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35d7591def
# Conflicts: # src/core/Camera.cpp # src/weapons/Weapon.cpp
233 lines
4.8 KiB
C++
233 lines
4.8 KiB
C++
#include "common.h"
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#include "General.h"
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#include "Vehicle.h"
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#include "DamageManager.h"
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float G_aComponentDamage[] = { 2.5f, 1.25f, 3.2f, 1.4f, 2.5f, 2.8f, 0.5f };
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CDamageManager::CDamageManager(void)
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{
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ResetDamageStatus();
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m_fWheelDamageEffect = 0.5f;
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field_18 = 1;
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}
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void
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CDamageManager::ResetDamageStatus(void)
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{
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int i;
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m_fWheelDamageEffect = 0.0f;
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m_engineStatus = 0;
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for(i = 0; i < ARRAY_SIZE(m_wheelStatus); i++) m_wheelStatus[i] = 0;
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for(i = 0; i < ARRAY_SIZE(m_doorStatus); i++) m_doorStatus[i] = 0;
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m_lightStatus = 0;
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m_panelStatus = 0;
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}
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void
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CDamageManager::FuckCarCompletely(void)
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{
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int i;
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m_wheelStatus[0] = WHEEL_STATUS_MISSING;
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// wheels 1-3 not reset?
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for(i = 0; i < ARRAY_SIZE(m_doorStatus); i++)
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m_doorStatus[i] = DOOR_STATUS_MISSING;
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for(i = 0; i < 3; i++){
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#ifdef FIX_BUGS
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ProgressPanelDamage(VEHBUMPER_FRONT);
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ProgressPanelDamage(VEHBUMPER_REAR);
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#else
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// this can't be right
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ProgressPanelDamage(COMPONENT_BUMPER_FRONT);
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ProgressPanelDamage(COMPONENT_BUMPER_REAR);
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#endif
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}
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// Why set to no damage?
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#ifndef FIX_BUGS
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m_lightStatus = 0;
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m_panelStatus = 0;
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#endif
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SetEngineStatus(250);
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}
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bool
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CDamageManager::ApplyDamage(tComponent component, float damage, float unused)
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{
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tComponentGroup group;
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uint8 subComp;
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GetComponentGroup(component, &group, &subComp);
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damage *= G_aComponentDamage[group];
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if(component == COMPONENT_PANEL_WINDSCREEN)
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damage *= 0.6f;
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if(damage > 150.0f){
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switch(group){
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case COMPGROUP_WHEEL:
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ProgressWheelDamage(subComp);
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break;
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case COMPGROUP_DOOR:
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case COMPGROUP_BOOT:
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ProgressDoorDamage(subComp);
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break;
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case COMPGROUP_BONNET:
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if(damage > 220.0f)
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ProgressEngineDamage();
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ProgressDoorDamage(subComp);
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break;
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case COMPGROUP_PANEL:
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// so windscreen is a light?
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SetLightStatus((eLights)subComp, 1);
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// fall through
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case COMPGROUP_BUMPER:
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if(damage > 220.0f &&
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(component == COMPONENT_PANEL_FRONT_LEFT ||
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component == COMPONENT_PANEL_FRONT_RIGHT ||
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component == COMPONENT_PANEL_WINDSCREEN))
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ProgressEngineDamage();
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ProgressPanelDamage(subComp);
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break;
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default: break;
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}
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return true;
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}
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return false;
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}
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bool
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CDamageManager::GetComponentGroup(tComponent component, tComponentGroup *componentGroup, uint8 *subComp)
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{
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*subComp = -2; // ??
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// This is done very strangely in the game, maybe an optimized switch?
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if(component >= COMPONENT_PANEL_FRONT_LEFT){
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if(component >= COMPONENT_BUMPER_FRONT)
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*componentGroup = COMPGROUP_BUMPER;
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else
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*componentGroup = COMPGROUP_PANEL;
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*subComp = component - COMPONENT_PANEL_FRONT_LEFT;
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return true;
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}else if(component >= COMPONENT_DOOR_BONNET){
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if(component == COMPONENT_DOOR_BONNET)
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*componentGroup = COMPGROUP_BONNET;
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else if(component == COMPONENT_DOOR_BOOT)
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*componentGroup = COMPGROUP_BOOT;
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else
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*componentGroup = COMPGROUP_DOOR;
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*subComp = component - COMPONENT_DOOR_BONNET;
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return true;
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}else if(component >= COMPONENT_WHEEL_FRONT_LEFT){
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*componentGroup = COMPGROUP_WHEEL;
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*subComp = component - COMPONENT_WHEEL_FRONT_LEFT;
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return true;
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}else if(component >= COMPONENT_DEFAULT){
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*componentGroup = COMPGROUP_DEFAULT;
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*subComp = COMPONENT_DEFAULT;
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return true;
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}else
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return false;
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}
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void
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CDamageManager::SetDoorStatus(int32 door, uint32 status)
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{
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m_doorStatus[door] = status;
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}
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int32
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CDamageManager::GetDoorStatus(int32 door)
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{
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return m_doorStatus[door];
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}
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bool
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CDamageManager::ProgressDoorDamage(uint8 door)
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{
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int status = GetDoorStatus(door);
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if(status == PANEL_STATUS_MISSING)
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return false;
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SetDoorStatus(door, status+1);
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return true;
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}
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void
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CDamageManager::SetPanelStatus(int32 panel, uint32 status)
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{
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m_panelStatus = dpb(status, panel*4, 4, m_panelStatus);
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}
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int32
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CDamageManager::GetPanelStatus(int32 panel)
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{
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return ldb(panel*4, 4, m_panelStatus);
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}
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bool
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CDamageManager::ProgressPanelDamage(uint8 panel)
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{
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int status = GetPanelStatus(panel);
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if(status == DOOR_STATUS_MISSING)
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return false;
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SetPanelStatus(panel, status+1);
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return true;
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}
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void
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CDamageManager::SetLightStatus(eLights light, uint32 status)
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{
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m_lightStatus = dpb(status, light*2, 2, m_lightStatus);
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}
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int32
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CDamageManager::GetLightStatus(eLights light)
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{
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return ldb(light*2, 2, m_lightStatus);
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}
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void
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CDamageManager::SetWheelStatus(int32 wheel, uint32 status)
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{
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m_wheelStatus[wheel] = status;
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}
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int32
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CDamageManager::GetWheelStatus(int32 wheel)
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{
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return m_wheelStatus[wheel];
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}
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bool
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CDamageManager::ProgressWheelDamage(uint8 wheel)
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{
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int status = GetWheelStatus(wheel);
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if(status == WHEEL_STATUS_MISSING)
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return false;
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SetWheelStatus(wheel, status+1);
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return true;
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}
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void
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CDamageManager::SetEngineStatus(uint32 status)
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{
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if(status > 250)
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m_engineStatus = 250;
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else
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m_engineStatus = status;
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}
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int32
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CDamageManager::GetEngineStatus(void)
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{
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return m_engineStatus;
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}
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bool
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CDamageManager::ProgressEngineDamage(void)
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{
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// gone in VC
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return false;
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}
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