersonWeaponMode())) + accuracy = 0; + + if(accuracy != 0 && !bTyresDontBurst && (CGeneral::GetRandomNumber()&0x7F) < accuracy){ + if(IsBike()) + BurstTyre(FindTyreNearestPoint(pos.x, pos.y) + CAR_PIECE_WHEEL_LF, false); + else if(GetVehicleAppearance() == VEHICLE_APPEARANCE_CAR) + BurstTyre(FindTyreNearestPoint(pos.x, pos.y) + CAR_PIECE_WHEEL_LF, true); + } + } + if (m_fHealth > 0.0f) { if (VehicleCreatedBy == RANDOM_VEHICLE && pDriver && (GetStatus() == STATUS_SIMPLE || GetStatus() == STATUS_PHYSICS) && @@ -666,24 +1190,43 @@ CVehicle::InflictDamage(CEntity* damagedBy, eWeaponType weaponType, float damage } } m_nLastWeaponDamage = weaponType; + m_pLastDamageEntity = damagedBy; float oldHealth = m_fHealth; if (m_fHealth > damage) { m_fHealth -= damage; - if (VehicleCreatedBy == RANDOM_VEHICLE && - (m_fHealth < DAMAGE_HEALTH_TO_FLEE_ALWAYS || - bFrightensDriver && m_randomSeed > DAMAGE_FLEE_ON_FOOT_PROBABILITY_VALUE)) { + if (VehicleCreatedBy == RANDOM_VEHICLE && !IsBoat()){ switch (GetStatus()) { case STATUS_SIMPLE: case STATUS_PHYSICS: - if (pDriver) { - SetStatus(STATUS_ABANDONED); - pDriver->bFleeAfterExitingCar = true; - pDriver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this); - } - for (int i = 0; i < m_nNumMaxPassengers; i++) { - if (pPassengers[i]) { - pPassengers[i]->bFleeAfterExitingCar = true; - pPassengers[i]->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this); + if(AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_PLOUGH_THROUGH || + CGeneral::GetRandomNumberInRange(0.0f, 1.0f) > 0.5f && AutoPilot.m_nCarMission == MISSION_CRUISE){ + // Drive away like a maniac + if(pDriver && pDriver->m_objective != OBJECTIVE_LEAVE_VEHICLE){ + if(AutoPilot.m_nDrivingStyle != DRIVINGSTYLE_PLOUGH_THROUGH) + AutoPilot.m_nCruiseSpeed *= 1.5f; + AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_PLOUGH_THROUGH; + } + }else{ + // Leave vehicle + if (pDriver && pDriver->CharCreatedBy != MISSION_CHAR) { + SetStatus(STATUS_ABANDONED); + pDriver->bFleeAfterExitingCar = true; + pDriver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this); +// TODO(MIAMI): +// pDriver->Say(120); + } + int time = 200; + for (int i = 0; i < m_nNumMaxPassengers; i++) { + if (pPassengers[i] && + pPassengers[i]->m_objective != OBJECTIVE_LEAVE_VEHICLE && + pPassengers[i]->CharCreatedBy != MISSION_CHAR) { + pPassengers[i]->bFleeAfterExitingCar = true; + pPassengers[i]->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this); + pPassengers[i]->m_objectiveTimer = CTimer::GetTimeInMilliseconds() + time; +// TODO(MIAMI): +// pPassengers[i]->Say(120); + time += 200; + } } } break; @@ -691,7 +1234,7 @@ CVehicle::InflictDamage(CEntity* damagedBy, eWeaponType weaponType, float damage break; } } - if (oldHealth > DAMAGE_HEALTH_TO_CATCH_FIRE && m_fHealth < DAMAGE_HEALTH_TO_CATCH_FIRE) { + if (oldHealth >= DAMAGE_HEALTH_TO_CATCH_FIRE && m_fHealth < DAMAGE_HEALTH_TO_CATCH_FIRE) { if (IsCar()) { CAutomobile* pThisCar = (CAutomobile*)this; pThisCar->Damage.SetEngineStatus(ENGINE_STATUS_ON_FIRE); @@ -725,11 +1268,13 @@ CVehicle::InflictDamage(CEntity* damagedBy, eWeaponType weaponType, float damage void CVehicle::DoFixedMachineGuns(void) { - if(CPad::GetPad(0)->GetCarGunFired() && !bGunSwitchedOff){ - FireFixedMachineGuns(); - }else{ - if(CTimer::GetTimeInMilliseconds() > m_nGunFiringTime + 1400) - m_nAmmoInClip = 20; + if(TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking == LOOKING_FORWARD){ + if(CPad::GetPad(0)->GetCarGunFired() && !bGunSwitchedOff){ + FireFixedMachineGuns(); + }else{ + if(CTimer::GetTimeInMilliseconds() > m_nGunFiringTime + 1400) + m_nAmmoInClip = 20; + } } } @@ -777,10 +1322,44 @@ CVehicle::FireFixedMachineGuns(void) } } +void +CVehicle::ActivateBomb(void) +{ + if(m_bombType == CARBOMB_TIMED){ + m_bombType = CARBOMB_TIMEDACTIVE; + m_nBombTimer = 7000; + m_pBlowUpEntity = FindPlayerPed(); + CGarages::TriggerMessage("GA_12", -1, 3000, -1); + DMAudio.PlayOneShot(m_audioEntityId, SOUND_BOMB_TIMED_ACTIVATED, 1.0f); + }else if(m_bombType == CARBOMB_ONIGNITION){ + m_bombType = CARBOMB_ONIGNITIONACTIVE; + CGarages::TriggerMessage("GA_12", -1, 3000, -1); + DMAudio.PlayOneShot(m_audioEntityId, SOUND_BOMB_ONIGNITION_ACTIVATED, 1.0f); + } +} + +void +CVehicle::ActivateBombWhenEntered(void) +{ + if(pDriver){ + if(!bDriverLastFrame && m_bombType == CARBOMB_ONIGNITIONACTIVE){ + // If someone enters the car and there is a bomb, detonate + m_nBombTimer = 1000; + m_pBlowUpEntity = m_pBombRigger; + if(m_pBlowUpEntity) + m_pBlowUpEntity->RegisterReference((CEntity**)&m_pBlowUpEntity); + DMAudio.PlayOneShot(m_audioEntityId, SOUND_BOMB_TICK, 1.0f); + } + bDriverLastFrame = true; + }else + bDriverLastFrame = false; +} + void CVehicle::ExtinguishCarFire(void) { - m_fHealth = Max(m_fHealth, 300.0f); + if(GetStatus() != STATUS_WRECKED) + m_fHealth = Max(m_fHealth, 300.0f); if(m_pCarFire) m_pCarFire->Extinguish(); if(IsCar()){ @@ -850,6 +1429,69 @@ CVehicle::ShufflePassengersToMakeSpace(void) return false; } +void +CVehicle::MakeNonDraggedPedsLeaveVehicle(CPed *ped1, CPed *ped2, CPlayerPed *&player, CCopPed *&cop) +{ + int i; + player = nil; + cop = nil; + + if(ped1->IsPlayer() && ped2->m_nPedType == PEDTYPE_COP && + ((CPlayerPed*)ped1)->m_pWanted->m_nWantedLevel > 0 && + ped2->m_pedInObjective == ped1){ + player = (CPlayerPed*)ped1; + cop = (CCopPed*)ped2; + return; + } + + bool ped1IsDriver = ped1 == pDriver; + + // Just what the hell is this weird code? + CPed *peds[9]; + CPed *peds2[9]; + int numPeds = 0; + int numPeds2 = 0; + for(i = 0; i < m_nNumMaxPassengers; i++){ + CPed *p = pPassengers[i]; + if(p && p != ped1 && !p->bStayInCarOnJack){ + peds[numPeds++] = p; + // uhh what? + if(i < 1 && !ped1IsDriver) + continue; + peds2[numPeds2++] = p; + } + } + + // So we're copying this array for no reason... + CPed *peds3[9]; + int numPeds3 = 0; + for(i = 0; i < numPeds; i++){ + if(peds[i]->IsPlayer() && ped2->m_nPedType == PEDTYPE_COP && + ((CPlayerPed*)peds[i])->m_pWanted->m_nWantedLevel > 0 && + ped2->m_pedInObjective == peds[i]){ + player = (CPlayerPed*)peds[i]; + cop = (CCopPed*)ped2; + return; + } + peds3[numPeds3++] = peds[i]; + } + + int time = 1800; + for(i = 0; i < numPeds3; i++){ + peds3[i]->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + time; + peds3[i]->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this); + time += CGeneral::GetRandomNumberInRange(300.0f, 600.0f); + } + + if(IsCar() && numPeds2 > 0 && CGeneral::GetRandomTrueFalse()) + for(i = 0; i < numPeds2; i++) + if(peds2[i]->IsFemale() || CGeneral::GetRandomTrueFalse()){ + peds2[i]->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 10000; + peds2[i]->b156_8 = true; + peds2[i]->bFleeAfterExitingCar = true; + } +} + void CVehicle::ProcessDelayedExplosion(void) { @@ -869,8 +1511,6 @@ CVehicle::ProcessDelayedExplosion(void) if (m_nBombTimer != 0) return; - if(FindPlayerVehicle() != this && m_pBlowUpEntity == FindPlayerPed()) - CWorld::Players[CWorld::PlayerInFocus].AwardMoneyForExplosion(this); BlowUpCar(m_pBlowUpEntity); } @@ -878,12 +1518,13 @@ bool CVehicle::IsLawEnforcementVehicle(void) { switch(GetModelIndex()){ - case MI_FBICAR: case MI_POLICE: case MI_ENFORCER: case MI_PREDATOR: case MI_RHINO: case MI_BARRACKS: + case MI_FBIRANCH: + case MI_VICECHEE: return true; default: return false; @@ -901,6 +1542,8 @@ CVehicle::UsesSiren(uint32 id) case MI_POLICE: case MI_ENFORCER: case MI_PREDATOR: + case MI_FBIRANCH: + case MI_VICECHEE: return true; default: return false; @@ -989,19 +1632,27 @@ CVehicle::CanPedOpenLocks(CPed *ped) { if(m_nDoorLock == CARLOCK_LOCKED || m_nDoorLock == CARLOCK_LOCKED_INITIALLY || - m_nDoorLock == CARLOCK_LOCKED_PLAYER_INSIDE) + m_nDoorLock == CARLOCK_LOCKED_PLAYER_INSIDE || + m_nDoorLock == CARLOCK_SKIP_SHUT_DOORS) return false; if(ped->IsPlayer() && m_nDoorLock == CARLOCK_LOCKOUT_PLAYER_ONLY) return false; return true; } +bool +CVehicle::CanDoorsBeDamaged(void) +{ + return m_nDoorLock == CARLOCK_NOT_USED || + m_nDoorLock == CARLOCK_UNLOCKED || + m_nDoorLock == CARLOCK_SKIP_SHUT_DOORS; +} + bool CVehicle::CanPedEnterCar(void) { - CVector up = GetUp(); // can't enter when car is on side - if(up.z > 0.1f || up.z < -0.1f){ + if(IsBike() || GetUp().z > 0.1f || GetUp().z < -0.1f){ // also when car is moving too fast if(m_vecMoveSpeed.MagnitudeSqr() > sq(0.2f)) return false; @@ -1013,16 +1664,14 @@ CVehicle::CanPedEnterCar(void) } bool -CVehicle::CanPedExitCar(void) +CVehicle::CanPedExitCar(bool jumpExit) { CVector up = GetUp(); if(up.z > 0.1f || up.z < -0.1f){ -#ifdef VC_PED_PORTS if (IsBoat()) return true; -#endif // can't exit when car is moving too fast - if(m_vecMoveSpeed.MagnitudeSqr() > 0.005f) + if(m_vecMoveSpeed.MagnitudeSqr() > 0.005f && !jumpExit) return false; // if car is slow enough, check turn speed if(Abs(m_vecTurnSpeed.x) > 0.01f || @@ -1045,6 +1694,14 @@ CVehicle::CanPedExitCar(void) } } +bool +CVehicle::CanPedJumpOffBike(void) +{ + if(pPassengers[0]) + return false; + return m_vecMoveSpeed.MagnitudeSqr() < 0.07f ? false : true; +} + void CVehicle::ChangeLawEnforcerState(uint8 enable) { @@ -1082,14 +1739,30 @@ CVehicle::SetUpDriver(void) CPed* CVehicle::SetupPassenger(int n) { + int i; + if(pPassengers[n]) return pPassengers[n]; - pPassengers[n] = CPopulation::AddPedInCar(this, false); - pPassengers[n]->m_pMyVehicle = this; - pPassengers[n]->m_pMyVehicle->RegisterReference((CEntity**)&pPassengers[n]->m_pMyVehicle); - pPassengers[n]->bInVehicle = true; - pPassengers[n]->SetPedState(PED_DRIVING); + if((IsTaxi() || IsLimo()) && n == 0) + pPassengers[0] = nil; + else{ + CPed *passenger = CPopulation::AddPedInCar(this, false); + pPassengers[n] = passenger; + passenger->m_pMyVehicle = this; + passenger->m_pMyVehicle->RegisterReference((CEntity**)&pPassengers[n]->m_pMyVehicle); + passenger->bInVehicle = true; + passenger->SetPedState(PED_DRIVING); + + if(passenger->m_nPedType == PEDTYPE_CIVMALE || passenger->m_nPedType == PEDTYPE_CIVFEMALE) + for(i = 0; i < n; i++) + if(pPassengers[i] && pPassengers[n] && + pPassengers[i]->m_nPedType == PEDTYPE_CIVMALE || pPassengers[i]->m_nPedType == PEDTYPE_CIVFEMALE && + passenger->GetModelIndex() == pPassengers[i]->GetModelIndex()){ + pPassengers[n] = nil; + CPopulation::RemovePed(passenger); + } + } if(bIsBus) pPassengers[n]->bRenderPedInCar = false; ++m_nNumPassengers; @@ -1103,24 +1776,42 @@ CVehicle::SetDriver(CPed *driver) pDriver->RegisterReference((CEntity**)&pDriver); if(bFreebies && driver == FindPlayerPed()){ - if(GetModelIndex() == MI_AMBULAN) - FindPlayerPed()->m_fHealth = Min(FindPlayerPed()->m_fHealth + 20.0f, CWorld::Players[0].m_nMaxHealth); - else if(GetModelIndex() == MI_TAXI) - CWorld::Players[CWorld::PlayerInFocus].m_nMoney += 25; - else if (GetModelIndex() == MI_POLICE) { - CStreaming::RequestModel(WEAPONTYPE_SHOTGUN, STREAMFLAGS_DONT_REMOVE); - driver->GiveWeapon(WEAPONTYPE_SHOTGUN, 5); - } else if (GetModelIndex() == MI_ENFORCER) - driver->m_fArmour = Max(driver->m_fArmour, CWorld::Players[0].m_nMaxArmour); - else if(GetModelIndex() == MI_CABBIE || GetModelIndex() == MI_ZEBRA) // TODO(MIAMI): check zebra - CWorld::Players[CWorld::PlayerInFocus].m_nMoney += 25; bFreebies = false; + switch(GetModelIndex()){ + case MI_AMBULAN: + FindPlayerPed()->m_fHealth = Max(FindPlayerPed()->m_fHealth, Min(FindPlayerPed()->m_fHealth + 20.0f, CWorld::Players[0].m_nMaxHealth)); + break; + + case MI_TAXI: + case MI_CABBIE: + case MI_ZEBRA: + case MI_KAUFMAN: + CWorld::Players[CWorld::PlayerInFocus].m_nMoney += 12; + break; + + case MI_POLICE: + CStreaming::RequestModel(MI_SHOTGUN, STREAMFLAGS_DONT_REMOVE); + bFreebies = true; + break; + + case MI_ENFORCER: + driver->m_fArmour = Max(driver->m_fArmour, CWorld::Players[0].m_nMaxArmour); + break; + + case MI_CADDY: + if(!(driver->IsPlayer() && ((CPlayerPed*)driver)->DoesPlayerWantNewWeapon(WEAPONTYPE_GOLFCLUB, true))) + CStreaming::RequestModel(MI_GOLFCLUB, STREAMFLAGS_DONT_REMOVE); + break; + } } - ApplyTurnForce(0.0f, 0.0f, -0.2f*driver->m_fMass, - driver->GetPosition().x - GetPosition().x, - driver->GetPosition().y - GetPosition().y, - 0.0f); + if(IsBike()) + ApplyMoveForce(-0.2f*driver->m_fMass * GetUp()); + else + ApplyTurnForce(0.0f, 0.0f, -0.2f*driver->m_fMass, + driver->GetPosition().x - GetPosition().x, + driver->GetPosition().y - GetPosition().y, + 0.0f); } bool @@ -1128,10 +1819,13 @@ CVehicle::AddPassenger(CPed *passenger) { int i; - ApplyTurnForce(0.0f, 0.0f, -0.2f*passenger->m_fMass, - passenger->GetPosition().x - GetPosition().x, - passenger->GetPosition().y - GetPosition().y, - 0.0f); + if(IsBike()) + ApplyTurnForce(-0.2f*passenger->m_fMass * GetUp(), -0.1f*GetForward()); + else + ApplyTurnForce(0.0f, 0.0f, -0.2f*passenger->m_fMass, + passenger->GetPosition().x - GetPosition().x, + passenger->GetPosition().y - GetPosition().y, + 0.0f); for(i = 0; i < m_nNumMaxPassengers; i++) if(pPassengers[i] == nil){ @@ -1148,10 +1842,13 @@ CVehicle::AddPassenger(CPed *passenger, uint8 n) if(bIsBus) return AddPassenger(passenger); - ApplyTurnForce(0.0f, 0.0f, -0.2f*passenger->m_fMass, - passenger->GetPosition().x - GetPosition().x, - passenger->GetPosition().y - GetPosition().y, - 0.0f); + if(IsBike()) + ApplyTurnForce(-0.2f*passenger->m_fMass * GetUp(), -0.1f*GetForward()); + else + ApplyTurnForce(0.0f, 0.0f, -0.2f*passenger->m_fMass, + passenger->GetPosition().x - GetPosition().x, + passenger->GetPosition().y - GetPosition().y, + 0.0f); if(n < m_nNumMaxPassengers && pPassengers[n] == nil){ pPassengers[n] = passenger; @@ -1165,6 +1862,22 @@ void CVehicle::RemoveDriver(void) { SetStatus(STATUS_ABANDONED); + if(pDriver == FindPlayerPed()){ + if(GetModelIndex() == MI_POLICE && CStreaming::HasModelLoaded(MI_SHOTGUN)){ + if(bFreebies){ + if(((CPlayerPed*)pDriver)->DoesPlayerWantNewWeapon(WEAPONTYPE_SHOTGUN, true)) + pDriver->GiveWeapon(WEAPONTYPE_SHOTGUN, 5, true); + else + pDriver->GrantAmmo(WEAPONTYPE_SHOTGUN, 5); + bFreebies = false; + } + CStreaming::SetModelIsDeletable(MI_SHOTGUN); + }else if(GetModelIndex() == MI_CADDY && CStreaming::HasModelLoaded(MI_GOLFCLUB)){ + if(((CPlayerPed*)pDriver)->DoesPlayerWantNewWeapon(WEAPONTYPE_GOLFCLUB, true)) + pDriver->GiveWeapon(WEAPONTYPE_GOLFCLUB, 1, true); + CStreaming::SetModelIsDeletable(MI_GOLFCLUB); + } + } pDriver = nil; } @@ -1190,6 +1903,57 @@ CVehicle::RemovePassenger(CPed *p) } } +bool +CVehicle::IsDriver(CPed *ped) +{ + if(ped == nil) + return false; + return ped == pDriver; +} + +bool +CVehicle::IsDriver(int32 model) +{ + return pDriver && pDriver->GetModelIndex() == model; +} + +bool +CVehicle::IsPassenger(CPed *ped) +{ + int i; + if(ped == nil) + return false; + for(i = 0; i < 8; i++) + if(pPassengers[i] == ped) + return true; + return false; +} + +bool +CVehicle::IsPassenger(int32 model) +{ + int i; + for(i = 0; i < 8; i++) + if(pPassengers[i] && pPassengers[i]->GetModelIndex() == model) + return true; + return false; +} + +void +CVehicle::UpdatePassengerList(void) +{ + int i; + bool hasPassenger = false; + if(m_nNumPassengers) + for(i = 0; i < 8; i++) + if(pPassengers[i]){ + hasPassenger = true; + break; + } + if(!hasPassenger) + m_nNumPassengers = 0; +} + void CVehicle::ProcessCarAlarm(void) { @@ -1199,9 +1963,10 @@ CVehicle::ProcessCarAlarm(void) return; step = CTimer::GetTimeStepInMilliseconds(); - if((uint16)m_nAlarmState < step) + if((uint16)m_nAlarmState < step){ m_nAlarmState = 0; - else + m_nCarHornTimer = 0; + }else m_nAlarmState -= step; } @@ -1229,6 +1994,261 @@ CVehicle::IsSphereTouchingVehicle(float sx, float sy, float sz, float radius) return true; } +RpMaterial* +SetCompAlphaCB(RpMaterial *material, void *data) +{ + uint32 alpha = (uint32)(uintptr)data; + RwRGBA *col = (RwRGBA*)RpMaterialGetColor(material); // get rid of const + col->alpha = alpha; + return material; +} + +void +CVehicle::SetComponentAtomicAlpha(RpAtomic *atomic, int32 alpha) +{ + RpGeometry *geo = RpAtomicGetGeometry(atomic); + RpGeometrySetFlags(geo, RpGeometryGetFlags(geo) | rpGEOMETRYMODULATEMATERIALCOLOR); + RpGeometryForAllMaterials(geo, SetCompAlphaCB, (void*)alpha); +} + +void +CVehicle::UpdateClumpAlpha(void) +{ + int clumpAlpha = CVisibilityPlugins::GetClumpAlpha((RpClump*)m_rwObject); + if(bFadeOut){ + clumpAlpha -= 8; + if(clumpAlpha < 0) + clumpAlpha = 0; + }else if(clumpAlpha < 255){ + clumpAlpha += 16; + if(clumpAlpha > 255) + clumpAlpha = 255; + } + CVisibilityPlugins::SetClumpAlpha((RpClump*)m_rwObject, clumpAlpha); +} + +void +CVehicle::HeliDustGenerate(CEntity *heli, float radius, float ground, int rnd) +{ + int i; + float angle; + CColPoint point; + CEntity *entity; + uint8 r, g, b; + + if(heli == nil) + return; + + uint8 surface = SURFACE_TARMAC; + int frm = CTimer::GetFrameCounter() & 7; + float testLowZ = ground - 10.0f; + float dustSize = 0.0f; + float baseSize = 1.0f; + float offset = 1.0f; // when heli is tilted + float particleZ = -101.0f; + int n = 0; + + if(heli->GetModelIndex() == MI_RCGOBLIN || heli->GetModelIndex() == MI_RCRAIDER){ + radius = 3.0f; + dustSize = 0.04f; + baseSize = 0.07f; + offset = 0.3f; + } + + CVector heliPos = heli->GetPosition(); + + if(heli->IsVehicle() && ((CVehicle*)heli)->IsCar()){ + heliPos.x -= (heliPos.z - ground)*heli->GetUp().x*offset*0.5f; + heliPos.y -= (heliPos.z - ground)*heli->GetUp().y*offset*0.5f; + } + + float steamSize = 0.25f * radius * baseSize; + float splashSize = 0.3f * radius * baseSize; + + i = 0; + for(i = 0; i < 32+rnd; i++){ + angle = i * TWOPI/32.0f; + CVector pos(radius*Cos(angle), radius*Sin(angle), 0.0f); + CVector dir = CVector(pos.x, pos.y, 1.0f)*0.01f; + pos += heliPos; + + if(i < 32 && i == 4*frm){ + if(CWorld::ProcessVerticalLine(pos, testLowZ, point, entity, true, false, false, false, true, false, nil)){ + n = rnd; + particleZ = point.point.z; + surface = point.surfaceB; + }else + n = 0; + + float waterLevel = 0.0f; + if(CWaterLevel::GetWaterLevel(pos, &waterLevel, false) && waterLevel > particleZ){ + surface = SURFACE_PUDDLE; + n = rnd; + particleZ = waterLevel; + } + } + + if(n){ + pos.z = particleZ; + if(surface == SURFACE_PUDDLE){ + float red = (0.3*CTimeCycle::GetDirectionalRed() + CTimeCycle::GetAmbientRed_Obj())*255.0f/4.0f; + float green = (0.3*CTimeCycle::GetDirectionalGreen() + CTimeCycle::GetAmbientGreen_Obj())*255.0f/4.0f; + float blue = (0.3*CTimeCycle::GetDirectionalBlue() + CTimeCycle::GetAmbientBlue_Obj())*255.0f/4.0f; + r = clamp(red, 0.0f, 255.0f); + g = clamp(green, 0.0f, 255.0f); + b = clamp(blue, 0.0f, 255.0f); + RwRGBA col1 = { r, g, b, CGeneral::GetRandomNumberInRange(8, 32) }; + RwRGBA col2 = { 255, 255, 255, 32 }; + + if(n&1) + CParticle::AddParticle(PARTICLE_STEAM_NY_SLOWMOTION, pos, dir, nil, steamSize, col2); + else + CParticle::AddParticle(PARTICLE_CAR_SPLASH, pos, dir, nil, splashSize, col1, + CGeneral::GetRandomNumberInRange(0.0f, 10.0f), + CGeneral::GetRandomNumberInRange(0.0f, 90.0f), 1); + }else{ + switch(surface){ + default: + case SURFACE_TARMAC: + r = 10; + g = 10; + b = 10; + break; + case SURFACE_GRASS: + r = 10; + g = 10; + b = 3; + break; + case SURFACE_DIRT: + r = 10; + g = 8; + b = 7; + break; + case SURFACE_DIRTTRACK: + r = 10; + g = 6; + b = 3; + break; + case SURFACE_SAND: + case SURFACE_SAND33: + r = 10; + g = 10; + b = 7; + break; + } + RwRGBA col = { r, g, b, 32 }; + if(heliPos.z - pos.z < 20.0f) + CParticle::AddParticle(PARTICLE_HELI_DUST, pos, dir, nil, dustSize, col); + } + + n--; + } + } +} + +#define GLARE_MIN_DIST (13.0f) +#define GLARE_FULL_DIST (30.0f) +#define GLARE_MIN_ANGLE (0.99f) +#define GLARE_FULL_ANGLE (0.995f) + +void +CVehicle::DoSunGlare(void) +{ + if(bRenderScorched || GetPosition().z < 0.0f || + GetVehicleAppearance() != VEHICLE_APPEARANCE_CAR || CWeather::SunGlare <= 0.0f) + return; + + CVector camDir = TheCamera.GetPosition() - GetPosition(); + float dist = camDir.Magnitude(); + camDir *= 2.0f/dist; + CVector glareVec = camDir + CTimeCycle::GetSunDirection(); + CVector localGlareVec; + localGlareVec.x = DotProduct(glareVec, GetRight()); + localGlareVec.y = DotProduct(glareVec, GetForward()); + localGlareVec.z = 0.0; + localGlareVec.Normalise(); + + CVector2D fwd2D = GetForward(); + fwd2D.Normalise(); + CVector2D camDir2D = camDir; + camDir2D.Normalise(); + float fwdness = Abs(DotProduct2D(fwd2D, camDir2D)); + + // check angle + float strength; + if(fwdness > GLARE_FULL_ANGLE) + strength = 1.0f; + else if(fwdness > GLARE_MIN_ANGLE) + strength = (fwdness - GLARE_MIN_ANGLE)/(GLARE_FULL_ANGLE-GLARE_MIN_ANGLE); + else + return; + // check distance + if(dist > GLARE_FULL_DIST){ + // no max distance + }else if(dist > GLARE_MIN_DIST) + strength *= (dist - GLARE_MIN_DIST)/(GLARE_FULL_DIST - GLARE_MIN_DIST); + else + return; + + float intens = 0.8f * strength * CWeather::SunGlare; + int r = intens * (CTimeCycle::GetSunCoreRed() + 2*255)/3.0f; + int g = intens * (CTimeCycle::GetSunCoreGreen() + 2*255)/3.0f; + int b = intens * (CTimeCycle::GetSunCoreBlue() + 2*255)/3.0f; + + CColModel *colmodel = GetColModel(); + CCollision::CalculateTrianglePlanes(colmodel); + + int i; + for(i = 0; i < colmodel->numTriangles-2; i += 2){ + int a1 = colmodel->triangles[i].a; + int b1 = colmodel->triangles[i].b; + int c1 = colmodel->triangles[i].c; + int a2 = colmodel->triangles[i+1].a; + int b2 = colmodel->triangles[i+1].b; + int c2 = colmodel->triangles[i+1].c; + CVector vert1 = colmodel->vertices[a1]; + CVector vert4; + // Need an upward surface + if(vert1.z <= 0.0f) + continue; + + // trying to find a quad here + int numTri2Verts = 0; + if(a2 != a1 && a2 != b1 && a2 != c1){ + // a2 is not in tri1 + numTri2Verts++; + vert4 = colmodel->vertices[a2]; + } + if(b2 != a1 && b2 != b1 && b2 != c1){ + // b2 is not in tri1 + numTri2Verts++; + vert4 = colmodel->vertices[b2]; + } + if(c2 != a1 && c2 != b1 && c2 != c1){ + // c2 is not in tri1 + numTri2Verts++; + vert4 = colmodel->vertices[c2]; + } + // Need exactly one vertex from tri2 for a quad with tri1 + if(numTri2Verts != 1) + continue; + + CVector mid = (vert1 + colmodel->vertices[b1] + colmodel->vertices[c1] + vert4)/4.0f; + float dy = mid.y - vert1.y; + float dx = mid.x - vert1.x; + float dist = 1.4f * Min(Abs(dx), Abs(dy)); + if(dist > 0.6f){ + CVector pos = GetMatrix() * (dist * localGlareVec + mid) + camDir; + CCoronas::RegisterCorona((uintptr)this + 27 + i, + r, g, b, 255, + pos, 0.9f*CWeather::SunGlare, 90.0f, + CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, + CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, + CCoronas::STREAK_OFF, 0.0f); + } + } +} + void DestroyVehicleAndDriverAndPassengers(CVehicle* pVehicle) { @@ -1372,20 +2392,19 @@ CVehicle::Load(uint8*& buf) #endif eVehicleAppearance -//--MIAMI: TODO, implement VC version, appearance != type -// This would work for cars, boats and bikes but not for planes and helis CVehicle::GetVehicleAppearance(void) { - if (IsCar()) + uint32 flags = pHandling->Flags & 0xF0000; + if (flags == 0) return VEHICLE_APPEARANCE_CAR; - if (IsBoat()) - return VEHICLE_APPEARANCE_BOAT; - if (IsBike()) + if (flags == HANDLING_IS_BIKE) return VEHICLE_APPEARANCE_BIKE; - if (IsPlane()) - return VEHICLE_APPEARANCE_PLANE; - if (IsHeli()) + if (flags == HANDLING_IS_HELI) return VEHICLE_APPEARANCE_HELI; + if (flags == HANDLING_IS_PLANE) + return VEHICLE_APPEARANCE_PLANE; + if (flags == HANDLING_IS_BOAT) + return VEHICLE_APPEARANCE_BOAT; return VEHICLE_APPEARANCE_NONE; } diff --git a/src/vehicles/Vehicle.h b/src/vehicles/Vehicle.h index 7b5a1e11..083a8a15 100644 --- a/src/vehicles/Vehicle.h +++ b/src/vehicles/Vehicle.h @@ -8,6 +8,8 @@ #include "HandlingMgr.h" class CPed; +class CPlayerPed; +class CCopPed; class CFire; struct tHandlingData; @@ -87,8 +89,8 @@ enum CAR_PIECE_WING_LR, CAR_PIECE_WING_RR, CAR_PIECE_WHEEL_LF, - CAR_PIECE_WHEEL_LR, CAR_PIECE_WHEEL_RF, + CAR_PIECE_WHEEL_LR, CAR_PIECE_WHEEL_RR, CAR_PIECE_WINDSCREEN, }; @@ -104,10 +106,12 @@ enum tWheelState enum eFlightModel { FLIGHT_MODEL_DODO, - // not used in III FLIGHT_MODEL_RCPLANE, - FLIGHT_MODEL_HELI, - FLIGHT_MODEL_SEAPLANE + FLIGHT_MODEL_RCHELI, + FLIGHT_MODEL_SEAPLANE, + FLIGHT_MODEL_PLANE_UNUSED, + FLIGHT_MODEL_PLANE, + FLIGHT_MODEL_HELI }; enum eVehicleAppearance @@ -120,10 +124,28 @@ enum eVehicleAppearance VEHICLE_APPEARANCE_PLANE, }; +// TODO +enum eBikeWheelSpecial +{ + BIKE_WHEEL_2 = 2, + BIKE_WHEEL_3, +}; + +enum +{ + ROTOR_TOP = 3, + ROTOR_FRONT = 4, + ROTOR_RIGHT = 5, + ROTOR_LEFT = 7, + ROTOR_BACK = 8, + ROTOR_BOTTOM = 9, +}; + class CVehicle : public CPhysical { public: tHandlingData *pHandling; + tFlyingHandlingData *pFlyingHandling; CAutoPilot AutoPilot; uint8 m_currentColour1; uint8 m_currentColour2; @@ -180,28 +202,28 @@ public: uint8 bHasAlreadyBeenRecorded : 1; // Used for replays uint8 bPartOfConvoy : 1; uint8 bHeliMinimumTilt : 1; // This heli should have almost no tilt really - //uint8 bAudioChangingGear : 1; // sounds like vehicle is changing gear + uint8 bAudioChangingGear : 1; // sounds like vehicle is changing gear uint8 bIsDrowning : 1; // is vehicle occupants taking damage in water (i.e. vehicle is dead in water) uint8 bTyresDontBurst : 1; // If this is set the tyres are invincible uint8 bCreatedAsPoliceVehicle : 1;// True if this guy was created as a police vehicle (enforcer, policecar, miamivice car etc) uint8 bRestingOnPhysical : 1; // Dont go static cause car is sitting on a physical object that might get removed uint8 bParking : 1; - //uint8 bCanPark : 1; + uint8 bCanPark : 1; uint8 m_bombType : 3; + uint8 bDriverLastFrame : 1; int8 m_numPedsUseItAsCover; uint8 m_nAmmoInClip; // Used to make the guns on boat do a reload (20 by default) int8 m_nPacManPickupsCarried; uint8 m_nRoadblockType; - int16 m_nRoadblockNode; float m_fHealth; // 1000.0f = full health. 250.0f = fire. 0 -> explode uint8 m_nCurrentGear; float m_fChangeGearTime; CEntity* m_pBombRigger; - uint32 m_nGunFiringTime; // last time when gun on vehicle was fired (used on boats) uint32 m_nSetPieceExtendedRangeTime; + uint32 m_nGunFiringTime; // last time when gun on vehicle was fired (used on boats) uint32 m_nTimeOfDeath; uint16 m_nTimeBlocked; int16 m_nBombTimer; // goes down with each frame @@ -214,7 +236,7 @@ public: int8 m_nRadioStation; uint8 m_bRainAudioCounter; uint8 m_bRainSamplesCounter; - uint8 m_nCarHornTimer; + uint32 m_nCarHornTimer; uint8 m_nCarHornPattern; bool m_bSirenOrAlarm; uint8 m_nCarHornDelay; @@ -247,11 +269,15 @@ public: virtual bool IsDoorFullyOpen(eDoors door) { return false; } virtual bool IsDoorClosed(eDoors door) { return false; } virtual bool IsDoorMissing(eDoors door) { return false; } + virtual bool IsDoorReady(uint32 door) { return false; } + virtual bool IsDoorMissing(uint32 door) { return false; } + virtual bool IsOpenTopCar(void) { return false; } virtual void RemoveRefsToVehicle(CEntity *ent) {} virtual void BlowUpCar(CEntity *ent) {} virtual bool SetUpWheelColModel(CColModel *colModel) { return false; } - virtual void BurstTyre(uint8 tyre) {} + virtual void BurstTyre(uint8 tyre, bool applyForces) {} virtual bool IsRoomForPedToLeaveCar(uint32 component, CVector *forcedDoorPos) { return false;} + virtual bool IsClearToDriveAway(void); virtual float GetHeightAboveRoad(void); virtual void PlayCarHorn(void) {} #ifdef COMPATIBLE_SAVES @@ -268,11 +294,17 @@ public: bool IsBike(void) { return m_vehType == VEHICLE_TYPE_BIKE; } void FlyingControl(eFlightModel flightModel); + bool DoBladeCollision(CVector pos, CMatrix &matrix, int16 rotorType, float radius, float damageMult); + bool BladeColSectorList(CPtrList &list, CColModel &rotorColModel, CMatrix &matrix, int16 rotorType, float damageMult); + void ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelContactSpeed, CVector &wheelContactPoint, int32 wheelsOnGround, float thrust, float brake, float adhesion, int8 wheelId, float *wheelSpeed, tWheelState *wheelState, uint16 wheelStatus); + void ProcessBikeWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelContactSpeed, CVector &wheelContactPoint, + int32 wheelsOnGround, float thrust, float brake, float adhesion, float unk, int8 wheelId, float *wheelSpeed, tWheelState *wheelState, eBikeWheelSpecial special, uint16 wheelStatus); void ExtinguishCarFire(void); void ProcessDelayedExplosion(void); float ProcessWheelRotation(tWheelState state, const CVector &fwd, const CVector &speed, float radius); + int FindTyreNearestPoint(float x, float y); bool IsLawEnforcementVehicle(void); void ChangeLawEnforcerState(uint8 enable); bool UsesSiren(uint32 id); @@ -282,8 +314,10 @@ public: bool IsOnItsSide(void); bool CanBeDeleted(void); bool CanPedOpenLocks(CPed *ped); + bool CanDoorsBeDamaged(void); bool CanPedEnterCar(void); - bool CanPedExitCar(void); + bool CanPedExitCar(bool jumpExit); + bool CanPedJumpOffBike(void); // do these two actually return something? CPed *SetUpDriver(void); CPed *SetupPassenger(int n); @@ -292,17 +326,31 @@ public: bool AddPassenger(CPed *passenger, uint8 n); void RemovePassenger(CPed *passenger); void RemoveDriver(void); + bool IsDriver(CPed *ped); + bool IsDriver(int32 model); + bool IsPassenger(CPed *ped); + bool IsPassenger(int32 model); + void UpdatePassengerList(void); void ProcessCarAlarm(void); bool IsSphereTouchingVehicle(float sx, float sy, float sz, float radius); bool ShufflePassengersToMakeSpace(void); - 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; diff --git a/src/weapons/Weapon.cpp b/src/weapons/Weapon.cpp index ebdeb38b..a6217d70 100644 --- a/src/weapons/Weapon.cpp +++ b/src/weapons/Weapon.cpp @@ -1271,7 +1271,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim, } case ENTITY_TYPE_VEHICLE: { - ((CVehicle *)victim)->InflictDamage(shooter, m_eWeaponType, info->m_nDamage); + ((CVehicle *)victim)->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, point->point); for ( int32 i = 0; i < 16; i++ ) CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f); @@ -1648,7 +1648,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) case ENTITY_TYPE_VEHICLE: { if (point.pieceB >= SURFACE_STREET_LIGHT && point.pieceB <= SURFACE_METAL_FENCE) { - ((CVehicle*)victim)->BurstTyre(point.pieceB); // TODO(Miami): New parameter: ,true); + ((CVehicle*)victim)->BurstTyre(point.pieceB, true); for (int32 i = 0; i < 4; i++) CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, point.point, point.normal * 0.05f);