re3-wiiu/src/vehicles/Boat.cpp

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#include "common.h"
#include "patcher.h"
#include "Boat.h"
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#include "HandlingMgr.h"
#include "RwHelper.h"
#include "ModelIndices.h"
#include "WaterLevel.h"
#include "Pools.h"
#include "World.h"
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float &fShapeLength = *(float*)0x600E78;
float &fShapeTime = *(float*)0x600E7C;
float &fRangeMult = *(float*)0x600E80; //0.6f; // 0.75f gta 3
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float &fTimeMult = *(float*)0x943008;
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float MAX_WAKE_LENGTH = 50.0f;
float MIN_WAKE_INTERVAL = 1.0f;
float WAKE_LIFETIME = 400.0f;
CBoat * (&CBoat::apFrameWakeGeneratingBoats)[4] = *(CBoat * (*)[4])*(uintptr*)0x8620E0;
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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);
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;
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;
_unk2 = false;
m_fTurnForceZ = 7.0f;
field_2FC = 7.0f;
m_vecMoveForce = CVector(0.0f, 0.0f, 0.0f);
field_300 = 0;
m_bBoatFlag1 = true;
m_bBoatFlag2 = true;
bIsInWater = true;
unk1 = 0.0f;
m_bIsAnchored = true;
field_2C4 = -9999.99f;
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bTouchingWater = true;
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field_2CC = 0.0f;
field_2D0 = 0;
m_nNumWakePoints = 0;
for (int16 i = 0; i < 32; i++)
m_afWakePointLifeTime[i] = 0.0f;
m_nAmmoInClip = 20;
}
void
CBoat::SetModelIndex(uint32 id)
{
CEntity::SetModelIndex(id);
SetupModelNodes();
}
void
CBoat::GetComponentWorldPosition(int32 component, CVector &pos)
{
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pos = *RwMatrixGetPos(RwFrameGetLTM(m_aBoatNodes[component]));
}
RwIm3DVertex KeepWaterOutVertices[4];
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RwImVertexIndex KeepWaterOutIndices[6];
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void
CBoat::Render()
{
CMatrix matrix;
if (m_aBoatNodes[1] != nil) {
matrix.Attach(RwFrameGetMatrix(m_aBoatNodes[1]));
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CVector pos = matrix.GetPosition();
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matrix.SetRotateZ(m_fMovingHiRotation);
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matrix.Translate(pos);
matrix.UpdateRW();
if (CVehicle::bWheelsOnlyCheat) {
RpAtomicRender((RpAtomic*)GetFirstObject(m_aBoatNodes[1]));
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}
}
m_fMovingHiRotation += 0.05f;
((CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()))->SetVehicleColour(m_currentColour1, m_currentColour2);
if (!CVehicle::bWheelsOnlyCheat)
CEntity::Render();
KeepWaterOutVertices[0].color = -1;
KeepWaterOutIndices[0] = 0;
KeepWaterOutVertices[1].color = -1;
KeepWaterOutIndices[1] = 2;
KeepWaterOutVertices[2].color = -1;
KeepWaterOutIndices[2] = 1;
KeepWaterOutVertices[3].color = -1;
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);
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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);
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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);
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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);
GetPosition() = 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)
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{
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;
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if ( Abs(pBoat->m_avec2dWakePoints[j].x - sector.x) < fDist
&& Abs(pBoat->m_avec2dWakePoints[i].y - sector.y) < fDist )
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{
apBoats[numVerts] = pBoat;
numVerts = 1; // += ?
break;
}
}
}
return numVerts != 0;
}
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float
CBoat::IsVertexAffectedByWake(CVector vecVertex, CBoat *pBoat)
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{
for ( int i = 0; i < pBoat->m_nNumWakePoints; i++ )
{
float fMaxDist = (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[i]) * fShapeTime + float(i) * fShapeLength;
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CVector2D vecDist = pBoat->m_avec2dWakePoints[i] - CVector2D(vecVertex);
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float fDist = vecDist.MagnitudeSqr();
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if ( fDist < SQR(fMaxDist) )
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return 1.0f - min(fRangeMult * Sqrt(fDist / SQR(fMaxDist)) + (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[i]) * fTimeMult, 1.0f);
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}
return 0.0f;
}
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void
CBoat::SetupModelNodes()
{
m_aBoatNodes[0] = nil;
m_aBoatNodes[1] = nil;
m_aBoatNodes[2] = nil;
m_aBoatNodes[3] = 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;
}
}
}
}
}
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#include <new>
class CBoat_ : public CBoat
{
public:
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CBoat* ctor(int32 id, uint8 CreatedBy) { return ::new (this) CBoat(id, CreatedBy); }
void dtor() { CBoat::~CBoat(); };
};
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STARTPATCHES
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InjectHook(0x53E3E0, &CBoat_::ctor, PATCH_JUMP);
InjectHook(0x53E790, &CBoat_::dtor, PATCH_JUMP);
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InjectHook(0x53E7D0, &CBoat::SetupModelNodes, PATCH_JUMP);
InjectHook(0x542370, CBoat::IsSectorAffectedByWake, PATCH_JUMP);
InjectHook(0x5424A0, CBoat::IsVertexAffectedByWake, PATCH_JUMP);
InjectHook(0x542250, CBoat::FillBoatList, PATCH_JUMP);
ENDPATCHES