implemented CDoor

This commit is contained in:
aap 2019-07-07 18:36:55 +02:00
parent 53023eb65b
commit c1f3ce8cce
6 changed files with 177 additions and 19 deletions

View file

@ -686,8 +686,8 @@ void CReplay::ProcessCarUpdate(CVehicle *vehicle, float interpolation, CAddressI
car->m_aSuspensionSpringRatio[i] = vp->wheel_susp_dist[i] / 50.0f; car->m_aSuspensionSpringRatio[i] = vp->wheel_susp_dist[i] / 50.0f;
car->m_aWheelRotation[i] = vp->wheel_rotation[i] * M_PI / 128.0f; car->m_aWheelRotation[i] = vp->wheel_rotation[i] * M_PI / 128.0f;
} }
car->Doors[2].m_fAngle = car->Doors[2].m_fPreviousAngle = vp->door_angles[0] * M_PI / 127.0f; car->Doors[2].m_fAngle = car->Doors[2].m_fPrevAngle = vp->door_angles[0] * M_PI / 127.0f;
car->Doors[3].m_fAngle = car->Doors[3].m_fPreviousAngle = vp->door_angles[1] * M_PI / 127.0f; car->Doors[3].m_fAngle = car->Doors[3].m_fPrevAngle = vp->door_angles[1] * M_PI / 127.0f;
if (vp->door_angles[0]) if (vp->door_angles[0])
car->Damage.SetDoorStatus(2, 2); car->Damage.SetDoorStatus(2, 2);
if (vp->door_angles[1]) if (vp->door_angles[1])

View file

@ -306,6 +306,15 @@ Multiply3x3(const CMatrix &mat, const CVector &vec)
mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z); mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z);
} }
inline CVector
Multiply3x3(const CVector &vec, const CMatrix &mat)
{
return CVector(
mat.m_matrix.right.x * vec.x + mat.m_matrix.right.y * vec.y + mat.m_matrix.right.z * vec.z,
mat.m_matrix.up.x * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.up.z * vec.z,
mat.m_matrix.at.x * vec.x + mat.m_matrix.at.y * vec.y + mat.m_matrix.at.z * vec.z);
}
class CCompressedMatrixNotAligned class CCompressedMatrixNotAligned
{ {
CVector m_vecPos; CVector m_vecPos;

View file

@ -1,21 +1,8 @@
#pragma once #pragma once
#include "DamageManager.h"
#include "Vehicle.h" #include "Vehicle.h"
#include "DamageManager.h"
struct CDoor #include "Door.h"
{
float m_fAngleWhenOpened;
float m_fAngleWhenClosed;
char field_8;
char field_9;
char field_10;
char field_11;
float m_fAngle;
float m_fPreviousAngle;
float m_fAngularVelocity;
CVector m_vecVelocity;
};
class CAutomobile : public CVehicle class CAutomobile : public CVehicle
{ {

126
src/vehicles/Door.cpp Normal file
View file

@ -0,0 +1,126 @@
#include "common.h"
#include "patcher.h"
#include "Vehicle.h"
#include "Door.h"
CDoor::CDoor(void)
{
memset(this, 0, sizeof(*this));
}
void
CDoor::Open(float ratio)
{
float open;
m_fPrevAngle = m_fAngle;
open = RetAngleWhenOpen();
if(ratio < 1.0f){
m_fAngle = open*ratio;
if(m_fAngle == 0.0f)
m_fAngVel = 0.0f;
}else{
m_nDoorState = DOORST_OPEN;
m_fAngle = open;
}
}
void
CDoor::Process(CVehicle *vehicle)
{
static CVector vecOffset(1.0f, 0.0f, 0.0f);
CVector speed = vehicle->GetSpeed(vecOffset);
CVector vecSpeedDiff = speed - m_vecSpeed;
vecSpeedDiff = Multiply3x3(vecSpeedDiff, vehicle->GetMatrix());
// air resistance
float fSpeedDiff = 0.0f; // uninitialized in game
switch(m_nAxis){
case 0: // x-axis
if(m_nDirn)
fSpeedDiff = vecSpeedDiff.y + vecSpeedDiff.z;
else
fSpeedDiff = -(vecSpeedDiff.y + vecSpeedDiff.z);
break;
// we don't support y axis apparently?
case 2: // z-axis
if(m_nDirn)
fSpeedDiff = -(vecSpeedDiff.x + vecSpeedDiff.y);
else
fSpeedDiff = vecSpeedDiff.x + vecSpeedDiff.y;
break;
}
fSpeedDiff = clamp(fSpeedDiff, -0.2f, 0.2f);
if(fabs(fSpeedDiff) > 0.002f)
m_fAngVel += fSpeedDiff;
m_fAngVel *= 0.945f;
m_fAngVel = clamp(m_fAngVel, -0.3f, 0.3f);
m_fAngle += m_fAngVel;
m_nDoorState = DOORST_SWINGING;
if(m_fAngle > m_fMaxAngle){
m_fAngle = m_fMaxAngle;
m_fAngVel *= -0.8f;
m_nDoorState = DOORST_OPEN;
}
if(m_fAngle < m_fMinAngle){
m_fAngle = m_fMinAngle;
m_fAngVel *= -0.8f;
m_nDoorState = DOORST_CLOSED;
}
m_vecSpeed = speed;
}
float
CDoor::RetAngleWhenClosed(void)
{
if(fabs(m_fMaxAngle) < fabs(m_fMinAngle))
return m_fMaxAngle;
else
return m_fMinAngle;
}
float
CDoor::RetAngleWhenOpen(void)
{
if(fabs(m_fMaxAngle) < fabs(m_fMinAngle))
return m_fMinAngle;
else
return m_fMaxAngle;
}
float
CDoor::GetAngleOpenRatio(void)
{
float open = RetAngleWhenOpen();
if(open == 0.0f)
return 0.0f;
return m_fAngle/open;
}
bool
CDoor::IsFullyOpen(void)
{
// why -0.5? that's around 28 deg less than fully open
if(fabs(m_fAngle) < fabs(RetAngleWhenOpen()) - 0.5f)
return false;
return true;
}
bool
CDoor::IsClosed(void)
{
return m_fAngle == RetAngleWhenClosed();
}
STARTPATCHES
InjectHook(0x545EF0, &CDoor::Open, PATCH_JUMP);
InjectHook(0x545BD0, &CDoor::Process, PATCH_JUMP);
InjectHook(0x545FE0, &CDoor::RetAngleWhenClosed, PATCH_JUMP);
InjectHook(0x546020, &CDoor::RetAngleWhenOpen, PATCH_JUMP);
InjectHook(0x545F80, &CDoor::GetAngleOpenRatio, PATCH_JUMP);
InjectHook(0x546090, &CDoor::IsFullyOpen, PATCH_JUMP);
InjectHook(0x546060, &CDoor::IsClosed, PATCH_JUMP);
ENDPATCHES

36
src/vehicles/Door.h Normal file
View file

@ -0,0 +1,36 @@
#pragma once
class CVehicle;
enum eDoorState
{
DOORST_SWINGING,
// actually wrong though,
// OPEN is really MAX_ANGLE and CLOSED is MIN_ANGLE
DOORST_OPEN,
DOORST_CLOSED
};
struct CDoor
{
float m_fMaxAngle;
float m_fMinAngle;
// direction of rotation for air resistance
int8 m_nDirn;
// axis in which this door rotates
int8 m_nAxis;
int8 m_nDoorState;
float m_fAngle;
float m_fPrevAngle;
float m_fAngVel;
CVector m_vecSpeed;
CDoor(void);
void Open(float ratio);
void Process(CVehicle *veh);
float RetAngleWhenClosed(void);
float RetAngleWhenOpen(void);
float GetAngleOpenRatio(void);
bool IsFullyOpen(void);
bool IsClosed(void);
};