Merge remote-tracking branch 'origin/master' into MoreLanguages

This commit is contained in:
Sergeanur 2020-04-05 12:03:13 +03:00
commit 2aace31b06
13 changed files with 971 additions and 49 deletions

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@ -2078,14 +2078,12 @@ void CGarage::CenterCarInGarage(CVehicle* pVehicle)
return;
if (IsAnyOtherPedTouchingGarage(FindPlayerPed()))
return;
float posX = pVehicle->GetPosition().x;
float posY = pVehicle->GetPosition().y;
float posZ = pVehicle->GetPosition().z;
CVector pos = pVehicle->GetPosition();
float garageX = GetGarageCenterX();
float garageY = GetGarageCenterY();
float offsetX = garageX - posX;
float offsetY = garageY - posY;
float offsetZ = posZ - posZ;
float offsetX = garageX - pos.x;
float offsetY = garageY - pos.y;
float offsetZ = pos.z - pos.z;
float distance = CVector(offsetX, offsetY, offsetZ).Magnitude();
if (distance < RESPRAY_CENTERING_COEFFICIENT) {
pVehicle->GetPosition().x = GetGarageCenterX();
@ -2096,7 +2094,7 @@ void CGarage::CenterCarInGarage(CVehicle* pVehicle)
pVehicle->GetPosition().y += offsetY * RESPRAY_CENTERING_COEFFICIENT / distance;
}
if (!IsEntityEntirelyInside3D(pVehicle, 0.1f))
pVehicle->GetPosition() = CVector(posX, posY, posZ);
pVehicle->GetPosition() = pos;
}
void CGarages::CloseHideOutGaragesBeforeSave()

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@ -20,6 +20,9 @@
#include "Fire.h"
#include "PointLights.h"
#include "Pools.h"
#ifdef FIX_BUGS
#include "Replay.h"
#endif
#include "Script.h"
#include "Shadows.h"
#include "SpecialFX.h"
@ -642,32 +645,26 @@ CPickups::AddToCollectedPickupsArray(int32 index)
void
CPickups::Update()
{
#ifndef FIX_BUGS
// BUG: this code can only reach 318 out of 320 pickups
#ifdef FIX_BUGS // RIP speedrunning (solution from SA)
if (CReplay::IsPlayingBack())
return;
#endif
#define PICKUPS_FRAME_SPAN (6)
#define PICKUPS_PER_FRAME (NUMGENERALPICKUPS/PICKUPS_FRAME_SPAN)
for (uint32 i = PICKUPS_PER_FRAME * (CTimer::GetFrameCounter() % PICKUPS_FRAME_SPAN); i < PICKUPS_PER_FRAME * (CTimer::GetFrameCounter() % PICKUPS_FRAME_SPAN + 1); i++) {
#ifdef FIX_BUGS
for (uint32 i = NUMGENERALPICKUPS * (CTimer::GetFrameCounter() % PICKUPS_FRAME_SPAN) / PICKUPS_FRAME_SPAN; i < NUMGENERALPICKUPS * (CTimer::GetFrameCounter() % PICKUPS_FRAME_SPAN + 1) / PICKUPS_FRAME_SPAN; i++) {
#else // BUG: this code can only reach 318 out of 320 pickups
for (uint32 i = NUMGENERALPICKUPS / PICKUPS_FRAME_SPAN * (CTimer::GetFrameCounter() % PICKUPS_FRAME_SPAN); i < NUMGENERALPICKUPS / PICKUPS_FRAME_SPAN * (CTimer::GetFrameCounter() % PICKUPS_FRAME_SPAN + 1); i++) {
#endif
if (aPickUps[i].m_eType != PICKUP_NONE && aPickUps[i].Update(FindPlayerPed(), FindPlayerVehicle(), CWorld::PlayerInFocus)) {
AddToCollectedPickupsArray(i);
}
}
#undef PICKUPS_FRAME_SPAN
for (uint32 i = NUMGENERALPICKUPS; i < NUMPICKUPS; i++) {
if (aPickUps[i].m_eType != PICKUP_NONE && aPickUps[i].Update(FindPlayerPed(), FindPlayerVehicle(), CWorld::PlayerInFocus)) {
AddToCollectedPickupsArray(i);
}
}
#undef PICKUPS_FRAME_SPAN
#undef PICKUPS_PER_FRAME
#else
for (uint32 i = 0; i < NUMPICKUPS; i++) {
if (aPickUps[i].m_eType != PICKUP_NONE && aPickUps[i].Update(FindPlayerPed(), FindPlayerVehicle(), CWorld::PlayerInFocus)) {
AddToCollectedPickupsArray(i);
}
}
#endif
}
void

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@ -215,6 +215,7 @@ void re3_assert(const char *expr, const char *filename, unsigned int lineno, con
#define ABS(a) (((a) < 0) ? (-(a)) : (a))
#define norm(value, min, max) (((value) < (min)) ? 0 : (((value) > (max)) ? 1 : (((value) - (min)) / ((max) - (min)))))
#define lerp(norm, min, max) ( (norm) * ((max) - (min)) + (min) )
#define STRINGIFY(x) #x
#define STR(x) STRINGIFY(x)

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@ -94,6 +94,8 @@ enum Config {
NUM_GARAGES = 32,
NUM_PROJECTILES = 32,
NUM_GLASSPANES = 45,
NUM_GLASSENTITIES = 32,
NUM_WATERCANNONS = 3,
NUMPEDROUTES = 200,

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@ -38,8 +38,8 @@ CObject::CObject(void)
bIsPickup = false;
m_obj_flag2 = false;
bOutOfStock = false;
m_obj_flag8 = false;
m_obj_flag10 = false;
bGlassCracked = false;
bGlassBroken = false;
bHasBeenDamaged = false;
m_nRefModelIndex = -1;
bUseVehicleColours = false;

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@ -36,8 +36,8 @@ public:
int8 bIsPickup : 1;
int8 m_obj_flag2 : 1;
int8 bOutOfStock : 1;
int8 m_obj_flag8 : 1;
int8 m_obj_flag10 : 1;
int8 bGlassCracked : 1;
int8 bGlassBroken : 1;
int8 bHasBeenDamaged : 1;
int8 bUseVehicleColours : 1;
int8 m_obj_flag80 : 1;

View File

@ -1,21 +1,721 @@
#include "common.h"
#include "patcher.h"
#include "Glass.h"
#include "Timer.h"
#include "Object.h"
#include "General.h"
#include "AudioScriptObject.h"
#include "World.h"
#include "TimeCycle.h"
#include "Particle.h"
#include "Camera.h"
#include "RenderBuffer.h"
#include "Shadows.h"
#include "ModelIndices.h"
#include "main.h"
WRAPPER void CGlass::AskForObjectToBeRenderedInGlass(CEntity *ent) { EAXJMP(0x5033F0); }
WRAPPER void
CGlass::WindowRespondsToCollision(CEntity *ent, float amount, CVector speed, CVector point, bool foo)
uint32 CGlass::NumGlassEntities;
CEntity *CGlass::apEntitiesToBeRendered[NUM_GLASSENTITIES];
CFallingGlassPane CGlass::aGlassPanes[NUM_GLASSPANES];
CVector2D CentersWithTriangle[NUM_GLASSTRIANGLES];
const CVector2D CoorsWithTriangle[NUM_GLASSTRIANGLES][3] =
{
EAXJMP(0x503F10);
{
CVector2D(0.0f, 0.0f),
CVector2D(0.0f, 1.0f),
CVector2D(0.4f, 0.5f)
},
{
CVector2D(0.0f, 1.0f),
CVector2D(1.0f, 1.0f),
CVector2D(0.4f, 0.5f)
},
{
CVector2D(0.0f, 0.0f),
CVector2D(0.4f, 0.5f),
CVector2D(0.7f, 0.0f)
},
{
CVector2D(0.7f, 0.0f),
CVector2D(0.4f, 0.5f),
CVector2D(1.0f, 1.0f)
},
{
CVector2D(0.7f, 0.0f),
CVector2D(1.0f, 1.0f),
CVector2D(1.0f, 0.0f)
}
};
#define TEMPBUFFERVERTHILIGHTOFFSET 0
#define TEMPBUFFERINDEXHILIGHTOFFSET 0
#define TEMPBUFFERVERTHILIGHTSIZE 128
#define TEMPBUFFERINDEXHILIGHTSIZE 512
#define TEMPBUFFERVERTSHATTEREDOFFSET TEMPBUFFERVERTHILIGHTSIZE
#define TEMPBUFFERINDEXSHATTEREDOFFSET TEMPBUFFERINDEXHILIGHTSIZE
#define TEMPBUFFERVERTSHATTEREDSIZE 192
#define TEMPBUFFERINDEXSHATTEREDSIZE 768
#define TEMPBUFFERVERTREFLECTIONOFFSET TEMPBUFFERVERTSHATTEREDSIZE
#define TEMPBUFFERINDEXREFLECTIONOFFSET TEMPBUFFERINDEXSHATTEREDSIZE
#define TEMPBUFFERVERTREFLECTIONSIZE 256
#define TEMPBUFFERINDEXREFLECTIONSIZE 1024
int32 TempBufferIndicesStoredHiLight = 0;
int32 TempBufferVerticesStoredHiLight = 0;
int32 TempBufferIndicesStoredShattered = 0;
int32 TempBufferVerticesStoredShattered = 0;
int32 TempBufferIndicesStoredReflection = 0;
int32 TempBufferVerticesStoredReflection = 0;
void
CFallingGlassPane::Update(void)
{
if ( CTimer::GetTimeInMilliseconds() >= m_nTimer )
{
// Apply MoveSpeed
GetPosition() += m_vecMoveSpeed * CTimer::GetTimeStep();
// Apply Gravity
m_vecMoveSpeed.z -= 0.02f * CTimer::GetTimeStep();
// Apply TurnSpeed
GetRight() += CrossProduct(m_vecTurn, GetRight());
GetForward() += CrossProduct(m_vecTurn, GetForward());
GetUp() += CrossProduct(m_vecTurn, GetUp());
if ( GetPosition().z < m_fGroundZ )
{
CVector pos;
CVector dir;
m_bActive = false;
pos = CVector(GetPosition().x, GetPosition().y, m_fGroundZ);
PlayOneShotScriptObject(_SCRSOUND_GLASS_SHARD, pos);
RwRGBA color = { 255, 255, 255, 255 };
static int32 nFrameGen = 0;
for ( int32 i = 0; i < 4; i++ )
{
dir.x = CGeneral::GetRandomNumberInRange(-0.35f, 0.35f);
dir.y = CGeneral::GetRandomNumberInRange(-0.35f, 0.35f);
dir.z = CGeneral::GetRandomNumberInRange(0.05f, 0.20f);
CParticle::AddParticle(PARTICLE_CAR_DEBRIS,
pos,
dir,
nil,
CGeneral::GetRandomNumberInRange(0.02f, 0.2f),
color,
CGeneral::GetRandomNumberInRange(-40, 40),
0,
++nFrameGen & 3,
500);
}
}
}
}
WRAPPER void
CGlass::WindowRespondsToSoftCollision(CEntity *ent, float amount)
void
CFallingGlassPane::Render(void)
{
EAXJMP(0x504630);
float distToCamera = (TheCamera.GetPosition() - GetPosition()).Magnitude();
CVector fwdNorm = GetForward();
fwdNorm.Normalise();
uint8 alpha = CGlass::CalcAlphaWithNormal(&fwdNorm);
int32 time = clamp(CTimer::GetTimeInMilliseconds() - m_nTimer, 0, 500);
uint8 color = int32( float(alpha) * (float(time) / 500) );
if ( TempBufferIndicesStoredHiLight >= TEMPBUFFERINDEXHILIGHTSIZE-7 || TempBufferVerticesStoredHiLight >= TEMPBUFFERVERTHILIGHTSIZE-4 )
CGlass::RenderHiLightPolys();
// HiLight Polys
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], color, color, color, color);
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], color, color, color, color);
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], color, color, color, color);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], 0.5f);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], 0.5f);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], 0.5f);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], 0.6f);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], 0.6f);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], 0.6f);
ASSERT(m_nTriIndex < NUM_GLASSTRIANGLES);
CVector2D p0 = CoorsWithTriangle[m_nTriIndex][0] - CentersWithTriangle[m_nTriIndex];
CVector2D p1 = CoorsWithTriangle[m_nTriIndex][1] - CentersWithTriangle[m_nTriIndex];
CVector2D p2 = CoorsWithTriangle[m_nTriIndex][2] - CentersWithTriangle[m_nTriIndex];
CVector v0 = *this * CVector(p0.x, 0.0f, p0.y);
CVector v1 = *this * CVector(p1.x, 0.0f, p1.y);
CVector v2 = *this * CVector(p2.x, 0.0f, p2.y);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], v0.x, v0.y, v0.z);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], v1.x, v1.y, v1.z);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], v2.x, v2.y, v2.z);
TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 0] = TempBufferVerticesStoredHiLight + 0;
TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 1] = TempBufferVerticesStoredHiLight + 1;
TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 2] = TempBufferVerticesStoredHiLight + 2;
TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 3] = TempBufferVerticesStoredHiLight + 0;
TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 4] = TempBufferVerticesStoredHiLight + 2;
TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 5] = TempBufferVerticesStoredHiLight + 1;
TempBufferVerticesStoredHiLight += 3;
TempBufferIndicesStoredHiLight += 6;
if ( m_bShattered )
{
if ( TempBufferIndicesStoredShattered >= TEMPBUFFERINDEXSHATTEREDSIZE-7 || TempBufferVerticesStoredShattered >= TEMPBUFFERVERTSHATTEREDSIZE-4 )
CGlass::RenderShatteredPolys();
uint8 shatteredColor = 255;
if ( distToCamera > 30.0f )
shatteredColor = int32((1.0f - (distToCamera - 30.0f) * 4.0f / 40.0f) * 255);
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], shatteredColor, shatteredColor, shatteredColor, shatteredColor);
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], shatteredColor, shatteredColor, shatteredColor, shatteredColor);
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], shatteredColor, shatteredColor, shatteredColor, shatteredColor);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], 4.0f * CoorsWithTriangle[m_nTriIndex][0].x * m_fStep);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], 4.0f * CoorsWithTriangle[m_nTriIndex][0].y * m_fStep);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], 4.0f * CoorsWithTriangle[m_nTriIndex][1].x * m_fStep);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], 4.0f * CoorsWithTriangle[m_nTriIndex][1].y * m_fStep);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], 4.0f * CoorsWithTriangle[m_nTriIndex][2].x * m_fStep);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], 4.0f * CoorsWithTriangle[m_nTriIndex][2].y * m_fStep);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], v0.x, v0.y, v0.z);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], v1.x, v1.y, v1.z);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], v2.x, v2.y, v2.z);
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 0] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 0;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 1] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 1;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 2] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 2;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 3] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 0;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 4] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 2;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 5] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 1;
TempBufferIndicesStoredShattered += 6;
TempBufferVerticesStoredShattered += 3;
}
}
WRAPPER void CGlass::Render(void) { EAXJMP(0x502350); }
WRAPPER void CGlass::Update(void) { EAXJMP(0x502050); }
WRAPPER void CGlass::Init(void) { EAXJMP(0x501F20); }
void
CGlass::Init(void)
{
for ( int32 i = 0; i < NUM_GLASSPANES; i++ )
aGlassPanes[i].m_bActive = false;
for ( int32 i = 0; i < NUM_GLASSTRIANGLES; i++ )
CentersWithTriangle[i] = (CoorsWithTriangle[i][0] + CoorsWithTriangle[i][1] + CoorsWithTriangle[i][2]) / 3;
}
void
CGlass::Update(void)
{
for ( int32 i = 0; i < NUM_GLASSPANES; i++ )
{
if ( aGlassPanes[i].m_bActive )
aGlassPanes[i].Update();
}
}
void
CGlass::Render(void)
{
TempBufferVerticesStoredHiLight = 0;
TempBufferIndicesStoredHiLight = 0;
TempBufferVerticesStoredShattered = TEMPBUFFERVERTSHATTEREDOFFSET;
TempBufferIndicesStoredShattered = TEMPBUFFERINDEXSHATTEREDOFFSET;
TempBufferVerticesStoredReflection = TEMPBUFFERVERTREFLECTIONOFFSET;
TempBufferIndicesStoredReflection = TEMPBUFFERINDEXREFLECTIONOFFSET;
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void *)rwFILTERLINEAR);
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATEFOGCOLOR, (void *)RWRGBALONG(CTimeCycle::GetFogRed(), CTimeCycle::GetFogGreen(), CTimeCycle::GetFogBlue(), 255));
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
for ( int32 i = 0; i < NUM_GLASSPANES; i++ )
{
if ( aGlassPanes[i].m_bActive )
aGlassPanes[i].Render();
}
for ( uint32 i = 0; i < NumGlassEntities; i++ )
RenderEntityInGlass(apEntitiesToBeRendered[i]);
NumGlassEntities = 0;
RenderHiLightPolys();
RenderShatteredPolys();
RenderReflectionPolys();
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)FALSE);
}
CFallingGlassPane *
CGlass::FindFreePane(void)
{
for ( int32 i = 0; i < NUM_GLASSPANES; i++ )
{
if ( !aGlassPanes[i].m_bActive )
return &aGlassPanes[i];
}
return nil;
}
void
CGlass::GeneratePanesForWindow(uint32 type, CVector pos, CVector up, CVector right, CVector speed, CVector point,
float moveSpeed, bool cracked, bool explosion)
{
float upLen = up.Magnitude();
float rightLen = right.Magnitude();
float upSteps = upLen + 0.75f;
if ( upSteps < 1.0f ) upSteps = 1.0f;
float rightSteps = rightLen + 0.75f;
if ( rightSteps < 1.0f ) rightSteps = 1.0f;
uint32 ysteps = (uint32)upSteps;
if ( ysteps > 3 ) ysteps = 3;
uint32 xsteps = (uint32)rightSteps;
if ( xsteps > 3 ) xsteps = 3;
if ( explosion )
{
if ( ysteps > 1 ) ysteps = 1;
if ( xsteps > 1 ) xsteps = 1;
}
float upScl = upLen / float(ysteps);
float rightScl = rightLen / float(xsteps);
bool bZFound;
float groundZ = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z, &bZFound);
if ( !bZFound ) groundZ = pos.z - 2.0f;
for ( uint32 y = 0; y < ysteps; y++ )
{
for ( uint32 x = 0; x < xsteps; x++ )
{
float stepy = float(y) * upLen / float(ysteps);
float stepx = float(x) * rightLen / float(xsteps);
for ( int32 i = 0; i < NUM_GLASSTRIANGLES; i++ )
{
CFallingGlassPane *pane = FindFreePane();
if ( pane )
{
pane->m_nTriIndex = i;
pane->GetRight() = (right * rightScl) / rightLen;
#ifdef FIX_BUGS
pane->GetUp() = (up * upScl) / upLen;
#else
pane->GetUp() = (up * upScl) / rightLen; // copypaste bug
#endif
CVector fwd = CrossProduct(pane->GetRight(), pane->GetUp());
fwd.Normalise();
pane->GetForward() = fwd;
pane->GetPosition() = right / rightLen * (rightScl * CentersWithTriangle[i].x + stepx)
+ up / upLen * (upScl * CentersWithTriangle[i].y + stepy)
+ pos;
pane->m_vecMoveSpeed.x = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0015f + speed.x;
pane->m_vecMoveSpeed.y = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0015f + speed.y;
pane->m_vecMoveSpeed.z = 0.0f + speed.z;
if ( moveSpeed != 0.0f )
{
CVector dist = pane->GetPosition() - point;
dist.Normalise();
pane->m_vecMoveSpeed += moveSpeed * dist;
}
pane->m_vecTurn.x = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.002f;
pane->m_vecTurn.y = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.002f;
pane->m_vecTurn.z = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.002f;
switch ( type )
{
case 0:
pane->m_nTimer = CTimer::GetTimeInMilliseconds();
break;
case 1:
float dist = (pane->GetPosition() - point).Magnitude();
pane->m_nTimer = uint32(dist*100 + CTimer::GetTimeInMilliseconds());
break;
}
pane->m_fGroundZ = groundZ;
pane->m_bShattered = cracked;
pane->m_fStep = upLen / float(ysteps);
pane->m_bActive = true;
}
}
}
}
}
void
CGlass::AskForObjectToBeRenderedInGlass(CEntity *entity)
{
#ifdef FIX_BUGS
if ( NumGlassEntities < NUM_GLASSPANES )
#else
if ( NumGlassEntities < NUM_GLASSPANES-1 )
#endif
{
apEntitiesToBeRendered[NumGlassEntities++] = entity;
}
}
void
CGlass::RenderEntityInGlass(CEntity *entity)
{
CObject *object = (CObject *)entity;
if ( object->bGlassBroken )
return;
float distToCamera = (TheCamera.GetPosition() - object->GetPosition()).Magnitude();
if ( distToCamera > 40.0f )
return;
CVector fwdNorm = object->GetForward();
fwdNorm.Normalise();
uint8 alpha = CalcAlphaWithNormal(&fwdNorm);
CColModel *col = object->GetColModel();
if ( col->numTriangles >= 2 )
{
CVector a = object->GetMatrix() * col->vertices[0];
CVector b = object->GetMatrix() * col->vertices[1];
CVector c = object->GetMatrix() * col->vertices[2];
CVector d = object->GetMatrix() * col->vertices[3];
if ( object->bGlassCracked )
{
uint8 color = 255;
if ( distToCamera > 30.0f )
color = int32((1.0f - (distToCamera - 30.0f) * 4.0f / 40.0f) * 255);
if ( TempBufferIndicesStoredShattered >= TEMPBUFFERINDEXSHATTEREDSIZE-13 || TempBufferVerticesStoredShattered >= TEMPBUFFERVERTSHATTEREDSIZE-5 )
RenderShatteredPolys();
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], color, color, color, color);
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], color, color, color, color);
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], color, color, color, color);
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 3], color, color, color, color);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], 0.0f);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], 0.0f);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], 16.0f);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], 0.0f);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], 0.0f);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], 16.0f);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 3], 16.0f);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 3], 16.0f);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], a.x, a.y, a.z);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], b.x, b.y, b.z);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], c.x, c.y, c.z);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 3], d.x, d.y, d.z);
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 0] = col->triangles[0].a + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 1] = col->triangles[0].b + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 2] = col->triangles[0].c + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 3] = col->triangles[1].a + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 4] = col->triangles[1].b + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 5] = col->triangles[1].c + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 6] = col->triangles[0].a + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 7] = col->triangles[0].c + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 8] = col->triangles[0].b + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 9] = col->triangles[1].a + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 10] = col->triangles[1].c + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 11] = col->triangles[1].b + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
TempBufferIndicesStoredShattered += 12;
TempBufferVerticesStoredShattered += 4;
}
if ( TempBufferIndicesStoredReflection >= TEMPBUFFERINDEXREFLECTIONSIZE-13 || TempBufferVerticesStoredReflection >= TEMPBUFFERVERTREFLECTIONSIZE-5 )
RenderReflectionPolys();
uint8 color = 100;
if ( distToCamera > 30.0f )
color = int32((1.0f - (distToCamera - 30.0f) * 4.0f / 40.0f) * 100);
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 0], color, color, color, color);
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 1], color, color, color, color);
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 2], color, color, color, color);
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 3], color, color, color, color);
float FwdAngle = CGeneral::GetATanOfXY(TheCamera.GetForward().x, TheCamera.GetForward().y);
float v = 2.0f * TheCamera.GetForward().z * 0.2f;
float u = float(object->m_randomSeed & 15) * 0.02f + (FwdAngle / TWOPI);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 0], u);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 0], v);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 1], u+0.2f);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 1], v);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 2], u);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 2], v+0.2f);
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 3], u+0.2f);
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 3], v+0.2f);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 0], a.x, a.y, a.z);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 1], b.x, b.y, b.z);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 2], c.x, c.y, c.z);
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 3], d.x, d.y, d.z);
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 0] = col->triangles[0].a + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 1] = col->triangles[0].b + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 2] = col->triangles[0].c + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 3] = col->triangles[1].a + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 4] = col->triangles[1].b + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 5] = col->triangles[1].c + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 6] = col->triangles[0].a + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 7] = col->triangles[0].c + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 8] = col->triangles[0].b + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 9] = col->triangles[1].a + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 10] = col->triangles[1].c + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 11] = col->triangles[1].b + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
TempBufferIndicesStoredReflection += 12;
TempBufferVerticesStoredReflection += 4;
}
}
int32
CGlass::CalcAlphaWithNormal(CVector *normal)
{
float fwdDir = 2.0f * DotProduct(*normal, TheCamera.GetForward());
float fwdDot = DotProduct(TheCamera.GetForward()-fwdDir*(*normal), CVector(0.57f, 0.57f, -0.57f));
return int32(lerp(fwdDot*fwdDot*fwdDot*fwdDot*fwdDot*fwdDot, 20.0f, 255.0f));
}
void
CGlass::RenderHiLightPolys(void)
{
if ( TempBufferVerticesStoredHiLight != TEMPBUFFERVERTHILIGHTOFFSET )
{
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)RwTextureGetRaster(gpShadowExplosionTex));
LittleTest();
if ( RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStoredHiLight, nil, rwIM3D_VERTEXUV) )
{
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStoredHiLight);
RwIm3DEnd();
}
TempBufferVerticesStoredHiLight = TEMPBUFFERVERTHILIGHTOFFSET;
TempBufferIndicesStoredHiLight = TEMPBUFFERINDEXHILIGHTOFFSET;
}
}
void
CGlass::RenderShatteredPolys(void)
{
if ( TempBufferVerticesStoredShattered != TEMPBUFFERVERTSHATTEREDOFFSET )
{
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)RwTextureGetRaster(gpCrackedGlassTex));
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
LittleTest();
if ( RwIm3DTransform(&TempBufferRenderVertices[TEMPBUFFERVERTSHATTEREDOFFSET], TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET, nil, rwIM3D_VERTEXUV) )
{
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, &TempBufferRenderIndexList[TEMPBUFFERINDEXSHATTEREDOFFSET], TempBufferIndicesStoredShattered - TEMPBUFFERINDEXSHATTEREDOFFSET);
RwIm3DEnd();
}
TempBufferIndicesStoredShattered = TEMPBUFFERINDEXSHATTEREDOFFSET;
TempBufferVerticesStoredShattered = TEMPBUFFERVERTSHATTEREDOFFSET;
}
}
void
CGlass::RenderReflectionPolys(void)
{
if ( TempBufferVerticesStoredReflection != TEMPBUFFERVERTREFLECTIONOFFSET )
{
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)RwTextureGetRaster(gpShadowHeadLightsTex));
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
LittleTest();
if ( RwIm3DTransform(&TempBufferRenderVertices[TEMPBUFFERVERTREFLECTIONOFFSET], TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET, nil, rwIM3D_VERTEXUV) )
{
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, &TempBufferRenderIndexList[TEMPBUFFERINDEXREFLECTIONOFFSET], TempBufferIndicesStoredReflection - TEMPBUFFERINDEXREFLECTIONOFFSET);
RwIm3DEnd();
}
TempBufferIndicesStoredReflection = TEMPBUFFERINDEXREFLECTIONOFFSET;
TempBufferVerticesStoredReflection = TEMPBUFFERVERTREFLECTIONOFFSET;
}
}
void
CGlass::WindowRespondsToCollision(CEntity *entity, float amount, CVector speed, CVector point, bool explosion)
{
CObject *object = (CObject *)entity;
if ( object->bGlassBroken )
return;
object->bGlassCracked = true;
CColModel *col = object->GetColModel();
CVector a = object->GetMatrix() * col->vertices[0];
CVector b = object->GetMatrix() * col->vertices[1];
CVector c = object->GetMatrix() * col->vertices[2];
CVector d = object->GetMatrix() * col->vertices[3];
float minx = min(min(a.x, b.x), min(c.x, d.x));
float maxx = max(max(a.x, b.x), max(c.x, d.x));
float miny = min(min(a.y, b.y), min(c.y, d.y));
float maxy = max(max(a.y, b.y), max(c.y, d.y));
float minz = min(min(a.z, b.z), min(c.z, d.z));
float maxz = max(max(a.z, b.z), max(c.z, d.z));
if ( amount > 300.0f )
{
PlayOneShotScriptObject(_SCRSOUND_GLASS_SMASH_1, object->GetPosition());
GeneratePanesForWindow(0,
CVector(minx, miny, minz),
CVector(0.0f, 0.0f, maxz-minz),
CVector(maxx-minx, maxy-miny, 0.0f),
speed, point, 0.1f, !!object->bGlassCracked, explosion);
}
else
{
PlayOneShotScriptObject(_SCRSOUND_GLASS_SMASH_2, object->GetPosition());
GeneratePanesForWindow(1,
CVector(minx, miny, minz),
CVector(0.0f, 0.0f, maxz-minz),
CVector(maxx-minx, maxy-miny, 0.0f),
speed, point, 0.1f, !!object->bGlassCracked, explosion);
}
object->bGlassBroken = true;
object->GetPosition().z = -100.0f;
}
void
CGlass::WindowRespondsToSoftCollision(CEntity *entity, float amount)
{
CObject *object = (CObject *)entity;
if ( amount > 50.0f && !object->bGlassCracked )
{
PlayOneShotScriptObject(_SCRSOUND_GLASS_CRACK, object->GetPosition());
object->bGlassCracked = true;
}
}
void
CGlass::WasGlassHitByBullet(CEntity *entity, CVector point)
{
CObject *object = (CObject *)entity;
if ( IsGlass(object->GetModelIndex()) )
{
if ( !object->bGlassCracked )
{
PlayOneShotScriptObject(_SCRSOUND_GLASS_CRACK, object->GetPosition());
object->bGlassCracked = true;
}
else
{
if ( (CGeneral::GetRandomNumber() & 3) == 2 )
WindowRespondsToCollision(object, 0.0f, CVector(0.0f, 0.0f, 0.0f), point, false);
}
}
}
void
CGlass::WindowRespondsToExplosion(CEntity *entity, CVector point)
{
CObject *object = (CObject *)entity;
CVector distToGlass = object->GetPosition() - point;
float fDistToGlass = distToGlass.Magnitude();
if ( fDistToGlass < 10.0f )
{
distToGlass.Normalise(0.3f);
WindowRespondsToCollision(object, 10000.0f, distToGlass, object->GetPosition(), true);
}
else
{
if ( fDistToGlass < 30.0f )
object->bGlassCracked = true;
}
}
STARTPATCHES
InjectHook(0x501F20, CGlass::Init, PATCH_JUMP);
InjectHook(0x502050, CGlass::Update, PATCH_JUMP);
InjectHook(0x502080, &CFallingGlassPane::Update, PATCH_JUMP);
InjectHook(0x502350, CGlass::Render, PATCH_JUMP);
InjectHook(0x502490, CGlass::FindFreePane, PATCH_JUMP);
InjectHook(0x5024C0, &CFallingGlassPane::Render, PATCH_JUMP);
InjectHook(0x502AC0, CGlass::GeneratePanesForWindow, PATCH_JUMP);
InjectHook(0x5033F0, CGlass::AskForObjectToBeRenderedInGlass, PATCH_JUMP);
InjectHook(0x503420, CGlass::RenderEntityInGlass, PATCH_JUMP);
InjectHook(0x503C90, CGlass::CalcAlphaWithNormal, PATCH_JUMP);
InjectHook(0x503D60, CGlass::RenderHiLightPolys, PATCH_JUMP);
InjectHook(0x503DE0, CGlass::RenderShatteredPolys, PATCH_JUMP);
InjectHook(0x503E70, CGlass::RenderReflectionPolys, PATCH_JUMP);
InjectHook(0x503F10, CGlass::WindowRespondsToCollision, PATCH_JUMP);
InjectHook(0x504630, CGlass::WindowRespondsToSoftCollision, PATCH_JUMP);
InjectHook(0x504670, CGlass::WasGlassHitByBullet, PATCH_JUMP);
InjectHook(0x504790, CGlass::WindowRespondsToExplosion, PATCH_JUMP);
//InjectHook(0x504880, `global constructor keyed to'glass.cpp, PATCH_JUMP);
//InjectHook(0x5048D0, CFallingGlassPane::~CFallingGlassPane, PATCH_JUMP);
//InjectHook(0x5048E0, CFallingGlassPane::CFallingGlassPane, PATCH_JUMP);
ENDPATCHES

View File

@ -2,13 +2,52 @@
class CEntity;
class CGlass
class CFallingGlassPane : public CMatrix
{
public:
static void AskForObjectToBeRenderedInGlass(CEntity *ent);
static void WindowRespondsToCollision(CEntity *ent, float amount, CVector speed, CVector point, bool foo);
static void WindowRespondsToSoftCollision(CEntity *ent, float amount);
static void Render(void);
static void Update(void);
static void Init(void);
CVector m_vecMoveSpeed;
CVector m_vecTurn;
uint32 m_nTimer;
float m_fGroundZ;
float m_fStep;
uint8 m_nTriIndex;
bool m_bActive;
bool m_bShattered;
char _pad0[1];
CFallingGlassPane() { }
~CFallingGlassPane() { }
void Update(void);
void Render(void);
};
VALIDATE_SIZE(CFallingGlassPane, 0x70);
enum
{
NUM_GLASSTRIANGLES = 5,
};
class CGlass
{
static uint32 NumGlassEntities;
static CEntity *apEntitiesToBeRendered[NUM_GLASSENTITIES];
static CFallingGlassPane aGlassPanes[NUM_GLASSPANES];
public:
static void Init(void);
static void Update(void);
static void Render(void);
static CFallingGlassPane *FindFreePane(void);
static void GeneratePanesForWindow(uint32 type, CVector pos, CVector up, CVector right, CVector speed, CVector point, float moveSpeed, bool cracked, bool explosion);
static void AskForObjectToBeRenderedInGlass(CEntity *entity);
static void RenderEntityInGlass(CEntity *entity);
static int32 CalcAlphaWithNormal(CVector *normal);
static void RenderHiLightPolys(void);
static void RenderShatteredPolys(void);
static void RenderReflectionPolys(void);
static void WindowRespondsToCollision(CEntity *entity, float amount, CVector speed, CVector point, bool explosion);
static void WindowRespondsToSoftCollision(CEntity *entity, float amount);
static void WasGlassHitByBullet(CEntity *entity, CVector point);
static void WindowRespondsToExplosion(CEntity *entity, CVector point);
};

View File

@ -182,3 +182,4 @@ extern RwTexture *&gpGoalTex;
extern RwTexture *&gpOutline1Tex;
extern RwTexture *&gpOutline2Tex;
extern RwTexture *&gpOutline3Tex;
extern RwTexture *&gpCrackedGlassTex;

View File

@ -31,10 +31,17 @@ void *CVehicle::operator new(size_t sz, int handle) { return CPools::GetVehicleP
void CVehicle::operator delete(void *p, size_t sz) { CPools::GetVehiclePool()->Delete((CVehicle*)p); }
void CVehicle::operator delete(void *p, int handle) { CPools::GetVehiclePool()->Delete((CVehicle*)p); }
WRAPPER bool CVehicle::ShufflePassengersToMakeSpace(void) { EAXJMP(0x5528A0); }
// or Weapon.cpp?
WRAPPER void FireOneInstantHitRound(CVector *shotSource, CVector *shotTarget, int32 damage) { EAXJMP(0x563B00); }
WRAPPER void CVehicle::InflictDamage(CEntity *damagedBy, uint32 weaponType, float damage) { EAXJMP(0x551950); }
#ifdef FIX_BUGS
// I think they meant that
#define DAMAGE_FLEE_IN_CAR_PROBABILITY_VALUE (MYRAND_MAX * 35 / 100)
#define DAMAGE_FLEE_ON_FOOT_PROBABILITY_VALUE (MYRAND_MAX * 70 / 100)
#else
#define DAMAGE_FLEE_IN_CAR_PROBABILITY_VALUE (35000)
#define DAMAGE_FLEE_ON_FOOT_PROBABILITY_VALUE (70000)
#endif
#define DAMAGE_HEALTH_TO_FLEE_ALWAYS (200.0f)
#define DAMAGE_HEALTH_TO_CATCH_FIRE (250.0f)
CVehicle::CVehicle(uint8 CreatedBy)
{
@ -361,6 +368,119 @@ CVehicle::ProcessWheelRotation(tWheelState state, const CVector &fwd, const CVec
return angularVelocity * CTimer::GetTimeStep();
}
void
CVehicle::InflictDamage(CEntity* damagedBy, eWeaponType weaponType, float damage)
{
if (!bCanBeDamaged)
return;
if (bOnlyDamagedByPlayer && (damagedBy != FindPlayerPed() && damagedBy != FindPlayerVehicle()))
return;
bool bFrightensDriver = false;
switch (weaponType) {
case WEAPONTYPE_UNARMED:
case WEAPONTYPE_BASEBALLBAT:
if (bMeleeProof)
return;
break;
case WEAPONTYPE_COLT45:
case WEAPONTYPE_UZI:
case WEAPONTYPE_SHOTGUN:
case WEAPONTYPE_AK47:
case WEAPONTYPE_M16:
case WEAPONTYPE_SNIPERRIFLE:
case WEAPONTYPE_TOTAL_INVENTORY_WEAPONS:
case WEAPONTYPE_UZI_DRIVEBY:
if (bBulletProof)
return;
bFrightensDriver = true;
break;
case WEAPONTYPE_ROCKETLAUNCHER:
case WEAPONTYPE_MOLOTOV:
case WEAPONTYPE_GRENADE:
case WEAPONTYPE_EXPLOSION:
if (bExplosionProof)
return;
bFrightensDriver = true;
break;
case WEAPONTYPE_FLAMETHROWER:
if (bFireProof)
return;
break;
case WEAPONTYPE_RAMMEDBYCAR:
if (bCollisionProof)
return;
break;
default:
break;
}
if (m_fHealth > 0.0f) {
if (VehicleCreatedBy == RANDOM_VEHICLE && pDriver &&
(m_status == STATUS_SIMPLE || m_status == STATUS_PHYSICS) &&
AutoPilot.m_nCarMission == MISSION_CRUISE) {
if (m_randomSeed < DAMAGE_FLEE_IN_CAR_PROBABILITY_VALUE) {
CCarCtrl::SwitchVehicleToRealPhysics(this);
AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * pHandling->Transmission.fUnkMaxVelocity;
m_status = STATUS_PHYSICS;
}
}
m_nLastWeaponDamage = weaponType;
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)) {
switch (m_status) {
case STATUS_SIMPLE:
case STATUS_PHYSICS:
if (pDriver) {
m_status = 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);
}
}
break;
default:
break;
}
}
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);
pThisCar->m_pSetOnFireEntity = damagedBy;
if (damagedBy)
damagedBy->RegisterReference((CEntity**)&pThisCar->m_pSetOnFireEntity);
}
}
}
else {
m_fHealth = 0.0f;
if (weaponType == WEAPONTYPE_EXPLOSION) {
// between 1000 and 3047. Also not very nice: can't be saved by respray or cheat
m_nBombTimer = 1000 + CGeneral::GetRandomNumber() & 0x7FF;
m_pBlowUpEntity = damagedBy;
if (damagedBy)
damagedBy->RegisterReference((CEntity**)&m_pBlowUpEntity);
}
else
BlowUpCar(damagedBy);
}
}
#ifdef FIX_BUGS // removing dumb case when shooting police car in player's own garage gives wanted level
if (GetModelIndex() == MI_POLICE && damagedBy == FindPlayerPed() && !bHasBeenOwnedByPlayer)
#else
if (GetModelIndex() == MI_POLICE && damagedBy == FindPlayerPed())
#endif
FindPlayerPed()->SetWantedLevelNoDrop(1);
}
void
CVehicle::ExtinguishCarFire(void)
{
@ -375,6 +495,65 @@ CVehicle::ExtinguishCarFire(void)
}
}
bool
CVehicle::ShufflePassengersToMakeSpace(void)
{
if (m_nNumPassengers >= m_nNumMaxPassengers)
return false;
if (pPassengers[1] &&
!(m_nGettingInFlags & CAR_DOOR_FLAG_LR) &&
IsRoomForPedToLeaveCar(COMPONENT_DOOR_REAR_LEFT, nil)) {
if (!pPassengers[2] && !(m_nGettingInFlags & CAR_DOOR_FLAG_RR)) {
pPassengers[2] = pPassengers[1];
pPassengers[1] = nil;
pPassengers[2]->m_vehEnterType = CAR_DOOR_RR;
return true;
}
if (!pPassengers[0] && !(m_nGettingInFlags & CAR_DOOR_FLAG_RF)) {
pPassengers[0] = pPassengers[1];
pPassengers[1] = nil;
pPassengers[0]->m_vehEnterType = CAR_DOOR_RF;
return true;
}
return false;
}
if (pPassengers[2] &&
!(m_nGettingInFlags & CAR_DOOR_FLAG_RR) &&
IsRoomForPedToLeaveCar(COMPONENT_DOOR_REAR_RIGHT, nil)) {
if (!pPassengers[1] && !(m_nGettingInFlags & CAR_DOOR_FLAG_LR)) {
pPassengers[1] = pPassengers[2];
pPassengers[2] = nil;
pPassengers[1]->m_vehEnterType = CAR_DOOR_LR;
return true;
}
if (!pPassengers[0] && !(m_nGettingInFlags & CAR_DOOR_FLAG_RF)) {
pPassengers[0] = pPassengers[2];
pPassengers[2] = nil;
pPassengers[0]->m_vehEnterType = CAR_DOOR_RF;
return true;
}
return false;
}
if (pPassengers[0] &&
!(m_nGettingInFlags & CAR_DOOR_FLAG_RF) &&
IsRoomForPedToLeaveCar(COMPONENT_DOOR_FRONT_RIGHT, nil)) {
if (!pPassengers[1] && !(m_nGettingInFlags & CAR_DOOR_FLAG_LR)) {
pPassengers[1] = pPassengers[0];
pPassengers[0] = nil;
pPassengers[1]->m_vehEnterType = CAR_DOOR_LR;
return true;
}
if (!pPassengers[2] && !(m_nGettingInFlags & CAR_DOOR_FLAG_RR)) {
pPassengers[2] = pPassengers[0];
pPassengers[0] = nil;
pPassengers[2]->m_vehEnterType = CAR_DOOR_RR;
return true;
}
return false;
}
return false;
}
void
CVehicle::ProcessDelayedExplosion(void)
{
@ -831,4 +1010,5 @@ STARTPATCHES
InjectHook(0x551EB0, &CVehicle::RemovePassenger, PATCH_JUMP);
InjectHook(0x5525A0, &CVehicle::ProcessCarAlarm, PATCH_JUMP);
InjectHook(0x552620, &CVehicle::IsSphereTouchingVehicle, PATCH_JUMP);
InjectHook(0x551950, &CVehicle::InflictDamage, PATCH_JUMP);
ENDPATCHES

View File

@ -4,6 +4,7 @@
#include "AutoPilot.h"
#include "ModelIndices.h"
#include "AnimManager.h"
#include "Weapon.h"
class CPed;
class CFire;
@ -266,7 +267,7 @@ public:
void ProcessCarAlarm(void);
bool IsSphereTouchingVehicle(float sx, float sy, float sz, float radius);
bool ShufflePassengersToMakeSpace(void);
void InflictDamage(CEntity *damagedBy, uint32 weaponType, float damage);
void InflictDamage(CEntity *damagedBy, eWeaponType weaponType, float damage);
bool IsAlarmOn(void) { return m_nAlarmState != 0 && m_nAlarmState != -1; }
CVehicleModelInfo* GetModelInfo() { return (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); }

View File

@ -14,6 +14,7 @@ WRAPPER void CWeapon::AddGunshell(CEntity*, CVector const&, CVector2D const&, fl
WRAPPER void CWeapon::Update(int32 audioEntity) { EAXJMP(0x563A10); }
WRAPPER void CWeapon::DoTankDoomAiming(CEntity *playerVehicle, CEntity *playerPed, CVector *start, CVector *end) { EAXJMP(0x563200); }
WRAPPER void CWeapon::InitialiseWeapons(void) { EAXJMP(0x55C2D0); }
WRAPPER void FireOneInstantHitRound(CVector* shotSource, CVector* shotTarget, int32 damage) { EAXJMP(0x563B00); }
void
CWeapon::Initialise(eWeaponType type, int ammo)

View File

@ -81,3 +81,5 @@ public:
static void UpdateWeapons(void);
};
static_assert(sizeof(CWeapon) == 0x18, "CWeapon: error");
void FireOneInstantHitRound(CVector* shotSource, CVector* shotTarget, int32 damage);