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|
#include "common.h"
#include "patcher.h"
#include "General.h"
#include "ModelIndices.h"
#include "VisibilityPlugins.h"
#include "DMAudio.h"
#include "World.h"
#include "SurfaceTable.h"
#include "HandlingMgr.h"
#include "CarCtrl.h"
#include "Ped.h"
#include "Object.h"
#include "Automobile.h"
bool &CAutomobile::m_sAllTaxiLights = *(bool*)0x95CD21;
WRAPPER CAutomobile* CAutomobile::ctor(int, uint8) { EAXJMP(0x52C6B0); }
CAutomobile::CAutomobile(int mi, uint8 owner)
{
ctor(mi, owner);
}
void
CAutomobile::SetModelIndex(uint32 id)
{
CVehicle::SetModelIndex(id);
SetupModelNodes();
}
WRAPPER void CAutomobile::ProcessControl(void) { EAXJMP(0x531470); }
void
CAutomobile::Teleport(CVector pos)
{
CWorld::Remove(this);
GetPosition() = pos;
SetOrientation(0.0f, 0.0f, 0.0f);
SetMoveSpeed(0.0f, 0.0f, 0.0f);
SetTurnSpeed(0.0f, 0.0f, 0.0f);
ResetSuspension();
CWorld::Add(this);
}
WRAPPER void CAutomobile::PreRender(void) { EAXJMP(0x535B40); }
WRAPPER void CAutomobile::Render(void) { EAXJMP(0x539EA0); }
WRAPPER void CAutomobile::ProcessControlInputs(uint8) { EAXJMP(0x53B660); }
void
CAutomobile::GetComponentWorldPosition(int32 component, CVector &pos)
{
if(m_aCarNodes[component] == nil){
printf("CarNode missing: %d %d\n", GetModelIndex(), component);
return;
}
RwMatrix *ltm = RwFrameGetLTM(m_aCarNodes[component]);
pos = *RwMatrixGetPos(ltm);
}
bool
CAutomobile::IsComponentPresent(int32 comp)
{
return m_aCarNodes[comp] != nil;
}
void
CAutomobile::SetComponentRotation(int32 component, CVector rotation)
{
CMatrix mat(RwFrameGetMatrix(m_aCarNodes[component]));
CVector pos = mat.GetPosition();
// BUG: all these set the whole matrix
mat.SetRotateX(DEGTORAD(rotation.x));
mat.SetRotateY(DEGTORAD(rotation.y));
mat.SetRotateZ(DEGTORAD(rotation.z));
mat.Translate(pos);
mat.UpdateRW();
}
void
CAutomobile::OpenDoor(int32 component, eDoors door, float openRatio)
{
CMatrix mat(RwFrameGetMatrix(m_aCarNodes[component]));
CVector pos = mat.GetPosition();
float axes[3] = { 0.0f, 0.0f, 0.0f };
float wasClosed = false;
if(Doors[door].IsClosed()){
// enable angle cull for closed doors
RwFrameForAllObjects(m_aCarNodes[component], CVehicleModelInfo::ClearAtomicFlagCB, (void*)ATOMIC_FLAG_NOCULL);
wasClosed = true;
}
Doors[door].Open(openRatio);
if(wasClosed && Doors[door].RetAngleWhenClosed() != Doors[door].m_fAngle){
// door opened
HideAllComps();
// turn off angle cull for swinging door
RwFrameForAllObjects(m_aCarNodes[component], CVehicleModelInfo::SetAtomicFlagCB, (void*)ATOMIC_FLAG_NOCULL);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_DOOR_OPEN_BONNET + door, 0.0f);
}
if(!wasClosed && openRatio == 0.0f){
// door closed
if(Damage.GetDoorStatus(door) == DOOR_STATUS_SWINGING)
Damage.SetDoorStatus(door, DOOR_STATUS_OK); // huh?
ShowAllComps();
DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_DOOR_CLOSE_BONNET + door, 0.0f);
}
axes[Doors[door].m_nAxis] = Doors[door].m_fAngle;
mat.SetRotate(axes[0], axes[1], axes[2]);
mat.Translate(pos);
mat.UpdateRW();
}
WRAPPER void CAutomobile::ProcessOpenDoor(uint32, uint32, float) { EAXJMP(0x52E910); }
bool
CAutomobile::IsDoorReady(eDoors door)
{
if(Doors[door].IsClosed() || IsDoorMissing(door))
return true;
int doorflag = 0;
// TODO: enum?
switch(door){
case DOOR_FRONT_LEFT: doorflag = 1; break;
case DOOR_FRONT_RIGHT: doorflag = 4; break;
case DOOR_REAR_LEFT: doorflag = 2; break;
case DOOR_REAR_RIGHT: doorflag = 8; break;
}
return (doorflag & m_nGettingInFlags) == 0;
}
bool
CAutomobile::IsDoorFullyOpen(eDoors door)
{
return Doors[door].IsFullyOpen() || IsDoorMissing(door);
}
bool
CAutomobile::IsDoorClosed(eDoors door)
{
return !!Doors[door].IsClosed();
}
bool
CAutomobile::IsDoorMissing(eDoors door)
{
return Damage.GetDoorStatus(door) == DOOR_STATUS_MISSING;
}
void
CAutomobile::RemoveRefsToVehicle(CEntity *ent)
{
int i;
for(i = 0; i < 4; i++)
if(m_aGroundPhysical[i] == ent)
m_aGroundPhysical[i] = nil;
}
WRAPPER void CAutomobile::BlowUpCar(CEntity *ent) { EAXJMP(0x53BC60); }
bool
CAutomobile::SetUpWheelColModel(CColModel *colModel)
{
CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex());
CColModel *vehColModel = mi->GetColModel();
colModel->boundingSphere = vehColModel->boundingSphere;
colModel->boundingBox = vehColModel->boundingBox;
CMatrix mat;
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF]));
colModel->spheres[0].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_TIRE, CAR_PIECE_WHEEL_LF);
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LB]));
colModel->spheres[1].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_TIRE, CAR_PIECE_WHEEL_LR);
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF]));
colModel->spheres[2].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_TIRE, CAR_PIECE_WHEEL_RF);
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RB]));
colModel->spheres[3].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_TIRE, CAR_PIECE_WHEEL_RR);
if(m_aCarNodes[CAR_WHEEL_LM] != nil && m_aCarNodes[CAR_WHEEL_RM] != nil){
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LM]));
colModel->spheres[4].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_TIRE, CAR_PIECE_WHEEL_RF);
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RM]));
colModel->spheres[5].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_TIRE, CAR_PIECE_WHEEL_RR);
colModel->numSpheres = 6;
}else
colModel->numSpheres = 4;
return true;
}
// this probably isn't used in III yet
void
CAutomobile::BurstTyre(uint8 wheel)
{
switch(wheel){
case CAR_PIECE_WHEEL_LF: wheel = VEHWHEEL_FRONT_LEFT; break;
case CAR_PIECE_WHEEL_LR: wheel = VEHWHEEL_REAR_LEFT; break;
case CAR_PIECE_WHEEL_RF: wheel = VEHWHEEL_FRONT_RIGHT; break;
case CAR_PIECE_WHEEL_RR: wheel = VEHWHEEL_REAR_RIGHT; break;
}
int status = Damage.GetWheelStatus(wheel);
if(status == WHEEL_STATUS_OK){
Damage.SetWheelStatus(wheel, WHEEL_STATUS_BURST);
if(m_status == STATUS_SIMPLE){
m_status = STATUS_PHYSICS;
CCarCtrl::SwitchVehicleToRealPhysics(this);
}
ApplyMoveForce(GetRight() * CGeneral::GetRandomNumberInRange(-0.3f, 0.3f));
ApplyTurnForce(GetRight() * CGeneral::GetRandomNumberInRange(-0.3f, 0.3f), GetForward());
}
}
WRAPPER bool CAutomobile::IsRoomForPedToLeaveCar(uint32, CVector *) { EAXJMP(0x53C5B0); }
float
CAutomobile::GetHeightAboveRoad(void)
{
return m_fHeightAboveRoad;
}
void
CAutomobile::PlayCarHorn(void)
{
int r;
if(m_nCarHornTimer != 0)
return;
r = CGeneral::GetRandomNumber() & 7;
if(r < 2){
m_nCarHornTimer = 45;
}else if(r < 4){
if(pDriver)
pDriver->Say(SOUND_PED_CAR_COLLISION);
m_nCarHornTimer = 45;
}else{
if(pDriver)
pDriver->Say(SOUND_PED_CAR_COLLISION);
}
}
void
CAutomobile::ResetSuspension(void)
{
int i;
for(i = 0; i < 4; i++){
m_aSuspensionSpringRatio[i] = 1.0f;
m_aWheelSkidThing[i] = 0.0f;
m_aWheelRotation[i] = 0.0f;
m_aWheelState[i] = 0; // TODO: enum?
}
}
void
CAutomobile::ProcessSwingingDoor(int32 component, eDoors door)
{
if(Damage.GetDoorStatus(door) != DOOR_STATUS_SWINGING)
return;
CMatrix mat(RwFrameGetMatrix(m_aCarNodes[component]));
CVector pos = mat.GetPosition();
float axes[3] = { 0.0f, 0.0f, 0.0f };
Doors[door].Process(this);
axes[Doors[door].m_nAxis] = Doors[door].m_fAngle;
mat.SetRotate(axes[0], axes[1], axes[2]);
mat.Translate(pos);
mat.UpdateRW();
}
void
CAutomobile::Fix(void)
{
int component;
Damage.ResetDamageStatus();
if(m_handling->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);
Damage.SetDoorStatus(DOOR_REAR_RIGHT, DOOR_STATUS_MISSING);
}
bIsDamaged = false;
RpClumpForAllAtomics((RpClump*)m_rwObject, CVehicleModelInfo::HideAllComponentsAtomicCB, (void*)ATOMIC_FLAG_DAM);
for(component = CAR_BUMP_FRONT; component < NUM_CAR_NODES; component++){
if(m_aCarNodes[component]){
CMatrix mat(RwFrameGetMatrix(m_aCarNodes[component]));
mat.SetTranslate(mat.GetPosition());
mat.UpdateRW();
}
}
}
void
CAutomobile::SetupDamageAfterLoad(void)
{
if(m_aCarNodes[CAR_BUMP_FRONT])
SetBumperDamage(CAR_BUMP_FRONT, VEHBUMPER_FRONT);
if(m_aCarNodes[CAR_BONNET])
SetDoorDamage(CAR_BONNET, DOOR_BONNET);
if(m_aCarNodes[CAR_BUMP_REAR])
SetBumperDamage(CAR_BUMP_REAR, VEHBUMPER_REAR);
if(m_aCarNodes[CAR_BOOT])
SetDoorDamage(CAR_BOOT, DOOR_BOOT);
if(m_aCarNodes[CAR_DOOR_LF])
SetDoorDamage(CAR_DOOR_LF, DOOR_FRONT_LEFT);
if(m_aCarNodes[CAR_DOOR_RF])
SetDoorDamage(CAR_DOOR_RF, DOOR_FRONT_RIGHT);
if(m_aCarNodes[CAR_DOOR_LR])
SetDoorDamage(CAR_DOOR_LR, DOOR_REAR_LEFT);
if(m_aCarNodes[CAR_DOOR_RR])
SetDoorDamage(CAR_DOOR_RR, DOOR_REAR_RIGHT);
if(m_aCarNodes[CAR_WING_LF])
SetPanelDamage(CAR_WING_LF, VEHPANEL_FRONT_LEFT);
if(m_aCarNodes[CAR_WING_RF])
SetPanelDamage(CAR_WING_RF, VEHPANEL_FRONT_RIGHT);
if(m_aCarNodes[CAR_WING_LR])
SetPanelDamage(CAR_WING_LR, VEHPANEL_REAR_LEFT);
if(m_aCarNodes[CAR_WING_RR])
SetPanelDamage(CAR_WING_RR, VEHPANEL_REAR_RIGHT);
}
RwObject*
GetCurrentAtomicObjectCB(RwObject *object, void *data)
{
RpAtomic *atomic = (RpAtomic*)object;
assert(RwObjectGetType(object) == rpATOMIC);
if(RpAtomicGetFlags(atomic) & rpATOMICRENDER)
*(RpAtomic**)data = atomic;
return object;
}
CColPoint aTempPedColPts[32]; // this name doesn't make any sense
CObject*
CAutomobile::SpawnFlyingComponent(int32 component, uint32 type)
{
RpAtomic *atomic;
RwFrame *frame;
RwMatrix *matrix;
CObject *obj;
if(CObject::nNoTempObjects >= NUMTEMPOBJECTS)
return nil;
atomic = nil;
RwFrameForAllObjects(m_aCarNodes[component], GetCurrentAtomicObjectCB, &atomic);
if(atomic == nil)
return nil;
obj = new CObject;
if(obj == nil)
return nil;
if(component == CAR_WINDSCREEN){
obj->SetModelIndexNoCreate(MI_CAR_BONNET);
}else switch(type){
case COMPGROUP_BUMPER:
obj->SetModelIndexNoCreate(MI_CAR_BUMPER);
break;
case COMPGROUP_WHEEL:
obj->SetModelIndexNoCreate(MI_CAR_WHEEL);
break;
case COMPGROUP_DOOR:
obj->SetModelIndexNoCreate(MI_CAR_DOOR);
obj->SetCenterOfMass(0.0f, -0.5f, 0.0f);
break;
case COMPGROUP_BONNET:
obj->SetModelIndexNoCreate(MI_CAR_BONNET);
obj->SetCenterOfMass(0.0f, 0.4f, 0.0f);
break;
case COMPGROUP_BOOT:
obj->SetModelIndexNoCreate(MI_CAR_BOOT);
obj->SetCenterOfMass(0.0f, -0.3f, 0.0f);
break;
case COMPGROUP_PANEL:
default:
obj->SetModelIndexNoCreate(MI_CAR_PANEL);
break;
}
// object needs base model
obj->RefModelInfo(GetModelIndex());
// create new atomic
matrix = RwFrameGetLTM(m_aCarNodes[component]);
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 = 0.97f;
obj->m_fElasticity = 0.1f;
obj->m_fBuoyancy = obj->m_fMass*GRAVITY/0.75f;
obj->ObjectCreatedBy = TEMP_OBJECT;
obj->bIsStatic = true;
obj->bIsPickup = false;
obj->bUseVehicleColours = true;
obj->m_colour1 = m_currentColour1;
obj->m_colour2 = m_currentColour2;
// life time - the more objects the are, the shorter this one will live
CObject::nNoTempObjects++;
if(CObject::nNoTempObjects > 20)
obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 20000/5.0f;
else if(CObject::nNoTempObjects > 10)
obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 20000/2.0f;
else
obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 20000;
obj->m_vecMoveSpeed = m_vecMoveSpeed;
if(obj->m_vecMoveSpeed.z > 0.0f){
obj->m_vecMoveSpeed.z *= 1.5f;
}else if(GetUp().z > 0.0f &&
(component == COMPGROUP_BONNET || component == COMPGROUP_BOOT || component == CAR_WINDSCREEN)){
obj->m_vecMoveSpeed.z *= -1.5f;
obj->m_vecMoveSpeed.z += 0.04f;
}else{
obj->m_vecMoveSpeed.z *= 0.25f;
}
obj->m_vecMoveSpeed.x *= 0.75f;
obj->m_vecMoveSpeed.y *= 0.75f;
obj->m_vecTurnSpeed = m_vecTurnSpeed*2.0f;
// push component away from car
CVector dist = obj->GetPosition() - GetPosition();
dist.Normalise();
if(component == COMPGROUP_BONNET || component == COMPGROUP_BOOT || component == CAR_WINDSCREEN){
// push these up some
dist += GetUp();
if(GetUp().z > 0.0f){
// simulate fast upward movement if going fast
float speed = CVector2D(m_vecMoveSpeed).MagnitudeSqr();
obj->GetPosition() += GetUp()*speed;
}
}
obj->ApplyMoveForce(dist);
if(type == COMPGROUP_WHEEL){
obj->m_fTurnMass = 5.0f;
obj->m_vecTurnSpeed.x = 0.5f;
obj->m_fAirResistance = 0.99f;
}
if(CCollision::ProcessColModels(obj->GetMatrix(), *CModelInfo::GetModelInfo(obj->GetModelIndex())->GetColModel(),
this->GetMatrix(), *CModelInfo::GetModelInfo(this->GetModelIndex())->GetColModel(),
aTempPedColPts, nil, nil) > 0)
obj->m_pCollidingEntity = this;
if(bRenderScorched)
obj->bRenderScorched = true;
CWorld::Add(obj);
return obj;
}
CObject*
CAutomobile::RemoveBonnetInPedCollision(void)
{
CObject *obj;
if(Damage.GetDoorStatus(DOOR_BONNET) != DOOR_STATUS_SWINGING &&
Doors[DOOR_BONNET].RetAngleWhenOpen()*0.4f < Doors[DOOR_BONNET].m_fAngle){
// BUG? why not COMPGROUP_BONNET?
obj = SpawnFlyingComponent(CAR_BONNET, COMPGROUP_DOOR);
// make both doors invisible on car
SetComponentVisibility(m_aCarNodes[CAR_BONNET], ATOMIC_FLAG_NONE);
Damage.SetDoorStatus(DOOR_BONNET, DOOR_STATUS_MISSING);
return obj;
}
return nil;
}
void
CAutomobile::SetPanelDamage(int32 component, ePanels panel, bool noFlyingComponents)
{
int status = Damage.GetPanelStatus(panel);
if(m_aCarNodes[component] == nil)
return;
if(status == PANEL_STATUS_SMASHED1){
// show damaged part
SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_DAM);
}else if(status == PANEL_STATUS_MISSING){
if(!noFlyingComponents)
SpawnFlyingComponent(component, COMPGROUP_PANEL);
// hide both
SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_NONE);
}
}
void
CAutomobile::SetBumperDamage(int32 component, ePanels panel, bool noFlyingComponents)
{
int status = Damage.GetPanelStatus(panel);
if(m_aCarNodes[component] == nil){
printf("Trying to damage component %d of %s\n",
component, CModelInfo::GetModelInfo(GetModelIndex())->GetName());
return;
}
if(status == PANEL_STATUS_SMASHED1){
// show damaged part
SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_DAM);
}else if(status == PANEL_STATUS_MISSING){
if(!noFlyingComponents)
SpawnFlyingComponent(component, COMPGROUP_BUMPER);
// hide both
SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_NONE);
}
}
void
CAutomobile::SetDoorDamage(int32 component, eDoors door, bool noFlyingComponents)
{
int status = Damage.GetDoorStatus(door);
if(m_aCarNodes[component] == nil){
printf("Trying to damage component %d of %s\n",
component, CModelInfo::GetModelInfo(GetModelIndex())->GetName());
return;
}
if(door == DOOR_BOOT && status == DOOR_STATUS_SWINGING && m_handling->Flags & HANDLING_NOSWING_BOOT){
Damage.SetDoorStatus(DOOR_BOOT, DOOR_STATUS_MISSING);
status = DOOR_STATUS_MISSING;
}
if(status == DOOR_STATUS_SMASHED){
// show damaged part
SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_DAM);
}else if(status == DOOR_STATUS_SWINGING){
// turn off angle cull for swinging doors
RwFrameForAllObjects(m_aCarNodes[component], CVehicleModelInfo::SetAtomicFlagCB, (void*)ATOMIC_FLAG_NOCULL);
}else if(status == DOOR_STATUS_MISSING){
if(!noFlyingComponents){
if(door == DOOR_BONNET)
SpawnFlyingComponent(component, COMPGROUP_BONNET);
else if(door == DOOR_BOOT)
SpawnFlyingComponent(component, COMPGROUP_BOOT);
else
SpawnFlyingComponent(component, COMPGROUP_DOOR);
}
// hide both
SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_NONE);
}
}
static RwObject*
SetVehicleAtomicVisibilityCB(RwObject *object, void *data)
{
uint32 flags = (uint32)(uintptr)data;
RpAtomic *atomic = (RpAtomic*)object;
if((CVisibilityPlugins::GetAtomicId(atomic) & (ATOMIC_FLAG_OK|ATOMIC_FLAG_DAM)) == flags)
RpAtomicSetFlags(atomic, rpATOMICRENDER);
else
RpAtomicSetFlags(atomic, 0);
return object;
}
void
CAutomobile::SetComponentVisibility(RwFrame *frame, uint32 flags)
{
HideAllComps();
bIsDamaged = true;
RwFrameForAllObjects(frame, SetVehicleAtomicVisibilityCB, (void*)flags);
}
void
CAutomobile::SetupModelNodes(void)
{
int i;
for(i = 0; i < NUM_CAR_NODES; i++)
m_aCarNodes[i] = nil;
CClumpModelInfo::FillFrameArray((RpClump*)m_rwObject, m_aCarNodes);
}
void
CAutomobile::SetTaxiLight(bool light)
{
bTaxiLight = light;
}
bool
CAutomobile::GetAllWheelsOffGround(void)
{
return m_nWheelsOnGround == 0;
}
void
CAutomobile::HideAllComps(void)
{
// empty
}
void
CAutomobile::ShowAllComps(void)
{
// empty
}
void
CAutomobile::ReduceHornCounter(void)
{
if(m_nCarHornTimer != 0)
m_nCarHornTimer--;
}
void
CAutomobile::SetAllTaxiLights(bool set)
{
m_sAllTaxiLights = set;
}
class CAutomobile_ : public CAutomobile
{
public:
void dtor() { CAutomobile::~CAutomobile(); }
void SetModelIndex_(uint32 id) { CAutomobile::SetModelIndex(id); }
void ProcessControl_(void) { CAutomobile::ProcessControl(); }
void Teleport_(CVector v) { CAutomobile::Teleport(v); }
void PreRender_(void) { CAutomobile::PreRender(); }
void Render_(void) { CAutomobile::Render(); }
void ProcessControlInputs_(uint8 x) { CAutomobile::ProcessControlInputs(x); }
void GetComponentWorldPosition_(int32 component, CVector &pos) { CAutomobile::GetComponentWorldPosition(component, pos); }
bool IsComponentPresent_(int32 component) { return CAutomobile::IsComponentPresent(component); }
void SetComponentRotation_(int32 component, CVector rotation) { CAutomobile::SetComponentRotation(component, rotation); }
void OpenDoor_(int32 component, eDoors door, float ratio) { CAutomobile::OpenDoor(component, door, ratio); }
void ProcessOpenDoor_(uint32 component, uint32 anim, float time) { CAutomobile::ProcessOpenDoor(component, anim, time); }
bool IsDoorReady_(eDoors door) { return CAutomobile::IsDoorReady(door); }
bool IsDoorFullyOpen_(eDoors door) { return CAutomobile::IsDoorFullyOpen(door); }
bool IsDoorClosed_(eDoors door) { return CAutomobile::IsDoorClosed(door); }
bool IsDoorMissing_(eDoors door) { return CAutomobile::IsDoorMissing(door); }
void RemoveRefsToVehicle_(CEntity *ent) { CAutomobile::RemoveRefsToVehicle(ent); }
void BlowUpCar_(CEntity *ent) { CAutomobile::BlowUpCar(ent); }
bool SetUpWheelColModel_(CColModel *colModel) { return CAutomobile::SetUpWheelColModel(colModel); }
void BurstTyre_(uint8 tyre) { CAutomobile::BurstTyre(tyre); }
bool IsRoomForPedToLeaveCar_(uint32 door, CVector *pos) { return CAutomobile::IsRoomForPedToLeaveCar(door, pos); }
float GetHeightAboveRoad_(void) { return CAutomobile::GetHeightAboveRoad(); }
void PlayCarHorn_(void) { CAutomobile::PlayCarHorn(); }
};
STARTPATCHES
InjectHook(0x52D170, &CAutomobile_::dtor, PATCH_JUMP);
InjectHook(0x52D190, &CAutomobile_::SetModelIndex_, PATCH_JUMP);
InjectHook(0x535180, &CAutomobile_::Teleport_, PATCH_JUMP);
InjectHook(0x52E5F0, &CAutomobile_::GetComponentWorldPosition_, PATCH_JUMP);
InjectHook(0x52E660, &CAutomobile_::IsComponentPresent_, PATCH_JUMP);
InjectHook(0x52E680, &CAutomobile_::SetComponentRotation_, PATCH_JUMP);
InjectHook(0x52E750, &CAutomobile_::OpenDoor_, PATCH_JUMP);
InjectHook(0x52EF10, &CAutomobile_::IsDoorReady_, PATCH_JUMP);
InjectHook(0x52EF90, &CAutomobile_::IsDoorFullyOpen_, PATCH_JUMP);
InjectHook(0x52EFD0, &CAutomobile_::IsDoorClosed_, PATCH_JUMP);
InjectHook(0x52F000, &CAutomobile_::IsDoorMissing_, PATCH_JUMP);
InjectHook(0x53BF40, &CAutomobile_::RemoveRefsToVehicle_, PATCH_JUMP);
InjectHook(0x53BF70, &CAutomobile_::SetUpWheelColModel_, PATCH_JUMP);
InjectHook(0x53C0E0, &CAutomobile_::BurstTyre_, PATCH_JUMP);
InjectHook(0x437690, &CAutomobile_::GetHeightAboveRoad_, PATCH_JUMP);
InjectHook(0x53C450, &CAutomobile_::PlayCarHorn_, PATCH_JUMP);
InjectHook(0x5353A0, &CAutomobile::ResetSuspension, PATCH_JUMP);
InjectHook(0x535250, &CAutomobile::ProcessSwingingDoor, PATCH_JUMP);
InjectHook(0x53C240, &CAutomobile::Fix, PATCH_JUMP);
InjectHook(0x53C310, &CAutomobile::SetupDamageAfterLoad, PATCH_JUMP);
InjectHook(0x530300, &CAutomobile::SpawnFlyingComponent, PATCH_JUMP);
InjectHook(0x535320, &CAutomobile::RemoveBonnetInPedCollision, PATCH_JUMP);
InjectHook(0x5301A0, &CAutomobile::SetPanelDamage, PATCH_JUMP);
InjectHook(0x530120, &CAutomobile::SetBumperDamage, PATCH_JUMP);
InjectHook(0x530200, &CAutomobile::SetDoorDamage, PATCH_JUMP);
InjectHook(0x5300E0, &CAutomobile::SetComponentVisibility, PATCH_JUMP);
InjectHook(0x52D1B0, &CAutomobile::SetupModelNodes, PATCH_JUMP);
InjectHook(0x53C420, &CAutomobile::SetTaxiLight, PATCH_JUMP);
InjectHook(0x53BC40, &CAutomobile::GetAllWheelsOffGround, PATCH_JUMP);
InjectHook(0x5308C0, &CAutomobile::ReduceHornCounter, PATCH_JUMP);
InjectHook(0x53C440, &CAutomobile::SetAllTaxiLights, PATCH_JUMP);
ENDPATCHES
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