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-rw-r--r--src/core/Explosion.h12
-rw-r--r--src/core/PlayerInfo.h8
-rw-r--r--src/core/re3.cpp2
-rw-r--r--src/vehicles/Automobile.cpp110
-rw-r--r--src/weapons/Weapon.cpp1
-rw-r--r--src/weapons/Weapon.h2
6 files changed, 125 insertions, 10 deletions
diff --git a/src/core/Explosion.h b/src/core/Explosion.h
index 69508490..93d60ab3 100644
--- a/src/core/Explosion.h
+++ b/src/core/Explosion.h
@@ -4,8 +4,16 @@ class CEntity;
enum eExplosionType
{
- EXPLOSION_3 = 3,
- EXPLOSION_4
+ EXPLOSION_GRENADE,
+ EXPLOSION_MOLOTOV,
+ EXPLOSION_ROCKET,
+ EXPLOSION_CAR,
+ EXPLOSION_CAR_QUICK,
+ EXPLOSION_HELI,
+ EXPLOSION_MINE,
+ EXPLOSION_BARREL,
+ EXPLOSION_TANK_GRENADE,
+ EXPLOSION_HELI_BOMB
};
class CExplosion
diff --git a/src/core/PlayerInfo.h b/src/core/PlayerInfo.h
index d8128424..9327b9a0 100644
--- a/src/core/PlayerInfo.h
+++ b/src/core/PlayerInfo.h
@@ -45,10 +45,10 @@ public:
int8 field_225;
int8 field_226;
int8 field_227;
- int32 m_nTimeLostRemoteCar;
- int32 m_nTimeLastHealthLoss;
- int32 m_nTimeLastArmourLoss;
- int32 field_240;
+ uint32 m_nTimeLostRemoteCar;
+ uint32 m_nTimeLastHealthLoss;
+ uint32 m_nTimeLastArmourLoss;
+ uint32 m_nTimeTankShotGun;
int32 m_nUpsideDownCounter;
int32 field_248;
int16 m_nTrafficMultiplier;
diff --git a/src/core/re3.cpp b/src/core/re3.cpp
index a0032bc6..6566a282 100644
--- a/src/core/re3.cpp
+++ b/src/core/re3.cpp
@@ -296,6 +296,8 @@ DebugMenuPopulate(void)
DebugMenuAddCmd("Spawn", "Spawn Banshee", [](){ SpawnCar(MI_BANSHEE); });
DebugMenuAddCmd("Spawn", "Spawn Yakuza", [](){ SpawnCar(MI_YAKUZA); });
DebugMenuAddCmd("Spawn", "Spawn Dodo", [](){ SpawnCar(MI_DODO); });
+ DebugMenuAddCmd("Spawn", "Spawn Rhino", [](){ SpawnCar(MI_RHINO); });
+ DebugMenuAddCmd("Spawn", "Spawn Firetruck", [](){ SpawnCar(MI_FIRETRUCK); });
DebugMenuAddCmd("Debug", "Fix Car", FixCar);
diff --git a/src/vehicles/Automobile.cpp b/src/vehicles/Automobile.cpp
index bc0c8593..0c4d0ff9 100644
--- a/src/vehicles/Automobile.cpp
+++ b/src/vehicles/Automobile.cpp
@@ -1421,9 +1421,111 @@ CAutomobile::FireTruckControl(void)
{ EAXJMP(0x522590);
}
-WRAPPER void
+void
CAutomobile::TankControl(void)
-{ EAXJMP(0x53D530);
+{
+ int i;
+
+ // These coords are 1 unit higher then they should be relative to model center
+ CVector turrentBase(0.0f, -1.394f, 2.296f);
+ CVector gunEnd(0.0f, 1.813f, 2.979f);
+ CVector baseToEnd = gunEnd - turrentBase;
+
+ if(this != FindPlayerVehicle())
+ return;
+ if(CWorld::Players[CWorld::PlayerInFocus].m_WBState != WBSTATE_PLAYING)
+ return;
+
+ // Rotate turret
+ float prevAngle = m_fCarGunLR;
+ m_fCarGunLR -= CPad::GetPad(0)->GetCarGunLeftRight() * 0.00015f * CTimer::GetTimeStep();
+ if(m_fCarGunLR < 0.0f)
+ m_fCarGunLR += TWOPI;
+ if(m_fCarGunLR > TWOPI)
+ m_fCarGunLR -= TWOPI;
+ if(m_fCarGunLR != prevAngle)
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_TANK_TURRET_ROTATE, Abs(m_fCarGunLR - prevAngle));
+
+ // Shoot
+ if(CPad::GetPad(0)->CarGunJustDown() &&
+ CTimer::GetTimeInMilliseconds() > CWorld::Players[CWorld::PlayerInFocus].m_nTimeTankShotGun + 800){
+ CWorld::Players[CWorld::PlayerInFocus].m_nTimeTankShotGun = CTimer::GetTimeInMilliseconds();
+
+ // more like -sin(angle), cos(angle), i.e. rotated (0,1,0)
+ CVector turretDir = CVector(Sin(-m_fCarGunLR), Cos(-m_fCarGunLR), 0.0f);
+ turretDir = Multiply3x3(GetMatrix(), turretDir);
+
+ float c = Cos(m_fCarGunLR);
+ float s = Sin(m_fCarGunLR);
+ CVector rotatedEnd(
+ c*baseToEnd.x - s*baseToEnd.y,
+ s*baseToEnd.x + c*baseToEnd.y,
+ baseToEnd.z - 1.0f); // correct offset here
+ rotatedEnd += turrentBase;
+
+ CVector point1 = GetMatrix() * rotatedEnd;
+ CVector point2 = point1 + 60.0f*turretDir;
+ m_vecMoveSpeed -= 0.06f*turretDir;
+ m_vecMoveSpeed.z += 0.05f;
+
+ CWeapon::DoTankDoomAiming(FindPlayerVehicle(), FindPlayerPed(), &point1, &point2);
+ CColPoint colpoint;
+ CEntity *entity = nil;
+ CWorld::ProcessLineOfSight(point1, point2, colpoint, entity, true, true, true, true, true, true, false);
+ if(entity)
+ point2 = colpoint.point - 0.04f*(colpoint.point - point1);
+
+ CExplosion::AddExplosion(nil, FindPlayerPed(), EXPLOSION_TANK_GRENADE, point2, 0);
+
+ // Add particles on the way to the explosion;
+ float shotDist = (point2 - point1).Magnitude();
+ int n = shotDist/4.0f;
+ RwRGBA black = { 0, 0, 0, 0 };
+ for(i = 0; i < n; i++){
+ float f = (float)i/n;
+ CParticle::AddParticle(PARTICLE_HELI_DUST,
+ point1 + f*(point2 - point1),
+ CVector(0.0f, 0.0f, 0.0f),
+ nil, 0.1f, black);
+ }
+
+ // More particles
+ CVector shotDir = point2 - point1;
+ shotDir.Normalise();
+ for(i = 0; i < 15; i++){
+ float f = i/15.0f;
+ CParticle::AddParticle(PARTICLE_GUNSMOKE2, point1,
+ shotDir*CGeneral::GetRandomNumberInRange(0.3f, 1.0f)*f,
+ nil, CGeneral::GetRandomNumberInRange(0.5f, 1.0f)*f, black);
+ }
+
+ // And some gun flashes near the gun
+ CVector flashPos = point1;
+ CVector nullDir(0.0f, 0.0f, 0.0f);
+ int lifeSpan = 250;
+ if(m_vecMoveSpeed.Magnitude() > 0.08f){
+ lifeSpan = 125;
+ flashPos.x += 0.5f*m_vecMoveSpeed.x;
+ flashPos.y += 0.5f*m_vecMoveSpeed.y;
+ }
+ CParticle::AddParticle(PARTICLE_GUNFLASH, flashPos, nullDir, nil, 0.4f, black, 0, 0, 0, lifeSpan);
+ flashPos += 0.3f*shotDir;
+ CParticle::AddParticle(PARTICLE_GUNFLASH, flashPos, nullDir, nil, 0.2f, black, 0, 0, 0, lifeSpan);
+ flashPos += 0.1f*shotDir;
+ CParticle::AddParticle(PARTICLE_GUNFLASH, flashPos, nullDir, nil, 0.15f, black, 0, 0, 0, lifeSpan);
+ }
+
+ // Actually update turret node
+ if(m_aCarNodes[CAR_WINDSCREEN]){
+ CMatrix mat;
+ CVector pos;
+
+ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WINDSCREEN]));
+ pos = mat.GetPosition();
+ mat.SetRotateZ(m_fCarGunLR);
+ mat.Translate(pos);
+ mat.UpdateRW();
+ }
}
WRAPPER void
@@ -2313,9 +2415,9 @@ CAutomobile::BlowUpCar(CEntity *culprit)
gFireManager.StartFire(this, culprit, 0.8f, 1); // TODO
CDarkel::RegisterCarBlownUpByPlayer(this);
if(GetModelIndex() == MI_RCBANDIT)
- CExplosion::AddExplosion(this, culprit, EXPLOSION_4, GetPosition(), 0); // TODO
+ CExplosion::AddExplosion(this, culprit, EXPLOSION_CAR_QUICK, GetPosition(), 0);
else
- CExplosion::AddExplosion(this, culprit, EXPLOSION_3, GetPosition(), 0); // TODO
+ CExplosion::AddExplosion(this, culprit, EXPLOSION_CAR, GetPosition(), 0);
}
bool
diff --git a/src/weapons/Weapon.cpp b/src/weapons/Weapon.cpp
index 0fc89637..056c584a 100644
--- a/src/weapons/Weapon.cpp
+++ b/src/weapons/Weapon.cpp
@@ -8,6 +8,7 @@ WRAPPER bool CWeapon::Fire(CEntity*, CVector*) { EAXJMP(0x55C380); }
WRAPPER void CWeapon::FireFromCar(CAutomobile *car, bool left) { EAXJMP(0x55C940); }
WRAPPER void CWeapon::AddGunshell(CEntity*, CVector const&, CVector2D const&, float) { EAXJMP(0x55F770); }
WRAPPER void CWeapon::Update(int32 audioEntity) { EAXJMP(0x563A10); }
+WRAPPER void CWeapon::DoTankDoomAiming(CEntity *playerVehicle, CEntity *playerPed, CVector *start, CVector *end) { EAXJMP(0x563200); }
void
CWeapon::Initialise(eWeaponType type, int ammo)
diff --git a/src/weapons/Weapon.h b/src/weapons/Weapon.h
index 71fe1f45..71c1f344 100644
--- a/src/weapons/Weapon.h
+++ b/src/weapons/Weapon.h
@@ -70,5 +70,7 @@ public:
void AddGunshell(CEntity*, CVector const&, CVector2D const&, float);
bool IsTypeMelee(void);
bool IsType2Handed(void);
+
+ static void DoTankDoomAiming(CEntity *playerVehicle, CEntity *playerPed, CVector *start, CVector *end);
};
static_assert(sizeof(CWeapon) == 0x18, "CWeapon: error");