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-rw-r--r--src/entities/Dummy.cpp17
-rw-r--r--src/entities/Dummy.h3
-rw-r--r--src/entities/Entity.cpp293
-rw-r--r--src/entities/Entity.h33
-rw-r--r--src/entities/Physical.cpp534
-rw-r--r--src/entities/Physical.h24
6 files changed, 671 insertions, 233 deletions
diff --git a/src/entities/Dummy.cpp b/src/entities/Dummy.cpp
index 8a4bfd5f..580245a8 100644
--- a/src/entities/Dummy.cpp
+++ b/src/entities/Dummy.cpp
@@ -4,6 +4,8 @@
#include "World.h"
#include "Dummy.h"
+// --MIAMI: file done
+
void *CDummy::operator new(size_t sz) { return CPools::GetDummyPool()->New(); }
void CDummy::operator delete(void *p, size_t sz) { CPools::GetDummyPool()->Delete((CDummy*)p); }
@@ -50,3 +52,18 @@ CDummy::Remove(void)
m_entryInfoList.DeleteNode(node);
}
}
+
+bool
+IsDummyPointerValid(CDummy* pDummy)
+{
+ if (!pDummy)
+ return false;
+ int index = CPools::GetDummyPool()->GetJustIndex_NoFreeAssert(pDummy);
+#ifdef FIX_BUGS
+ if (index < 0 || index >= CPools::GetDummyPool()->GetSize())
+#else
+ if (index < 0 || index > CPools::GetDummyPool()->GetSize())
+#endif
+ return false;
+ return pDummy->m_entryInfoList.first;
+}
diff --git a/src/entities/Dummy.h b/src/entities/Dummy.h
index 3717a01c..84b1ce1a 100644
--- a/src/entities/Dummy.h
+++ b/src/entities/Dummy.h
@@ -16,5 +16,4 @@ public:
static void operator delete(void*, size_t);
};
-VALIDATE_SIZE(CDummy, 0x68);
-
+bool IsDummyPointerValid(CDummy* pDummy);
diff --git a/src/entities/Entity.cpp b/src/entities/Entity.cpp
index db004af3..9b6be5f6 100644
--- a/src/entities/Entity.cpp
+++ b/src/entities/Entity.cpp
@@ -22,6 +22,11 @@
#include "MemoryHeap.h"
#include "Bones.h"
#include "Debug.h"
+#include "Ped.h"
+#include "Dummy.h"
+#include "WindModifiers.h"
+
+//--MIAMI: file done
int gBuildings;
@@ -46,18 +51,17 @@ CEntity::CEntity(void)
bRenderScorched = false;
bHasBlip = false;
bIsBIGBuilding = false;
- bRenderDamaged = false;
+ bStreamBIGBuilding = false;
+ bRenderDamaged = false;
bBulletProof = false;
bFireProof = false;
bCollisionProof = false;
bMeleeProof = false;
bOnlyDamagedByPlayer = false;
bStreamingDontDelete = false;
- bZoneCulled = false;
- bZoneCulled2 = false;
-
bRemoveFromWorld = false;
+
bHasHitWall = false;
bImBeingRendered = false;
bTouchingWater = false;
@@ -65,13 +69,20 @@ CEntity::CEntity(void)
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;
}
@@ -86,6 +97,7 @@ void
CEntity::SetModelIndex(uint32 id)
{
m_modelIndex = id;
+ bHasPreRenderEffects = HasPreRenderEffects();
CreateRwObject();
}
@@ -93,6 +105,7 @@ void
CEntity::SetModelIndexNoCreate(uint32 id)
{
m_modelIndex = id;
+ bHasPreRenderEffects = HasPreRenderEffects();
}
void
@@ -150,9 +163,9 @@ AtomicRemoveAnimFromSkinCB(RpAtomic *atomic, void *data)
hier->interpolator->currentAnim = nil;
}
#else
- if(hier && hier->pCurrentAnim){
- RpHAnimAnimationDestroy(hier->pCurrentAnim);
- hier->pCurrentAnim = nil;
+ if(hier && hier->currentAnim){
+ RpHAnimAnimationDestroy(hier->currentAnim->pCurrentAnim);
+ hier->currentAnim = nil;
}
#endif
}
@@ -171,10 +184,8 @@ CEntity::DeleteRwObject(void)
RpAtomicDestroy((RpAtomic*)m_rwObject);
RwFrameDestroy(f);
}else if(RwObjectGetType(m_rwObject) == rpCLUMP){
-#ifdef PED_SKIN
if(IsClumpSkinned((RpClump*)m_rwObject))
RpClumpForAllAtomics((RpClump*)m_rwObject, AtomicRemoveAnimFromSkinCB, nil);
-#endif
RpClumpDestroy((RpClump*)m_rwObject);
}
m_rwObject = nil;
@@ -236,13 +247,12 @@ CEntity::UpdateRwFrame(void)
}
}
-#ifdef PED_SKIN
void
CEntity::UpdateRpHAnim(void)
{
- RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
- RpHAnimHierarchyUpdateMatrices(hier);
-
+ if(IsClumpSkinned(GetClump())){
+ RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
+ RpHAnimHierarchyUpdateMatrices(hier);
#if 0
int i;
char buf[256];
@@ -271,22 +281,42 @@ CEntity::UpdateRpHAnim(void)
void RenderSkeleton(RpHAnimHierarchy *hier);
RenderSkeleton(hier);
#endif
+ }
+}
+
+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());
}
-#endif
void
CEntity::PreRender(void)
{
+ if (CModelInfo::GetModelInfo(GetModelIndex())->GetNum2dEffects() != 0)
+ ProcessLightsForEntity();
+
+ if(!bHasPreRenderEffects)
+ return;
+
switch(m_type){
case ENTITY_TYPE_BUILDING:
- if(GetModelIndex() == MI_RAILTRACKS){
- CShadows::StoreShadowForPole(this, 0.0f, -10.949f, 5.0f, 8.0f, 1.0f, 0);
- CShadows::StoreShadowForPole(this, 0.0f, 10.949f, 5.0f, 8.0f, 1.0f, 1);
- }else if(IsTreeModel(GetModelIndex())){
- CShadows::StoreShadowForTree(this);
+ if(IsTreeModel(GetModelIndex())){
+ float dist = (TheCamera.GetPosition() - GetPosition()).Magnitude2D();
+ CObject::fDistToNearestTree = Min(CObject::fDistToNearestTree, dist);
ModifyMatrixForTreeInWind();
- }else if(IsBannerModel(GetModelIndex())){
- ModifyMatrixForBannerInWind();
}
break;
case ENTITY_TYPE_OBJECT:
@@ -306,22 +336,6 @@ CEntity::PreRender(void)
GetMatrix().UpdateRW();
UpdateRwFrame();
}
- }else if(IsPickupModel(GetModelIndex())){
- 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_MISSILE){
CVector pos = GetPosition();
float flicker = (CGeneral::GetRandomNumber() & 0xF)/(float)0x10;
@@ -329,7 +343,7 @@ CEntity::PreRender(void)
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);
+ 20.0f, false, 1.0f, nil, false);
CPointLights::AddLight(CPointLights::LIGHT_POINT,
pos, CVector(0.0f, 0.0f, 0.0f),
8.0f,
@@ -344,12 +358,44 @@ CEntity::PreRender(void)
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, nil, false);
}
// 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)
@@ -358,14 +404,8 @@ CEntity::PreRender(void)
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);
- else if(GetModelIndex() == MI_STREETLAMP1 ||
- GetModelIndex() == MI_STREETLAMP2)
- CShadows::StoreShadowForPole(this, 0.0f, 0.0f, 0.0f, 16.0f, 0.4f, 0);
break;
}
-
- if (CModelInfo::GetModelInfo(GetModelIndex())->GetNum2dEffects() != 0)
- ProcessLightsForEntity();
}
void
@@ -583,14 +623,12 @@ CEntity::SetupBigBuilding(void)
bStreamingDontDelete = true;
bUsesCollision = false;
m_level = CTheZones::GetLevelFromPosition(&GetPosition());
- if(m_level == LEVEL_GENERIC){
- if(mi->GetTxdSlot() != CTxdStore::FindTxdSlot("generic")){
- mi->SetTexDictionary("generic");
- printf("%d:%s txd has been set to generic\n", m_modelIndex, mi->GetName());
- }
- }
- if(mi->m_lodDistances[0] > 2000.0f)
+ if(mi->m_lodDistances[0] <= 2000.0f)
+ bStreamBIGBuilding = true;
+ if(mi->m_lodDistances[0] > 2500.0f || mi->m_ignoreDrawDist)
m_level = LEVEL_GENERIC;
+ else if(m_level == LEVEL_GENERIC)
+ printf("%s isn't in a level\n", mi->GetName());
}
float WindTabel[] = {
@@ -611,27 +649,31 @@ CEntity::ModifyMatrixForTreeInWind(void)
CMatrix mat(GetMatrix().m_attachment);
if(CWeather::Wind >= 0.5){
- t = m_randomSeed + 16*CTimer::GetTimeInMilliseconds();
+ 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 = CWeather::Wind < 0.8f ? 0.008f : 0.014f;
+ 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;
+ strength = -0.008f;
}else{
t = (uintptr)this + CTimer::GetTimeInMilliseconds();
f = (t & 0xFFF)/(float)0x1000;
flutter = Sin(f * 6.28f);
- strength = 0.005f;
+ 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();
}
@@ -643,6 +685,7 @@ float BannerWindTabel[] = {
0.28f, 0.28f, 0.22f, 0.1f, 0.0f, -0.1f, -0.17f, -0.12f
};
+//--MIAMI: unused
void
CEntity::ModifyMatrixForBannerInWind(void)
{
@@ -682,10 +725,66 @@ CEntity::ModifyMatrixForBannerInWind(void)
void
CEntity::PreRenderForGlassWindow(void)
{
+ if(((CSimpleModelInfo*)CModelInfo::GetModelInfo(m_modelIndex))->m_isArtistGlass)
+ return;
CGlass::AskForObjectToBeRenderedInGlass(this);
bIsVisible = false;
}
+/*
+0x487A10 - SetAtomicAlphaCB
+0x4879E0 - SetClumpAlphaCB
+*/
+
+RpMaterial*
+SetAtomicAlphaCB(RpMaterial *material, void *data)
+{
+ ((RwRGBA*)RpMaterialGetColor(material))->alpha = (uint8)(uintptr)data;
+ return material;
+}
+
+RpAtomic*
+SetClumpAlphaCB(RpAtomic *atomic, void *data)
+{
+ RpGeometry *geometry = RpAtomicGetGeometry(atomic);
+ RpGeometrySetFlags(geometry, RpGeometryGetFlags(geometry) | rpGEOMETRYMODULATEMATERIALCOLOR);
+ RpGeometryForAllMaterials(geometry, SetAtomicAlphaCB, (void*)data);
+ return atomic;
+}
+
+void
+CEntity::SetRwObjectAlpha(int32 alpha)
+{
+ if (m_rwObject != nil) {
+ switch (RwObjectGetType(m_rwObject)) {
+ case rpATOMIC: {
+ RpGeometry *geometry = RpAtomicGetGeometry((RpAtomic*)m_rwObject);
+ RpGeometrySetFlags(geometry, RpGeometryGetFlags(geometry) | rpGEOMETRYMODULATEMATERIALCOLOR);
+ RpGeometryForAllMaterials(geometry, SetAtomicAlphaCB, (void*)alpha);
+ break;
+ }
+ case rpCLUMP:
+ RpClumpForAllAtomics((RpClump*)m_rwObject, SetClumpAlphaCB, (void*)alpha);
+ break;
+ }
+ }
+}
+
+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;
+}
+
#ifdef COMPATIBLE_SAVES
void
CEntity::SaveEntityFlags(uint8*& buf)
@@ -710,32 +809,37 @@ CEntity::SaveEntityFlags(uint8*& buf)
if (bRenderScorched) tmp |= BIT(20);
if (bHasBlip) tmp |= BIT(21);
if (bIsBIGBuilding) tmp |= BIT(22);
- if (bRenderDamaged) tmp |= BIT(23);
+ if (bStreamBIGBuilding) tmp |= BIT(23);
- if (bBulletProof) tmp |= BIT(24);
- if (bFireProof) tmp |= BIT(25);
- if (bCollisionProof) tmp |= BIT(26);
- if (bMeleeProof) tmp |= BIT(27);
- if (bOnlyDamagedByPlayer) tmp |= BIT(28);
- if (bStreamingDontDelete) tmp |= BIT(29);
- if (bZoneCulled) tmp |= BIT(30);
- if (bZoneCulled2) tmp |= BIT(31);
+ 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 (bRemoveFromWorld) tmp |= BIT(0);
- if (bHasHitWall) tmp |= BIT(1);
- if (bImBeingRendered) tmp |= BIT(2);
- if (bTouchingWater) tmp |= BIT(3);
- if (bIsSubway) tmp |= BIT(4);
- if (bDrawLast) tmp |= BIT(5);
- if (bNoBrightHeadLights) tmp |= BIT(6);
- if (bDoNotRender) tmp |= BIT(7);
+ 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 (bDistanceFade) tmp |= BIT(8);
+ 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);
}
@@ -763,30 +867,35 @@ CEntity::LoadEntityFlags(uint8*& buf)
bRenderScorched = !!(tmp & BIT(20));
bHasBlip = !!(tmp & BIT(21));
bIsBIGBuilding = !!(tmp & BIT(22));
- bRenderDamaged = !!(tmp & BIT(23));
+ bStreamBIGBuilding = !!(tmp & BIT(23));
- bBulletProof = !!(tmp & BIT(24));
- bFireProof = !!(tmp & BIT(25));
- bCollisionProof = !!(tmp & BIT(26));
- bMeleeProof = !!(tmp & BIT(27));
- bOnlyDamagedByPlayer = !!(tmp & BIT(28));
- bStreamingDontDelete = !!(tmp & BIT(29));
- bZoneCulled = !!(tmp & BIT(30));
- bZoneCulled2 = !!(tmp & BIT(31));
+ 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);
- bRemoveFromWorld = !!(tmp & BIT(0));
- bHasHitWall = !!(tmp & BIT(1));
- bImBeingRendered = !!(tmp & BIT(2));
- bTouchingWater = !!(tmp & BIT(3));
- bIsSubway = !!(tmp & BIT(4));
- bDrawLast = !!(tmp & BIT(5));
- bNoBrightHeadLights = !!(tmp & BIT(6));
- bDoNotRender = !!(tmp & BIT(7));
+ 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));
- bDistanceFade = !!(tmp & BIT(8));
+ 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
diff --git a/src/entities/Entity.h b/src/entities/Entity.h
index 7ee638d7..2749e3f7 100644
--- a/src/entities/Entity.h
+++ b/src/entities/Entity.h
@@ -30,6 +30,7 @@ enum eEntityStatus
STATUS_PLANE,
STATUS_PLAYER_REMOTE,
STATUS_PLAYER_DISABLED,
+ STATUS_GHOST
};
class CEntity : public CPlaceable
@@ -59,36 +60,42 @@ public:
uint32 bRenderScorched : 1;
uint32 bHasBlip : 1;
uint32 bIsBIGBuilding : 1; // Set if this entity is a big building
- uint32 bRenderDamaged : 1; // use damaged LOD models for objects with applicable damage
+ uint32 bStreamBIGBuilding : 1; // set when draw dist <= 2000
// flagsC
+ uint32 bRenderDamaged : 1; // use damaged LOD models for objects with applicable damage
uint32 bBulletProof : 1;
uint32 bFireProof : 1;
uint32 bCollisionProof : 1;
uint32 bMeleeProof : 1;
uint32 bOnlyDamagedByPlayer : 1;
uint32 bStreamingDontDelete : 1; // Dont let the streaming remove this
- uint32 bZoneCulled : 1;
- uint32 bZoneCulled2 : 1; // only treadables+10m
+ uint32 bRemoveFromWorld : 1; // remove this entity next time it should be processed
// flagsD
- uint32 bRemoveFromWorld : 1; // remove this entity next time it should be processed
uint32 bHasHitWall : 1; // has collided with a building (changes subsequent collisions)
uint32 bImBeingRendered : 1; // don't delete me because I'm being rendered
uint32 bTouchingWater : 1; // used by cBuoyancy::ProcessBuoyancy
uint32 bIsSubway : 1; // set when subway, but maybe different meaning?
uint32 bDrawLast : 1; // draw object last
uint32 bNoBrightHeadLights : 1;
- uint32 bDoNotRender : 1;
+ uint32 bDoNotRender : 1; //-- only applies to CObjects apparently
+ uint32 bDistanceFade : 1; // Fade entity because it is far away
// flagsE
- uint32 bDistanceFade : 1; // Fade entity because it is far away
+ uint32 m_flagE1 : 1;
uint32 m_flagE2 : 1;
+ uint32 bOffscreen : 1; // offscreen flag. This can only be trusted when it is set to true
+ uint32 bIsStaticWaitingForCollision : 1; // this is used by script created entities - they are static until the collision is loaded below them
+ uint32 bDontStream : 1; // tell the streaming not to stream me
+ uint32 bUnderwater : 1; // this object is underwater change drawing order
+ uint32 bHasPreRenderEffects : 1; // Object has a prerender effects attached to it
uint16 m_scanCode;
uint16 m_randomSeed;
int16 m_modelIndex;
- uint16 m_level; // int16
+ int8 m_level;
+ int8 m_area;
CReference *m_pFirstReference;
public:
@@ -97,7 +104,7 @@ public:
uint8 GetStatus() const { return m_status; }
void SetStatus(uint8 status) { m_status = status; }
CColModel *GetColModel(void) { return CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(); }
- bool GetIsStatic(void) const { return bIsStatic; }
+ bool GetIsStatic(void) const { return bIsStatic || bIsStaticWaitingForCollision; }
void SetIsStatic(bool state) { bIsStatic = state; }
#ifdef COMPATIBLE_SAVES
void SaveEntityFlags(uint8*& buf);
@@ -107,7 +114,7 @@ public:
#endif
CEntity(void);
- ~CEntity(void);
+ virtual ~CEntity(void);
virtual void Add(void);
virtual void Remove(void);
@@ -150,9 +157,11 @@ public:
bool GetIsOnScreenComplex(void);
bool IsVisible(void);
bool IsVisibleComplex(void);
+ bool IsEntityOccluded(void);
int16 GetModelIndex(void) const { return m_modelIndex; }
void UpdateRwFrame(void);
void SetupBigBuilding(void);
+ bool HasPreRenderEffects(void);
void AttachToRwObject(RwObject *obj);
void DetachFromRwObject(void);
@@ -160,16 +169,16 @@ public:
void RegisterReference(CEntity **pent);
void ResolveReferences(void);
void PruneReferences(void);
+ void CleanUpOldReference(CEntity **pent);
-#ifdef PED_SKIN
void UpdateRpHAnim(void);
-#endif
void PreRenderForGlassWindow(void);
void AddSteamsFromGround(CVector *unused);
void ModifyMatrixForTreeInWind(void);
void ModifyMatrixForBannerInWind(void);
void ProcessLightsForEntity(void);
+ void SetRwObjectAlpha(int32 alpha);
};
-VALIDATE_SIZE(CEntity, 0x64);
+bool IsEntityPointerValid(CEntity*);
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp
index 4fc53039..acf9c702 100644
--- a/src/entities/Physical.cpp
+++ b/src/entities/Physical.cpp
@@ -1,7 +1,9 @@
#include "common.h"
#include "World.h"
+#include "General.h"
#include "Timer.h"
+#include "Stats.h"
#include "ModelIndices.h"
#include "Treadable.h"
#include "Vehicle.h"
@@ -15,8 +17,16 @@
#include "CarCtrl.h"
#include "DMAudio.h"
#include "Automobile.h"
-#include "Physical.h"
#include "Bike.h"
+#include "Pickups.h"
+#include "Physical.h"
+
+//--MIAMI: file done
+
+#ifdef WALLCLIMB_CHEAT
+bool gGravityCheat;
+#endif
+
CPhysical::CPhysical(void)
{
@@ -42,6 +52,7 @@ CPhysical::CPhysical(void)
m_aCollisionRecords[i] = nil;
m_bIsVehicleBeingShifted = false;
+ bJustCheckCollision = false;
m_nDamagePieceType = 0;
m_fDamageImpulse = 0.0f;
@@ -57,21 +68,22 @@ CPhysical::CPhysical(void)
bIsHeavy = false;
bAffectedByGravity = true;
bInfiniteMass = false;
+ m_phy_flagA08 = false;
bIsInWater = false;
bHitByTrain = false;
bSkipLineCol = false;
m_fDistanceTravelled = 0.0f;
- m_treadable[PATH_CAR] = nil;
- m_treadable[PATH_PED] = nil;
- m_phy_flagA10 = false;
m_phy_flagA20 = false;
#ifdef FIX_BUGS
m_nSurfaceTouched = SURFACE_DEFAULT;
#endif
m_nZoneLevel = LEVEL_GENERIC;
+
+ bIsFrozen = false;
+ bDontLoadCollision = false;
}
CPhysical::~CPhysical(void)
@@ -226,7 +238,8 @@ CPhysical::GetBoundRect(void)
void
CPhysical::AddToMovingList(void)
{
- m_movingListNode = CWorld::GetMovingEntityList().InsertItem(this);
+ if (!bIsStaticWaitingForCollision)
+ m_movingListNode = CWorld::GetMovingEntityList().InsertItem(this);
}
void
@@ -275,17 +288,6 @@ void
CPhysical::AddCollisionRecord_Treadable(CEntity *ent)
{
if(ent->IsBuilding() && ((CBuilding*)ent)->GetIsATreadable()){
- CTreadable *t = (CTreadable*)ent;
- if(t->m_nodeIndices[PATH_PED][0] >= 0 ||
- t->m_nodeIndices[PATH_PED][1] >= 0 ||
- t->m_nodeIndices[PATH_PED][2] >= 0 ||
- t->m_nodeIndices[PATH_PED][3] >= 0)
- m_treadable[PATH_PED] = t;
- if(t->m_nodeIndices[PATH_CAR][0] >= 0 ||
- t->m_nodeIndices[PATH_CAR][1] >= 0 ||
- t->m_nodeIndices[PATH_CAR][2] >= 0 ||
- t->m_nodeIndices[PATH_CAR][3] >= 0)
- m_treadable[PATH_CAR] = t;
}
}
@@ -418,18 +420,26 @@ CPhysical::GetSpeed(const CVector &r)
void
CPhysical::ApplyMoveSpeed(void)
{
- GetMatrix().Translate(m_vecMoveSpeed * CTimer::GetTimeStep());
+ if(bIsFrozen)
+ m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ else
+ GetMatrix().Translate(m_vecMoveSpeed * CTimer::GetTimeStep());
}
+
void
CPhysical::ApplyTurnSpeed(void)
{
- // Move the coordinate axes by their speed
- // Note that this denormalizes the matrix
- CVector turnvec = m_vecTurnSpeed*CTimer::GetTimeStep();
- GetRight() += CrossProduct(turnvec, GetRight());
- GetForward() += CrossProduct(turnvec, GetForward());
- GetUp() += CrossProduct(turnvec, GetUp());
+ if(bIsFrozen){
+ m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
+ }else{
+ // Move the coordinate axes by their speed
+ // Note that this denormalizes the matrix
+ CVector turnvec = m_vecTurnSpeed*CTimer::GetTimeStep();
+ GetRight() += CrossProduct(turnvec, GetRight());
+ GetForward() += CrossProduct(turnvec, GetForward());
+ GetUp() += CrossProduct(turnvec, GetUp());
+ }
}
void
@@ -473,6 +483,23 @@ CPhysical::ApplySpringCollision(float springConst, CVector &springDir, CVector &
return true;
}
+bool
+CPhysical::ApplySpringCollisionAlt(float springConst, CVector &springDir, CVector &point, float springRatio, float bias, CVector &forceDir)
+{
+ float compression = 1.0f - springRatio;
+ if(compression > 0.0f){
+ if(DotProduct(springDir, forceDir) > 0.0f)
+ forceDir *= -1.0f;
+ float step = Min(CTimer::GetTimeStep(), 3.0f);
+ float impulse = GRAVITY*m_fMass*step * springConst * compression * bias*2.0f;
+ if(bIsHeavy)
+ impulse *= 0.75f;
+ ApplyMoveForce(forceDir*impulse);
+ ApplyTurnForce(forceDir*impulse, point);
+ }
+ return true;
+}
+
// What exactly is speed?
bool
CPhysical::ApplySpringDampening(float damping, CVector &springDir, CVector &point, CVector &speed)
@@ -481,6 +508,8 @@ CPhysical::ApplySpringDampening(float damping, CVector &springDir, CVector &poin
float speedB = DotProduct(GetSpeed(point), springDir);
float step = Min(CTimer::GetTimeStep(), 3.0f);
float impulse = -damping * (speedA + speedB)/2.0f * m_fMass * step * 0.53f;
+ if(bIsHeavy)
+ impulse *= 2.0f;
// what is this?
float a = m_fTurnMass / ((point.MagnitudeSqr() + 1.0f) * 2.0f * m_fMass);
@@ -497,8 +526,29 @@ CPhysical::ApplySpringDampening(float damping, CVector &springDir, CVector &poin
void
CPhysical::ApplyGravity(void)
{
- if(bAffectedByGravity)
- m_vecMoveSpeed.z -= GRAVITY * CTimer::GetTimeStep();
+ if (!bAffectedByGravity)
+ return;
+#ifdef WALLCLIMB_CHEAT
+ if (gGravityCheat && this == FindPlayerVehicle()) {
+ static CVector v1(0.0f, 0.0f, 1.0f), v2(0.0f, 0.0f, 1.0f);
+ CVector prop = GetPosition() - (GetUp() + GetUp());
+ CColPoint point;
+ CEntity* entity;
+ if (CWorld::ProcessLineOfSight(GetPosition(), prop, point, entity, true, false, false, false, false, false))
+ v2 = point.normal;
+ else
+ v2 = CVector(0.0f, 0.0f, 1.0f);
+ float coef = clamp(CTimer::GetTimeStep() * 0.5f, 0.05f, 0.8f);
+ v1 = v1 * (1.0f - coef) + v2 * coef;
+ if (v1.MagnitudeSqr() < 0.1f)
+ v1 = CVector(0.0f, 0.0f, 1.0f);
+ else
+ v1.Normalise();
+ m_vecMoveSpeed -= GRAVITY * CTimer::GetTimeStep() * v1;
+ return;
+ }
+#endif
+ m_vecMoveSpeed.z -= GRAVITY * CTimer::GetTimeStep();
}
void
@@ -514,9 +564,11 @@ void
CPhysical::ApplyAirResistance(void)
{
if(m_fAirResistance > 0.1f){
- float f = Pow(m_fAirResistance, CTimer::GetTimeStep());
- m_vecMoveSpeed *= f;
- m_vecTurnSpeed *= f;
+ if(GetStatus() != STATUS_GHOST){
+ float f = Pow(m_fAirResistance, CTimer::GetTimeStep());
+ m_vecMoveSpeed *= f;
+ m_vecTurnSpeed *= f;
+ }
}else{
float f = Pow(1.0f/(m_fAirResistance*0.5f*m_vecMoveSpeed.MagnitudeSqr() + 1.0f), CTimer::GetTimeStep());
m_vecMoveSpeed *= f;
@@ -524,7 +576,6 @@ CPhysical::ApplyAirResistance(void)
}
}
-
bool
CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, float &impulseB)
{
@@ -532,6 +583,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
CPhysical *A = this;
CObject *Bobj = (CObject*)B;
+ bool foo = false; // TODO: what does this mean?
bool ispedcontactA = false;
bool ispedcontactB = false;
@@ -547,7 +599,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
if(A->bPedPhysics){
if(A->IsPed() && ((CPed*)A)->IsPlayer() && B->IsVehicle() &&
(B->GetStatus() == STATUS_ABANDONED || B->GetStatus() == STATUS_WRECKED || A->bHasHitWall))
- massFactorB = 2200.0f / B->m_fMass;
+ massFactorB = 1.0f/(Max(B->m_fMass - 2000.0f, 0.0f)/5000.0f + 1.0f);
else
massFactorB = 10.0f;
@@ -556,8 +608,13 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
}else
massFactorB = B->bIsHeavy ? 2.0f : 1.0f;
+ if(B->bInfiniteMass && !B->m_phy_flagA08){
+ ispedcontactB = false;
+ foo = true;
+ }
+
float speedA, speedB;
- if(B->GetIsStatic()){
+ if(B->GetIsStatic() && !foo){
if(A->bPedPhysics){
speedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
if(speedA < 0.0f){
@@ -567,8 +624,11 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
if(impulseA > Bobj->m_fUprootLimit){
if(IsGlass(B->GetModelIndex()))
CGlass::WindowRespondsToCollision(B, impulseA, A->m_vecMoveSpeed, colpoint.point, false);
- else if(!B->bInfiniteMass)
+ else if(!B->bInfiniteMass){
B->SetIsStatic(false);
+ CWorld::Players[CWorld::PlayerInFocus].m_nHavocLevel += 2;
+ CStats::PropertyDestroyed += CGeneral::GetRandomNumberInRange(30, 60);
+ }
}else{
if(IsGlass(B->GetModelIndex()))
CGlass::WindowRespondsToSoftCollision(B, impulseA);
@@ -620,6 +680,9 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
if(model == MI_FIRE_HYDRANT && !Bobj->bHasBeenDamaged){
CParticleObject::AddObject(POBJECT_FIRE_HYDRANT, B->GetPosition() - CVector(0.0f, 0.0f, 0.5f), true);
Bobj->bHasBeenDamaged = true;
+ }else if(model == MI_PARKINGMETER || model == MI_PARKINGMETER2){
+ CPickups::CreateSomeMoney(GetPosition(), CGeneral::GetRandomNumber()%100);
+ Bobj->bHasBeenDamaged = true;
}else if(B->IsObject() && !IsExplosiveThingModel(model))
Bobj->bHasBeenDamaged = true;
}else{
@@ -642,7 +705,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
if(B->GetIsStatic())
return false;
- if(!B->bInfiniteMass)
+ if(!B->bInfiniteMass && !B->m_phy_flagA08)
B->AddToMovingList();
}
@@ -652,19 +715,36 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
// negative if A is moving towards B
speedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
// positive if B is moving towards A
- // not interested in how much B moves into A apparently?
- // only interested in cases where A collided into B
- speedB = DotProduct(B->m_vecMoveSpeed, colpoint.normal);
- float speedSum = Max(0.0f, DotProduct(B->m_vecMoveSpeed, colpoint.normal));
- // A has moved into B
+ float speedB = DotProduct(B->m_vecMoveSpeed, colpoint.normal);
+
+ bool affectB = false;
+ float mA = A->m_fMass;;
+ float mB = B->m_fMass;;
+ float speedSum;
+ if(((CPed*)A)->GetPedState() == PED_FOLLOW_PATH){
+ affectB = true;
+ speedSum = (2.0f*mA*speedA + mB*speedB)/(2.0f*mA + mB);
+ }else{
+ speedSum = Max(speedB, 0.0f);
+ }
+
if(speedA < speedSum){
if(A->bHasHitWall)
eA = speedSum;
else
eA = speedSum - (speedA - speedSum) * (A->m_fElasticity+B->m_fElasticity)/2.0f;
- impulseA = (eA-speedA) * A->m_fMass * massFactorA;
+ impulseA = (eA-speedA) * mA;
if(!A->bInfiniteMass)
- A->ApplyMoveForce(colpoint.normal*(impulseA/massFactorA));
+ A->ApplyMoveForce(colpoint.normal*impulseA);
+ if(affectB && speedB < speedSum){
+ if(B->bHasHitWall)
+ eB = speedSum;
+ else
+ eB = speedSum - (speedB - speedSum) * (A->m_fElasticity+B->m_fElasticity)/2.0f;
+ impulseB = -(eB-speedB) * mB;
+ if(!B->bInfiniteMass)
+ B->ApplyMoveForce(colpoint.normal*-impulseB);
+ }
return true;
}
}else if(A->bPedPhysics){
@@ -674,7 +754,11 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
float mA = A->m_fMass*massFactorA;
float mB = B->GetMassTweak(pointposB, colpoint.normal, massFactorB);
- float speedSum = (mB*speedB + mA*speedA)/(mA + mB);
+ float speedSum;
+ if(foo)
+ speedSum = speedB;
+ else
+ speedSum = (mB*speedB + mA*speedA)/(mA + mB);
if(speedA < speedSum){
if(A->bHasHitWall)
eA = speedSum;
@@ -805,13 +889,52 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
}
bool
+CPhysical::ApplyCollision(CColPoint &colpoint, float &impulse)
+{
+ float speed;
+ if(bPedPhysics){
+ speed = DotProduct(m_vecMoveSpeed, colpoint.normal);
+ if(speed < 0.0f){
+ impulse = -speed * m_fMass;
+ ApplyMoveForce(colpoint.normal*impulse);
+ return true;
+ }
+ }else{
+ CVector pointpos = colpoint.point - GetPosition();
+ speed = DotProduct(GetSpeed(pointpos), colpoint.normal);
+
+ if(speed < 0.0f){
+ float mass = GetMass(pointpos, colpoint.normal);
+ impulse = -(m_fElasticity + 1.0f) * speed * mass;
+ CVector f = colpoint.normal*impulse;
+ if(IsVehicle()){
+ f.x *= 1.4f;
+ f.y *= 1.4f;
+ if(colpoint.normal.z < 0.7f)
+ f.z *= 0.3f;
+ }
+ if(!bInfiniteMass){
+ ApplyMoveForce(f);
+ if(!IsVehicle() || !CWorld::bNoMoreCollisionTorque)
+ ApplyTurnForce(f, pointpos);
+ }
+ return true;
+ }
+ }
+
+ return false;
+}
+
+bool
CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CVector &moveSpeed, CVector &turnSpeed)
{
float normalSpeed;
- float e;
CVector speed;
CVector vImpulse;
+ if(GetModelIndex() == MI_BEACHBALL && B != (CEntity*)FindPlayerPed())
+ ((CObject*)this)->m_nBeachballBounces = 0;
+
if(bPedPhysics){
normalSpeed = DotProduct(m_vecMoveSpeed, colpoint.normal);
if(normalSpeed < 0.0f){
@@ -824,28 +947,61 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV
speed = GetSpeed(pointpos);
normalSpeed = DotProduct(speed, colpoint.normal);
if(normalSpeed < 0.0f){
- float minspeed = 1.3f*GRAVITY * CTimer::GetTimeStep();
-#if GTA_VERSION >= GTA3_PC_11
- if ((IsObject() || IsVehicle() && (GetUp().z < -0.3f || ((CVehicle*)this)->IsBike() && (GetStatus() == STATUS_ABANDONED || GetStatus() == STATUS_WRECKED))) &&
-#else
- if((IsObject() || IsVehicle() && GetUp().z < -0.3f) &&
-#endif
- !bHasContacted &&
+ int16 elasticityType = 0;
+ float mass = GetMass(pointpos, colpoint.normal);
+ float minspeed = GRAVITY * CTimer::GetTimeStep();
+
+ if(IsObject())
+ elasticityType = 1;
+ else if(IsVehicle() && !bIsInWater){
+ if(((CVehicle*)this)->IsBike() && (GetStatus() == STATUS_ABANDONED || GetStatus() == STATUS_WRECKED)){
+ minspeed *= 1.3f;
+ elasticityType = 3;
+ }else if(((CVehicle*)this)->IsBoat()){
+ minspeed *= 1.2f;
+ elasticityType = 4;
+ }else if(GetUp().z < -0.3f){
+ minspeed *= 1.1f;
+ elasticityType = 2;
+ }
+ }
+
+ if(elasticityType == 1 && !bHasContacted &&
+ Abs(m_vecMoveSpeed.x) < minspeed &&
+ Abs(m_vecMoveSpeed.y) < minspeed &&
+ Abs(m_vecMoveSpeed.z) < minspeed*2.0f)
+ impulse = -0.98f * normalSpeed * mass;
+ if(elasticityType == 3 &&
+ Abs(m_vecMoveSpeed.x) < minspeed &&
+ Abs(m_vecMoveSpeed.y) < minspeed &&
+ Abs(m_vecMoveSpeed.z) < minspeed*2.0f)
+ impulse = -0.8f * normalSpeed * mass;
+ else if(elasticityType == 2 &&
Abs(m_vecMoveSpeed.x) < minspeed &&
Abs(m_vecMoveSpeed.y) < minspeed &&
Abs(m_vecMoveSpeed.z) < minspeed*2.0f)
- e = -1.0f;
+ impulse = -0.92f * normalSpeed * mass;
+ else if(elasticityType == 4 &&
+ Abs(m_vecMoveSpeed.x) < minspeed &&
+ Abs(m_vecMoveSpeed.y) < minspeed &&
+ Abs(m_vecMoveSpeed.z) < minspeed*2.0f)
+ impulse = -0.8f * normalSpeed * mass;
+ else if(IsVehicle() && ((CVehicle*)this)->IsBoat() &&
+ colpoint.surfaceB == SURFACE_WOOD_SOLID && colpoint.normal.z < 0.5f)
+ impulse = -(2.0f * m_fElasticity + 1.0f) * normalSpeed * mass;
else
- e = -(m_fElasticity + 1.0f);
- impulse = normalSpeed * e * GetMass(pointpos, colpoint.normal);
+ impulse = -(m_fElasticity + 1.0f) * normalSpeed * mass;
// ApplyMoveForce
vImpulse = colpoint.normal*impulse;
- if(IsVehicle() &&
- (!bHasHitWall ||
- !(m_vecMoveSpeed.MagnitudeSqr() > 0.1 || !(B->IsBuilding() || ((CPhysical*)B)->bInfiniteMass))))
- moveSpeed += vImpulse * 1.2f * (1.0f/m_fMass);
- else
+ if(IsVehicle()){
+ if(!bHasHitWall ||
+ !(m_vecMoveSpeed.MagnitudeSqr() > 0.1 || !(B->IsBuilding() || ((CPhysical*)B)->bInfiniteMass)))
+ moveSpeed += vImpulse * 1.2f * (1.0f/m_fMass);
+ else
+ moveSpeed += vImpulse * (1.0f/m_fMass);
+ vImpulse *= 0.8f;
+ }else
moveSpeed += vImpulse * (1.0f/m_fMass);
// ApplyTurnForce
@@ -1087,13 +1243,13 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
if(B->IsBuilding())
skipShift = false;
- else if(IsStreetLight(A->GetModelIndex()) &&
+ else if(IsLightWithoutShift(A->GetModelIndex()) &&
(B->IsVehicle() || B->IsPed()) &&
A->GetUp().z < 0.66f)
skipShift = true;
else if((A->IsVehicle() || A->IsPed()) &&
B->GetUp().z < 0.66f &&
- IsStreetLight(B->GetModelIndex()))
+ IsLightWithoutShift(B->GetModelIndex()))
skipShift = true;
else if(A->IsObject() && B->IsVehicle()){
CObject *Aobj = (CObject*)A;
@@ -1213,6 +1369,9 @@ CPhysical::ProcessCollisionSectorList_SimpleCar(CPtrList *lists)
A = (CPhysical*)this;
+ if(!A->bUsesCollision)
+ return false;
+
radius = A->GetBoundRadius();
A->GetBoundCentre(center);
@@ -1231,6 +1390,7 @@ CPhysical::ProcessCollisionSectorList_SimpleCar(CPtrList *lists)
for(listnode = list->first; listnode; listnode = listnode->next){
B = (CPhysical*)listnode->item;
if(B != A &&
+ !(B->IsObject() && ((CObject*)B)->bIsStreetLight && B->GetUp().z < 0.66f) &&
B->m_scanCode != CWorld::GetCurrentScanCode() &&
B->bUsesCollision &&
B->GetIsTouching(center, radius)){
@@ -1374,6 +1534,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
int numResponses;
int i, j;
bool skipCollision, altcollision;
+ bool ret = false;
float impulseA = -1.0f;
float impulseB = -1.0f;
@@ -1394,9 +1555,9 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
Bped = (CPed*)B;
bool isTouching = true;
- if(B == A ||
+ if(!B->bUsesCollision ||
B->m_scanCode == CWorld::GetCurrentScanCode() ||
- !B->bUsesCollision ||
+ B == A ||
!(isTouching = B->GetIsTouching(center, radius))){
if(!isTouching){
if(A->IsObject() && Aobj->m_pCollidingEntity == B)
@@ -1417,27 +1578,27 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
if(B->IsBuilding())
skipCollision = false;
- else if(IsStreetLight(A->GetModelIndex()) &&
+ else if(A->IsObject() && Aobj->bIsStreetLight &&
(B->IsVehicle() || B->IsPed()) &&
A->GetUp().z < 0.66f){
skipCollision = true;
A->bSkipLineCol = true;
Aobj->m_pCollidingEntity = B;
- }else if((A->IsVehicle() || A->IsPed()) &&
- B->GetUp().z < 0.66f &&
- IsStreetLight(B->GetModelIndex())){
+ }else if(B->IsObject() && Bobj->bIsStreetLight &&
+ (A->IsVehicle() || A->IsPed()) &&
+ B->GetUp().z < 0.66f){
skipCollision = true;
A->bSkipLineCol = true;
Bobj->m_pCollidingEntity = A;
}else if(A->IsObject() && B->IsVehicle()){
- if(A->GetModelIndex() == MI_CAR_BUMPER || A->GetModelIndex() == MI_FILES)
+ if(A->GetModelIndex() == MI_CAR_BUMPER)
skipCollision = true;
else if(Aobj->ObjectCreatedBy == TEMP_OBJECT ||
Aobj->bHasBeenDamaged ||
!Aobj->GetIsStatic()){
if(Aobj->m_pCollidingEntity == B)
skipCollision = true;
- else{
+ else if(Aobj->m_nCollisionDamageEffect < DAMAGE_EFFECT_SMASH_COMPLETELY){
CMatrix inv;
CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize();
size = A->GetMatrix() * size;
@@ -1449,14 +1610,14 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
}
}
}else if(B->IsObject() && A->IsVehicle()){
- if(B->GetModelIndex() == MI_CAR_BUMPER || B->GetModelIndex() == MI_FILES)
+ if(B->GetModelIndex() == MI_CAR_BUMPER)
skipCollision = true;
else if(Bobj->ObjectCreatedBy == TEMP_OBJECT ||
Bobj->bHasBeenDamaged ||
!Bobj->GetIsStatic()){
if(Bobj->m_pCollidingEntity == A)
skipCollision = true;
- else{
+ else if(Bobj->m_nCollisionDamageEffect < DAMAGE_EFFECT_SMASH_COMPLETELY){
CMatrix inv;
CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize();
size = B->GetMatrix() * size;
@@ -1466,14 +1627,16 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
}
}
}
- }else if(IsBodyPart(A->GetModelIndex()) && B->IsPed()){
+ }else if(A->GetModelIndex() == MI_GRENADE && B->IsPed() &&
+ A->GetPosition().z < B->GetPosition().z){
skipCollision = true;
- }else if(A->IsPed() && IsBodyPart(B->GetModelIndex())){
+ }else if(B->GetModelIndex() == MI_GRENADE && A->IsPed() &&
+ B->GetPosition().z < A->GetPosition().z){
skipCollision = true;
A->bSkipLineCol = true;
}else if(A->IsPed() && Aped->m_pCollidingEntity == B){
skipCollision = true;
- if(!Aped->bKnockedUpIntoAir)
+ if(!Aped->bKnockedUpIntoAir || Aped->bKnockedOffBike)
A->bSkipLineCol = true;
}else if(B->IsPed() && Bped->m_pCollidingEntity == A){
skipCollision = true;
@@ -1488,7 +1651,11 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
if(!A->bUsesCollision || skipCollision){
B->m_scanCode = CWorld::GetCurrentScanCode();
- A->ProcessEntityCollision(B, aColPoints);
+ numCollisions = A->ProcessEntityCollision(B, aColPoints);
+ if(A->bJustCheckCollision && numCollisions > 0)
+ return true;
+ if(numCollisions == 0 && A == (CEntity*)FindPlayerPed() && Aped->m_pCollidingEntity == B)
+ Aped->m_pCollidingEntity = nil;
}else if(B->IsBuilding() || B->bIsStuck || B->bInfiniteMass || altcollision){
// This is the case where B doesn't move
@@ -1500,6 +1667,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
CVector moveSpeed = { 0.0f, 0.0f, 0.0f };
CVector turnSpeed = { 0.0f, 0.0f, 0.0f };
+ float maxImpulseA = 0.0f;
numResponses = 0;
if(A->bHasContacted){
for(i = 0; i < numCollisions; i++){
@@ -1507,20 +1675,35 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
continue;
numResponses++;
+ if(impulseA > maxImpulseA) maxImpulseA = impulseA;
- if(impulseA > A->m_fDamageImpulse)
- A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
+ if(A->IsVehicle()){
+ if(!(((CVehicle*)A)->IsBoat() && aColPoints[i].surfaceB == SURFACE_WOOD_SOLID) &&
+ impulseA > A->m_fDamageImpulse)
+ A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
- float imp = impulseA;
- if(A->IsVehicle() && A->GetUp().z < -0.6f &&
- Abs(A->m_vecMoveSpeed.x) < 0.05f &&
- Abs(A->m_vecMoveSpeed.y) < 0.05f)
- imp *= 0.1f;
+ if(CSurfaceTable::GetAdhesionGroup(aColPoints[i].surfaceB) == ADHESIVE_SAND)
+ aColPoints[i].surfaceB = SURFACE_SAND;
- float turnSpeedDiff = A->m_vecTurnSpeed.MagnitudeSqr();
- float moveSpeedDiff = A->m_vecMoveSpeed.MagnitudeSqr();
+ float turnSpeedDiff = A->m_vecTurnSpeed.MagnitudeSqr();
+ float moveSpeedDiff = A->m_vecMoveSpeed.MagnitudeSqr();
- DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, imp, Max(turnSpeedDiff, moveSpeedDiff));
+ if(A->GetUp().z < -0.6f &&
+ Abs(A->m_vecMoveSpeed.x) < 0.05f &&
+ Abs(A->m_vecMoveSpeed.y) < 0.05f)
+ DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, 0.1f*impulseA, Max(turnSpeedDiff, moveSpeedDiff));
+ else
+ DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff));
+
+ }else{
+ if(impulseA > A->m_fDamageImpulse)
+ A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
+
+ float turnSpeedDiff = A->m_vecTurnSpeed.MagnitudeSqr();
+ float moveSpeedDiff = A->m_vecMoveSpeed.MagnitudeSqr();
+
+ DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff));
+ }
}
}else{
for(i = 0; i < numCollisions; i++){
@@ -1528,38 +1711,52 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
continue;
numResponses++;
+ if(impulseA > maxImpulseA) maxImpulseA = impulseA;
+ float adhesion = CSurfaceTable::GetAdhesiveLimit(aColPoints[i]) / numCollisions;
- if(impulseA > A->m_fDamageImpulse)
- A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
-
- float imp = impulseA;
- if(A->IsVehicle() && A->GetUp().z < -0.6f &&
- Abs(A->m_vecMoveSpeed.x) < 0.05f &&
- Abs(A->m_vecMoveSpeed.y) < 0.05f)
- imp *= 0.1f;
-
- float turnSpeedDiff = A->m_vecTurnSpeed.MagnitudeSqr();
- float moveSpeedDiff = A->m_vecMoveSpeed.MagnitudeSqr();
+ if(A->IsVehicle()){
+ if(((CVehicle*)A)->IsBoat() && aColPoints[i].surfaceB == SURFACE_WOOD_SOLID)
+ adhesion = 0.0f;
+ else if(impulseA > A->m_fDamageImpulse)
+ A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
- DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, imp, Max(turnSpeedDiff, moveSpeedDiff));
+ if(CSurfaceTable::GetAdhesionGroup(aColPoints[i].surfaceB) == ADHESIVE_SAND)
+ aColPoints[i].surfaceB = SURFACE_SAND;
- float adhesion = CSurfaceTable::GetAdhesiveLimit(aColPoints[i]) / numCollisions;
+ float turnSpeedDiff = A->m_vecTurnSpeed.MagnitudeSqr();
+ float moveSpeedDiff = A->m_vecMoveSpeed.MagnitudeSqr();
- if(A->GetModelIndex() == MI_RCBANDIT)
- adhesion *= 0.2f;
- else if(IsBoatModel(A->GetModelIndex())){
- if(aColPoints[i].normal.z > 0.6f){
- if(CSurfaceTable::GetAdhesionGroup(aColPoints[i].surfaceB) == ADHESIVE_LOOSE)
- adhesion *= 3.0f;
- }else
- adhesion = 0.0f;
- }else if(A->IsVehicle()){
- if(A->GetStatus() == STATUS_WRECKED)
+ if(A->GetUp().z < -0.6f &&
+ Abs(A->m_vecMoveSpeed.x) < 0.05f &&
+ Abs(A->m_vecMoveSpeed.y) < 0.05f)
+ DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, 0.1f*impulseA, Max(turnSpeedDiff, moveSpeedDiff));
+ else
+ DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff));
+
+
+ if(A->GetModelIndex() == MI_RCBANDIT)
+ adhesion *= 0.2f;
+ else if(((CVehicle*)A)->IsBoat()){
+ if(aColPoints[i].normal.z > 0.6f){
+ if(CSurfaceTable::GetAdhesionGroup(aColPoints[i].surfaceB) == ADHESIVE_LOOSE ||
+ CSurfaceTable::GetAdhesionGroup(aColPoints[i].surfaceB) == ADHESIVE_SAND)
+ adhesion *= 3.0f;
+ }else
+ adhesion = 0.0f;
+ }else if(A->GetStatus() == STATUS_WRECKED)
adhesion *= 3.0f;
else if(A->GetUp().z > 0.3f)
adhesion = 0.0f;
else
adhesion *= Min(5.0f, 0.03f*impulseA + 1.0f);
+ }else{
+ if(impulseA > A->m_fDamageImpulse)
+ A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
+
+ float turnSpeedDiff = A->m_vecTurnSpeed.MagnitudeSqr();
+ float moveSpeedDiff = A->m_vecMoveSpeed.MagnitudeSqr();
+
+ DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff));
}
if(A->ApplyFriction(adhesion, aColPoints[i]))
@@ -1578,7 +1775,13 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
A->m_vecMoveFriction.y += moveSpeed.y * -0.3f / numCollisions;
A->m_vecTurnFriction += turnSpeed * -0.3f / numCollisions;
}
- return true;
+
+ if(B->IsObject() && Bobj->m_nCollisionDamageEffect && maxImpulseA > 20.0f)
+ Bobj->ObjectDamage(maxImpulseA);
+
+ if(!CWorld::bSecondShift)
+ return true;
+ ret = true;
}
}else{
@@ -1718,9 +1921,25 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
// BUG? not impulseA?
if(Bobj->m_nCollisionDamageEffect && maxImpulseB > 20.0f)
Bobj->ObjectDamage(maxImpulseB);
+ else if(Bobj->m_nCollisionDamageEffect >= DAMAGE_EFFECT_SMASH_COMPLETELY){
+ CMatrix inv;
+ CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize();
+ size = B->GetMatrix() * size;
+ if(size.z < B->GetPosition().z ||
+ (Invert(A->GetMatrix(), inv) * size).z < 0.0f)
+ Bobj->ObjectDamage(50.0f);
+ }
}else if(A->IsObject() && A->bUsesCollision && B->IsVehicle()){
if(Aobj->m_nCollisionDamageEffect && maxImpulseB > 20.0f)
Aobj->ObjectDamage(maxImpulseB);
+ else if(Aobj->m_nCollisionDamageEffect >= DAMAGE_EFFECT_SMASH_COMPLETELY){
+ CMatrix inv;
+ CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize();
+ size = A->GetMatrix() * size;
+ if(size.z < A->GetPosition().z ||
+ (Invert(B->GetMatrix(), inv) * size).z < 0.0f)
+ Aobj->ObjectDamage(50.0f);
+ }
}
if(B->GetStatus() == STATUS_SIMPLE){
@@ -1729,13 +1948,15 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)B);
}
- return true;
+ if(!CWorld::bSecondShift)
+ return true;
+ ret = true;
}
}
}
- return false;
+ return ret;
}
bool
@@ -1764,6 +1985,8 @@ CPhysical::CheckCollision_SimpleCar(void)
return false;
}
+float PHYSICAL_SHIFT_SPEED_DAMP = 0.707f;
+
void
CPhysical::ProcessShift(void)
{
@@ -1773,6 +1996,13 @@ CPhysical::ProcessShift(void)
bIsInSafePosition = true;
RemoveAndAdd();
}else{
+ CPhysical *surf;
+ if(bHasHitWall && IsPed() && (surf = ((CPed*)this)->m_pCurrentPhysSurface, surf == nil || !surf->bInfiniteMass || surf->m_phy_flagA08) ||
+ CWorld::bSecondShift){
+ m_vecMoveSpeed *= Pow(PHYSICAL_SHIFT_SPEED_DAMP, CTimer::GetTimeStep());
+ m_vecTurnSpeed *= Pow(PHYSICAL_SHIFT_SPEED_DAMP, CTimer::GetTimeStep());
+ }
+
CMatrix matrix(GetMatrix());
ApplyMoveSpeed();
ApplyTurnSpeed();
@@ -1790,11 +2020,19 @@ CPhysical::ProcessShift(void)
m_bIsVehicleBeingShifted = false;
if(hasshifted){
CWorld::AdvanceCurrentScanCode();
+ bool hadCollision = false;
for(node = m_entryInfoList.first; node; node = node->next)
if(ProcessCollisionSectorList(node->sector->m_lists)){
- GetMatrix() = matrix;
- return;
+ if(!CWorld::bSecondShift){
+ GetMatrix() = matrix;
+ return;
+ }
+ hadCollision = true;
}
+ if(hadCollision){
+ GetMatrix() = matrix;
+ return;
+ }
}
bIsStuck = false;
bIsInSafePosition = true;
@@ -1806,6 +2044,9 @@ CPhysical::ProcessShift(void)
// x is the number of units (m) we would like to step
#define NUMSTEPS(x) ceil(Sqrt(distSq) * (1.0f/(x)))
+float HIGHSPEED_ELASTICITY_MULT_PED = 2.0f;
+float HIGHSPEED_ELASTICITY_MULT_COPCAR = 2.0f;
+
void
CPhysical::ProcessCollision(void)
{
@@ -1837,31 +2078,78 @@ CPhysical::ProcessCollision(void)
// Save current state
CMatrix savedMatrix(GetMatrix());
+ float savedElasticity = m_fElasticity;
+ CVector savedMoveSpeed = m_vecMoveSpeed;
float savedTimeStep = CTimer::GetTimeStep();
int8 n = 1; // The number of steps we divide the time step into
float step = 0.0f; // divided time step
float distSq = m_vecMoveSpeed.MagnitudeSqr() * sq(CTimer::GetTimeStep());
- if(IsPed() && (distSq >= sq(0.2f) || ped->IsPlayer())){
- if(ped->IsPlayer())
- n = Max(NUMSTEPS(0.2f), 2.0f);
- else
- n = NUMSTEPS(0.3f);
+ if(IsPed() && (distSq >= sq(0.3f) || ped->IsPlayer())){
+ if(ped->IsPlayer()){
+ if(ped->m_pCurrentPhysSurface)
+ n = Max(NUMSTEPS(0.15f), 4.0f);
+ else
+ n = Max(NUMSTEPS(0.3f), 2.0f);
+ }else
+ n = NUMSTEPS(0.45f);
step = savedTimeStep / n;
+ if(!ped->IsPlayer())
+ ped->m_fElasticity *= HIGHSPEED_ELASTICITY_MULT_PED;
}else if(IsVehicle() && distSq >= sq(0.4f)){
if(GetStatus() == STATUS_PLAYER)
n = NUMSTEPS(0.2f);
else
n = distSq > 0.32f ? NUMSTEPS(0.3f) : NUMSTEPS(0.4f);
step = savedTimeStep / n;
- }else if(IsObject()){
+
+ CVector bbox = GetColModel()->boundingBox.GetSize();
+ float relDistX = Abs(DotProduct(m_vecMoveSpeed, GetRight())) * CTimer::GetTimeStep() / bbox.x;
+ float relDistY = Abs(DotProduct(m_vecMoveSpeed, GetForward())) * CTimer::GetTimeStep() / bbox.y;
+ float relDistZ = Abs(DotProduct(m_vecMoveSpeed, GetUp())) * CTimer::GetTimeStep() / bbox.z;
+ if(Max(relDistX, Max(relDistY, relDistZ)) < 1.0f){
+ // check if we can get away with simplified processing
+
+ ApplyMoveSpeed();
+ ApplyTurnSpeed();
+ GetMatrix().Reorthogonalise();
+ bSkipLineCol = false;
+ m_bIsVehicleBeingShifted = false;
+
+ bJustCheckCollision = true;
+ bUsesCollision = false;
+ if(!CheckCollision()){
+ bJustCheckCollision = false;
+ bUsesCollision = true;
+ if(IsVehicle())
+ ((CVehicle*)this)->bVehicleColProcessed = true;
+
+ bHitByTrain = false;
+ m_fDistanceTravelled = (GetPosition() - savedMatrix.GetPosition()).Magnitude();
+ bSkipLineCol = false;
+
+ bIsStuck = false;
+ bIsInSafePosition = true;
+ m_fElasticity = savedElasticity;
+ RemoveAndAdd();
+ return;
+ }
+ bJustCheckCollision = false;
+ bUsesCollision = true;
+ GetMatrix() = savedMatrix;
+ m_vecMoveSpeed = savedMoveSpeed;
+ if(IsVehicle() && ((CVehicle*)this)->bIsLawEnforcer)
+ m_fElasticity *= HIGHSPEED_ELASTICITY_MULT_COPCAR;
+ }
+ }else if(IsObject() && ((CObject*)this)->ObjectCreatedBy != TEMP_OBJECT){
int responsecase = ((CObject*)this)->m_nSpecialCollisionResponseCases;
if(responsecase == COLLRESPONSE_LAMPOST){
CVector speedUp = { 0.0f, 0.0f, 0.0f };
CVector speedDown = { 0.0f, 0.0f, 0.0f };
- speedUp.z = GetBoundRadius();
- speedDown.z = -speedUp.z;
+ CColModel *colModel = GetColModel();
+ speedUp.z = colModel->boundingBox.max.z;
+ speedDown.z = colModel->boundingBox.min.z;
speedUp = Multiply3x3(GetMatrix(), speedUp);
speedDown = Multiply3x3(GetMatrix(), speedDown);
speedUp = GetSpeed(speedUp);
@@ -1901,6 +2189,7 @@ CPhysical::ProcessCollision(void)
savedMatrix.GetPosition().z = GetPosition().z;
GetMatrix() = savedMatrix;
CTimer::SetTimeStep(savedTimeStep);
+ m_fElasticity = savedElasticity;
return;
}
if(IsPed() && m_vecMoveSpeed.z == 0.0f &&
@@ -1918,7 +2207,7 @@ CPhysical::ProcessCollision(void)
car->m_aSuspensionSpringRatio[2] = 1.0f;
car->m_aSuspensionSpringRatio[3] = 1.0f;
}else if(veh->m_vehType == VEHICLE_TYPE_BIKE){
- CBike* bike = (CBike*)this;
+ CBike *bike = (CBike*)this;
bike->m_aSuspensionSpringRatio[0] = 1.0f;
bike->m_aSuspensionSpringRatio[1] = 1.0f;
bike->m_aSuspensionSpringRatio[2] = 1.0f;
@@ -1934,15 +2223,15 @@ CPhysical::ProcessCollision(void)
bSkipLineCol = false;
if(!m_vecMoveSpeed.IsZero() ||
!m_vecTurnSpeed.IsZero() ||
-#ifdef GTA_TRAIN
bHitByTrain ||
-#endif
GetStatus() == STATUS_PLAYER ||
+ IsVehicle() && ((CVehicle*)this)->bRestingOnPhysical ||
IsPed() && ped->IsPlayer()){
if(IsVehicle())
((CVehicle*)this)->bVehicleColProcessed = true;
if(CheckCollision()){
GetMatrix() = savedMatrix;
+ m_fElasticity = savedElasticity;
return;
}
}
@@ -1952,5 +2241,6 @@ CPhysical::ProcessCollision(void)
bIsStuck = false;
bIsInSafePosition = true;
+ m_fElasticity = savedElasticity;
RemoveAndAdd();
}
diff --git a/src/entities/Physical.h b/src/entities/Physical.h
index f8921a5c..926b9762 100644
--- a/src/entities/Physical.h
+++ b/src/entities/Physical.h
@@ -19,7 +19,6 @@ public:
int32 m_audioEntityId;
float m_phys_unused1;
- CTreadable *m_treadable[2]; // car and ped
uint32 m_nLastTimeCollided;
CVector m_vecMoveSpeed; // velocity
CVector m_vecTurnSpeed; // angular velocity
@@ -40,7 +39,6 @@ public:
int8 m_phys_unused2;
uint8 m_nStaticFrames;
uint8 m_nCollisionRecords;
- bool m_bIsVehicleBeingShifted;
CEntity *m_aCollisionRecords[PHYSICAL_MAX_COLLISIONRECORDS];
float m_fDistanceTravelled;
@@ -54,12 +52,17 @@ public:
uint8 bIsHeavy : 1;
uint8 bAffectedByGravity : 1;
uint8 bInfiniteMass : 1;
+ uint8 m_phy_flagA08 : 1;
uint8 bIsInWater : 1;
- uint8 m_phy_flagA10 : 1; // unused
uint8 m_phy_flagA20 : 1; // unused
uint8 bHitByTrain : 1;
uint8 bSkipLineCol : 1;
+ uint8 bIsFrozen : 1;
+ uint8 bDontLoadCollision : 1;
+ uint8 m_bIsVehicleBeingShifted : 1; // wrong name - also used on but never set for peds
+ uint8 bJustCheckCollision : 1; // just see if there is a collision
+
uint8 m_nSurfaceTouched;
int8 m_nZoneLevel;
@@ -116,6 +119,17 @@ public:
void SetMoveSpeed(const CVector& speed) {
m_vecMoveSpeed = speed;
}
+ void AddToMoveSpeed(float x, float y, float z) {
+ m_vecMoveSpeed.x += x;
+ m_vecMoveSpeed.y += y;
+ m_vecMoveSpeed.z += z;
+ }
+ void AddToMoveSpeed(const CVector& addition) {
+ m_vecMoveSpeed += addition;
+ }
+ void AddToMoveSpeed(const CVector2D& addition) {
+ m_vecMoveSpeed += CVector(addition.x, addition.y, 0.0f);
+ }
const CVector &GetTurnSpeed() { return m_vecTurnSpeed; }
void SetTurnSpeed(float x, float y, float z) {
m_vecTurnSpeed.x = x;
@@ -144,11 +158,13 @@ public:
void ApplyFrictionTurnForce(const CVector &j, const CVector &p) { ApplyFrictionTurnForce(j.x, j.y, j.z, p.x, p.y, p.z); }
// springRatio: 1.0 fully extended, 0.0 fully compressed
bool ApplySpringCollision(float springConst, CVector &springDir, CVector &point, float springRatio, float bias);
+ bool ApplySpringCollisionAlt(float springConst, CVector &springDir, CVector &point, float springRatio, float bias, CVector &forceDir);
bool ApplySpringDampening(float damping, CVector &springDir, CVector &point, CVector &speed);
void ApplyGravity(void);
void ApplyFriction(void);
void ApplyAirResistance(void);
bool ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, float &impulseB);
+ bool ApplyCollision(CColPoint &colpoint, float &impulse);
bool ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CVector &moveSpeed, CVector &turnSpeed);
bool ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint);
bool ApplyFriction(float adhesiveLimit, CColPoint &colpoint);
@@ -159,5 +175,3 @@ public:
bool CheckCollision(void);
bool CheckCollision_SimpleCar(void);
};
-
-VALIDATE_SIZE(CPhysical, 0x128);