diff options
author | Sergeanur <s.anureev@yandex.ua> | 2020-04-26 21:03:15 +0200 |
---|---|---|
committer | Sergeanur <s.anureev@yandex.ua> | 2020-04-26 21:03:15 +0200 |
commit | f0890b11122291a22d6a65f349281cf1aed49bd0 (patch) | |
tree | 3b418b522c5fd097abac916693e59808ea4f5b4f /src/entities/Physical.cpp | |
parent | More japanese (diff) | |
parent | Remove little hack (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/entities/Physical.cpp | 117 |
1 files changed, 31 insertions, 86 deletions
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp index 9fc77a8c..a27e4d7b 100644 --- a/src/entities/Physical.cpp +++ b/src/entities/Physical.cpp @@ -1,5 +1,5 @@ #include "common.h" -#include "patcher.h" + #include "World.h" #include "Timer.h" #include "ModelIndices.h" @@ -36,7 +36,7 @@ CPhysical::CPhysical(void) for(i = 0; i < 6; i++) m_aCollisionRecords[i] = nil; - field_EF = false; + m_bIsVehicleBeingShifted = false; m_nDamagePieceType = 0; m_fDamageImpulse = 0.0f; @@ -63,7 +63,7 @@ CPhysical::CPhysical(void) m_phy_flagA10 = false; m_phy_flagA20 = false; - m_nZoneLevel = 0; + m_nZoneLevel = LEVEL_NONE; } CPhysical::~CPhysical(void) @@ -457,7 +457,7 @@ CPhysical::ApplySpringCollision(float springConst, CVector &springDir, CVector & { float compression = 1.0f - springRatio; if(compression > 0.0f){ - float step = min(CTimer::GetTimeStep(), 3.0f); + float step = Min(CTimer::GetTimeStep(), 3.0f); float impulse = -GRAVITY*m_fMass*step * springConst * compression * bias*2.0f; ApplyMoveForce(springDir*impulse); ApplyTurnForce(springDir*impulse, point); @@ -471,12 +471,12 @@ CPhysical::ApplySpringDampening(float damping, CVector &springDir, CVector &poin { float speedA = DotProduct(speed, springDir); float speedB = DotProduct(GetSpeed(point), springDir); - float step = min(CTimer::GetTimeStep(), 3.0f); + float step = Min(CTimer::GetTimeStep(), 3.0f); float impulse = -damping * (speedA + speedB)/2.0f * m_fMass * step * 0.53f; // what is this? float a = m_fTurnMass / ((point.MagnitudeSqr() + 1.0f) * 2.0f * m_fMass); - a = min(a, 1.0f); + a = Min(a, 1.0f); float b = Abs(impulse / (speedB * m_fMass)); if(a < b) impulse *= a/b; @@ -612,7 +612,7 @@ 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(B->IsObject() && model != MI_EXPLODINGBARREL && model != MI_PETROLPUMP) + }else if(B->IsObject() && !IsExplosiveThingModel(model)) Bobj->bHasBeenDamaged = true; }else{ if(IsGlass(B->GetModelIndex())) @@ -646,7 +646,7 @@ 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 = Max(0.0f, DotProduct(B->m_vecMoveSpeed, colpoint.normal)); // A has moved into B if(speedA < speedB){ if(!A->bHasHitWall) @@ -1037,7 +1037,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists) int numCollisions; int mostColliding; - CColPoint colpoints[32]; + CColPoint colpoints[MAX_COLLISION_POINTS]; CVector shift = { 0.0f, 0.0f, 0.0f }; bool doShift = false; CEntity *boat = nil; @@ -1147,18 +1147,18 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists) CVector dir = A->GetPosition() - B->GetPosition(); dir.Normalise(); if(dir.z < 0.0f && dir.z < A->GetForward().z && dir.z < A->GetRight().z) - dir.z = min(0.0f, min(A->GetForward().z, A->GetRight().z)); + dir.z = Min(0.0f, Min(A->GetForward().z, A->GetRight().z)); shift += dir * colpoints[mostColliding].depth * 0.5f; }else if(A->IsPed() && B->IsVehicle() && ((CVehicle*)B)->IsBoat()){ CVector dir = colpoints[mostColliding].normal; - float f = min(Abs(dir.z), 0.9f); + float f = Min(Abs(dir.z), 0.9f); dir.z = 0.0f; dir.Normalise(); shift += dir * colpoints[mostColliding].depth / (1.0f - f); boat = B; }else if(B->IsPed() && A->IsVehicle() && ((CVehicle*)A)->IsBoat()){ CVector dir = colpoints[mostColliding].normal * -1.0f; - float f = min(Abs(dir.z), 0.9f); + float f = Min(Abs(dir.z), 0.9f); dir.z = 0.0f; dir.Normalise(); B->GetPosition() += dir * colpoints[mostColliding].depth / (1.0f - f); @@ -1187,7 +1187,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists) bool CPhysical::ProcessCollisionSectorList_SimpleCar(CPtrList *lists) { - static CColPoint aColPoints[32]; + static CColPoint aColPoints[MAX_COLLISION_POINTS]; float radius; CVector center; int listtype; @@ -1246,7 +1246,7 @@ collision: float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr(); float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr(); - DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff)); + DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff)); } }else if(A->bHasContacted){ CVector savedMoveFriction = A->m_vecMoveFriction; @@ -1268,7 +1268,7 @@ collision: float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr(); float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr(); - DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff)); + DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff)); if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){ A->bHasContacted = true; @@ -1301,7 +1301,7 @@ collision: float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr(); float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr(); - DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff)); + DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff)); if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){ A->bHasContacted = true; @@ -1328,7 +1328,7 @@ collision: float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr(); float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr(); - DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff)); + DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff)); if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){ A->bHasContacted = true; @@ -1349,7 +1349,7 @@ collision: bool CPhysical::ProcessCollisionSectorList(CPtrList *lists) { - static CColPoint aColPoints[32]; + static CColPoint aColPoints[MAX_COLLISION_POINTS]; float radius; CVector center; CPtrList *list; @@ -1506,7 +1506,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists) 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)); + DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, imp, Max(turnSpeedDiff, moveSpeedDiff)); } }else{ for(i = 0; i < numCollisions; i++){ @@ -1527,7 +1527,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists) 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)); + DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, imp, Max(turnSpeedDiff, moveSpeedDiff)); float adhesion = CSurfaceTable::GetAdhesiveLimit(aColPoints[i]) / numCollisions; @@ -1545,7 +1545,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists) else if(A->GetUp().z > 0.3f) adhesion = 0.0f; else - adhesion *= min(5.0f, 0.03f*impulseA + 1.0f); + adhesion *= Min(5.0f, 0.03f*impulseA + 1.0f); } if(A->ApplyFriction(adhesion, aColPoints[i])) @@ -1594,7 +1594,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists) float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr(); float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr(); - DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff)); + DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff)); } }else if(A->bHasContacted){ CVector savedMoveFriction = A->m_vecMoveFriction; @@ -1619,7 +1619,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists) float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr(); float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr(); - DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff)); + DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff)); if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){ A->bHasContacted = true; @@ -1655,7 +1655,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists) float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr(); float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr(); - DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff)); + DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff)); if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){ A->bHasContacted = true; @@ -1685,7 +1685,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists) float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr(); float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr(); - DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff)); + DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, Max(turnSpeedDiff, moveSpeedDiff)); if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){ A->bHasContacted = true; @@ -1767,13 +1767,13 @@ CPhysical::ProcessShift(void) CWorld::AdvanceCurrentScanCode(); if(IsVehicle()) - field_EF = true; + m_bIsVehicleBeingShifted = true; CEntryInfoNode *node; bool hasshifted = false; // whatever that means... for(node = m_entryInfoList.first; node; node = node->next) hasshifted |= ProcessShiftSectorList(node->sector->m_lists); - field_EF = false; + m_bIsVehicleBeingShifted = false; if(hasshifted){ CWorld::AdvanceCurrentScanCode(); for(node = m_entryInfoList.first; node; node = node->next) @@ -1799,7 +1799,7 @@ CPhysical::ProcessCollision(void) CPed *ped = (CPed*)this; m_fDistanceTravelled = 0.0f; - field_EF = 0; + m_bIsVehicleBeingShifted = false; m_phy_flagA80 = false; if(!bUsesCollision){ @@ -1831,7 +1831,7 @@ CPhysical::ProcessCollision(void) if(IsPed() && (distSq >= sq(0.2f) || ped->IsPlayer())){ if(ped->IsPlayer()) - n = max(NUMSTEPS(0.2f), 2.0f); + n = Max(NUMSTEPS(0.2f), 2.0f); else n = NUMSTEPS(0.3f); step = savedTimeStep / n; @@ -1852,7 +1852,7 @@ CPhysical::ProcessCollision(void) speedDown = Multiply3x3(GetMatrix(), speedDown); speedUp = GetSpeed(speedUp); speedDown = GetSpeed(speedDown); - distSq = max(speedUp.MagnitudeSqr(), speedDown.MagnitudeSqr()) * sq(CTimer::GetTimeStep()); + distSq = Max(speedUp.MagnitudeSqr(), speedDown.MagnitudeSqr()) * sq(CTimer::GetTimeStep()); if(distSq >= sq(0.3f)){ n = NUMSTEPS(0.3f); step = savedTimeStep / n; @@ -1912,7 +1912,7 @@ CPhysical::ProcessCollision(void) ApplyMoveSpeed(); ApplyTurnSpeed(); GetMatrix().Reorthogonalise(); - field_EF = 0; + m_bIsVehicleBeingShifted = false; m_phy_flagA80 = false; if(!m_vecMoveSpeed.IsZero() || !m_vecTurnSpeed.IsZero() || @@ -1933,58 +1933,3 @@ CPhysical::ProcessCollision(void) bIsInSafePosition = true; RemoveAndAdd(); } - -class CPhysical_ : public CPhysical -{ -public: - void dtor(void) { CPhysical::~CPhysical(); } - void Add_(void) { CPhysical::Add(); } - void Remove_(void) { CPhysical::Remove(); } - CRect GetBoundRect_(void) { return CPhysical::GetBoundRect(); } - void ProcessControl_(void) { CPhysical::ProcessControl(); } - void ProcessShift_(void) { CPhysical::ProcessShift(); } - void ProcessCollision_(void) { CPhysical::ProcessCollision(); } - int32 ProcessEntityCollision_(CEntity *ent, CColPoint *point) { return CPhysical::ProcessEntityCollision(ent, point); } -}; - -STARTPATCHES - InjectHook(0x495130, &CPhysical_::dtor, PATCH_JUMP); - InjectHook(0x4951F0, &CPhysical_::Add_, PATCH_JUMP); - InjectHook(0x4954B0, &CPhysical_::Remove_, PATCH_JUMP); - InjectHook(0x495540, &CPhysical_::RemoveAndAdd, PATCH_JUMP); - InjectHook(0x495F10, &CPhysical_::ProcessControl_, PATCH_JUMP); - InjectHook(0x496F10, &CPhysical_::ProcessShift_, PATCH_JUMP); - InjectHook(0x4961A0, &CPhysical_::ProcessCollision_, PATCH_JUMP); - InjectHook(0x49F790, &CPhysical_::ProcessEntityCollision_, PATCH_JUMP); - InjectHook(0x4958F0, &CPhysical::AddToMovingList, PATCH_JUMP); - InjectHook(0x495940, &CPhysical::RemoveFromMovingList, PATCH_JUMP); - InjectHook(0x497180, &CPhysical::AddCollisionRecord, PATCH_JUMP); - InjectHook(0x4970C0, &CPhysical::AddCollisionRecord_Treadable, PATCH_JUMP); - InjectHook(0x497240, &CPhysical::GetHasCollidedWith, PATCH_JUMP); - InjectHook(0x49F820, &CPhysical::RemoveRefsToEntity, PATCH_JUMP); - InjectHook(0x49F890, &CPhysical::PlacePhysicalRelativeToOtherPhysical, PATCH_JUMP); - -#define F3 float, float, float - InjectHook(0x495B10, &CPhysical::ApplyMoveSpeed, PATCH_JUMP); - InjectHook(0x497280, &CPhysical::ApplyTurnSpeed, PATCH_JUMP); - InjectHook(0x4959A0, (void (CPhysical::*)(F3))&CPhysical::ApplyMoveForce, PATCH_JUMP); - InjectHook(0x495A10, (void (CPhysical::*)(F3, F3))&CPhysical::ApplyTurnForce, PATCH_JUMP); - InjectHook(0x495D90, (void (CPhysical::*)(F3))&CPhysical::ApplyFrictionMoveForce, PATCH_JUMP); - InjectHook(0x495E10, (void (CPhysical::*)(F3, F3))&CPhysical::ApplyFrictionTurnForce, PATCH_JUMP); - InjectHook(0x499890, &CPhysical::ApplySpringCollision, PATCH_JUMP); - InjectHook(0x499990, &CPhysical::ApplySpringDampening, PATCH_JUMP); - InjectHook(0x495B50, &CPhysical::ApplyGravity, PATCH_JUMP); - InjectHook(0x495B80, (void (CPhysical::*)(void))&CPhysical::ApplyFriction, PATCH_JUMP); - InjectHook(0x495C20, &CPhysical::ApplyAirResistance, PATCH_JUMP); - - InjectHook(0x4973A0, &CPhysical::ApplyCollision, PATCH_JUMP); - InjectHook(0x4992A0, &CPhysical::ApplyCollisionAlt, PATCH_JUMP); - InjectHook(0x499BE0, (bool (CPhysical::*)(float, CColPoint&))&CPhysical::ApplyFriction, PATCH_JUMP); - InjectHook(0x49A180, (bool (CPhysical::*)(CPhysical*, float, CColPoint&))&CPhysical::ApplyFriction, PATCH_JUMP); - - InjectHook(0x49DA10, &CPhysical::ProcessShiftSectorList, PATCH_JUMP); - InjectHook(0x49E790, &CPhysical::ProcessCollisionSectorList_SimpleCar, PATCH_JUMP); - InjectHook(0x49B620, &CPhysical::ProcessCollisionSectorList, PATCH_JUMP); - InjectHook(0x496E50, &CPhysical::CheckCollision, PATCH_JUMP); - InjectHook(0x496EB0, &CPhysical::CheckCollision_SimpleCar, PATCH_JUMP); -ENDPATCHES |