re3/src/vehicles/Ferry.cpp
Nikolay Korolev cb7f18f268 fix
2021-07-17 15:49:28 +03:00

833 lines
27 KiB
C++

#include "common.h"
#include "main.h"
#include "Ferry.h"
#include "AudioManager.h"
#include "Camera.h"
#include "Coronas.h"
#include "FileMgr.h"
#include "General.h"
#include "Leeds.h"
#include "Particle.h"
#include "PlayerPed.h"
#include "Streaming.h"
#include "TempColModels.h"
#include "WaterLevel.h"
#include "World.h"
CFerryInst* CFerry::mspInst;
#define FERRY_SPEED (0.1f)
#define FERRY_SLOWDOWN_DISTANCE (50.0f)
#define FERRY_TIME_STOPPED_AT_STATION (10.0f)
CFerry::CFerry(int32 id, uint8 owner) : CVehicle(owner)
{
m_bPlayerArrivedHorn = false;
m_nTimeAlongPath = 0;
m_vehType = VEHICLE_TYPE_FERRY;
CVehicleModelInfo* mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(id);
pHandling = mod_HandlingManager.GetHandlingData((tVehicleType)mi->m_handlingId);
SetModelIndex(id);
m_doors[0].Init(DEGTORAD(90.0f), 0.0f, 1, 0);
m_doors[1].Init(DEGTORAD(-95.0f), 0.0f, 1, 0);
m_doors[2].Init(DEGTORAD(-90.0f), 0.0f, 1, 0);
m_doors[3].Init(DEGTORAD(95.0f), 0.0f, 1, 0);
m_fTurnMass = 100000000.0f;
m_fAirResistance = 0.9994f;
m_fElasticity = 0.05f;
m_nNumMaxPassengers = 1;
m_fMass = 100000000.0f;
bInfiniteMass = true;
m_phy_flagA08 = true;
m_bFerryDocked = false;
SetStatus(STATUS_FERRY_MOVING);
bUsesCollision = true;
m_nDoorTimer = CTimer::GetTimeInMilliseconds();
m_nDoorState = FERRY_DOOR_CLOSED;
m_bApproachingDock = false;
m_nSkipFerryStatus = 0;
m_nCollision = 0;
m_pDefaultColModel = mi->GetColModel();
m_level = LEVEL_GENERIC;
}
void CFerry::Init(void* pInstancePtr)
{
mspInst = (CFerryInst*)pInstancePtr;
if (mspInst)
return;
// the following code should be wrapped in a define
mspInst = new CFerryInst();
memset(mspInst, 0, sizeof(CFerryInst));
for (int k = 0; k < NUM_FERRY_PATHS; k++) {
mspInst->pPathData[k] = new CFerryPath();
mspInst->pPathData[k]->aLineBits = new CFerryInterpolationLine[NUM_FERRY_STATIONS * 4 + 2];
const char* filename = "Data\\PATHS\\FERRY1.DAT"; // actually base::cStringT<char> filename; filename += k+1; filename += ".DAT"
bool readingFile = false;
int bp, lp;
int i, tmp;
CFerryPath* pPath = mspInst->pPathData[k];
if (pPath->aTrackNodes == nil) {
readingFile = true;
CFileMgr::LoadFile(filename, work_buff, sizeof(work_buff), "r");
*gString = '\0';
for (bp = 0, lp = 0; work_buff[bp] != '\n'; bp++, lp++)
gString[lp] = work_buff[bp];
bp++;
#ifdef FIX_BUGS
gString[lp] = '\0';
#endif
sscanf(gString, "%d", &tmp);
pPath->NumTrackNodes = tmp;
pPath->aTrackNodes = new CFerryNode[tmp];
for (i = 0; i < pPath->NumTrackNodes; i++) {
*gString = '\0';
for (lp = 0; work_buff[bp] != '\n'; bp++, lp++)
gString[lp] = work_buff[bp];
bp++;
#ifdef FIX_BUGS
gString[lp] = '\0';
#endif
sscanf(gString, "%f %f %f", &pPath->aTrackNodes[i].x, &pPath->aTrackNodes[i].y, &pPath->aTrackNodes[i].z);
pPath->aTrackNodes[i].z = 0.0f;
}
}
// Calculate length of segments and track
float t = 0.0f;
for (i = 0; i < pPath->NumTrackNodes; i++) {
pPath->aTrackNodes[i].t = t;
t += Sqrt(SQR(pPath->aTrackNodes[(i + 1) % pPath->NumTrackNodes].x - pPath->aTrackNodes[i].x) +
(SQR(pPath->aTrackNodes[(i + 1) % pPath->NumTrackNodes].y - pPath->aTrackNodes[i].y)));
}
pPath->TotalLengthOfTrack = t;
// Find correct z values
if (readingFile) {
CColPoint colpoint;
CEntity* entity;
for (i = 0; i < pPath->NumTrackNodes; i++) {
CVector p(pPath->aTrackNodes[i].x, pPath->aTrackNodes[i].y, pPath->aTrackNodes[i].z + 1.0f);
if (CWorld::ProcessVerticalLine(p, p.z - 0.5f, colpoint, entity, true, false, false, false, true, false, nil))
pPath->aTrackNodes[i].z = colpoint.point.z;
pPath->aTrackNodes[i].z += 0.2f;
}
}
int nStationIndices[NUM_FERRY_STATIONS];
for (int i = 0; i < NUM_FERRY_STATIONS; i++)
nStationIndices[i] = 0;
int nCurrentStation = 0;
for (i = 0; i < pPath->NumTrackNodes; i++) {
CFerryNode* pCurNode = &pPath->aTrackNodes[i];
CFerryNode* pNextNode = (i + 1 < pPath->NumTrackNodes) ? &pPath->aTrackNodes[i + 1] : &pPath->aTrackNodes[0];
CFerryNode* pPrevNode = (i - 1 >= 0) ? &pPath->aTrackNodes[i - 1] : &pPath->aTrackNodes[pPath->NumTrackNodes - 1];
if (pCurNode->x - pNextNode->x > 0.0f && pPrevNode->x - pCurNode->x < 0.0f)
nStationIndices[nCurrentStation++] = i;
if (pCurNode->x - pNextNode->x < 0.0f && pPrevNode->x - pCurNode->x > 0.0f)
nStationIndices[nCurrentStation++] = i;
}
float stationDists[NUM_FERRY_STATIONS];
for (i = 0; i < NUM_FERRY_STATIONS; i++)
stationDists[i] = pPath->aTrackNodes[nStationIndices[i]].t;
// Create animation for stopping at stations
float position = 0.0f;
float time = 0.0f;
int j = 0;
for (i = 0; i < NUM_FERRY_STATIONS; i++) {
// Start at full speed
pPath->aLineBits[j].type = FERRY_CRUISING;
pPath->aLineBits[j].time = time;
pPath->aLineBits[j].position = position;
pPath->aLineBits[j].speed = FERRY_SPEED;
pPath->aLineBits[j].acceleration = 0.0f;
j++;
// distance to next keyframe
float dist = (stationDists[i] - FERRY_SLOWDOWN_DISTANCE) - position;
time += dist / FERRY_SPEED;
position += dist;
// Now slow down 50 units before stop
pPath->aLineBits[j].type = FERRY_SLOWING;
pPath->aLineBits[j].time = time;
pPath->aLineBits[j].position = position;
pPath->aLineBits[j].speed = FERRY_SPEED;
pPath->aLineBits[j].acceleration = -(FERRY_SPEED * FERRY_SPEED) / (4 * FERRY_SLOWDOWN_DISTANCE);
j++;
time += 2 * FERRY_SLOWDOWN_DISTANCE / FERRY_SPEED;
position += FERRY_SLOWDOWN_DISTANCE; // at station
// stopping
pPath->aLineBits[j].type = FERRY_STOPPED;
pPath->aLineBits[j].time = time;
pPath->aLineBits[j].position = position;
pPath->aLineBits[j].speed = 0.0f;
pPath->aLineBits[j].acceleration = 0.0f;
j++;
time += FERRY_TIME_STOPPED_AT_STATION;
// accelerate again
pPath->aLineBits[j].type = FERRY_ACCELERATING;
pPath->aLineBits[j].time = time;
pPath->aLineBits[j].position = position;
pPath->aLineBits[j].speed = 0.0f;
pPath->aLineBits[j].acceleration = (FERRY_SPEED * FERRY_SPEED) / (4 * FERRY_SLOWDOWN_DISTANCE);
j++;
time += 2 * FERRY_SLOWDOWN_DISTANCE / FERRY_SPEED;
position += FERRY_SLOWDOWN_DISTANCE; // after station
}
// last keyframe
pPath->aLineBits[j].type = FERRY_CRUISING;
pPath->aLineBits[j].time = time;
pPath->aLineBits[j].position = position;
pPath->aLineBits[j].speed = FERRY_SPEED;
pPath->aLineBits[j].acceleration = 0.0f;
j++;
pPath->TotalDurationOfTrack = time + (pPath->TotalLengthOfTrack - position) / FERRY_SPEED;
// end
pPath->aLineBits[j].time = pPath->TotalDurationOfTrack;
}
}
void CFerry::InitFerrys(void)
{
printf("init ferrys\n");
#ifdef GTA_NETWORK
if (gIsMultiplayerGame)
SetupForMultiplayer();
#endif
if (!mspInst)
Init(nil);
for (int i = 0; i < NUM_FERRIES; i++)
mspInst->m_apFerries[i] = nil;
CStreaming::LoadAllRequestedModels(false);
CStreaming::RequestModel(MI_FERRY, 0);
CStreaming::LoadAllRequestedModels(false);
}
void CFerry::SwitchFerryCollision(int type)
{
for (int i = 0; i < NUM_FERRIES; i++) {
CFerry* pFerry = GetFerry(i);
if (pFerry && pFerry->m_nCollision != type) {
pFerry->m_nCollision = type;
CVehicleModelInfo* mi = pFerry->GetModelInfo();
if (type == 1)
mi->SetColModel(&CTempColModels::ms_colModelFerryDocked);
else
mi->SetColModel(pFerry->m_pDefaultColModel, true);
}
}
}
void CFerry::UpdateFerrys(void)
{
int i, j;
float t, deltaT;
if (mspInst->m_bFerriesDisabled)
return;
for (i = 0; i < NUM_FERRIES; i++) {
CFerry* pFerry = GetFerry(i);
if (pFerry) {
pFerry->m_nTimeAlongPath += CTimer::GetTimeStepInMilliseconds();
t = mspInst->pPathData[i/2]->TotalDurationOfTrack * (float)((pFerry->m_nTimeAlongPath + (i & 1) * 0x20000) & 0x3FFFF) / 0x40000;
// find current frame
for (j = 0; t > mspInst->pPathData[i / 2]->aLineBits[j + 1].time; j++);
deltaT = t - mspInst->pPathData[i / 2]->aLineBits[j].time;
if (pFerry->m_bFerryDocked) {
if (mspInst->pPathData[i / 2]->aLineBits[j].type == FERRY_SLOWING) {
pFerry->m_nTimeAlongPath += (mspInst->pPathData[i / 2]->aLineBits[j + 1].time - mspInst->pPathData[i / 2]->aLineBits[j].time);
j++;
if (j > NUM_FERRY_STATIONS * 4 + 1)
j = 0;
pFerry->m_bApproachingDock = true;
if ((i & 1) == 0) {
GetFerry(i + 1)->m_bApproachingDock = true;
GetFerry(i + 1)->m_nTimeAlongPath += (mspInst->pPathData[i / 2]->aLineBits[j + 1].time - mspInst->pPathData[i / 2]->aLineBits[j].time);
}
else {
GetFerry(i - 1)->m_bApproachingDock = true;
GetFerry(i - 1)->m_nTimeAlongPath += (mspInst->pPathData[i / 2]->aLineBits[j + 1].time - mspInst->pPathData[i / 2]->aLineBits[j].time);
}
}
}
if (pFerry->m_nSkipFerryStatus == 1) {
float fDelta = 0.0f;
pFerry->m_nSkipFerryStatus = 2;
while (mspInst->pPathData[i / 2]->aLineBits[j].type != FERRY_STOPPED) {
fDelta += (mspInst->pPathData[i / 2]->aLineBits[j + 1].time - mspInst->pPathData[i / 2]->aLineBits[j].time);
j++;
if (j > NUM_FERRY_STATIONS * 4)
j = 0;
}
pFerry->m_nTimeAlongPath += fDelta;
pFerry->m_bApproachingDock = true;
if ((i & 1) == 0) {
GetFerry(i + 1)->m_bApproachingDock = true;
GetFerry(i + 1)->m_nTimeAlongPath += fDelta;
}
else {
GetFerry(i - 1)->m_bApproachingDock = true;
GetFerry(i - 1)->m_nTimeAlongPath += fDelta;
}
}
switch (mspInst->pPathData[i / 2]->aLineBits[j].type) {
case FERRY_STOPPED:
mspInst->m_afPositions[i] = mspInst->pPathData[i / 2]->aLineBits[j].position;
mspInst->m_afSpeeds[i] = 0.0f;
break;
case FERRY_CRUISING:
mspInst->m_afPositions[i] = mspInst->pPathData[i / 2]->aLineBits[j].position + mspInst->pPathData[i / 2]->aLineBits[j].speed * deltaT;
mspInst->m_afSpeeds[i] = (mspInst->pPathData[i / 2]->TotalDurationOfTrack * 1000.0f / 0x40000) * mspInst->pPathData[i / 2]->aLineBits[j].speed;
break;
case FERRY_SLOWING:
case FERRY_ACCELERATING:
pFerry->m_bApproachingDock = (mspInst->pPathData[i / 2]->aLineBits[j].type == FERRY_SLOWING);
mspInst->m_afPositions[i] = mspInst->pPathData[i / 2]->aLineBits[j].position + (mspInst->pPathData[i / 2]->aLineBits[j].speed + mspInst->pPathData[i / 2]->aLineBits[j].acceleration * deltaT) * deltaT;
mspInst->m_afSpeeds[i] = (mspInst->pPathData[i / 2]->TotalDurationOfTrack * 1000.0f / 0x40000) * (mspInst->pPathData[i / 2]->aLineBits[j].speed + 2 * mspInst->pPathData[i / 2]->aLineBits[j].acceleration * deltaT);
break;
}
}
}
}
void CFerry::SetModelIndex(uint32 mi)
{
CVehicle::SetModelIndex(mi);
for (int i = 0; i < NUM_FERRY_NODES; i++)
m_aFerryNodes[i] = nil;
CClumpModelInfo::FillFrameArray(GetClump(), m_aFerryNodes);
}
void CFerry::PreRender(void)
{
CVehicleModelInfo* mi = GetModelInfo();
if (CGeneral::GetRandomTrueFalse())
CParticle::AddParticle(PARTICLE_FERRY_CHIM_SMOKE, GetMatrix() * mi->m_positions[FERRY_POS_CHIM_LEFT], CVector(0.0f, 0.0f, 0.2f));
CVector vVectorToCamera = GetPosition() - TheCamera.GetPosition();
CVector vDirectionToCamera;
float fDistanceToCamera = vVectorToCamera.Magnitude();
if (fDistanceToCamera == 0.0f)
vVectorToCamera = vDirectionToCamera = CVector(1.0f, 0.0f, 0.0f);
else
vDirectionToCamera = vVectorToCamera / fDistanceToCamera;
float dp = DotProduct(GetForward(), vDirectionToCamera);
if (dp < 0.0f) {
CVector vFrontLightPosition = GetMatrix() * mi->m_positions[FERRY_POS_LIGHT_FRONT];
CVector vFrontLightPosition2 = vFrontLightPosition - 2 * mi->m_positions[FERRY_POS_LIGHT_FRONT].x * GetRight();
float size = -dp + 1.0f;
float fIntensity = -dp * 0.4f + 0.2f;
if (dp < -0.9f && fDistanceToCamera < 35.0f) {
uint8 intensity = fIntensity * 255.0f;
CCoronas::RegisterCorona((uint32)(uintptr)this + 26, intensity, intensity, intensity, 255, vFrontLightPosition2, size, 80.0f, CCoronas::TYPE_NORMAL, CCoronas::FLARE_HEADLIGHTS, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
CCoronas::RegisterCorona((uint32)(uintptr)this + 27, intensity, intensity, intensity, 255, vFrontLightPosition, size, 80.0f, CCoronas::TYPE_NORMAL, CCoronas::FLARE_HEADLIGHTS, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
}
else {
uint8 intensity = fIntensity * 255.0f;
CCoronas::RegisterCorona((uint32)(uintptr)this + 26, intensity, intensity, intensity, 255, vFrontLightPosition2, size, 80.0f, CCoronas::TYPE_NORMAL, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
CCoronas::RegisterCorona((uint32)(uintptr)this + 27, intensity, intensity, intensity, 255, vFrontLightPosition, size, 80.0f, CCoronas::TYPE_NORMAL, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
}
}
CVector vRearLightPosition = GetMatrix() * mi->m_positions[FERRY_POS_LIGHT_REAR];
CVector vRearLightPosition2 = vRearLightPosition - 2 * mi->m_positions[FERRY_POS_LIGHT_REAR].x * GetRight();
CCoronas::RegisterCorona((uint32)(uintptr)this + 28, 255, 0, 0, 255, vRearLightPosition2, 1.0f, 80.0f, CCoronas::TYPE_NORMAL, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
CCoronas::RegisterCorona((uint32)(uintptr)this + 29, 255, 0, 0, 255, vRearLightPosition, 1.0f, 80.0f, CCoronas::TYPE_NORMAL, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
}
void CFerry::Render(void)
{
m_bAlreadyRendered = true;
CEntity::Render();
}
void CFerry::RenderAllRemaning(void)
{
#ifdef GTA_NETWORK
if (gIsMultiplayerGame)
return;
#endif
for (int i = 0; i < NUM_FERRIES; i++) {
CFerry* pFerry = GetFerry(i);
if (pFerry) {
if (!pFerry->m_bAlreadyRendered)
pFerry->Render();
pFerry->m_bAlreadyRendered = false;
}
}
}
void CFerry::FerryHitStuff(CPtrList& lst)
{
for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next) {
CPhysical* pEntity = (CPhysical*)pNode->item;
if (pEntity != this && Abs(GetPosition().x - pEntity->GetPosition().z) < 1.5f)
pEntity->bHitByTrain = true;
}
}
void CFerry::ProcessControl(void)
{
if (gbModelViewer)
return;
PruneWakeTrail();
if (m_isFarAway && (m_nFerryId + CTimer::GetFrameCounter() & 0xF) != 0)
return;
CFerryPath* pPath = mspInst->pPathData[m_nFerryId / 2];
float fPosition = mspInst->m_afPositions[m_nFerryId];
float fSpeed = mspInst->m_afSpeeds[m_nFerryId];
if (fPosition < 0.0f)
fPosition += pPath->TotalLengthOfTrack;
CFerryNode* trackNodes = mspInst->pPathData[m_nFerryId / 2]->aTrackNodes;
int16 numTrackNodes = mspInst->pPathData[m_nFerryId / 2]->NumTrackNodes;
float totalLengthOfTrack = mspInst->pPathData[m_nFerryId / 2]->TotalLengthOfTrack;
float trackPosition = mspInst->m_afPositions[m_nFerryId];
float trackSpeed = mspInst->m_afSpeeds[m_nFerryId];
float trackPositionRear = trackPosition;
if (trackPositionRear < 0.0f)
trackPositionRear += totalLengthOfTrack;
// Advance current node to appropriate position
float pos1, pos2;
int nextTrackNode = m_nCurTrackNode + 1;
pos1 = trackNodes[m_nCurTrackNode].t;
if (nextTrackNode < numTrackNodes)
pos2 = trackNodes[nextTrackNode].t;
else {
nextTrackNode = 0;
pos2 = totalLengthOfTrack;
}
while (trackPositionRear < pos1 || trackPositionRear > pos2) {
m_nCurTrackNode = (m_nCurTrackNode + 1) % numTrackNodes;
nextTrackNode = m_nCurTrackNode + 1;
pos1 = trackNodes[m_nCurTrackNode].t;
if (nextTrackNode < numTrackNodes)
pos2 = trackNodes[nextTrackNode].t;
else {
nextTrackNode = 0;
pos2 = totalLengthOfTrack;
}
}
float dist = trackNodes[nextTrackNode].t - trackNodes[m_nCurTrackNode].t;
if (dist < 0.0f)
dist += totalLengthOfTrack;
float f = (trackPositionRear - trackNodes[m_nCurTrackNode].t) / dist;
CVector posRear = (1.0f - f) * CVector(trackNodes[m_nCurTrackNode].x, trackNodes[m_nCurTrackNode].y, trackNodes[m_nCurTrackNode].z) +
f * CVector(trackNodes[nextTrackNode].x, trackNodes[nextTrackNode].y, trackNodes[nextTrackNode].z);
// Now same again for the front
float trackPositionFront = trackPositionRear + 20.0f;
if (trackPositionFront > totalLengthOfTrack)
trackPositionFront -= totalLengthOfTrack;
int curTrackNodeFront = m_nCurTrackNode;
int nextTrackNodeFront = curTrackNodeFront + 1;
pos1 = trackNodes[curTrackNodeFront].t;
if (nextTrackNodeFront < numTrackNodes)
pos2 = trackNodes[nextTrackNodeFront].t;
else {
nextTrackNodeFront = 0;
pos2 = totalLengthOfTrack;
}
while (trackPositionFront < pos1 || trackPositionFront > pos2) {
curTrackNodeFront = (curTrackNodeFront + 1) % numTrackNodes;
nextTrackNodeFront = curTrackNodeFront + 1;
pos1 = trackNodes[curTrackNodeFront].t;
if (nextTrackNodeFront < numTrackNodes)
pos2 = trackNodes[nextTrackNodeFront].t;
else {
nextTrackNodeFront = 0;
pos2 = totalLengthOfTrack;
}
}
dist = trackNodes[nextTrackNodeFront].t - trackNodes[curTrackNodeFront].t;
if (dist < 0.0f)
dist += totalLengthOfTrack;
f = (trackPositionFront - trackNodes[curTrackNodeFront].t) / dist;
CVector posFront = (1.0f - f) * CVector(trackNodes[curTrackNodeFront].x, trackNodes[curTrackNodeFront].y, trackNodes[curTrackNodeFront].z) +
f * CVector(trackNodes[nextTrackNodeFront].x, trackNodes[nextTrackNodeFront].y, trackNodes[nextTrackNodeFront].z);
// Now set matrix
SetPosition((posRear + posFront) / 2.0f);
CVector fwd = posFront - posRear;
m_vecForwardSpeed = fwd;
fwd.Normalise();
float dp = DotProduct(fwd, GetForward());
if (Abs(dp) > 1.001f || Abs(dp) < 0.999f) {
CVector df = CrossProduct(fwd, GetForward());
CMatrix tmp;
float angle;
if (m_nSkipFerryStatus == 2) {
m_nSkipFerryStatus = 0;
angle = (fwd.x < 0.0f && GetForward().x < 0.0f) ? PI - Acos(dp) : Acos(dp);
}
else {
angle = 0.001f;
}
if (dp > 0.0f && df.z < 0.0f || dp <= 0.0f && df.z > 0.0f)
angle = -angle;
tmp.SetRotateZ(angle);
fwd = Multiply3x3(GetForward(), tmp);
}
else
fwd = GetForward();
CVector right = CrossProduct(fwd, CVector(0.0f, 0.0f, 1.0f));
right.Normalise();
CVector up = CrossProduct(right, fwd);
GetRight() = right;
GetUp() = up;
GetForward() = fwd;
// Set speed
m_vecMoveSpeed = fwd * trackSpeed / 60.0f;
m_fSpeed = trackSpeed / 60.0f;
m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
if (m_vecMoveSpeed.MagnitudeSqr() > 0.001f || !m_bApproachingDock) {
SetStatus(STATUS_FERRY_MOVING);
m_bFerryDocked = false;
m_bPlayerArrivedHorn = false;
m_nTimeLeftStation = CTimer::GetTimeInMilliseconds();
}
else {
SetStatus(STATUS_FERRY_NOT_MOVING);
PlayArrivedHorn();
m_bFerryDocked = true;
}
m_isFarAway = !((posFront - TheCamera.GetPosition()).Magnitude2D() < sq(1000.0f));
switch (m_nDoorState) {
case FERRY_DOOR_CLOSED:
break;
case FERRY_DOOR_OPENING:
if (CTimer::GetTimeInMilliseconds() < m_nDoorTimer) {
OpenFerryDoor(1.0f - (m_nDoorTimer - CTimer::GetTimeInMilliseconds()) / 1000.0f);
}
else {
OpenFerryDoor(1.0f);
m_nDoorState = FERRY_DOOR_OPEN;
}
break;
case FERRY_DOOR_OPEN:
break;
case FERRY_DOOR_CLOSING:
if (CTimer::GetTimeInMilliseconds() < m_nDoorTimer) {
OpenFerryDoor((m_nDoorTimer - CTimer::GetTimeInMilliseconds()) / 1000.0f);
}
else {
OpenFerryDoor(0.0f);
m_nDoorState = FERRY_DOOR_CLOSED;
}
break;
}
CVector wn = CWaterLevel::GetWaterNormal(GetPosition().x, GetPosition().y);
float fRollAngle = wn.x - GetUp().x;
if (fRollAngle < 0.0f)
fRollAngle = Max(-0.05f, fRollAngle);
else
fRollAngle = Min(0.05f, fRollAngle);
CVector oldPos = GetPosition();
SetPosition(-GetPosition());
CMatrix tmp2;
tmp2.SetRotateX(fRollAngle);
tmp2 = tmp2 * GetMatrix();
tmp2.SetTranslateOnly(oldPos);
GetMatrix() = tmp2;
GetMatrix().UpdateRW();
UpdateRwFrame();
RemoveAndAdd();
bIsStuck = false;
bIsInSafePosition = true;
bWasPostponed = false;
// request/remove model
if (m_isFarAway) {
if (m_rwObject)
DeleteRwObject();
}
else if (CStreaming::HasModelLoaded(MI_FERRY)) {
if (m_rwObject == nil) {
m_modelIndex = -1;
SetModelIndex(MI_FERRY);
}
}
else {
if (FindPlayerCoors().z * GetPosition().z >= 0.0f)
CStreaming::RequestModel(MI_FERRY, STREAMFLAGS_DEPENDENCY);
}
// Hit stuff
if (GetStatus() == STATUS_TRAIN_MOVING) {
CVector nfwd = GetForward() * GetColModel()->boundingBox.max.y;
if (m_vecForwardSpeed.x > 0.0f)
nfwd = -nfwd;
if ((m_nFerryId & 1) == 0)
nfwd = -nfwd;
int x, xmin, xmax;
int y, ymin, ymax;
CVector front = GetPosition() + nfwd + m_vecMoveSpeed * CTimer::GetTimeStep();
if (!m_isFarAway && m_vecMoveSpeed.Magnitude2D() > 0.05f)
AddWakePoint(nfwd * 0.85f + GetPosition());
xmin = CWorld::GetSectorIndexX(front.x - 3.0f);
if (xmin < 0) xmin = 0;
xmax = CWorld::GetSectorIndexX(front.x + 3.0f);
if (xmax > NUMSECTORS_X - 1) xmax = NUMSECTORS_X - 1;
ymin = CWorld::GetSectorIndexY(front.y - 3.0f);
if (ymin < 0) ymin = 0;
ymax = CWorld::GetSectorIndexY(front.y + 3.0f);
if (ymax > NUMSECTORS_Y - 1) ymax = NUMSECTORS_X - 1;
CWorld::AdvanceCurrentScanCode();
for (y = ymin; y <= ymax; y++)
for (x = xmin; x <= xmax; x++) {
CSector* s = CWorld::GetSector(x, y);
FerryHitStuff(s->m_lists[ENTITYLIST_VEHICLES]);
FerryHitStuff(s->m_lists[ENTITYLIST_VEHICLES_OVERLAP]);
FerryHitStuff(s->m_lists[ENTITYLIST_PEDS]);
FerryHitStuff(s->m_lists[ENTITYLIST_PEDS_OVERLAP]);
}
}
}
void CFerry::OpenFerryDoor(float ratio)
{
if (!m_rwObject)
return;
int door1 = 0;
int door2 = 1;
if (!m_bUseFrontDoor) {
door1 = 2;
door2 = 3;
}
int node1 = m_bUseFrontDoor ? FERRY_DOOR_FRONT : FERRY_DOOR_BACK;
int node2 = m_bUseFrontDoor ? FERRY_RAMP_FRONT : FERRY_RAMP_BACK;
CMatrix doorL(RwFrameGetMatrix(m_aFerryNodes[node1]));
CMatrix doorR(RwFrameGetMatrix(m_aFerryNodes[node2]));
CVector posL = doorL.GetPosition();
CVector posR = doorR.GetPosition();
bool isClosed = m_doors[0].IsClosed(); // useless
m_doors[door1].Open(ratio);
m_doors[door2].Open(ratio);
doorL.SetRotateXOnly(m_doors[door1].m_fAngle);
doorR.SetRotateXOnly(m_doors[door2].m_fAngle);
doorL.UpdateRW();
doorR.UpdateRW();
}
CVector CFerry::GetBoardingSpace(CFerry::eSpaceUse use, CFerry::eSpaceStyle style, uint8 position)
{
CVehicleModelInfo* pModelInfo = GetModelInfo();
CVector space;
if (m_nFerryId & 1) {
if (style == FERRY_SPACE_STYLE_0)
style = FERRY_SPACE_STYLE_1;
else
style = FERRY_SPACE_STYLE_0;
}
switch (use) {
case FERRY_SPACE_PED:
space = pModelInfo->m_positions[FERRY_POS_PED_POINT];
break;
case FERRY_SPACE_CAR:
space = pModelInfo->m_positions[FERRY_POS_CAR1 + position];
break;
}
switch (style) {
case FERRY_SPACE_STYLE_0:
space = GetMatrix() * space;
break;
case FERRY_SPACE_STYLE_1:
space = GetMatrix() * space - (2 * space.x) * GetRight() - (2 * space.y) * GetForward();
break;
}
return space;
}
CFerry* CFerry::GetClosestFerry(float x, float y)
{
int closest = -1;
float mindist = 9999.9f;
for (int i = 0; i < NUM_FERRIES; i++) {
CFerry* pFerry = GetFerry(i);
if (pFerry) {
float dist = ((CVector2D)pFerry->GetPosition() - CVector2D(x, y)).Magnitude();
if (dist < 300.0f && dist < mindist) {
mindist = dist;
closest = i;
}
}
}
if (closest == -1)
return nil;
return GetFerry(closest);
}
bool CFerry::IsDocked(void)
{
return m_bFerryDocked;
}
void CFerry::OpenDoor(void)
{
printf("opening the ferry door\n");
m_nDoorState = FERRY_DOOR_OPENING;
m_nDoorTimer = CTimer::GetTimeInMilliseconds() + 10000;
CVehicleModelInfo* pModelInfo = GetModelInfo();
CVector2D vPlayerPos = FindPlayerPed()->GetPosition();
float fDistToCar4 = (vPlayerPos - GetMatrix() * pModelInfo->m_positions[FERRY_POS_CAR4]).Magnitude();
float fDistToCar1 = (vPlayerPos - GetMatrix() * pModelInfo->m_positions[FERRY_POS_CAR1]).Magnitude();
m_bUseFrontDoor = true;
if (fDistToCar4 < fDistToCar1)
m_bUseFrontDoor = false;
// AudioManager.DirectlyEnqueueSample(0xb8,0,0,1,0x5622,0x7f,0x14,0); // TODO
}
void CFerry::CloseDoor(void)
{
printf("closing the ferry door\n");
m_nDoorState = FERRY_DOOR_CLOSING;
m_nDoorTimer = CTimer::GetTimeInMilliseconds() + 10000;
// AudioManager.DirectlyEnqueueSample(0xb8, 0, 0, 1, 0x5622, 0x7f, 0x14, 0); // TODO
}
bool CFerry::IsDoorOpen(void)
{
return m_nDoorState == FERRY_DOOR_OPEN;
}
bool CFerry::IsDoorClosed(void)
{
return m_nDoorState == FERRY_DOOR_CLOSED;
}
void CFerry::CompleteDorrMovement(void)
{
m_nDoorTimer = 0;
}
void CFerry::DissableFerryPath(int)
{
}
void CFerry::EnableFerryPath(int path)
{
CStreaming::LoadAllRequestedModels(false);
CStreaming::RequestModel(MI_FERRY, 0);
CStreaming::LoadAllRequestedModels(false);
for (int i = path * 2; i < path * 2 + 2; i++) {
CFerry* pFerry = new CFerry(MI_FERRY, PERMANENT_VEHICLE);
bool bDirect = i & 1;
mspInst->m_apFerries[i] = pFerry;
pFerry->SetPosition(0.0f, 0.0f, 0.0f);
pFerry->SetStatus(STATUS_ABANDONED);
pFerry->bIsLocked = true;
pFerry->SetHeading(bDirect ? HALFPI : 3 * HALFPI);
pFerry->m_nFerryId = i;
pFerry->m_nCurTrackNode = 0;
CWorld::Add(pFerry);
}
}
void CFerry::SkipFerryToNextDock(void)
{
m_nSkipFerryStatus = 1;
}
void CFerry::PruneWakeTrail(void)
{
int16 num_remaining = 0;
for (int i = 0; i < NUM_WAKE_POINTS; i++) {
if (mspInst->m_afWakePointTimer[m_nFerryId][i] <= 0.0f)
break;
if (mspInst->m_afWakePointTimer[m_nFerryId][i] <= CTimer::GetTimeStep()) {
mspInst->m_afWakePointTimer[m_nFerryId][i] = 0.0f;
break;
}
mspInst->m_afWakePointTimer[m_nFerryId][i] -= CTimer::GetTimeStep();
num_remaining++;
}
mspInst->m_anNumWakePoints[m_nFerryId] = num_remaining;
}
void CFerry::AddWakePoint(CVector point)
{
if (mspInst->m_afWakePointTimer[m_nFerryId][0] > 0.0f) {
int nNewWakePoints = Min(NUM_WAKE_POINTS - 1, mspInst->m_anNumWakePoints[m_nFerryId]);
for (int i = 0; i < nNewWakePoints; i++) {
mspInst->m_avWakePoints[m_nFerryId][i + 1] = mspInst->m_avWakePoints[m_nFerryId][i];
mspInst->m_afWakePointTimer[m_nFerryId][i + 1] = mspInst->m_afWakePointTimer[m_nFerryId][i];
}
}
mspInst->m_avWakePoints[m_nFerryId][0] = point;
mspInst->m_afWakePointTimer[m_nFerryId][0] = 900.0f; // TODO: define
mspInst->m_anNumWakePoints[m_nFerryId] += 1;
}
void CFerry::PlayArrivedHorn(void)
{
if (m_bPlayerArrivedHorn)
return;
m_bPlayerArrivedHorn = true;
float fDistToCamera = (GetPosition() - TheCamera.GetPosition()).Magnitude();
if (fDistToCamera < 200.0f) {
uint8 volume = (200.0f - fDistToCamera) / 200.0f * 127;
// AudioManager.DirectlyEnqueueSample(0x32, 0, 0, 1, 18000, volume, 0x32, 0); // TODO
}
}
CVector CFerry::GetNearestDoor(CVector)
{
return CVector(0.0f, 0.0f, 1.0f);
}
void CFerry::SetupForMultiplayer(void)
{
for (int i = 0; i < NUM_FERRIES; i++)
mspInst->m_apFerries[i] = nil;
printf("setting up the ferrys for multiplayer\n");
CStreaming::SetModelIsDeletable(MI_FERRY);
}
void CFerry::Write(base::cRelocatableChunkWriter& writer)
{
writer.AllocateRaw(mspInst, sizeof(*mspInst), 4);
if (!mspInst)
return;
for (int i = 0; i < NUM_FERRY_PATHS; i++) {
writer.AllocateRaw(mspInst->pPathData[i], sizeof(*mspInst->pPathData[i]), 4);
writer.AddPatch(&mspInst->pPathData[i]);
writer.AllocateRaw(mspInst->pPathData[i]->aTrackNodes, mspInst->pPathData[i]->NumTrackNodes * sizeof(CFerryNode), 4);
writer.AddPatch(&mspInst->pPathData[i]->aTrackNodes);
writer.AllocateRaw(mspInst->pPathData[i]->aLineBits, (NUM_FERRY_STATIONS * 4 + 2) * sizeof(CFerryInterpolationLine), 4);
writer.AddPatch(&mspInst->pPathData[i]->aTrackNodes);
}
}