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#include "common.h"
#include "Stinger.h"
#include "CopPed.h"
#include "ModelIndices.h"
#include "RpAnimBlend.h"
#include "World.h"
#include "Automobile.h"
#include "Bike.h"
#include "Particle.h"
#include "AnimBlendAssociation.h"
#include "General.h"
uint32 NumOfStingerSegments;
/* -- CStingerSegment -- */
CStingerSegment::CStingerSegment()
{
m_fMass = 1.0f;
m_fTurnMass = 1.0f;
m_fAirResistance = 0.99999f;
m_fElasticity = 0.75f;
m_fBuoyancy = GRAVITY * m_fMass * 0.1f;
bExplosionProof = true;
SetModelIndex(MI_PLC_STINGER);
ObjectCreatedBy = ESCALATOR_OBJECT;
NumOfStingerSegments++;
}
CStingerSegment::~CStingerSegment()
{
NumOfStingerSegments--;
}
/* -- CStinger -- */
CStinger::CStinger()
{
bIsDeployed = false;
}
void
CStinger::Init(CPed *pPed)
{
int32 i;
pOwner = pPed;
for (i = 0; i < NUM_STINGER_SEGMENTS; i++) {
pSpikes[i] = new CStingerSegment;
pSpikes[i]->bUsesCollision = false;
}
bIsDeployed = true;
m_vPos = pPed->GetPosition();
m_fMax_Z = Atan2(-pPed->GetForward().x, pPed->GetForward().y) + HALFPI;
for (i = 0; i < NUM_STINGER_SEGMENTS; i++) {
pSpikes[i]->SetOrientation(0.0f, 0.0f, Atan2(-pPed->GetForward().x, pPed->GetForward().y));
pSpikes[i]->SetPosition(m_vPos);
}
CVector2D fwd2d(pPed->GetForward().x, pPed->GetForward().y);
for (i = 0; i < ARRAY_SIZE(m_vPositions); i++)
m_vPositions[i] = fwd2d * Sin(DEGTORAD(i));
m_nSpikeState = STINGERSTATE_NONE;
m_nTimeOfDeploy = CTimer::GetTimeInMilliseconds();
}
void
CStinger::Remove()
{
if (!bIsDeployed) return;
for (int32 i = 0; i < NUM_STINGER_SEGMENTS; i++) {
CStingerSegment *spikeSegment = pSpikes[i];
if (spikeSegment->m_entryInfoList.first != nil)
spikeSegment->bRemoveFromWorld = true;
else
delete spikeSegment;
}
bIsDeployed = false;
}
void
CStinger::Deploy(CPed *pPed)
{
if (NumOfStingerSegments < NUM_STINGER_SEGMENTS*2 && !pPed->bInVehicle && pPed->IsPedInControl()) {
if (!bIsDeployed && RpAnimBlendClumpGetAssociation(pPed->GetClump(), ANIM_WEAPON_THROWU) == nil) {
Init(pPed);
pPed->SetPedState(PED_DEPLOY_STINGER);
CAnimManager::AddAnimation(pPed->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_THROWU);
}
}
}
void
CStinger::CheckForBurstTyres()
{
const CVector firstPos = pSpikes[0]->GetPosition();
const CVector lastPos = pSpikes[NUM_STINGER_SEGMENTS - 1]->GetPosition();
float dist = (lastPos - firstPos).Magnitude();
if (dist > 0.1f) return;
CVehicle *vehsInRange[16];
int16 numObjects;
CEntity someEntity;
CWorld::FindObjectsInRange((lastPos + firstPos) / 2.0f,
dist, true, &numObjects, 15, (CEntity**)vehsInRange,
false, true, false, false, false);
for (int32 i = 0; i < numObjects; i++) {
CAutomobile *pAutomobile = nil;
CBike *pBike = nil;
if (vehsInRange[i]->IsCar())
pAutomobile = (CAutomobile*)vehsInRange[i];
else if (vehsInRange[i]->IsBike())
pBike = (CBike*)vehsInRange[i];
if (pAutomobile == nil && pBike == nil) continue;
int wheelId = 0;
float someWheelDist = sq(((CVehicleModelInfo*)CModelInfo::GetModelInfo(vehsInRange[i]->GetModelIndex()))->m_wheelScale);
for (; wheelId < 4; wheelId++) {
if ((pAutomobile != nil && pAutomobile->m_aSuspensionSpringRatioPrev[wheelId] < 1.0f) ||
(pBike != nil && pBike->m_aSuspensionSpringRatioPrev[wheelId] < 1.0f))
break;
}
if (wheelId >= 4) continue;
CVector vecWheelPos;
if (pAutomobile != nil)
vecWheelPos = pAutomobile->m_aWheelColPoints[wheelId].point;
else if (pBike != nil)
vecWheelPos = pBike->m_aWheelColPoints[wheelId].point;
for (int32 spike = 0; spike < NUM_STINGER_SEGMENTS; spike++) {
if ((pSpikes[spike]->GetPosition() - vecWheelPos).Magnitude() < someWheelDist) {
if (pBike) {
if (wheelId < 2)
vehsInRange[i]->BurstTyre(CAR_PIECE_WHEEL_LF, true);
else
vehsInRange[i]->BurstTyre(CAR_PIECE_WHEEL_LR, true);
} else {
switch (wheelId) {
case 0: vehsInRange[i]->BurstTyre(CAR_PIECE_WHEEL_LF, true); break;
case 1: vehsInRange[i]->BurstTyre(CAR_PIECE_WHEEL_LR, true); break;
case 2: vehsInRange[i]->BurstTyre(CAR_PIECE_WHEEL_RF, true); break;
case 3: vehsInRange[i]->BurstTyre(CAR_PIECE_WHEEL_RR, true); break;
}
}
vecWheelPos.z += 0.15f; // BUG? doesn't that break the burst of other tires?
for (int j = 0; j < 4; j++)
CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, vecWheelPos, vehsInRange[i]->GetRight() * 0.1f);
}
}
}
}
void
CStinger::Process()
{
switch (m_nSpikeState)
{
case STINGERSTATE_NONE:
if (pOwner != nil
&& !pOwner->bInVehicle
&& pOwner->GetPedState() == PED_DEPLOY_STINGER
&& RpAnimBlendClumpGetAssociation(pOwner->GetClump(), ANIM_WEAPON_THROWU)->currentTime > 0.39f)
{
m_nSpikeState = STINGERSTATE_STATE1;
for (int i = 0; i < NUM_STINGER_SEGMENTS; i++)
CWorld::Add(pSpikes[i]);
pOwner->SetIdle();
}
break;
case STINGERSTATE_STATE2:
if (pOwner != nil && pOwner->m_nPedType == PEDTYPE_COP)
((CCopPed*)pOwner)->m_bThrowsSpikeTrap = false;
break;
case STINGERSTATE_STATE3:
if (CTimer::GetTimeInMilliseconds() > m_nTimeOfDeploy + 2500)
m_nSpikeState = STINGERSTATE_REMOVE;
// no break
case STINGERSTATE_STATE1:
if (m_nSpikeState != STINGERSTATE_STATE1 || CTimer::GetTimeInMilliseconds() <= m_nTimeOfDeploy + 2500) {
float something = (CTimer::GetTimeInMilliseconds() - m_nTimeOfDeploy) / 2500.0f;
if (m_nSpikeState != STINGERSTATE_STATE1)
something = 1.0f - something;
float radangle = something * ARRAY_SIZE(m_vPositions);
float angle1 = m_fMax_Z + DEGTORAD(radangle);
float angle2 = m_fMax_Z - DEGTORAD(radangle);
int pos = clamp(radangle, 0, ARRAY_SIZE(m_vPositions)-1);
CVector2D pos2d = m_vPositions[pos];
CVector pos3d = m_vPos;
CColPoint colPoint;
CEntity *pEntity;
if (CWorld::ProcessVerticalLine(CVector(pos3d.x, pos3d.y, pos3d.z - 10.0f), pos3d.z, colPoint, pEntity, true, false, false, false, true, false, nil))
pos3d.z = colPoint.point.z + 0.15f;
angle1 = CGeneral::LimitRadianAngle(angle1);
angle2 = CGeneral::LimitRadianAngle(angle2);
for (int spike = 0; spike < NUM_STINGER_SEGMENTS; spike++) {
CVector somePosAgain = pos3d + CVector(pos2d.x, pos2d.y, 0.6f);
if (CWorld::TestSphereAgainstWorld(somePosAgain, 0.3f, nil, true, false, false, true, false, false))
pos2d = CVector2D(0.0f, 0.0f);
if (spike % 2 == 0) {
pSpikes[spike]->SetOrientation(0.0f, 0.0f, angle1);
pos3d.x += pos2d.x;
pos3d.y += pos2d.y;
} else {
pSpikes[spike]->SetOrientation(0.0f, 0.0f, angle2);
}
pSpikes[spike]->SetPosition(pos3d);
}
} else
m_nSpikeState = STINGERSTATE_STATE2;
break;
case STINGERSTATE_REMOVE:
Remove();
break;
}
CheckForBurstTyres();
}
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