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author | aap <aap@papnet.eu> | 2019-05-17 14:08:18 +0200 |
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committer | aap <aap@papnet.eu> | 2019-05-17 14:08:18 +0200 |
commit | 5b8f20b08e6a40e2b07df73e90c5e84e259140fe (patch) | |
tree | d8c5977bb4fda8c2521fad3810e4436f1bdf2127 /src/entities/Physical.cpp | |
parent | renames and a fix (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/entities/Physical.cpp | 175 |
1 files changed, 175 insertions, 0 deletions
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp index f235cb42..c528444e 100644 --- a/src/entities/Physical.cpp +++ b/src/entities/Physical.cpp @@ -787,6 +787,17 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint) } +// ProcessCollision calls +// CheckCollision +// CheckCollision_SimpleCar +// CheckCollision calls +// ProcessCollisionSectorList +// CheckCollision_SimpleCar +// ProcessCollisionSectorList_SimpleCar +// ProcessShift calls +// ProcessCollisionSectorList +// ProcessShiftSectorList + void CPhysical::AddCollisionRecord(CEntity *ent) { @@ -839,6 +850,168 @@ CPhysical::GetHasCollidedWith(CEntity *ent) return false; } +bool +CPhysical::ProcessShiftSectorList(CPtrList *lists) +{ + int i, j; + CPtrList *list; + CPtrNode *node; + CPhysical *A, *B; + CObject *Bobj; + bool canshift; + CVector center; + float radius; + + int numCollisions; + int mostColliding; + CColPoint colpoints[32]; + CVector shift = { 0.0f, 0.0f, 0.0f }; + bool doShift = false; + CEntity *boat = nil; + + bool skipShift; + + A = this; + + A->GetBoundCentre(center); + radius = A->GetBoundRadius(); + for(i = 0; i <= ENTITYLIST_PEDS_OVERLAP; i++){ + list = &lists[i]; + for(node = list->first; node; node = node->next){ + B = (CPhysical*)node->item; + Bobj = (CObject*)B; + skipShift = false; + + if(B->IsBuilding() || + B->IsObject() && B->bInfiniteMass) + canshift = true; + else + canshift = A->IsPed() && + B->IsObject() && B->bInfiniteMass && !Bobj->bHasBeenDamaged; + if(B == A || + B->m_scanCode == CWorld::GetCurrentScanCode() || + !B->bUsesCollision || + (A->bHasHitWall && !canshift) || + !B->GetIsTouching(center, radius)) + continue; + + // This could perhaps be done a bit nicer + + if(B->IsBuilding()) + skipShift = false; + else if(IsTrafficLight(A->GetModelIndex()) && + (B->IsVehicle() || B->IsPed()) && + A->GetUp().z < 0.66f) + skipShift = true; + else if((A->IsVehicle() || A->IsPed()) && + B->GetUp().z < 0.66f && + IsTrafficLight(B->GetModelIndex())) + skipShift = true; + else if(A->IsObject() && B->IsVehicle()){ + CObject *Aobj = (CObject*)A; + if(Aobj->ObjectCreatedBy != TEMP_OBJECT && + !Aobj->bHasBeenDamaged && + Aobj->bIsStatic){ + if(Aobj->m_pCollidingVehicle == B) + Aobj->m_pCollidingVehicle = nil; + }else if(Aobj->m_pCollidingVehicle != B){ + CMatrix inv; + CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize(); + size = A->GetMatrix() * size; + if(size.z < B->GetPosition().z || + (Invert(B->GetMatrix(), inv) * size).z < 0.0f){ + skipShift = true; + Aobj->m_pCollidingVehicle = (CVehicle*)B; + } + } + }else if(B->IsObject() && A->IsVehicle()){ + CObject *Bobj = (CObject*)B; + if(Bobj->ObjectCreatedBy != TEMP_OBJECT && + !Bobj->bHasBeenDamaged && + Bobj->bIsStatic){ + if(Bobj->m_pCollidingVehicle == A) + Bobj->m_pCollidingVehicle = nil; + }else if(Bobj->m_pCollidingVehicle != A){ + CMatrix inv; + CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize(); + size = B->GetMatrix() * size; + if(size.z < A->GetPosition().z || + (Invert(A->GetMatrix(), inv) * size).z < 0.0f){ + skipShift = true; + Bobj->m_pCollidingVehicle = (CVehicle*)A; + } + } + }else if(IsBodyPart(A->GetModelIndex()) && B->IsPed()) + skipShift = true; + else if(A->IsPed() && IsBodyPart(B->GetModelIndex())) + skipShift = true; + else if(A->IsPed() && ((CPed*)A)->m_pCollidingVehicle == B || + B->IsPed() && ((CPed*)B)->m_pCollidingVehicle == A || + A->GetModelIndex() == MI_RCBANDIT && B->IsVehicle() || + B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle())) + skipShift = true; + + if(skipShift) + continue; + + B->m_scanCode = CWorld::GetCurrentScanCode(); + numCollisions = A->ProcessEntityCollision(B, colpoints); + if(numCollisions <= 0) + continue; + + mostColliding = 0; + for(j = 1; j < numCollisions; j++) + if(colpoints[j].depth > colpoints[mostColliding].depth) + mostColliding = j; + + if(CWorld::bSecondShift) + for(j = 0; j < numCollisions; j++) + shift += colpoints[j].normal * colpoints[j].depth * 1.5f/numCollisions; + else + for(j = 0; j < numCollisions; j++) + shift += colpoints[j].normal * colpoints[j].depth * 1.2f/numCollisions; + + if(A->IsVehicle() && B->IsVehicle()){ + CVector dir = A->GetPosition() - B->GetPosition(); + dir.Normalise(); + if(dir.z < 0.0f && dir.z < A->GetForward().z && dir.z < A->GetRight().z) + dir.z = min(0.0f, min(A->GetForward().z, A->GetRight().z)); + shift += dir * colpoints[mostColliding].depth * 0.5f; + }else if(A->IsPed() && B->IsVehicle() && ((CVehicle*)B)->IsBoat()){ + CVector dir = colpoints[mostColliding].normal; + float f = min(fabs(dir.z), 0.9f); + dir.z = 0.0f; + dir.Normalise(); + shift += dir * colpoints[mostColliding].depth / (1.0f - f); + boat = B; + }else if(B->IsPed() && A->IsVehicle() && ((CVehicle*)A)->IsBoat()){ + CVector dir = colpoints[mostColliding].normal * -1.0f; + float f = min(fabs(dir.z), 0.9f); + dir.z = 0.0f; + dir.Normalise(); + B->GetPosition() += dir * colpoints[mostColliding].depth / (1.0f - f); + // BUG? how can that ever happen? A is a Ped + if(B->IsVehicle()) + B->ProcessEntityCollision(A, colpoints); + }else{ + if(CWorld::bSecondShift) + shift += colpoints[mostColliding].normal * colpoints[mostColliding].depth * 0.4f; + else + shift += colpoints[mostColliding].normal * colpoints[mostColliding].depth * 0.2f; + } + + doShift = true; + } + } + + if(!doShift) + return false; + GetPosition() += shift; + if(boat) + ProcessEntityCollision(boat, colpoints); + return true; +} + void CPhysical::ProcessControl(void) { @@ -897,6 +1070,8 @@ STARTPATCHES InjectHook(0x4970C0, &CPhysical::AddCollisionRecord_Treadable, PATCH_JUMP); InjectHook(0x497240, &CPhysical::GetHasCollidedWith, PATCH_JUMP); + InjectHook(0x49DA10, &CPhysical::ProcessShiftSectorList, PATCH_JUMP); + #define F3 float, float, float InjectHook(0x495B10, &CPhysical::ApplyMoveSpeed, PATCH_JUMP); InjectHook(0x497280, &CPhysical::ApplyTurnSpeed, PATCH_JUMP); |