re3/src/vehicles/Boat.cpp
2020-05-27 02:16:31 +03:00

1007 lines
31 KiB
C++

#include "common.h"
#include "General.h"
#include "Timecycle.h"
#include "HandlingMgr.h"
#include "CarAI.h"
#include "CarCtrl.h"
#include "RwHelper.h"
#include "ModelIndices.h"
#include "VisibilityPlugins.h"
#include "DMAudio.h"
#include "Camera.h"
#include "Darkel.h"
#include "Explosion.h"
#include "Particle.h"
#include "WaterLevel.h"
#include "Floater.h"
#include "World.h"
#include "Pools.h"
#include "Pad.h"
#include "Boat.h"
#include "AnimBlendAssociation.h"
#include "RpAnimBlend.h"
#include "Record.h"
#define INVALID_ORIENTATION (-9999.99f)
float fShapeLength = 0.4f;
float fShapeTime = 0.05f;
float fRangeMult = 0.75f; //0.6f; // 0.75f gta 3
float fTimeMult;
float MAX_WAKE_LENGTH = 50.0f;
float MIN_WAKE_INTERVAL = 1.0f;
float WAKE_LIFETIME = 400.0f;
CBoat *CBoat::apFrameWakeGeneratingBoats[4];
const uint32 CBoat::nSaveStructSize =
#ifdef COMPATIBLE_SAVES
1156;
#else
sizeof(CBoat);
#endif
CBoat::CBoat(int mi, uint8 owner) : CVehicle(owner)
{
CVehicleModelInfo *minfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(mi);
m_vehType = VEHICLE_TYPE_BOAT;
m_fAccelerate = 0.0f;
m_fBrake = 0.0f;
m_fSteeringLeftRight = 0.0f;
m_nPadID = 0;
m_fMovingHiRotation = 0.0f;
SetModelIndex(mi);
pHandling = mod_HandlingManager.GetHandlingData((eHandlingId)minfo->m_handlingId);
minfo->ChooseVehicleColour(m_currentColour1, m_currentColour2);
m_fMass = pHandling->fMass;
m_fTurnMass = pHandling->fTurnMass / 2.0f;
m_vecCentreOfMass = pHandling->CentreOfMass;
m_fAirResistance = pHandling->Dimension.x * pHandling->Dimension.z / m_fMass;
m_fElasticity = 0.1f;
m_fBuoyancy = pHandling->fBuoyancy;
m_fSteerAngle = 0.0f;
m_fGasPedal = 0.0f;
m_fBrakePedal = 0.0f;
m_fPropellerZ = 0.25f;
m_fPropellerY = 0.35f;
m_waterMoveDrag = CVector(0.7f, 0.998f, 0.999f);
m_waterTurnDrag = CVector(0.85f, 0.96f, 0.96f);
_unk2 = false;
m_fVolumeUnderWater = 7.0f;
m_fPrevVolumeUnderWater = 7.0f;
m_vecBuoyancePoint = CVector(0.0f, 0.0f, 0.0f);
m_nDeltaVolumeUnderWater = 0;
bBoatInWater = true;
bPropellerInWater = true;
bIsInWater = true;
m_phys_unused1 = 0.0f;
m_bIsAnchored = true;
m_fOrientation = INVALID_ORIENTATION;
bTouchingWater = true;
m_fDamage = 0.0f;
m_pSetOnFireEntity = nil;
m_nNumWakePoints = 0;
for (int16 i = 0; i < ARRAY_SIZE(m_afWakePointLifeTime); i++)
m_afWakePointLifeTime[i] = 0.0f;
m_nAmmoInClip = 20;
}
void
CBoat::SetModelIndex(uint32 id)
{
CVehicle::SetModelIndex(id);
SetupModelNodes();
}
void
CBoat::GetComponentWorldPosition(int32 component, CVector &pos)
{
pos = *RwMatrixGetPos(RwFrameGetLTM(m_aBoatNodes[component]));
}
void
CBoat::ProcessControl(void)
{
bool onLand = m_fDamageImpulse > 0.0f && m_vecDamageNormal.z > 0.1f;
PruneWakeTrail();
int r, g, b;
RwRGBA splashColor, jetColor;
r = 114.75f*(CTimeCycle::GetAmbientRed() + 0.5f*CTimeCycle::GetDirectionalRed());
g = 114.75f*(CTimeCycle::GetAmbientGreen() + 0.5f*CTimeCycle::GetDirectionalGreen());
b = 114.75f*(CTimeCycle::GetAmbientBlue() + 0.5f*CTimeCycle::GetDirectionalBlue());
r = clamp(r, 0, 255);
g = clamp(g, 0, 255);
b = clamp(b, 0, 255);
splashColor.red = r;
splashColor.green = g;
splashColor.blue = b;
splashColor.alpha = CGeneral::GetRandomNumberInRange(128, 150);
r = 242.25f*(CTimeCycle::GetAmbientRed() + 0.5f*CTimeCycle::GetDirectionalRed());
g = 242.25f*(CTimeCycle::GetAmbientGreen() + 0.5f*CTimeCycle::GetDirectionalGreen());
b = 242.25f*(CTimeCycle::GetAmbientBlue() + 0.5f*CTimeCycle::GetDirectionalBlue());
r = clamp(r, 0, 255);
g = clamp(g, 0, 255);
b = clamp(b, 0, 255);
jetColor.red = r;
jetColor.green = g;
jetColor.blue = b;
jetColor.alpha = CGeneral::GetRandomNumberInRange(96, 128);
CGeneral::GetRandomNumber(); // unused
ProcessCarAlarm();
switch(GetStatus()){
case STATUS_PLAYER:
m_bIsAnchored = false;
m_fOrientation = INVALID_ORIENTATION;
ProcessControlInputs(0);
if(GetModelIndex() == MI_PREDATOR)
DoFixedMachineGuns();
if (!CRecordDataForChase::IsRecording())
DoDriveByShootings();
break;
case STATUS_SIMPLE:
m_bIsAnchored = false;
m_fOrientation = INVALID_ORIENTATION;
CCarAI::UpdateCarAI(this);
CPhysical::ProcessControl();
bBoatInWater = true;
bPropellerInWater = true;
bIsInWater = true;
return;
case STATUS_PHYSICS:
m_bIsAnchored = false;
m_fOrientation = INVALID_ORIENTATION;
CCarAI::UpdateCarAI(this);
CCarCtrl::SteerAICarWithPhysics(this);
break;
case STATUS_ABANDONED:
case STATUS_WRECKED:
bBoatInWater = true;
bPropellerInWater = true;
bIsInWater = true;
m_fSteerAngle = 0.0;
bIsHandbrakeOn = false;
m_fBrakePedal = 0.5f;
m_fGasPedal = 0.0f;
if((GetPosition() - CWorld::Players[CWorld::PlayerInFocus].GetPos()).Magnitude() > 150.0f){
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
return;
}
break;
default: break;
}
float collisionDamage = pHandling->fCollisionDamageMultiplier * m_fDamageImpulse;
#ifdef FIX_BUGS
if (collisionDamage > 25.0f && GetStatus() != STATUS_WRECKED && m_fHealth >= 150.0f && !bCollisionProof) {
#else
if(collisionDamage > 25.0f && GetStatus() != STATUS_WRECKED && m_fHealth >= 150.0f){
#endif
float prevHealth = m_fHealth;
if(this == FindPlayerVehicle()){
if(bTakeLessDamage)
m_fHealth -= (collisionDamage-25.0f)/6.0f;
else
m_fHealth -= (collisionDamage-25.0f)/2.0f;
}else{
if(collisionDamage > 60.0f && pDriver)
pDriver->Say(SOUND_PED_CAR_COLLISION);
if(bTakeLessDamage)
m_fHealth -= (collisionDamage-25.0f)/12.0f;
else
m_fHealth -= (collisionDamage-25.0f)/4.0f;
}
if(m_fHealth <= 0.0f && prevHealth > 0.0f){
m_fHealth = 1.0f;
m_pSetOnFireEntity = m_pDamageEntity;
}
}
// Damage particles
if(m_fHealth <= 600.0f && GetStatus() != STATUS_WRECKED &&
Abs(GetPosition().x - TheCamera.GetPosition().x) < 200.0f &&
Abs(GetPosition().y - TheCamera.GetPosition().y) < 200.0f){
float speedSq = m_vecMoveSpeed.MagnitudeSqr();
CVector smokeDir = 0.8f*m_vecMoveSpeed;
CVector smokePos;
switch(GetModelIndex()){
case MI_SPEEDER:
smokePos = CVector(0.4f, -2.4f, 0.8f);
smokeDir += 0.05f*GetRight();
smokeDir.z += 0.2f*m_vecMoveSpeed.z;
break;
case MI_REEFER:
smokePos = CVector(2.0f, -1.0f, 0.5f);
smokeDir += 0.07f*GetRight();
break;
case MI_PREDATOR:
default:
smokePos = CVector(-1.5f, -0.5f, 1.2f);
smokeDir += -0.08f*GetRight();
break;
}
smokePos = GetMatrix() * smokePos;
// On fire
if(m_fHealth < 150.0f){
CParticle::AddParticle(PARTICLE_CARFLAME, smokePos,
CVector(0.0f, 0.0f, CGeneral::GetRandomNumberInRange(2.25f/200.0f, 0.09f)),
nil, 0.9f);
CVector smokePos2 = smokePos;
smokePos2.x += CGeneral::GetRandomNumberInRange(-2.25f/4.0f, 2.25f/4.0f);
smokePos2.y += CGeneral::GetRandomNumberInRange(-2.25f/4.0f, 2.25f/4.0f);
smokePos2.z += CGeneral::GetRandomNumberInRange(2.25f/4.0f, 2.25f);
CParticle::AddParticle(PARTICLE_ENGINE_SMOKE2, smokePos2, CVector(0.0f, 0.0f, 0.0f));
m_fDamage += CTimer::GetTimeStepInMilliseconds();
if(m_fDamage > 5000.0f)
BlowUpCar(m_pSetOnFireEntity);
}
if(speedSq < 0.25f && (CTimer::GetFrameCounter() + m_randomSeed) & 1)
CParticle::AddParticle(PARTICLE_ENGINE_STEAM, smokePos, smokeDir);
if(speedSq < 0.25f && m_fHealth <= 350.0f)
CParticle::AddParticle(PARTICLE_ENGINE_SMOKE, smokePos, 1.25f*smokeDir);
}
CPhysical::ProcessControl();
CVector buoyanceImpulse(0.0f, 0.0f, 0.0f);
CVector buoyancePoint(0.0f, 0.0f, 0.0f);
if(mod_Buoyancy.ProcessBuoyancy(this, pHandling->fBuoyancy, &buoyancePoint, &buoyanceImpulse)){
// Process boat in water
if(0.1f * m_fMass * GRAVITY*CTimer::GetTimeStep() < buoyanceImpulse.z){
bBoatInWater = true;
bIsInWater = true;
if (GetUp().z < -0.6f && Abs(GetMoveSpeed().x) < 0.05 && Abs(GetMoveSpeed().y) < 0.05) {
bIsDrowning = true;
if (pDriver)
pDriver->InflictDamage(nil, WEAPONTYPE_DROWNING, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0);
}
else
bIsDrowning = false;
}else{
bBoatInWater = false;
bIsInWater = false;
bIsDrowning = false;
}
m_fVolumeUnderWater = mod_Buoyancy.m_volumeUnderWater;
m_vecBuoyancePoint = buoyancePoint;
ApplyMoveForce(buoyanceImpulse);
if(!onLand)
ApplyTurnForce(buoyanceImpulse, buoyancePoint);
if(!onLand && bBoatInWater && GetUp().z > 0.0f){
float impulse;
if(m_fGasPedal > 0.05f)
impulse = m_vecMoveSpeed.MagnitudeSqr()*pHandling->fSuspensionForceLevel*buoyanceImpulse.z*CTimer::GetTimeStep()*0.5f*m_fGasPedal;
else
impulse = 0.0f;
impulse = Min(impulse, GRAVITY*pHandling->fSuspensionDampingLevel*m_fMass*CTimer::GetTimeStep());
ApplyMoveForce(impulse*GetUp());
ApplyTurnForce(impulse*GetUp(), buoyancePoint - pHandling->fSuspensionBias*GetForward());
}
// Handle boat moving forward
if(Abs(m_fGasPedal) > 0.05f || m_vecMoveSpeed.Magnitude() > 0.01f){
if(bBoatInWater)
AddWakePoint(GetPosition());
float steerFactor = 1.0f - DotProduct(m_vecMoveSpeed, GetForward());
// if (GetModelIndex() == MI_GHOST)
// steerFactor = 1.0f - DotProduct(m_vecMoveSpeed, GetForward())*0.3f;
if(steerFactor < 0.0f) steerFactor = 0.0f;
CVector propeller(0.0f, -pHandling->Dimension.y*m_fPropellerY, -pHandling->Dimension.z*m_fPropellerZ);
propeller = Multiply3x3(GetMatrix(), propeller);
CVector propellerWorld = GetPosition() + propeller;
float steerSin = Sin(-m_fSteerAngle * steerFactor);
float steerCos = Cos(-m_fSteerAngle * steerFactor);
float waterLevel;
CWaterLevel::GetWaterLevel(propellerWorld, &waterLevel, true);
if(propellerWorld.z-0.5f < waterLevel){
float propellerDepth = waterLevel - (propellerWorld.z - 0.5f);
if(propellerDepth > 1.0f)
propellerDepth = 1.0f;
else
propellerDepth = SQR(propellerDepth);
bPropellerInWater = true;
if(Abs(m_fGasPedal) > 0.05f){
CVector forceDir = Multiply3x3(GetMatrix(), CVector(-steerSin, steerCos, -Abs(m_fSteerAngle)));
CVector force = propellerDepth * m_fGasPedal * 40.0f * pHandling->Transmission.fEngineAcceleration * pHandling->fMass * forceDir;
if(force.z > 0.2f)
force.z = SQR(1.2f - force.z) + 0.2f;
if(onLand){
if(m_fGasPedal < 0.0f){
force.x *= 5.0f;
force.y *= 5.0f;
}
if(force.z < 0.0f)
force.z = 0.0f;
ApplyMoveForce(force * CTimer::GetTimeStep());
}else{
ApplyMoveForce(force * CTimer::GetTimeStep());
ApplyTurnForce(force * CTimer::GetTimeStep(), propeller - pHandling->fTractionBias*GetUp());
float rightForce = DotProduct(GetRight(), force);
ApplyTurnForce(-rightForce*GetRight() * CTimer::GetTimeStep(), GetUp());
}
// Spray some particles
CVector jetDir = -0.04f * force;
if(m_fGasPedal > 0.0f){
if(GetStatus() == STATUS_PLAYER){
bool cameraHack = TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN ||
TheCamera.WhoIsInControlOfTheCamera == CAMCONTROL_OBBE;
CVector sternPos = GetColModel()->boundingBox.min;
sternPos.x = 0.0f;
sternPos.z = 0.0f;
sternPos = Multiply3x3(GetMatrix(), sternPos);
CVector jetPos = GetPosition() + sternPos;
if(cameraHack)
jetPos.z = 1.0f;
else
jetPos.z = 0.0f;
#ifdef PC_PARTICLE
CVector wakePos = GetPosition() + sternPos;
wakePos.z -= 0.65f;
#else
CVector wakePos = GetPosition() + sternPos;
wakePos.z = -0.3f;
#endif
CVector wakeDir = 0.75f * jetDir;
CParticle::AddParticle(PARTICLE_BOAT_THRUSTJET, jetPos, jetDir, nil, 0.0f, jetColor);
#ifdef PC_PARTICLE
CParticle::AddParticle(PARTICLE_CAR_SPLASH, jetPos, 0.25f * jetDir, nil, 1.0f, splashColor,
CGeneral::GetRandomNumberInRange(0, 30),
CGeneral::GetRandomNumberInRange(0, 90), 3);
#endif
//TODO: MIAMI:
//if(!cameraHack)
// CParticle::AddParticle(PARTICLE_BOAT_WAKE, wakePos, wakeDir, nil, 0.0f, jetColor);
}else if((CTimer::GetFrameCounter() + m_randomSeed) & 1){
#ifdef PC_PARTICLE
jetDir.z = 0.018f;
jetDir.x *= 0.01f;
jetDir.y *= 0.01f;
propellerWorld.z += 1.5f;
CParticle::AddParticle(PARTICLE_BOAT_SPLASH, propellerWorld, jetDir, nil, 1.5f, jetColor);
#else
jetDir.z = 0.018f;
jetDir.x *= 0.03f;
jetDir.y *= 0.03f;
propellerWorld.z += 1.0f;
CParticle::AddParticle(PARTICLE_BOAT_SPLASH, propellerWorld, jetDir, nil, 0.0f, jetColor);
#endif
#ifdef PC_PARTICLE
CParticle::AddParticle(PARTICLE_CAR_SPLASH, propellerWorld, 0.1f * jetDir, nil, 0.5f, splashColor,
CGeneral::GetRandomNumberInRange(0, 30),
CGeneral::GetRandomNumberInRange(0, 90), 3);
#endif
}
}
}else if(!onLand){
float force = 50.0f*DotProduct(m_vecMoveSpeed, GetForward());
if(force > 10.0f) force = 10.0f;
CVector propellerForce = propellerDepth * Multiply3x3(GetMatrix(), force*CVector(-steerSin, 0.0f, 0.0f));
ApplyMoveForce(propellerForce * CTimer::GetTimeStep()*0.5f);
ApplyTurnForce(propellerForce * CTimer::GetTimeStep()*0.5f, propeller);
}
}else
bPropellerInWater = false;
}
// Slow down or push down boat as it approaches the world limits
m_vecMoveSpeed.x = Min(m_vecMoveSpeed.x, -(GetPosition().x - (WORLD_MAX_X-100.0f))*0.01f); // east
m_vecMoveSpeed.x = Max(m_vecMoveSpeed.x, -(GetPosition().x - (WORLD_MIN_X+100.0f))*0.01f); // west
m_vecMoveSpeed.y = Min(m_vecMoveSpeed.y, -(GetPosition().y - (WORLD_MAX_Y-100.0f))*0.01f); // north
m_vecMoveSpeed.y = Max(m_vecMoveSpeed.y, -(GetPosition().y - (WORLD_MIN_Y+100.0f))*0.01f); // south
if(!onLand && bBoatInWater)
ApplyWaterResistance();
// No idea what exactly is going on here besides drag in YZ
float fx = Pow(m_waterTurnDrag.x, CTimer::GetTimeStep());
float fy = Pow(m_waterTurnDrag.y, CTimer::GetTimeStep());
float fz = Pow(m_waterTurnDrag.z, CTimer::GetTimeStep());
m_vecTurnSpeed = Multiply3x3(m_vecTurnSpeed, GetMatrix()); // invert - to local space
// TODO: figure this out
float magic = 1.0f/(1000.0f * SQR(m_vecTurnSpeed.x) + 1.0f) * fx;
m_vecTurnSpeed.y *= fy;
m_vecTurnSpeed.z *= fz;
float forceUp = (magic - 1.0f) * m_vecTurnSpeed.x * m_fTurnMass;
m_vecTurnSpeed = Multiply3x3(GetMatrix(), m_vecTurnSpeed); // back to world
CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
ApplyTurnForce(CVector(0.0f, 0.0f, forceUp), com + GetForward());
m_nDeltaVolumeUnderWater = (m_fVolumeUnderWater-m_fPrevVolumeUnderWater)*10000;
// Falling into water
if(!onLand && bBoatInWater && GetUp().z > 0.0f && m_nDeltaVolumeUnderWater > 200){
DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_SPLASH, m_nDeltaVolumeUnderWater);
float speedUp = m_vecMoveSpeed.MagnitudeSqr() * m_nDeltaVolumeUnderWater * 0.0004f;
if(speedUp + m_vecMoveSpeed.z > pHandling->fBrakeDeceleration)
speedUp = pHandling->fBrakeDeceleration - m_vecMoveSpeed.z;
if(speedUp < 0.0f) speedUp = 0.0f;
float speedFwd = DotProduct(m_vecMoveSpeed, GetForward());
speedFwd *= -m_nDeltaVolumeUnderWater * 0.01f * pHandling->fBrakeBias;
CVector speed = speedFwd*GetForward() + CVector(0.0f, 0.0f, speedUp);
CVector splashImpulse = speed * m_fMass;
ApplyMoveForce(splashImpulse);
ApplyTurnForce(splashImpulse, buoyancePoint);
}
// Spray particles on sides of boat
#ifdef PC_PARTICLE
if(m_nDeltaVolumeUnderWater > 75)
#else
if(m_nDeltaVolumeUnderWater > 120)
#endif
{
float speed = m_vecMoveSpeed.Magnitude();
float splash1Size = speed;
float splash2Size = float(m_nDeltaVolumeUnderWater) * 0.005f * 0.2f;
float front = 0.9f * GetColModel()->boundingBox.max.y;
if(splash1Size > 0.75f) splash1Size = 0.75f;
CVector dir, pos;
// right
#ifdef PC_PARTICLE
dir = -0.5f*m_vecMoveSpeed;
dir.z += 0.1f*speed;
dir += 0.5f*GetRight()*speed;
pos = front*GetForward() + 0.5f*GetRight() + GetPosition() + m_vecBuoyancePoint;
CWaterLevel::GetWaterLevel(pos, &pos.z, true);
#else
dir = 0.3f*m_vecMoveSpeed;
dir.z += 0.05f*speed;
dir += 0.5f*GetRight()*speed;
pos = (GetPosition() + m_vecBuoyancePoint) + (1.5f*GetRight());
#endif
#ifdef PC_PARTICLE
CParticle::AddParticle(PARTICLE_CAR_SPLASH, pos, 0.75f * dir, nil, splash1Size, splashColor,
CGeneral::GetRandomNumberInRange(0, 30),
CGeneral::GetRandomNumberInRange(0, 90), 1);
CParticle::AddParticle(PARTICLE_BOAT_SPLASH, pos, dir, nil, splash2Size, jetColor);
#else
CParticle::AddParticle(PARTICLE_BOAT_SPLASH, pos, dir, nil, splash2Size);
#endif
// left
#ifdef PC_PARTICLE
dir = -0.5f*m_vecMoveSpeed;
dir.z += 0.1f*speed;
dir -= 0.5f*GetRight()*speed;
pos = front*GetForward() - 0.5f*GetRight() + GetPosition() + m_vecBuoyancePoint;
CWaterLevel::GetWaterLevel(pos, &pos.z, true);
#else
dir = 0.3f*m_vecMoveSpeed;
dir.z += 0.05f*speed;
dir -= 0.5f*GetRight()*speed;
pos = (GetPosition() + m_vecBuoyancePoint) - (1.5f*GetRight());
#endif
#ifdef PC_PARTICLE
CParticle::AddParticle(PARTICLE_CAR_SPLASH, pos, 0.75f * dir, nil, splash1Size, splashColor,
CGeneral::GetRandomNumberInRange(0, 30),
CGeneral::GetRandomNumberInRange(0, 90), 1);
CParticle::AddParticle(PARTICLE_BOAT_SPLASH, pos, dir, nil, splash2Size, jetColor);
#else
CParticle::AddParticle(PARTICLE_BOAT_SPLASH, pos, dir, nil, splash2Size);
#endif
}
m_fPrevVolumeUnderWater = m_fVolumeUnderWater;
}else{
bBoatInWater = false;
bIsInWater = false;
bIsDrowning = false;
}
if(m_bIsAnchored){
m_vecMoveSpeed.x = 0.0f;
m_vecMoveSpeed.y = 0.0f;
if(m_fOrientation == INVALID_ORIENTATION){
m_fOrientation = GetForward().Heading();
}else{
// is this some inlined CPlaceable method?
CVector pos = GetPosition();
GetMatrix().RotateZ(m_fOrientation - GetForward().Heading());
GetMatrix().GetPosition() = pos;
}
}
ProcessDelayedExplosion();
}
void
CBoat::ProcessControlInputs(uint8 pad)
{
m_nPadID = pad;
if(m_nPadID > 3)
m_nPadID = 3;
m_fBrake += (CPad::GetPad(pad)->GetBrake()/255.0f - m_fBrake)*0.1f;
m_fBrake = clamp(m_fBrake, 0.0f, 1.0f);
if(m_fBrake < 0.05f){
m_fBrake = 0.0f;
m_fAccelerate += (CPad::GetPad(pad)->GetAccelerate()/255.0f - m_fAccelerate)*0.1f;
m_fAccelerate = clamp(m_fAccelerate, 0.0f, 1.0f);
}else
m_fAccelerate = -m_fBrake*0.2f;
m_fSteeringLeftRight += (-CPad::GetPad(pad)->GetSteeringLeftRight()/128.0f - m_fSteeringLeftRight)*0.2f;
m_fSteeringLeftRight = clamp(m_fSteeringLeftRight, -1.0f, 1.0f);
float steeringSq = m_fSteeringLeftRight < 0.0f ? -SQR(m_fSteeringLeftRight) : SQR(m_fSteeringLeftRight);
m_fSteerAngle = pHandling->fSteeringLock * DEGTORAD(steeringSq);
m_fGasPedal = m_fAccelerate;
}
void
CBoat::ApplyWaterResistance(void)
{
float fwdSpeed = DotProduct(GetMoveSpeed(), GetForward());
// TODO: figure out how this works
float magic = (SQR(fwdSpeed) + 0.05f) * (0.001f * SQR(m_fVolumeUnderWater) * m_fMass) + 1.0f;
magic = Abs(magic);
// FRAMETIME
float fx = Pow(m_waterMoveDrag.x/magic, 0.5f*CTimer::GetTimeStep());
float fy = Pow(m_waterMoveDrag.y/magic, 0.5f*CTimer::GetTimeStep());
float fz = Pow(m_waterMoveDrag.z/magic, 0.5f*CTimer::GetTimeStep());
m_vecMoveSpeed = Multiply3x3(m_vecMoveSpeed, GetMatrix()); // invert - to local space
m_vecMoveSpeed.x *= fx;
m_vecMoveSpeed.y *= fy;
m_vecMoveSpeed.z *= fz;
float force = (fy - 1.0f) * m_vecMoveSpeed.y * m_fMass;
m_vecMoveSpeed = Multiply3x3(GetMatrix(), m_vecMoveSpeed); // back to world
ApplyTurnForce(force*GetForward(), -GetUp());
if(m_vecMoveSpeed.z > 0.0f)
m_vecMoveSpeed.z *= fz;
else
m_vecMoveSpeed.z *= (1.0f - fz)*0.5f + fz;
}
RwObject*
GetBoatAtomicObjectCB(RwObject *object, void *data)
{
RpAtomic *atomic = (RpAtomic*)object;
assert(RwObjectGetType(object) == rpATOMIC);
if(RpAtomicGetFlags(atomic) & rpATOMICRENDER)
*(RpAtomic**)data = atomic;
return object;
}
void
CBoat::BlowUpCar(CEntity *culprit)
{
RpAtomic *atomic;
RwFrame *frame;
RwMatrix *matrix;
CObject *obj;
if(!bCanBeDamaged)
return;
// explosion pushes vehicle up
m_vecMoveSpeed.z += 0.13f;
SetStatus(STATUS_WRECKED);
bRenderScorched = true;
m_fHealth = 0.0;
m_nBombTimer = 0;
TheCamera.CamShake(0.7f, GetPosition().x, GetPosition().y, GetPosition().z);
if(this == FindPlayerVehicle())
FindPlayerPed()->m_fHealth = 0.0f; // kill player
if(pDriver){
CDarkel::RegisterKillByPlayer(pDriver, WEAPONTYPE_EXPLOSION);
pDriver->SetDead();
pDriver->FlagToDestroyWhenNextProcessed();
}
bEngineOn = false;
bLightsOn = false;
ChangeLawEnforcerState(false);
CExplosion::AddExplosion(this, culprit, EXPLOSION_CAR, GetPosition(), 0);
if(m_aBoatNodes[BOAT_MOVING] == nil)
return;
// much like CAutomobile::SpawnFlyingComponent from here on
atomic = nil;
RwFrameForAllObjects(m_aBoatNodes[BOAT_MOVING], GetBoatAtomicObjectCB, &atomic);
if(atomic == nil)
return;
obj = new CObject();
if(obj == nil)
return;
obj->SetModelIndexNoCreate(MI_CAR_WHEEL);
// object needs base model
obj->RefModelInfo(GetModelIndex());
// create new atomic
matrix = RwFrameGetLTM(m_aBoatNodes[BOAT_MOVING]);
frame = RwFrameCreate();
atomic = RpAtomicClone(atomic);
*RwFrameGetMatrix(frame) = *matrix;
RpAtomicSetFrame(atomic, frame);
CVisibilityPlugins::SetAtomicRenderCallback(atomic, nil);
obj->AttachToRwObject((RwObject*)atomic);
// init object
obj->m_fMass = 10.0f;
obj->m_fTurnMass = 25.0f;
obj->m_fAirResistance = 0.99f;
obj->m_fElasticity = 0.1f;
obj->m_fBuoyancy = obj->m_fMass*GRAVITY/0.75f;
obj->ObjectCreatedBy = TEMP_OBJECT;
obj->bIsStatic = false;
obj->bIsPickup = false;
// life time
CObject::nNoTempObjects++;
obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 20000;
obj->m_vecMoveSpeed = m_vecMoveSpeed;
if(GetUp().z > 0.0f)
obj->m_vecMoveSpeed.z = 0.3f;
else
obj->m_vecMoveSpeed.z = 0.0f;
obj->m_vecTurnSpeed = m_vecTurnSpeed*2.0f;
obj->m_vecTurnSpeed.x = 0.5f;
// push component away from boat
CVector dist = obj->GetPosition() - GetPosition();
dist.Normalise();
if(GetUp().z > 0.0f)
dist += GetUp();
obj->GetMatrix().GetPosition() += GetUp();
CWorld::Add(obj);
atomic = nil;
RwFrameForAllObjects(m_aBoatNodes[BOAT_MOVING], GetBoatAtomicObjectCB, &atomic);
if(atomic)
RpAtomicSetFlags(atomic, 0);
}
RwIm3DVertex KeepWaterOutVertices[4];
RwImVertexIndex KeepWaterOutIndices[6];
void
CBoat::Render()
{
CMatrix matrix;
if (m_aBoatNodes[BOAT_MOVING] != nil) {
matrix.Attach(RwFrameGetMatrix(m_aBoatNodes[BOAT_MOVING]));
CVector pos = matrix.GetPosition();
matrix.SetRotateZ(m_fMovingHiRotation);
matrix.Translate(pos);
matrix.UpdateRW();
if (CVehicle::bWheelsOnlyCheat) {
RpAtomicRender((RpAtomic*)GetFirstObject(m_aBoatNodes[BOAT_MOVING]));
}
}
m_fMovingHiRotation += 0.05f;
((CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()))->SetVehicleColour(m_currentColour1, m_currentColour2);
if (!CVehicle::bWheelsOnlyCheat)
CEntity::Render();
RwIm3DVertexSetRGBA(&KeepWaterOutVertices[0], 255, 255, 255, 255);
KeepWaterOutIndices[0] = 0;
RwIm3DVertexSetRGBA(&KeepWaterOutVertices[1], 255, 255, 255, 255);
KeepWaterOutIndices[1] = 2;
RwIm3DVertexSetRGBA(&KeepWaterOutVertices[2], 255, 255, 255, 255);
KeepWaterOutIndices[2] = 1;
RwIm3DVertexSetRGBA(&KeepWaterOutVertices[3], 255, 255, 255, 255);
KeepWaterOutIndices[3] = 1;
KeepWaterOutIndices[4] = 2;
KeepWaterOutIndices[5] = 3;
switch (GetModelIndex()) {
case MI_SPEEDER:
RwIm3DVertexSetPos(&KeepWaterOutVertices[0], -1.15f, 3.61f, 1.03f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[1], 1.15f, 3.61f, 1.03f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[2], -1.15f, 0.06f, 1.03f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[3], 1.15f, 0.06f, 1.03f);
break;
case MI_REEFER:
RwIm3DVertexSetPos(&KeepWaterOutVertices[0], -1.9f, 2.83f, 1.0f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[1], 1.9f, 2.83f, 1.0f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[2], -1.66f, -4.48f, 0.83f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[3], 1.66f, -4.48f, 0.83f);
break;
case MI_PREDATOR:
default:
RwIm3DVertexSetPos(&KeepWaterOutVertices[0], -1.45f, 1.9f, 0.96f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[1], 1.45f, 1.9f, 0.96f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[2], -1.45f, -3.75f, 0.96f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[3], 1.45f, -3.75f, 0.96f);
break;
}
KeepWaterOutVertices[0].u = 0.0f;
KeepWaterOutVertices[0].v = 0.0f;
KeepWaterOutVertices[1].u = 1.0f;
KeepWaterOutVertices[1].v = 0.0f;
KeepWaterOutVertices[2].u = 0.0f;
KeepWaterOutVertices[2].v = 1.0f;
KeepWaterOutVertices[3].u = 1.0f;
KeepWaterOutVertices[3].v = 1.0f;
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpWaterRaster);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDZERO);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
if (!CVehicle::bWheelsOnlyCheat && RwIm3DTransform(KeepWaterOutVertices, 4, GetMatrix().m_attachment, rwIM3D_VERTEXUV)) {
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, KeepWaterOutIndices, 6);
RwIm3DEnd();
}
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
}
void
CBoat::Teleport(CVector v)
{
CWorld::Remove(this);
SetPosition(v);
SetOrientation(0.0f, 0.0f, 0.0f);
SetMoveSpeed(0.0f, 0.0f, 0.0f);
SetTurnSpeed(0.0f, 0.0f, 0.0f);
CWorld::Add(this);
}
bool
CBoat::IsSectorAffectedByWake(CVector2D sector, float fSize, CBoat **apBoats)
{
uint8 numVerts = 0;
if ( apFrameWakeGeneratingBoats[0] == NULL )
return false;
for ( int32 i = 0; i < 4; i++ )
{
CBoat *pBoat = apFrameWakeGeneratingBoats[i];
if ( !pBoat )
break;
for ( int j = 0; j < pBoat->m_nNumWakePoints; j++ )
{
float fDist = (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[j]) * fShapeTime + float(j) * fShapeLength + fSize;
if ( Abs(pBoat->m_avec2dWakePoints[j].x - sector.x) < fDist
&& Abs(pBoat->m_avec2dWakePoints[i].y - sector.y) < fDist )
{
apBoats[numVerts] = pBoat;
numVerts = 1; // += ?
break;
}
}
}
return numVerts != 0;
}
float
CBoat::IsVertexAffectedByWake(CVector vecVertex, CBoat *pBoat)
{
for ( int i = 0; i < pBoat->m_nNumWakePoints; i++ )
{
float fMaxDist = (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[i]) * fShapeTime + float(i) * fShapeLength;
CVector2D vecDist = pBoat->m_avec2dWakePoints[i] - CVector2D(vecVertex);
float fDist = vecDist.MagnitudeSqr();
if ( fDist < SQR(fMaxDist) )
return 1.0f - Min(fRangeMult * Sqrt(fDist / SQR(fMaxDist)) + (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[i]) * fTimeMult, 1.0f);
}
return 0.0f;
}
void
CBoat::SetupModelNodes()
{
int i;
for(i = 0; i < ARRAY_SIZE(m_aBoatNodes); i++)
m_aBoatNodes[i] = nil;
CClumpModelInfo::FillFrameArray(GetClump(), m_aBoatNodes);
}
void
CBoat::FillBoatList()
{
int16 frameId = 0;
apFrameWakeGeneratingBoats[0] = nil;
apFrameWakeGeneratingBoats[1] = nil;
apFrameWakeGeneratingBoats[2] = nil;
apFrameWakeGeneratingBoats[3] = nil;
for (int i = CPools::GetVehiclePool()->GetSize() - 1; i >= 0; i--) {
CBoat *boat = (CBoat *)(CPools::GetVehiclePool()->GetSlot(i));
if (boat && boat->m_vehType == VEHICLE_TYPE_BOAT) {
int16 nNumWakePoints = boat->m_nNumWakePoints;
if (nNumWakePoints != 0) {
if (frameId >= ARRAY_SIZE(apFrameWakeGeneratingBoats)) {
int16 frameId2 = -1;
for (int16 j = 0; j < ARRAY_SIZE(apFrameWakeGeneratingBoats); j++) {
if (apFrameWakeGeneratingBoats[j]->m_nNumWakePoints < nNumWakePoints) {
frameId2 = j;
nNumWakePoints = apFrameWakeGeneratingBoats[j]->m_nNumWakePoints;
}
}
if (frameId2 != -1)
apFrameWakeGeneratingBoats[frameId2] = boat;
} else {
apFrameWakeGeneratingBoats[frameId++] = boat;
}
}
}
}
}
void
CBoat::PruneWakeTrail(void)
{
int i;
for(i = 0; i < ARRAY_SIZE(m_afWakePointLifeTime); i++){
if(m_afWakePointLifeTime[i] <= 0.0f)
break;
if(m_afWakePointLifeTime[i] <= CTimer::GetTimeStep()){
m_afWakePointLifeTime[i] = 0.0f;
break;
}
m_afWakePointLifeTime[i] -= CTimer::GetTimeStep();
}
m_nNumWakePoints = i;
}
void
CBoat::AddWakePoint(CVector point)
{
int i;
if(m_afWakePointLifeTime[0] > 0.0f){
if((CVector2D(GetPosition()) - m_avec2dWakePoints[0]).MagnitudeSqr() < SQR(1.0f)){
for(i = Min(m_nNumWakePoints, ARRAY_SIZE(m_afWakePointLifeTime)-1); i != 0; i--){
m_avec2dWakePoints[i] = m_avec2dWakePoints[i-1];
m_afWakePointLifeTime[i] = m_afWakePointLifeTime[i-1];
}
m_avec2dWakePoints[0] = point;
m_afWakePointLifeTime[0] = 400.0f;
}
}else{
m_avec2dWakePoints[0] = point;
m_afWakePointLifeTime[0] = 400.0f;
m_nNumWakePoints = 1;
}
}
void
CBoat::DoDriveByShootings(void)
{
CAnimBlendAssociation *anim = nil;
CPlayerInfo* playerInfo = ((CPlayerPed*)this)->GetPlayerInfoForThisPlayerPed();
if (playerInfo && !playerInfo->m_bDriveByAllowed)
return;
CWeapon *weapon = pDriver->GetWeapon();
if(CWeaponInfo::GetWeaponInfo(weapon->m_eWeaponType)->m_nWeaponSlot != 5)
return;
weapon->Update(pDriver->m_audioEntityId, nil);
bool lookingLeft = false;
bool lookingRight = false;
if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN){
if(CPad::GetPad(0)->GetLookLeft())
lookingLeft = true;
if(CPad::GetPad(0)->GetLookRight())
lookingRight = true;
}else{
if(TheCamera.Cams[TheCamera.ActiveCam].LookingLeft)
lookingLeft = true;
if(TheCamera.Cams[TheCamera.ActiveCam].LookingRight)
lookingRight = true;
}
if(lookingLeft || lookingRight){
if(lookingLeft){
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_R);
if(anim)
anim->blendDelta = -1000.0f;
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_L);
if(anim == nil || anim->blendDelta < 0.0f)
anim = CAnimManager::AddAnimation(pDriver->GetClump(), ASSOCGRP_STD, ANIM_DRIVEBY_L);
}else if(pDriver->m_pMyVehicle->pPassengers[0] == nil || TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON){
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_L);
if(anim)
anim->blendDelta = -1000.0f;
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_R);
if(anim == nil || anim->blendDelta < 0.0f)
anim = CAnimManager::AddAnimation(pDriver->GetClump(), ASSOCGRP_STD, ANIM_DRIVEBY_R);
}
if (!anim || !anim->IsRunning()) {
if (CPad::GetPad(0)->GetCarGunFired() && CTimer::GetTimeInMilliseconds() > weapon->m_nTimer) {
weapon->FireFromCar(this, lookingLeft);
weapon->m_nTimer = CTimer::GetTimeInMilliseconds() + 70;
}
}
}else{
weapon->Reload();
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_L);
if(anim)
anim->blendDelta = -1000.0f;
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_R);
if(anim)
anim->blendDelta = -1000.0f;
}
}
#ifdef COMPATIBLE_SAVES
void
CBoat::Save(uint8*& buf)
{
CVehicle::Save(buf);
SkipSaveBuf(buf, 1156 - 648);
}
void
CBoat::Load(uint8*& buf)
{
CVehicle::Load(buf);
SkipSaveBuf(buf, 1156 - 648);
}
#endif