mirror of
https://github.com/OpenDriver2/REDRIVER2.git
synced 2024-11-26 04:12:34 +01:00
0cfa16e3d5
- some OD2 porting prepaprations - fix CreateRoadblock refactoring bug (missing noMoreCars setup)
500 lines
11 KiB
C
500 lines
11 KiB
C
#include "driver2.h"
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#include "bomberman.h"
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#include "convert.h"
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#include "overmap.h"
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#include "players.h"
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#include "cars.h"
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#include "glaunch.h"
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#include "job_fx.h"
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#include "dr2roads.h"
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#include "pad.h"
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#include "camera.h"
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#include "draw.h"
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#include "debris.h"
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#include "mission.h"
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#include "denting.h"
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#include "cosmetic.h"
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#include "bcollide.h"
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#include "pedest.h"
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#include "ASM/rndrasm.h"
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MODEL* gBombModel;
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static BOMB ThrownBombs[MAX_THROWN_BOMBS];
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static int ThrownBombDelay = 0;
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static int CurrentBomb = 0;
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static int gWantFlash = 0;
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CAR_DATA *gBombTargetVehicle = NULL;
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static int flashval;
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// [D] [T]
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void InitThrownBombs(void)
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{
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int i;
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for (i = 0; i < MAX_THROWN_BOMBS; i++)
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ThrownBombs[i].flags = 0;
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ThrownBombDelay = Random2(0) % 45 + 8;
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CurrentBomb = 0;
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gWantFlash = 0;
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gBombTargetVehicle = NULL;
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}
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// [D] [T]
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void DrawThrownBombs(void)
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{
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BOMB *bomb;
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int i;
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MATRIX object_matrix;
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VECTOR pos;
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if (gBombModel == NULL)
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return;
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bomb = ThrownBombs;
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i = 0;
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while (i < MAX_THROWN_BOMBS)
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{
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if ((bomb->flags & 1) != 0)
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{
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InitMatrix(object_matrix);
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RotMatrixY(bomb->rot_speed * bomb->active * 3 & 0xfff, &object_matrix);
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RotMatrixZ(bomb->rot_speed * bomb->active & 0xfff, &object_matrix);
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pos.vx = bomb->position.vx - camera_position.vx;
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pos.vy = bomb->position.vy - camera_position.vy;
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pos.vz = bomb->position.vz - camera_position.vz;
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Apply_Inv_CameraMatrix(&pos);
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gte_SetRotMatrix(&object_matrix);
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gte_SetTransVector(&pos);
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pos.vx = bomb->position.vx;
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pos.vy = bomb->position.vy;
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pos.vz = bomb->position.vz;
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SetFrustrumMatrix();
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if (FrustrumCheck(&pos, gBombModel->bounding_sphere) != -1)
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{
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PlotMDL_less_than_128(gBombModel);
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}
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}
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i++;
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bomb++;
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}
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if (gWantFlash != 0)
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{
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add_haze(flashval, flashval, 7);
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flashval -= 10;
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if (flashval < 1)
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gWantFlash = 0;
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}
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}
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// [D] [T]
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void BombThePlayerToHellAndBack(int car)
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{
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CAR_DATA* cp;
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BOMB *bomb;
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if (car == -1)
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return;
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cp = &car_data[car];
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cp->ap.damage[0] = 0xfff;
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cp->ap.damage[1] = 0xfff;
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cp->ap.damage[2] = 0xfff;
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cp->ap.damage[3] = 0xfff;
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cp->ap.damage[4] = 0xfff;
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cp->ap.damage[5] = 0xfff;
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cp->ap.needsDenting = 1;
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cp->totalDamage = MaxPlayerDamage[0];
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DentCar(&car_data[car]);
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if (maxCivCars == 0)
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{
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trap(7);
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}
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gBombTargetVehicle = &car_data[(car + 1) % maxCivCars];
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bomb = &ThrownBombs[CurrentBomb++];
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CurrentBomb = CurrentBomb % MAX_THROWN_BOMBS;
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bomb->flags = 1;
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bomb->active = 1;
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bomb->position.vx = cp->hd.where.t[0];
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bomb->position.vy = cp->hd.where.t[1];
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bomb->position.vz = cp->hd.where.t[2];
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bomb->velocity.vx = 0;
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bomb->velocity.vy = 0;
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bomb->velocity.vz = 0;
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bomb = &ThrownBombs[CurrentBomb++];
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CurrentBomb = CurrentBomb % MAX_THROWN_BOMBS;
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bomb->flags = 1;
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bomb->active = 1;
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bomb->position.vx = cp->hd.where.t[0] + 170;
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bomb->position.vy = cp->hd.where.t[1];
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bomb->position.vz = cp->hd.where.t[2] + 73;
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bomb->velocity.vx = 0;
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bomb->velocity.vy = 0;
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bomb->velocity.vz = 0;
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bomb = &ThrownBombs[CurrentBomb++];
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CurrentBomb = CurrentBomb % MAX_THROWN_BOMBS;
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bomb->flags = 1;
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bomb->active = 1;
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bomb->position.vx = cp->hd.where.t[0] - 109;
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bomb->position.vy = cp->hd.where.t[1];
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bomb->position.vz = cp->hd.where.t[2] - 147;
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bomb->velocity.vx = 0;
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bomb->velocity.vy = 0;
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bomb->velocity.vz = 0;
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}
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// [D] [T]
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int BombCollisionCheck(CAR_DATA *cp, VECTOR *pPos)
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{
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CDATA2D cd[2] = {0};
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cd[1].theta = cp->hd.direction;
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cd[1].length[0] = car_cosmetics[cp->ap.model].colBox.vz;
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cd[1].length[1] = car_cosmetics[cp->ap.model].colBox.vx;
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cd[1].x.vx = cp->hd.where.t[0];
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cd[1].x.vz = cp->hd.where.t[2];
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cd[0].x.vx = pPos->vx;
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cd[0].x.vz = pPos->vz;
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cd[0].length[0] = 40;
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cd[0].length[1] = 40;
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cd[0].theta = 0;
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cd[0].avel = 0;
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cd[0].vel.vx = 0;
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cd[0].vel.vy = 0;
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cd[0].vel.vz = 0;
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return bcollided2d(cd);
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}
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const int minBoxSize = 90;
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const int littleBoxRange = 400;
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const int halfStrike = 0x32000;
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const int fullStrike = 0x32000;
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// [D] [T]
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void ExplosionCollisionCheck(CAR_DATA *cp, EXOBJECT *pE)
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{
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static int setUsed = 0;
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int temp;
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int strikeVel;
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bool isCar;
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VECTOR *pos;
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int displacement;
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int denom;
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int debrisColour;
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CDATA2D cd[2];
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int carLength[2];
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CRET2D collisionResult;
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VECTOR velocity;
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LONGVECTOR4 pointVel;
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LONGVECTOR4 reaction;
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LONGVECTOR4 lever;
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isCar = (cp != &car_data[TANNER_COLLIDER_CARID]);
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if (player[0].playerType == 2 || isCar)
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{
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cd[1].x.vx = cp->hd.where.t[0];
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cd[1].length[0] = car_cosmetics[cp->ap.model].colBox.vz;
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cd[1].length[1] = car_cosmetics[cp->ap.model].colBox.vx;
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cd[1].theta = cp->hd.direction;
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cd[1].x.vz = cp->hd.where.t[2];
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if (pE->type <= LITTLE_BANG)
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{
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cd[0].length[1] = minBoxSize + ((pE->time / pE->speed) * littleBoxRange) / (4096 / pE->speed);
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}
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else if (pE->type == HEY_MOMMA) // biggest bang that might kill Tanner
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{
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pos = (VECTOR*)cp->hd.where.t;
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if (!isCar)
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pos = (VECTOR*)player->pos;
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if (cd[0].length[1] < 0)
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cd[0].length[1] = pos->vx - pE->pos.vx;
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else
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cd[0].length[1] = pE->pos.vx - pos->vx;
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temp = pE->pos.vz - pos->vz;
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if (temp < 0)
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temp = pos->vz - pE->pos.vz;
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if (cd[0].length[1] < temp)
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cd[0].length[1] = temp;
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if (cd[0].length[1] < 3000)
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{
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if (isCar)
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{
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if (CAR_INDEX(cp) == player[0].playerCarId)
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{
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cp->totalDamage = MaxPlayerDamage[0];
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player[0].dying = 1;
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lockAllTheDoors = 1;
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}
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}
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else
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{
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bKillTanner = 1;
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player[0].dying = 1;
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}
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}
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else
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{
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cd[0].length[1] = 10;
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}
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}
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else
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{
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cd[0].length[1] = 0;
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}
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cd[0].x.vx = (pE->pos).vx;
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cd[0].x.vz = (pE->pos).vz;
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cd[0].theta = 0;
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cd[0].avel = 0;
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cd[0].vel.vx = 0;
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cd[0].vel.vy = 0;
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cd[0].vel.vz = 0;
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cd[0].length[0] = cd[0].length[1];
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if (bcollided2d(cd))
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{
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bFindCollisionPoint(cd, &collisionResult);
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cp->hd.where.t[2] += FIXEDH(collisionResult.penetration * collisionResult.surfNormal.vz);
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cp->hd.where.t[0] += FIXEDH(collisionResult.penetration * collisionResult.surfNormal.vx);
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lever[0] = collisionResult.hit.vx - cp->hd.where.t[0];
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lever[1] = 60;
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lever[2] = collisionResult.hit.vz - cp->hd.where.t[2];
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collisionResult.surfNormal.vy = 0;
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if (pE->type == LITTLE_BANG)
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strikeVel = halfStrike - ((pE->time / pE->speed) * halfStrike) / (0x1000 / pE->speed);
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else if (pE->type == BIG_BANG)
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strikeVel = fullStrike;
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else if (pE->type == HEY_MOMMA)
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strikeVel = fullStrike << 1;
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else
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strikeVel = 0;
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setUsed = 1;
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if (strikeVel > 0)
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{
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collisionResult.hit.vy = -(cp->hd.where.t[1] + 60);
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velocity.vx = cp->st.n.linearVelocity[0] >> 0xc;
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velocity.vy = -17;
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velocity.vz = cp->st.n.linearVelocity[2] >> 0xc;
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if (strikeVel > 0x3600)
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{
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collisionResult.hit.vy += 30;
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velocity.vy = -37;
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Setup_Sparks(&collisionResult.hit, &velocity, 4, 0);
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collisionResult.hit.vy -= 30;
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velocity.vy += 20;
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if (strikeVel > 0x1b000)
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{
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debrisColour = GetDebrisColour(cp);
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Setup_Debris(&collisionResult.hit, &velocity, 6, debrisColour << 0x10);
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if (cp->controlType == CONTROL_TYPE_PLAYER)
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SetPadVibration(*cp->ai.padid, 1);
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}
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}
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if(isCar)
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DamageCar(cp, cd, &collisionResult, strikeVel);
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displacement = FIXEDH(lever[0] * collisionResult.surfNormal.vx + lever[1] * collisionResult.surfNormal.vy + lever[2] * collisionResult.surfNormal.vz);
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displacement = FIXEDH(((lever[0] * lever[0] + lever[2] * lever[2]) - displacement * displacement) * car_cosmetics[cp->ap.model].twistRateY) + 4096;
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if (strikeVel < 0x7f001)
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denom = (strikeVel * 4096) / displacement;
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else
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denom = (strikeVel / displacement) * 4096;
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denom >>= 6;
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pointVel[0] = denom * (collisionResult.surfNormal.vx >> 6);
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pointVel[1] = denom * (collisionResult.surfNormal.vy >> 6);
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pointVel[2] = denom * (collisionResult.surfNormal.vz >> 6);
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cp->st.n.linearVelocity[0] += pointVel[0];
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cp->st.n.linearVelocity[1] += pointVel[1];
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cp->st.n.linearVelocity[2] += pointVel[2];
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cp->hd.aacc[0] += FIXEDH(lever[1] * pointVel[2]) - FIXEDH(lever[2] * pointVel[1]);
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cp->hd.aacc[1] += FIXEDH(lever[2] * pointVel[0]) - FIXEDH(lever[0] * pointVel[2]);
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cp->hd.aacc[2] += FIXEDH(lever[0] * pointVel[1]) - FIXEDH(lever[1] * pointVel[0]);
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}
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}
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if (isCar)
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return;
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}
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if (setUsed != 0)
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{
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pE->type = BANG_USED;
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setUsed = 0;
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}
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}
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// [D] [T]
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void AddFlash(VECTOR *pos)
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{
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int dist;
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dist = Long2DDistance(pos, NoPlayerControl ? &player[0].cameraPos : (VECTOR*)player[0].pos);
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if (dist < 2500)
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{
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gWantFlash = 1;
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flashval = 150 - dist / 20;
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}
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}
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// [D] [T]
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void HandleThrownBombs(void)
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{
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CAR_DATA* cp;
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BOMB* bomb;
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int i;
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int y;
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int dx, dz;
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VECTOR velocity;
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// throw bombs if we have vehicle
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if (gBombTargetVehicle)
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{
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ThrownBombDelay--;
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if (ThrownBombDelay == -1)
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{
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ThrownBombDelay = Random2(0) % 45 + 8;
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bomb = &ThrownBombs[CurrentBomb++];
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CurrentBomb = CurrentBomb % MAX_THROWN_BOMBS;
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bomb->flags = 1;
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bomb->active = 1;
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bomb->position.vx = gBombTargetVehicle->hd.where.t[0];
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bomb->position.vy = gBombTargetVehicle->hd.where.t[1] - 200;
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bomb->position.vz = gBombTargetVehicle->hd.where.t[2];
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velocity.vx = FIXEDH(gBombTargetVehicle->st.n.linearVelocity[0]);
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velocity.vz = FIXEDH(gBombTargetVehicle->st.n.linearVelocity[2]);
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bomb->velocity.vx = velocity.vx >> 10;
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bomb->velocity.vz = velocity.vz >> 10;
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bomb->velocity.vy = -(Long2DDistance(&bomb->position, (VECTOR*)player[0].pos) >> 7);
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if ((rand() & 1) == 0)
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bomb->rot_speed = -bomb->velocity.vy;
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else
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bomb->rot_speed = bomb->velocity.vy;
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if (bomb->velocity.vy < -100)
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bomb->velocity.vy = -100;
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}
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}
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bomb = ThrownBombs;
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for (i = 0; i < MAX_THROWN_BOMBS; i++)
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{
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if (bomb->flags & 1)
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{
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bomb->position.vx += bomb->velocity.vx;
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bomb->position.vy += bomb->velocity.vy;
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bomb->position.vz += bomb->velocity.vz;
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bomb->velocity.vy += 10;
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bomb->active++;
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y = -MapHeight(&bomb->position);
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if (y < bomb->position.vy)
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{
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if ((bomb->flags & 2) == 0)
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{
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bomb->flags |= 2;
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bomb->position.vy = y;
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bomb->velocity.vy = -bomb->velocity.vy / 2; // bounce
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}
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else
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{
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bomb->flags = 0;
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bomb->position.vy = y;
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AddExplosion(bomb->position, LITTLE_BANG);
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AddFlash(&bomb->position);
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dx = (bomb->position.vx - player[0].pos[0]);
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dz = (bomb->position.vz - player[0].pos[2]);
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if (FIXEDH(dx * dx + dz * dz) < 1024)
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SetPadVibration(player[0].padid, 3); // [A] bug fix
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}
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}
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cp = car_data;
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while (cp < &car_data[MAX_CARS])
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{
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if (cp != gBombTargetVehicle && cp->controlType != CONTROL_TYPE_NONE && BombCollisionCheck(cp, &bomb->position) != 0)
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{
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bomb->flags = 0;
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AddExplosion(bomb->position, BIG_BANG);
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AddFlash(&bomb->position);
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}
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cp++;
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}
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}
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bomb++;
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}
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} |