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authorSergeanur <s.anureev@yandex.ua>2020-04-30 15:45:45 +0200
committerSergeanur <s.anureev@yandex.ua>2020-04-30 15:45:45 +0200
commit7d758f3a9f7ad9b46cc9ab296166365597898bf5 (patch)
tree906b8d3f86c6ee6969bc553b1ea73ed6386409f0 /src/entities
parentFix downloading from PR (diff)
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Diffstat (limited to 'src/entities')
-rw-r--r--src/entities/Entity.h13
-rw-r--r--src/entities/Physical.cpp34
2 files changed, 27 insertions, 20 deletions
diff --git a/src/entities/Entity.h b/src/entities/Entity.h
index ee9e6490..15a7a602 100644
--- a/src/entities/Entity.h
+++ b/src/entities/Entity.h
@@ -6,7 +6,7 @@
struct CReference;
class CPtrList;
-enum eEntityType
+enum eEntityType : uint8
{
ENTITY_TYPE_NOTHING = 0,
ENTITY_TYPE_BUILDING,
@@ -16,7 +16,7 @@ enum eEntityType
ENTITY_TYPE_DUMMY,
};
-enum eEntityStatus
+enum eEntityStatus : uint8
{
STATUS_PLAYER,
STATUS_PLAYER_PLAYBACKFROMBUFFER,
@@ -36,9 +36,11 @@ class CEntity : public CPlaceable
{
public:
RwObject *m_rwObject;
+protected:
uint32 m_type : 3;
+private:
uint32 m_status : 5;
-
+public:
// flagsA
uint32 bUsesCollision : 1; // does entity use collision
uint32 bCollisionProcessed : 1; // has object been processed by a ProcessEntityCollision function
@@ -90,6 +92,11 @@ public:
uint16 m_level; // int16
CReference *m_pFirstReference;
+public:
+ eEntityType GetType() const { return (eEntityType)m_type; }
+ void SetType(eEntityType type) { m_type = type; }
+ eEntityStatus GetStatus() const { return (eEntityStatus)m_status; }
+ void SetStatus(eEntityStatus status) { m_status = status; }
CColModel *GetColModel(void) { return CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(); }
uint32* GetAddressOfEntityProperties() { /* AWFUL */ return (uint32*)((char*)&m_rwObject + sizeof(m_rwObject)); }
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp
index d37405ec..16070dc4 100644
--- a/src/entities/Physical.cpp
+++ b/src/entities/Physical.cpp
@@ -350,7 +350,7 @@ CPhysical::ProcessControl(void)
bWasPostponed = false;
bHasHitWall = false;
- if(m_status == STATUS_SIMPLE)
+ if(GetStatus() == STATUS_SIMPLE)
return;
m_nCollisionRecords = 0;
@@ -538,7 +538,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
float timestepB;
if(A->bPedPhysics){
if(A->IsPed() && ((CPed*)A)->IsPlayer() && B->IsVehicle() &&
- (B->m_status == STATUS_ABANDONED || B->m_status == STATUS_WRECKED || A->bHasHitWall))
+ (B->GetStatus() == STATUS_ABANDONED || B->GetStatus() == STATUS_WRECKED || A->bHasHitWall))
timestepB = 2200.0f / B->m_fMass;
else
timestepB = 10.0f;
@@ -757,7 +757,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
fA.y *= 1.4f;
if(colpoint.normal.z < 0.7f)
fA.z *= 0.3f;
- if(A->m_status == STATUS_PLAYER)
+ if(A->GetStatus() == STATUS_PLAYER)
pointposA *= 0.8f;
if(CWorld::bNoMoreCollisionTorque){
A->ApplyFrictionMoveForce(fA*-0.3f);
@@ -769,7 +769,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
fB.y *= 1.4f;
if(colpoint.normal.z < 0.7f)
fB.z *= 0.3f;
- if(B->m_status == STATUS_PLAYER)
+ if(B->GetStatus() == STATUS_PLAYER)
pointposB *= 0.8f;
if(CWorld::bNoMoreCollisionTorque){
// BUG: the game actually uses A here, but this can't be right
@@ -815,7 +815,7 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV
if(normalSpeed < 0.0f){
float minspeed = 0.0104f * CTimer::GetTimeStep();
#ifdef GTA3_1_1_PATCH
- if ((IsObject() || IsVehicle() && (GetUp().z < -0.3f || ((CVehicle*)this)->IsBike() && (m_status == STATUS_ABANDONED || m_status == STATUS_WRECKED))) &&
+ 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
@@ -1341,8 +1341,8 @@ collision:
}
}
- if(B->m_status == STATUS_SIMPLE){
- B->m_status = STATUS_PHYSICS;
+ if(B->GetStatus() == STATUS_SIMPLE){
+ B->SetStatus(STATUS_PHYSICS);
if(B->IsVehicle())
CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)B);
}
@@ -1544,7 +1544,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
}else
adhesion = 0.0f;
}else if(A->IsVehicle()){
- if(A->m_status == STATUS_WRECKED)
+ if(A->GetStatus() == STATUS_WRECKED)
adhesion *= 3.0f;
else if(A->GetUp().z > 0.3f)
adhesion = 0.0f;
@@ -1561,7 +1561,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
m_vecMoveSpeed += moveSpeed / numResponses;
m_vecTurnSpeed += turnSpeed / numResponses;
if(!CWorld::bNoMoreCollisionTorque &&
- A->m_status == STATUS_PLAYER && A->IsVehicle() &&
+ A->GetStatus() == STATUS_PLAYER && A->IsVehicle() &&
Abs(A->m_vecMoveSpeed.x) > 0.2f &&
Abs(A->m_vecMoveSpeed.y) > 0.2f){
A->m_vecMoveFriction.x += moveSpeed.x * -0.3f / numCollisions;
@@ -1713,8 +1713,8 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
Aobj->ObjectDamage(maxImpulseB);
}
- if(B->m_status == STATUS_SIMPLE){
- B->m_status = STATUS_PHYSICS;
+ if(B->GetStatus() == STATUS_SIMPLE){
+ B->SetStatus(STATUS_PHYSICS);
if(B->IsVehicle())
CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)B);
}
@@ -1758,7 +1758,7 @@ void
CPhysical::ProcessShift(void)
{
m_fDistanceTravelled = 0.0f;
- if(m_status == STATUS_SIMPLE){
+ if(GetStatus() == STATUS_SIMPLE){
bIsStuck = false;
bIsInSafePosition = true;
RemoveAndAdd();
@@ -1813,9 +1813,9 @@ CPhysical::ProcessCollision(void)
return;
}
- if(m_status == STATUS_SIMPLE){
- if(CheckCollision_SimpleCar() && m_status == STATUS_SIMPLE){
- m_status = STATUS_PHYSICS;
+ if(GetStatus() == STATUS_SIMPLE){
+ if(CheckCollision_SimpleCar() && GetStatus() == STATUS_SIMPLE){
+ SetStatus(STATUS_PHYSICS);
if(IsVehicle())
CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)this);
}
@@ -1840,7 +1840,7 @@ CPhysical::ProcessCollision(void)
n = NUMSTEPS(0.3f);
step = savedTimeStep / n;
}else if(IsVehicle() && distSq >= sq(0.4f)){
- if(m_status == STATUS_PLAYER)
+ if(GetStatus() == STATUS_PLAYER)
n = NUMSTEPS(0.2f);
else
n = distSq > 0.32f ? NUMSTEPS(0.3f) : NUMSTEPS(0.4f);
@@ -1921,7 +1921,7 @@ CPhysical::ProcessCollision(void)
if(!m_vecMoveSpeed.IsZero() ||
!m_vecTurnSpeed.IsZero() ||
bHitByTrain ||
- m_status == STATUS_PLAYER || IsPed() && ped->IsPlayer()){
+ GetStatus() == STATUS_PLAYER || IsPed() && ped->IsPlayer()){
if(IsVehicle())
((CVehicle*)this)->bVehicleColProcessed = true;
if(CheckCollision()){