renamed some variables and added files; more CAutomobile::ProcessControl

This commit is contained in:
aap 2019-07-17 13:19:20 +02:00
parent 3bda0da403
commit 0f1fbf5e9a
20 changed files with 217 additions and 49 deletions

View file

@ -12,7 +12,12 @@
#include "World.h"
#include "SurfaceTable.h"
#include "HandlingMgr.h"
#include "Record.h"
#include "Remote.h"
#include "Population.h"
#include "CarCtrl.h"
#include "CarAI.h"
#include "Garages.h"
#include "PathFind.h"
#include "Ped.h"
#include "PlayerPed.h"
@ -55,9 +60,27 @@ CAutomobile::ProcessControl(void)
if(colModel->level > LEVEL_NONE && colModel->level != CCollision::ms_collisionInMemory)
return;
bool strongGrip = false;
assert(0 && "some player stuff");
// Improve grip of vehicles in certain cases
bool strongGrip1 = false;
bool strongGrip2 = false;
if(FindPlayerVehicle() && this != FindPlayerVehicle()){
switch(AutoPilot.m_nCarMission){
case MISSION_RAMPLAYER_FARAWAY:
case MISSION_RAMPLAYER_CLOSE:
case MISSION_BLOCKPLAYER_FARAWAY:
case MISSION_BLOCKPLAYER_CLOSE:
if(FindPlayerSpeed().Magnitude() > 0.3f){
strongGrip1 = true;
if(FindPlayerSpeed().Magnitude() > 0.4f){
if(m_vecMoveSpeed.Magnitude() < 0.3f)
strongGrip2 = true;
}else{
if((GetPosition() - FindPlayerCoors()).Magnitude() > 50.0f)
strongGrip2 = true;
}
}
}
}
if(bIsBus)
ProcessAutoBusDoors();
@ -127,24 +150,106 @@ CAutomobile::ProcessControl(void)
AutoPilot.m_flag2 = false;
// Set Center of Mass to make car more stable
if(strongGrip || bCheat3)
if(strongGrip1 || bCheat3)
m_vecCentreOfMass.z = 0.3f*m_aSuspensionSpringLength[0] + -1.0*m_fHeightAboveRoad;
else if(m_handling->Flags & HANDLING_NONPLAYER_STABILISER && m_status == STATUS_PHYSICS)
m_vecCentreOfMass.z = m_handling->CentreOfMass.z - 0.2f*m_handling->Dimension.z;
else if(pHandling->Flags & HANDLING_NONPLAYER_STABILISER && m_status == STATUS_PHYSICS)
m_vecCentreOfMass.z = pHandling->CentreOfMass.z - 0.2f*pHandling->Dimension.z;
else
m_vecCentreOfMass.z = m_handling->CentreOfMass.z;
m_vecCentreOfMass.z = pHandling->CentreOfMass.z;
// Process depending on status
bool playerRemote = false;
switch(m_status){
case STATUS_PLAYER:
case STATUS_SIMPLE:
case STATUS_PHYSICS:
case STATUS_ABANDONED:
case STATUS_WRECKED:
case STATUS_PLAYER_REMOTE:
if(CPad::GetPad(0)->WeaponJustDown()){
BlowUpCar(FindPlayerPed());
CRemote::TakeRemoteControlledCarFromPlayer();
}
if(GetModelIndex() == MI_RCBANDIT){
CVector pos = GetPosition();
// FindPlayerCoors unused
if(RcbanditCheckHitWheels() || bIsInWater || CPopulation::IsPointInSafeZone(&pos)){
if(CPopulation::IsPointInSafeZone(&pos))
CGarages::TriggerMessage("HM2_5", -1, 5000, -1);
CRemote::TakeRemoteControlledCarFromPlayer();
BlowUpCar(FindPlayerPed());
}
}
if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle == this)
playerRemote = true;
// fall through
case STATUS_PLAYER:
if(playerRemote ||
pDriver && pDriver->GetPedState() != PED_EXIT_CAR && pDriver->GetPedState() != PED_DRAG_FROM_CAR){
// process control input if controlled by player
if(playerRemote || pDriver->m_nPedType == PEDTYPE_PLAYER1)
ProcessControlInputs(0);
PruneReferences();
if(m_status == STATUS_PLAYER && CRecordDataForChase::Status != RECORDSTATE_1)
DoDriveByShootings();
}
break;
case STATUS_SIMPLE:
CCarAI::UpdateCarAI(this);
CPhysical::ProcessControl();
CCarCtrl::UpdateCarOnRails(this);
m_nWheelsOnGround_2 = 4;
m_nWheelsOnGroundPrev = m_nWheelsOnGround;
m_nWheelsOnGround = 4;
pHandling->Transmission.CalculateGearForSimpleCar(AutoPilot.m_fMaxTrafficSpeed/50.0f, m_nCurrentGear);
{
float wheelRot = ProcessWheelRotation(WHEEL_STATE_0, GetForward(), m_vecMoveSpeed, 0.35f);
for(i = 0; i < 4; i++)
m_aWheelRotation[i] += wheelRot;
}
PlayHornIfNecessary();
ReduceHornCounter();
bVehicleColProcessed = false;
// that's all we do for simple vehicles
return;
case STATUS_PHYSICS:
CCarAI::UpdateCarAI(this);
CCarCtrl::SteerAICarWithPhysics(this);
PlayHornIfNecessary();
break;
case STATUS_ABANDONED:
m_fBrakePedal = 0.2f;
bIsHandbrakeOn = false;
m_fSteerAngle = 0.0f;
m_fGasPedal = 0.0f;
m_nCarHornTimer = 0;
break;
case STATUS_WRECKED:
m_fBrakePedal = 0.05f;
bIsHandbrakeOn = true;
m_fSteerAngle = 0.0f;
m_fGasPedal = 0.0f;
m_nCarHornTimer = 0;
break;
case STATUS_PLAYER_DISABLED:
assert(0);
m_fBrakePedal = 1.0f;
bIsHandbrakeOn = true;
m_fSteerAngle = 0.0f;
m_fGasPedal = 0.0f;
m_nCarHornTimer = 0;
break;
}
if(GetPosition().z < -0.6f){
@ -252,11 +357,11 @@ CAutomobile::ProcessControl(void)
// Make springs push up vehicle
for(i = 0; i < 4; i++){
if(m_aSuspensionSpringRatio[i] < 1.0f){
float bias = m_handling->fSuspensionBias;
float bias = pHandling->fSuspensionBias;
if(i == 1 || i == 3) // rear
bias = 1.0f - bias;
ApplySpringCollision(m_handling->fSuspensionForceLevel,
ApplySpringCollision(pHandling->fSuspensionForceLevel,
springDirections[i], contactPoints[i],
m_aSuspensionSpringRatio[i], bias);
m_aWheelSkidmarkMuddy[i] =
@ -284,7 +389,7 @@ CAutomobile::ProcessControl(void)
// dampen springs
for(i = 0; i < 4; i++)
if(m_aSuspensionSpringRatio[i] < 1.0f)
ApplySpringDampening(m_handling->fSuspensionDampingLevel,
ApplySpringDampening(pHandling->fSuspensionDampingLevel,
springDirections[i], contactPoints[i], contactSpeeds[i]);
// Get speed at contact points again
@ -493,7 +598,7 @@ CAutomobile::ProcessControlInputs(uint8 pad)
fValue = -sq(m_fSteerRatio);
else
fValue = sq(m_fSteerRatio);
m_fSteerAngle = DEGTORAD(m_handling->fSteeringLock) * fValue;
m_fSteerAngle = DEGTORAD(pHandling->fSteeringLock) * fValue;
if(bComedyControls){
int rnd = CGeneral::GetRandomNumber() % 10;
@ -539,6 +644,16 @@ CAutomobile::ProcessBuoyancy(void)
{ EAXJMP(0x5308D0);
}
WRAPPER void
CAutomobile::DoDriveByShootings(void)
{ EAXJMP(0x564000);
}
WRAPPER int32
CAutomobile::RcbanditCheckHitWheels(void)
{ EAXJMP(0x53C990);
}
void
CAutomobile::GetComponentWorldPosition(int32 component, CVector &pos)
{
@ -962,23 +1077,23 @@ CAutomobile::SetupSuspensionLines(void)
m_aWheelPosition[i] = posn.z;
// uppermost wheel position
posn.z += m_handling->fSuspensionUpperLimit;
posn.z += pHandling->fSuspensionUpperLimit;
colModel->lines[i].p0 = posn;
// lowermost wheel position
posn.z += m_handling->fSuspensionLowerLimit - m_handling->fSuspensionUpperLimit;
posn.z += pHandling->fSuspensionLowerLimit - pHandling->fSuspensionUpperLimit;
// lowest point on tyre
posn.z -= mi->m_wheelScale*0.5f;
colModel->lines[i].p1 = posn;
// this is length of the spring at rest
m_aSuspensionSpringLength[i] = m_handling->fSuspensionUpperLimit - m_handling->fSuspensionLowerLimit;
m_aSuspensionSpringLength[i] = pHandling->fSuspensionUpperLimit - pHandling->fSuspensionLowerLimit;
m_aSuspensionLineLength[i] = colModel->lines[i].p0.z - colModel->lines[i].p1.z;
}
// Compress spring somewhat to get normal height on road
m_fHeightAboveRoad = -(colModel->lines[0].p0.z + (colModel->lines[0].p1.z - colModel->lines[0].p0.z)*
(1.0f - 1.0f/(8.0f*m_handling->fSuspensionForceLevel)));
(1.0f - 1.0f/(8.0f*pHandling->fSuspensionForceLevel)));
for(i = 0; i < 4; i++)
m_aWheelPosition[i] = mi->m_wheelScale*0.5f - m_fHeightAboveRoad;
@ -1129,7 +1244,7 @@ CAutomobile::Fix(void)
Damage.ResetDamageStatus();
if(m_handling->Flags & HANDLING_NO_DOORS){
if(pHandling->Flags & HANDLING_NO_DOORS){
Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_MISSING);
Damage.SetDoorStatus(DOOR_FRONT_RIGHT, DOOR_STATUS_MISSING);
Damage.SetDoorStatus(DOOR_REAR_LEFT, DOOR_STATUS_MISSING);
@ -1382,7 +1497,7 @@ CAutomobile::SetDoorDamage(int32 component, eDoors door, bool noFlyingComponents
return;
}
if(door == DOOR_BOOT && status == DOOR_STATUS_SWINGING && m_handling->Flags & HANDLING_NOSWING_BOOT){
if(door == DOOR_BOOT && status == DOOR_STATUS_SWINGING && pHandling->Flags & HANDLING_NOSWING_BOOT){
Damage.SetDoorStatus(DOOR_BOOT, DOOR_STATUS_MISSING);
status = DOOR_STATUS_MISSING;
}