#include #include #include "Train.h" #include extern "C" { #include "macros.h" #include "main.h" #include "defines.h" #include "code_80005FD0.h" #include "vehicles.h" #include "actors.h" #include "math_util.h" #include "sounds.h" #include "update_objects.h" #include "waypoints.h" #include "code_80057C60.h" #include "math_util_2.h" #include "render_objects.h" #include "assets/common_data.h" // #include "common_structs.h" } size_t ATrain::_count = 0; ATrain::ATrain(ATrain::TenderStatus tender, size_t numCarriages, f32 speed, uint32_t waypoint) { Name = "Train"; u16 waypointOffset; TrainCarStuff* ptr1; Path2D* pos; Index = _count; Speed = speed; // Set to the default value std::fill(SmokeParticles, SmokeParticles + 128, NULL_OBJECT_ID); for (size_t i = 0; i < numCarriages; i++) { PassengerCars.push_back(TrainCarStuff()); } // outputs 160 or 392 depending on the train. // Wraps the value around to always output a valid waypoint. waypointOffset = waypoint; // 120.0f is about the maximum usable value for (size_t i = 0; i < PassengerCars.size(); i++) { waypointOffset += 4; ptr1 = &PassengerCars[i]; pos = &gVehicle2DPathPoint[waypointOffset]; set_vehicle_pos_path_point(ptr1, pos, waypointOffset); } // Smaller offset for the tender waypointOffset += 3; pos = &gVehicle2DPathPoint[waypointOffset]; set_vehicle_pos_path_point(&this->Tender, pos, waypointOffset); waypointOffset += 4; pos = &gVehicle2DPathPoint[waypointOffset]; set_vehicle_pos_path_point(&Locomotive, pos, waypointOffset); // Only use locomotive unless overwritten below. NumCars = LOCOMOTIVE_ONLY; // Fall back in-case someone tries to spawn a train with carriages but no tender; not allowed. if (numCarriages > 0) { tender = HAS_TENDER; } Tender.isActive = static_cast(tender); for (size_t i = 0; i < numCarriages; i++) { PassengerCars[i].isActive = 1; } NumCars = NUM_TENDERS + numCarriages; AnotherSmokeTimer = 0; TrainCarStuff* tempLocomotive; TrainCarStuff* tempTender; TrainCarStuff* tempPassengerCar; Vec3s trainCarRot; s16 trainCarYRot; f32 origXPos; f32 origZPos; tempLocomotive = &Locomotive; origXPos = tempLocomotive->position[0]; origZPos = tempLocomotive->position[2]; trainCarYRot = update_vehicle_following_path(tempLocomotive->position, (s16*) &tempLocomotive->waypointIndex, Speed); tempLocomotive->velocity[0] = tempLocomotive->position[0] - origXPos; tempLocomotive->velocity[2] = tempLocomotive->position[2] - origZPos; vec3s_set(trainCarRot, 0, trainCarYRot, 0); tempLocomotive->actorIndex = add_actor_to_empty_slot(tempLocomotive->position, trainCarRot, tempLocomotive->velocity, ACTOR_TRAIN_ENGINE); tempTender = &Tender; if (tempTender->isActive == 1) { origXPos = tempTender->position[0]; origZPos = tempTender->position[2]; trainCarYRot = update_vehicle_following_path(tempTender->position, (s16*) &tempTender->waypointIndex, Speed); tempTender->velocity[0] = tempTender->position[0] - origXPos; tempTender->velocity[2] = tempTender->position[2] - origZPos; vec3s_set(trainCarRot, 0, trainCarYRot, 0); tempTender->actorIndex = add_actor_to_empty_slot(tempTender->position, trainCarRot, tempTender->velocity, ACTOR_TRAIN_TENDER); } for (size_t i = 0; i < PassengerCars.size(); i++) { tempPassengerCar = &PassengerCars[i]; if (tempPassengerCar->isActive == 1) { origXPos = tempPassengerCar->position[0]; origZPos = tempPassengerCar->position[2]; trainCarYRot = update_vehicle_following_path(tempPassengerCar->position, (s16*) &tempPassengerCar->waypointIndex, Speed); tempPassengerCar->velocity[0] = tempPassengerCar->position[0] - origXPos; tempPassengerCar->velocity[2] = tempPassengerCar->position[2] - origZPos; vec3s_set(trainCarRot, 0, trainCarYRot, 0); tempPassengerCar->actorIndex = add_actor_to_empty_slot( tempPassengerCar->position, trainCarRot, tempPassengerCar->velocity, ACTOR_TRAIN_PASSENGER_CAR); } } _count++; } bool ATrain::IsMod() { return true; } void ATrain::SyncComponents(TrainCarStuff* trainCar, s16 orientationY) { struct TrainCar* trainCarActor; //! @todo: Change actorIndex to ptr to TrainCar actor trainCarActor = (struct TrainCar*) GET_ACTOR(trainCar->actorIndex); trainCarActor->pos[0] = trainCar->position[0]; trainCarActor->pos[1] = trainCar->position[1]; trainCarActor->pos[2] = trainCar->position[2]; if (gIsMirrorMode != 0) { trainCarActor->rot[1] = -orientationY; } else { trainCarActor->rot[1] = orientationY; } trainCarActor->velocity[0] = trainCar->velocity[0]; trainCarActor->velocity[2] = trainCar->velocity[2]; } void ATrain::Tick() { f32 temp_f20; TrainCarStuff* car; u16 oldWaypointIndex; s16 orientationYUpdate; f32 temp_f22; s32 j; Vec3f smokePos; AnotherSmokeTimer += 1; oldWaypointIndex = (u16) Locomotive.waypointIndex; temp_f20 = Locomotive.position[0]; temp_f22 = Locomotive.position[2]; orientationYUpdate = update_vehicle_following_path(Locomotive.position, (s16*) &Locomotive.waypointIndex, Speed); Locomotive.velocity[0] = Locomotive.position[0] - temp_f20; Locomotive.velocity[2] = Locomotive.position[2] - temp_f22; sync_train_components(&Locomotive, orientationYUpdate); if ((oldWaypointIndex != Locomotive.waypointIndex) && ((Locomotive.waypointIndex == 0x00BE) || (Locomotive.waypointIndex == 0x0140))) { // play crossing bell sound func_800C98B8(Locomotive.position, Locomotive.velocity, SOUND_ARG_LOAD(0x19, 0x01, 0x80, 0x0E)); } else if (random_int(100) == 0) { // play train whistle sound func_800C98B8(Locomotive.position, Locomotive.velocity, SOUND_ARG_LOAD(0x19, 0x01, 0x80, 0x0D)); } SomeFlags = set_vehicle_render_distance_flags(Locomotive.position, TRAIN_SMOKE_RENDER_DISTANCE, SomeFlags); // Renders locomotive smoke on all screens if any player is within range. if ((((s16) AnotherSmokeTimer % 5) == 0) && (SomeFlags != 0)) { smokePos[0] = Locomotive.position[0]; smokePos[1] = (f32) ((f64) Locomotive.position[1] + 65.0); smokePos[2] = (f32) ((f64) Locomotive.position[2] + 25.0); adjust_position_by_angle(smokePos, Locomotive.position, orientationYUpdate); // spawn_train_smoke(Index, smokePos, 1.1f); AddSmoke(Index, smokePos, 1.1f); } car = &Tender; if (car->isActive == 1) { temp_f20 = car->position[0]; temp_f22 = car->position[2]; orientationYUpdate = update_vehicle_following_path(car->position, (s16*) &car->waypointIndex, Speed); car->velocity[0] = car->position[0] - temp_f20; car->velocity[2] = car->position[2] - temp_f22; sync_train_components(car, orientationYUpdate); } for (j = 0; j < PassengerCars.size(); j++) { car = &PassengerCars[j]; if (car->isActive == 1) { temp_f20 = car->position[0]; temp_f22 = car->position[2]; orientationYUpdate = update_vehicle_following_path(car->position, (s16*) &car->waypointIndex, Speed); car->velocity[0] = car->position[0] - temp_f20; car->velocity[2] = car->position[2] - temp_f22; sync_train_components(car, orientationYUpdate); } } } void ATrain::VehicleCollision(s32 playerId, Player* player) { TrainCarStuff* trainCar; f32 playerPosX; f32 playerPosZ; f32 x_dist; f32 z_dist; s32 trainIndex; if (D_801631E0[playerId] != 1) { if (!(player->effects & 0x01000000)) { playerPosX = player->pos[0]; playerPosZ = player->pos[2]; trainCar = &Locomotive; x_dist = playerPosX - trainCar->position[0]; z_dist = playerPosZ - trainCar->position[2]; if ((x_dist > -100.0) && (x_dist < 100.0)) { if ((z_dist > -100.0) && (z_dist < 100.0)) { if (is_collide_with_vehicle(trainCar->position[0], trainCar->position[2], trainCar->velocity[0], trainCar->velocity[2], 60.0f, 20.0f, playerPosX, playerPosZ) == 1) { player->soundEffects |= REVERSE_SOUND_EFFECT; } trainCar = &Tender; if (trainCar->isActive == 1) { if (is_collide_with_vehicle(trainCar->position[0], trainCar->position[2], trainCar->velocity[0], trainCar->velocity[2], 30.0f, 20.0f, playerPosX, playerPosZ) == 1) { player->soundEffects |= REVERSE_SOUND_EFFECT; } } } } for (size_t i = 0; i < PassengerCars.size(); i++) { trainCar = &PassengerCars[i]; x_dist = playerPosX - trainCar->position[0]; z_dist = playerPosZ - trainCar->position[2]; if (trainCar->isActive == 1) { if ((x_dist > -100.0) && (x_dist < 100.0)) { if ((z_dist > -100.0) && (z_dist < 100.0)) { if (is_collide_with_vehicle(trainCar->position[0], trainCar->position[2], trainCar->velocity[0], trainCar->velocity[2], 30.0f, 20.0f, playerPosX, playerPosZ) == 1) { player->soundEffects |= REVERSE_SOUND_EFFECT; } } } } } } } } void ATrain::Draw(Camera* camera) { } s32 ATrain::AddSmoke(s32 trainIndex, Vec3f pos, f32 velocity) { s32 objectIndex = add_unused_obj_index(SmokeParticles, &NextParticlePtr, gObjectParticle2_SIZE); if (objectIndex != NULL_OBJECT_ID) { init_train_smoke(objectIndex, pos, velocity); } return objectIndex; }