Files
skids/src/game/car.rs
T
andy f88ba23282 Add Rust revival engine for Super Skidmarks
Cross-platform (Windows/macOS/Linux) engine that plays the original
Amiga data straight from the ADF images:

- ADF (OFS/FFS), LHA and CrunchMania (CrM!/CrM2) readers
- Track decoding: 24 tracks of 1024x512 16-colour planar art, height
  maps and lap gates on an isometric ground plane
- Vehicle decoding: 8 cars, 32 headings x 25 tilt frames of 64x32
  AGA sprites
- Reconstructed handling, AI, race rules, menus and synthesised sound
  (disk 1 with the executable, palettes and audio is not in the set)
- info/extract/bench/trace/render tools, format notes, CI builds
2026-10-19 18:31:17 +00:00

334 lines
9.6 KiB
Rust

//! Vehicle handling.
//!
//! The retail executable is not available, so handling is a reconstruction:
//! an arcade model with separate forward and lateral friction, which gives
//! the long power-slides the series is known for. Physics runs on the
//! isometric ground plane (see `data::track::to_screen`).
use crate::data::track::{self, Track};
use crate::data::vehicle;
use std::f32::consts::{PI, TAU};
#[derive(Clone, Copy, Debug)]
pub struct Spec {
/// Top speed on tarmac, world pixels per second.
pub top: f32,
pub accel: f32,
pub brake: f32,
/// Lateral grip: how quickly sideways motion is killed (1/s).
pub grip: f32,
/// Steering rate at speed (rad/s).
pub turn: f32,
pub mass: f32,
/// Speed and grip multiplier off the road.
pub offroad: f32,
}
pub fn spec_for(id: &str) -> Spec {
let base = Spec {
top: 200.0,
accel: 170.0,
brake: 320.0,
grip: 5.0,
turn: 3.6,
mass: 1.0,
offroad: 0.55,
};
match id {
"f1" => Spec {
top: 240.0,
accel: 210.0,
grip: 6.5,
turn: 3.7,
mass: 0.9,
offroad: 0.45,
..base
},
"porsche" => Spec {
top: 225.0,
accel: 190.0,
grip: 5.2,
turn: 3.6,
..base
},
"mini" => Spec {
top: 190.0,
accel: 200.0,
grip: 5.8,
turn: 4.4,
mass: 0.8,
..base
},
"vw" => Spec {
top: 185.0,
accel: 160.0,
grip: 4.6,
turn: 3.6,
mass: 1.0,
..base
},
"midget" => Spec {
top: 205.0,
accel: 185.0,
grip: 4.0,
turn: 4.0,
mass: 0.85,
offroad: 0.6,
..base
},
"truck" => Spec {
top: 195.0,
accel: 140.0,
grip: 4.2,
turn: 3.0,
mass: 1.8,
offroad: 0.75,
..base
},
"police" => Spec {
top: 215.0,
accel: 180.0,
grip: 5.0,
turn: 3.5,
mass: 1.2,
..base
},
"cow" => Spec {
top: 170.0,
accel: 150.0,
grip: 7.0,
turn: 4.6,
mass: 1.4,
offroad: 0.9,
..base
},
_ => base,
}
}
pub const RADIUS: f32 = 11.0;
const SLOPE_GRAVITY: f32 = 110.0;
/// Cap on slope acceleration so the steep banking on some tracks cannot pin
/// a car against the outside of a bend.
const SLOPE_MAX: f32 = 45.0;
#[derive(Clone, Copy, Default, Debug)]
pub struct Controls {
pub throttle: f32,
pub brake: f32,
/// -1 = left, 1 = right.
pub steer: f32,
}
#[derive(Clone, Debug)]
pub struct Car {
pub vehicle: usize,
pub spec: Spec,
pub team: usize,
pub x: f32,
pub y: f32,
pub vx: f32,
pub vy: f32,
/// World angle, 0 = +x, increasing clockwise on screen.
pub heading: f32,
pub controls: Controls,
/// Sideways speed this frame, used for skid marks and sound.
pub slip: f32,
pub on_road: bool,
pub tilt: usize,
/// Throttle/rpm proxy for the engine sound, 0..1.
pub rpm: f32,
/// Strength of the last collision, decays each frame.
pub bump: f32,
}
impl Car {
pub fn new(vehicle: usize, id: &str, team: usize, x: f32, y: f32, heading: f32) -> Car {
Car {
vehicle,
spec: spec_for(id),
team,
x,
y,
vx: 0.0,
vy: 0.0,
heading,
controls: Controls::default(),
slip: 0.0,
on_road: true,
tilt: vehicle::LEVEL,
rpm: 0.0,
bump: 0.0,
}
}
pub fn screen_pos(&self) -> (f32, f32) {
track::to_screen(self.x, self.y)
}
pub fn speed(&self) -> f32 {
self.vx.hypot(self.vy)
}
pub fn forward(&self) -> (f32, f32) {
(self.heading.cos(), self.heading.sin())
}
pub fn step(&mut self, track: &Track, dt: f32, top_scale: f32) {
self.on_road = track.on_road_world(self.x, self.y);
let surf = if self.on_road { 1.0 } else { self.spec.offroad };
let c = self.controls;
let (fx, fy) = self.forward();
let (rx, ry) = (-fy, fx);
let mut vf = self.vx * fx + self.vy * fy;
let mut vr = self.vx * rx + self.vy * ry;
let top = self.spec.top * surf * top_scale;
if c.throttle > 0.0 && vf < top {
let headroom = (1.0 - (vf / top).max(0.0).powi(2)).max(0.05);
vf += self.spec.accel * c.throttle * headroom * dt;
}
if c.brake > 0.0 {
if vf > 4.0 {
vf = (vf - self.spec.brake * c.brake * dt).max(0.0);
} else if vf > -top * 0.35 {
vf -= self.spec.accel * 0.6 * c.brake * dt;
}
}
let drag = if self.on_road { 0.35 } else { 1.6 };
vf -= vf * drag * dt;
if c.throttle == 0.0 && c.brake == 0.0 {
vf -= vf.signum() * (30.0 * dt).min(vf.abs());
}
// Sideways friction: grip drops as the slide gets faster, so once a
// car breaks away it keeps sliding.
let grip = self.spec.grip * surf.max(0.6) / (1.0 + vr.abs() / 120.0);
vr *= (-grip * dt).exp();
self.slip = vr.abs();
let steer_auth = (vf.abs() / 45.0).min(1.0) * vf.signum();
let turn = self.spec.turn * (1.0 - (vf.abs() / (top * 2.2)).min(0.35));
self.heading = (self.heading + c.steer * turn * steer_auth * dt).rem_euclid(TAU);
self.vx = fx * vf + rx * vr;
self.vy = fy * vf + ry * vr;
// Hills: the height map is sampled in screen space.
let (gx, gy) = gradient(track, self.x, self.y);
let (mut ax, mut ay) = (-gx * SLOPE_GRAVITY, -gy * SLOPE_GRAVITY);
let a = ax.hypot(ay);
if a > SLOPE_MAX {
ax *= SLOPE_MAX / a;
ay *= SLOPE_MAX / a;
}
self.vx += ax * dt;
self.vy += ay * dt;
let (ox, oy) = (self.x, self.y);
self.x += self.vx * dt;
self.y += self.vy * dt;
self.keep_in_bounds(ox, oy);
// Body tilt from the slope along and across the car.
let (fx, fy) = self.forward();
let along = gx * fx + gy * fy;
let across = gx * -fy + gy * fx;
let q = |s: f32| (s / 0.035).round() as i32;
self.tilt = vehicle::tilt_block(-q(along), q(across));
let target_rpm = if c.throttle > 0.0 {
0.35 + 0.65 * (vf.abs() / top).min(1.0)
} else {
(vf.abs() / top).min(1.0) * 0.7
};
self.rpm += (target_rpm - self.rpm) * (1.0 - (-6.0 * dt).exp());
self.bump *= (-8.0 * dt).exp();
}
/// The picture edge is a wall. Slide along it by keeping whichever axis
/// of the move stays inside, so cars never get pinned in a corner.
fn keep_in_bounds(&mut self, ox: f32, oy: f32) {
const MARGIN: f32 = 3.0;
let inside = |x: f32, y: f32| {
let (sx, sy) = track::to_screen(x, y);
track::on_screen(sx, sy, MARGIN)
};
if inside(self.x, self.y) {
return;
}
let hit = self.speed() / 200.0;
if inside(self.x, oy) {
self.y = oy;
self.vy *= -0.3;
} else if inside(ox, self.y) {
self.x = ox;
self.vx *= -0.3;
} else {
self.x = ox;
self.y = oy;
self.vx *= -0.3;
self.vy *= -0.3;
}
self.bump = self.bump.max(hit.min(0.6));
}
/// Rear wheel contact points in screen space, for skid marks.
pub fn rear_wheels(&self) -> [(f32, f32); 2] {
let (fx, fy) = self.forward();
let (rx, ry) = (-fy, fx);
let (bx, by) = (self.x - fx * 10.0, self.y - fy * 10.0);
[
track::to_screen(bx + rx * 6.0, by + ry * 6.0),
track::to_screen(bx - rx * 6.0, by - ry * 6.0),
]
}
}
/// Height change per world unit along world x and y.
fn gradient(track: &Track, wx: f32, wy: f32) -> (f32, f32) {
let d = 6.0;
let gx = (track.height_world(wx + d, wy) - track.height_world(wx - d, wy)) / (2.0 * d);
let gy = (track.height_world(wx, wy + d) - track.height_world(wx, wy - d)) / (2.0 * d);
(gx, gy)
}
/// Pushes overlapping cars apart and exchanges momentum.
pub fn collide(a: &mut Car, b: &mut Car) {
let (dx, dy) = (b.x - a.x, b.y - a.y);
let d2 = dx * dx + dy * dy;
let min = RADIUS * 2.0;
if d2 >= min * min || d2 < 1e-6 {
return;
}
let d = d2.sqrt();
let (nx, ny) = (dx / d, dy / d);
let overlap = min - d;
let (ia, ib) = (1.0 / a.spec.mass, 1.0 / b.spec.mass);
let push = overlap / (ia + ib);
a.x -= nx * push * ia;
a.y -= ny * push * ia;
b.x += nx * push * ib;
b.y += ny * push * ib;
let vn = (b.vx - a.vx) * nx + (b.vy - a.vy) * ny;
if vn < 0.0 {
let j = -(1.0 + 0.45) * vn / (ia + ib);
a.vx -= j * ia * nx;
a.vy -= j * ia * ny;
b.vx += j * ib * nx;
b.vy += j * ib * ny;
let hit = (-vn / 150.0).min(1.0);
a.bump = a.bump.max(hit);
b.bump = b.bump.max(hit);
// A glancing knock spins the cars a little.
let spin = (nx * a.forward().1 - ny * a.forward().0) * hit * 0.25;
a.heading = (a.heading + spin).rem_euclid(TAU);
b.heading = (b.heading - spin).rem_euclid(TAU);
}
}
pub fn angle_diff(to: f32, from: f32) -> f32 {
(to - from + PI).rem_euclid(TAU) - PI
}