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authoraap <aap@papnet.eu>2019-07-19 13:58:19 +0200
committeraap <aap@papnet.eu>2019-07-19 13:58:19 +0200
commit0ad39c020cfd4882b45bd1d26e521748e37b94a4 (patch)
tree736fde80727300b695e649c18e67be340b384985
parentCAutomobile ctor, car spawner, fixes (diff)
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-rw-r--r--src/core/Collision.cpp241
-rw-r--r--src/core/Pad.h2
-rw-r--r--src/core/SurfaceTable.h2
-rw-r--r--src/core/main.cpp2
-rw-r--r--src/core/main.h2
-rw-r--r--src/core/re3.cpp5
-rw-r--r--src/render/Fluff.cpp3
-rw-r--r--src/render/Lines.cpp74
-rw-r--r--src/render/Lines.h7
-rw-r--r--src/render/Renderer.cpp21
-rw-r--r--src/render/Renderer.h4
-rw-r--r--src/render/WaterLevel.cpp1
-rw-r--r--src/vehicles/Automobile.cpp8
-rw-r--r--src/vehicles/Automobile.h4
14 files changed, 354 insertions, 22 deletions
diff --git a/src/core/Collision.cpp b/src/core/Collision.cpp
index 1ed08867..9a8adf46 100644
--- a/src/core/Collision.cpp
+++ b/src/core/Collision.cpp
@@ -18,6 +18,7 @@
#include "CutsceneMgr.h"
#include "RenderBuffer.h"
#include "SurfaceTable.h"
+#include "Lines.h"
#include "Collision.h"
enum Direction
@@ -1387,6 +1388,223 @@ CCollision::CalculateTrianglePlanes(CColModel *model)
void
CCollision::DrawColModel(const CMatrix &mat, const CColModel &colModel)
{
+ int i;
+ CVector min, max;
+ CVector verts[8];
+ CVector c;
+ float r;
+
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
+
+ min = colModel.boundingBox.min;
+ max = colModel.boundingBox.max;
+
+ verts[0] = mat * CVector(min.x, min.y, min.z);
+ verts[1] = mat * CVector(min.x, min.y, max.z);
+ verts[2] = mat * CVector(min.x, max.y, min.z);
+ verts[3] = mat * CVector(min.x, max.y, max.z);
+ verts[4] = mat * CVector(max.x, min.y, min.z);
+ verts[5] = mat * CVector(max.x, min.y, max.z);
+ verts[6] = mat * CVector(max.x, max.y, min.z);
+ verts[7] = mat * CVector(max.x, max.y, max.z);
+
+ CLines::RenderLineWithClipping(
+ verts[0].x, verts[0].y, verts[0].z,
+ verts[1].x, verts[1].y, verts[1].z,
+ 0xFF0000FF, 0xFF0000FF);
+ CLines::RenderLineWithClipping(
+ verts[1].x, verts[1].y, verts[1].z,
+ verts[3].x, verts[3].y, verts[3].z,
+ 0xFF0000FF, 0xFF0000FF);
+ CLines::RenderLineWithClipping(
+ verts[3].x, verts[3].y, verts[3].z,
+ verts[2].x, verts[2].y, verts[2].z,
+ 0xFF0000FF, 0xFF0000FF);
+ CLines::RenderLineWithClipping(
+ verts[2].x, verts[2].y, verts[2].z,
+ verts[0].x, verts[0].y, verts[0].z,
+ 0xFF0000FF, 0xFF0000FF);
+
+ CLines::RenderLineWithClipping(
+ verts[4].x, verts[4].y, verts[4].z,
+ verts[5].x, verts[5].y, verts[5].z,
+ 0xFF0000FF, 0xFF0000FF);
+ CLines::RenderLineWithClipping(
+ verts[5].x, verts[5].y, verts[5].z,
+ verts[7].x, verts[7].y, verts[7].z,
+ 0xFF0000FF, 0xFF0000FF);
+ CLines::RenderLineWithClipping(
+ verts[7].x, verts[7].y, verts[7].z,
+ verts[6].x, verts[6].y, verts[6].z,
+ 0xFF0000FF, 0xFF0000FF);
+ CLines::RenderLineWithClipping(
+ verts[6].x, verts[6].y, verts[6].z,
+ verts[4].x, verts[4].y, verts[4].z,
+ 0xFF0000FF, 0xFF0000FF);
+
+ CLines::RenderLineWithClipping(
+ verts[0].x, verts[0].y, verts[0].z,
+ verts[4].x, verts[4].y, verts[4].z,
+ 0xFF0000FF, 0xFF0000FF);
+ CLines::RenderLineWithClipping(
+ verts[1].x, verts[1].y, verts[1].z,
+ verts[5].x, verts[5].y, verts[5].z,
+ 0xFF0000FF, 0xFF0000FF);
+ CLines::RenderLineWithClipping(
+ verts[2].x, verts[2].y, verts[2].z,
+ verts[6].x, verts[6].y, verts[6].z,
+ 0xFF0000FF, 0xFF0000FF);
+ CLines::RenderLineWithClipping(
+ verts[3].x, verts[3].y, verts[3].z,
+ verts[7].x, verts[7].y, verts[7].z,
+ 0xFF0000FF, 0xFF0000FF);
+
+ for(i = 0; i < colModel.numSpheres; i++){
+ c = mat * colModel.spheres[i].center;
+ r = colModel.spheres[i].radius;
+
+ CLines::RenderLineWithClipping(
+ c.x, c.y, c.z-r,
+ c.x-r, c.y-r, c.z,
+ 0xFF00FFFF, 0xFF00FFFF);
+ CLines::RenderLineWithClipping(
+ c.x, c.y, c.z-r,
+ c.x-r, c.y+r, c.z,
+ 0xFF00FFFF, 0xFF00FFFF);
+ CLines::RenderLineWithClipping(
+ c.x, c.y, c.z-r,
+ c.x+r, c.y-r, c.z,
+ 0xFF00FFFF, 0xFF00FFFF);
+ CLines::RenderLineWithClipping(
+ c.x, c.y, c.z-r,
+ c.x+r, c.y+r, c.z,
+ 0xFF00FFFF, 0xFF00FFFF);
+ CLines::RenderLineWithClipping(
+ c.x-r, c.y-r, c.z,
+ c.x, c.y, c.z+r,
+ 0xFF00FFFF, 0xFF00FFFF);
+ CLines::RenderLineWithClipping(
+ c.x-r, c.y+r, c.z,
+ c.x, c.y, c.z+r,
+ 0xFF00FFFF, 0xFF00FFFF);
+ CLines::RenderLineWithClipping(
+ c.x+r, c.y-r, c.z,
+ c.x, c.y, c.z+r,
+ 0xFF00FFFF, 0xFF00FFFF);
+ CLines::RenderLineWithClipping(
+ c.x+r, c.y+r, c.z,
+ c.x, c.y, c.z+r,
+ 0xFF00FFFF, 0xFF00FFFF);
+ }
+
+ for(i = 0; i < colModel.numLines; i++){
+ verts[0] = colModel.lines[i].p0;
+ verts[1] = colModel.lines[i].p1;
+
+ verts[0] = mat * verts[0];
+ verts[1] = mat * verts[1];
+
+ CLines::RenderLineWithClipping(
+ verts[0].x, verts[0].y, verts[0].z,
+ verts[1].x, verts[1].y, verts[1].z,
+ 0x00FFFFFF, 0x00FFFFFF);
+ }
+
+ for(i = 0; i < colModel.numBoxes; i++){
+ min = colModel.boxes[i].min;
+ max = colModel.boxes[i].max;
+
+ verts[0] = mat * CVector(min.x, min.y, min.z);
+ verts[1] = mat * CVector(min.x, min.y, max.z);
+ verts[2] = mat * CVector(min.x, max.y, min.z);
+ verts[3] = mat * CVector(min.x, max.y, max.z);
+ verts[4] = mat * CVector(max.x, min.y, min.z);
+ verts[5] = mat * CVector(max.x, min.y, max.z);
+ verts[6] = mat * CVector(max.x, max.y, min.z);
+ verts[7] = mat * CVector(max.x, max.y, max.z);
+
+ CLines::RenderLineWithClipping(
+ verts[0].x, verts[0].y, verts[0].z,
+ verts[1].x, verts[1].y, verts[1].z,
+ 0xFFFFFFFF, 0xFFFFFFFF);
+ CLines::RenderLineWithClipping(
+ verts[1].x, verts[1].y, verts[1].z,
+ verts[3].x, verts[3].y, verts[3].z,
+ 0xFFFFFFFF, 0xFFFFFFFF);
+ CLines::RenderLineWithClipping(
+ verts[3].x, verts[3].y, verts[3].z,
+ verts[2].x, verts[2].y, verts[2].z,
+ 0xFFFFFFFF, 0xFFFFFFFF);
+ CLines::RenderLineWithClipping(
+ verts[2].x, verts[2].y, verts[2].z,
+ verts[0].x, verts[0].y, verts[0].z,
+ 0xFFFFFFFF, 0xFFFFFFFF);
+
+ CLines::RenderLineWithClipping(
+ verts[4].x, verts[4].y, verts[4].z,
+ verts[5].x, verts[5].y, verts[5].z,
+ 0xFFFFFFFF, 0xFFFFFFFF);
+ CLines::RenderLineWithClipping(
+ verts[5].x, verts[5].y, verts[5].z,
+ verts[7].x, verts[7].y, verts[7].z,
+ 0xFFFFFFFF, 0xFFFFFFFF);
+ CLines::RenderLineWithClipping(
+ verts[7].x, verts[7].y, verts[7].z,
+ verts[6].x, verts[6].y, verts[6].z,
+ 0xFFFFFFFF, 0xFFFFFFFF);
+ CLines::RenderLineWithClipping(
+ verts[6].x, verts[6].y, verts[6].z,
+ verts[4].x, verts[4].y, verts[4].z,
+ 0xFFFFFFFF, 0xFFFFFFFF);
+
+ CLines::RenderLineWithClipping(
+ verts[0].x, verts[0].y, verts[0].z,
+ verts[4].x, verts[4].y, verts[4].z,
+ 0xFFFFFFFF, 0xFFFFFFFF);
+ CLines::RenderLineWithClipping(
+ verts[1].x, verts[1].y, verts[1].z,
+ verts[5].x, verts[5].y, verts[5].z,
+ 0xFFFFFFFF, 0xFFFFFFFF);
+ CLines::RenderLineWithClipping(
+ verts[2].x, verts[2].y, verts[2].z,
+ verts[6].x, verts[6].y, verts[6].z,
+ 0xFFFFFFFF, 0xFFFFFFFF);
+ CLines::RenderLineWithClipping(
+ verts[3].x, verts[3].y, verts[3].z,
+ verts[7].x, verts[7].y, verts[7].z,
+ 0xFFFFFFFF, 0xFFFFFFFF);
+ }
+
+ for(i = 0; i < colModel.numTriangles; i++){
+ colModel.GetTrianglePoint(verts[0], colModel.triangles[i].a);
+ colModel.GetTrianglePoint(verts[1], colModel.triangles[i].b);
+ colModel.GetTrianglePoint(verts[2], colModel.triangles[i].c);
+ verts[0] = mat * verts[0];
+ verts[1] = mat * verts[1];
+ verts[2] = mat * verts[2];
+ CLines::RenderLineWithClipping(
+ verts[0].x, verts[0].y, verts[0].z,
+ verts[1].x, verts[1].y, verts[1].z,
+ 0x00FF00FF, 0x00FF00FF);
+ CLines::RenderLineWithClipping(
+ verts[0].x, verts[0].y, verts[0].z,
+ verts[2].x, verts[2].y, verts[2].z,
+ 0x00FF00FF, 0x00FF00FF);
+ CLines::RenderLineWithClipping(
+ verts[1].x, verts[1].y, verts[1].z,
+ verts[2].x, verts[2].y, verts[2].z,
+ 0x00FF00FF, 0x00FF00FF);
+ }
+
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
}
void
@@ -1407,7 +1625,6 @@ CCollision::DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel,
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
-extern int gDbgSurf;
for(i = 0; i < colModel.numTriangles; i++){
colModel.GetTrianglePoint(verts[0], colModel.triangles[i].a);
@@ -1417,7 +1634,7 @@ extern int gDbgSurf;
verts[1] = mat * verts[1];
verts[2] = mat * verts[2];
- // TODO: surface
+ // game doesn't do this
r = 255;
g = 128;
b = 0;
@@ -1457,10 +1674,15 @@ extern int gDbgSurf;
b *= f;
}
- // TODO: make some surface types flicker?
-//if(s != gDbgSurf) continue;
+ if(s == SURFACE_SCAFFOLD || s == SURFACE_METAL_FENCE ||
+ s == SURFACE_BOLLARD || s == SURFACE_METAL_POLE)
+ if(CTimer::GetFrameCounter() & 1){
+ r = 0;
+ g = 0;
+ b = 0;
+ }
- if(s > SURFACE_32){
+ if(s > SURFACE_GATE){
r = CGeneral::GetRandomNumber();
g = CGeneral::GetRandomNumber();
b = CGeneral::GetRandomNumber();
@@ -1533,8 +1755,13 @@ extern int gDbgSurf;
b *= f;
}
- // TODO: make some surface types flicker?
-//if(s != gDbgSurf) continue;
+ if(s == SURFACE_SCAFFOLD || s == SURFACE_METAL_FENCE ||
+ s == SURFACE_BOLLARD || s == SURFACE_METAL_POLE)
+ if(CTimer::GetFrameCounter() & 1){
+ r = 0;
+ g = 0;
+ b = 0;
+ }
RenderBuffer::StartStoring(36, 8, &iptr, &vptr);
RwIm3DVertexSetRGBA(&vptr[0], r, g, b, 255);
diff --git a/src/core/Pad.h b/src/core/Pad.h
index f84ca742..e15399dd 100644
--- a/src/core/Pad.h
+++ b/src/core/Pad.h
@@ -381,5 +381,3 @@ extern CPad *Pads; //[2]
#define IsButtonJustDown(pad, btn) \
(!(pad)->OldState.btn && (pad)->NewState.btn)
-
-void LittleTest(void);
diff --git a/src/core/SurfaceTable.h b/src/core/SurfaceTable.h
index e1882e69..27f4ecca 100644
--- a/src/core/SurfaceTable.h
+++ b/src/core/SurfaceTable.h
@@ -77,6 +77,8 @@ enum eSurfaceType
SURFACE_LOOSE30,
SURFACE_BOLLARD,
SURFACE_GATE,
+
+ // These are illegal
SURFACE_SAND33,
SURFACE_ROAD34,
};
diff --git a/src/core/main.cpp b/src/core/main.cpp
index ffde80bb..1083adc3 100644
--- a/src/core/main.cpp
+++ b/src/core/main.cpp
@@ -295,6 +295,8 @@ void
RenderDebugShit(void)
{
// CTheScripts::RenderTheScriptDebugLines()
+ if(gbShowCollisionLines)
+ CRenderer::RenderCollisionLines();
}
void
diff --git a/src/core/main.h b/src/core/main.h
index dabc0f7b..c546d085 100644
--- a/src/core/main.h
+++ b/src/core/main.h
@@ -26,3 +26,5 @@ void LoadingIslandScreen(const char *levelName);
CSprite2d *LoadSplash(const char *name);
char *GetLevelSplashScreen(int level);
char *GetRandomSplashScreen(void);
+
+void LittleTest(void);
diff --git a/src/core/re3.cpp b/src/core/re3.cpp
index 2c44986f..67b9095e 100644
--- a/src/core/re3.cpp
+++ b/src/core/re3.cpp
@@ -58,8 +58,6 @@ mysrand(unsigned int seed)
myrand_seed = seed;
}
-int gDbgSurf;
-
void (*DebugMenuProcess)(void);
void (*DebugMenuRender)(void);
static void stub(void) { }
@@ -246,12 +244,13 @@ DebugMenuPopulate(void)
DebugMenuAddVarBool8("Debug", "Show Ped Road Groups", (int8*)&gbShowPedRoadGroups, nil);
DebugMenuAddVarBool8("Debug", "Show Car Road Groups", (int8*)&gbShowCarRoadGroups, nil);
+ DebugMenuAddVarBool8("Debug", "Show Collision Lines", (int8*)&gbShowCollisionLines, nil);
DebugMenuAddVarBool8("Debug", "Show Collision Polys", (int8*)&gbShowCollisionPolys, nil);
DebugMenuAddVarBool8("Debug", "Don't render Buildings", (int8*)&gbDontRenderBuildings, nil);
DebugMenuAddVarBool8("Debug", "Don't render Big Buildings", (int8*)&gbDontRenderBigBuildings, nil);
DebugMenuAddVarBool8("Debug", "Don't render Peds", (int8*)&gbDontRenderPeds, nil);
+ DebugMenuAddVarBool8("Debug", "Don't render Vehicles", (int8*)&gbDontRenderVehicles, nil);
DebugMenuAddVarBool8("Debug", "Don't render Objects", (int8*)&gbDontRenderObjects, nil);
- DebugMenuAddVar("Debug", "Dbg Surface", &gDbgSurf, nil, 1, 0, 34, nil);
DebugMenuAddCmd("Debug", "Start Credits", CCredits::Start);
DebugMenuAddCmd("Debug", "Stop Credits", CCredits::Stop);
diff --git a/src/render/Fluff.cpp b/src/render/Fluff.cpp
index 678b9f43..7c35319f 100644
--- a/src/render/Fluff.cpp
+++ b/src/render/Fluff.cpp
@@ -1,4 +1,5 @@
#include "common.h"
+#include "main.h"
#include "patcher.h"
#include "Fluff.h"
#include "Camera.h"
@@ -7,7 +8,6 @@
#include "General.h"
#include "Timer.h"
#include "Clock.h"
-#include "Pad.h"
#include "Weather.h"
#include "Stats.h"
#include "math/maths.h"
@@ -705,7 +705,6 @@ void CTowerClock::Render()
m_Position.z + Cos(angleHour) * 0.75f * m_fScale;
);
- // Stupid thing that does absolutely nothing
LittleTest();
// Draw lines
diff --git a/src/render/Lines.cpp b/src/render/Lines.cpp
new file mode 100644
index 00000000..ea433048
--- /dev/null
+++ b/src/render/Lines.cpp
@@ -0,0 +1,74 @@
+#include "common.h"
+#include "patcher.h"
+#include "main.h"
+#include "Lines.h"
+
+// This is super inefficient, why split the line into segments at all?
+void
+CLines::RenderLineWithClipping(float x1, float y1, float z1, float x2, float y2, float z2, uint32 c1, uint32 c2)
+{
+ static RwIm3DVertex v[2];
+#ifdef THIS_IS_STUPID
+ int i;
+ float f1, f2;
+ float len = sqrt(sq(x1-x2) + sq(y1-y2) + sq(z1-z2));
+ int numsegs = len/1.5f + 1.0f;
+
+ RwRGBA col1;
+ col1.red = c1>>24;
+ col1.green = c1>>16;
+ col1.blue = c1>>8;
+ col1.alpha = c1;
+ RwRGBA col2;
+ col2.red = c2>>24;
+ col2.green = c2>>16;
+ col2.blue = c2>>8;
+ col2.alpha = c2;
+
+ float dx = x2 - x1;
+ float dy = y2 - y1;
+ float dz = z2 - z1;
+ for(i = 0; i < numsegs; i++){
+ f1 = (float)i/numsegs;
+ f2 = (float)(i+1)/numsegs;
+
+ RwIm3DVertexSetRGBA(&v[0], (int)(col1.red + (col2.red-col1.red)*f1),
+ (int)(col1.green + (col2.green-col1.green)*f1),
+ (int)(col1.blue + (col2.blue-col1.blue)*f1),
+ (int)(col1.alpha + (col2.alpha-col1.alpha)*f1));
+ RwIm3DVertexSetRGBA(&v[1], (int)(col1.red + (col2.red-col1.red)*f2),
+ (int)(col1.green + (col2.green-col1.green)*f2),
+ (int)(col1.blue + (col2.blue-col1.blue)*f2),
+ (int)(col1.alpha + (col2.alpha-col1.alpha)*f2));
+ RwIm3DVertexSetPos(&v[0], x1 + dx*f1, y1 + dy*f1, z1 + dz*f1);
+ RwIm3DVertexSetPos(&v[1], x1 + dx*f2, y1 + dy*f2, z1 + dz*f2);
+
+ LittleTest();
+ if(RwIm3DTransform(v, 2, nil, 0)){
+ RwIm3DRenderLine(0, 1);
+ RwIm3DEnd();
+ }
+ }
+#else
+ RwRGBA col1;
+ col1.red = c1>>24;
+ col1.green = c1>>16;
+ col1.blue = c1>>8;
+ col1.alpha = c1;
+ RwRGBA col2;
+ col2.red = c2>>24;
+ col2.green = c2>>16;
+ col2.blue = c2>>8;
+ col2.alpha = c2;
+
+ RwIm3DVertexSetRGBA(&v[0], col1.red, col1.green, col1.blue, col1.alpha);
+ RwIm3DVertexSetRGBA(&v[1], col2.red, col2.green, col2.blue, col2.alpha);
+ RwIm3DVertexSetPos(&v[0], x1, y1, z1);
+ RwIm3DVertexSetPos(&v[1], x2, y2, z2);
+ LittleTest();
+ if(RwIm3DTransform(v, 2, nil, 0)){
+ RwIm3DRenderLine(0, 1);
+ RwIm3DEnd();
+ }
+#endif
+}
diff --git a/src/render/Lines.h b/src/render/Lines.h
new file mode 100644
index 00000000..f2694fc0
--- /dev/null
+++ b/src/render/Lines.h
@@ -0,0 +1,7 @@
+#pragma once
+
+class CLines
+{
+public:
+ static void RenderLineWithClipping(float x1, float y1, float z1, float x2, float y2, float z2, uint32 c1, uint32 c2);
+};
diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp
index 69df63ba..7bf4593f 100644
--- a/src/render/Renderer.cpp
+++ b/src/render/Renderer.cpp
@@ -23,11 +23,13 @@
bool gbShowPedRoadGroups;
bool gbShowCarRoadGroups;
bool gbShowCollisionPolys;
+bool gbShowCollisionLines;
bool gbDontRenderBuildings;
bool gbDontRenderBigBuildings;
bool gbDontRenderPeds;
bool gbDontRenderObjects;
+bool gbDontRenderVehicles;
struct EntityInfo
{
@@ -132,6 +134,10 @@ CRenderer::RenderOneNonRoad(CEntity *e)
else if(e->IsObject() || e->IsDummy()){
if(gbDontRenderObjects)
return;
+ }else if(e->IsVehicle()){
+ // re3 addition
+ if(gbDontRenderVehicles)
+ return;
}
#endif
@@ -285,6 +291,21 @@ CRenderer::RenderFadingInEntities(void)
CVisibilityPlugins::RenderFadingEntities();
}
+void
+CRenderer::RenderCollisionLines(void)
+{
+ int i;
+
+ // game doesn't draw fading in entities
+ // this should probably be fixed
+ for(i = 0; i < ms_nNoOfVisibleEntities; i++){
+ CEntity *e = ms_aVisibleEntityPtrs[i];
+ if(Abs(e->GetPosition().x - ms_vecCameraPosition.x) < 100.0f &&
+ Abs(e->GetPosition().y - ms_vecCameraPosition.y) < 100.0f)
+ CCollision::DrawColModel(e->GetMatrix(), *e->GetColModel());
+ }
+}
+
enum Visbility
{
VIS_INVISIBLE,
diff --git a/src/render/Renderer.h b/src/render/Renderer.h
index 5d3436c3..817cdaae 100644
--- a/src/render/Renderer.h
+++ b/src/render/Renderer.h
@@ -5,11 +5,13 @@ class CEntity;
extern bool gbShowPedRoadGroups;
extern bool gbShowCarRoadGroups;
extern bool gbShowCollisionPolys;
+extern bool gbShowCollisionLines;
extern bool gbDontRenderBuildings;
extern bool gbDontRenderBigBuildings;
extern bool gbDontRenderPeds;
extern bool gbDontRenderObjects;
+extern bool gbDontRenderVehicles;
class CVehicle;
class CPtrList;
@@ -41,6 +43,8 @@ public:
static void RenderOneNonRoad(CEntity *);
static void RenderFirstPersonVehicle(void);
+ static void RenderCollisionLines(void);
+
static int32 SetupEntityVisibility(CEntity *ent);
static int32 SetupBigBuildingVisibility(CEntity *ent);
diff --git a/src/render/WaterLevel.cpp b/src/render/WaterLevel.cpp
index d5138b28..2f994132 100644
--- a/src/render/WaterLevel.cpp
+++ b/src/render/WaterLevel.cpp
@@ -1,4 +1,5 @@
#include "common.h"
+#include "main.h"
#include "FileMgr.h"
#include "TxdStore.h"
#include "Timer.h"
diff --git a/src/vehicles/Automobile.cpp b/src/vehicles/Automobile.cpp
index 33f099b3..d6d05f5b 100644
--- a/src/vehicles/Automobile.cpp
+++ b/src/vehicles/Automobile.cpp
@@ -34,8 +34,6 @@ RwObject *GetCurrentAtomicObjectCB(RwObject *object, void *data);
bool &CAutomobile::m_sAllTaxiLights = *(bool*)0x95CD21;
-WRAPPER CAutomobile* CAutomobile::ctor(int, uint8) { EAXJMP(0x52C6B0); }
-
CAutomobile::CAutomobile(int32 id, uint8 CreatedBy)
: CVehicle(CreatedBy)
{
@@ -154,7 +152,7 @@ CAutomobile::CAutomobile(int32 id, uint8 CreatedBy)
m_bombType = CARBOMB_NONE;
bHadDriver = false;
- field_4DC = nil;
+ m_pBombRigger = nil;
if(m_nDoorLock == CARLOCK_UNLOCKED &&
(id == MI_POLICE || id == MI_ENFORCER || id == MI_RHINO))
@@ -257,7 +255,7 @@ CAutomobile::ProcessControl(void)
if(!bHadDriver && m_bombType == CARBOMB_ONIGNITIONACTIVE){
// If someone enters the car and there is a bomb, detonate
m_nBombTimer = 1000;
- m_pBlowUpEntity = field_4DC;
+ m_pBlowUpEntity = m_pBombRigger;
if(m_pBlowUpEntity)
m_pBlowUpEntity->RegisterReference((CEntity**)&m_pBlowUpEntity);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_BOMB_TICK, 1.0f);
@@ -1476,7 +1474,7 @@ CAutomobile::VehicleDamage(float impulse, uint16 damagedPiece)
FindPlayerVehicle() && FindPlayerVehicle() == m_pDamageEntity &&
m_status != STATUS_ABANDONED &&
FindPlayerVehicle()->m_vecMoveSpeed.Magnitude() >= m_vecMoveSpeed.Magnitude() &&
- FindPlayerVehicle()->m_vecMoveSpeed.Magnitude() > 0.2f)
+ FindPlayerVehicle()->m_vecMoveSpeed.Magnitude() > 0.1f)
FindPlayerPed()->SetWantedLevelNoDrop(1);
if(m_status == STATUS_PLAYER && impulse > 50.0f){
diff --git a/src/vehicles/Automobile.h b/src/vehicles/Automobile.h
index 0182dd99..620c47a7 100644
--- a/src/vehicles/Automobile.h
+++ b/src/vehicles/Automobile.h
@@ -52,7 +52,7 @@ public:
uint8 bNotDamagedUpsideDown : 1;
uint8 bMoreResistantToDamage : 1;
uint8 field_4DB;
- CEntity *field_4DC; // blow up entity
+ CEntity *m_pBombRigger;
int16 field_4E0;
int16 field_4E2;
uint32 m_nBusDoorTimerEnd;
@@ -146,7 +146,5 @@ public:
void ReduceHornCounter(void);
static void SetAllTaxiLights(bool set);
-
- CAutomobile* ctor(int, uint8);
};
static_assert(sizeof(CAutomobile) == 0x5A8, "CAutomobile: error");