CAutomobile::ProcessControl done

This commit is contained in:
aap 2019-07-18 15:41:09 +02:00
parent 82be466013
commit fd01f9b25c
12 changed files with 239 additions and 11 deletions

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@ -3,3 +3,4 @@
#include "CarAI.h"
WRAPPER void CCarAI::UpdateCarAI(CVehicle*) { EAXJMP(0x413E50); }
WRAPPER void CCarAI::MakeWayForCarWithSiren(CVehicle *veh) { EAXJMP(0x416280); }

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@ -6,4 +6,5 @@ class CCarAI
{
public:
static void UpdateCarAI(CVehicle*);
static void MakeWayForCarWithSiren(CVehicle *veh);
};

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@ -16,6 +16,7 @@ WRAPPER bool CCarCtrl::JoinCarWithRoadSystemGotoCoors(CVehicle*, CVector, bool)
WRAPPER void CCarCtrl::JoinCarWithRoadSystem(CVehicle*) { EAXJMP(0x41F820); }
WRAPPER void CCarCtrl::SteerAICarWithPhysics(CVehicle*) { EAXJMP(0x41DA60); }
WRAPPER void CCarCtrl::UpdateCarOnRails(CVehicle*) { EAXJMP(0x418880); }
WRAPPER void CCarCtrl::ScanForPedDanger(CVehicle *veh) { EAXJMP(0x418F40); }
bool
CCarCtrl::MapCouldMoveInThisArea(float x, float y)

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@ -14,6 +14,7 @@ public:
static void SteerAICarWithPhysics(CVehicle*);
static void UpdateCarOnRails(CVehicle*);
static bool MapCouldMoveInThisArea(float x, float y);
static void ScanForPedDanger(CVehicle *veh);
static int32 &NumLawEnforcerCars;
static int32 &NumAmbulancesOnDuty;

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@ -95,6 +95,14 @@ CCamera::GetLookDirection(void)
return LOOKING_FORWARD;;
}
bool
CCamera::GetLookingForwardFirstPerson()
{
return Cams[ActiveCam].Mode == CCam::MODE_FIRSTPERSON &&
Cams[ActiveCam].DirectionWasLooking == LOOKING_FORWARD;
}
WRAPPER void CCamera::Fade(float timeout, int16 direction) { EAXJMP(0x46B3A0); }
WRAPPER void CCamera::ProcessFade(void) { EAXJMP(0x46F080); }
WRAPPER void CCamera::ProcessMusicFade(void) { EAXJMP(0x46F1E0); }

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@ -448,6 +448,7 @@ int m_iModeObbeCamIsInForCar;
bool IsSphereVisible(const CVector &center, float radius);
bool IsBoxVisible(RwV3d *box, const CMatrix *mat);
int GetLookDirection(void);
bool GetLookingForwardFirstPerson(void);
void Fade(float timeout, int16 direction);
int GetScreenFadeStatus(void);

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@ -139,7 +139,8 @@ inline float sq(float x) { return x*x; }
#define SQR(x) ((x) * (x))
#define PI M_PI
#define TWOPI PI*2
#define TWOPI (PI*2)
#define HALFPI (PI/2)
#define DEGTORAD(x) ((x) * PI / 180.0f)
#define RADTODEG(x) ((x) * 180.0f / PI)

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@ -22,6 +22,7 @@ public:
return *((RwV3d*)this);
}
#endif
// (0,1,0) means no rotation. So get right vector and its atan
float Heading(void) const { return Atan2(-x, y); }
float Magnitude(void) const { return Sqrt(x*x + y*y + z*z); }
float MagnitudeSqr(void) const { return x*x + y*y + z*z; }

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@ -10,6 +10,7 @@
#include "Rubbish.h"
#include "Fire.h"
#include "Explosion.h"
#include "Particle.h"
#include "World.h"
#include "SurfaceTable.h"
#include "HandlingMgr.h"
@ -46,6 +47,9 @@ CAutomobile::SetModelIndex(uint32 id)
SetupModelNodes();
}
CVector vecDAMAGE_ENGINE_POS_SMALL(-0.1f, -0.1f, 0.0f);
CVector vecDAMAGE_ENGINE_POS_BIG(-0.5f, -0.3f, 0.0f);
//WRAPPER void CAutomobile::ProcessControl(void) { EAXJMP(0x531470); }
void
CAutomobile::ProcessControl(void)
@ -330,12 +334,51 @@ CAutomobile::ProcessControl(void)
break;
default:
if(CVehicle::bCheat3){
// strong grip cheat
// TODO: make cars jump when horn key is pressed
// Make vehicle jump when horn is sounded
if(m_status == STATUS_PLAYER && m_vecMoveSpeed.MagnitudeSqr() > sq(0.2f) &&
// BUG: game checks [0] four times, instead of all wheels
m_aSuspensionSpringRatio[0] < 1.0f &&
CPad::GetPad(0)->HornJustDown()){
DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRALIC_1, 0.0f);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_JUMP, 1.0f);
CParticle::AddParticle(PARTICLE_ENGINE_STEAM,
m_aWheelColPoints[0].point + 0.5f*GetUp(),
1.3f*m_vecMoveSpeed, nil, 2.5f);
CParticle::AddParticle(PARTICLE_ENGINE_SMOKE,
m_aWheelColPoints[0].point + 0.5f*GetUp(),
1.2f*m_vecMoveSpeed, nil, 2.0f);
CParticle::AddParticle(PARTICLE_ENGINE_STEAM,
m_aWheelColPoints[2].point + 0.5f*GetUp(),
1.3f*m_vecMoveSpeed, nil, 2.5f);
CParticle::AddParticle(PARTICLE_ENGINE_SMOKE,
m_aWheelColPoints[2].point + 0.5f*GetUp(),
1.2f*m_vecMoveSpeed, nil, 2.0f);
CParticle::AddParticle(PARTICLE_ENGINE_STEAM,
m_aWheelColPoints[0].point + 0.5f*GetUp() - GetForward(),
1.3f*m_vecMoveSpeed, nil, 2.5f);
CParticle::AddParticle(PARTICLE_ENGINE_SMOKE,
m_aWheelColPoints[0].point + 0.5f*GetUp() - GetForward(),
1.2f*m_vecMoveSpeed, nil, 2.0f);
CParticle::AddParticle(PARTICLE_ENGINE_STEAM,
m_aWheelColPoints[2].point + 0.5f*GetUp() - GetForward(),
1.3f*m_vecMoveSpeed, nil, 2.5f);
CParticle::AddParticle(PARTICLE_ENGINE_SMOKE,
m_aWheelColPoints[2].point + 0.5f*GetUp() - GetForward(),
1.2f*m_vecMoveSpeed, nil, 2.0f);
ApplyMoveForce(CVector(0.0f, 0.0f, 1.0f)*m_fMass*0.4f);
ApplyTurnForce(GetUp()*m_fMass*0.035f, GetForward()*1.0f);
}
}
break;
}
float brake;
if(skipPhysics){
bHasContacted = false;
bIsInSafePosition = false;
@ -473,7 +516,7 @@ CAutomobile::ProcessControl(void)
GetModelIndex() == MI_MIAMI_SPARROW)
acceleration = 0.0f;
float brake = m_fBrakePedal * pHandling->fBrakeDeceleration * CTimer::GetTimeStep();
brake = m_fBrakePedal * pHandling->fBrakeDeceleration * CTimer::GetTimeStep();
bool neutralHandling = !!(pHandling->Flags & HANDLING_NEUTRALHANDLING);
float brakeBiasFront = neutralHandling ? 1.0f : 2.0f*pHandling->fBrakeBias;
float brakeBiasRear = neutralHandling ? 1.0f : 2.0f*(1.0f-pHandling->fBrakeBias);
@ -766,7 +809,7 @@ CAutomobile::ProcessControl(void)
for(i = 0; i < 4; i++){
float wheelPos = colModel->lines[i].p0.z;
if(m_aSuspensionSpringRatio[i] > 0.0f)
wheelPos -= m_aSuspensionSpringRatio[i]*m_aSuspensionLineLength[i];
wheelPos -= m_aSuspensionSpringRatio[i]*m_aSuspensionSpringLength[i];
m_aWheelPosition[i] += (wheelPos - m_aWheelPosition[i])*0.75f;
}
for(i = 0; i < 4; i++)
@ -824,7 +867,174 @@ CAutomobile::ProcessControl(void)
}
}
assert(0 && "misc stuff");
// Process car on fire
// A similar calculation of damagePos is done elsewhere for smoke
uint8 engineStatus = Damage.GetEngineStatus();
CVector damagePos = ((CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()))->m_positions[CAR_POS_HEADLIGHTS];
switch(Damage.GetDoorStatus(DOOR_BONNET)){
case DOOR_STATUS_OK:
case DOOR_STATUS_SMASHED:
// Bonnet is still there, smoke comes out at the edge
damagePos += vecDAMAGE_ENGINE_POS_SMALL;
break;
case DOOR_STATUS_SWINGING:
case DOOR_STATUS_MISSING:
// Bonnet is gone, smoke comes out at the engine
damagePos += vecDAMAGE_ENGINE_POS_BIG;
break;
}
// move fire forward if in first person
if(this == FindPlayerVehicle() && TheCamera.GetLookingForwardFirstPerson())
if(m_fHealth < 250.0f && m_status != STATUS_WRECKED){
if(GetModelIndex() == MI_FIRETRUCK)
damagePos += CVector(0.0f, 3.0f, -0.2f);
else
damagePos += CVector(0.0f, 1.2f, -0.8f);
}
damagePos = GetMatrix()*damagePos;
damagePos.z += 0.15f;
if(m_fHealth < 250.0f && m_status != STATUS_WRECKED){
// Car is on fire
CParticle::AddParticle(PARTICLE_CARFLAME, damagePos,
CVector(0.0f, 0.0f, CGeneral::GetRandomNumberInRange(0.01125f, 0.09f)),
nil, 0.9f);
CVector coors = damagePos;
coors.x += CGeneral::GetRandomNumberInRange(-0.5625f, 0.5625f),
coors.y += CGeneral::GetRandomNumberInRange(-0.5625f, 0.5625f),
coors.z += CGeneral::GetRandomNumberInRange(0.5625f, 2.25f);
CParticle::AddParticle(PARTICLE_CARFLAME_SMOKE, coors, CVector(0.0f, 0.0f, 0.0f));
CParticle::AddParticle(PARTICLE_ENGINE_SMOKE2, damagePos, CVector(0.0f, 0.0f, 0.0f), nil, 0.5f);
// Blow up car after 5 seconds
m_fFireBlowUpTimer += CTimer::GetTimeStepInMilliseconds();
if(m_fFireBlowUpTimer > 5000.0f){
CWorld::Players[CWorld::PlayerInFocus].AwardMoneyForExplosion(this);
BlowUpCar(m_pSetOnFireEntity);
}
}else
m_fFireBlowUpTimer = 0.0f;
// Decrease car health if engine is damaged badly
if(engineStatus > 225 && m_fHealth > 250.0f)
m_fHealth -= 2.0f;
ProcessDelayedExplosion();
if(m_bSirenOrAlarm && (CTimer::GetFrameCounter()&7) == 5 &&
UsesSiren(GetModelIndex()) && GetModelIndex() != MI_RCBANDIT)
CCarAI::MakeWayForCarWithSiren(this);
// Find out how much to shake the pad depending on suspension and ground surface
float suspShake = 0.0f;
float surfShake = 0.0f;
for(i = 0; i < 4; i++){
float suspChange = m_aSuspensionSpringRatioPrev[i] - m_aSuspensionSpringRatio[i];
if(suspChange > 0.3f){
DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_JUMP, suspChange);
if(suspChange > suspShake)
suspShake = suspChange;
}
uint8 surf = m_aWheelColPoints[i].surfaceB;
if(surf == SURFACE_DIRT || surf == SURFACE_PUDDLE || surf == SURFACE_HEDGE){
if(surfShake < 0.2f)
surfShake = 0.3f;
}else if(surf == SURFACE_DIRTTRACK || surf == SURFACE_SAND){
if(surfShake < 0.1f)
surfShake = 0.2f;
}else if(surf == SURFACE_GRASS){
if(surfShake < 0.05f)
surfShake = 0.1f;
}
m_aSuspensionSpringRatioPrev[i] = m_aSuspensionSpringRatio[i];
m_aSuspensionSpringRatio[i] = 1.0f;
}
// Shake pad
if((suspShake > 0.0f || surfShake > 0.0f) && m_status == STATUS_PLAYER){
float speed = m_vecMoveSpeed.MagnitudeSqr();
if(speed > sq(0.1f)){
speed = Sqrt(speed);
if(suspShake > 0.0f){
uint8 freq = min(200.0f*suspShake*speed*2000.0f/m_fMass + 100.0f, 250.0f);
CPad::GetPad(0)->StartShake(20000.0f*CTimer::GetTimeStep()/freq, freq);
}else{
uint8 freq = min(200.0f*surfShake*speed*2000.0f/m_fMass + 40.0f, 145.0f);
CPad::GetPad(0)->StartShake(5000.0f*CTimer::GetTimeStep()/freq, freq);
}
}
}
bVehicleColProcessed = false;
if(!bWarnedPeds)
CCarCtrl::ScanForPedDanger(this);
// Turn around at the edge of the world
// TODO: make the numbers defines
float heading;
if(GetPosition().x > 1900.0f){
if(m_vecMoveSpeed.x > 0.0f)
m_vecMoveSpeed.x *= -1.0f;
heading = GetForward().Heading();
if(heading > 0.0f) // going west
SetHeading(-heading);
}else if(GetPosition().x < -1900.0f){
if(m_vecMoveSpeed.x < 0.0f)
m_vecMoveSpeed.x *= -1.0f;
heading = GetForward().Heading();
if(heading < 0.0f) // going east
SetHeading(-heading);
}
if(GetPosition().y > 1900.0f){
if(m_vecMoveSpeed.y > 0.0f)
m_vecMoveSpeed.y *= -1.0f;
heading = GetForward().Heading();
if(heading < HALFPI && heading > 0.0f)
SetHeading(PI-heading);
else if(heading > -HALFPI && heading < 0.0f)
SetHeading(-PI-heading);
}else if(GetPosition().y < -1900.0f){
if(m_vecMoveSpeed.y < 0.0f)
m_vecMoveSpeed.y *= -1.0f;
heading = GetForward().Heading();
if(heading > HALFPI)
SetHeading(PI-heading);
else if(heading < -HALFPI)
SetHeading(-PI-heading);
}
if(bInfiniteMass){
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
}else if(!skipPhysics &&
(m_fGasPedal == 0.0f && brake == 0.0f || m_status == STATUS_WRECKED)){
if(Abs(m_vecMoveSpeed.x) < 0.005f &&
Abs(m_vecMoveSpeed.y) < 0.005f &&
Abs(m_vecMoveSpeed.z) < 0.005f){
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
m_vecTurnSpeed.z = 0.0f;
}
}
}
void
@ -1557,7 +1767,7 @@ void
CAutomobile::ScanForCrimes(void)
{
if(FindPlayerVehicle() && FindPlayerVehicle()->IsCar())
if(FindPlayerVehicle()->m_nAlarmState != -1)
if(FindPlayerVehicle()->IsAlarmOn())
// if player's alarm is on, increase wanted level
if((FindPlayerVehicle()->GetPosition() - GetPosition()).MagnitudeSqr() < sq(20.0f))
CWorld::Players[CWorld::PlayerInFocus].m_pPed->SetWantedLevelNoDrop(1);
@ -2064,6 +2274,7 @@ public:
STARTPATCHES
InjectHook(0x52D170, &CAutomobile_::dtor, PATCH_JUMP);
InjectHook(0x52D190, &CAutomobile_::SetModelIndex_, PATCH_JUMP);
InjectHook(0x531470, &CAutomobile_::ProcessControl_, PATCH_JUMP);
InjectHook(0x535180, &CAutomobile_::Teleport_, PATCH_JUMP);
InjectHook(0x53B270, &CAutomobile_::ProcessEntityCollision_, PATCH_JUMP);
InjectHook(0x53B660, &CAutomobile_::ProcessControlInputs_, PATCH_JUMP);

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@ -59,7 +59,7 @@ public:
float m_fHeightAboveRoad;
float m_fTraction;
uint8 stuff6[28];
float field_530;
float m_fFireBlowUpTimer;
CPhysical *m_aGroundPhysical[4]; // physicals touching wheels
CVector m_aGroundOffset[4]; // from ground object to colpoint
CEntity *m_pSetOnFireEntity;

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@ -364,7 +364,7 @@ CVehicle::ExtinguishCarFire(void)
CAutomobile *car = (CAutomobile*)this;
if(car->Damage.GetEngineStatus() >= 225)
car->Damage.SetEngineStatus(215);
car->field_530 = 0.0f;
car->m_fFireBlowUpTimer = 0.0f;
}
}

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@ -130,7 +130,7 @@ public:
uint8 m_currentColour1;
uint8 m_currentColour2;
uint8 m_aExtras[2];
int16 m_nAlarmState; // m_nWantedStarsOnEnter on DK22
int16 m_nAlarmState;
int16 m_nMissionValue;
CPed *pDriver;
CPed *pPassengers[8];
@ -188,7 +188,7 @@ public:
uint8 m_nAmmoInClip; // Used to make the guns on boat do a reload (20 by default)
int8 field_1FB;
int8 field_1FC[4];
float m_fHealth; // 1000.0f = full health. 0 -> explode
float m_fHealth; // 1000.0f = full health. 250.0f = fire. 0 -> explode
uint8 m_nCurrentGear;
int8 field_205[3];
float m_fChangeGearTime;
@ -278,6 +278,8 @@ public:
void ProcessCarAlarm(void);
bool IsSphereTouchingVehicle(float sx, float sy, float sz, float radius);
bool IsAlarmOn(void) { return m_nAlarmState != 0 && m_nAlarmState != -1; }
static bool &bWheelsOnlyCheat;
static bool &bAllDodosCheat;
static bool &bCheat3;