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authorclaude-bot <[email protected]>2026-07-13 12:27:07 +0000
committerclaude-bot <[email protected]>2026-07-13 12:27:07 +0000
commit9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686 (patch)
treea84756b82513739a2672db3a1f0ec579db6d18ff /src/vehicles/Door.cpp
downloadre3-miami.tar.gz
re3-miami.zip
Import Cai1Hsu/re3 @ miami (reVC / GTA:VC decompilation)HEADmiami
Snapshot import (no upstream history) into git.ancap.in.ua/claude, per @lzcnt. Source: https://github.com/Cai1Hsu/re3 branch miami.
Diffstat (limited to 'src/vehicles/Door.cpp')
-rw-r--r--src/vehicles/Door.cpp170
1 files changed, 170 insertions, 0 deletions
diff --git a/src/vehicles/Door.cpp b/src/vehicles/Door.cpp
new file mode 100644
index 0000000..c80965a
--- /dev/null
+++ b/src/vehicles/Door.cpp
@@ -0,0 +1,170 @@
+#include "common.h"
+
+#include "Vehicle.h"
+#include "Door.h"
+
+CDoor::CDoor(void)
+{
+ memset(this, 0, sizeof(*this));
+}
+
+void
+CDoor::Open(float ratio)
+{
+ float open;
+
+ m_fPrevAngle = m_fAngle;
+ open = RetAngleWhenOpen();
+ if(ratio < 1.0f){
+ m_fAngle = open*ratio;
+ if(m_fAngle == 0.0f)
+ m_fAngVel = 0.0f;
+ }else{
+ m_nDoorState = DOORST_OPEN;
+ m_fAngle = open;
+ }
+}
+
+void
+CDoor::Process(CVehicle *vehicle)
+{
+ static CVector vecOffset(1.0f, 0.0f, 0.0f);
+ CVector speed = vehicle->GetSpeed(vecOffset);
+ CVector vecSpeedDiff = speed - m_vecSpeed;
+ vecSpeedDiff = Multiply3x3(vecSpeedDiff, vehicle->GetMatrix());
+
+ // air resistance
+ float fSpeedDiff = 0.0f; // uninitialized in game
+ switch(m_nAxis){
+ case 0: // x-axis
+ if(m_nDirn)
+ fSpeedDiff = vecSpeedDiff.y + vecSpeedDiff.z;
+ else
+ fSpeedDiff = -(vecSpeedDiff.y + vecSpeedDiff.z);
+ break;
+
+ // we don't support y axis apparently?
+
+ case 2: // z-axis
+ if(m_nDirn)
+ fSpeedDiff = -(vecSpeedDiff.y + vecSpeedDiff.x);
+ else
+ fSpeedDiff = vecSpeedDiff.y - vecSpeedDiff.x;
+ break;
+ }
+ fSpeedDiff = clamp(fSpeedDiff, -0.2f, 0.2f);
+ if(Abs(fSpeedDiff) > 0.002f)
+ m_fAngVel += fSpeedDiff;
+ m_fAngVel *= 0.945f;
+ m_fAngVel = clamp(m_fAngVel, -0.3f, 0.3f);
+
+ m_fAngle += m_fAngVel;
+ m_nDoorState = DOORST_SWINGING;
+ if(m_fAngle > m_fMaxAngle){
+ m_fAngle = m_fMaxAngle;
+ m_fAngVel *= -0.8f;
+ m_nDoorState = DOORST_OPEN;
+ }
+ if(m_fAngle < m_fMinAngle){
+ m_fAngle = m_fMinAngle;
+ m_fAngVel *= -0.8f;
+ m_nDoorState = DOORST_CLOSED;
+ }
+ m_vecSpeed = speed;
+}
+
+float
+CDoor::RetAngleWhenClosed(void)
+{
+ if(Abs(m_fMaxAngle) < Abs(m_fMinAngle))
+ return m_fMaxAngle;
+ else
+ return m_fMinAngle;
+}
+
+float
+CDoor::RetAngleWhenOpen(void)
+{
+ if(Abs(m_fMaxAngle) < Abs(m_fMinAngle))
+ return m_fMinAngle;
+ else
+ return m_fMaxAngle;
+}
+
+float
+CDoor::GetAngleOpenRatio(void)
+{
+ float open = RetAngleWhenOpen();
+ if(open == 0.0f)
+ return 0.0f;
+ return m_fAngle/open;
+}
+
+bool
+CDoor::IsFullyOpen(void)
+{
+ // why -0.5? that's around 28 deg less than fully open
+ if(Abs(m_fAngle) < Abs(RetAngleWhenOpen()) - 0.5f)
+ return false;
+ return true;
+}
+
+bool
+CDoor::IsClosed(void)
+{
+ return m_fAngle == RetAngleWhenClosed();
+}
+
+
+CTrainDoor::CTrainDoor(void)
+{
+ memset(this, 0, sizeof(*this));
+}
+
+void
+CTrainDoor::Open(float ratio)
+{
+ float open;
+
+ m_fPrevPosn = m_fPosn;
+ open = RetTranslationWhenOpen();
+ if(ratio < 1.0f){
+ m_fPosn = open*ratio;
+ }else{
+ m_nDoorState = DOORST_OPEN;
+ m_fPosn = open;
+ }
+}
+
+float
+CTrainDoor::RetTranslationWhenClosed(void)
+{
+ if(Abs(m_fClosedPosn) < Abs(m_fOpenPosn))
+ return m_fClosedPosn;
+ else
+ return m_fOpenPosn;
+}
+
+float
+CTrainDoor::RetTranslationWhenOpen(void)
+{
+ if(Abs(m_fClosedPosn) < Abs(m_fOpenPosn))
+ return m_fOpenPosn;
+ else
+ return m_fClosedPosn;
+}
+
+bool
+CTrainDoor::IsFullyOpen(void)
+{
+ // 0.5f again...
+ if(Abs(m_fPosn) < Abs(RetTranslationWhenOpen()) - 0.5f)
+ return false;
+ return true;
+}
+
+bool
+CTrainDoor::IsClosed(void)
+{
+ return m_fPosn == RetTranslationWhenClosed();
+}