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-rw-r--r--premake5.lua2
-rw-r--r--src/collision/ColBox.cpp21
-rw-r--r--src/collision/ColBox.h22
-rw-r--r--src/collision/ColLine.cpp9
-rw-r--r--src/collision/ColLine.h14
-rw-r--r--src/collision/ColModel.cpp201
-rw-r--r--src/collision/ColModel.h39
-rw-r--r--src/collision/ColPoint.cpp16
-rw-r--r--src/collision/ColPoint.h34
-rw-r--r--src/collision/ColSphere.cpp27
-rw-r--r--src/collision/ColSphere.h21
-rw-r--r--src/collision/ColTriangle.cpp32
-rw-r--r--src/collision/ColTriangle.h77
-rw-r--r--src/collision/Collision.cpp (renamed from src/core/Collision.cpp)609
-rw-r--r--src/collision/Collision.h68
-rw-r--r--src/collision/CompressedVector.h36
-rw-r--r--src/collision/TempColModels.cpp (renamed from src/core/TempColModels.cpp)1
-rw-r--r--src/collision/TempColModels.h (renamed from src/core/TempColModels.h)0
-rw-r--r--src/collision/VuCollision.cpp282
-rw-r--r--src/collision/VuCollision.h32
-rw-r--r--src/collision/vu0Collision.dsm (renamed from src/core/vu0Collision.dsm)0
-rw-r--r--src/collision/vu0Collision_1.s (renamed from src/core/vu0Collision_1.s)0
-rw-r--r--src/collision/vu0Collision_2.s (renamed from src/core/vu0Collision_2.s)0
-rw-r--r--src/control/CarCtrl.cpp3
-rw-r--r--src/core/Collision.h257
-rw-r--r--src/core/FileLoader.cpp2
-rw-r--r--src/core/Pad.cpp2
-rw-r--r--src/entities/Physical.cpp24
-rw-r--r--src/fakerw/fake.cpp4
-rw-r--r--src/peds/Ped.cpp739
-rw-r--r--src/peds/Ped.h10
-rw-r--r--src/peds/PedChat.cpp57
-rw-r--r--src/peds/PlayerPed.cpp3
33 files changed, 1307 insertions, 1337 deletions
diff --git a/premake5.lua b/premake5.lua
index 7398eef0..a6c2b288 100644
--- a/premake5.lua
+++ b/premake5.lua
@@ -233,6 +233,7 @@ project "reVC"
files { addSrcFiles("src/audio") }
files { addSrcFiles("src/audio/eax") }
files { addSrcFiles("src/audio/oal") }
+ files { addSrcFiles("src/collision") }
files { addSrcFiles("src/control") }
files { addSrcFiles("src/core") }
files { addSrcFiles("src/entities") }
@@ -255,6 +256,7 @@ project "reVC"
includedirs { "src/audio" }
includedirs { "src/audio/eax" }
includedirs { "src/audio/oal" }
+ includedirs { "src/collision" }
includedirs { "src/control" }
includedirs { "src/core" }
includedirs { "src/entities" }
diff --git a/src/collision/ColBox.cpp b/src/collision/ColBox.cpp
new file mode 100644
index 00000000..53cba88b
--- /dev/null
+++ b/src/collision/ColBox.cpp
@@ -0,0 +1,21 @@
+#include "common.h"
+#include "ColBox.h"
+
+void
+CColBox::Set(const CVector &min, const CVector &max, uint8 surf, uint8 piece)
+{
+ this->min = min;
+ this->max = max;
+ this->surface = surf;
+ this->piece = piece;
+}
+
+CColBox&
+CColBox::operator=(const CColBox& other)
+{
+ min = other.min;
+ max = other.max;
+ surface = other.surface;
+ piece = other.piece;
+ return *this;
+} \ No newline at end of file
diff --git a/src/collision/ColBox.h b/src/collision/ColBox.h
new file mode 100644
index 00000000..0df55925
--- /dev/null
+++ b/src/collision/ColBox.h
@@ -0,0 +1,22 @@
+#pragma once
+
+#include "SurfaceTable.h"
+
+struct CBox
+{
+ CVector min;
+ CVector max;
+ CVector GetSize(void) { return max - min; }
+ void Set(const CVector &min, const CVector &max) { this->min = min; this->max = max; }
+};
+
+struct CColBox : public CBox
+{
+ uint8 surface;
+ uint8 piece;
+
+ void Set(const CVector &min, const CVector &max, uint8 surf, uint8 piece);
+ using CBox::Set;
+
+ CColBox& operator=(const CColBox &other);
+}; \ No newline at end of file
diff --git a/src/collision/ColLine.cpp b/src/collision/ColLine.cpp
new file mode 100644
index 00000000..c6247449
--- /dev/null
+++ b/src/collision/ColLine.cpp
@@ -0,0 +1,9 @@
+#include "common.h"
+#include "ColLine.h"
+
+void
+CColLine::Set(const CVector &p0, const CVector &p1)
+{
+ this->p0 = p0;
+ this->p1 = p1;
+} \ No newline at end of file
diff --git a/src/collision/ColLine.h b/src/collision/ColLine.h
new file mode 100644
index 00000000..21587a06
--- /dev/null
+++ b/src/collision/ColLine.h
@@ -0,0 +1,14 @@
+#pragma once
+
+struct CColLine
+{
+ // NB: this has to be compatible with two CVuVectors
+ CVector p0;
+ int pad0;
+ CVector p1;
+ int pad1;
+
+ CColLine(void) { };
+ CColLine(const CVector &p0, const CVector &p1) { this->p0 = p0; this->p1 = p1; };
+ void Set(const CVector &p0, const CVector &p1);
+}; \ No newline at end of file
diff --git a/src/collision/ColModel.cpp b/src/collision/ColModel.cpp
new file mode 100644
index 00000000..ba33c134
--- /dev/null
+++ b/src/collision/ColModel.cpp
@@ -0,0 +1,201 @@
+#include "common.h"
+#include "ColModel.h"
+#include "Collision.h"
+#include "Game.h"
+#include "Pools.h"
+
+CColModel::CColModel(void)
+{
+ numSpheres = 0;
+ spheres = nil;
+ numLines = 0;
+ lines = nil;
+ numBoxes = 0;
+ boxes = nil;
+ numTriangles = 0;
+ vertices = nil;
+ triangles = nil;
+ trianglePlanes = nil;
+ level = LEVEL_GENERIC; // generic col slot
+ ownsCollisionVolumes = true;
+}
+
+CColModel::~CColModel(void)
+{
+ RemoveCollisionVolumes();
+ RemoveTrianglePlanes();
+}
+
+void*
+CColModel::operator new(size_t)
+{
+ CColModel* node = CPools::GetColModelPool()->New();
+ assert(node);
+ return node;
+}
+
+void
+CColModel::operator delete(void *p, size_t)
+{
+ CPools::GetColModelPool()->Delete((CColModel*)p);
+}
+
+void
+CColModel::RemoveCollisionVolumes(void)
+{
+ if(ownsCollisionVolumes){
+ RwFree(spheres);
+ RwFree(lines);
+ RwFree(boxes);
+ RwFree(vertices);
+ RwFree(triangles);
+ CCollision::RemoveTrianglePlanes(this);
+ }
+ numSpheres = 0;
+ numLines = 0;
+ numBoxes = 0;
+ numTriangles = 0;
+ spheres = nil;
+ lines = nil;
+ boxes = nil;
+ vertices = nil;
+ triangles = nil;
+}
+
+void
+CColModel::CalculateTrianglePlanes(void)
+{
+ // HACK: allocate space for one more element to stuff the link pointer into
+ trianglePlanes = (CColTrianglePlane*)RwMalloc(sizeof(CColTrianglePlane) * (numTriangles+1));
+ for(int i = 0; i < numTriangles; i++)
+ trianglePlanes[i].Set(vertices, triangles[i]);
+}
+
+void
+CColModel::RemoveTrianglePlanes(void)
+{
+ RwFree(trianglePlanes);
+ trianglePlanes = nil;
+}
+
+void
+CColModel::SetLinkPtr(CLink<CColModel*> *lptr)
+{
+ assert(trianglePlanes);
+ *(CLink<CColModel*>**)ALIGNPTR(&trianglePlanes[numTriangles]) = lptr;
+}
+
+CLink<CColModel*>*
+CColModel::GetLinkPtr(void)
+{
+ assert(trianglePlanes);
+ return *(CLink<CColModel*>**)ALIGNPTR(&trianglePlanes[numTriangles]);
+}
+
+void
+CColModel::GetTrianglePoint(CVector &v, int i) const
+{
+ v = vertices[i].Get();
+}
+
+CColModel&
+CColModel::operator=(const CColModel &other)
+{
+ int i;
+ int numVerts;
+
+ boundingSphere = other.boundingSphere;
+ boundingBox = other.boundingBox;
+
+ // copy spheres
+ if(other.numSpheres){
+ if(numSpheres != other.numSpheres){
+ numSpheres = other.numSpheres;
+ if(spheres)
+ RwFree(spheres);
+ spheres = (CColSphere*)RwMalloc(numSpheres*sizeof(CColSphere));
+ }
+ for(i = 0; i < numSpheres; i++)
+ spheres[i] = other.spheres[i];
+ }else{
+ numSpheres = 0;
+ if(spheres)
+ RwFree(spheres);
+ spheres = nil;
+ }
+
+ // copy lines
+ if(other.numLines){
+ if(numLines != other.numLines){
+ numLines = other.numLines;
+ if(lines)
+ RwFree(lines);
+ lines = (CColLine*)RwMalloc(numLines*sizeof(CColLine));
+ }
+ for(i = 0; i < numLines; i++)
+ lines[i] = other.lines[i];
+ }else{
+ numLines = 0;
+ if(lines)
+ RwFree(lines);
+ lines = nil;
+ }
+
+ // copy boxes
+ if(other.numBoxes){
+ if(numBoxes != other.numBoxes){
+ numBoxes = other.numBoxes;
+ if(boxes)
+ RwFree(boxes);
+ boxes = (CColBox*)RwMalloc(numBoxes*sizeof(CColBox));
+ }
+ for(i = 0; i < numBoxes; i++)
+ boxes[i] = other.boxes[i];
+ }else{
+ numBoxes = 0;
+ if(boxes)
+ RwFree(boxes);
+ boxes = nil;
+ }
+
+ // copy mesh
+ if(other.numTriangles){
+ // copy vertices
+ numVerts = 0;
+ for(i = 0; i < other.numTriangles; i++){
+ if(other.triangles[i].a > numVerts)
+ numVerts = other.triangles[i].a;
+ if(other.triangles[i].b > numVerts)
+ numVerts = other.triangles[i].b;
+ if(other.triangles[i].c > numVerts)
+ numVerts = other.triangles[i].c;
+ }
+ numVerts++;
+ if(vertices)
+ RwFree(vertices);
+ if(numVerts){
+ vertices = (CompressedVector*)RwMalloc(numVerts*sizeof(CompressedVector));
+ for(i = 0; i < numVerts; i++)
+ vertices[i] = other.vertices[i];
+ }
+
+ // copy triangles
+ if(numTriangles != other.numTriangles){
+ numTriangles = other.numTriangles;
+ if(triangles)
+ RwFree(triangles);
+ triangles = (CColTriangle*)RwMalloc(numTriangles*sizeof(CColTriangle));
+ }
+ for(i = 0; i < numTriangles; i++)
+ triangles[i] = other.triangles[i];
+ }else{
+ numTriangles = 0;
+ if(triangles)
+ RwFree(triangles);
+ triangles = nil;
+ if(vertices)
+ RwFree(vertices);
+ vertices = nil;
+ }
+ return *this;
+} \ No newline at end of file
diff --git a/src/collision/ColModel.h b/src/collision/ColModel.h
new file mode 100644
index 00000000..cd5ae651
--- /dev/null
+++ b/src/collision/ColModel.h
@@ -0,0 +1,39 @@
+#pragma once
+
+#include "templates.h"
+#include "ColBox.h"
+#include "ColSphere.h"
+#include "ColLine.h"
+#include "ColPoint.h"
+#include "ColTriangle.h"
+
+struct CColModel
+{
+ CSphere boundingSphere;
+ CBox boundingBox;
+ int16 numSpheres;
+ int16 numBoxes;
+ int16 numTriangles;
+ int8 numLines;
+ uint8 level; // colstore slot but probably still named level
+ bool ownsCollisionVolumes;
+ CColSphere *spheres;
+ CColLine *lines;
+ CColBox *boxes;
+ CompressedVector *vertices;
+ CColTriangle *triangles;
+ CColTrianglePlane *trianglePlanes;
+
+ CColModel(void);
+ ~CColModel(void);
+ void RemoveCollisionVolumes(void);
+ void CalculateTrianglePlanes(void);
+ void RemoveTrianglePlanes(void);
+ CLink<CColModel*> *GetLinkPtr(void);
+ void SetLinkPtr(CLink<CColModel*>*);
+ void GetTrianglePoint(CVector &v, int i) const;
+
+ void *operator new(size_t);
+ void operator delete(void *p, size_t);
+ CColModel& operator=(const CColModel& other);
+}; \ No newline at end of file
diff --git a/src/collision/ColPoint.cpp b/src/collision/ColPoint.cpp
new file mode 100644
index 00000000..fbf9e8c3
--- /dev/null
+++ b/src/collision/ColPoint.cpp
@@ -0,0 +1,16 @@
+#include "common.h"
+#include "ColPoint.h"
+
+CColPoint&
+CColPoint::operator=(const CColPoint &other)
+{
+ point = other.point;
+ normal = other.normal;
+ surfaceA = other.surfaceA;
+ pieceA = other.pieceA;
+ surfaceB = other.surfaceB;
+ pieceB = other.pieceB;
+
+ // no depth?
+ return *this;
+}
diff --git a/src/collision/ColPoint.h b/src/collision/ColPoint.h
new file mode 100644
index 00000000..a15b2345
--- /dev/null
+++ b/src/collision/ColPoint.h
@@ -0,0 +1,34 @@
+#pragma once
+
+struct CColPoint
+{
+ CVector point;
+ int pad1;
+ // the surface normal on the surface of point
+ CVector normal;
+ int pad2;
+ uint8 surfaceA;
+ uint8 pieceA;
+ uint8 surfaceB;
+ uint8 pieceB;
+ float depth;
+
+ const CVector &GetNormal() { return normal; }
+ float GetDepth() { return depth; }
+ void Set(float depth, uint8 surfA, uint8 pieceA, uint8 surfB, uint8 pieceB) {
+ this->depth = depth;
+ this->surfaceA = surfA;
+ this->pieceA = pieceA;
+ this->surfaceB = surfB;
+ this->pieceB = pieceB;
+ }
+ void Set(uint8 surfA, uint8 pieceA, uint8 surfB, uint8 pieceB) {
+ this->surfaceA = surfA;
+ this->pieceA = pieceA;
+ this->surfaceB = surfB;
+ this->pieceB = pieceB;
+ }
+
+ CColPoint &operator=(const CColPoint &other);
+};
+
diff --git a/src/collision/ColSphere.cpp b/src/collision/ColSphere.cpp
new file mode 100644
index 00000000..65f02860
--- /dev/null
+++ b/src/collision/ColSphere.cpp
@@ -0,0 +1,27 @@
+#include "common.h"
+#include "ColSphere.h"
+#include "General.h"
+
+void
+CColSphere::Set(float radius, const CVector &center, uint8 surf, uint8 piece)
+{
+ this->radius = radius;
+ this->center = center;
+ this->surface = surf;
+ this->piece = piece;
+}
+
+bool
+CColSphere::IntersectRay(CVector const& from, CVector const& dir, CVector &entry, CVector &exit)
+{
+ CVector distToCenter = from - center;
+ float distToTouchSqr = distToCenter.MagnitudeSqr() - sq(radius);
+ float root1, root2;
+
+ if (!CGeneral::SolveQuadratic(1.0f, DotProduct(distToCenter, dir) * 2.f, distToTouchSqr, root1, root2))
+ return false;
+
+ entry = from + dir * root1;
+ exit = from + dir * root2;
+ return true;
+} \ No newline at end of file
diff --git a/src/collision/ColSphere.h b/src/collision/ColSphere.h
new file mode 100644
index 00000000..f86b282a
--- /dev/null
+++ b/src/collision/ColSphere.h
@@ -0,0 +1,21 @@
+#pragma once
+
+#include "SurfaceTable.h"
+
+struct CSphere
+{
+ // NB: this has to be compatible with a CVuVector
+ CVector center;
+ float radius;
+ void Set(float radius, const CVector &center) { this->center = center; this->radius = radius; }
+};
+
+struct CColSphere : public CSphere
+{
+ uint8 surface;
+ uint8 piece;
+
+ void Set(float radius, const CVector &center, uint8 surf, uint8 piece);
+ bool IntersectRay(CVector const &from, CVector const &dir, CVector &entry, CVector &exit);
+ using CSphere::Set;
+}; \ No newline at end of file
diff --git a/src/collision/ColTriangle.cpp b/src/collision/ColTriangle.cpp
new file mode 100644
index 00000000..843fb93f
--- /dev/null
+++ b/src/collision/ColTriangle.cpp
@@ -0,0 +1,32 @@
+#include "common.h"
+#include "ColTriangle.h"
+
+#ifdef VU_COLLISION
+void
+CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
+{
+ CVector norm = CrossProduct(vc-va, vb-va);
+ norm.Normalise();
+ float d = DotProduct(norm, va);
+ normal.x = norm.x*4096.0f;
+ normal.y = norm.y*4096.0f;
+ normal.z = norm.z*4096.0f;
+ dist = d*128.0f;
+}
+#else
+void
+CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
+{
+ normal = CrossProduct(vc-va, vb-va);
+ normal.Normalise();
+ dist = DotProduct(normal, va);
+ CVector an(Abs(normal.x), Abs(normal.y), Abs(normal.z));
+ // find out largest component and its direction
+ if(an.x > an.y && an.x > an.z)
+ dir = normal.x < 0.0f ? DIR_X_NEG : DIR_X_POS;
+ else if(an.y > an.z)
+ dir = normal.y < 0.0f ? DIR_Y_NEG : DIR_Y_POS;
+ else
+ dir = normal.z < 0.0f ? DIR_Z_NEG : DIR_Z_POS;
+}
+#endif \ No newline at end of file
diff --git a/src/collision/ColTriangle.h b/src/collision/ColTriangle.h
new file mode 100644
index 00000000..a2580c58
--- /dev/null
+++ b/src/collision/ColTriangle.h
@@ -0,0 +1,77 @@
+#pragma once
+
+#include "CompressedVector.h"
+
+enum Direction {
+ DIR_X_POS,
+ DIR_X_NEG,
+ DIR_Y_POS,
+ DIR_Y_NEG,
+ DIR_Z_POS,
+ DIR_Z_NEG,
+};
+
+struct CColTriangle
+{
+ uint16 a;
+ uint16 b;
+ uint16 c;
+ uint8 surface;
+
+ void Set(int a, int b, int c, uint8 surf)
+ {
+ this->a = a;
+ this->b = b;
+ this->c = c;
+ this->surface = surf;
+ }
+};
+
+struct CColTrianglePlane
+{
+#ifdef VU_COLLISION
+ CompressedVector normal;
+ int16 dist;
+
+ void Set(const CVector &va, const CVector &vb, const CVector &vc);
+ void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); }
+ void GetNormal(CVector &n) const { n.x = normal.x/4096.0f; n.y = normal.y/4096.0f; n.z = normal.z/4096.0f; }
+ float CalcPoint(const CVector &v) const { CVector n; GetNormal(n); return DotProduct(n, v) - dist/128.0f; };
+#ifdef GTA_PS2
+ void Unpack(uint128 &qword) const {
+ __asm__ volatile (
+ "lh $8, 0(%1)\n"
+ "lh $9, 2(%1)\n"
+ "lh $10, 4(%1)\n"
+ "lh $11, 6(%1)\n"
+ "pextlw $10, $8\n"
+ "pextlw $11, $9\n"
+ "pextlw $2, $11, $10\n"
+ "sq $2, %0\n"
+ : "=m" (qword)
+ : "r" (this)
+ : "$8", "$9", "$10", "$11", "$2"
+ );
+ }
+#else
+ void Unpack(int32 *qword) const {
+ qword[0] = normal.x;
+ qword[1] = normal.y;
+ qword[2] = normal.z;
+ qword[3] = dist;
+ }
+#endif
+#else
+ CVector normal;
+ float dist;
+ uint8 dir;
+
+ void Set(const CVector &va, const CVector &vb, const CVector &vc);
+ void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); }
+ void GetNormal(CVector &n) const { n = normal; }
+ float GetNormalX() const { return normal.x; }
+ float GetNormalY() const { return normal.y; }
+ float GetNormalZ() const { return normal.z; }
+ float CalcPoint(const CVector &v) const { return DotProduct(normal, v) - dist; };
+#endif
+}; \ No newline at end of file
diff --git a/src/core/Collision.cpp b/src/collision/Collision.cpp
index 91e7bba7..20778345 100644
--- a/src/core/Collision.cpp
+++ b/src/collision/Collision.cpp
@@ -26,303 +26,8 @@
//--MIAMI: file done
-
-// TODO: where do these go?
-
#ifdef VU_COLLISION
-
-struct VuTriangle
-{
- // Compressed int16 but unpacked
-#ifdef GTA_PS2
- uint128 v0;
- uint128 v1;
- uint128 v2;
- uint128 plane;
-#else
- int32 v0[4];
- int32 v1[4];
- int32 v2[4];
- int32 plane[4];
-#endif
-};
-
-#ifndef GTA_PS2
-static int16 vi01;
-static CVuVector vf01;
-static CVuVector vf02;
-static CVuVector vf03;
-
-CVuVector
-DistanceBetweenSphereAndLine(const CVuVector &center, const CVuVector &p0, const CVuVector &line)
-{
- // center VF12
- // p0 VF14
- // line VF15
- CVuVector ret; // VF16
- CVuVector p1 = p0+line;
- CVuVector dist0 = center - p0; // VF20
- CVuVector dist1 = center - p1; // VF25
- float lenSq = line.MagnitudeSqr(); // VF21
- float distSq0 = dist0.MagnitudeSqr(); // VF22
- float distSq1 = dist1.MagnitudeSqr();
- float dot = DotProduct(dist0, line); // VF23
- if(dot < 0.0f){
- // not above line, closest to p0
- ret = p0;
- ret.w = distSq0;
- return ret;
- }
- float t = dot/lenSq; // param of nearest point on infinite line
- if(t > 1.0f){
- // not above line, closest to p1
- ret = p1;
- ret.w = distSq1;
- return ret;
- }
- // closest to line
- ret = p0 + line*t;
- ret.w = (ret - center).MagnitudeSqr();
- return ret;
-}
-inline int SignFlags(const CVector &v)
-{
- int f = 0;
- if(v.x < 0.0f) f |= 1;
- if(v.y < 0.0f) f |= 2;
- if(v.z < 0.0f) f |= 4;
- return f;
-}
-#endif
-
-extern "C" void
-LineToTriangleCollision(const CVuVector &p0, const CVuVector &p1,
- const CVuVector &v0, const CVuVector &v1, const CVuVector &v2,
- const CVuVector &plane)
-{
-#ifdef GTA_PS2
- __asm__ volatile (
- ".set noreorder\n"
- "lqc2 vf12, 0x0(%0)\n"
- "lqc2 vf13, 0x0(%1)\n"
- "lqc2 vf14, 0x0(%2)\n"
- "lqc2 vf15, 0x0(%3)\n"
- "lqc2 vf16, 0x0(%4)\n"
- "lqc2 vf17, 0x0(%5)\n"
- "vcallms Vu0LineToTriangleCollisionStart\n"
- ".set reorder\n"
- :
- : "r" (&p0), "r" (&p1), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane)
- );
-#else
- float dot0 = DotProduct(plane, p0);
- float dot1 = DotProduct(plane, p1);
- float dist0 = plane.w - dot0;
- float dist1 = plane.w - dot1;
-
- // if points are on the same side, no collision
- if(dist0 * dist1 > 0.0f){
- vi01 = 0;
- return;
- }
-
- CVuVector diff = p1 - p0;
- float t = dist0/(dot1 - dot0);
- CVuVector p = p0 + diff*t;
- p.w = 0.0f;
- vf01 = p;
- vf03.x = t;
-
- // Check if point is inside
- CVector cross1 = CrossProduct(p-v0, v1-v0);
- CVector cross2 = CrossProduct(p-v1, v2-v1);
- CVector cross3 = CrossProduct(p-v2, v0-v2);
- // Only check relevant directions
- int flagmask = 0;
- if(Abs(plane.x) > 0.5f) flagmask |= 1;
- if(Abs(plane.y) > 0.5f) flagmask |= 2;
- if(Abs(plane.z) > 0.5f) flagmask |= 4;
- int flags1 = SignFlags(cross1) & flagmask;
- int flags2 = SignFlags(cross2) & flagmask;
- int flags3 = SignFlags(cross3) & flagmask;
- // inside if on the same side of all edges
- if(flags1 != flags2 || flags1 != flags3){
- vi01 = 0;
- return;
- }
- vi01 = 1;
- vf02 = plane;
- return;
-#endif
-}
-
-extern "C" void
-LineToTriangleCollisionCompressed(const CVuVector &p0, const CVuVector &p1, VuTriangle &tri)
-{
-#ifdef GTA_PS2
- __asm__ volatile (
- ".set noreorder\n"
- "lqc2 vf12, 0x0(%0)\n"
- "lqc2 vf13, 0x0(%1)\n"
- "lqc2 vf14, 0x0(%2)\n"
- "lqc2 vf15, 0x10(%2)\n"
- "lqc2 vf16, 0x20(%2)\n"
- "lqc2 vf17, 0x30(%2)\n"
- "vcallms Vu0LineToTriangleCollisionCompressedStart\n"
- ".set reorder\n"
- :
- : "r" (&p0), "r" (&p1), "r" (&tri)
- );
-#else
- CVuVector v0, v1, v2, plane;
- v0.x = tri.v0[0]/128.0f;
- v0.y = tri.v0[1]/128.0f;
- v0.z = tri.v0[2]/128.0f;
- v0.w = tri.v0[3]/128.0f;
- v1.x = tri.v1[0]/128.0f;
- v1.y = tri.v1[1]/128.0f;
- v1.z = tri.v1[2]/128.0f;
- v1.w = tri.v1[3]/128.0f;
- v2.x = tri.v2[0]/128.0f;
- v2.y = tri.v2[1]/128.0f;
- v2.z = tri.v2[2]/128.0f;
- v2.w = tri.v2[3]/128.0f;
- plane.x = tri.plane[0]/4096.0f;
- plane.y = tri.plane[1]/4096.0f;
- plane.z = tri.plane[2]/4096.0f;
- plane.w = tri.plane[3]/128.0f;
- LineToTriangleCollision(p0, p1, v0, v1, v2, plane);
-#endif
-}
-
-extern "C" void
-SphereToTriangleCollision(const CVuVector &sph,
- const CVuVector &v0, const CVuVector &v1, const CVuVector &v2,
- const CVuVector &plane)
-{
-#ifdef GTA_PS2
- __asm__ volatile (
- ".set noreorder\n"
- "lqc2 vf12, 0x0(%0)\n"
- "lqc2 vf14, 0x0(%1)\n"
- "lqc2 vf15, 0x0(%2)\n"
- "lqc2 vf16, 0x0(%3)\n"
- "lqc2 vf17, 0x0(%4)\n"
- "vcallms Vu0SphereToTriangleCollisionStart\n"
- ".set reorder\n"
- :
- : "r" (&sph), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane)
- );
-#else
- float planedist = DotProduct(plane, sph) - plane.w; // VF02
- if(Abs(planedist) > sph.w){
- vi01 = 0;
- return;
- }
- // point on plane
- CVuVector p = sph - planedist*plane;
- p.w = 0.0f;
- vf01 = p;
- planedist = Abs(planedist);
- // edges
- CVuVector v01 = v1 - v0;
- CVuVector v12 = v2 - v1;
- CVuVector v20 = v0 - v2;
- // VU code calculates normal again for some weird reason...
- // Check sides of point
- CVector cross1 = CrossProduct(p-v0, v01);
- CVector cross2 = CrossProduct(p-v1, v12);
- CVector cross3 = CrossProduct(p-v2, v20);
- // Only check relevant directions
- int flagmask = 0;
- if(Abs(plane.x) > 0.1f) flagmask |= 1;
- if(Abs(plane.y) > 0.1f) flagmask |= 2;
- if(Abs(plane.z) > 0.1f) flagmask |= 4;
- int nflags = SignFlags(plane) & flagmask;
- int flags1 = SignFlags(cross1) & flagmask;
- int flags2 = SignFlags(cross2) & flagmask;
- int flags3 = SignFlags(cross3) & flagmask;
- int testcase = 0;
- CVuVector closest(0.0f, 0.0f, 0.0f); // VF04
- if(flags1 == nflags){
- closest += v2;
- testcase++;
- }
- if(flags2 == nflags){
- closest += v0;
- testcase++;
- }
- if(flags3 == nflags){
- closest += v1;
- testcase++;
- }
- if(testcase == 3){
- // inside triangle - dist to plane already checked
- vf02 = plane;
- vf02.w = vf03.x = planedist;
- vi01 = 1;
- }else if(testcase == 1){
- // outside two sides - closest to point opposide inside edge
- vf01 = closest;
- vf02 = sph - closest;
- float distSq = vf02.MagnitudeSqr();
- vi01 = sph.w*sph.w > distSq;
- vf03.x = Sqrt(distSq);
- vf02 *= 1.0f/vf03.x;
- }else{
- // inside two sides - closest to third edge
- if(flags1 != nflags)
- closest = DistanceBetweenSphereAndLine(sph, v0, v01);
- else if(flags2 != nflags)
- closest = DistanceBetweenSphereAndLine(sph, v1, v12);
- else
- closest = DistanceBetweenSphereAndLine(sph, v2, v20);
- vi01 = sph.w*sph.w > closest.w;
- vf01 = closest;
- vf02 = sph - closest;
- vf03.x = Sqrt(closest.w);
- vf02 *= 1.0f/vf03.x;
- }
-#endif
-}
-
-extern "C" void
-SphereToTriangleCollisionCompressed(const CVuVector &sph, VuTriangle &tri)
-{
-#ifdef GTA_PS2
- __asm__ volatile (
- ".set noreorder\n"
- "lqc2 vf12, 0x0(%0)\n"
- "lqc2 vf14, 0x0(%1)\n"
- "lqc2 vf15, 0x10(%1)\n"
- "lqc2 vf16, 0x20(%1)\n"
- "lqc2 vf17, 0x30(%1)\n"
- "vcallms Vu0SphereToTriangleCollisionCompressedStart\n"
- ".set reorder\n"
- :
- : "r" (&sph), "r" (&tri)
- );
-#else
- CVuVector v0, v1, v2, plane;
- v0.x = tri.v0[0]/128.0f;
- v0.y = tri.v0[1]/128.0f;
- v0.z = tri.v0[2]/128.0f;
- v0.w = tri.v0[3]/128.0f;
- v1.x = tri.v1[0]/128.0f;
- v1.y = tri.v1[1]/128.0f;
- v1.z = tri.v1[2]/128.0f;
- v1.w = tri.v1[3]/128.0f;
- v2.x = tri.v2[0]/128.0f;
- v2.y = tri.v2[1]/128.0f;
- v2.z = tri.v2[2]/128.0f;
- v2.w = tri.v2[3]/128.0f;
- plane.x = tri.plane[0]/4096.0f;
- plane.y = tri.plane[1]/4096.0f;
- plane.z = tri.plane[2]/4096.0f;
- plane.w = tri.plane[3]/128.0f;
- SphereToTriangleCollision(sph, v0, v1, v2, plane);
-#endif
-}
+#include "VuCollision.h"
inline int
GetVUresult(void)
@@ -365,17 +70,6 @@ GetVUresult(CVuVector &point, CVuVector &normal, float &dist)
#endif
-
-enum Direction
-{
- DIR_X_POS,
- DIR_X_NEG,
- DIR_Y_POS,
- DIR_Y_NEG,
- DIR_Z_POS,
- DIR_Z_NEG,
-};
-
eLevelName CCollision::ms_collisionInMemory;
CLinkList<CColModel*> CCollision::ms_colModelCache;
@@ -2261,11 +1955,12 @@ CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA,
assert(modelA.numLines <= MAXNUMLINES);
// From model A space to model B space
- Invert(matrixB, matAB);
+ matAB = Invert(matrixB, matAB);
matAB *= matrixA;
CColSphere bsphereAB; // bounding sphere of A in B space
- bsphereAB.Set(modelA.boundingSphere.radius, matAB * modelA.boundingSphere.center);
+ bsphereAB.radius = modelA.boundingSphere.radius;
+ bsphereAB.center = matAB * modelA.boundingSphere.center;
if(!TestSphereBox(bsphereAB, modelB.boundingBox))
return 0;
// B to A space
@@ -2298,7 +1993,8 @@ CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA,
int numBoxesB = 0;
int numTrianglesB = 0;
for(i = 0; i < modelB.numSpheres; i++){
- s.Set(modelB.spheres[i].radius, matBA * modelB.spheres[i].center);
+ s.radius = modelB.spheres[i].radius;
+ s.center = matBA * modelB.spheres[i].center;
if(TestSphereBox(s, modelA.boundingBox))
aSphereIndicesB[numSpheresB++] = i;
}
@@ -2870,295 +2566,4 @@ CCollision::DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel,
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
-}
-
-
-/*
- * ColModel code
- */
-
-void
-CColSphere::Set(float radius, const CVector &center, uint8 surf, uint8 piece)
-{
- this->radius = radius;
- this->center = center;
- this->surface = surf;
- this->piece = piece;
-}
-
-bool
-CColSphere::IntersectRay(CVector const& from, CVector const& dir, CVector &entry, CVector &exit)
-{
- CVector distToCenter = from - center;
- float distToTouchSqr = distToCenter.MagnitudeSqr() - sq(radius);
- float root1, root2;
-
- if (!CGeneral::SolveQuadratic(1.0f, DotProduct(distToCenter, dir) * 2.f, distToTouchSqr, root1, root2))
- return false;
-
- entry = from + dir * root1;
- exit = from + dir * root2;
- return true;
-}
-
-void
-CColBox::Set(const CVector &min, const CVector &max, uint8 surf, uint8 piece)
-{
- this->min = min;
- this->max = max;
- this->surface = surf;
- this->piece = piece;
-}
-
-void
-CColLine::Set(const CVector &p0, const CVector &p1)
-{
- this->p0 = p0;
- this->p1 = p1;
-}
-
-void
-CColTriangle::Set(const CompressedVector *, int a, int b, int c, uint8 surf, uint8 piece)
-{
- this->a = a;
- this->b = b;
- this->c = c;
- this->surface = surf;
-}
-
-#ifdef VU_COLLISION
-void
-CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
-{
- CVector norm = CrossProduct(vc-va, vb-va);
- norm.Normalise();
- float d = DotProduct(norm, va);
- normal.x = norm.x*4096.0f;
- normal.y = norm.y*4096.0f;
- normal.z = norm.z*4096.0f;
- dist = d*128.0f;
-}
-#else
-void
-CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
-{
- normal = CrossProduct(vc-va, vb-va);
- normal.Normalise();
- dist = DotProduct(normal, va);
- CVector an(Abs(normal.x), Abs(normal.y), Abs(normal.z));
- // find out largest component and its direction
- if(an.x > an.y && an.x > an.z)
- dir = normal.x < 0.0f ? DIR_X_NEG : DIR_X_POS;
- else if(an.y > an.z)
- dir = normal.y < 0.0f ? DIR_Y_NEG : DIR_Y_POS;
- else
- dir = normal.z < 0.0f ? DIR_Z_NEG : DIR_Z_POS;
-}
-#endif
-
-CColPoint&
-CColPoint::operator=(const CColPoint& other)
-{
- point = other.point;
- normal = other.normal;
- surfaceA = other.surfaceA;
- pieceA = other.pieceA;
- surfaceB = other.surfaceB;
- pieceB = other.pieceB;
- // doesn't copy depth
- return *this;
-}
-
-CColModel::CColModel(void)
-{
- numSpheres = 0;
- spheres = nil;
- numLines = 0;
- lines = nil;
- numBoxes = 0;
- boxes = nil;
- numTriangles = 0;
- vertices = nil;
- triangles = nil;
- trianglePlanes = nil;
- level = 0; // generic col slot
- ownsCollisionVolumes = true;
-}
-
-CColModel::~CColModel(void)
-{
- RemoveCollisionVolumes();
- RemoveTrianglePlanes();
-}
-
-void
-CColModel::RemoveCollisionVolumes(void)
-{
- if(ownsCollisionVolumes){
- RwFree(spheres);
- RwFree(lines);
- RwFree(boxes);
- RwFree(vertices);
- RwFree(triangles);
- CCollision::RemoveTrianglePlanes(this);
- }
- numSpheres = 0;
- numLines = 0;
- numBoxes = 0;
- numTriangles = 0;
- spheres = nil;
- lines = nil;
- boxes = nil;
- vertices = nil;
- triangles = nil;
-}
-
-void
-CColModel::CalculateTrianglePlanes(void)
-{
- // HACK: allocate space for one more element to stuff the link pointer into
- trianglePlanes = (CColTrianglePlane*)RwMalloc(sizeof(CColTrianglePlane) * (numTriangles+1));
- for(int i = 0; i < numTriangles; i++)
- trianglePlanes[i].Set(vertices, triangles[i]);
-}
-
-void
-CColModel::RemoveTrianglePlanes(void)
-{
- RwFree(trianglePlanes);
- trianglePlanes = nil;
-}
-
-void
-CColModel::SetLinkPtr(CLink<CColModel*> *lptr)
-{
- assert(trianglePlanes);
- *(CLink<CColModel*>**)ALIGNPTR(&trianglePlanes[numTriangles]) = lptr;
-}
-
-CLink<CColModel*>*
-CColModel::GetLinkPtr(void)
-{
- assert(trianglePlanes);
- return *(CLink<CColModel*>**)ALIGNPTR(&trianglePlanes[numTriangles]);
-}
-
-void
-CColModel::GetTrianglePoint(CVector &v, int i) const
-{
- v = vertices[i].Get();
-}
-
-void*
-CColModel::operator new(size_t){
- CColModel *node = CPools::GetColModelPool()->New();
- assert(node);
- return node;
-}
-
-void
-CColModel::operator delete(void *p, size_t){
- CPools::GetColModelPool()->Delete((CColModel*)p);
-}
-
-CColModel&
-CColModel::operator=(const CColModel &other)
-{
- int i;
- int numVerts;
-
- boundingSphere = other.boundingSphere;
- boundingBox = other.boundingBox;
-
- // copy spheres
- if(other.numSpheres){
- if(numSpheres != other.numSpheres){
- numSpheres = other.numSpheres;
- if(spheres)
- RwFree(spheres);
- spheres = (CColSphere*)RwMalloc(numSpheres*sizeof(CColSphere));
- }
- for(i = 0; i < numSpheres; i++)
- spheres[i] = other.spheres[i];
- }else{
- numSpheres = 0;
- if(spheres)
- RwFree(spheres);
- spheres = nil;
- }
-
- // copy lines
- if(other.numLines){
- if(numLines != other.numLines){
- numLines = other.numLines;
- if(lines)
- RwFree(lines);
- lines = (CColLine*)RwMalloc(numLines*sizeof(CColLine));
- }
- for(i = 0; i < numLines; i++)
- lines[i] = other.lines[i];
- }else{
- numLines = 0;
- if(lines)
- RwFree(lines);
- lines = nil;
- }
-
- // copy boxes
- if(other.numBoxes){
- if(numBoxes != other.numBoxes){
- numBoxes = other.numBoxes;
- if(boxes)
- RwFree(boxes);
- boxes = (CColBox*)RwMalloc(numBoxes*sizeof(CColBox));
- }
- for(i = 0; i < numBoxes; i++)
- boxes[i] = other.boxes[i];
- }else{
- numBoxes = 0;
- if(boxes)
- RwFree(boxes);
- boxes = nil;
- }
-
- // copy mesh
- if(other.numTriangles){
- // copy vertices
- numVerts = 0;
- for(i = 0; i < other.numTriangles; i++){
- if(other.triangles[i].a > numVerts)
- numVerts = other.triangles[i].a;
- if(other.triangles[i].b > numVerts)
- numVerts = other.triangles[i].b;
- if(other.triangles[i].c > numVerts)
- numVerts = other.triangles[i].c;
- }
- numVerts++;
- if(vertices)
- RwFree(vertices);
- if(numVerts){
- vertices = (CompressedVector*)RwMalloc(numVerts*sizeof(CompressedVector));
- for(i = 0; i < numVerts; i++)
- vertices[i] = other.vertices[i];
- }
-
- // copy triangles
- if(numTriangles != other.numTriangles){
- numTriangles = other.numTriangles;
- if(triangles)
- RwFree(triangles);
- triangles = (CColTriangle*)RwMalloc(numTriangles*sizeof(CColTriangle));
- }
- for(i = 0; i < numTriangles; i++)
- triangles[i] = other.triangles[i];
- }else{
- numTriangles = 0;
- if(triangles)
- RwFree(triangles);
- triangles = nil;
- if(vertices)
- RwFree(vertices);
- vertices = nil;
- }
- return *this;
-}
+} \ No newline at end of file
diff --git a/src/collision/Collision.h b/src/collision/Collision.h
new file mode 100644
index 00000000..57f5f86e
--- /dev/null
+++ b/src/collision/Collision.h
@@ -0,0 +1,68 @@
+#pragma once
+
+#include "ColModel.h"
+#include "Game.h" // for eLevelName
+#ifdef VU_COLLISION
+#include "VuVector.h"
+#endif
+
+struct CStoredCollPoly
+{
+#ifdef VU_COLLISION
+ CVuVector verts[3];
+#else
+ CVector verts[3];
+#endif
+ bool valid;
+};
+
+// If you spawn many tanks at once, you will see that collisions of two entity exceeds 32.
+#if defined(FIX_BUGS) && !defined(SQUEEZE_PERFORMANCE)
+#define MAX_COLLISION_POINTS 64
+#else
+#define MAX_COLLISION_POINTS 32
+#endif
+
+class CCollision
+{
+public:
+ static eLevelName ms_collisionInMemory;
+ static CLinkList<CColModel*> ms_colModelCache;
+
+ static void Init(void);
+ static void Shutdown(void);
+ static void Update(void);
+ static void LoadCollisionWhenINeedIt(bool changeLevel);
+ static void SortOutCollisionAfterLoad(void);
+ static void LoadCollisionScreen(eLevelName level);
+ static void DrawColModel(const CMatrix &mat, const CColModel &colModel);
+ static void DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel, int32 id);
+
+ static void CalculateTrianglePlanes(CColModel *model);
+ static void RemoveTrianglePlanes(CColModel *model);
+
+ // all these return true if there's a collision
+ static bool TestSphereSphere(const CSphere &s1, const CSphere &s2);
+ static bool TestSphereBox(const CSphere &sph, const CBox &box);
+ static bool TestLineBox(const CColLine &line, const CBox &box);
+ static bool TestVerticalLineBox(const CColLine &line, const CBox &box);
+ static bool TestLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane);
+ static bool TestLineSphere(const CColLine &line, const CColSphere &sph);
+ static bool TestSphereTriangle(const CColSphere &sphere, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane);
+ static bool TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough, bool ignoreShootThrough);
+
+ static bool ProcessSphereSphere(const CColSphere &s1, const CColSphere &s2, CColPoint &point, float &mindistsq);
+ static bool ProcessSphereBox(const CColSphere &sph, const CColBox &box, CColPoint &point, float &mindistsq);
+ static bool ProcessLineBox(const CColLine &line, const CColBox &box, CColPoint &point, float &mindist);
+ static bool ProcessVerticalLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist, CStoredCollPoly *poly);
+ static bool ProcessLineTriangle(const CColLine &line , const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist, CStoredCollPoly *poly = nil);
+ static bool ProcessLineSphere(const CColLine &line, const CColSphere &sphere, CColPoint &point, float &mindist);
+ static bool ProcessSphereTriangle(const CColSphere &sph, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindistsq);
+ static bool ProcessLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough);
+ static bool ProcessVerticalLine(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough, CStoredCollPoly *poly);
+ static int32 ProcessColModels(const CMatrix &matrixA, CColModel &modelA, const CMatrix &matrixB, CColModel &modelB, CColPoint *spherepoints, CColPoint *linepoints, float *linedists);
+ static bool IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CColPoint &point, CStoredCollPoly *poly);
+
+ static float DistToLine(const CVector *l0, const CVector *l1, const CVector *point);
+ static float DistToLine(const CVector *l0, const CVector *l1, const CVector *point, CVector &closest);
+};
diff --git a/src/collision/CompressedVector.h b/src/collision/CompressedVector.h
new file mode 100644
index 00000000..d54e49b1
--- /dev/null
+++ b/src/collision/CompressedVector.h
@@ -0,0 +1,36 @@
+#pragma once
+
+struct CompressedVector
+{
+#ifdef COMPRESSED_COL_VECTORS
+ int16 x, y, z;
+ CVector Get(void) const { return CVector(x, y, z)/128.0f; };
+ void Set(float x, float y, float z) { this->x = x*128.0f; this->y = y*128.0f; this->z = z*128.0f; };
+#ifdef GTA_PS2
+ void Unpack(uint128 &qword) const {
+ __asm__ volatile (
+ "lh $8, 0(%1)\n"
+ "lh $9, 2(%1)\n"
+ "lh $10, 4(%1)\n"
+ "pextlw $10, $8\n"
+ "pextlw $2, $9, $10\n"
+ "sq $2, %0\n"
+ : "=m" (qword)
+ : "r" (this)
+ : "$8", "$9", "$10", "$2"
+ );
+ }
+#else
+ void Unpack(int32 *qword) const {
+ qword[0] = x;
+ qword[1] = y;
+ qword[2] = z;
+ qword[3] = 0; // junk
+ }
+#endif
+#else
+ float x, y, z;
+ CVector Get(void) const { return CVector(x, y, z); };
+ void Set(float x, float y, float z) { this->x = x; this->y = y; this->z = z; };
+#endif
+}; \ No newline at end of file
diff --git a/src/core/TempColModels.cpp b/src/collision/TempColModels.cpp
index 203d24d0..e7ba54f1 100644
--- a/src/core/TempColModels.cpp
+++ b/src/collision/TempColModels.cpp
@@ -1,7 +1,6 @@
#include "common.h"
#include "TempColModels.h"
-#include "SurfaceTable.h"
CColModel CTempColModels::ms_colModelPed1;
CColModel CTempColModels::ms_colModelPed2;
diff --git a/src/core/TempColModels.h b/src/collision/TempColModels.h
index 0c936d6f..0c936d6f 100644
--- a/src/core/TempColModels.h
+++ b/src/collision/TempColModels.h
diff --git a/src/collision/VuCollision.cpp b/src/collision/VuCollision.cpp
new file mode 100644
index 00000000..8828d2e1
--- /dev/null
+++ b/src/collision/VuCollision.cpp
@@ -0,0 +1,282 @@
+#include "common.h"
+#ifdef VU_COLLISION
+#include "VuVector.h"
+#include "VuCollision.h"
+
+#ifndef GTA_PS2
+int16 vi01;
+CVuVector vf01;
+CVuVector vf02;
+CVuVector vf03;
+
+CVuVector
+DistanceBetweenSphereAndLine(const CVuVector &center, const CVuVector &p0, const CVuVector &line)
+{
+ // center VF12
+ // p0 VF14
+ // line VF15
+ CVuVector ret; // VF16
+ CVuVector p1 = p0+line;
+ CVuVector dist0 = center - p0; // VF20
+ CVuVector dist1 = center - p1; // VF25
+ float lenSq = line.MagnitudeSqr(); // VF21
+ float distSq0 = dist0.MagnitudeSqr(); // VF22
+ float distSq1 = dist1.MagnitudeSqr();
+ float dot = DotProduct(dist0, line); // VF23
+ if(dot < 0.0f){
+ // not above line, closest to p0
+ ret = p0;
+ ret.w = distSq0;
+ return ret;
+ }
+ float t = dot/lenSq; // param of nearest point on infinite line
+ if(t > 1.0f){
+ // not above line, closest to p1
+ ret = p1;
+ ret.w = distSq1;
+ return ret;
+ }
+ // closest to line
+ ret = p0 + line*t;
+ ret.w = (ret - center).MagnitudeSqr();
+ return ret;
+}
+inline int SignFlags(const CVector &v)
+{
+ int f = 0;
+ if(v.x < 0.0f) f |= 1;
+ if(v.y < 0.0f) f |= 2;
+ if(v.z < 0.0f) f |= 4;
+ return f;
+}
+#endif
+
+extern "C" void
+LineToTriangleCollision(const CVuVector &p0, const CVuVector &p1,
+ const CVuVector &v0, const CVuVector &v1, const CVuVector &v2,
+ const CVuVector &plane)
+{
+#ifdef GTA_PS2
+ __asm__ volatile (
+ ".set noreorder\n"
+ "lqc2 vf12, 0x0(%0)\n"
+ "lqc2 vf13, 0x0(%1)\n"
+ "lqc2 vf14, 0x0(%2)\n"
+ "lqc2 vf15, 0x0(%3)\n"
+ "lqc2 vf16, 0x0(%4)\n"
+ "lqc2 vf17, 0x0(%5)\n"
+ "vcallms Vu0LineToTriangleCollisionStart\n"
+ ".set reorder\n"
+ :
+ : "r" (&p0), "r" (&p1), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane)
+ );
+#else
+ float dot0 = DotProduct(plane, p0);
+ float dot1 = DotProduct(plane, p1);
+ float dist0 = plane.w - dot0;
+ float dist1 = plane.w - dot1;
+
+ // if points are on the same side, no collision
+ if(dist0 * dist1 > 0.0f){
+ vi01 = 0;
+ return;
+ }
+
+ CVuVector diff = p1 - p0;
+ float t = dist0/(dot1 - dot0);
+ CVuVector p = p0 + diff*t;
+ p.w = 0.0f;
+ vf01 = p;
+ vf03.x = t;
+
+ // Check if point is inside
+ CVector cross1 = CrossProduct(p-v0, v1-v0);
+ CVector cross2 = CrossProduct(p-v1, v2-v1);
+ CVector cross3 = CrossProduct(p-v2, v0-v2);
+ // Only check relevant directions
+ int flagmask = 0;
+ if(Abs(plane.x) > 0.5f) flagmask |= 1;
+ if(Abs(plane.y) > 0.5f) flagmask |= 2;
+ if(Abs(plane.z) > 0.5f) flagmask |= 4;
+ int flags1 = SignFlags(cross1) & flagmask;
+ int flags2 = SignFlags(cross2) & flagmask;
+ int flags3 = SignFlags(cross3) & flagmask;
+ // inside if on the same side of all edges
+ if(flags1 != flags2 || flags1 != flags3){
+ vi01 = 0;
+ return;
+ }
+ vi01 = 1;
+ vf02 = plane;
+ return;
+#endif
+}
+
+extern "C" void
+LineToTriangleCollisionCompressed(const CVuVector &p0, const CVuVector &p1, VuTriangle &tri)
+{
+#ifdef GTA_PS2
+ __asm__ volatile (
+ ".set noreorder\n"
+ "lqc2 vf12, 0x0(%0)\n"
+ "lqc2 vf13, 0x0(%1)\n"
+ "lqc2 vf14, 0x0(%2)\n"
+ "lqc2 vf15, 0x10(%2)\n"
+ "lqc2 vf16, 0x20(%2)\n"
+ "lqc2 vf17, 0x30(%2)\n"
+ "vcallms Vu0LineToTriangleCollisionCompressedStart\n"
+ ".set reorder\n"
+ :
+ : "r" (&p0), "r" (&p1), "r" (&tri)
+ );
+#else
+ CVuVector v0, v1, v2, plane;
+ v0.x = tri.v0[0]/128.0f;
+ v0.y = tri.v0[1]/128.0f;
+ v0.z = tri.v0[2]/128.0f;
+ v0.w = tri.v0[3]/128.0f;
+ v1.x = tri.v1[0]/128.0f;
+ v1.y = tri.v1[1]/128.0f;
+ v1.z = tri.v1[2]/128.0f;
+ v1.w = tri.v1[3]/128.0f;
+ v2.x = tri.v2[0]/128.0f;
+ v2.y = tri.v2[1]/128.0f;
+ v2.z = tri.v2[2]/128.0f;
+ v2.w = tri.v2[3]/128.0f;
+ plane.x = tri.plane[0]/4096.0f;
+ plane.y = tri.plane[1]/4096.0f;
+ plane.z = tri.plane[2]/4096.0f;
+ plane.w = tri.plane[3]/128.0f;
+ LineToTriangleCollision(p0, p1, v0, v1, v2, plane);
+#endif
+}
+
+extern "C" void
+SphereToTriangleCollision(const CVuVector &sph,
+ const CVuVector &v0, const CVuVector &v1, const CVuVector &v2,
+ const CVuVector &plane)
+{
+#ifdef GTA_PS2
+ __asm__ volatile (
+ ".set noreorder\n"
+ "lqc2 vf12, 0x0(%0)\n"
+ "lqc2 vf14, 0x0(%1)\n"
+ "lqc2 vf15, 0x0(%2)\n"
+ "lqc2 vf16, 0x0(%3)\n"
+ "lqc2 vf17, 0x0(%4)\n"
+ "vcallms Vu0SphereToTriangleCollisionStart\n"
+ ".set reorder\n"
+ :
+ : "r" (&sph), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane)
+ );
+#else
+ float planedist = DotProduct(plane, sph) - plane.w; // VF02
+ if(Abs(planedist) > sph.w){
+ vi01 = 0;
+ return;
+ }
+ // point on plane
+ CVuVector p = sph - planedist*plane;
+ p.w = 0.0f;
+ vf01 = p;
+ planedist = Abs(planedist);
+ // edges
+ CVuVector v01 = v1 - v0;
+ CVuVector v12 = v2 - v1;
+ CVuVector v20 = v0 - v2;
+ // VU code calculates normal again for some weird reason...
+ // Check sides of point
+ CVector cross1 = CrossProduct(p-v0, v01);
+ CVector cross2 = CrossProduct(p-v1, v12);
+ CVector cross3 = CrossProduct(p-v2, v20);
+ // Only check relevant directions
+ int flagmask = 0;
+ if(Abs(plane.x) > 0.1f) flagmask |= 1;
+ if(Abs(plane.y) > 0.1f) flagmask |= 2;
+ if(Abs(plane.z) > 0.1f) flagmask |= 4;
+ int nflags = SignFlags(plane) & flagmask;
+ int flags1 = SignFlags(cross1) & flagmask;
+ int flags2 = SignFlags(cross2) & flagmask;
+ int flags3 = SignFlags(cross3) & flagmask;
+ int testcase = 0;
+ CVuVector closest(0.0f, 0.0f, 0.0f); // VF04
+ if(flags1 == nflags){
+ closest += v2;
+ testcase++;
+ }
+ if(flags2 == nflags){
+ closest += v0;
+ testcase++;
+ }
+ if(flags3 == nflags){
+ closest += v1;
+ testcase++;
+ }
+ if(testcase == 3){
+ // inside triangle - dist to plane already checked
+ vf02 = plane;
+ vf02.w = vf03.x = planedist;
+ vi01 = 1;
+ }else if(testcase == 1){
+ // outside two sides - closest to point opposide inside edge
+ vf01 = closest;
+ vf02 = sph - closest;
+ float distSq = vf02.MagnitudeSqr();
+ vi01 = sph.w*sph.w > distSq;
+ vf03.x = Sqrt(distSq);
+ vf02 *= 1.0f/vf03.x;
+ }else{
+ // inside two sides - closest to third edge
+ if(flags1 != nflags)
+ closest = DistanceBetweenSphereAndLine(sph, v0, v01);
+ else if(flags2 != nflags)
+ closest = DistanceBetweenSphereAndLine(sph, v1, v12);
+ else
+ closest = DistanceBetweenSphereAndLine(sph, v2, v20);
+ vi01 = sph.w*sph.w > closest.w;
+ vf01 = closest;
+ vf02 = sph - closest;
+ vf03.x = Sqrt(closest.w);
+ vf02 *= 1.0f/vf03.x;
+ }
+#endif
+}
+
+extern "C" void
+SphereToTriangleCollisionCompressed(const CVuVector &sph, VuTriangle &tri)
+{
+#ifdef GTA_PS2
+ __asm__ volatile (
+ ".set noreorder\n"
+ "lqc2 vf12, 0x0(%0)\n"
+ "lqc2 vf14, 0x0(%1)\n"
+ "lqc2 vf15, 0x10(%1)\n"
+ "lqc2 vf16, 0x20(%1)\n"
+ "lqc2 vf17, 0x30(%1)\n"
+ "vcallms Vu0SphereToTriangleCollisionCompressedStart\n"
+ ".set reorder\n"
+ :
+ : "r" (&sph), "r" (&tri)
+ );
+#else
+ CVuVector v0, v1, v2, plane;
+ v0.x = tri.v0[0]/128.0f;
+ v0.y = tri.v0[1]/128.0f;
+ v0.z = tri.v0[2]/128.0f;
+ v0.w = tri.v0[3]/128.0f;
+ v1.x = tri.v1[0]/128.0f;
+ v1.y = tri.v1[1]/128.0f;
+ v1.z = tri.v1[2]/128.0f;
+ v1.w = tri.v1[3]/128.0f;
+ v2.x = tri.v2[0]/128.0f;
+ v2.y = tri.v2[1]/128.0f;
+ v2.z = tri.v2[2]/128.0f;
+ v2.w = tri.v2[3]/128.0f;
+ plane.x = tri.plane[0]/4096.0f;
+ plane.y = tri.plane[1]/4096.0f;
+ plane.z = tri.plane[2]/4096.0f;
+ plane.w = tri.plane[3]/128.0f;
+ SphereToTriangleCollision(sph, v0, v1, v2, plane);
+#endif
+}
+#endif \ No newline at end of file
diff --git a/src/collision/VuCollision.h b/src/collision/VuCollision.h
new file mode 100644
index 00000000..29ca4cbf
--- /dev/null
+++ b/src/collision/VuCollision.h
@@ -0,0 +1,32 @@
+#pragma once
+
+
+struct VuTriangle
+{
+ // Compressed int16 but unpacked
+#ifdef GTA_PS2
+ uint128 v0;
+ uint128 v1;
+ uint128 v2;
+ uint128 plane;
+#else
+ int32 v0[4];
+ int32 v1[4];
+ int32 v2[4];
+ int32 plane[4];
+#endif
+};
+
+#ifndef GTA_PS2
+extern int16 vi01;
+extern CVuVector vf01;
+extern CVuVector vf02;
+extern CVuVector vf03;
+#endif
+
+extern "C" {
+void LineToTriangleCollision(const CVuVector &p0, const CVuVector &p1, const CVuVector &v0, const CVuVector &v1, const CVuVector &v2, const CVuVector &plane);
+void LineToTriangleCollisionCompressed(const CVuVector &p0, const CVuVector &p1, VuTriangle &tri);
+void SphereToTriangleCollision(const CVuVector &sph, const CVuVector &v0, const CVuVector &v1, const CVuVector &v2, const CVuVector &plane);
+void SphereToTriangleCollisionCompressed(const CVuVector &sph, VuTriangle &tri);
+}
diff --git a/src/core/vu0Collision.dsm b/src/collision/vu0Collision.dsm
index 657c8b81..657c8b81 100644
--- a/src/core/vu0Collision.dsm
+++ b/src/collision/vu0Collision.dsm
diff --git a/src/core/vu0Collision_1.s b/src/collision/vu0Collision_1.s
index 055c8640..055c8640 100644
--- a/src/core/vu0Collision_1.s
+++ b/src/collision/vu0Collision_1.s
diff --git a/src/core/vu0Collision_2.s b/src/collision/vu0Collision_2.s
index 716c29ac..716c29ac 100644
--- a/src/core/vu0Collision_2.s
+++ b/src/collision/vu0Collision_2.s
diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp
index 93e9aa44..2af218c4 100644
--- a/src/control/CarCtrl.cpp
+++ b/src/control/CarCtrl.cpp
@@ -2148,8 +2148,9 @@ bool CCarCtrl::PickNextNodeToFollowPath(CVehicle* pVehicle)
pVehicle->AutoPilot.m_vecDestinationCoors, pVehicle->AutoPilot.m_aPathFindNodesInfo,
&pVehicle->AutoPilot.m_nPathFindNodesCount, NUM_PATH_NODES_IN_AUTOPILOT,
pVehicle, nil, 999999.9f, -1);
- if (pVehicle->AutoPilot.m_nPathFindNodesCount < 1)
+ if (pVehicle->AutoPilot.m_nPathFindNodesCount < 2)
return true;
+ pVehicle->AutoPilot.RemoveOnePathNode();
}
CPathNode* pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
CCarPathLink* pCurLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
diff --git a/src/core/Collision.h b/src/core/Collision.h
deleted file mode 100644
index 93959a72..00000000
--- a/src/core/Collision.h
+++ /dev/null
@@ -1,257 +0,0 @@
-#pragma once
-
-#include "templates.h"
-#include "Game.h" // for eLevelName
-#ifdef VU_COLLISION
-#include "VuVector.h"
-#endif
-
-// If you spawn many tanks at once, you will see that collisions of two entity exceeds 32.
-#if defined(FIX_BUGS) && !defined(SQUEEZE_PERFORMANCE)
-#define MAX_COLLISION_POINTS 64
-#else
-#define MAX_COLLISION_POINTS 32
-#endif
-
-struct CompressedVector
-{
-#ifdef COMPRESSED_COL_VECTORS
- int16 x, y, z;
- CVector Get(void) const { return CVector(x, y, z)/128.0f; };
- void Set(float x, float y, float z) { this->x = x*128.0f; this->y = y*128.0f; this->z = z*128.0f; };
-#ifdef GTA_PS2
- void Unpack(uint128 &qword) const {
- __asm__ volatile (
- "lh $8, 0(%1)\n"
- "lh $9, 2(%1)\n"
- "lh $10, 4(%1)\n"
- "pextlw $10, $8\n"
- "pextlw $2, $9, $10\n"
- "sq $2, %0\n"
- : "=m" (qword)
- : "r" (this)
- : "$8", "$9", "$10", "$2"
- );
- }
-#else
- void Unpack(int32 *qword) const {
- qword[0] = x;
- qword[1] = y;
- qword[2] = z;
- qword[3] = 0; // junk
- }
-#endif
-#else
- float x, y, z;
- CVector Get(void) const { return CVector(x, y, z); };
- void Set(float x, float y, float z) { this->x = x; this->y = y; this->z = z; };
-#endif
-};
-
-struct CSphere
-{
- // NB: this has to be compatible with a CVuVector
- CVector center;
- float radius;
- void Set(float radius, const CVector &center) { this->center = center; this->radius = radius; }
-};
-
-struct CBox
-{
- CVector min;
- CVector max;
- CVector GetSize(void) { return max - min; }
- void Set(const CVector &min, const CVector &max) { this->min = min; this->max = max; }
-};
-
-struct CColSphere : public CSphere
-{
- uint8 surface;
- uint8 piece;
-
- void Set(float radius, const CVector &center, uint8 surf, uint8 piece);
- bool IntersectRay(CVector const &from, CVector const &dir, CVector &entry, CVector &exit);
- using CSphere::Set;
-};
-
-struct CColBox : public CBox
-{
- uint8 surface;
- uint8 piece;
-
- void Set(const CVector &min, const CVector &max, uint8 surf, uint8 piece);
- using CBox::Set;
-};
-
-struct CColLine
-{
- // NB: this has to be compatible with two CVuVectors
- CVector p0;
- int pad0;
- CVector p1;
- int pad1;
-
- CColLine(void) { };
- CColLine(const CVector &p0, const CVector &p1) { this->p0 = p0; this->p1 = p1; };
- void Set(const CVector &p0, const CVector &p1);
-};
-
-struct CColTriangle
-{
- uint16 a;
- uint16 b;
- uint16 c;
- uint8 surface;
-
- void Set(const CompressedVector *v, int a, int b, int c, uint8 surf, uint8 piece);
-};
-
-struct CColTrianglePlane
-{
-#ifdef VU_COLLISION
- CompressedVector normal;
- int16 dist;
-
- void Set(const CVector &va, const CVector &vb, const CVector &vc);
- void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); }
- void GetNormal(CVector &n) const { n.x = normal.x/4096.0f; n.y = normal.y/4096.0f; n.z = normal.z/4096.0f; }
- float CalcPoint(const CVector &v) const { CVector n; GetNormal(n); return DotProduct(n, v) - dist/128.0f; };
-#ifdef GTA_PS2
- void Unpack(uint128 &qword) const {
- __asm__ volatile (
- "lh $8, 0(%1)\n"
- "lh $9, 2(%1)\n"
- "lh $10, 4(%1)\n"
- "lh $11, 6(%1)\n"
- "pextlw $10, $8\n"
- "pextlw $11, $9\n"
- "pextlw $2, $11, $10\n"
- "sq $2, %0\n"
- : "=m" (qword)
- : "r" (this)
- : "$8", "$9", "$10", "$11", "$2"
- );
- }
-#else
- void Unpack(int32 *qword) const {
- qword[0] = normal.x;
- qword[1] = normal.y;
- qword[2] = normal.z;
- qword[3] = dist;
- }
-#endif
-#else
- CVector normal;
- float dist;
- uint8 dir;
-
- void Set(const CVector &va, const CVector &vb, const CVector &vc);
- void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); }
- void GetNormal(CVector &n) const { n = normal; }
- float GetNormalX() const { return normal.x; }
- float GetNormalY() const { return normal.y; }
- float GetNormalZ() const { return normal.z; }
- float CalcPoint(const CVector &v) const { return DotProduct(normal, v) - dist; };
-#endif
-};
-
-struct CColPoint
-{
- CVector point;
- int pad1;
- // the surface normal on the surface of point
- CVector normal;
- int pad2;
- uint8 surfaceA;
- uint8 pieceA;
- uint8 surfaceB;
- uint8 pieceB;
- float depth;
-
- CColPoint& operator=(const CColPoint& other);
-};
-
-struct CStoredCollPoly
-{
-#ifdef VU_COLLISION
- CVuVector verts[3];
-#else
- CVector verts[3];
-#endif
- bool valid;
-};
-
-struct CColModel
-{
- CSphere boundingSphere;
- CBox boundingBox;
- int16 numSpheres;
- int16 numBoxes;
- int16 numTriangles;
- int8 numLines;
- uint8 level; // colstore slot but probably still named level
- bool ownsCollisionVolumes;
- CColSphere *spheres;
- CColLine *lines;
- CColBox *boxes;
- CompressedVector *vertices;
- CColTriangle *triangles;
- CColTrianglePlane *trianglePlanes;
-
- CColModel(void);
- ~CColModel(void);
- void RemoveCollisionVolumes(void);
- void CalculateTrianglePlanes(void);
- void RemoveTrianglePlanes(void);
- CLink<CColModel*> *GetLinkPtr(void);
- void SetLinkPtr(CLink<CColModel*>*);
- void GetTrianglePoint(CVector &v, int i) const;
-
- void *operator new(size_t);
- void operator delete(void *p, size_t);
- CColModel& operator=(const CColModel& other);
-};
-
-class CCollision
-{
-public:
- static eLevelName ms_collisionInMemory;
- static CLinkList<CColModel*> ms_colModelCache;
-
- static void Init(void);
- static void Shutdown(void);
- static void Update(void);
- static void LoadCollisionWhenINeedIt(bool changeLevel);
- static void SortOutCollisionAfterLoad(void);
- static void LoadCollisionScreen(eLevelName level);
- static void DrawColModel(const CMatrix &mat, const CColModel &colModel);
- static void DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel, int32 id);
-
- static void CalculateTrianglePlanes(CColModel *model);
- static void RemoveTrianglePlanes(CColModel *model);
-
- // all these return true if there's a collision
- static bool TestSphereSphere(const CSphere &s1, const CSphere &s2);
- static bool TestSphereBox(const CSphere &sph, const CBox &box);
- static bool TestLineBox(const CColLine &line, const CBox &box);
- static bool TestVerticalLineBox(const CColLine &line, const CBox &box);
- static bool TestLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane);
- static bool TestLineSphere(const CColLine &line, const CColSphere &sph);
- static bool TestSphereTriangle(const CColSphere &sphere, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane);
- static bool TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough, bool ignoreShootThrough);
-
- static bool ProcessSphereSphere(const CColSphere &s1, const CColSphere &s2, CColPoint &point, float &mindistsq);
- static bool ProcessSphereBox(const CColSphere &sph, const CColBox &box, CColPoint &point, float &mindistsq);
- static bool ProcessLineBox(const CColLine &line, const CColBox &box, CColPoint &point, float &mindist);
- static bool ProcessVerticalLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist, CStoredCollPoly *poly);
- static bool ProcessLineTriangle(const CColLine &line , const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist, CStoredCollPoly *poly = nil);
- static bool ProcessLineSphere(const CColLine &line, const CColSphere &sphere, CColPoint &point, float &mindist);
- static bool ProcessSphereTriangle(const CColSphere &sph, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindistsq);
- static bool ProcessLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough);
- static bool ProcessVerticalLine(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough, CStoredCollPoly *poly);
- static int32 ProcessColModels(const CMatrix &matrixA, CColModel &modelA, const CMatrix &matrixB, CColModel &modelB, CColPoint *spherepoints, CColPoint *linepoints, float *linedists);
- static bool IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CColPoint &point, CStoredCollPoly *poly);
-
- static float DistToLine(const CVector *l0, const CVector *l1, const CVector *point);
- static float DistToLine(const CVector *l0, const CVector *l1, const CVector *point, CVector &closest);
-};
diff --git a/src/core/FileLoader.cpp b/src/core/FileLoader.cpp
index da678fd3..1c9b4036 100644
--- a/src/core/FileLoader.cpp
+++ b/src/core/FileLoader.cpp
@@ -345,7 +345,7 @@ CFileLoader::LoadCollisionModel(uint8 *buf, CColModel &model, char *modelname)
if(model.numTriangles > 0){
model.triangles = (CColTriangle*)RwMalloc(model.numTriangles*sizeof(CColTriangle));
for(i = 0; i < model.numTriangles; i++){
- model.triangles[i].Set(model.vertices, *(int32*)buf, *(int32*)(buf+4), *(int32*)(buf+8), buf[12], buf[13]);
+ model.triangles[i].Set(*(int32*)buf, *(int32*)(buf+4), *(int32*)(buf+8), buf[12]);
buf += 16;
}
}else
diff --git a/src/core/Pad.cpp b/src/core/Pad.cpp
index b1e91f89..91e2d704 100644
--- a/src/core/Pad.cpp
+++ b/src/core/Pad.cpp
@@ -1833,7 +1833,7 @@ void CPad::Update(int16 pad)
{
if ( ShakeDur )
{
- ShakeDur = Max(ShakeDur - CTimer::GetTimeStepInMilliseconds(), 0);
+ ShakeDur = Max(ShakeDur - (int32)CTimer::GetTimeStepInMilliseconds(), 0);
if ( ShakeDur == 0 )
{
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp
index 5483641f..acf9c702 100644
--- a/src/entities/Physical.cpp
+++ b/src/entities/Physical.cpp
@@ -633,7 +633,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
if(IsGlass(B->GetModelIndex()))
CGlass::WindowRespondsToSoftCollision(B, impulseA);
if(!A->bInfiniteMass)
- A->ApplyMoveForce(colpoint.normal*(1.0f + A->m_fElasticity)*impulseA);
+ A->ApplyMoveForce(colpoint.GetNormal() * (1.0f + A->m_fElasticity) * impulseA);
return true;
}
}else if(!B->bInfiniteMass)
@@ -688,7 +688,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
}else{
if(IsGlass(B->GetModelIndex()))
CGlass::WindowRespondsToSoftCollision(B, impulseA);
- CVector f = colpoint.normal * impulseA;
+ CVector f = colpoint.GetNormal() * impulseA;
if(A->IsVehicle() && colpoint.normal.z < 0.7f)
f.z *= 0.3f;
if(!A->bInfiniteMass){
@@ -1303,43 +1303,43 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
mostColliding = 0;
for(j = 1; j < numCollisions; j++)
- if(colpoints[j].depth > colpoints[mostColliding].depth)
+ if (colpoints[j].GetDepth() > colpoints[mostColliding].GetDepth())
mostColliding = j;
if(CWorld::bSecondShift)
for(j = 0; j < numCollisions; j++)
- shift += colpoints[j].normal * colpoints[j].depth * 1.5f/numCollisions;
+ shift += colpoints[j].GetNormal() * colpoints[j].GetDepth() * 1.5f / numCollisions;
else
for(j = 0; j < numCollisions; j++)
- shift += colpoints[j].normal * colpoints[j].depth * 1.2f/numCollisions;
+ shift += colpoints[j].GetNormal() * colpoints[j].GetDepth() * 1.2f / numCollisions;
if(A->IsVehicle() && B->IsVehicle()){
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));
- shift += dir * colpoints[mostColliding].depth * 0.5f;
+ shift += dir * colpoints[mostColliding].GetDepth() * 0.5f;
}else if(A->IsPed() && B->IsVehicle() && ((CVehicle*)B)->IsBoat()){
- CVector dir = colpoints[mostColliding].normal;
+ CVector dir = colpoints[mostColliding].GetNormal();
float f = Min(Abs(dir.z), 0.9f);
dir.z = 0.0f;
dir.Normalise();
- shift += dir * colpoints[mostColliding].depth / (1.0f - f);
+ shift += dir * colpoints[mostColliding].GetDepth() / (1.0f - f);
boat = B;
}else if(B->IsPed() && A->IsVehicle() && ((CVehicle*)A)->IsBoat()){
- CVector dir = colpoints[mostColliding].normal * -1.0f;
+ CVector dir = colpoints[mostColliding].GetNormal() * -1.0f;
float f = Min(Abs(dir.z), 0.9f);
dir.z = 0.0f;
dir.Normalise();
- B->GetMatrix().Translate(dir * colpoints[mostColliding].depth / (1.0f - f));
+ B->GetMatrix().Translate(dir * colpoints[mostColliding].GetDepth() / (1.0f - f));
// BUG? how can that ever happen? A is a Ped
if(B->IsVehicle())
B->ProcessEntityCollision(A, colpoints);
}else{
if(CWorld::bSecondShift)
- shift += colpoints[mostColliding].normal * colpoints[mostColliding].depth * 0.4f;
+ shift += colpoints[mostColliding].GetNormal() * colpoints[mostColliding].GetDepth() * 0.4f;
else
- shift += colpoints[mostColliding].normal * colpoints[mostColliding].depth * 0.2f;
+ shift += colpoints[mostColliding].GetNormal() * colpoints[mostColliding].GetDepth() * 0.2f;
}
doShift = true;
diff --git a/src/fakerw/fake.cpp b/src/fakerw/fake.cpp
index f37e5813..5d53605d 100644
--- a/src/fakerw/fake.cpp
+++ b/src/fakerw/fake.cpp
@@ -943,7 +943,9 @@ RwBool RtCharsetDestroy(RtCharset * charSet) { charSet->destroy(); return
RwInt32 _rwD3D8FindCorrectRasterFormat(RwRasterType type, RwInt32 flags)
{
#ifdef RW_GL3
- return '3LGO';
+ if(flags & (rwRASTERFORMATPAL8 | rwRASTERFORMAT8888))
+ return 'NOPE';
+ return 'YUP';
#endif
return flags & 0xF00;
}
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp
index 59b56167..51b16663 100644
--- a/src/peds/Ped.cpp
+++ b/src/peds/Ped.cpp
@@ -140,9 +140,6 @@ bool CPed::bFannyMagnetCheat;
bool CPed::bPedCheat3;
CVector2D CPed::ms_vec2DFleePosition;
-CVector vecNextPathNode;
-bool vecNextPathNodeInitialized;
-
void *CPed::operator new(size_t sz) { return CPools::GetPedPool()->New(); }
void *CPed::operator new(size_t sz, int handle) { return CPools::GetPedPool()->New(handle); }
void CPed::operator delete(void *p, size_t sz) { CPools::GetPedPool()->Delete((CPed*)p); }
@@ -287,8 +284,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
m_phoneId = -1;
m_lastAccident = 0;
m_fleeFrom = nil;
- m_fleeFromPosX = 0;
- m_fleeFromPosY = 0;
+ m_fleeFromPos = CVector2D(0.0f, 0.0f);
m_fleeTimer = 0;
m_threatEx = nil;
m_vecSeekPosEx = CVector(0.0f, 0.0f, 0.0f);
@@ -722,24 +718,11 @@ CPed::CanStrafeOrMouseControl(void)
void
CPed::AddWeaponModel(int id)
{
- RpAtomic *atm;
-
if (id != -1) {
-#ifdef PED_SKIN
- if (IsClumpSkinned(GetClump())) {
- if (m_pWeaponModel)
- RemoveWeaponModel(-1);
+ if (m_pWeaponModel)
+ RemoveWeaponModel(-1);
- m_pWeaponModel = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
- }
- else
-#endif
- {
- atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
- RwFrameDestroy(RpAtomicGetFrame(atm));
- RpAtomicSetFrame(atm, m_pFrames[PED_HANDR]->frame);
- RpClumpAddAtomic(GetClump(), atm);
- }
+ m_pWeaponModel = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
CModelInfo::GetModelInfo(id)->AddRef();
m_wepModelID = id;
@@ -752,7 +735,6 @@ CPed::AddWeaponModel(int id)
void
CPed::AimGun(void)
{
- RwV3d pos;
CVector vector;
if (IsPlayer() && bIsDucking)
@@ -760,8 +742,7 @@ CPed::AimGun(void)
if (m_pSeekTarget) {
if (m_pSeekTarget->IsPed()) {
- ((CPed*)m_pSeekTarget)->m_pedIK.GetComponentPosition(pos, PED_MID);
- vector = pos;
+ ((CPed*)m_pSeekTarget)->m_pedIK.GetComponentPosition(vector, PED_MID);
} else {
vector = m_pSeekTarget->GetPosition();
}
@@ -1060,14 +1041,10 @@ CPed::FinishedReloadCB(CAnimBlendAssociation *reloadAssoc, void *arg)
CAnimManager::BlendAnimation(ped->GetClump(), weapon->m_AnimToPlay, GetPrimaryFireAnim(weapon), 8.0f);
fireAssoc->SetFinishCallback(FinishedAttackCB, ped);
fireAssoc->SetRun();
- if (fireAssoc->currentTime != reloadAssoc->hierarchy->totalLength) {
- if (fireAssoc->currentTime >= weapon->m_fAnimLoopStart)
- return;
-
+ if (fireAssoc->currentTime == reloadAssoc->hierarchy->totalLength)
fireAssoc->SetCurrentTime(Max(weapon->m_fAnimLoopStart - 0.04f, 0.0f));
- } else {
+ else if (fireAssoc->currentTime < weapon->m_fAnimLoopStart)
fireAssoc->SetCurrentTime(Max(weapon->m_fAnimLoopStart - 0.04f, 0.0f));
- }
}
}
@@ -1570,21 +1547,16 @@ void
CPed::RemoveWeaponModel(int modelId)
{
// modelId is not used!! This function just removes the current weapon.
-#ifdef PED_SKIN
- if(IsClumpSkinned(GetClump())){
- if(m_pWeaponModel){
- if (modelId == -1
- || CVisibilityPlugins::GetAtomicModelInfo(m_pWeaponModel) == CModelInfo::GetModelInfo(modelId)) {
- CVisibilityPlugins::GetAtomicModelInfo(m_pWeaponModel)->RemoveRef();
- RwFrame* frm = RpAtomicGetFrame(m_pWeaponModel);
- RpAtomicDestroy(m_pWeaponModel);
- RwFrameDestroy(frm);
- m_pWeaponModel = nil;
- }
+ if(m_pWeaponModel){
+ if (modelId == -1
+ || CVisibilityPlugins::GetAtomicModelInfo(m_pWeaponModel) == CModelInfo::GetModelInfo(modelId)) {
+ CVisibilityPlugins::GetAtomicModelInfo(m_pWeaponModel)->RemoveRef();
+ RwFrame* frm = RpAtomicGetFrame(m_pWeaponModel);
+ RpAtomicDestroy(m_pWeaponModel);
+ RwFrameDestroy(frm);
+ m_pWeaponModel = nil;
}
- }else
-#endif
- RwFrameForAllObjects(m_pFrames[PED_HANDR]->frame,RemoveAllModelCB,nil);
+ }
if (IsPlayer() && (modelId == -1 || modelId == MI_MINIGUN)) {
RpAtomic* &atm = ((CPlayerPed*)this)->m_pMinigunTopAtomic;
@@ -1637,8 +1609,8 @@ CPed::SelectGunIfArmed(void)
if (GetWeapon(i).m_nAmmoTotal > 0) {
eWeaponType weaponType = GetWeapon(i).m_eWeaponType;
- // First condition checks for Pistol, Python and Shotguns
- if ((weaponType >= WEAPONTYPE_COLT45 && weaponType < WEAPONTYPE_TEC9) ||
+ if (weaponType == WEAPONTYPE_COLT45 || weaponType == WEAPONTYPE_PYTHON || weaponType == WEAPONTYPE_SHOTGUN ||
+ weaponType == WEAPONTYPE_SPAS12_SHOTGUN || weaponType == WEAPONTYPE_STUBBY_SHOTGUN ||
weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_M4 || weaponType == WEAPONTYPE_MP5 ||
weaponType == WEAPONTYPE_ROCKETLAUNCHER || weaponType == WEAPONTYPE_FLAMETHROWER || weaponType == WEAPONTYPE_SNIPERRIFLE) {
SetCurrentWeapon(i);
@@ -2689,8 +2661,8 @@ CPed::SortPeds(CPed **list, int min, int max)
float middleDist = middleDiff.Magnitude();
int left = max;
- int right;
- for(right = min; right <= left; ){
+ int right = min;
+ while(right <= left){
float rightDist, leftDist;
do {
rightDiff = GetPosition() - list[right]->GetPosition();
@@ -2718,33 +2690,7 @@ CPed::SortPeds(CPed **list, int min, int max)
void
CPed::BuildPedLists(void)
{
- if ((CTimer::GetFrameCounter() + m_randomSeed) % 16) {
-
- for(int i = 0; i < ARRAY_SIZE(m_nearPeds); ) {
- bool removePed = false;
- if (m_nearPeds[i]) {
- if (m_nearPeds[i]->IsPointerValid()) {
- float distSqr = (GetPosition() - m_nearPeds[i]->GetPosition()).MagnitudeSqr2D();
- if (distSqr > sq(nThreatReactionRangeMultiplier * 30.f)) {
- removePed = true;
- }
- } else {
- removePed = true;
- }
- }
- if (removePed) {
- // If we arrive here, the ped we're checking isn't "near", so we should remove it.
- for (int j = i; j < ARRAY_SIZE(m_nearPeds) - 1; j++) {
- m_nearPeds[j] = m_nearPeds[j + 1];
- m_nearPeds[j + 1] = nil;
- }
- // Above loop won't work when it's 9, so we need to empty slot 9.
- m_nearPeds[9] = nil;
- m_numNearPeds--;
- } else
- i++;
- }
- } else {
+ if (((CTimer::GetFrameCounter() + m_randomSeed) % 16) == 0) {
CVector centre = CEntity::GetBoundCentre();
int deadsRegistered = 0;
CRect rect(centre.x - 20.f * nThreatReactionRangeMultiplier,
@@ -2789,6 +2735,31 @@ CPed::BuildPedLists(void)
for (int pedToClear = m_numNearPeds; pedToClear < ARRAY_SIZE(m_nearPeds); pedToClear++)
m_nearPeds[pedToClear] = nil;
}
+
+ for(int i = 0; i < ARRAY_SIZE(m_nearPeds); ) {
+ bool removePed = false;
+ if (m_nearPeds[i]) {
+ if (m_nearPeds[i]->IsPointerValid()) {
+ float distSqr = (GetPosition() - m_nearPeds[i]->GetPosition()).MagnitudeSqr2D();
+ if (distSqr > sq(nThreatReactionRangeMultiplier * 30.f)) {
+ removePed = true;
+ }
+ } else {
+ removePed = true;
+ }
+ }
+ if (removePed) {
+ // If we arrive here, the ped we're checking isn't "near", so we should remove it.
+ for (int j = i; j < ARRAY_SIZE(m_nearPeds) - 1; j++) {
+ m_nearPeds[j] = m_nearPeds[j + 1];
+ m_nearPeds[j + 1] = nil;
+ }
+ // Above loop won't work on last slot, so we need to empty it.
+ m_nearPeds[ARRAY_SIZE(m_nearPeds) - 1] = nil;
+ m_numNearPeds--;
+ } else
+ i++;
+ }
}
// --MIAMI: Done
@@ -2802,11 +2773,8 @@ CPed::SetPedStats(ePedStats pedStat)
bool
CPed::CanUseTorsoWhenLooking(void)
{
- if (m_nPedState != PED_DRIVING && m_nPedState != PED_DRAG_FROM_CAR && !bIsDucking) {
- if (m_animGroup != ASSOCGRP_SEXYWOMAN && m_animGroup != ASSOCGRP_WOMAN)
- return true;
- }
- return false;
+ return m_nPedState != PED_DRIVING && m_nPedState != PED_DRAG_FROM_CAR && !bIsDucking &&
+ m_animGroup != ASSOCGRP_SEXYWOMAN && m_animGroup != ASSOCGRP_WOMAN;
}
// --MIAMI: Done
@@ -3086,17 +3054,17 @@ CPed::CanPedJumpThis(CEntity *unused, CVector *damageNormal = nil)
if (damageNormal->z > 0.9f)
return false;
- CColModel *ourCol = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
+ CColModel *ourCol = GetColModel();
pos.z = ourCol->spheres->center.z - ourCol->spheres->radius * damageNormal->z + pos.z;
pos.z = pos.z + 0.05f;
float collPower = damageNormal->Magnitude2D();
- if (damageNormal->z <= 0.5f) {
- forwardOffset += collPower * ourCol->spheres->radius * forwardOffset;
- } else {
+ if (damageNormal->z > 0.5f) {
CVector invDamageNormal(-damageNormal->x, -damageNormal->y, 0.0f);
invDamageNormal *= 1.0f / collPower;
CVector estimatedJumpDist = invDamageNormal + collPower * invDamageNormal * ourCol->spheres->radius;
forwardOffset = estimatedJumpDist * Min(2.0f / collPower, 4.0f);
+ } else {
+ forwardOffset += collPower * ourCol->spheres->radius * forwardOffset;
}
} else {
pos.z -= 0.15f;
@@ -3495,18 +3463,10 @@ CPed::SetObjective(eObjective newObj)
|| m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) && !IsPlayer() && !IsPedInControl()) {
bStartWanderPathOnFoot = true;
- return;
- }
- // Unused code from assembly...
- /*
- else if(m_objective == OBJECTIVE_FLEE_CAR) {
-
} else {
-
+ m_objective = OBJECTIVE_NONE;
+ m_prevObjective = OBJECTIVE_NONE;
}
- */
- m_objective = OBJECTIVE_NONE;
- m_prevObjective = OBJECTIVE_NONE;
} else if (m_prevObjective != newObj || m_prevObjective == OBJECTIVE_NONE) {
SetObjectiveTimer(0);
@@ -3636,10 +3596,9 @@ CPed::InformMyGangOfAttack(CEntity *attacker)
void
CPed::QuitEnteringCar(void)
{
- CAnimBlendAssociation *animAssoc = m_pVehicleAnim;
CVehicle *veh = m_pMyVehicle;
- if (animAssoc)
- animAssoc->blendDelta = -1000.0f;
+ if (m_pVehicleAnim)
+ m_pVehicleAnim->blendDelta = -1000.0f;
RestartNonPartialAnims();
@@ -3666,11 +3625,10 @@ CPed::QuitEnteringCar(void)
bUsesCollision = true;
if (DyingOrDead()) {
- animAssoc = m_pVehicleAnim;
- if (animAssoc) {
- animAssoc->blendDelta = -4.0f;
- animAssoc->flags |= ASSOC_DELETEFADEDOUT;
- animAssoc->flags &= ~ASSOC_RUNNING;
+ if (m_pVehicleAnim) {
+ m_pVehicleAnim->blendDelta = -4.0f;
+ m_pVehicleAnim->flags |= ASSOC_DELETEFADEDOUT;
+ m_pVehicleAnim->flags &= ~ASSOC_RUNNING;
}
} else
SetIdle();
@@ -3762,21 +3720,16 @@ CPed::ReactToAttack(CEntity *attacker)
bool
CPed::TurnBody(void)
{
- float lookDir;
bool turnDone = true;
- if (m_pLookTarget) {
- const CVector &lookPos = m_pLookTarget->GetPosition();
-
- lookDir = CGeneral::GetRadianAngleBetweenPoints(
- lookPos.x,
- lookPos.y,
+ if (m_pLookTarget)
+ m_fLookDirection = CGeneral::GetRadianAngleBetweenPoints(
+ m_pLookTarget->GetPosition().x,
+ m_pLookTarget->GetPosition().y,
GetPosition().x,
GetPosition().y);
- } else
- lookDir = m_fLookDirection;
- float limitedLookDir = CGeneral::LimitRadianAngle(lookDir);
+ float limitedLookDir = CGeneral::LimitRadianAngle(m_fLookDirection);
float currentRot = m_fRotationCur;
if (currentRot - PI > limitedLookDir)
@@ -3814,6 +3767,7 @@ CPed::Chat(void)
if (partner->m_nPedState != PED_CHAT) {
ClearChat();
+ m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000;
if (partner->m_pedInObjective) {
if (partner->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT ||
partner->m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE)
@@ -3832,12 +3786,12 @@ CPed::Chat(void)
} else
Say(SOUND_PED_CHAT);
- } else if (!RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_IDLE)) {
+ } else {
- if (CGeneral::GetRandomNumber() < 20) {
+ if (CGeneral::GetRandomNumber() < 20 && !RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_IDLE)) {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f);
}
- if (!bIsTalking) {
+ if (!bIsTalking && !RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_IDLE)) {
CAnimBlendAssociation *chatAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_CHAT, 4.0f);
float chatTime = CGeneral::GetRandomNumberInRange(0.0f, 3.0f);
chatAssoc->SetCurrentTime(chatTime);
@@ -4038,7 +3992,7 @@ CPed::CheckForPointBlankPeds(CPed *pedToVerify)
if (!pedToVerify || pedToVerify == nearPed) {
CVector diff = nearPed->GetPosition() - GetPosition();
- if (diff.Magnitude() < pbDistance) {
+ if (diff.MagnitudeSqr() < SQR(pbDistance)) {
float neededAngle = CGeneral::GetRadianAngleBetweenPoints(
nearPed->GetPosition().x, nearPed->GetPosition().y,
@@ -4117,8 +4071,7 @@ CPed::ClearAll(void)
m_nMoveState = PEDMOVE_NONE;
m_pSeekTarget = nil;
m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
- m_fleeFromPosX = 0.0f;
- m_fleeFromPosY = 0.0f;
+ m_fleeFromPos = CVector2D(0.0f, 0.0f);
m_fleeFrom = nil;
m_fleeTimer = 0;
m_threatEx = nil;
@@ -4138,7 +4091,6 @@ CPed::ClearAttack(void)
if (m_nPedState != PED_ATTACK || (bIsDucking && !IsPlayer()) || m_nWaitState == WAITSTATE_PLAYANIM_DUCK)
return;
- // VC uses CCamera::Using1stPersonWeaponMode
if (FindPlayerPed() == this && TheCamera.Using1stPersonWeaponMode()) {
SetPointGunAt(nil);
} else if (bIsPointingGunAt) {
@@ -5092,7 +5044,7 @@ CPed::RestoreHeadingRate(void)
void
CPed::RestoreHeadingRateCB(CAnimBlendAssociation *assoc, void *arg)
{
- ((CPed*)arg)->m_headingRate = ((CPed*)arg)->m_pedStats->m_headingChangeRate;
+ ((CPed*)arg)->RestoreHeadingRate();
}
// --MIAMI: Done
@@ -5203,7 +5155,7 @@ CPed::SetPointGunAt(CEntity *to)
SetPedState(PED_AIM_GUN);
bIsPointingGunAt = true;
- SetMoveState(PEDMOVE_NONE);
+ SetMoveState(PEDMOVE_STILL);
CAnimBlendAssociation *aimAssoc;
@@ -5705,12 +5657,7 @@ CPed::StartFightAttack(uint8 buttonPressure)
animAssoc = CAnimManager::BlendAnimation(GetClump(), m_curFightMove < FIGHTMOVE_MELEE1 ? ASSOCGRP_STD : weaponInfo->m_AnimToPlay,
tFightMoves[m_curFightMove].animId, 8.0f);
- if (weaponInfo->m_AnimToPlay != ASSOCGRP_KNIFE || m_curFightMove < FIGHTMOVE_MELEE1) {
- if (m_curFightMove == FIGHTMOVE_BACKKICK)
- animAssoc->speed = 1.15f;
- else
- animAssoc->speed = 0.8f;
- } else {
+ if (weaponInfo->m_AnimToPlay == ASSOCGRP_KNIFE && m_curFightMove >= FIGHTMOVE_MELEE1) {
switch (GetWeapon()->m_eWeaponType) {
case WEAPONTYPE_SCREWDRIVER:
case WEAPONTYPE_KNIFE:
@@ -5728,6 +5675,11 @@ CPed::StartFightAttack(uint8 buttonPressure)
animAssoc->speed = 0.9f;
break;
}
+ } else {
+ if (m_curFightMove == FIGHTMOVE_BACKKICK)
+ animAssoc->speed = 1.15f;
+ else
+ animAssoc->speed = 0.8f;
}
if (IsPlayer())
animAssoc->SetCurrentTime(0.08f);
@@ -5770,9 +5722,9 @@ CPed::LoadFightData(void)
line[linelen] = '\0';
// skip white space
- for (lp = 0; line[lp] <= ' '; lp++);
+ for (lp = 0; line[lp] <= ' ' && line[lp] != '\0'; lp++);
- if (lp >= linelen || // FIX: game uses == here, but this is safer if we have empty lines
+ if (line[lp] == '\0' ||
line[lp] == '#')
continue;
@@ -5838,11 +5790,12 @@ CPed::LoadFightData(void)
int
CPed::GetLocalDirection(const CVector2D &posOffset)
{
- float direction;
+ int direction;
+ float angle;
- for (direction = posOffset.Heading() - m_fRotationCur + DEGTORAD(45.0f); direction < 0.0f; direction += TWOPI);
+ for (angle = posOffset.Heading() - m_fRotationCur + DEGTORAD(45.0f); angle < 0.0f; angle += TWOPI);
- for (direction = (int)RADTODEG(direction) / 90; direction > 3; direction -= 4);
+ for (direction = RADTODEG(angle)/90.0f; direction > 3; direction -= 4);
// 0-forward, 1-left, 2-backward, 3-right.
return direction;
@@ -6530,8 +6483,7 @@ CPed::SetFlee(CVector2D const &from, int time)
SetStoredState();
SetPedState(PED_FLEE_POS);
SetMoveState(PEDMOVE_RUN);
- m_fleeFromPosX = from.x;
- m_fleeFromPosY = from.y;
+ m_fleeFromPos = from;
}
bUsePedNodeSeek = true;
@@ -7120,9 +7072,7 @@ CPed::CreateDeadPedMoney(void)
if (!CGame::nastyGame)
return;
- int skin = GetModelIndex();
-
- if ((skin >= MI_COP && skin <= MI_FIREMAN) || (CharCreatedBy == MISSION_CHAR && !bMoneyHasBeenGivenByScript) || bInVehicle)
+ if ((GetModelIndex() >= MI_COP && GetModelIndex() <= MI_FIREMAN) || (CharCreatedBy == MISSION_CHAR && !bMoneyHasBeenGivenByScript) || bInVehicle)
return;
int money = m_nPedMoney;
@@ -7204,6 +7154,7 @@ CPed::CreateDeadPedWeaponPickups(void)
int quantity = Min(weaponAmmo, AmmoForWeapon_OnStreet[weapon] / 2);
CreateDeadPedPickupCoors(&pickupPos.x, &pickupPos.y, &pickupPos.z);
+ pickupPos.z += 0.3f;
if (!CPickups::TryToMerge_WeaponType(pickupPos, weapon, PICKUP_ONCE_TIMEOUT, quantity, false)) {
CPickups::GenerateNewOne_WeaponType(pickupPos, weapon, PICKUP_ONCE_TIMEOUT, Min(weaponAmmo, quantity));
}
@@ -7696,28 +7647,15 @@ CPed::EnterCar(void)
// CVector posForDoor = GetPositionToOpenCarDoor(veh, m_vehEnterType);
if (veh->CanPedOpenLocks(this)) {
- if (m_vehEnterType) {
- CAnimBlendAssociation *enterAssoc = m_pVehicleAnim;
- if (enterAssoc)
- veh->ProcessOpenDoor(m_vehEnterType, enterAssoc->animId, enterAssoc->currentTime);
+ if (m_vehEnterType && m_pVehicleAnim) {
+ veh->ProcessOpenDoor(m_vehEnterType, m_pVehicleAnim->animId, m_pVehicleAnim->currentTime);
}
}
bIsInTheAir = false;
LineUpPedWithCar(LINE_UP_TO_CAR_START);
if (veh->IsBike()) {
CBike *bike = (CBike*)veh;
- if (bike->GetStatus() != STATUS_ABANDONED || bike->bIsBeingPickedUp || !m_pVehicleAnim) {
- if (m_nPedState == PED_CARJACK && m_pVehicleAnim) {
- if (m_pVehicleAnim->currentTime > 0.4f && m_pVehicleAnim->currentTime - m_pVehicleAnim->timeStep <= 0.4f) {
- int anim = m_pVehicleAnim->animId;
- if (anim == ANIM_BIKE_KICK) {
- DMAudio.PlayOneShot(m_audioEntityId, SOUND_187, 3.0f);
- } else if (anim == ANIM_BIKE_ELBOW_R || anim == ANIM_BIKE_ELBOW_L) {
- DMAudio.PlayOneShot(m_audioEntityId, SOUND_186, 3.0f);
- }
- }
- }
- } else {
+ if (bike->GetStatus() == STATUS_ABANDONED && !bike->bIsBeingPickedUp && m_pVehicleAnim) {
int anim = m_pVehicleAnim->animId;
// One is pickup and other one is pullup, not same :p
@@ -7725,6 +7663,15 @@ CPed::EnterCar(void)
bike->bIsBeingPickedUp = true;
else if ((anim == ANIM_BIKE_PULLUP_R || anim == ANIM_BIKE_PULLUP_L) && m_pVehicleAnim->currentTime > 0.4667f)
bike->bIsBeingPickedUp = true;
+ } else if (m_nPedState == PED_CARJACK && m_pVehicleAnim) {
+ if (m_pVehicleAnim->currentTime > 0.4f && m_pVehicleAnim->currentTime - m_pVehicleAnim->timeStep <= 0.4f) {
+ int anim = m_pVehicleAnim->animId;
+ if (anim == ANIM_BIKE_KICK) {
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_187, 3.0f);
+ } else if (anim == ANIM_BIKE_ELBOW_R || anim == ANIM_BIKE_ELBOW_L) {
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_186, 3.0f);
+ }
+ }
}
}
} else {
@@ -7894,16 +7841,26 @@ CPed::ExitCar(void)
else
LineUpPedWithCar(LINE_UP_TO_CAR_FALL);
- } else if (exitAnim != ANIM_CAR_ROLLOUT_LHS && exitAnim != ANIM_CAR_ROLLOUT_RHS) {
+ } else if (exitAnim == ANIM_CAR_ROLLOUT_LHS || exitAnim == ANIM_CAR_ROLLOUT_RHS) {
+ if (animTime > 0.07f && m_pMyVehicle && m_pMyVehicle->IsCar()) {
+ if (exitAnim == ANIM_CAR_ROLLOUT_LHS) {
+ ((CAutomobile*)m_pMyVehicle)->KnockPedOutCar(WEAPONTYPE_UNIDENTIFIED, CAR_DOOR_LF, this);
+ } else {
+ ((CAutomobile*)m_pMyVehicle)->KnockPedOutCar(WEAPONTYPE_UNIDENTIFIED, CAR_DOOR_RF, this);
+ }
+ } else {
+ LineUpPedWithCar(LINE_UP_TO_CAR_FALL);
+ }
+ } else {
m_pMyVehicle->ProcessOpenDoor(m_vehEnterType, exitAnim, animTime);
if (m_pSeekTarget) {
// Car is upside down
if (m_pMyVehicle->GetUp().z > -0.8f) {
- if (exitAnim != ANIM_CAR_CLOSE_RHS && exitAnim != ANIM_CAR_CLOSE_LHS && animTime <= 0.3f)
- LineUpPedWithCar((m_pMyVehicle->GetModelIndex() == MI_DODO ? LINE_UP_TO_CAR_END : LINE_UP_TO_CAR_START));
- else
+ if (exitAnim == ANIM_CAR_CLOSE_RHS || exitAnim == ANIM_CAR_CLOSE_LHS || animTime > 0.3f)
LineUpPedWithCar(LINE_UP_TO_CAR_END);
+ else
+ LineUpPedWithCar((m_pMyVehicle->GetModelIndex() == MI_DODO ? LINE_UP_TO_CAR_END : LINE_UP_TO_CAR_START));
}
else {
LineUpPedWithCar(LINE_UP_TO_CAR_END);
@@ -7914,7 +7871,7 @@ CPed::ExitCar(void)
if (m_nPedState == PED_EXIT_CAR) {
CPed* foundPed = nil;
for (int i = 0; i < m_numNearPeds; i++) {
- if ((m_nearPeds[i]->GetPosition() - GetPosition()).MagnitudeSqr2D() < 0.04f) {
+ if ((m_nearPeds[i]->GetPosition() - GetPosition()).MagnitudeSqr2D() < SQR(0.2f)) {
foundPed = m_nearPeds[i];
break;
}
@@ -7923,12 +7880,6 @@ CPed::ExitCar(void)
if (animTime > 0.4f && foundPed->IsPedInControl())
foundPed->SetFall(1000, ANIM_KO_SKID_FRONT, 1);
}
- } else if (animTime <= 0.07f || !m_pMyVehicle || !m_pMyVehicle->IsCar()) {
- LineUpPedWithCar(LINE_UP_TO_CAR_FALL);
- } else if (exitAnim == ANIM_CAR_ROLLOUT_LHS) {
- ((CAutomobile*)m_pMyVehicle)->KnockPedOutCar(WEAPONTYPE_UNIDENTIFIED, CAR_DOOR_LF, this);
- } else {
- ((CAutomobile*)m_pMyVehicle)->KnockPedOutCar(WEAPONTYPE_UNIDENTIFIED, CAR_DOOR_RF, this);
}
}
@@ -7954,21 +7905,19 @@ CPed::Fall(void)
if (!fallAssoc)
fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FRONT);
- if (fallAssoc || !firstPartialAssoc || 0.8f * firstPartialAssoc->hierarchy->totalLength >= firstPartialAssoc->currentTime) {
- if (fallAssoc) {
- if (fallAssoc->blendAmount > 0.3f && fallAssoc->blendDelta >= 0.0f) {
- float time = fallAssoc->currentTime;
+ if (!fallAssoc && firstPartialAssoc && 0.8f * firstPartialAssoc->hierarchy->totalLength < firstPartialAssoc->currentTime) {
+ if (firstPartialAssoc->flags & ASSOC_FRONTAL) {
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_FRONT, 8.0f);
+ } else {
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_BACK, 8.0f);
+ }
+ } else if (fallAssoc && fallAssoc->blendAmount > 0.3f && fallAssoc->blendDelta >= 0.0f) {
+ float time = fallAssoc->currentTime;
- if (time > 0.667f && time - fallAssoc->timeStep <= 0.667f) {
- fallAssoc->SetCurrentTime(0.0f);
- fallAssoc->SetRun();
- }
- }
+ if (time > 0.667f && time - fallAssoc->timeStep <= 0.667f) {
+ fallAssoc->SetCurrentTime(0.0f);
+ fallAssoc->SetRun();
}
- } else if (firstPartialAssoc->flags & ASSOC_FRONTAL) {
- CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_FRONT, 8.0f);
- } else {
- CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_BACK, 8.0f);
}
} else if ((bKnockedUpIntoAir || bKnockedOffBike) && bIsStanding && !bWasStanding) {
fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_BACK);
@@ -9088,9 +9037,7 @@ CPed::Seek(void)
CVector*
CPed::SeekFollowingPath(void)
{
- // unused
- if (!vecNextPathNodeInitialized)
- vecNextPathNodeInitialized = true;
+ static CVector vecNextPathNode;
if (m_nCurPathNodeId >= m_nNumPathNodes || m_nNumPathNodes == 0)
return nil;
@@ -9317,18 +9264,15 @@ CPed::FollowPath(void)
CVector
CPed::GetFormationPosition(void)
{
- CPed *referencePed = m_pedInObjective;
-
- if (!referencePed)
+ if (!m_pedInObjective)
return GetPosition();
- if (referencePed->m_nPedState == PED_DEAD) {
- CPed *referencePedOfReference = referencePed->m_pedInObjective;
- if (!referencePedOfReference) {
+ if (m_pedInObjective->m_nPedState == PED_DEAD) {
+ if (!m_pedInObjective->m_pedInObjective) {
m_pedInObjective = nil;
return GetPosition();
}
- m_pedInObjective = referencePed = referencePedOfReference;
+ m_pedInObjective = m_pedInObjective->m_pedInObjective;
}
CVector formationOffset;
@@ -9388,8 +9332,7 @@ CPed::GetNearestDoor(CVehicle *veh, CVector &posToOpen)
&& m_pedStats->m_temper > 65
&& !m_vehEnterType || m_vehEnterType == CAR_WINDSCREEN)) {
m_vehEnterType = CAR_WINDSCREEN;
- CVector windscreenPos = GetPositionToOpenCarDoor(veh, CAR_WINDSCREEN);
- posToOpen = windscreenPos;
+ posToOpen = GetPositionToOpenCarDoor(veh, CAR_WINDSCREEN);
return;
}
}
@@ -9401,41 +9344,37 @@ CPed::GetNearestDoor(CVehicle *veh, CVector &posToOpen)
CVector lfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_LF);
CVector rfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF);
- // Right front door is closer
- if ((lfPos - GetPosition()).MagnitudeSqr2D() >= (rfPos - GetPosition()).MagnitudeSqr2D()) {
+ // Left front door is closer
+ if ((lfPos - GetPosition()).MagnitudeSqr2D() < (rfPos - GetPosition()).MagnitudeSqr2D()) {
+
+ if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) {
+ m_vehEnterType = CAR_DOOR_LF;
+ posToOpen = lfPos;
+ } else if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, enterOffset)) {
+ m_vehEnterType = CAR_DOOR_RF;
+ posToOpen = rfPos;
+ }
+ } else {
if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, enterOffset)) {
CPed *rfPassenger = veh->pPassengers[0];
- if (!rfPassenger || veh->IsBike()
- || rfPassenger->m_leader != this && !rfPassenger->bDontDragMeOutCar && (veh->VehicleCreatedBy != MISSION_VEHICLE || m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER)
- || veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset) == 0) {
-
- if ((veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) == 0
- || veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset) == 0) {
- m_vehEnterType = CAR_DOOR_RF;
- posToOpen = rfPos;
- return;
- }
+ if (rfPassenger && !veh->IsBike()
+ && (rfPassenger->m_leader == this || rfPassenger->bDontDragMeOutCar ||
+ veh->VehicleCreatedBy == MISSION_VEHICLE && m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)
+ && veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)
+ || (veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) && veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) {
+
+ m_vehEnterType = CAR_DOOR_LF;
+ posToOpen = lfPos;
+ } else {
+ m_vehEnterType = CAR_DOOR_RF;
+ posToOpen = rfPos;
}
- } else {
- if (!veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset))
- return;
+ } else if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) {
+ m_vehEnterType = CAR_DOOR_LF;
+ posToOpen = lfPos;
}
- m_vehEnterType = CAR_DOOR_LF;
- posToOpen = lfPos;
- return;
- }
-
- if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) {
- m_vehEnterType = CAR_DOOR_LF;
- posToOpen = lfPos;
- return;
- }
-
- if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, enterOffset)) {
- m_vehEnterType = CAR_DOOR_RF;
- posToOpen = rfPos;
}
}
@@ -9579,11 +9518,11 @@ CPed::GoToNearestDoor(CVehicle *veh)
bool
CPed::HaveReachedNextPointOnRoute(float distToCountReached)
{
- if ((m_nextRoutePointPos - GetPosition()).Magnitude2D() >= distToCountReached)
- return false;
-
- m_routePointsPassed += m_routePointsBeingPassed;
- return true;
+ if ((m_nextRoutePointPos - GetPosition()).Magnitude2D() < distToCountReached) {
+ m_routePointsPassed += m_routePointsBeingPassed;
+ return true;
+ }
+ return false;
}
// --MIAMI: Done
@@ -10714,7 +10653,7 @@ CPed::MoveHeadToLook(void)
if (m_pLookTarget) {
if (m_pLookTarget->IsPed()) {
- ((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition(*(RwV3d *)&lookPos, PED_MID);
+ ((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition(lookPos, PED_MID);
} else {
lookPos = m_pLookTarget->GetPosition();
}
@@ -10735,34 +10674,28 @@ CPed::MoveHeadToLook(void)
if (m_lookTimer - CTimer::GetTimeInMilliseconds() >= 1000)
return;
- bool notRocketLauncher = false;
- bool notTwoHanded = false;
+ bool handFreeToMove = false;
AnimationId animToPlay = NUM_STD_ANIMS;
- if (!GetWeapon()->IsType2Handed())
- notTwoHanded = true;
+ if (!GetWeapon()->IsType2Handed() && GetWeapon()->m_eWeaponType != WEAPONTYPE_ROCKETLAUNCHER)
+ handFreeToMove = true;
- if (notTwoHanded && GetWeapon()->m_eWeaponType != WEAPONTYPE_ROCKETLAUNCHER)
- notRocketLauncher = true;
-
- if (IsPlayer() && notRocketLauncher) {
+ if (IsPlayer() && handFreeToMove) {
if (m_pLookTarget->IsPed()) {
-
- if (m_pedStats->m_temper >= 49 && ((CPed*)m_pLookTarget)->m_nPedType != PEDTYPE_COP) {
-
- // FIX: Unreachable and meaningless condition
-#ifndef FIX_BUGS
- if (m_pedStats->m_temper < 47)
+#ifdef FIX_BUGS
+ if (m_pedStats->m_temper > 49 || ((CPed*)m_pLookTarget)->m_nPedType == PEDTYPE_COP)
+#else
+ if (m_pedStats->m_temper < 49 || ((CPed*)m_pLookTarget)->m_nPedType == PEDTYPE_COP)
#endif
- animToPlay = ANIM_FIGHT_PPUNCH;
- } else {
animToPlay = ANIM_FUCKU;
- }
- } else if (m_pedStats->m_temper > 49 || m_pLookTarget->GetModelIndex() == MI_POLICE) {
- animToPlay = ANIM_FUCKU;
+ else if(m_pedStats->m_temper < 47)
+ animToPlay = ANIM_FIGHT_PPUNCH;
+ } else {
+ if (m_pedStats->m_temper > 49 || m_pLookTarget->GetModelIndex() == MI_POLICE)
+ animToPlay = ANIM_FUCKU;
}
- } else if (notRocketLauncher && (CGeneral::GetRandomNumber() & 1)) {
+ } else if (handFreeToMove && (CGeneral::GetRandomNumber() & 1)) {
animToPlay = ANIM_FUCKU;
}
@@ -10775,19 +10708,11 @@ CPed::MoveHeadToLook(void)
}
}
bShakeFist = false;
- return;
- }
-
- if (999999.0f == m_fLookDirection) {
+ } else if (m_fLookDirection == 999999.0f) {
ClearLookFlag();
- return;
- }
-
- if (!m_pedIK.LookInDirection(m_fLookDirection, 0.0f)) {
- if (!bKeepTryingToLook) {
+ } else if (!m_pedIK.LookInDirection(m_fLookDirection, 0.0f)) {
+ if (!bKeepTryingToLook)
ClearLookFlag();
- return;
- }
}
}
@@ -12020,8 +11945,7 @@ CPed::ProcessControl(void)
break;
}
case PED_FLEE_POS:
- ms_vec2DFleePosition.x = m_fleeFromPosX;
- ms_vec2DFleePosition.y = m_fleeFromPosY;
+ ms_vec2DFleePosition = m_fleeFromPos;
Flee();
break;
case PED_FLEE_ENTITY:
@@ -12083,8 +12007,7 @@ CPed::ProcessControl(void)
if (m_fleeFrom) {
ms_vec2DFleePosition = m_fleeFrom->GetPosition();
} else {
- ms_vec2DFleePosition.x = m_fleeFromPosX;
- ms_vec2DFleePosition.y = m_fleeFromPosY;
+ ms_vec2DFleePosition = m_fleeFromPos;
}
Flee();
} else {
@@ -12333,7 +12256,7 @@ CPed::PedAnimDoorCloseCB(CAnimBlendAssociation *animAssoc, void *arg)
default: assert(0);
}
- if (veh->Damage.GetDoorStatus(door) == DOOR_STATUS_SMASHED)
+ if (veh->Damage.GetDoorStatus(door) == DOOR_STATUS_SWINGING)
veh->Damage.SetDoorStatus(door, DOOR_STATUS_OK);
if (door == DOOR_FRONT_LEFT || ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || veh->bIsBus || veh->m_nNumMaxPassengers == 0) {
@@ -12865,26 +12788,26 @@ CPed::PedAnimPullPedOutCB(CAnimBlendAssociation* animAssoc, void* arg)
}
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
- if (ped->m_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR) {
+ if (ped->m_vehEnterType == CAR_DOOR_LF || ped->m_vehEnterType == CAR_DOOR_LR) {
+ if (veh->IsBike())
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ((CBike*)veh)->m_bikeAnimType, ANIM_BIKE_JUMPON_R);
+ else if (isLow)
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_LHS);
+ else
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LHS);
+ } else {
if (veh->IsBike())
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ((CBike*)veh)->m_bikeAnimType, ANIM_BIKE_JUMPON_L);
else if (isLow)
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_RHS);
else
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_RHS);
-
- } else if (veh->IsBike()) {
- ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ((CBike*)veh)->m_bikeAnimType, ANIM_BIKE_JUMPON_R);
- } else if (isLow) {
- ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_LHS);
- } else {
- ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LHS);
}
ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
} else {
ped->QuitEnteringCar();
}
- } else {
+ } else if(ped->m_nPedState != PED_DRIVING) {
ped->QuitEnteringCar();
}
}
@@ -12947,9 +12870,7 @@ CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg)
default:
break;
}
- bool closeDoor = false;
- if (!veh->IsDoorMissing(door))
- closeDoor = true;
+ bool closeDoor = !veh->IsDoorMissing(door);
int padNo;
if (ped->IsPlayer()) {
@@ -12970,10 +12891,7 @@ CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg)
break;
}
CPad* pad = CPad::GetPad(padNo);
- bool engineIsIntact = false;
- if (veh->IsCar() && ((CAutomobile*)veh)->Damage.GetEngineStatus() >= 225) {
- engineIsIntact = true;
- }
+ bool engineIsIntact = veh->IsCar() && ((CAutomobile*)veh)->Damage.GetEngineStatus() >= 225;
if (!pad->ArePlayerControlsDisabled() && veh->m_nDoorLock != CARLOCK_FORCE_SHUT_DOORS
&& (pad->GetTarget()
|| pad->NewState.LeftStickX
@@ -13036,10 +12954,8 @@ CPed::PedEvadeCB(CAnimBlendAssociation* animAssoc, void* arg)
if (!animAssoc) {
ped->ClearLookFlag();
- if (ped->m_nPedState != PED_DIVE_AWAY && ped->m_nPedState != PED_STEP_AWAY)
- return;
-
- ped->RestorePreviousState();
+ if (ped->m_nPedState == PED_DIVE_AWAY || ped->m_nPedState == PED_STEP_AWAY)
+ ped->RestorePreviousState();
} else if (animAssoc->animId == ANIM_EV_DIVE) {
ped->bUpdateAnimHeading = true;
@@ -13053,10 +12969,8 @@ CPed::PedEvadeCB(CAnimBlendAssociation* animAssoc, void* arg)
} else if (animAssoc->flags & ASSOC_FADEOUTWHENDONE) {
ped->ClearLookFlag();
- if (ped->m_nPedState != PED_DIVE_AWAY && ped->m_nPedState != PED_STEP_AWAY)
- return;
-
- ped->RestorePreviousState();
+ if (ped->m_nPedState == PED_DIVE_AWAY || ped->m_nPedState == PED_STEP_AWAY)
+ ped->RestorePreviousState();
} else if (ped->m_nPedState != PED_ARRESTED) {
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
@@ -13100,9 +13014,9 @@ CPed::PedGetupCB(CAnimBlendAssociation* animAssoc, void* arg)
ped->SetMoveState(PEDMOVE_STILL);
else
ped->SetMoveState(PEDMOVE_RUN);
+ ped->SetMoveAnim();
}
- ped->SetMoveAnim();
ped->bGetUpAnimStarted = false;
}
@@ -13546,14 +13460,12 @@ CPed::RegisterThreatWithGangPeds(CEntity *attacker)
if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS) {
if (attacker->IsPed()) {
attackerPed = (CPed*)attacker;
- } else {
- if (!attacker->IsVehicle())
- return;
-
+ } else if (attacker->IsVehicle()) {
attackerPed = ((CVehicle*)attacker)->pDriver;
if (!attackerPed)
return;
- }
+ } else
+ return;
if (attackerPed && (attackerPed->IsPlayer() || attackerPed->IsGangMember())) {
for (int i = 0; i < m_numNearPeds; ++i) {
@@ -14408,41 +14320,47 @@ CVector vecTestTemp(-1.0f, -1.0f, -1.0f);
void
CPed::Render(void)
{
- if (!bInVehicle || !m_pMyVehicle || m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR ||
- bRenderPedInCar && (m_pMyVehicle->IsBike() || IsPlayer() ||
- sq((m_pMyVehicle->IsBoat() ? 40.0f : 25.0f) * TheCamera.LODDistMultiplier) >= (TheCamera.GetPosition() - GetPosition()).MagnitudeSqr())) {
+ if (bInVehicle && m_pMyVehicle && m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR) {
+ if (!bRenderPedInCar)
+ return;
- CEntity::Render();
+ if (!m_pMyVehicle->IsBike() && !IsPlayer()) {
+ float camDistSq = (TheCamera.GetPosition() - GetPosition()).MagnitudeSqr();
+ if (camDistSq > SQR((m_pMyVehicle->IsBoat() ? 40.0f : 25.0f) * TheCamera.LODDistMultiplier))
+ return;
+ }
+ }
- if(m_pWeaponModel){
- RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
- int idx = RpHAnimIDGetIndex(hier, m_pFrames[PED_HANDR]->nodeID);
- RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
- RwFrame *frame = RpAtomicGetFrame(m_pWeaponModel);
- *RwFrameGetMatrix(frame) = *mat;
- RwFrameUpdateObjects(frame);
- RpAtomicRender(m_pWeaponModel);
- if (IsPlayer()) {
- CPlayerPed *player = (CPlayerPed*)this;
- if (player->m_pMinigunTopAtomic) {
- frame = RpAtomicGetFrame(player->m_pMinigunTopAtomic);
- *RwFrameGetMatrix(frame) = *mat;
+ CEntity::Render();
- player->m_fGunSpinAngle = player->m_fGunSpinSpeed * CTimer::GetTimeStep() + player->m_fGunSpinAngle;
- if (player->m_fGunSpinAngle > TWOPI)
- player->m_fGunSpinAngle -= TWOPI;
+ if(m_pWeaponModel){
+ RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
+ int idx = RpHAnimIDGetIndex(hier, m_pFrames[PED_HANDR]->nodeID);
+ RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
+ RwFrame *frame = RpAtomicGetFrame(m_pWeaponModel);
+ *RwFrameGetMatrix(frame) = *mat;
+ RwFrameUpdateObjects(frame);
+ RpAtomicRender(m_pWeaponModel);
+ if (IsPlayer()) {
+ CPlayerPed *player = (CPlayerPed*)this;
+ if (player->m_pMinigunTopAtomic) {
+ frame = RpAtomicGetFrame(player->m_pMinigunTopAtomic);
+ *RwFrameGetMatrix(frame) = *mat;
- CMatrix mgTopMat, localAdjMat;
- mgTopMat.Attach(RwFrameGetMatrix(frame));
- localAdjMat.SetRotateX(player->m_fGunSpinAngle);
- localAdjMat.Rotate(DEGTORAD(-4.477f)* vecTestTemp.x, DEGTORAD(29.731f) * vecTestTemp.y, DEGTORAD(1.064f) * vecTestTemp.z);
- localAdjMat.GetPosition() += CVector(0.829f, -0.001f, 0.226f);
- mgTopMat = mgTopMat * localAdjMat;
- mgTopMat.UpdateRW();
+ player->m_fGunSpinAngle = player->m_fGunSpinSpeed * CTimer::GetTimeStep() + player->m_fGunSpinAngle;
+ if (player->m_fGunSpinAngle > TWOPI)
+ player->m_fGunSpinAngle -= TWOPI;
- RwFrameUpdateObjects(frame);
- RpAtomicRender(player->m_pMinigunTopAtomic);
- }
+ CMatrix mgTopMat, localAdjMat;
+ mgTopMat.Attach(RwFrameGetMatrix(frame));
+ localAdjMat.SetRotateX(player->m_fGunSpinAngle);
+ localAdjMat.Rotate(DEGTORAD(-4.477f)* vecTestTemp.x, DEGTORAD(29.731f) * vecTestTemp.y, DEGTORAD(1.064f) * vecTestTemp.z);
+ localAdjMat.GetPosition() += CVector(0.829f, -0.001f, 0.226f);
+ mgTopMat = mgTopMat * localAdjMat;
+ mgTopMat.UpdateRW();
+
+ RwFrameUpdateObjects(frame);
+ RpAtomicRender(player->m_pMinigunTopAtomic);
}
}
}
@@ -16701,7 +16619,7 @@ CPed::SetRadioStation(void)
if (GetModelIndex() != MI_PGA && GetModelIndex() != MI_PGB) {
if (m_pMyVehicle->m_nRadioStation != modelInfo->radio1 && m_pMyVehicle->m_nRadioStation != modelInfo->radio2) {
- if (CGeneral::GetRandomNumber() < MYRAND_MAX / 2)
+ if (CGeneral::GetRandomTrueFalse())
m_pMyVehicle->m_nRadioStation = modelInfo->radio1;
else
m_pMyVehicle->m_nRadioStation = modelInfo->radio2;
@@ -17200,25 +17118,18 @@ CPed::SetFollowPath(CVector dest, float radius, eMoveState state, CEntity* walkA
bool weHaveTargetPed = targetEnt && targetEnt->IsPed();
bool useDestVec = !weHaveTargetPed;
- CVector targetPos;
if (useDestVec)
- targetPos = dest;
+ m_followPathDestPos = dest;
else
- targetPos = targetEnt->GetPosition();
+ m_followPathDestPos = targetEnt->GetPosition();
- m_followPathDestPos = targetPos;
if (targetEnt && m_nPedState == PED_SEEK_POS) {
m_followPathDestPos = m_vecSeekPos;
}
- float newRadius = radius > 0.f ? radius : 20.f;
- bool useGivenPedMove = true;
-
- m_followPathAbortDist = newRadius;
-
- if (state != PEDMOVE_RUN && state != PEDMOVE_WALK)
- useGivenPedMove = false;
+ m_followPathAbortDist = radius > 0.f ? radius : 20.f;
+ bool useGivenPedMove = state == PEDMOVE_RUN || state == PEDMOVE_WALK;
if (useGivenPedMove)
m_followPathMoveState = state;
else
@@ -19468,18 +19379,10 @@ CPed::SetEnterCar_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag)
car->AutoPilot.m_nCruiseSpeed = 0;
} else {
- if (zDiff > 4.4f) {
- if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)
- m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_RHS, 4.0f);
- else
- m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_LHS, 4.0f);
-
- } else {
- if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)
- m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_RHS, 4.0f);
- else
- m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_LHS, 4.0f);
- }
+ if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, zDiff > 4.4f ? ANIM_CAR_ALIGNHI_RHS : ANIM_CAR_ALIGN_RHS, 4.0f);
+ else
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, zDiff > 4.4f ? ANIM_CAR_ALIGNHI_LHS : ANIM_CAR_ALIGN_LHS, 4.0f);
m_pVehicleAnim->SetFinishCallback(PedAnimAlignCB, this);
}
}
@@ -19607,21 +19510,20 @@ CPed::WarpPedToNearEntityOffScreen(CEntity *warpTo)
CVector halfNormalizedDist = distVec / halfOfDist;
CVector appropriatePos = GetPosition();
- CVector zCorrectedPos = appropriatePos;
- int tryCount = Min(10, halfOfDist);
+ int tryCount = Min(10, (int)halfOfDist);
for (int i = 0; i < tryCount; ++i) {
appropriatePos += halfNormalizedDist;
+ CVector zCorrectedPos = appropriatePos;
CPedPlacement::FindZCoorForPed(&zCorrectedPos);
- if (Abs(zCorrectedPos.z - warpToPos.z) >= 3.0f && Abs(zCorrectedPos.z - appropriatePos.z) >= 3.0f)
- continue;
-
- appropriatePos.z = zCorrectedPos.z;
- if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f, &TheCamera.GetCameraMatrix())
- && CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false)
- && !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) {
- teleported = true;
- Teleport(appropriatePos);
+ if (Abs(zCorrectedPos.z - warpToPos.z) < 3.0f || Abs(zCorrectedPos.z - appropriatePos.z) < 3.0f) {
+ appropriatePos.z = zCorrectedPos.z;
+ if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f, &TheCamera.GetCameraMatrix())
+ && CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false)
+ && !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) {
+ teleported = true;
+ Teleport(appropriatePos);
+ }
}
}
m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 3000;
@@ -19642,21 +19544,20 @@ CPed::WarpPedToNearLeaderOffScreen(void)
CVector halfNormalizedDist = distVec / halfOfDist;
CVector appropriatePos = GetPosition();
- CVector zCorrectedPos = appropriatePos;
- int tryCount = Min(10, halfOfDist);
+ int tryCount = Min(10, (int)halfOfDist);
for (int i = 0; i < tryCount; ++i) {
appropriatePos += halfNormalizedDist;
+ CVector zCorrectedPos = appropriatePos;
CPedPlacement::FindZCoorForPed(&zCorrectedPos);
- if (Abs(zCorrectedPos.z - warpToPos.z) >= 3.0f && Abs(zCorrectedPos.z - appropriatePos.z) >= 3.0f)
- continue;
-
- appropriatePos.z = zCorrectedPos.z;
- if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f, &TheCamera.GetCameraMatrix())
- && CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false)
- && !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) {
- teleported = true;
- Teleport(appropriatePos);
+ if (Abs(zCorrectedPos.z - warpToPos.z) < 3.0f || Abs(zCorrectedPos.z - appropriatePos.z) < 3.0f) {
+ appropriatePos.z = zCorrectedPos.z;
+ if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f)
+ && CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false)
+ && !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) {
+ teleported = true;
+ Teleport(appropriatePos);
+ }
}
}
m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 3000;
@@ -19697,19 +19598,10 @@ CPed::SetCarJack_AllClear(CVehicle* car, uint32 doorNode, uint32 doorFlag)
float zDiff = Max(0.0f, carEnterPos.z - GetPosition().z);
bUsesCollision = false;
- if (zDiff > 4.4f) {
- if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)
- m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_RHS, 4.0f);
- else
- m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_LHS, 4.0f);
-
- }
- else {
- if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)
- m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_RHS, 4.0f);
- else
- m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_LHS, 4.0f);
- }
+ if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, zDiff > 4.4f ? ANIM_CAR_ALIGNHI_LHS : ANIM_CAR_ALIGN_LHS, 4.0f);
+ else
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, zDiff > 4.4f ? ANIM_CAR_ALIGNHI_RHS : ANIM_CAR_ALIGN_RHS, 4.0f);
m_pVehicleAnim->SetFinishCallback(PedAnimAlignCB, this);
}
@@ -19790,12 +19682,12 @@ CPed::SetCarJack(CVehicle* car)
pedInSeat = car->pDriver;
if (m_fHealth > 0.0f && (IsPlayer() || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS ||
- (car->VehicleCreatedBy != MISSION_VEHICLE && car->GetModelIndex() != MI_DODO)))
- if (pedInSeat && !pedInSeat->IsPedDoingDriveByShooting() && pedInSeat->m_nPedState == PED_DRIVING)
- if (m_nPedState != PED_CARJACK && !m_pVehicleAnim)
- if ((car->IsDoorReady(door) || car->IsDoorFullyOpen(door)))
- if (!car->bIsBeingCarJacked && !(doorFlag & car->m_nGettingInFlags) && !(doorFlag & car->m_nGettingOutFlags))
- SetCarJack_AllClear(car, m_vehEnterType, doorFlag);
+ CharCreatedBy == MISSION_CHAR || (car->VehicleCreatedBy != MISSION_VEHICLE && car->GetModelIndex() != MI_DODO)))
+ if (pedInSeat && !pedInSeat->IsPedDoingDriveByShooting() && pedInSeat->m_nPedState == PED_DRIVING)
+ if (m_nPedState != PED_CARJACK && !m_pVehicleAnim)
+ if ((car->IsDoorReady(door) || car->IsDoorFullyOpen(door)))
+ if (!car->bIsBeingCarJacked && !(doorFlag & car->m_nGettingInFlags) && !(doorFlag & car->m_nGettingOutFlags))
+ SetCarJack_AllClear(car, m_vehEnterType, doorFlag);
}
// --MIAMI: Done
@@ -19816,9 +19708,9 @@ CPed::Solicit(void)
GetPosition().x, GetPosition().y);
if (m_fRotationDest < 0.0f) {
- m_fRotationDest = m_fRotationDest + TWOPI;
+ m_fRotationDest += TWOPI;
} else if (m_fRotationDest > TWOPI) {
- m_fRotationDest = m_fRotationDest - TWOPI;
+ m_fRotationDest -= TWOPI;
}
if ((GetPosition() - doorPos).MagnitudeSqr() <= 1.0f)
@@ -19863,39 +19755,39 @@ CPed::SetExitBoat(CVehicle *boat)
m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface);
m_pCurrentPhysSurface = boat;
} else {
- if (boat->m_modelIndex != MI_SKIMMER || boat->bIsInWater) {
- if (boat->m_modelIndex == MI_SKIMMER)
- newPos.z += 2.0f;
-
- m_vehEnterType = CAR_DOOR_RF;
- PedSetOutCarCB(nil, this);
- bIsStanding = true;
- m_pCurSurface = boat;
- m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface);
- m_pCurrentPhysSurface = boat;
- CColPoint foundCol;
- CEntity *foundEnt = nil;
- if (CWorld::ProcessVerticalLine(newPos, newPos.z - 1.4f, foundCol, foundEnt, false, true, false, false, false, false, nil))
- newPos.z = FEET_OFFSET + foundCol.point.z;
- } else {
- m_vehEnterType = CAR_DOOR_RF;
- PedSetOutCarCB(nil, this);
- bIsStanding = true;
- SetMoveState(PEDMOVE_STILL);
- bTryingToReachDryLand = true;
- float upMult = 1.04f + boatCol->boundingBox.min.z;
- float rightMult = 0.6f * boatCol->boundingBox.max.x;
- newPos = upMult * boat->GetUp() + rightMult * boat->GetRight() + boat->GetPosition();
- SetPosition(newPos);
- if (m_pMyVehicle) {
- PositionPedOutOfCollision();
- } else {
- m_pMyVehicle = boat;
- PositionPedOutOfCollision();
- m_pMyVehicle = nil;
+ if (boat->m_modelIndex == MI_SKIMMER) {
+ if (!boat->bIsInWater) {
+ m_vehEnterType = CAR_DOOR_RF;
+ PedSetOutCarCB(nil, this);
+ bIsStanding = true;
+ SetMoveState(PEDMOVE_STILL);
+ bTryingToReachDryLand = true;
+ float upMult = 1.04f + boatCol->boundingBox.min.z;
+ float rightMult = 0.6f * boatCol->boundingBox.max.x;
+ newPos = upMult * boat->GetUp() + rightMult * boat->GetRight() + boat->GetPosition();
+ SetPosition(newPos);
+ if (m_pMyVehicle) {
+ PositionPedOutOfCollision();
+ } else {
+ m_pMyVehicle = boat;
+ PositionPedOutOfCollision();
+ m_pMyVehicle = nil;
+ }
+ return;
}
- return;
+
+ newPos.z += 2.0f;
}
+ m_vehEnterType = CAR_DOOR_RF;
+ PedSetOutCarCB(nil, this);
+ bIsStanding = true;
+ m_pCurSurface = boat;
+ m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface);
+ m_pCurrentPhysSurface = boat;
+ CColPoint foundCol;
+ CEntity *foundEnt = nil;
+ if (CWorld::ProcessVerticalLine(newPos, newPos.z - 1.4f, foundCol, foundEnt, false, true, false, false, false, false, nil))
+ newPos.z = FEET_OFFSET + foundCol.point.z;
}
SetPosition(newPos);
SetMoveState(PEDMOVE_STILL);
@@ -20178,7 +20070,7 @@ CPed::AddInCarAnims(CVehicle* car, bool isDriver)
bool
CPed::CanBeDamagedByThisGangMember(CPed* who)
{
- return m_gangFlags & (1 << (uint8)(who->m_nPedType - PEDTYPE_GANG1));
+ return m_gangFlags & (1 << (who->m_nPedType - PEDTYPE_GANG1));
}
// --MIAMI: Done
@@ -20252,7 +20144,7 @@ CPed::ClearAnswerMobile(void)
if (m_nPedState == PED_ANSWER_MOBILE) {
m_nPedState = PED_IDLE;
RestorePreviousState();
- m_pMyVehicle = nil;
+ m_pVehicleAnim = nil;
}
}
@@ -20269,7 +20161,7 @@ CPed::Dress(void)
m_prevObjective = OBJECTIVE_NONE;
m_nWaitState = WAITSTATE_FALSE;
CWorld::Add(this);
- m_headingRate = m_pedStats->m_headingChangeRate;
+ RestoreHeadingRate();
}
// --MIAMI: Done
@@ -20361,7 +20253,7 @@ CPed::DettachPedFromEntity(void)
m_attachedTo = nil;
if (m_nPedState == PED_DIE) {
m_pCollidingEntity = pVehicleAttachedTo;
- ApplyMoveForce(pVehicleAttachedTo->GetForward() * -4.0f);
+ ApplyMoveForce(pVehicleAttachedTo->GetForward() * -4.0f + CVector(0.0f, 0.0f, 4.0f));
bIsStanding = false;
} else if (m_nPedState != PED_DEAD) {
RestorePreviousState();
@@ -20705,6 +20597,9 @@ CPed::DriveVehicle(void)
void
CPed::PositionAttachedPed()
{
+ if(!m_attachedTo)
+ return;
+
CMatrix rotMatrix, targetMat;
targetMat = m_attachedTo->GetMatrix();
targetMat.GetPosition() += Multiply3x3(m_attachedTo->GetMatrix(), m_vecAttachOffset);
diff --git a/src/peds/Ped.h b/src/peds/Ped.h
index 00ce48f4..497994c2 100644
--- a/src/peds/Ped.h
+++ b/src/peds/Ped.h
@@ -451,9 +451,7 @@ public:
uint32 bVehExitWillBeInstant : 1;
uint32 bHasAlreadyBeenRecorded : 1;
uint32 bFallenDown : 1;
-#ifdef PED_SKIN
- uint32 bDontAcceptIKLookAts : 1; // TODO: find uses of this
-#endif
+ uint32 bDontAcceptIKLookAts : 1;
uint32 bReachedAttractorHeadingTarget : 1;
uint32 bTurnedAroundOnAttractor : 1;
@@ -513,10 +511,7 @@ public:
CEntity* m_pEventEntity;
float m_fAngleToEvent;
AnimBlendFrameData *m_pFrames[PED_NODE_MAX];
-#ifdef PED_SKIN
- // stored inside the clump with non-skin ped
RpAtomic *m_pWeaponModel;
-#endif
AssocGroupId m_animGroup;
CAnimBlendAssociation *m_pVehicleAnim;
CVector2D m_vecAnimMoveDelta;
@@ -579,8 +574,7 @@ public:
CAccident *m_lastAccident;
uint32 m_nPedType;
CPedStats *m_pedStats;
- float m_fleeFromPosX;
- float m_fleeFromPosY;
+ CVector2D m_fleeFromPos;
CEntity *m_fleeFrom;
uint32 m_fleeTimer;
CEntity* m_threatEx; // TODO(Miami): What is this?
diff --git a/src/peds/PedChat.cpp b/src/peds/PedChat.cpp
index b7732274..71739902 100644
--- a/src/peds/PedChat.cpp
+++ b/src/peds/PedChat.cpp
@@ -75,28 +75,29 @@ CPed::ServiceTalkingWhenDead(void)
void
CPed::ServiceTalking(void)
{
- if (!bBodyPartJustCameOff || m_bodyPartBleeding != PED_HEAD) {
- if (!CGame::germanGame && m_pFire)
- m_queuedSound = SOUND_PED_BURNING;
-
- if (m_queuedSound != SOUND_NO_SOUND) {
- if (m_queuedSound == SOUND_PED_DEATH)
- m_soundStart = CTimer::GetTimeInMilliseconds() - 1;
-
- if (CTimer::GetTimeInMilliseconds() > m_soundStart) {
- DMAudio.PlayOneShot(m_audioEntityId, m_queuedSound, 1.0f);
- m_lastSoundStart = CTimer::GetTimeInMilliseconds();
- m_soundStart =
- CommentWaitTime[m_queuedSound - SOUND_PED_DEATH].m_nFixedDelayTime
- + CTimer::GetTimeInMilliseconds()
- + CGeneral::GetRandomNumberInRange(0, CommentWaitTime[m_queuedSound - SOUND_PED_DEATH].m_nOverrideFixedDelayTime);
-
- if (m_queuedSound == SOUND_PED_PLAYER_BEFORESEX && IsPlayer())
- m_soundStart += 2000;
-
- m_lastQueuedSound = m_queuedSound;
- m_queuedSound = SOUND_NO_SOUND;
- }
+ if (bBodyPartJustCameOff && m_bodyPartBleeding == PED_HEAD)
+ return;
+
+ if (!CGame::germanGame && m_pFire)
+ m_queuedSound = SOUND_PED_BURNING;
+
+ if (m_queuedSound != SOUND_NO_SOUND) {
+ if (m_queuedSound == SOUND_PED_DEATH)
+ m_soundStart = CTimer::GetTimeInMilliseconds() - 1;
+
+ if (CTimer::GetTimeInMilliseconds() > m_soundStart) {
+ DMAudio.PlayOneShot(m_audioEntityId, m_queuedSound, 1.0f);
+ m_lastSoundStart = CTimer::GetTimeInMilliseconds();
+ m_soundStart =
+ CommentWaitTime[m_queuedSound - SOUND_PED_DEATH].m_nFixedDelayTime
+ + CTimer::GetTimeInMilliseconds()
+ + CGeneral::GetRandomNumberInRange(0, CommentWaitTime[m_queuedSound - SOUND_PED_DEATH].m_nOverrideFixedDelayTime);
+
+ if (m_queuedSound == SOUND_PED_PLAYER_BEFORESEX && IsPlayer())
+ m_soundStart += 2000;
+
+ m_lastQueuedSound = m_queuedSound;
+ m_queuedSound = SOUND_NO_SOUND;
}
}
}
@@ -104,8 +105,6 @@ CPed::ServiceTalking(void)
void
CPed::Say(uint16 audio)
{
- uint16 audioToPlay = audio;
-
if (3.0f + TheCamera.GetPosition().z < GetPosition().z)
return;
@@ -138,19 +137,19 @@ CPed::Say(uint16 audio)
}
}
- if (audioToPlay < m_queuedSound) {
- if (audioToPlay != m_lastQueuedSound || audioToPlay == SOUND_PED_DEATH
+ if (audio < m_queuedSound) {
+ if (audio != m_lastQueuedSound || audio == SOUND_PED_DEATH
// See VC Ped Speech patch
#ifdef FIX_BUGS
- || CommentWaitTime[audioToPlay - SOUND_PED_DEATH].m_nOverrideMaxRandomDelayTime
- + (uint32)CGeneral::GetRandomNumberInRange(0, CommentWaitTime[audioToPlay - SOUND_PED_DEATH].m_nMaxRandomDelayTime)
+ || CommentWaitTime[audio - SOUND_PED_DEATH].m_nOverrideMaxRandomDelayTime
+ + (uint32)CGeneral::GetRandomNumberInRange(0, CommentWaitTime[audio - SOUND_PED_DEATH].m_nMaxRandomDelayTime)
#else
|| CommentWaitTime[m_queuedSound - SOUND_PED_DEATH].m_nOverrideMaxRandomDelayTime
+ (uint32)CGeneral::GetRandomNumberInRange(0, CommentWaitTime[m_queuedSound - SOUND_PED_DEATH].m_nMaxRandomDelayTime)
#endif
+ m_lastSoundStart <= CTimer::GetTimeInMilliseconds()) {
- m_queuedSound = audioToPlay;
+ m_queuedSound = audio;
}
}
}
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp
index 24718b19..76599777 100644
--- a/src/peds/PlayerPed.cpp
+++ b/src/peds/PlayerPed.cpp
@@ -268,8 +268,7 @@ CPlayerPed::SetInitialState(void)
CTimer::SetTimeScale(1.0f);
m_pSeekTarget = nil;
m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
- m_fleeFromPosX = 0.0f;
- m_fleeFromPosY = 0.0f;
+ m_fleeFromPos = CVector2D(0.0f, 0.0f);
m_fleeFrom = nil;
m_fleeTimer = 0;
m_objective = OBJECTIVE_NONE;