diff options
Diffstat (limited to 'src/entities')
-rw-r--r-- | src/entities/Entity.cpp | 12 | ||||
-rw-r--r-- | src/entities/Physical.cpp | 112 | ||||
-rw-r--r-- | src/entities/Physical.h | 7 |
3 files changed, 71 insertions, 60 deletions
diff --git a/src/entities/Entity.cpp b/src/entities/Entity.cpp index ec50dd30..31da489f 100644 --- a/src/entities/Entity.cpp +++ b/src/entities/Entity.cpp @@ -683,7 +683,7 @@ CEntity::ProcessLightsForEntity(void) lightOn = true; break; case LIGHT_FLICKER_NIGHT: - if(CClock::GetHours() > 18 || CClock::GetHours() < 7){ + if(CClock::GetHours() > 18 || CClock::GetHours() < 7 || CWeather::WetRoads > 0.5f){ if((CTimer::GetTimeInMilliseconds() ^ m_randomSeed) & 0x60) lightOn = true; else @@ -803,12 +803,12 @@ CEntity::ProcessLightsForEntity(void) } // Light shadow - if(effect->light.shadowRange != 0.0f){ + if(effect->light.shadowSize != 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, + effect->light.shadowSize, 0.0f, + 0.0f, -effect->light.shadowSize, 128, effect->col.r*CTimeCycle::GetSpriteBrightness()*effect->light.shadowIntensity/255.0f, effect->col.g*CTimeCycle::GetSpriteBrightness()*effect->light.shadowIntensity/255.0f, @@ -817,8 +817,8 @@ CEntity::ProcessLightsForEntity(void) }else if(lightFlickering){ CShadows::StoreStaticShadow((uintptr)this + i, SHADOWTYPE_ADDITIVE, effect->light.shadow, &pos, - effect->light.shadowRange, 0.0f, - 0.0f, -effect->light.shadowRange, + effect->light.shadowSize, 0.0f, + 0.0f, -effect->light.shadowSize, 0, 0.0f, 0.0f, 0.0f, 15.0f, 1.0f, 40.0f, false, 0.0f); } diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp index 64358cbf..e89b4858 100644 --- a/src/entities/Physical.cpp +++ b/src/entities/Physical.cpp @@ -21,6 +21,10 @@ CPhysical::CPhysical(void) { int i; +#ifdef FIX_BUGS + m_nLastTimeCollided = 0; +#endif + m_fForceMultiplier = 1.0f; m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); @@ -45,9 +49,9 @@ CPhysical::CPhysical(void) bUsesCollision = true; m_audioEntityId = -5; - unk1 = 100.0f; + m_phys_unused1 = 100.0f; m_vecCentreOfMass = CVector(0.0f, 0.0f, 0.0f); - field_EC = 0; + m_phys_unused2 = 0; bIsHeavy = false; bAffectedByGravity = true; @@ -63,6 +67,9 @@ CPhysical::CPhysical(void) m_phy_flagA10 = false; m_phy_flagA20 = false; +#ifdef FIX_BUGS + m_nSurfaceTouched = SURFACE_DEFAULT; +#endif m_nZoneLevel = LEVEL_NONE; } @@ -527,26 +534,26 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl bool ispedcontactA = false; bool ispedcontactB = false; - float timestepA; + float massFactorA; if(B->bPedPhysics){ - timestepA = 10.0f; + massFactorA = 10.0f; if(B->IsPed() && ((CPed*)B)->m_pCurrentPhysSurface == A) ispedcontactA = true; }else - timestepA = A->bIsHeavy ? 2.0f : 1.0f; + massFactorA = A->bIsHeavy ? 2.0f : 1.0f; - float timestepB; + float massFactorB; if(A->bPedPhysics){ if(A->IsPed() && ((CPed*)A)->IsPlayer() && B->IsVehicle() && (B->GetStatus() == STATUS_ABANDONED || B->GetStatus() == STATUS_WRECKED || A->bHasHitWall)) - timestepB = 2200.0f / B->m_fMass; + massFactorB = 2200.0f / B->m_fMass; else - timestepB = 10.0f; + massFactorB = 10.0f; if(A->IsPed() && ((CPed*)A)->m_pCurrentPhysSurface == B) ispedcontactB = true; }else - timestepB = B->bIsHeavy ? 2.0f : 1.0f; + massFactorB = B->bIsHeavy ? 2.0f : 1.0f; float speedA, speedB; if(B->IsStatic()){ @@ -646,14 +653,17 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl // 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 = Max(0.0f, DotProduct(B->m_vecMoveSpeed, colpoint.normal)); + speedB = DotProduct(B->m_vecMoveSpeed, colpoint.normal); + float speedSum = Max(0.0f, DotProduct(B->m_vecMoveSpeed, colpoint.normal)); // A has moved into B - if(speedA < speedB){ - if(!A->bHasHitWall) - speedB -= (speedA - speedB) * (A->m_fElasticity+B->m_fElasticity)/2.0f; - impulseA = (speedB-speedA) * A->m_fMass * timestepA; + 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; if(!A->bInfiniteMass) - A->ApplyMoveForce(colpoint.normal*(impulseA/timestepA)); + A->ApplyMoveForce(colpoint.normal*(impulseA/massFactorA)); return true; } }else if(A->bPedPhysics){ @@ -661,9 +671,9 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl speedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal); speedB = DotProduct(B->GetSpeed(pointposB), colpoint.normal); - float a = A->m_fMass*timestepA; - float b = B->GetMassTime(pointposB, colpoint.normal, timestepB); - float speedSum = (b*speedB + a*speedA)/(a + b); + float mA = A->m_fMass*massFactorA; + float mB = B->GetMassTweak(pointposB, colpoint.normal, massFactorB); + float speedSum = (mB*speedB + mA*speedA)/(mA + mB); if(speedA < speedSum){ if(A->bHasHitWall) eA = speedSum; @@ -673,10 +683,10 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl eB = speedSum; else eB = speedSum - (speedB - speedSum) * (A->m_fElasticity+B->m_fElasticity)/2.0f; - impulseA = (eA - speedA) * a; - impulseB = -(eB - speedB) * b; - CVector fA = colpoint.normal*(impulseA/timestepA); - CVector fB = colpoint.normal*(-impulseB/timestepB); + impulseA = (eA - speedA) * mA; + impulseB = -(eB - speedB) * mB; + CVector fA = colpoint.normal*(impulseA/massFactorA); + CVector fB = colpoint.normal*(-impulseB/massFactorB); if(!A->bInfiniteMass){ if(fA.z < 0.0f) fA.z = 0.0f; if(ispedcontactB){ @@ -696,9 +706,9 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl speedA = DotProduct(A->GetSpeed(pointposA), colpoint.normal); speedB = DotProduct(B->m_vecMoveSpeed, colpoint.normal); - float a = A->GetMassTime(pointposA, colpoint.normal, timestepA); - float b = B->m_fMass*timestepB; - float speedSum = (b*speedB + a*speedA)/(a + b); + float mA = A->GetMassTweak(pointposA, colpoint.normal, massFactorA); + float mB = B->m_fMass*massFactorB; + float speedSum = (mB*speedB + mA*speedA)/(mA + mB); if(speedA < speedSum){ if(A->bHasHitWall) eA = speedSum; @@ -708,10 +718,10 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl eB = speedSum; else eB = speedSum - (speedB - speedSum) * (A->m_fElasticity+B->m_fElasticity)/2.0f; - impulseA = (eA - speedA) * a; - impulseB = -(eB - speedB) * b; - CVector fA = colpoint.normal*(impulseA/timestepA); - CVector fB = colpoint.normal*(-impulseB/timestepB); + impulseA = (eA - speedA) * mA; + impulseB = -(eB - speedB) * mB; + CVector fA = colpoint.normal*(impulseA/massFactorA); + CVector fB = colpoint.normal*(-impulseB/massFactorB); if(!A->bInfiniteMass && !ispedcontactA){ if(fA.z < 0.0f) fA.z = 0.0f; A->ApplyMoveForce(fA); @@ -736,9 +746,9 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl CVector pointposB = colpoint.point - B->GetPosition(); speedA = DotProduct(A->GetSpeed(pointposA), colpoint.normal); speedB = DotProduct(B->GetSpeed(pointposB), colpoint.normal); - float a = A->GetMassTime(pointposA, colpoint.normal, timestepA); - float b = B->GetMassTime(pointposB, colpoint.normal, timestepB); - float speedSum = (b*speedB + a*speedA)/(a + b); + float mA = A->GetMassTweak(pointposA, colpoint.normal, massFactorA); + float mB = B->GetMassTweak(pointposB, colpoint.normal, massFactorB); + float speedSum = (mB*speedB + mA*speedA)/(mA + mB); if(speedA < speedSum){ if(A->bHasHitWall) eA = speedSum; @@ -748,10 +758,10 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl eB = speedSum; else eB = speedSum - (speedB - speedSum) * (A->m_fElasticity+B->m_fElasticity)/2.0f; - impulseA = (eA - speedA) * a; - impulseB = -(eB - speedB) * b; - CVector fA = colpoint.normal*(impulseA/timestepA); - CVector fB = colpoint.normal*(-impulseB/timestepB); + impulseA = (eA - speedA) * mA; + impulseB = -(eB - speedB) * mB; + CVector fA = colpoint.normal*(impulseA/massFactorA); + CVector fB = colpoint.normal*(-impulseB/massFactorB); if(A->IsVehicle() && !A->bHasHitWall){ fA.x *= 1.4f; fA.y *= 1.4f; @@ -767,7 +777,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl if(B->IsVehicle() && !B->bHasHitWall){ fB.x *= 1.4f; fB.y *= 1.4f; - if(colpoint.normal.z < 0.7f) + if(-colpoint.normal.z < 0.7f) fB.z *= 0.3f; if(B->GetStatus() == STATUS_PLAYER) pointposB *= 0.8f; @@ -813,7 +823,7 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV speed = GetSpeed(pointpos); normalSpeed = DotProduct(speed, colpoint.normal); if(normalSpeed < 0.0f){ - float minspeed = 0.0104f * CTimer::GetTimeStep(); + float minspeed = 1.3f*GRAVITY * CTimer::GetTimeStep(); #ifdef GTA3_1_1_PATCH if ((IsObject() || IsVehicle() && (GetUp().z < -0.3f || ((CVehicle*)this)->IsBike() && (GetStatus() == STATUS_ABANDONED || GetStatus() == STATUS_WRECKED))) && #else @@ -1015,7 +1025,7 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint) ApplyFrictionTurnForce(frictionDir*fImpulse, pointpos); if(fOtherSpeed > 0.1f && - colpoint.surfaceB != SURFACE_2 && colpoint.surfaceB != SURFACE_4 && + colpoint.surfaceB != SURFACE_GRASS && colpoint.surfaceB != SURFACE_MUD_DRY && CSurfaceTable::GetAdhesionGroup(colpoint.surfaceA) == ADHESIVE_HARD){ CVector v = frictionDir * fOtherSpeed * 0.25f; for(int i = 0; i < 4; i++) @@ -1064,7 +1074,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists) canshift = true; else canshift = A->IsPed() && - B->IsObject() && B->bInfiniteMass && !Bobj->bHasBeenDamaged; + B->IsObject() && B->bIsStatic && !Bobj->bHasBeenDamaged; if(B == A || B->m_scanCode == CWorld::GetCurrentScanCode() || !B->bUsesCollision || @@ -1076,15 +1086,14 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists) if(B->IsBuilding()) skipShift = false; - else if(IsTrafficLight(A->GetModelIndex()) && + else if(IsStreetLight(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())) + IsStreetLight(B->GetModelIndex())) skipShift = true; -// TODO: maybe flip some ifs here else if(A->IsObject() && B->IsVehicle()){ CObject *Aobj = (CObject*)A; if(Aobj->ObjectCreatedBy != TEMP_OBJECT && @@ -1407,7 +1416,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists) if(B->IsBuilding()) skipCollision = false; - else if(IsTrafficLight(A->GetModelIndex()) && + else if(IsStreetLight(A->GetModelIndex()) && (B->IsVehicle() || B->IsPed()) && A->GetUp().z < 0.66f){ skipCollision = true; @@ -1415,7 +1424,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists) Aobj->m_pCollidingEntity = B; }else if((A->IsVehicle() || A->IsPed()) && B->GetUp().z < 0.66f && - IsTrafficLight(B->GetModelIndex())){ + IsStreetLight(B->GetModelIndex())){ skipCollision = true; A->bSkipLineCol = true; Bobj->m_pCollidingEntity = A; @@ -1699,16 +1708,16 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists) } if(B->IsPed() && A->IsVehicle() && - (!Bped->IsPlayer() || B->bHasHitWall && A->m_vecMoveSpeed.MagnitudeSqr() > 0.0025f)) + (!Bped->IsPlayer() || B->bHasHitWall && A->m_vecMoveSpeed.MagnitudeSqr() > SQR(0.05f))) Bped->KillPedWithCar((CVehicle*)A, maxImpulseB); else if(B->GetModelIndex() == MI_TRAIN && A->IsPed() && (!Aped->IsPlayer() || A->bHasHitWall)) Aped->KillPedWithCar((CVehicle*)B, maxImpulseA*2.0f); else if(B->IsObject() && B->bUsesCollision && A->IsVehicle()){ + // BUG? not impulseA? if(Bobj->m_nCollisionDamageEffect && maxImpulseB > 20.0f) Bobj->ObjectDamage(maxImpulseB); }else if(A->IsObject() && A->bUsesCollision && B->IsVehicle()){ - // BUG? not impulseA? if(Aobj->m_nCollisionDamageEffect && maxImpulseB > 20.0f) Aobj->ObjectDamage(maxImpulseB); } @@ -1774,7 +1783,7 @@ CPhysical::ProcessShift(void) m_bIsVehicleBeingShifted = true; CEntryInfoNode *node; - bool hasshifted = false; // whatever that means... + bool hasshifted = false; for(node = m_entryInfoList.first; node; node = node->next) hasshifted |= ProcessShiftSectorList(node->sector->m_lists); m_bIsVehicleBeingShifted = false; @@ -1831,7 +1840,7 @@ CPhysical::ProcessCollision(void) int8 n = 1; // The number of steps we divide the time step into float step = 0.0f; // divided time step - float distSq = GetDistanceSq(); + float distSq = m_vecMoveSpeed.MagnitudeSqr() * sq(CTimer::GetTimeStep()); if(IsPed() && (distSq >= sq(0.2f) || ped->IsPlayer())){ if(ped->IsPlayer()) @@ -1920,8 +1929,11 @@ CPhysical::ProcessCollision(void) bSkipLineCol = false; if(!m_vecMoveSpeed.IsZero() || !m_vecTurnSpeed.IsZero() || +#ifdef GTA_TRAIN bHitByTrain || - GetStatus() == STATUS_PLAYER || IsPed() && ped->IsPlayer()){ +#endif + GetStatus() == STATUS_PLAYER || + IsPed() && ped->IsPlayer()){ if(IsVehicle()) ((CVehicle*)this)->bVehicleColProcessed = true; if(CheckCollision()){ diff --git a/src/entities/Physical.h b/src/entities/Physical.h index c84686ed..f8921a5c 100644 --- a/src/entities/Physical.h +++ b/src/entities/Physical.h @@ -18,7 +18,7 @@ public: // The not properly indented fields haven't been checked properly yet int32 m_audioEntityId; - float unk1; + float m_phys_unused1; CTreadable *m_treadable[2]; // car and ped uint32 m_nLastTimeCollided; CVector m_vecMoveSpeed; // velocity @@ -37,7 +37,7 @@ public: CEntryInfoList m_entryInfoList; CPtrNode *m_movingListNode; - char field_EC; + int8 m_phys_unused2; uint8 m_nStaticFrames; uint8 m_nCollisionRecords; bool m_bIsVehicleBeingShifted; @@ -86,7 +86,6 @@ public: void RemoveRefsToEntity(CEntity *ent); static void PlacePhysicalRelativeToOtherPhysical(CPhysical *other, CPhysical *phys, CVector localPos); - float GetDistanceSq(void) { return m_vecMoveSpeed.MagnitudeSqr() * sq(CTimer::GetTimeStep()); } // get speed of point p relative to entity center CVector GetSpeed(const CVector &r); CVector GetSpeed(void) { return GetSpeed(CVector(0.0f, 0.0f, 0.0f)); } @@ -94,7 +93,7 @@ public: return 1.0f / (CrossProduct(pos, dir).MagnitudeSqr()/m_fTurnMass + 1.0f/m_fMass); } - float GetMassTime(const CVector &pos, const CVector &dir, float t) { + float GetMassTweak(const CVector &pos, const CVector &dir, float t) { return 1.0f / (CrossProduct(pos, dir).MagnitudeSqr()/(m_fTurnMass*t) + 1.0f/(m_fMass*t)); } |