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authorNikolay Korolev <nickvnuk@gmail.com>2020-04-14 00:18:53 +0200
committerNikolay Korolev <nickvnuk@gmail.com>2020-04-14 00:18:53 +0200
commitf54c83c0b527e3034538e4c8791f10fc4e313576 (patch)
treed10bf31e0badad1e55f035c585c47af557e961e9 /src/vehicles/Boat.cpp
parentscene edit (diff)
parentupdate readme (diff)
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Diffstat (limited to 'src/vehicles/Boat.cpp')
-rw-r--r--src/vehicles/Boat.cpp641
1 files changed, 610 insertions, 31 deletions
diff --git a/src/vehicles/Boat.cpp b/src/vehicles/Boat.cpp
index 0b3dab3d..0159d168 100644
--- a/src/vehicles/Boat.cpp
+++ b/src/vehicles/Boat.cpp
@@ -1,12 +1,25 @@
#include "common.h"
#include "patcher.h"
-#include "Boat.h"
+#include "General.h"
+#include "Timecycle.h"
#include "HandlingMgr.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 "Pools.h"
+#include "Floater.h"
#include "World.h"
+#include "Pools.h"
+#include "Pad.h"
+#include "Boat.h"
+
+#define INVALID_ORIENTATION (-9999.99f)
float &fShapeLength = *(float*)0x600E78;
float &fShapeTime = *(float*)0x600E7C;
@@ -19,10 +32,6 @@ float WAKE_LIFETIME = 400.0f;
CBoat * (&CBoat::apFrameWakeGeneratingBoats)[4] = *(CBoat * (*)[4])*(uintptr*)0x8620E0;
-WRAPPER void CBoat::ProcessControl() { EAXJMP(0x53EF10); }
-WRAPPER void CBoat::ProcessControlInputs(uint8) { EAXJMP(0x53EC70); }
-WRAPPER void CBoat::BlowUpCar(CEntity* ent) { EAXJMP(0x541CB0); }
-
CBoat::CBoat(int mi, uint8 owner) : CVehicle(owner)
{
CVehicleModelInfo *minfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(mi);
@@ -47,35 +56,31 @@ CBoat::CBoat(int mi, uint8 owner) : CVehicle(owner)
m_fGasPedal = 0.0f;
m_fBrakePedal = 0.0f;
- field_288 = 0.25f;
- field_28C = 0.35f;
- field_290 = 0.7f;
- field_294 = 0.998f;
- field_298 = 0.999f;
- field_29C = 0.85f;
- field_2A0 = 0.96f;
- field_2A4 = 0.96f;
+ 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_fTurnForceZ = 7.0f;
- field_2FC = 7.0f;
- m_vecMoveForce = CVector(0.0f, 0.0f, 0.0f);
+ m_fVolumeUnderWater = 7.0f;
+ m_fPrevVolumeUnderWater = 7.0f;
+ m_vecBuoyancePoint = CVector(0.0f, 0.0f, 0.0f);
- field_300 = 0;
- m_bBoatFlag1 = true;
- m_bBoatFlag2 = true;
+ m_nDeltaVolumeUnderWater = 0;
+ bBoatInWater = true;
+ bPropellerInWater = true;
bIsInWater = true;
unk1 = 0.0f;
m_bIsAnchored = true;
- field_2C4 = -9999.99f;
+ m_fOrientation = INVALID_ORIENTATION;
bTouchingWater = true;
- field_2CC = 0.0f;
- field_2D0 = 0;
+ m_fDamage = 0.0f;
+ m_pSetOnFireEntity = nil;
m_nNumWakePoints = 0;
- for (int16 i = 0; i < 32; i++)
+ for (int16 i = 0; i < ARRAY_SIZE(m_afWakePointLifeTime); i++)
m_afWakePointLifeTime[i] = 0.0f;
m_nAmmoInClip = 20;
@@ -94,6 +99,541 @@ CBoat::GetComponentWorldPosition(int32 component, CVector &pos)
pos = *RwMatrixGetPos(RwFrameGetLTM(m_aBoatNodes[component]));
}
+void
+CBoat::ProcessControl(void)
+{
+ if(m_nZoneLevel > LEVEL_NONE && m_nZoneLevel != CCollision::ms_collisionInMemory)
+ return;
+
+ 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(m_status){
+ case STATUS_PLAYER:
+ m_bIsAnchored = false;
+ m_fOrientation = INVALID_ORIENTATION;
+ ProcessControlInputs(0);
+ if(GetModelIndex() == MI_PREDATOR)
+ DoFixedMachineGuns();
+ break;
+ case STATUS_SIMPLE:
+ m_bIsAnchored = false;
+ m_fOrientation = INVALID_ORIENTATION;
+ CPhysical::ProcessControl();
+ bBoatInWater = true;
+ bPropellerInWater = true;
+ bIsInWater = true;
+ return;
+ case STATUS_PHYSICS:
+ m_bIsAnchored = false;
+ m_fOrientation = INVALID_ORIENTATION;
+ CCarCtrl::SteerAIBoatWithPhysics(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;
+ }
+
+ float collisionDamage = pHandling->fCollisionDamageMultiplier * m_fDamageImpulse;
+ if(collisionDamage > 25.0f && m_status != STATUS_WRECKED && m_fHealth >= 150.0f){
+ 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 && m_status != 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;
+ }else{
+ bBoatInWater = false;
+ bIsInWater = 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(m_modelIndex == 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(m_status == 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;
+
+ CVector wakePos = GetPosition() + sternPos;
+ wakePos.z -= 0.65f;
+
+ CVector wakeDir = 0.75f * jetDir;
+
+ CParticle::AddParticle(PARTICLE_BOAT_THRUSTJET, jetPos, jetDir, nil, 0.0f, jetColor);
+ CParticle::AddParticle(PARTICLE_CAR_SPLASH, jetPos, 0.25f * jetDir, nil, 1.0f, splashColor,
+ CGeneral::GetRandomNumberInRange(0, 30),
+ CGeneral::GetRandomNumberInRange(0, 90), 3);
+ if(!cameraHack)
+ CParticle::AddParticle(PARTICLE_BOAT_WAKE, wakePos, wakeDir, nil, 0.0f, jetColor);
+ }else if((CTimer::GetFrameCounter() + m_randomSeed) & 1){
+ 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);
+ CParticle::AddParticle(PARTICLE_CAR_SPLASH, propellerWorld, 0.1f * jetDir, nil, 0.5f, splashColor,
+ CGeneral::GetRandomNumberInRange(0, 30),
+ CGeneral::GetRandomNumberInRange(0, 90), 3);
+ }
+ }
+ }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 - 1900.0f)*0.01f); // east
+ m_vecMoveSpeed.x = max(m_vecMoveSpeed.x, -(GetPosition().x - -1515.0f)*0.01f); // west
+ m_vecMoveSpeed.y = min(m_vecMoveSpeed.y, -(GetPosition().y - 600.0f)*0.01f); // north
+ m_vecMoveSpeed.y = max(m_vecMoveSpeed.y, -(GetPosition().y - -1900.0f)*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->fTractionLoss;
+ 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
+ if(m_nDeltaVolumeUnderWater > 75){
+ float speed = m_vecMoveSpeed.Magnitude();
+ float splash1Size = speed;
+ float splash2Size = 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
+ 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);
+ 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);
+
+ // left
+ 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);
+ 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);
+ }
+
+ m_fPrevVolumeUnderWater = m_fVolumeUnderWater;
+ }else{
+ bBoatInWater = false;
+ bIsInWater = 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());
+ 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;
+ m_status = 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->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];
@@ -102,8 +642,8 @@ CBoat::Render()
{
CMatrix matrix;
- if (m_aBoatNodes[1] != nil) {
- matrix.Attach(RwFrameGetMatrix(m_aBoatNodes[1]));
+ if (m_aBoatNodes[BOAT_MOVING] != nil) {
+ matrix.Attach(RwFrameGetMatrix(m_aBoatNodes[BOAT_MOVING]));
CVector pos = matrix.GetPosition();
matrix.SetRotateZ(m_fMovingHiRotation);
@@ -111,7 +651,7 @@ CBoat::Render()
matrix.UpdateRW();
if (CVehicle::bWheelsOnlyCheat) {
- RpAtomicRender((RpAtomic*)GetFirstObject(m_aBoatNodes[1]));
+ RpAtomicRender((RpAtomic*)GetFirstObject(m_aBoatNodes[BOAT_MOVING]));
}
}
m_fMovingHiRotation += 0.05f;
@@ -234,10 +774,9 @@ CBoat::IsVertexAffectedByWake(CVector vecVertex, CBoat *pBoat)
void
CBoat::SetupModelNodes()
{
- m_aBoatNodes[0] = nil;
- m_aBoatNodes[1] = nil;
- m_aBoatNodes[2] = nil;
- m_aBoatNodes[3] = nil;
+ int i;
+ for(i = 0; i < ARRAY_SIZE(m_aBoatNodes); i++)
+ m_aBoatNodes[i] = nil;
CClumpModelInfo::FillFrameArray(GetClump(), m_aBoatNodes);
}
@@ -275,6 +814,43 @@ CBoat::FillBoatList()
}
}
+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;
+ }
+}
+
#include <new>
class CBoat_ : public CBoat
@@ -291,4 +867,7 @@ STARTPATCHES
InjectHook(0x542370, CBoat::IsSectorAffectedByWake, PATCH_JUMP);
InjectHook(0x5424A0, CBoat::IsVertexAffectedByWake, PATCH_JUMP);
InjectHook(0x542250, CBoat::FillBoatList, PATCH_JUMP);
+ InjectHook(0x542140, &CBoat::AddWakePoint, PATCH_JUMP);
+ InjectHook(0x5420D0, &CBoat::PruneWakeTrail, PATCH_JUMP);
+ InjectHook(0x541A30, &CBoat::ApplyWaterResistance, PATCH_JUMP);
ENDPATCHES