#include "common.h"
#include "General.h"
#include "RwHelper.h"
#include "ModelIndices.h"
#include "Timer.h"
#include "Placeable.h"
#include "Entity.h"
#include "Object.h"
#include "ParticleObject.h"
#include "Lights.h"
#include "World.h"
#include "Camera.h"
#include "Glass.h"
#include "Clock.h"
#include "Weather.h"
#include "Timecycle.h"
#include "Bridge.h"
#include "TrafficLights.h"
#include "Coronas.h"
#include "PointLights.h"
#include "Shadows.h"
#include "Pickups.h"
#include "SpecialFX.h"
#include "References.h"
#include "TxdStore.h"
#include "Zones.h"
#include "Bones.h"
#include "Debug.h"
#include "Renderer.h"
#include "Ped.h"
#include "Dummy.h"
#include "WindModifiers.h"
//--MIAMI: file almost done (see TODO)
int gBuildings;
CEntity::CEntity(void)
{
m_type = ENTITY_TYPE_NOTHING;
m_status = STATUS_ABANDONED;
bUsesCollision = false;
bCollisionProcessed = false;
bIsStatic = false;
bHasContacted = false;
bPedPhysics = false;
bIsStuck = false;
bIsInSafePosition = false;
bUseCollisionRecords = false;
bWasPostponed = false;
bExplosionProof = false;
bIsVisible = true;
bHasCollided = false;
bRenderScorched = false;
bHasBlip = false;
bIsBIGBuilding = false;
bStreamBIGBuilding = false;
bRenderDamaged = false;
bBulletProof = false;
bFireProof = false;
bCollisionProof = false;
bMeleeProof = false;
bOnlyDamagedByPlayer = false;
bStreamingDontDelete = false;
bRemoveFromWorld = false;
bHasHitWall = false;
bImBeingRendered = false;
bTouchingWater = false;
bIsSubway = false;
bDrawLast = false;
bNoBrightHeadLights = false;
bDoNotRender = false;
bDistanceFade = false;
m_flagE1 = false;
m_flagE2 = false;
bOffscreen = false;
bIsStaticWaitingForCollision = false;
bDontStream = false;
bUnderwater = false;
bHasPreRenderEffects = false;
m_scanCode = 0;
m_modelIndex = -1;
m_rwObject = nil;
m_area = AREA_MAIN_MAP;
m_randomSeed = CGeneral::GetRandomNumber();
m_pFirstReference = nil;
}
CEntity::~CEntity(void)
{
DeleteRwObject();
ResolveReferences();
}
void
CEntity::GetBoundCentre(CVector &out)
{
out = m_matrix * CModelInfo::GetModelInfo(m_modelIndex)->GetColModel()->boundingSphere.center;
};
bool
CEntity::GetIsTouching(CVector const ¢er, float radius)
{
return sq(GetBoundRadius()+radius) > (GetBoundCentre()-center).MagnitudeSqr();
}
bool
CEntity::GetIsOnScreen(void)
{
return TheCamera.IsSphereVisible(GetBoundCentre(), GetBoundRadius(),
&TheCamera.GetCameraMatrix());
}
bool
CEntity::GetIsOnScreenComplex(void)
{
RwV3d boundBox[8];
if(TheCamera.IsPointVisible(GetBoundCentre(), &TheCamera.GetCameraMatrix()))
return true;
CRect rect = GetBoundRect();
CColModel *colmodel = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
float z = GetPosition().z;
float minz = z + colmodel->boundingBox.min.z;
float maxz = z + colmodel->boundingBox.max.z;
boundBox[0].x = rect.left;
boundBox[0].y = rect.bottom;
boundBox[0].z = minz;
boundBox[1].x = rect.left;
boundBox[1].y = rect.top;
boundBox[1].z = minz;
boundBox[2].x = rect.right;
boundBox[2].y = rect.bottom;
boundBox[2].z = minz;
boundBox[3].x = rect.right;
boundBox[3].y = rect.top;
boundBox[3].z = minz;
boundBox[4].x = rect.left;
boundBox[4].y = rect.bottom;
boundBox[4].z = maxz;
boundBox[5].x = rect.left;
boundBox[5].y = rect.top;
boundBox[5].z = maxz;
boundBox[6].x = rect.right;
boundBox[6].y = rect.bottom;
boundBox[6].z = maxz;
boundBox[7].x = rect.right;
boundBox[7].y = rect.top;
boundBox[7].z = maxz;
return TheCamera.IsBoxVisible(boundBox, &TheCamera.GetCameraMatrix());
}
void
CEntity::Add(void)
{
int x, xstart, xmid, xend;
int y, ystart, ymid, yend;
CSector *s;
CPtrList *list;
CRect bounds = GetBoundRect();
xstart = CWorld::GetSectorIndexX(bounds.left);
xend = CWorld::GetSectorIndexX(bounds.right);
xmid = CWorld::GetSectorIndexX((bounds.left + bounds.right)/2.0f);
ystart = CWorld::GetSectorIndexY(bounds.top);
yend = CWorld::GetSectorIndexY(bounds.bottom);
ymid = CWorld::GetSectorIndexY((bounds.top + bounds.bottom)/2.0f);
assert(xstart >= 0);
assert(xend < NUMSECTORS_X);
assert(ystart >= 0);
assert(yend < NUMSECTORS_Y);
for(y = ystart; y <= yend; y++)
for(x = xstart; x <= xend; x++){
s = CWorld::GetSector(x, y);
if(x == xmid && y == ymid) switch(m_type){
case ENTITY_TYPE_BUILDING:
list = &s->m_lists[ENTITYLIST_BUILDINGS];
break;
case ENTITY_TYPE_VEHICLE:
list = &s->m_lists[ENTITYLIST_VEHICLES];
break;
case ENTITY_TYPE_PED:
list = &s->m_lists[ENTITYLIST_PEDS];
break;
case ENTITY_TYPE_OBJECT:
list = &s->m_lists[ENTITYLIST_OBJECTS];
break;
case ENTITY_TYPE_DUMMY:
list = &s->m_lists[ENTITYLIST_DUMMIES];
break;
}else switch(m_type){
case ENTITY_TYPE_BUILDING:
list = &s->m_lists[ENTITYLIST_BUILDINGS_OVERLAP];
break;
case ENTITY_TYPE_VEHICLE:
list = &s->m_lists[ENTITYLIST_VEHICLES_OVERLAP];
break;
case ENTITY_TYPE_PED:
list = &s->m_lists[ENTITYLIST_PEDS_OVERLAP];
break;
case ENTITY_TYPE_OBJECT:
list = &s->m_lists[ENTITYLIST_OBJECTS_OVERLAP];
break;
case ENTITY_TYPE_DUMMY:
list = &s->m_lists[ENTITYLIST_DUMMIES_OVERLAP];
break;
}
list->InsertItem(this);
}
}
void
CEntity::Remove(void)
{
int x, xstart, xmid, xend;
int y, ystart, ymid, yend;
CSector *s;
CPtrList *list;
CRect bounds = GetBoundRect();
xstart = CWorld::GetSectorIndexX(bounds.left);
xend = CWorld::GetSectorIndexX(bounds.right);
xmid = CWorld::GetSectorIndexX((bounds.left + bounds.right)/2.0f);
ystart = CWorld::GetSectorIndexY(bounds.top);
yend = CWorld::GetSectorIndexY(bounds.bottom);
ymid = CWorld::GetSectorIndexY((bounds.top + bounds.bottom)/2.0f);
assert(xstart >= 0);
assert(xend < NUMSECTORS_X);
assert(ystart >= 0);
assert(yend < NUMSECTORS_Y);
for(y = ystart; y <= yend; y++)
for(x = xstart; x <= xend; x++){
s = CWorld::GetSector(x, y);
if(x == xmid && y == ymid) switch(m_type){
case ENTITY_TYPE_BUILDING:
list = &s->m_lists[ENTITYLIST_BUILDINGS];
break;
case ENTITY_TYPE_VEHICLE:
list = &s->m_lists[ENTITYLIST_VEHICLES];
break;
case ENTITY_TYPE_PED:
list = &s->m_lists[ENTITYLIST_PEDS];
break;
case ENTITY_TYPE_OBJECT:
list = &s->m_lists[ENTITYLIST_OBJECTS];
break;
case ENTITY_TYPE_DUMMY:
list = &s->m_lists[ENTITYLIST_DUMMIES];
break;
}else switch(m_type){
case ENTITY_TYPE_BUILDING:
list = &s->m_lists[ENTITYLIST_BUILDINGS_OVERLAP];
break;
case ENTITY_TYPE_VEHICLE:
list = &s->m_lists[ENTITYLIST_VEHICLES_OVERLAP];
break;
case ENTITY_TYPE_PED:
list = &s->m_lists[ENTITYLIST_PEDS_OVERLAP];
break;
case ENTITY_TYPE_OBJECT:
list = &s->m_lists[ENTITYLIST_OBJECTS_OVERLAP];
break;
case ENTITY_TYPE_DUMMY:
list = &s->m_lists[ENTITYLIST_DUMMIES_OVERLAP];
break;
}
list->RemoveItem(this);
}
}
void
CEntity::SetModelIndex(uint32 id)
{
m_modelIndex = id;
bHasPreRenderEffects = HasPreRenderEffects();
CreateRwObject();
}
void
CEntity::SetModelIndexNoCreate(uint32 id)
{
m_modelIndex = id;
bHasPreRenderEffects = HasPreRenderEffects();
}
void
CEntity::CreateRwObject(void)
{
CBaseModelInfo *mi;
mi = CModelInfo::GetModelInfo(m_modelIndex);
m_rwObject = mi->CreateInstance();
if(m_rwObject){
if(IsBuilding())
gBuildings++;
if(RwObjectGetType(m_rwObject) == rpATOMIC)
m_matrix.AttachRW(RwFrameGetMatrix(RpAtomicGetFrame((RpAtomic*)m_rwObject)), false);
else if(RwObjectGetType(m_rwObject) == rpCLUMP)
m_matrix.AttachRW(RwFrameGetMatrix(RpClumpGetFrame((RpClump*)m_rwObject)), false);
mi->AddRef();
}
}
void
CEntity::DeleteRwObject(void)
{
RwFrame *f;
m_matrix.Detach();
if(m_rwObject){
if(RwObjectGetType(m_rwObject) == rpATOMIC){
f = RpAtomicGetFrame((RpAtomic*)m_rwObject);
RpAtomicDestroy((RpAtomic*)m_rwObject);
RwFrameDestroy(f);
}else if(RwObjectGetType(m_rwObject) == rpCLUMP){
if(IsClumpSkinned((RpClump*)m_rwObject))
RpClumpForAllAtomics((RpClump*)m_rwObject, AtomicRemoveAnimFromSkinCB, nil);
RpClumpDestroy((RpClump*)m_rwObject);
}
m_rwObject = nil;
CModelInfo::GetModelInfo(m_modelIndex)->RemoveRef();
if(IsBuilding())
gBuildings--;
}
}
void
CEntity::UpdateRwFrame(void)
{
if(m_rwObject){
if(RwObjectGetType(m_rwObject) == rpATOMIC)
RwFrameUpdateObjects(RpAtomicGetFrame((RpAtomic*)m_rwObject));
else if(RwObjectGetType(m_rwObject) == rpCLUMP)
RwFrameUpdateObjects(RpClumpGetFrame((RpClump*)m_rwObject));
}
}
void
CEntity::SetupBigBuilding(void)
{
CSimpleModelInfo *mi;
mi = (CSimpleModelInfo*)CModelInfo::GetModelInfo(m_modelIndex);
bIsBIGBuilding = true;
bStreamingDontDelete = true;
bUsesCollision = false;
m_level = CTheZones::GetLevelFromPosition(&GetPosition());
if(mi->m_lodDistances[0] <= 2000.0f)
bStreamBIGBuilding = true;
if(mi->m_lodDistances[0] > 2500.0f || mi->m_ignoreDrawDist)
m_level = LEVEL_NONE;
else if(m_level == LEVEL_NONE)
printf("%s isn't in a level\n", mi->GetName());
}
CRect
CEntity::GetBoundRect(void)
{
CRect rect;
CVector v;
CColModel *col = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
rect.ContainPoint(m_matrix * col->boundingBox.min);
rect.ContainPoint(m_matrix * col->boundingBox.max);
v = col->boundingBox.min;
v.x = col->boundingBox.max.x;
rect.ContainPoint(m_matrix * v);
v = col->boundingBox.max;
v.x = col->boundingBox.min.x;
rect.ContainPoint(m_matrix * v);
return rect;
}
bool
CEntity::HasPreRenderEffects(void)
{
return IsTreeModel(GetModelIndex()) ||
GetModelIndex() == MI_COLLECTABLE1 ||
GetModelIndex() == MI_MONEY ||
GetModelIndex() == MI_CARMINE ||
GetModelIndex() == MI_NAUTICALMINE ||
GetModelIndex() == MI_BRIEFCASE ||
GetModelIndex() == MI_GRENADE ||
GetModelIndex() == MI_MOLOTOV ||
GetModelIndex() == MI_MISSILE ||
GetModelIndex() == MI_BEACHBALL ||
IsGlass(GetModelIndex()) ||
IsObject() && ((CObject*)this)->bIsPickup ||
IsLightWithPreRenderEffects(GetModelIndex());
}
void
CEntity::PreRender(void)
{
if (CModelInfo::GetModelInfo(GetModelIndex())->GetNum2dEffects() != 0)
ProcessLightsForEntity();
if(!bHasPreRenderEffects)
return;
switch(m_type){
case ENTITY_TYPE_BUILDING:
if(IsTreeModel(GetModelIndex())){
float dist = (TheCamera.GetPosition() - GetPosition()).Magnitude2D();
CObject::fDistToNearestTree = Min(CObject::fDistToNearestTree, dist);
ModifyMatrixForTreeInWind();
}
break;
case ENTITY_TYPE_OBJECT:
if(GetModelIndex() == MI_COLLECTABLE1){
CPickups::DoCollectableEffects(this);
GetMatrix().UpdateRW();
UpdateRwFrame();
}else if(GetModelIndex() == MI_MONEY){
CPickups::DoMoneyEffects(this);
GetMatrix().UpdateRW();
UpdateRwFrame();
}else if(GetModelIndex() == MI_NAUTICALMINE ||
GetModelIndex() == MI_CARMINE ||
GetModelIndex() == MI_BRIEFCASE){
if(((CObject*)this)->bIsPickup){
CPickups::DoMineEffects(this);
GetMatrix().UpdateRW();
UpdateRwFrame();
}
}else if(GetModelIndex() == MI_MISSILE){
CVector pos = GetPosition();
float flicker = (CGeneral::GetRandomNumber() & 0xF)/(float)0x10;
CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE,
gpShadowExplosionTex, &pos,
8.0f, 0.0f, 0.0f, -8.0f,
255, 200.0f*flicker, 160.0f*flicker, 120.0f*flicker,
20.0f, false, 1.0f);
CPointLights::AddLight(CPointLights::LIGHT_POINT,
pos, CVector(0.0f, 0.0f, 0.0f),
8.0f,
1.0f*flicker,
0.8f*flicker,
0.6f*flicker,
CPointLights::FOG_NONE, true);
CCoronas::RegisterCorona((uintptr)this,
255.0f*flicker, 220.0f*flicker, 190.0f*flicker, 255,
pos, 6.0f*flicker, 80.0f, gpCoronaTexture[CCoronas::TYPE_STAR],
CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f);
}else if(IsGlass(GetModelIndex())){
PreRenderForGlassWindow();
}else if (((CObject*)this)->bIsPickup) {
CPickups::DoPickUpEffects(this);
GetMatrix().UpdateRW();
UpdateRwFrame();
} else if (GetModelIndex() == MI_GRENADE) {
CMotionBlurStreaks::RegisterStreak((uintptr)this,
100, 100, 100,
GetPosition() - 0.07f * TheCamera.GetRight(),
GetPosition() + 0.07f * TheCamera.GetRight());
} else if (GetModelIndex() == MI_MOLOTOV) {
CMotionBlurStreaks::RegisterStreak((uintptr)this,
0, 100, 0,
GetPosition() - 0.07f * TheCamera.GetRight(),
GetPosition() + 0.07f * TheCamera.GetRight());
}else if(GetModelIndex() == MI_BEACHBALL){
CVector pos = GetPosition();
CShadows::StoreShadowToBeRendered(SHADOWTYPE_DARK,
gpShadowPedTex, &pos,
0.4f, 0.0f, 0.0f, -0.4f,
CTimeCycle::GetShadowStrength(),
CTimeCycle::GetShadowStrength(),
CTimeCycle::GetShadowStrength(),
CTimeCycle::GetShadowStrength(),
20.0f, false, 1.0f);
}
// fall through
case ENTITY_TYPE_DUMMY:
if(GetModelIndex() == MI_TRAFFICLIGHTS){
CTrafficLights::DisplayActualLight(this);
CShadows::StoreShadowForPole(this, 2.957f, 0.147f, 0.0f, 16.0f, 0.4f, 0);
}else if(GetModelIndex() == MI_TRAFFICLIGHTS_VERTICAL){
CTrafficLights::DisplayActualLight(this);
}else if(GetModelIndex() == MI_TRAFFICLIGHTS_MIAMI){
CTrafficLights::DisplayActualLight(this);
CShadows::StoreShadowForPole(this, 4.819f, 1.315f, 0.0f, 16.0f, 0.4f, 0);
}else if(GetModelIndex() == MI_TRAFFICLIGHTS_TWOVERTICAL){
CTrafficLights::DisplayActualLight(this);
CShadows::StoreShadowForPole(this, 7.503f, 0.0f, 0.0f, 16.0f, 0.4f, 0);
}else if(GetModelIndex() == MI_SINGLESTREETLIGHTS1)
CShadows::StoreShadowForPole(this, 0.744f, 0.0f, 0.0f, 16.0f, 0.4f, 0);
else if(GetModelIndex() == MI_SINGLESTREETLIGHTS2)
CShadows::StoreShadowForPole(this, 0.043f, 0.0f, 0.0f, 16.0f, 0.4f, 0);
else if(GetModelIndex() == MI_SINGLESTREETLIGHTS3)
CShadows::StoreShadowForPole(this, 1.143f, 0.145f, 0.0f, 16.0f, 0.4f, 0);
else if(GetModelIndex() == MI_DOUBLESTREETLIGHTS)
CShadows::StoreShadowForPole(this, 0.0f, -0.048f, 0.0f, 16.0f, 0.4f, 0);
break;
}
}
void
CEntity::PreRenderForGlassWindow(void)
{
if(((CSimpleModelInfo*)CModelInfo::GetModelInfo(m_modelIndex))->m_isArtistGlass)
return;
CGlass::AskForObjectToBeRenderedInGlass(this);
bIsVisible = false;
}
void
CEntity::Render(void)
{
if(m_rwObject){
bImBeingRendered = true;
if(RwObjectGetType(m_rwObject) == rpATOMIC)
RpAtomicRender((RpAtomic*)m_rwObject);
else
RpClumpRender((RpClump*)m_rwObject);
bImBeingRendered = false;
}
}
bool
CEntity::SetupLighting(void)
{
return false;
}
void
CEntity::AttachToRwObject(RwObject *obj)
{
m_rwObject = obj;
if(m_rwObject){
if(RwObjectGetType(m_rwObject) == rpATOMIC)
m_matrix.Attach(RwFrameGetMatrix(RpAtomicGetFrame((RpAtomic*)m_rwObject)), false);
else if(RwObjectGetType(m_rwObject) == rpCLUMP)
m_matrix.Attach(RwFrameGetMatrix(RpClumpGetFrame((RpClump*)m_rwObject)), false);
CModelInfo::GetModelInfo(m_modelIndex)->AddRef();
}
}
void
CEntity::DetachFromRwObject(void)
{
if(m_rwObject)
CModelInfo::GetModelInfo(m_modelIndex)->RemoveRef();
m_rwObject = nil;
m_matrix.Detach();
}
void
CEntity::RegisterReference(CEntity **pent)
{
if(IsBuilding())
return;
CReference *ref;
// check if already registered
for(ref = m_pFirstReference; ref; ref = ref->next)
if(ref->pentity == pent)
return;
// have to allocate new reference
ref = CReferences::pEmptyList;
if(ref){
CReferences::pEmptyList = ref->next;
ref->pentity = pent;
ref->next = m_pFirstReference;
m_pFirstReference = ref;
return;
}
return;
}
// Clear all references to this entity
void
CEntity::ResolveReferences(void)
{
CReference *ref;
// clear pointers to this entity
for(ref = m_pFirstReference; ref; ref = ref->next)
if(*ref->pentity == this)
*ref->pentity = nil;
// free list
if(m_pFirstReference){
for(ref = m_pFirstReference; ref->next; ref = ref->next)
;
ref->next = CReferences::pEmptyList;
CReferences::pEmptyList = m_pFirstReference;
m_pFirstReference = nil;
}
}
// Free all references that no longer point to this entity
void
CEntity::PruneReferences(void)
{
CReference *ref, *next, **lastnextp;
lastnextp = &m_pFirstReference;
for(ref = m_pFirstReference; ref; ref = next){
next = ref->next;
if(*ref->pentity == this)
lastnextp = &ref->next;
else{
*lastnextp = ref->next;
ref->next = CReferences::pEmptyList;
CReferences::pEmptyList = ref;
}
}
}
void
CEntity::UpdateRpHAnim(void)
{
if(IsClumpSkinned(GetClump())){
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
RpHAnimHierarchyUpdateMatrices(hier);
#if 0
int i;
char buf[256];
if(this == (CEntity*)FindPlayerPed())
for(i = 0; i < hier->numNodes; i++){
RpHAnimStdKeyFrame *kf = (RpHAnimStdKeyFrame*)rpHANIMHIERARCHYGETINTERPFRAME(hier, i);
sprintf(buf, "%6.3f %6.3f %6.3f %6.3f %6.3f %6.3f %6.3f %d %s",
kf->q.imag.x, kf->q.imag.y, kf->q.imag.z, kf->q.real,
kf->t.x, kf->t.y, kf->t.z,
HIERNODEID(hier, i),
ConvertBoneTag2BoneName(HIERNODEID(hier, i)));
CDebug::PrintAt(buf, 10, 1+i*3);
RwMatrix *m = &RpHAnimHierarchyGetMatrixArray(hier)[i];
sprintf(buf, "%6.3f %6.3f %6.3f %6.3f",
m->right.x, m->up.x, m->at.x, m->pos.x);
CDebug::PrintAt(buf, 80, 1+i*3+0);
sprintf(buf, "%6.3f %6.3f %6.3f %6.3f",
m->right.y, m->up.y, m->at.y, m->pos.y);
CDebug::PrintAt(buf, 80, 1+i*3+1);
sprintf(buf, "%6.3f %6.3f %6.3f %6.3f",
m->right.z, m->up.z, m->at.z, m->pos.z);
CDebug::PrintAt(buf, 80, 1+i*3+2);
}
void RenderSkeleton(RpHAnimHierarchy *hier);
RenderSkeleton(hier);
#endif
}
}
void
CEntity::AddSteamsFromGround(CVector *unused)
{
int i, n;
C2dEffect *effect;
CVector pos;
n = CModelInfo::GetModelInfo(GetModelIndex())->GetNum2dEffects();
for(i = 0; i < n; i++){
effect = CModelInfo::GetModelInfo(GetModelIndex())->Get2dEffect(i);
if(effect->type != EFFECT_PARTICLE)
continue;
pos = GetMatrix() * effect->pos;
switch(effect->particle.particleType){
case 0:
CParticleObject::AddObject(POBJECT_PAVEMENT_STEAM, pos, effect->particle.dir, effect->particle.scale, false);
break;
case 1:
CParticleObject::AddObject(POBJECT_WALL_STEAM, pos, effect->particle.dir, effect->particle.scale, false);
break;
case 2:
CParticleObject::AddObject(POBJECT_DRY_ICE, pos, effect->particle.scale, false);
break;
case 3:
CParticleObject::AddObject(POBJECT_SMALL_FIRE, pos, effect->particle.dir, effect->particle.scale, false);
break;
case 4:
CParticleObject::AddObject(POBJECT_DARK_SMOKE, pos, effect->particle.dir, effect->particle.scale, false);
break;
// TODO(MIAMI): enable this once we have the particle objects
/*
case 5:
CParticleObject::AddObject(POBJECT_WATER_FOUNTAIN_VERT, pos, effect->particle.dir, effect->particle.scale, false);
break;
case 6:
CParticleObject::AddObject(POBJECT_WATER_FOUNTAIN_HORIZ, pos, effect->particle.dir, effect->particle.scale, false);
break;
*/
}
}
}
void
CEntity::ProcessLightsForEntity(void)
{
int i, n;
C2dEffect *effect;
CVector pos;
bool lightOn, lightFlickering;
uint32 flashTimer1, flashTimer2, flashTimer3;
if(bRenderDamaged || !bIsVisible || GetUp().z < 0.96f)
return;
flashTimer1 = 0;
flashTimer2 = 0;
flashTimer3 = 0;
n = CModelInfo::GetModelInfo(GetModelIndex())->GetNum2dEffects();
for(i = 0; i < n; i++, flashTimer1 += 0x80, flashTimer2 += 0x100, flashTimer3 += 0x200){
effect = CModelInfo::GetModelInfo(GetModelIndex())->Get2dEffect(i);
switch(effect->type){
case EFFECT_LIGHT:
pos = GetMatrix() * effect->pos;
lightOn = false;
lightFlickering = false;
switch(effect->light.lightType){
case LIGHT_ON:
lightOn = true;
break;
case LIGHT_ON_NIGHT:
if(CClock::GetHours() > 18 || CClock::GetHours() < 7)
lightOn = true;
break;
case LIGHT_FLICKER:
if((CTimer::GetTimeInMilliseconds() ^ m_randomSeed) & 0x60)
lightOn = true;
else
lightFlickering = true;
if((CTimer::GetTimeInMilliseconds()>>11 ^ m_randomSeed) & 3)
lightOn = true;
break;
case LIGHT_FLICKER_NIGHT:
if(CClock::GetHours() > 18 || CClock::GetHours() < 7 || CWeather::WetRoads > 0.5f){
if((CTimer::GetTimeInMilliseconds() ^ m_randomSeed) & 0x60)
lightOn = true;
else
lightFlickering = true;
if((CTimer::GetTimeInMilliseconds()>>11 ^ m_randomSeed) & 3)
lightOn = true;
}
break;
case LIGHT_FLASH1:
if((CTimer::GetTimeInMilliseconds() + flashTimer1) & 0x200)
lightOn = true;
break;
case LIGHT_FLASH1_NIGHT:
if(CClock::GetHours() > 18 || CClock::GetHours() < 7)
if((CTimer::GetTimeInMilliseconds() + flashTimer1) & 0x200)
lightOn = true;
break;
case LIGHT_FLASH2:
if((CTimer::GetTimeInMilliseconds() + flashTimer2) & 0x400)
lightOn = true;
break;
case LIGHT_FLASH2_NIGHT:
if(CClock::GetHours() > 18 || CClock::GetHours() < 7)
if((CTimer::GetTimeInMilliseconds() + flashTimer2) & 0x400)
lightOn = true;
break;
case LIGHT_FLASH3:
if((CTimer::GetTimeInMilliseconds() + flashTimer3) & 0x800)
lightOn = true;
break;
case LIGHT_FLASH3_NIGHT:
if(CClock::GetHours() > 18 || CClock::GetHours() < 7)
if((CTimer::GetTimeInMilliseconds() + flashTimer3) & 0x800)
lightOn = true;
break;
case LIGHT_RANDOM_FLICKER:
if(m_randomSeed > 16)
lightOn = true;
else{
if((CTimer::GetTimeInMilliseconds() ^ m_randomSeed*8) & 0x60)
lightOn = true;
else
lightFlickering = true;
if((CTimer::GetTimeInMilliseconds()>>11 ^ m_randomSeed*8) & 3)
lightOn = true;
}
break;
case LIGHT_RANDOM_FLICKER_NIGHT:
if(CClock::GetHours() > 18 || CClock::GetHours() < 7){
if(m_randomSeed > 16)
lightOn = true;
else{
if((CTimer::GetTimeInMilliseconds() ^ m_randomSeed*8) & 0x60)
lightOn = true;
else
lightFlickering = true;
if((CTimer::GetTimeInMilliseconds()>>11 ^ m_randomSeed*8) & 3)
lightOn = true;
}
}
break;
case LIGHT_BRIDGE_FLASH1:
if(CBridge::ShouldLightsBeFlashing() && CTimer::GetTimeInMilliseconds() & 0x200)
lightOn = true;
break;
case LIGHT_BRIDGE_FLASH2:
if(CBridge::ShouldLightsBeFlashing() && (CTimer::GetTimeInMilliseconds() & 0x1FF) < 60)
lightOn = true;
break;
}
if(effect->light.flags & LIGHTFLAG_HIDE_OBJECT){
if(lightOn)
bDoNotRender = false;
else
bDoNotRender = true;
return;
}
// Corona
if(lightOn)
CCoronas::RegisterCorona((uintptr)this + i,
effect->col.r, effect->col.g, effect->col.b, 255,
pos, effect->light.size, effect->light.dist,
effect->light.corona, effect->light.flareType, effect->light.roadReflection,
effect->light.flags&LIGHTFLAG_LOSCHECK, CCoronas::STREAK_OFF, 0.0f,
!!(effect->light.flags&LIGHTFLAG_LONG_DIST));
else if(lightFlickering)
CCoronas::RegisterCorona((uintptr)this + i,
0, 0, 0, 255,
pos, effect->light.size, effect->light.dist,
effect->light.corona, effect->light.flareType, effect->light.roadReflection,
effect->light.flags&LIGHTFLAG_LOSCHECK, CCoronas::STREAK_OFF, 0.0f,
!!(effect->light.flags&LIGHTFLAG_LONG_DIST));
// Pointlight
bool alreadyProcessedFog;
alreadyProcessedFog = false;
if(effect->light.range != 0.0f && lightOn){
if(effect->col.r == 0 && effect->col.g == 0 && effect->col.b == 0){
CPointLights::AddLight(CPointLights::LIGHT_POINT,
pos, CVector(0.0f, 0.0f, 0.0f),
effect->light.range,
0.0f, 0.0f, 0.0f,
CPointLights::FOG_NONE, true);
}else{
CPointLights::AddLight(CPointLights::LIGHT_POINT,
pos, CVector(0.0f, 0.0f, 0.0f),
effect->light.range,
effect->col.r*CTimeCycle::GetSpriteBrightness()/255.0f,
effect->col.g*CTimeCycle::GetSpriteBrightness()/255.0f,
effect->col.b*CTimeCycle::GetSpriteBrightness()/255.0f,
(effect->light.flags & LIGHTFLAG_FOG) >> 1,
true);
alreadyProcessedFog = true;
}
}
if(!alreadyProcessedFog){
if(effect->light.flags & LIGHTFLAG_FOG_ALWAYS){
CPointLights::AddLight(CPointLights::LIGHT_FOGONLY_ALWAYS,
pos, CVector(0.0f, 0.0f, 0.0f),
0.0f,
effect->col.r/255.0f, effect->col.g/255.0f, effect->col.b/255.0f,
CPointLights::FOG_ALWAYS, true);
}else if(effect->light.flags & LIGHTFLAG_FOG_NORMAL && lightOn && effect->light.range == 0.0f){
CPointLights::AddLight(CPointLights::LIGHT_FOGONLY,
pos, CVector(0.0f, 0.0f, 0.0f),
0.0f,
effect->col.r/255.0f, effect->col.g/255.0f, effect->col.b/255.0f,
CPointLights::FOG_NORMAL, true);
}
}
// Light shadow
if(effect->light.shadowRange != 0.0f){
if(lightOn){
CShadows::StoreStaticShadow((uintptr)this + i, SHADOWTYPE_ADDITIVE,
effect->light.shadow, &pos,
effect->light.shadowRange, 0.0f,
0.0f, -effect->light.shadowRange,
128,
effect->col.r*CTimeCycle::GetSpriteBrightness()*effect->light.shadowIntensity/255.0f,
effect->col.g*CTimeCycle::GetSpriteBrightness()*effect->light.shadowIntensity/255.0f,
effect->col.b*CTimeCycle::GetSpriteBrightness()*effect->light.shadowIntensity/255.0f,
15.0f, 1.0f, 40.0f, false, 0.0f);
}else if(lightFlickering){
CShadows::StoreStaticShadow((uintptr)this + i, SHADOWTYPE_ADDITIVE,
effect->light.shadow, &pos,
effect->light.shadowRange, 0.0f,
0.0f, -effect->light.shadowRange,
0, 0.0f, 0.0f, 0.0f,
15.0f, 1.0f, 40.0f, false, 0.0f);
}
}
break;
case EFFECT_SUNGLARE:
if(CWeather::SunGlare >= 0.0f){
CVector pos = GetMatrix() * effect->pos;
CVector glareDir = pos - GetPosition();
glareDir.Normalise();
CVector camDir = TheCamera.GetPosition() - pos;
float dist = camDir.Magnitude();
camDir *= 2.0f/dist;
glareDir += camDir;
glareDir.Normalise();
float camAngle = -DotProduct(glareDir, CTimeCycle::GetSunDirection());
if(camAngle > 0.0f){
float intens = Sqrt(camAngle) * CWeather::SunGlare;
pos += camDir;
CCoronas::RegisterCorona((uintptr)this + 33 + i,
intens * (CTimeCycle::GetSunCoreRed() + 2*255)/3.0f,
intens * (CTimeCycle::GetSunCoreGreen() + 2*255)/3.0f,
intens * (CTimeCycle::GetSunCoreBlue() + 2*255)/3.0f,
255,
pos, 0.5f*CWeather::SunGlare*Sqrt(dist), 120.0f,
CCoronas::TYPE_STAR, CCoronas::FLARE_NONE,
CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF,
CCoronas::STREAK_OFF, 0.0f);
}
}
break;
}
}
}
float WindTabel[] = {
1.0f, 0.5f, 0.2f, 0.7f, 0.4f, 1.0f, 0.5f, 0.3f,
0.2f, 0.1f, 0.7f, 0.6f, 0.3f, 1.0f, 0.5f, 0.2f,
};
void
CEntity::ModifyMatrixForTreeInWind(void)
{
uint16 t;
float f;
float strength, flutter;
if(CTimer::GetIsPaused())
return;
CMatrix mat(GetMatrix().m_attachment);
if(CWeather::Wind >= 0.5){
t = m_randomSeed + 8*CTimer::GetTimeInMilliseconds();
f = (t & 0xFFF)/(float)0x1000;
flutter = f * WindTabel[(t>>12)+1 & 0xF] +
(1.0f - f) * WindTabel[(t>>12) & 0xF] +
1.0f;
strength = -0.015f*CWeather::Wind;
}else if(CWeather::Wind >= 0.2){
t = (uintptr)this + CTimer::GetTimeInMilliseconds();
f = (t & 0xFFF)/(float)0x1000;
flutter = Sin(f * 6.28f);
strength = -0.008f;
}else{
t = (uintptr)this + CTimer::GetTimeInMilliseconds();
f = (t & 0xFFF)/(float)0x1000;
flutter = Sin(f * 6.28f);
strength = -0.005f;
}
mat.GetUp().x = strength * flutter;
if(IsPalmTreeModel(GetModelIndex()))
mat.GetUp().x += -0.07f*CWeather::Wind;
mat.GetUp().y = mat.GetUp().x;
CWindModifiers::FindWindModifier(GetPosition(), &mat.GetUp().x, &mat.GetUp().y);
mat.UpdateRW();
UpdateRwFrame();
}
float BannerWindTabel[] = {
0.0f, 0.3f, 0.6f, 0.85f, 0.99f, 0.97f, 0.65f, 0.15f,
-0.1f, 0.0f, 0.35f, 0.57f, 0.55f, 0.35f, 0.45f, 0.67f,
0.73f, 0.45f, 0.25f, 0.35f, 0.35f, 0.11f, 0.13f, 0.21f,
0.28f, 0.28f, 0.22f, 0.1f, 0.0f, -0.1f, -0.17f, -0.12f
};
//--MIAMI: unused
void
CEntity::ModifyMatrixForBannerInWind(void)
{
uint16 t;
float f;
float strength, flutter;
CVector right, up;
if(CTimer::GetIsPaused())
return;
if(CWeather::Wind < 0.1f)
strength = 0.2f;
else if(CWeather::Wind < 0.8f)
strength = 0.43f;
else
strength = 0.66f;
t = ((int)(GetMatrix().GetPosition().x + GetMatrix().GetPosition().y) << 10) + 16*CTimer::GetTimeInMilliseconds();
f = (t & 0x7FF)/(float)0x800;
flutter = f * BannerWindTabel[(t>>11)+1 & 0x1F] +
(1.0f - f) * BannerWindTabel[(t>>11) & 0x1F];
flutter *= strength;
right = CrossProduct(GetForward(), GetUp());
right.z = 0.0f;
right.Normalise();
up = right * flutter;
up.z = Sqrt(sq(1.0f) - sq(flutter));
GetRight() = CrossProduct(GetForward(), up);
GetUp() = up;
GetMatrix().UpdateRW();
UpdateRwFrame();
}
void
CEntity::AddSteamsFromGround(CPtrList& list)
{
CPtrNode *pNode = list.first;
while (pNode) {
((CEntity*)pNode->item)->AddSteamsFromGround(nil);
pNode = pNode->next;
}
}
#ifdef COMPATIBLE_SAVES
void
CEntity::SaveEntityFlags(uint8*& buf)
{
uint32 tmp = 0;
tmp |= (m_type & (BIT(3) - 1));
tmp |= (m_status & (BIT(5) - 1)) << 3;
if (bUsesCollision) tmp |= BIT(8);
if (bCollisionProcessed) tmp |= BIT(9);
if (bIsStatic) tmp |= BIT(10);
if (bHasContacted) tmp |= BIT(11);
if (bPedPhysics) tmp |= BIT(12);
if (bIsStuck) tmp |= BIT(13);
if (bIsInSafePosition) tmp |= BIT(14);
if (bUseCollisionRecords) tmp |= BIT(15);
if (bWasPostponed) tmp |= BIT(16);
if (bExplosionProof) tmp |= BIT(17);
if (bIsVisible) tmp |= BIT(18);
if (bHasCollided) tmp |= BIT(19);
if (bRenderScorched) tmp |= BIT(20);
if (bHasBlip) tmp |= BIT(21);
if (bIsBIGBuilding) tmp |= BIT(22);
if (bStreamBIGBuilding) tmp |= BIT(23);
if (bRenderDamaged) tmp |= BIT(24);
if (bBulletProof) tmp |= BIT(25);
if (bFireProof) tmp |= BIT(26);
if (bCollisionProof) tmp |= BIT(27);
if (bMeleeProof) tmp |= BIT(28);
if (bOnlyDamagedByPlayer) tmp |= BIT(29);
if (bStreamingDontDelete) tmp |= BIT(30);
if (bRemoveFromWorld) tmp |= BIT(31);
WriteSaveBuf<uint32>(buf, tmp);
tmp = 0;
if (bHasHitWall) tmp |= BIT(0);
if (bImBeingRendered) tmp |= BIT(1);
if (bTouchingWater) tmp |= BIT(2);
if (bIsSubway) tmp |= BIT(3);
if (bDrawLast) tmp |= BIT(4);
if (bNoBrightHeadLights) tmp |= BIT(5);
if (bDoNotRender) tmp |= BIT(6);
if (bDistanceFade) tmp |= BIT(7);
if (m_flagE1) tmp |= BIT(8);
if (m_flagE2) tmp |= BIT(9);
if (bOffscreen) tmp |= BIT(10);
if (bIsStaticWaitingForCollision) tmp |= BIT(11);
if (bDontStream) tmp |= BIT(12);
if (bUnderwater) tmp |= BIT(13);
if (bHasPreRenderEffects) tmp |= BIT(14);
WriteSaveBuf<uint32>(buf, tmp);
}
void
CEntity::LoadEntityFlags(uint8*& buf)
{
uint32 tmp = ReadSaveBuf<uint32>(buf);
m_type = (tmp & ((BIT(3) - 1)));
m_status = ((tmp >> 3) & (BIT(5) - 1));
bUsesCollision = !!(tmp & BIT(8));
bCollisionProcessed = !!(tmp & BIT(9));
bIsStatic = !!(tmp & BIT(10));
bHasContacted = !!(tmp & BIT(11));
bPedPhysics = !!(tmp & BIT(12));
bIsStuck = !!(tmp & BIT(13));
bIsInSafePosition = !!(tmp & BIT(14));
bUseCollisionRecords = !!(tmp & BIT(15));
bWasPostponed = !!(tmp & BIT(16));
bExplosionProof = !!(tmp & BIT(17));
bIsVisible = !!(tmp & BIT(18));
bHasCollided = !!(tmp & BIT(19));
bRenderScorched = !!(tmp & BIT(20));
bHasBlip = !!(tmp & BIT(21));
bIsBIGBuilding = !!(tmp & BIT(22));
bStreamBIGBuilding = !!(tmp & BIT(23));
bRenderDamaged = !!(tmp & BIT(24));
bBulletProof = !!(tmp & BIT(25));
bFireProof = !!(tmp & BIT(26));
bCollisionProof = !!(tmp & BIT(27));
bMeleeProof = !!(tmp & BIT(28));
bOnlyDamagedByPlayer = !!(tmp & BIT(29));
bStreamingDontDelete = !!(tmp & BIT(30));
bRemoveFromWorld = !!(tmp & BIT(31));
tmp = ReadSaveBuf<uint32>(buf);
bHasHitWall = !!(tmp & BIT(0));
bImBeingRendered = !!(tmp & BIT(1));
bTouchingWater = !!(tmp & BIT(2));
bIsSubway = !!(tmp & BIT(3));
bDrawLast = !!(tmp & BIT(4));
bNoBrightHeadLights = !!(tmp & BIT(5));
bDoNotRender = !!(tmp & BIT(6));
bDistanceFade = !!(tmp & BIT(7));
m_flagE1 = !!(tmp & BIT(8));
m_flagE2 = !!(tmp & BIT(9));
bOffscreen = !!(tmp & BIT(10));
bIsStaticWaitingForCollision = !!(tmp & BIT(11));
bDontStream = !!(tmp & BIT(12));
bUnderwater = !!(tmp & BIT(13));
bHasPreRenderEffects = !!(tmp & BIT(14));
}
#endif
bool IsEntityPointerValid(CEntity* pEntity)
{
if (!pEntity)
return false;
switch (pEntity->GetType()) {
case ENTITY_TYPE_NOTHING: return false;
case ENTITY_TYPE_BUILDING: return IsBuildingPointerValid((CBuilding*)pEntity);
case ENTITY_TYPE_VEHICLE: return IsVehiclePointerValid((CVehicle*)pEntity);
case ENTITY_TYPE_PED: return IsPedPointerValid((CPed*)pEntity);
case ENTITY_TYPE_OBJECT: return IsObjectPointerValid((CObject*)pEntity);
case ENTITY_TYPE_DUMMY: return IsDummyPointerValid((CDummy*)pEntity);
}
return false;
}