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-rw-r--r--src/core/Cam.cpp5292
1 files changed, 5292 insertions, 0 deletions
diff --git a/src/core/Cam.cpp b/src/core/Cam.cpp
new file mode 100644
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--- /dev/null
+++ b/src/core/Cam.cpp
@@ -0,0 +1,5292 @@
+#include "common.h"
+#include "patcher.h"
+#include "main.h"
+#include "Draw.h"
+#include "World.h"
+#include "Vehicle.h"
+#include "Automobile.h"
+#include "Ped.h"
+#include "PlayerPed.h"
+#include "CopPed.h"
+#include "RpAnimBlend.h"
+#include "ControllerConfig.h"
+#include "Pad.h"
+#include "Frontend.h"
+#include "General.h"
+#include "Renderer.h"
+#include "Shadows.h"
+#include "Hud.h"
+#include "ZoneCull.h"
+#include "SurfaceTable.h"
+#include "WaterLevel.h"
+#include "MBlur.h"
+#include "SceneEdit.h"
+#include "Debug.h"
+#include "Camera.h"
+#include "DMAudio.h"
+
+const float DefaultFOV = 70.0f; // beta: 80.0f
+
+bool PrintDebugCode = false;
+int16 &DebugCamMode = *(int16*)0x95CCF2;
+
+#ifdef FREE_CAM
+bool CCamera::bFreeCam = false;
+int nPreviousMode = -1;
+#endif
+
+void
+CCam::Init(void)
+{
+ Mode = MODE_FOLLOWPED;
+ Front = CVector(0.0f, 0.0f, -1.0f);
+ Up = CVector(0.0f, 0.0f, 1.0f);
+ Rotating = 0;
+ m_iDoCollisionChecksOnFrameNum = 1;
+ m_iDoCollisionCheckEveryNumOfFrames = 9;
+ m_iFrameNumWereAt = 0;
+ m_bCollisionChecksOn = 1;
+ m_fRealGroundDist = 0.0f;
+ BetaSpeed = 0.0f;
+ AlphaSpeed = 0.0f;
+ DistanceSpeed = 0.0f;
+ f_max_role_angle = DEGTORAD(5.0f);
+ Distance = 30.0f;
+ DistanceSpeed = 0.0f;
+ m_pLastCarEntered = 0;
+ m_pLastPedLookedAt = 0;
+ ResetStatics = 1;
+ Beta = 0.0f;
+ m_bFixingBeta = 0;
+ CA_MIN_DISTANCE = 0.0f;
+ CA_MAX_DISTANCE = 0.0f;
+ LookingBehind = 0;
+ LookingLeft = 0;
+ LookingRight = 0;
+ m_fPlayerInFrontSyphonAngleOffSet = DEGTORAD(20.0f);
+ m_fSyphonModeTargetZOffSet = 0.5f;
+ m_fRadiusForDead = 1.5f;
+ DirectionWasLooking = LOOKING_FORWARD;
+ LookBehindCamWasInFront = 0;
+ f_Roll = 0.0f;
+ f_rollSpeed = 0.0f;
+ m_fCloseInPedHeightOffset = 0.0f;
+ m_fCloseInPedHeightOffsetSpeed = 0.0f;
+ m_fCloseInCarHeightOffset = 0.0f;
+ m_fCloseInCarHeightOffsetSpeed = 0.0f;
+ m_fPedBetweenCameraHeightOffset = 0.0f;
+ m_fTargetBeta = 0.0f;
+ m_fBufferedTargetBeta = 0.0f;
+ m_fBufferedTargetOrientation = 0.0f;
+ m_fBufferedTargetOrientationSpeed = 0.0f;
+ m_fDimensionOfHighestNearCar = 0.0f;
+ m_fRoadOffSet = 0.0f;
+}
+
+void
+CCam::Process(void)
+{
+ CVector CameraTarget;
+ float TargetSpeedVar = 0.0f;
+ float TargetOrientation = 0.0f;
+
+ if(CamTargetEntity == nil)
+ CamTargetEntity = TheCamera.pTargetEntity;
+
+ m_iFrameNumWereAt++;
+ if(m_iFrameNumWereAt > m_iDoCollisionCheckEveryNumOfFrames)
+ m_iFrameNumWereAt = 1;
+ m_bCollisionChecksOn = m_iFrameNumWereAt == m_iDoCollisionChecksOnFrameNum;
+
+ if(m_bCamLookingAtVector){
+ CameraTarget = m_cvecCamFixedModeVector;
+ }else if(CamTargetEntity->IsVehicle()){
+ CameraTarget = CamTargetEntity->GetPosition();
+
+ if(CamTargetEntity->GetForward().x == 0.0f && CamTargetEntity->GetForward().y == 0.0f)
+ TargetOrientation = 0.0f;
+ else
+ TargetOrientation = CGeneral::GetATanOfXY(CamTargetEntity->GetForward().x, CamTargetEntity->GetForward().y);
+
+ CVector Fwd(0.0f, 0.0f, 0.0f);
+ Fwd.x = CamTargetEntity->GetForward().x;
+ Fwd.y = CamTargetEntity->GetForward().y;
+ Fwd.Normalise();
+ // Game normalizes again here manually. useless, so skipped
+
+ float FwdSpeedX = ((CVehicle*)CamTargetEntity)->GetMoveSpeed().x * Fwd.x;
+ float FwdSpeedY = ((CVehicle*)CamTargetEntity)->GetMoveSpeed().y * Fwd.y;
+ if(FwdSpeedX + FwdSpeedY > 0.0f)
+ TargetSpeedVar = min(Sqrt(SQR(FwdSpeedX) + SQR(FwdSpeedY))/0.9f, 1.0f);
+ else
+ TargetSpeedVar = -min(Sqrt(SQR(FwdSpeedX) + SQR(FwdSpeedY))/1.8f, 0.5f);
+ SpeedVar = 0.895f*SpeedVar + 0.105*TargetSpeedVar;
+ }else{
+ CameraTarget = CamTargetEntity->GetPosition();
+
+ if(CamTargetEntity->GetForward().x == 0.0f && CamTargetEntity->GetForward().y == 0.0f)
+ TargetOrientation = 0.0f;
+ else
+ TargetOrientation = CGeneral::GetATanOfXY(CamTargetEntity->GetForward().x, CamTargetEntity->GetForward().y);
+ TargetSpeedVar = 0.0f;
+ SpeedVar = 0.0f;
+ }
+
+ switch(Mode){
+ case MODE_TOPDOWN:
+ case MODE_GTACLASSIC:
+ Process_TopDown(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ break;
+ case MODE_BEHINDCAR:
+ Process_BehindCar(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ break;
+ case MODE_FOLLOWPED:
+ if(CCamera::m_bUseMouse3rdPerson)
+ Process_FollowPedWithMouse(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ else
+#ifdef FREE_CAM
+ if(CCamera::bFreeCam)
+ Process_FollowPed_Rotation(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ else
+#endif
+ Process_FollowPed(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ break;
+// case MODE_AIMING:
+ case MODE_DEBUG:
+ Process_Debug(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ break;
+ case MODE_SNIPER:
+ Process_Sniper(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ break;
+ case MODE_ROCKETLAUNCHER:
+ Process_Rocket(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ break;
+ case MODE_MODELVIEW:
+ Process_ModelView(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ break;
+// case MODE_BILL:
+ case MODE_SYPHON:
+ Process_Syphon(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ break;
+ case MODE_CIRCLE:
+ Process_Circle(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ break;
+// case MODE_CHEESYZOOM:
+ case MODE_WHEELCAM:
+ Process_WheelCam(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ break;
+ case MODE_FIXED:
+ Process_Fixed(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ break;
+ case MODE_1STPERSON:
+ Process_1stPerson(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ break;
+ case MODE_FLYBY:
+ Process_FlyBy(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ break;
+ case MODE_CAM_ON_A_STRING:
+#ifdef FREE_CAM
+ if(CCamera::bFreeCam)
+ Process_FollowCar_SA(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ else
+#endif
+ Process_Cam_On_A_String(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ break;
+ case MODE_REACTION:
+ Process_ReactionCam(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ break;
+ case MODE_FOLLOW_PED_WITH_BIND:
+ Process_FollowPed_WithBinding(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ break;
+ case MODE_CHRIS:
+ Process_Chris_With_Binding_PlusRotation(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ break;
+ case MODE_BEHINDBOAT:
+#ifdef FREE_CAM
+ if (CCamera::bFreeCam)
+ Process_FollowCar_SA(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ else
+#endif
+ Process_BehindBoat(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ break;
+ case MODE_PLAYER_FALLEN_WATER:
+ Process_Player_Fallen_Water(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ break;
+// case MODE_CAM_ON_TRAIN_ROOF:
+// case MODE_CAM_RUNNING_SIDE_TRAIN:
+// case MODE_BLOOD_ON_THE_TRACKS:
+// case MODE_IM_THE_PASSENGER_WOOWOO:
+ case MODE_SYPHON_CRIM_IN_FRONT:
+ Process_Syphon_Crim_In_Front(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ break;
+ case MODE_PED_DEAD_BABY:
+ ProcessPedsDeadBaby();
+ break;
+// case MODE_PILLOWS_PAPS:
+// case MODE_LOOK_AT_CARS:
+ case MODE_ARRESTCAM_ONE:
+ ProcessArrestCamOne();
+ break;
+ case MODE_ARRESTCAM_TWO:
+ ProcessArrestCamTwo();
+ break;
+ case MODE_M16_1STPERSON:
+ case MODE_HELICANNON_1STPERSON: // miami
+ Process_M16_1stPerson(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ break;
+ case MODE_SPECIAL_FIXED_FOR_SYPHON:
+ Process_SpecialFixedForSyphon(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ break;
+ case MODE_FIGHT_CAM:
+ Process_Fight_Cam(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ break;
+ case MODE_TOP_DOWN_PED:
+ Process_TopDownPed(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ break;
+ case MODE_SNIPER_RUNABOUT:
+ case MODE_ROCKETLAUNCHER_RUNABOUT:
+ case MODE_1STPERSON_RUNABOUT:
+ case MODE_M16_1STPERSON_RUNABOUT:
+ case MODE_FIGHT_CAM_RUNABOUT:
+ Process_1rstPersonPedOnPC(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ break;
+ case MODE_EDITOR:
+ Process_Editor(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ break;
+ default:
+ Source = CVector(0.0f, 0.0f, 0.0f);
+ Front = CVector(0.0f, 1.0f, 0.0f);
+ Up = CVector(0.0f, 0.0f, 1.0f);
+ }
+
+#ifdef FREE_CAM
+ nPreviousMode = Mode;
+#endif
+ CVector TargetToCam = Source - m_cvecTargetCoorsForFudgeInter;
+ float DistOnGround = TargetToCam.Magnitude2D();
+ m_fTrueBeta = CGeneral::GetATanOfXY(TargetToCam.x, TargetToCam.y);
+ m_fTrueAlpha = CGeneral::GetATanOfXY(TargetToCam.z, DistOnGround);
+ if(TheCamera.m_uiTransitionState == 0)
+ KeepTrackOfTheSpeed(Source, m_cvecTargetCoorsForFudgeInter, Up, m_fTrueAlpha, m_fTrueBeta, FOV);
+
+ // Look Behind, Left, Right
+ LookingBehind = false;
+ LookingLeft = false;
+ LookingRight = false;
+ SourceBeforeLookBehind = Source;
+ if(&TheCamera.Cams[TheCamera.ActiveCam] == this){
+ if((Mode == MODE_CAM_ON_A_STRING || Mode == MODE_1STPERSON || Mode == MODE_BEHINDBOAT) &&
+ CamTargetEntity->IsVehicle()){
+ if(CPad::GetPad(0)->GetLookBehindForCar()){
+ LookBehind();
+ if(DirectionWasLooking != LOOKING_BEHIND)
+ TheCamera.m_bJust_Switched = true;
+ DirectionWasLooking = LOOKING_BEHIND;
+ }else if(CPad::GetPad(0)->GetLookLeft()){
+ LookLeft();
+ if(DirectionWasLooking != LOOKING_LEFT)
+ TheCamera.m_bJust_Switched = true;
+ DirectionWasLooking = LOOKING_LEFT;
+ }else if(CPad::GetPad(0)->GetLookRight()){
+ LookRight();
+ if(DirectionWasLooking != LOOKING_RIGHT)
+ TheCamera.m_bJust_Switched = true;
+ DirectionWasLooking = LOOKING_RIGHT;
+ }else{
+ if(DirectionWasLooking != LOOKING_FORWARD)
+ TheCamera.m_bJust_Switched = true;
+ DirectionWasLooking = LOOKING_FORWARD;
+ }
+ }
+ if(Mode == MODE_FOLLOWPED && CamTargetEntity->IsPed()){
+ if(CPad::GetPad(0)->GetLookBehindForPed()){
+ LookBehind();
+ if(DirectionWasLooking != LOOKING_BEHIND)
+ TheCamera.m_bJust_Switched = true;
+ DirectionWasLooking = LOOKING_BEHIND;
+ }else
+ DirectionWasLooking = LOOKING_FORWARD;
+ }
+ }
+
+ if(Mode == MODE_SNIPER || Mode == MODE_ROCKETLAUNCHER || Mode == MODE_M16_1STPERSON ||
+ Mode == MODE_1STPERSON || Mode == MODE_HELICANNON_1STPERSON || GetWeaponFirstPersonOn())
+ ClipIfPedInFrontOfPlayer();
+}
+
+// MaxSpeed is a limit of how fast the value is allowed to change. 1.0 = to Target in up to 1ms
+// Acceleration is how fast the speed will change to MaxSpeed. 1.0 = to MaxSpeed in 1ms
+void
+WellBufferMe(float Target, float *CurrentValue, float *CurrentSpeed, float MaxSpeed, float Acceleration, bool IsAngle)
+{
+ float Delta = Target - *CurrentValue;
+
+ if(IsAngle){
+ while(Delta >= PI) Delta -= 2*PI;
+ while(Delta < -PI) Delta += 2*PI;
+ }
+
+ float TargetSpeed = Delta * MaxSpeed;
+ // Add or subtract absolute depending on sign, genius!
+// if(TargetSpeed - *CurrentSpeed > 0.0f)
+// *CurrentSpeed += Acceleration * Abs(TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep();
+// else
+// *CurrentSpeed -= Acceleration * Abs(TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep();
+ // this is simpler:
+ *CurrentSpeed += Acceleration * (TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep();
+
+ // Clamp speed if we overshot
+ if(TargetSpeed < 0.0f && *CurrentSpeed < TargetSpeed)
+ *CurrentSpeed = TargetSpeed;
+ else if(TargetSpeed > 0.0f && *CurrentSpeed > TargetSpeed)
+ *CurrentSpeed = TargetSpeed;
+
+ *CurrentValue += *CurrentSpeed * min(10.0f, CTimer::GetTimeStep());
+}
+
+void
+MakeAngleLessThan180(float &Angle)
+{
+ while(Angle >= PI) Angle -= 2*PI;
+ while(Angle < -PI) Angle += 2*PI;
+}
+
+void
+CCam::ProcessSpecialHeightRoutines(void)
+{
+ int i = 0;
+ bool StandingOnBoat = false;
+ static bool PreviouslyFailedRoadHeightCheck = false;
+ CVector CamToTarget, CamToPed;
+ float DistOnGround, BetaAngle;
+ CPed *Player;
+ int ClosestPed = 0;
+ bool FoundPed = false;
+ float ClosestPedDist, PedZDist;
+ CColPoint colPoint;
+
+ CamToTarget = TheCamera.pTargetEntity->GetPosition() - TheCamera.GetGameCamPosition();
+ DistOnGround = CamToTarget.Magnitude2D();
+ BetaAngle = CGeneral::GetATanOfXY(CamToTarget.x, CamToTarget.y);
+ m_bTheHeightFixerVehicleIsATrain = false;
+ ClosestPedDist = 0.0f;
+ // CGeneral::GetATanOfXY(TheCamera.GetForward().x, TheCamera.GetForward().y);
+ Player = CWorld::Players[CWorld::PlayerInFocus].m_pPed;
+
+ if(DistOnGround > 10.0f)
+ DistOnGround = 10.0f;
+
+ if(CamTargetEntity && CamTargetEntity->IsPed()){
+ if(FindPlayerPed()->m_pCurSurface && FindPlayerPed()->m_pCurSurface->IsVehicle() &&
+ ((CVehicle*)FindPlayerPed()->m_pCurSurface)->IsBoat())
+ StandingOnBoat = true;
+
+ // Move up the camera if there is a ped close to it
+ if(Mode == MODE_FOLLOWPED || Mode == MODE_FIGHT_CAM){
+ // Find ped closest to camera
+ while(i < Player->m_numNearPeds){
+ if(Player->m_nearPeds[i] && Player->m_nearPeds[i]->GetPedState() != PED_DEAD){
+ CamToPed = Player->m_nearPeds[i]->GetPosition() - TheCamera.GetGameCamPosition();
+ if(FoundPed){
+ if(CamToPed.Magnitude2D() < ClosestPedDist){
+ ClosestPed = i;
+ ClosestPedDist = CamToPed.Magnitude2D();
+ }
+ }else{
+ FoundPed = true;
+ ClosestPed = i;
+ ClosestPedDist = CamToPed.Magnitude2D();
+ }
+ }
+ i++;
+ }
+
+ if(FoundPed){
+ float Offset = 0.0f;
+ CPed *Ped = Player->m_nearPeds[ClosestPed];
+ CamToPed = Ped->GetPosition() - TheCamera.GetGameCamPosition();
+ PedZDist = 0.0f;
+ float dist = CamToPed.Magnitude2D(); // should be same as ClosestPedDist
+ if(dist < 2.1f){
+ // Ped is close to camera, move up
+
+ // Z Distance between player and close ped
+ PedZDist = 0.0f;
+ if(Ped->bIsStanding)
+ PedZDist = Ped->GetPosition().z - Player->GetPosition().z;
+ // Ignore if too distant
+ if(PedZDist > 1.2f || PedZDist < -1.2f)
+ PedZDist = 0.0f;
+
+ float DistScale = (2.1f - dist)/2.1f;
+ if(Mode == MODE_FOLLOWPED){
+ if(TheCamera.PedZoomIndicator == CAM_ZOOM_1)
+ Offset = 0.45*DistScale + PedZDist;
+ if(TheCamera.PedZoomIndicator == CAM_ZOOM_2)
+ Offset = 0.35*DistScale + PedZDist;
+ if(TheCamera.PedZoomIndicator == CAM_ZOOM_3)
+ Offset = 0.25*DistScale + PedZDist;
+ if(Abs(CGeneral::GetRadianAngleBetweenPoints(CamToPed.x, CamToPed.y, CamToTarget.x, CamToTarget.y)) > HALFPI)
+ Offset += 0.3f;
+ m_fPedBetweenCameraHeightOffset = Offset + 1.3f;
+ PedZDist = 0.0f;
+ }else if(Mode == MODE_FIGHT_CAM)
+ m_fPedBetweenCameraHeightOffset = PedZDist + 1.3f + 0.5f;
+ }else
+ m_fPedBetweenCameraHeightOffset = 0.0f;
+ }else{
+ PedZDist = 0.0f;
+ m_fPedBetweenCameraHeightOffset = 0.0f;
+ }
+ }else
+ PedZDist = 0.0f;
+
+
+ // Move camera up for vehicles in the way
+ if(m_bCollisionChecksOn && (Mode == MODE_FOLLOWPED || Mode == MODE_FIGHT_CAM)){
+ bool FoundCar = false;
+ CEntity *vehicle = nil;
+ float TestDist = DistOnGround + 1.25f;
+ float HighestCar = 0.0f;
+ CVector TestBase = CamTargetEntity->GetPosition();
+ CVector TestPoint;
+ TestBase.z -= 0.15f;
+
+ TestPoint = TestBase - TestDist * CVector(Cos(BetaAngle), Sin(BetaAngle), 0.0f);
+ if(CWorld::ProcessLineOfSight(CamTargetEntity->GetPosition(), TestPoint, colPoint, vehicle, false, true, false, false, false, false) &&
+ vehicle->IsVehicle()){
+ float height = vehicle->GetColModel()->boundingBox.GetSize().z;
+ FoundCar = true;
+ HighestCar = height;
+ if(((CVehicle*)vehicle)->IsTrain())
+ m_bTheHeightFixerVehicleIsATrain = true;
+ }
+
+ TestPoint = TestBase - TestDist * CVector(Cos(BetaAngle+DEGTORAD(28.0f)), Sin(BetaAngle+DEGTORAD(28.0f)), 0.0f);
+ if(CWorld::ProcessLineOfSight(CamTargetEntity->GetPosition(), TestPoint, colPoint, vehicle, false, true, false, false, false, false) &&
+ vehicle->IsVehicle()){
+ float height = vehicle->GetColModel()->boundingBox.GetSize().z;
+ if(FoundCar){
+ HighestCar = max(HighestCar, height);
+ }else{
+ FoundCar = true;
+ HighestCar = height;
+ }
+ if(((CVehicle*)vehicle)->IsTrain())
+ m_bTheHeightFixerVehicleIsATrain = true;
+ }
+
+ TestPoint = TestBase - TestDist * CVector(Cos(BetaAngle-DEGTORAD(28.0f)), Sin(BetaAngle-DEGTORAD(28.0f)), 0.0f);
+ if(CWorld::ProcessLineOfSight(CamTargetEntity->GetPosition(), TestPoint, colPoint, vehicle, false, true, false, false, false, false) &&
+ vehicle->IsVehicle()){
+ float height = vehicle->GetColModel()->boundingBox.GetSize().z;
+ if(FoundCar){
+ HighestCar = max(HighestCar, height);
+ }else{
+ FoundCar = true;
+ HighestCar = height;
+ }
+ if(((CVehicle*)vehicle)->IsTrain())
+ m_bTheHeightFixerVehicleIsATrain = true;
+ }
+
+ if(FoundCar){
+ m_fDimensionOfHighestNearCar = HighestCar + 0.1f;
+ if(Mode == MODE_FIGHT_CAM)
+ m_fDimensionOfHighestNearCar += 0.75f;
+ }else
+ m_fDimensionOfHighestNearCar = 0.0f;
+ }
+
+ // Move up for road
+ if(Mode == MODE_FOLLOWPED || Mode == MODE_FIGHT_CAM ||
+ Mode == MODE_SYPHON || Mode == MODE_SYPHON_CRIM_IN_FRONT || Mode == MODE_SPECIAL_FIXED_FOR_SYPHON){
+ bool Inside = false;
+ bool OnRoad = false;
+
+ switch(((CPhysical*)CamTargetEntity)->m_nSurfaceTouched)
+ case SURFACE_GRASS:
+ case SURFACE_DIRT:
+ case SURFACE_DIRTTRACK:
+ case SURFACE_STEEL:
+ case SURFACE_TIRE:
+ case SURFACE_STONE:
+ OnRoad = true;
+
+ if(CCullZones::PlayerNoRain())
+ Inside = true;
+
+ if((m_bCollisionChecksOn || PreviouslyFailedRoadHeightCheck || OnRoad) &&
+ m_fCloseInPedHeightOffset < 0.0001f && !Inside){
+ CVector TestPoint;
+ CEntity *road;
+ float GroundZ = 0.0f;
+ bool FoundGround = false;
+ float RoofZ = 0.0f;
+ bool FoundRoof = false;
+ static float MinHeightAboveRoad = 0.9f;
+
+ TestPoint = CamTargetEntity->GetPosition() - DistOnGround * CVector(Cos(BetaAngle), Sin(BetaAngle), 0.0f);
+ m_fRoadOffSet = 0.0f;
+
+ if(CWorld::ProcessVerticalLine(TestPoint, -1000.0f, colPoint, road, true, false, false, false, false, false, nil)){
+ FoundGround = true;
+ GroundZ = colPoint.point.z;
+ }
+ // Move up if too close to ground
+ if(FoundGround){
+ if(TestPoint.z - GroundZ < MinHeightAboveRoad){
+ m_fRoadOffSet = GroundZ + MinHeightAboveRoad - TestPoint.z;
+ PreviouslyFailedRoadHeightCheck = true;
+ }else{
+ if(m_bCollisionChecksOn)
+ PreviouslyFailedRoadHeightCheck = false;
+ else
+ m_fRoadOffSet = 0.0f;
+ }
+ }else{
+ if(CWorld::ProcessVerticalLine(TestPoint, 1000.0f, colPoint, road, true, false, false, false, false, false, nil)){
+ FoundRoof = true;
+ RoofZ = colPoint.point.z;
+ }
+ if(FoundRoof){
+ if(TestPoint.z - RoofZ < MinHeightAboveRoad){
+ m_fRoadOffSet = RoofZ + MinHeightAboveRoad - TestPoint.z;
+ PreviouslyFailedRoadHeightCheck = true;
+ }else{
+ if(m_bCollisionChecksOn)
+ PreviouslyFailedRoadHeightCheck = false;
+ else
+ m_fRoadOffSet = 0.0f;
+ }
+ }
+ }
+ }
+ }
+
+ if(PreviouslyFailedRoadHeightCheck && m_fCloseInPedHeightOffset < 0.0001f){
+ if(colPoint.surfaceB != SURFACE_TARMAC &&
+ colPoint.surfaceB != SURFACE_GRASS &&
+ colPoint.surfaceB != SURFACE_DIRT &&
+ colPoint.surfaceB != SURFACE_DIRTTRACK &&
+ colPoint.surfaceB != SURFACE_STONE){
+ if(m_fRoadOffSet > 1.4f)
+ m_fRoadOffSet = 1.4f;
+ }else{
+ if(Mode == MODE_FOLLOWPED){
+ if(TheCamera.PedZoomIndicator == CAM_ZOOM_1)
+ m_fRoadOffSet += 0.2f;
+ if(TheCamera.PedZoomIndicator == CAM_ZOOM_2)
+ m_fRoadOffSet += 0.5f;
+ if(TheCamera.PedZoomIndicator == CAM_ZOOM_3)
+ m_fRoadOffSet += 0.95f;
+ }
+ }
+ }
+ }
+
+ if(StandingOnBoat){
+ m_fRoadOffSet = 0.0f;
+ m_fDimensionOfHighestNearCar = 1.0f;
+ m_fPedBetweenCameraHeightOffset = 0.0f;
+ }
+}
+
+void
+CCam::GetVectorsReadyForRW(void)
+{
+ CVector right;
+ Up = CVector(0.0f, 0.0f, 1.0f);
+ Front.Normalise();
+ if(Front.x == 0.0f && Front.y == 0.0f){
+ Front.x = 0.0001f;
+ Front.y = 0.0001f;
+ }
+ right = CrossProduct(Front, Up);
+ right.Normalise();
+ Up = CrossProduct(right, Front);
+}
+
+void
+CCam::LookBehind(void)
+{
+ float Dist, DeltaBeta, TargetOrientation, Angle;
+ CVector TargetCoors, TargetFwd, TestCoors;
+ CColPoint colPoint;
+ CEntity *entity;
+
+ TargetCoors = CamTargetEntity->GetPosition();
+ Front = CamTargetEntity->GetPosition() - Source;
+
+ if((Mode == MODE_CAM_ON_A_STRING || Mode == MODE_BEHINDBOAT) && CamTargetEntity->IsVehicle()){
+ LookingBehind = true;
+ Dist = Mode == MODE_CAM_ON_A_STRING ? CA_MAX_DISTANCE : 15.5f;
+ TargetFwd = CamTargetEntity->GetForward();
+ TargetFwd.Normalise();
+ TargetOrientation = CGeneral::GetATanOfXY(TargetFwd.x, TargetFwd.y);
+ DeltaBeta = TargetOrientation - Beta;
+ while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
+ while(DeltaBeta < -PI) DeltaBeta += 2*PI;
+ if(DirectionWasLooking != LOOKING_BEHIND)
+ LookBehindCamWasInFront = DeltaBeta <= -HALFPI || DeltaBeta >= HALFPI;
+ if(LookBehindCamWasInFront)
+ TargetOrientation += PI;
+ Source.x = Dist*Cos(TargetOrientation) + TargetCoors.x;
+ Source.y = Dist*Sin(TargetOrientation) + TargetCoors.y;
+ Source.z -= 1.0f;
+ if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, false, false, true, false, true, true)){
+ RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
+ Source = colPoint.point;
+ }
+ Source.z += 1.0f;
+ Front = CamTargetEntity->GetPosition() - Source;
+ GetVectorsReadyForRW();
+ }
+ if(Mode == MODE_1STPERSON && CamTargetEntity->IsVehicle()){
+ LookingBehind = true;
+ RwCameraSetNearClipPlane(Scene.camera, 0.25f);
+ Front = CamTargetEntity->GetForward();
+ Front.Normalise();
+ if(((CVehicle*)CamTargetEntity)->IsBoat())
+ Source.z -= 0.5f;
+ Source += 0.25f*Front;
+ Front = -Front;
+#ifdef FIX_BUGS
+ // not sure if this is a bug...
+ GetVectorsReadyForRW();
+#endif
+ }
+ if(CamTargetEntity->IsPed()){
+ Angle = CGeneral::GetATanOfXY(Source.x - TargetCoors.x, Source.y - TargetCoors.y) + PI;
+ Source.x = 4.5f*Cos(Angle) + TargetCoors.x;
+ Source.y = 4.5f*Sin(Angle) + TargetCoors.y;
+ Source.z = 1.15f + TargetCoors.z;
+ TestCoors = TargetCoors;
+ TestCoors.z = Source.z;
+ if(CWorld::ProcessLineOfSight(TestCoors, Source, colPoint, entity, true, true, false, true, false, true, true)){
+ Source.x = colPoint.point.x;
+ Source.y = colPoint.point.y;
+ if((TargetCoors - Source).Magnitude2D() < 1.15f)
+ RwCameraSetNearClipPlane(Scene.camera, 0.05f);
+ }
+ Front = TargetCoors - Source;
+ GetVectorsReadyForRW();
+ }
+}
+
+void
+CCam::LookLeft(void)
+{
+ float Dist, TargetOrientation;
+ CVector TargetCoors, TargetFwd;
+ CColPoint colPoint;
+ CEntity *entity;
+
+ if((Mode == MODE_CAM_ON_A_STRING || Mode == MODE_BEHINDBOAT) && CamTargetEntity->IsVehicle()){
+ LookingLeft = true;
+ TargetCoors = CamTargetEntity->GetPosition();
+ Front = CamTargetEntity->GetPosition() - Source;
+ Dist = Mode == MODE_CAM_ON_A_STRING ? CA_MAX_DISTANCE : 9.0f;
+ TargetFwd = CamTargetEntity->GetForward();
+ TargetFwd.Normalise();
+ TargetOrientation = CGeneral::GetATanOfXY(TargetFwd.x, TargetFwd.y);
+ Source.x = Dist*Cos(TargetOrientation - HALFPI) + TargetCoors.x;
+ Source.y = Dist*Sin(TargetOrientation - HALFPI) + TargetCoors.y;
+ Source.z -= 1.0f;
+ if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, false, false, true, false, true, true)){
+ RwCameraSetNearClipPlane(Scene.camera, 0.4f);
+ Source = colPoint.point;
+ }
+ Source.z += 1.0f;
+ Front = CamTargetEntity->GetPosition() - Source;
+ Front.z += 1.1f;
+ if(Mode == MODE_BEHINDBOAT)
+ Front.z += 1.2f;
+ GetVectorsReadyForRW();
+ }
+ if(Mode == MODE_1STPERSON && CamTargetEntity->IsVehicle()){
+ LookingLeft = true;
+ RwCameraSetNearClipPlane(Scene.camera, 0.25f);
+ if(((CVehicle*)CamTargetEntity)->IsBoat())
+ Source.z -= 0.5f;
+
+ Up = CamTargetEntity->GetUp();
+ Up.Normalise();
+ Front = CamTargetEntity->GetForward();
+ Front.Normalise();
+ Front = -CrossProduct(Front, Up);
+ Front.Normalise();
+#ifdef FIX_BUGS
+ // not sure if this is a bug...
+ GetVectorsReadyForRW();
+#endif
+ }
+}
+
+void
+CCam::LookRight(void)
+{
+ float Dist, TargetOrientation;
+ CVector TargetCoors, TargetFwd;
+ CColPoint colPoint;
+ CEntity *entity;
+
+ if((Mode == MODE_CAM_ON_A_STRING || Mode == MODE_BEHINDBOAT) && CamTargetEntity->IsVehicle()){
+ LookingRight = true;
+ TargetCoors = CamTargetEntity->GetPosition();
+ Front = CamTargetEntity->GetPosition() - Source;
+ Dist = Mode == MODE_CAM_ON_A_STRING ? CA_MAX_DISTANCE : 9.0f;
+ TargetFwd = CamTargetEntity->GetForward();
+ TargetFwd.Normalise();
+ TargetOrientation = CGeneral::GetATanOfXY(TargetFwd.x, TargetFwd.y);
+ Source.x = Dist*Cos(TargetOrientation + HALFPI) + TargetCoors.x;
+ Source.y = Dist*Sin(TargetOrientation + HALFPI) + TargetCoors.y;
+ Source.z -= 1.0f;
+ if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, false, false, true, false, true, true)){
+ RwCameraSetNearClipPlane(Scene.camera, 0.4f);
+ Source = colPoint.point;
+ }
+ Source.z += 1.0f;
+ Front = CamTargetEntity->GetPosition() - Source;
+ Front.z += 1.1f;
+ if(Mode == MODE_BEHINDBOAT)
+ Front.z += 1.2f;
+ GetVectorsReadyForRW();
+ }
+ if(Mode == MODE_1STPERSON && CamTargetEntity->IsVehicle()){
+ LookingRight = true;
+ RwCameraSetNearClipPlane(Scene.camera, 0.25f);
+ if(((CVehicle*)CamTargetEntity)->IsBoat())
+ Source.z -= 0.5f;
+
+ Up = CamTargetEntity->GetUp();
+ Up.Normalise();
+ Front = CamTargetEntity->GetForward();
+ Front.Normalise();
+ Front = CrossProduct(Front, Up);
+ Front.Normalise();
+#ifdef FIX_BUGS
+ // not sure if this is a bug...
+ GetVectorsReadyForRW();
+#endif
+ }
+}
+
+void
+CCam::ClipIfPedInFrontOfPlayer(void)
+{
+ float FwdAngle, PedAngle, DeltaAngle, fDist, Near;
+ CVector vDist;
+ CPed *Player;
+ bool found = false;
+ int ped = 0;
+
+ // unused: TheCamera.pTargetEntity->GetPosition() - TheCamera.GetGameCamPosition();
+
+ FwdAngle = CGeneral::GetATanOfXY(TheCamera.GetForward().x, TheCamera.GetForward().y);
+ Player = CWorld::Players[CWorld::PlayerInFocus].m_pPed;
+ while(ped < Player->m_numNearPeds && !found)
+ if(Player->m_nearPeds[ped] && Player->m_nearPeds[ped]->GetPedState() != PED_DEAD)
+ found = true;
+ else
+ ped++;
+ if(found){
+ vDist = Player->m_nearPeds[ped]->GetPosition() - TheCamera.GetGameCamPosition();
+ PedAngle = CGeneral::GetATanOfXY(vDist.x, vDist.y);
+ DeltaAngle = FwdAngle - PedAngle;
+ while(DeltaAngle >= PI) DeltaAngle -= 2*PI;
+ while(DeltaAngle < -PI) DeltaAngle += 2*PI;
+ if(Abs(DeltaAngle) < HALFPI){
+ fDist = Sqrt(SQR(vDist.x) + SQR(vDist.y));
+ if(fDist < 1.25f){
+ Near = DEFAULT_NEAR - (1.25f - fDist);
+ if(Near < 0.05f)
+ Near = 0.05f;
+ RwCameraSetNearClipPlane(Scene.camera, Near);
+ }
+ }
+ }
+}
+
+void
+CCam::KeepTrackOfTheSpeed(const CVector &source, const CVector &target, const CVector &up, const float &alpha, const float &beta, const float &fov)
+{
+ static CVector PreviousSource = source;
+ static CVector PreviousTarget = target;
+ static CVector PreviousUp = up;
+ static float PreviousBeta = beta;
+ static float PreviousAlpha = alpha;
+ static float PreviousFov = fov;
+
+ if(TheCamera.m_bJust_Switched){
+ PreviousSource = source;
+ PreviousTarget = target;
+ PreviousUp = up;
+ }
+
+ m_cvecSourceSpeedOverOneFrame = PreviousSource - source;
+ m_cvecTargetSpeedOverOneFrame = PreviousTarget - target;
+ m_cvecUpOverOneFrame = PreviousUp - up;
+ m_fFovSpeedOverOneFrame = fov - PreviousFov;
+ m_fBetaSpeedOverOneFrame = beta - PreviousBeta;
+ MakeAngleLessThan180(m_fBetaSpeedOverOneFrame);
+ m_fAlphaSpeedOverOneFrame = alpha - PreviousAlpha;
+ MakeAngleLessThan180(m_fAlphaSpeedOverOneFrame);
+
+ PreviousSource = source;
+ PreviousTarget = target;
+ PreviousUp = up;
+ PreviousBeta = beta;
+ PreviousAlpha = alpha;
+ PreviousFov = fov;
+}
+
+bool
+CCam::Using3rdPersonMouseCam(void)
+{
+ return CCamera::m_bUseMouse3rdPerson &&
+ (Mode == MODE_FOLLOWPED ||
+ TheCamera.m_bPlayerIsInGarage &&
+ FindPlayerPed() && FindPlayerPed()->m_nPedState != PED_DRIVING &&
+ Mode != MODE_TOPDOWN && this->CamTargetEntity == FindPlayerPed());
+}
+
+bool
+CCam::GetWeaponFirstPersonOn(void)
+{
+ CEntity *target = this->CamTargetEntity;
+ if (target && target->IsPed())
+ return ((CPed*)target)->GetWeapon()->m_bAddRotOffset;
+
+ return false;
+}
+
+bool
+CCam::IsTargetInWater(const CVector &CamCoors)
+{
+ if(CamTargetEntity == nil)
+ return false;
+ if(CamTargetEntity->IsPed()){
+ if(!((CPed*)CamTargetEntity)->bIsInWater)
+ return false;
+ if(!((CPed*)CamTargetEntity)->bIsStanding)
+ return true;
+ return false;
+ }
+ return ((CPhysical*)CamTargetEntity)->bIsInWater;
+}
+
+void
+CCam::PrintMode(void)
+{
+ // Doesn't do anything
+ char buf[256];
+
+ if(PrintDebugCode){
+ sprintf(buf, " ");
+ sprintf(buf, " ");
+ sprintf(buf, " ");
+
+ static char *modes[] = { "None",
+ "Top Down", "GTA Classic", "Behind Car", "Follow Ped",
+ "Aiming", "Debug", "Sniper", "Rocket", "Model Viewer", "Bill",
+ "Syphon", "Circle", "Cheesy Zoom", "Wheel", "Fixed",
+ "1st Person", "Fly by", "on a String", "Reaction",
+ "Follow Ped with Bind", "Chris", "Behind Boat",
+ "Player fallen in Water", "Train Roof", "Train Side",
+ "Blood on the tracks", "Passenger", "Syphon Crim in Front",
+ "Dead Baby", "Pillow Paps", "Look at Cars", "Arrest One",
+ "Arrest Two", "M16", "Special fixed for Syphon", "Fight",
+ "Top Down Ped",
+ "Sniper run about", "Rocket run about",
+ "1st Person run about", "M16 run about", "Fight run about",
+ "Editor"
+ };
+ sprintf(buf, "Cam: %s", modes[TheCamera.Cams[TheCamera.ActiveCam].Mode]);
+ CDebug::PrintAt(buf, 2, 5);
+ }
+
+ if(DebugCamMode != MODE_NONE){
+ switch(Mode){
+ case MODE_FOLLOWPED:
+ sprintf(buf, "Debug:- Cam Choice1. No Locking, used as game default");
+ break;
+ case MODE_REACTION:
+ sprintf(buf, "Debug:- Cam Choice2. Reaction Cam On A String ");
+ sprintf(buf, " Uses Locking Button LeftShoulder 1. "); // lie
+ break;
+ case MODE_FOLLOW_PED_WITH_BIND:
+ sprintf(buf, "Debug:- Cam Choice3. Game ReactionCam with Locking ");
+ sprintf(buf, " Uses Locking Button LeftShoulder 1. ");
+ break;
+ case MODE_CHRIS:
+ sprintf(buf, "Debug:- Cam Choice4. Chris's idea. ");
+ sprintf(buf, " Uses Locking Button LeftShoulder 1. ");
+ sprintf(buf, " Also control the camera using the right analogue stick.");
+ break;
+ }
+ }
+}
+
+// This code is really bad. wtf R*?
+CVector
+CCam::DoAverageOnVector(const CVector &vec)
+{
+ int i;
+ CVector Average = { 0.0f, 0.0f, 0.0f };
+
+ if(ResetStatics){
+ m_iRunningVectorArrayPos = 0;
+ m_iRunningVectorCounter = 1;
+ }
+
+ // TODO: make this work with NUMBER_OF_VECTORS_FOR_AVERAGE != 2
+ if(m_iRunningVectorCounter == 3){
+ m_arrPreviousVectors[0] = m_arrPreviousVectors[1];
+ m_arrPreviousVectors[1] = vec;
+ }else
+ m_arrPreviousVectors[m_iRunningVectorArrayPos] = vec;
+
+ for(i = 0; i <= m_iRunningVectorArrayPos; i++)
+ Average += m_arrPreviousVectors[i];
+ Average /= i;
+
+ m_iRunningVectorArrayPos++;
+ m_iRunningVectorCounter++;
+ if(m_iRunningVectorArrayPos >= NUMBER_OF_VECTORS_FOR_AVERAGE)
+ m_iRunningVectorArrayPos = NUMBER_OF_VECTORS_FOR_AVERAGE-1;
+ if(m_iRunningVectorCounter > NUMBER_OF_VECTORS_FOR_AVERAGE+1)
+ m_iRunningVectorCounter = NUMBER_OF_VECTORS_FOR_AVERAGE+1;
+
+ return Average;
+}
+
+// Rotate Beta in direction opposite of BetaOffset in 5 deg. steps.
+// Return the first angle for which Beta + BetaOffset + Angle has a clear view.
+// i.e. BetaOffset is a safe zone so that Beta + Angle is really clear.
+// If BetaOffset == 0, try both directions.
+float
+CCam::GetPedBetaAngleForClearView(const CVector &Target, float Dist, float BetaOffset, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies)
+{
+ CColPoint point;
+ CEntity *ent = nil;
+ CVector ToSource;
+ float a;
+
+ // This would be so much nicer if we just got the step variable before the loop...R*
+
+ for(a = 0.0f; a <= PI; a += DEGTORAD(5.0f)){
+ if(BetaOffset <= 0.0f){
+ ToSource = CVector(Cos(Beta + BetaOffset + a), Sin(Beta + BetaOffset + a), 0.0f)*Dist;
+ if(!CWorld::ProcessLineOfSight(Target, Target + ToSource,
+ point, ent, checkBuildings, checkVehicles, checkPeds,
+ checkObjects, checkDummies, true, true))
+ return a;
+ }
+ if(BetaOffset >= 0.0f){
+ ToSource = CVector(Cos(Beta + BetaOffset - a), Sin(Beta + BetaOffset - a), 0.0f)*Dist;
+ if(!CWorld::ProcessLineOfSight(Target, Target + ToSource,
+ point, ent, checkBuildings, checkVehicles, checkPeds,
+ checkObjects, checkDummies, true, true))
+ return -a;
+ }
+ }
+ return 0.0f;
+}
+
+static float DefaultAcceleration = 0.045f;
+static float DefaultMaxStep = 0.15f;
+
+void
+CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, float, float)
+{
+ const float GroundDist = 1.85f;
+
+ CVector TargetCoors, Dist, IdealSource;
+ float Length = 0.0f;
+ float LateralLeft = 0.0f;
+ float LateralRight = 0.0f;
+ float Center = 0.0f;
+ static bool PreviouslyObscured;
+ static bool PickedASide;
+ static float FixedTargetOrientation = 0.0f;
+ float AngleToGoTo = 0.0f;
+ float BetaOffsetAvoidBuildings = 0.45f; // ~25 deg
+ float BetaOffsetGoingBehind = 0.45f;
+ bool GoingBehind = false;
+ bool Obscured = false;
+ bool BuildingCheckObscured = false;
+ bool HackPlayerOnStoppingTrain = false;
+ static int TimeIndicatedWantedToGoDown = 0;
+ static bool StartedCountingForGoDown = false;
+ float DeltaBeta;
+
+ m_bFixingBeta = false;
+ bBelowMinDist = false;
+ bBehindPlayerDesired = false;
+
+#ifdef FIX_BUGS
+ if(!CamTargetEntity->IsPed())
+ return;
+#endif
+ assert(CamTargetEntity->IsPed());
+
+ // CenterDist should be > LateralDist because we don't have an angle for safety in this case
+ float CenterDist, LateralDist;
+ float AngleToGoToSpeed;
+ if(m_fCloseInPedHeightOffset > 0.00001f){
+ LateralDist = 0.55f;
+ CenterDist = 1.25f;
+ BetaOffsetAvoidBuildings = 0.9f; // ~50 deg
+ BetaOffsetGoingBehind = 0.9f;
+ AngleToGoToSpeed = 0.88254666f;
+ }else{
+ LateralDist = 0.8f;
+ CenterDist = 1.35f;
+ if(TheCamera.PedZoomIndicator == CAM_ZOOM_1 || TheCamera.PedZoomIndicator == CAM_ZOOM_TOPDOWN){
+ LateralDist = 1.25f;
+ CenterDist = 1.6f;
+ }
+ AngleToGoToSpeed = 0.43254671f;
+ }
+
+ FOV = DefaultFOV;
+
+ if(ResetStatics){
+ Rotating = false;
+ m_bCollisionChecksOn = true;
+ FixedTargetOrientation = 0.0f;
+ PreviouslyObscured = false;
+ PickedASide = false;
+ StartedCountingForGoDown = false;
+ AngleToGoTo = 0.0f;
+ // unused LastAngleWithNoPickedASide
+ }
+
+
+ TargetCoors = CameraTarget;
+ IdealSource = Source;
+ TargetCoors.z += m_fSyphonModeTargetZOffSet;
+
+ TargetCoors = DoAverageOnVector(TargetCoors);
+ TargetCoors.z += m_fRoadOffSet;
+
+ Dist.x = IdealSource.x - TargetCoors.x;
+ Dist.y = IdealSource.y - TargetCoors.y;
+ Length = Dist.Magnitude2D();
+
+ // Cam on a string. With a fixed distance. Zoom in/out is done later.
+ if(Length != 0.0f)
+ IdealSource = TargetCoors + CVector(Dist.x, Dist.y, 0.0f)/Length * GroundDist;
+ else
+ IdealSource = TargetCoors + CVector(1.0f, 1.0f, 0.0f);
+
+ if(TheCamera.m_bUseTransitionBeta && ResetStatics){
+ CVector VecDistance;
+ IdealSource.x = TargetCoors.x + GroundDist*Cos(m_fTransitionBeta);
+ IdealSource.y = TargetCoors.y + GroundDist*Sin(m_fTransitionBeta);
+ Beta = CGeneral::GetATanOfXY(IdealSource.x - TargetCoors.x, IdealSource.y - TargetCoors.y);
+ }else
+ Beta = CGeneral::GetATanOfXY(Source.x - TargetCoors.x, Source.y - TargetCoors.y);
+
+ if(TheCamera.m_bCamDirectlyBehind){
+ m_bCollisionChecksOn = true;
+ Beta = TargetOrientation + PI;
+ }
+
+ if(FindPlayerVehicle())
+ if(FindPlayerVehicle()->m_vehType == VEHICLE_TYPE_TRAIN)
+ HackPlayerOnStoppingTrain = true;
+
+ if(TheCamera.m_bCamDirectlyInFront){
+ m_bCollisionChecksOn = true;
+ Beta = TargetOrientation;
+ }
+
+ while(Beta >= PI) Beta -= 2.0f * PI;
+ while(Beta < -PI) Beta += 2.0f * PI;
+
+ // BUG? is this ever used?
+ // The values seem to be roughly m_fPedZoomValueSmooth + 1.85
+ if(ResetStatics){
+ if(TheCamera.PedZoomIndicator == CAM_ZOOM_1) m_fRealGroundDist = 2.090556f;
+ if(TheCamera.PedZoomIndicator == CAM_ZOOM_2) m_fRealGroundDist = 3.34973f;
+ if(TheCamera.PedZoomIndicator == CAM_ZOOM_3) m_fRealGroundDist = 4.704914f;
+ if(TheCamera.PedZoomIndicator == CAM_ZOOM_TOPDOWN) m_fRealGroundDist = 2.090556f;
+ }
+ // And what is this? It's only used for collision and rotation it seems
+ float RealGroundDist;
+ if(TheCamera.PedZoomIndicator == CAM_ZOOM_1) RealGroundDist = 2.090556f;
+ if(TheCamera.PedZoomIndicator == CAM_ZOOM_2) RealGroundDist = 3.34973f;
+ if(TheCamera.PedZoomIndicator == CAM_ZOOM_3) RealGroundDist = 4.704914f;
+ if(TheCamera.PedZoomIndicator == CAM_ZOOM_TOPDOWN) RealGroundDist = 2.090556f;
+ if(m_fCloseInPedHeightOffset > 0.00001f)
+ RealGroundDist = 1.7016f;
+
+
+ bool Shooting = false;
+ CPed *ped = (CPed*)CamTargetEntity;
+ if(ped->GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED)
+ if(CPad::GetPad(0)->GetWeapon())
+ Shooting = true;
+ if(ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_DETONATOR ||
+ ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT)
+ Shooting = false;
+
+
+ if(m_fCloseInPedHeightOffset > 0.00001f)
+ TargetCoors.z -= m_fRoadOffSet;
+
+ // Figure out if and where we want to rotate
+
+ if(CPad::GetPad(0)->ForceCameraBehindPlayer() || Shooting){
+
+ // Center cam behind player
+
+ GoingBehind = true;
+ m_bCollisionChecksOn = true;
+ float OriginalBeta = Beta;
+ // Set Beta behind player
+ Beta = TargetOrientation + PI;
+ TargetCoors.z -= 0.1f;
+
+ AngleToGoTo = GetPedBetaAngleForClearView(TargetCoors, CenterDist * RealGroundDist, 0.0f, true, false, false, true, false);
+ if(AngleToGoTo != 0.0f){
+ if(AngleToGoTo < 0.0f)
+ AngleToGoTo -= AngleToGoToSpeed;
+ else
+ AngleToGoTo += AngleToGoToSpeed;
+ }else{
+ float LateralLeft = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, BetaOffsetGoingBehind, true, false, false, true, false);
+ float LateralRight = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, -BetaOffsetGoingBehind, true, false, false, true, false);
+ if(LateralLeft == 0.0f && LateralRight != 0.0f)
+ AngleToGoTo += LateralRight;
+ else if(LateralLeft != 0.0f && LateralRight == 0.0f)
+ AngleToGoTo += LateralLeft;
+ }
+
+ TargetCoors.z += 0.1f;
+ Beta = OriginalBeta;
+
+ if(PickedASide){
+ if(AngleToGoTo == 0.0f)
+ FixedTargetOrientation = TargetOrientation + PI;
+ Rotating = true;
+ }else{
+ FixedTargetOrientation = TargetOrientation + PI + AngleToGoTo;
+ Rotating = true;
+ PickedASide = true;
+ }
+ }else{
+
+ // Rotate cam to avoid clipping into buildings
+
+ TargetCoors.z -= 0.1f;
+
+ Center = GetPedBetaAngleForClearView(TargetCoors, CenterDist * RealGroundDist, 0.0f, true, false, false, true, false);
+ if(m_bCollisionChecksOn || PreviouslyObscured || Center != 0.0f || m_fCloseInPedHeightOffset > 0.00001f){
+ if(Center != 0.0f){
+ AngleToGoTo = Center;
+ }else{
+ LateralLeft = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, BetaOffsetAvoidBuildings, true, false, false, true, false);
+ LateralRight = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, -BetaOffsetAvoidBuildings, true, false, false, true, false);
+ if(LateralLeft == 0.0f && LateralRight != 0.0f){
+ AngleToGoTo += LateralRight;
+ if(m_fCloseInPedHeightOffset > 0.0f)
+ RwCameraSetNearClipPlane(Scene.camera, 0.7f);
+ }else if(LateralLeft != 0.0f && LateralRight == 0.0f){
+ AngleToGoTo += LateralLeft;
+ if(m_fCloseInPedHeightOffset > 0.0f)
+ RwCameraSetNearClipPlane(Scene.camera, 0.7f);
+ }
+ }
+ if(LateralLeft != 0.0f || LateralRight != 0.0f || Center != 0.0f)
+ BuildingCheckObscured = true;
+ }
+
+ TargetCoors.z += 0.1f;
+ }
+
+ if(m_fCloseInPedHeightOffset > 0.00001f)
+ TargetCoors.z += m_fRoadOffSet;
+
+
+ // Have to fix to avoid collision
+
+ if(AngleToGoTo != 0.0f){
+ Obscured = true;
+ Rotating = true;
+ if(CPad::GetPad(0)->ForceCameraBehindPlayer() || Shooting){
+ if(!PickedASide)
+ FixedTargetOrientation = Beta + AngleToGoTo; // can this even happen?
+ }else
+ FixedTargetOrientation = Beta + AngleToGoTo;
+
+ // This calculation is only really used to figure out how fast to rotate out of collision
+
+ m_fAmountFractionObscured = 1.0f;
+ CVector PlayerPos = FindPlayerPed()->GetPosition();
+ float RotationDist = (AngleToGoTo == Center ? CenterDist : LateralDist) * RealGroundDist;
+ // What's going on here? - AngleToGoTo?
+ CVector RotatedSource = PlayerPos + CVector(Cos(Beta - AngleToGoTo), Sin(Beta - AngleToGoTo), 0.0f) * RotationDist;
+
+ CColPoint colpoint;
+ CEntity *entity;
+ if(CWorld::ProcessLineOfSight(PlayerPos, RotatedSource, colpoint, entity, true, false, false, true, false, false, false)){
+ if((PlayerPos - RotatedSource).Magnitude() != 0.0f)
+ m_fAmountFractionObscured = (PlayerPos - colpoint.point).Magnitude() / (PlayerPos - RotatedSource).Magnitude();
+ else
+ m_fAmountFractionObscured = 1.0f;
+ }
+ }
+ if(m_fAmountFractionObscured < 0.0f) m_fAmountFractionObscured = 0.0f;
+ if(m_fAmountFractionObscured > 1.0f) m_fAmountFractionObscured = 1.0f;
+
+
+
+ // Figure out speed values for Beta rotation
+
+ float Acceleration, MaxSpeed;
+ static float AccelerationMult = 0.35f;
+ static float MaxSpeedMult = 0.85f;
+ static float AccelerationMultClose = 0.7f;
+ static float MaxSpeedMultClose = 1.6f;
+ float BaseAcceleration = 0.025f;
+ float BaseMaxSpeed = 0.09f;
+ if(m_fCloseInPedHeightOffset > 0.00001f){
+ if(AngleToGoTo == 0.0f){
+ BaseAcceleration = 0.022f;
+ BaseMaxSpeed = 0.04f;
+ }else{
+ BaseAcceleration = DefaultAcceleration;
+ BaseMaxSpeed = DefaultMaxStep;
+ }
+ }
+ if(AngleToGoTo == 0.0f){
+ Acceleration = BaseAcceleration;
+ MaxSpeed = BaseMaxSpeed;
+ }else if(CPad::GetPad(0)->ForceCameraBehindPlayer() && !Shooting){
+ Acceleration = 0.051f;
+ MaxSpeed = 0.18f;
+ }else if(m_fCloseInPedHeightOffset > 0.00001f){
+ Acceleration = BaseAcceleration + AccelerationMultClose*sq(m_fAmountFractionObscured - 1.05f);
+ MaxSpeed = BaseMaxSpeed + MaxSpeedMultClose*sq(m_fAmountFractionObscured - 1.05f);
+ }else{
+ Acceleration = DefaultAcceleration + AccelerationMult*sq(m_fAmountFractionObscured - 1.05f);
+ MaxSpeed = DefaultMaxStep + MaxSpeedMult*sq(m_fAmountFractionObscured - 1.05f);
+ }
+ static float AccelerationLimit = 0.3f;
+ static float MaxSpeedLimit = 0.65f;
+ if(Acceleration > AccelerationLimit) Acceleration = AccelerationLimit;
+ if(MaxSpeed > MaxSpeedLimit) MaxSpeed = MaxSpeedLimit;
+
+
+ int MoveState = ((CPed*)CamTargetEntity)->m_nMoveState;
+ if(MoveState != PEDMOVE_NONE && MoveState != PEDMOVE_STILL &&
+ !CPad::GetPad(0)->ForceCameraBehindPlayer() && !Obscured && !Shooting){
+ Rotating = false;
+ BetaSpeed = 0.0f;
+ }
+
+ // Now do the Beta rotation
+
+ float RotDistance = (IdealSource - TargetCoors).Magnitude2D();
+ m_fDistanceBeforeChanges = RotDistance;
+
+ if(Rotating){
+ m_bFixingBeta = true;
+
+ while(FixedTargetOrientation >= PI) FixedTargetOrientation -= 2*PI;
+ while(FixedTargetOrientation < -PI) FixedTargetOrientation += 2*PI;
+
+ while(Beta >= PI) Beta -= 2*PI;
+ while(Beta < -PI) Beta += 2*PI;
+
+
+/*
+ // This is inlined WellBufferMe
+ DeltaBeta = FixedTargetOrientation - Beta;
+ while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
+ while(DeltaBeta < -PI) DeltaBeta += 2*PI;
+
+ float ReqSpeed = DeltaBeta * MaxSpeed;
+ // Add or subtract absolute depending on sign, genius!
+ if(ReqSpeed - BetaSpeed > 0.0f)
+ BetaSpeed += SpeedStep * Abs(ReqSpeed - BetaSpeed) * CTimer::GetTimeStep();
+ else
+ BetaSpeed -= SpeedStep * Abs(ReqSpeed - BetaSpeed) * CTimer::GetTimeStep();
+ // this would be simpler:
+ // BetaSpeed += SpeedStep * (ReqSpeed - BetaSpeed) * CTimer::ms_fTimeStep;
+
+ if(ReqSpeed < 0.0f && BetaSpeed < ReqSpeed)
+ BetaSpeed = ReqSpeed;
+ else if(ReqSpeed > 0.0f && BetaSpeed > ReqSpeed)
+ BetaSpeed = ReqSpeed;
+
+ Beta += BetaSpeed * min(10.0f, CTimer::GetTimeStep());
+*/
+ WellBufferMe(FixedTargetOrientation, &Beta, &BetaSpeed, MaxSpeed, Acceleration, true);
+
+ if(ResetStatics){
+ Beta = FixedTargetOrientation;
+ BetaSpeed = 0.0f;
+ }
+
+ Source.x = TargetCoors.x + RotDistance * Cos(Beta);
+ Source.y = TargetCoors.y + RotDistance * Sin(Beta);
+
+ // Check if we can stop rotating
+ DeltaBeta = FixedTargetOrientation - Beta;
+ while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
+ while(DeltaBeta < -PI) DeltaBeta += 2*PI;
+ if(Abs(DeltaBeta) < DEGTORAD(1.0f) && !bBehindPlayerDesired){
+ // Stop rotation
+ PickedASide = false;
+ Rotating = false;
+ BetaSpeed = 0.0f;
+ }
+ }
+
+
+ if(TheCamera.m_bCamDirectlyBehind || TheCamera.m_bCamDirectlyInFront ||
+ HackPlayerOnStoppingTrain || Rotating){
+ if(TheCamera.m_bCamDirectlyBehind){
+ Beta = TargetOrientation + PI;
+ Source.x = TargetCoors.x + RotDistance * Cos(Beta);
+ Source.y = TargetCoors.y + RotDistance * Sin(Beta);
+ }
+ if(TheCamera.m_bCamDirectlyInFront){
+ Beta = TargetOrientation;
+ Source.x = TargetCoors.x + RotDistance * Cos(Beta);
+ Source.y = TargetCoors.y + RotDistance * Sin(Beta);
+ }
+ if(HackPlayerOnStoppingTrain){
+ Beta = TargetOrientation + PI;
+ Source.x = TargetCoors.x + RotDistance * Cos(Beta);
+ Source.y = TargetCoors.y + RotDistance * Sin(Beta);
+ m_fDimensionOfHighestNearCar = 0.0f;
+ m_fCamBufferedHeight = 0.0f;
+ m_fCamBufferedHeightSpeed = 0.0f;
+ }
+ // Beta and Source already set in the rotation code
+ }else{
+ Source = IdealSource;
+ BetaSpeed = 0.0f;
+ }
+
+ // Subtract m_fRoadOffSet from both?
+ TargetCoors.z -= m_fRoadOffSet;
+ Source.z = IdealSource.z - m_fRoadOffSet;
+
+ // Apply zoom now
+ // m_fPedZoomValueSmooth makes the cam go down the further out it is
+ // 0.25 -> 0.20 for nearest dist
+ // 1.50 -> -0.05 for mid dist
+ // 2.90 -> -0.33 for far dist
+ Source.z += (2.5f - TheCamera.m_fPedZoomValueSmooth)*0.2f - 0.25f;
+ // Zoom out camera
+ Front = TargetCoors - Source;
+ Front.Normalise();
+ Source -= Front * TheCamera.m_fPedZoomValueSmooth;
+ // and then we move up again
+ // -0.375
+ // 0.25
+ // 0.95
+ Source.z += (TheCamera.m_fPedZoomValueSmooth - 1.0f)*0.5f + m_fCloseInPedHeightOffset;
+
+
+ // Process height offset to avoid peds and cars
+
+ float TargetZOffSet = m_fRoadOffSet + m_fDimensionOfHighestNearCar;
+ TargetZOffSet = max(TargetZOffSet, m_fPedBetweenCameraHeightOffset);
+ float TargetHeight = CameraTarget.z + TargetZOffSet - Source.z;
+
+ if(TargetHeight > m_fCamBufferedHeight){
+ // Have to go up
+ if(TargetZOffSet == m_fPedBetweenCameraHeightOffset && TargetZOffSet > m_fCamBufferedHeight)
+ WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.04f, false);
+ else if(TargetZOffSet == m_fRoadOffSet && TargetZOffSet > m_fCamBufferedHeight){
+ // TODO: figure this out
+ bool foo = false;
+ switch(((CPhysical*)CamTargetEntity)->m_nSurfaceTouched)
+ case SURFACE_GRASS:
+ case SURFACE_DIRT:
+ case SURFACE_PAVEMENT:
+ case SURFACE_STEEL:
+ case SURFACE_TIRE:
+ case SURFACE_STONE:
+ foo = true;
+ if(foo)
+ WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.4f, 0.05f, false);
+ else
+ WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.025f, false);
+ }else
+ WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.025f, false);
+ StartedCountingForGoDown = false;
+ }else{
+ // Have to go down
+ if(StartedCountingForGoDown){
+ if(CTimer::GetTimeInMilliseconds() != TimeIndicatedWantedToGoDown){
+ if(TargetHeight > 0.0f)
+ WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.01f, false);
+ else
+ WellBufferMe(0.0f, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.01f, false);
+ }
+ }else{
+ StartedCountingForGoDown = true;
+ TimeIndicatedWantedToGoDown = CTimer::GetTimeInMilliseconds();
+ }
+ }
+
+ Source.z += m_fCamBufferedHeight;
+
+
+ // Clip Source if necessary
+
+ bool ClipSource = m_fCloseInPedHeightOffset > 0.00001f && m_fCamBufferedHeight > 0.001f;
+ if(GoingBehind || ResetStatics || ClipSource){
+ CColPoint colpoint;
+ CEntity *entity;
+ if(CWorld::ProcessLineOfSight(TargetCoors, Source, colpoint, entity, true, false, false, true, false, true, true)){
+ Source = colpoint.point;
+ if((TargetCoors - Source).Magnitude2D() < 1.0f)
+ RwCameraSetNearClipPlane(Scene.camera, 0.05f);
+ }
+ }
+
+ TargetCoors.z += min(1.0f, m_fCamBufferedHeight/2.0f);
+ m_cvecTargetCoorsForFudgeInter = TargetCoors;
+
+ Front = TargetCoors - Source;
+ m_fRealGroundDist = Front.Magnitude2D();
+ m_fMinDistAwayFromCamWhenInterPolating = m_fRealGroundDist;
+ Front.Normalise();
+ GetVectorsReadyForRW();
+ TheCamera.m_bCamDirectlyBehind = false;
+ TheCamera.m_bCamDirectlyInFront = false;
+ PreviouslyObscured = BuildingCheckObscured;
+
+ ResetStatics = false;
+}
+
+static float fBaseDist = 1.7f;
+static float fAngleDist = 2.0f;
+static float fFalloff = 3.0f;
+static float fStickSens = 0.01f;
+static float fTweakFOV = 1.05f;
+static float fTranslateCamUp = 0.8f;
+static int16 nFadeControlThreshhold = 45;
+static float fDefaultAlphaOrient = -0.22f;
+
+void
+CCam::Process_FollowPedWithMouse(const CVector &CameraTarget, float TargetOrientation, float, float)
+{
+ FOV = DefaultFOV;
+
+ if(!CamTargetEntity->IsPed())
+ return;
+
+ CVector TargetCoors;
+ float CamDist;
+ CColPoint colPoint;
+ CEntity *entity;
+
+ if(ResetStatics){
+ Rotating = false;
+ m_bCollisionChecksOn = true;
+ CPad::GetPad(0)->ClearMouseHistory();
+ ResetStatics = false;
+ }
+
+ bool OnTrain = FindPlayerVehicle() && FindPlayerVehicle()->IsTrain();
+
+ // Look around
+ bool UseMouse = false;
+ float MouseX = CPad::GetPad(0)->GetMouseX();
+ float MouseY = CPad::GetPad(0)->GetMouseY();
+ float LookLeftRight, LookUpDown;
+ if((MouseX != 0.0f || MouseY != 0.0f) && !CPad::GetPad(0)->ArePlayerControlsDisabled()){
+ UseMouse = true;
+ LookLeftRight = -2.5f*MouseX;
+ LookUpDown = 4.0f*MouseY;
+ }else{
+ LookLeftRight = -CPad::GetPad(0)->LookAroundLeftRight();
+ LookUpDown = CPad::GetPad(0)->LookAroundUpDown();
+ }
+ float AlphaOffset, BetaOffset;
+ if(UseMouse){
+ BetaOffset = LookLeftRight * TheCamera.m_fMouseAccelHorzntl * FOV/80.0f;
+ AlphaOffset = LookUpDown * TheCamera.m_fMouseAccelVertical * FOV/80.0f;
+ }else{
+ BetaOffset = LookLeftRight * fStickSens * (0.5f/7.0f) * FOV/80.0f * CTimer::GetTimeStep();
+ AlphaOffset = LookUpDown * fStickSens * (0.3f/7.0f) * FOV/80.0f * CTimer::GetTimeStep();
+ }
+
+ if(TheCamera.GetFading() && TheCamera.GetFadingDirection() == FADE_IN && nFadeControlThreshhold < CDraw::FadeValue ||
+ CDraw::FadeValue > 200){
+ if(Alpha < fDefaultAlphaOrient-0.05f)
+ AlphaOffset = 0.05f;
+ else if(Alpha < fDefaultAlphaOrient)
+ AlphaOffset = fDefaultAlphaOrient - Alpha;
+ else if(Alpha > fDefaultAlphaOrient+0.05f)
+ AlphaOffset = -0.05f;
+ else if(Alpha > fDefaultAlphaOrient)
+ AlphaOffset = fDefaultAlphaOrient - Alpha;
+ else
+ AlphaOffset = 0.0f;
+ }
+
+ Alpha += AlphaOffset;
+ Beta += BetaOffset;
+ while(Beta >= PI) Beta -= 2*PI;
+ while(Beta < -PI) Beta += 2*PI;
+ if(Alpha > DEGTORAD(45.0f)) Alpha = DEGTORAD(45.0f);
+ if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
+
+ TargetCoors = CameraTarget;
+ TargetCoors.z += fTranslateCamUp;
+ TargetCoors = DoAverageOnVector(TargetCoors);
+
+ // SA code
+#ifdef FREE_CAM
+ if((CCamera::bFreeCam && Alpha > 0.0f) || (!CCamera::bFreeCam && Alpha > fBaseDist))
+#else
+ if(Alpha > fBaseDist) // comparing an angle against a distance?
+#endif
+ CamDist = fBaseDist + Cos(min(Alpha*fFalloff, HALFPI))*fAngleDist;
+ else
+ CamDist = fBaseDist + Cos(Alpha)*fAngleDist;
+
+ if(TheCamera.m_bUseTransitionBeta)
+ Beta = CGeneral::GetATanOfXY(-Cos(m_fTransitionBeta), -Sin(m_fTransitionBeta));
+
+ if(TheCamera.m_bCamDirectlyBehind)
+ Beta = TheCamera.m_PedOrientForBehindOrInFront;
+ if(TheCamera.m_bCamDirectlyInFront)
+ Beta = TheCamera.m_PedOrientForBehindOrInFront + PI;
+ if(OnTrain)
+ Beta = TargetOrientation;
+
+ Front.x = Cos(Alpha) * Cos(Beta);
+ Front.y = Cos(Alpha) * Sin(Beta);
+ Front.z = Sin(Alpha);
+ Source = TargetCoors - Front*CamDist;
+ m_cvecTargetCoorsForFudgeInter = TargetCoors;
+
+ // Clip Source and fix near clip
+ CWorld::pIgnoreEntity = CamTargetEntity;
+ entity = nil;
+ if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, true, true, true, false, false, true)){
+ float PedColDist = (TargetCoors - colPoint.point).Magnitude();
+ float ColCamDist = CamDist - PedColDist;
+ if(entity->IsPed() && ColCamDist > 1.0f){
+ // Ped in the way but not clipping through
+ if(CWorld::ProcessLineOfSight(colPoint.point, Source, colPoint, entity, true, true, true, true, false, false, true)){
+ PedColDist = (TargetCoors - colPoint.point).Magnitude();
+ Source = colPoint.point;
+ if(PedColDist < DEFAULT_NEAR + 0.3f)
+ RwCameraSetNearClipPlane(Scene.camera, max(PedColDist-0.3f, 0.05f));
+ }else{
+ RwCameraSetNearClipPlane(Scene.camera, min(ColCamDist-0.35f, DEFAULT_NEAR));
+ }
+ }else{
+ Source = colPoint.point;
+ if(PedColDist < DEFAULT_NEAR + 0.3f)
+ RwCameraSetNearClipPlane(Scene.camera, max(PedColDist-0.3f, 0.05f));
+ }
+ }
+ CWorld::pIgnoreEntity = nil;
+
+ float ViewPlaneHeight = Tan(DEGTORAD(FOV) / 2.0f);
+ float ViewPlaneWidth = ViewPlaneHeight * CDraw::FindAspectRatio() * fTweakFOV;
+ float Near = RwCameraGetNearClipPlane(Scene.camera);
+ float radius = ViewPlaneWidth*Near;
+ entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, false);
+ int i = 0;
+ while(entity){
+ CVector CamToCol = gaTempSphereColPoints[0].point - Source;
+ float frontDist = DotProduct(CamToCol, Front);
+ float dist = (CamToCol - Front*frontDist).Magnitude() / ViewPlaneWidth;
+
+ // Try to decrease near clip
+ dist = max(min(Near, dist), 0.1f);
+ if(dist < Near)
+ RwCameraSetNearClipPlane(Scene.camera, dist);
+
+ // Move forward a bit
+ if(dist == 0.1f)
+ Source += (TargetCoors - Source)*0.3f;
+
+#ifndef FIX_BUGS
+ // this is totally wrong...
+ radius = Tan(FOV / 2.0f) * Near;
+#endif
+ // Keep testing
+ entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, false);
+
+ i++;
+ if(i > 5)
+ entity = nil;
+ }
+
+ if(CamTargetEntity->m_rwObject){
+ // what's going on here?
+ if(RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_WEAPON_PUMP) ||
+ RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_WEAPON_THROW) ||
+ RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_WEAPON_THROWU) ||
+ RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_WEAPON_START_THROW)){
+ CPed *player = FindPlayerPed();
+ float PlayerDist = (Source - player->GetPosition()).Magnitude();
+ if(PlayerDist < 2.75f)
+ Near = PlayerDist/2.75f * DEFAULT_NEAR - 0.3f;
+ RwCameraSetNearClipPlane(Scene.camera, max(Near, 0.1f));
+ }
+ }
+
+ TheCamera.m_bCamDirectlyInFront = false;
+ TheCamera.m_bCamDirectlyBehind = false;
+
+ GetVectorsReadyForRW();
+
+ if(((CPed*)CamTargetEntity)->CanStrafeOrMouseControl() && CDraw::FadeValue < 250 &&
+ (TheCamera.GetFadingDirection() != FADE_OUT || CDraw::FadeValue <= 100)){
+ float Heading = Front.Heading();
+ ((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Heading;
+ ((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Heading;
+ TheCamera.pTargetEntity->SetHeading(Heading);
+ TheCamera.pTargetEntity->GetMatrix().UpdateRW();
+ }
+}
+
+void
+CCam::Process_BehindCar(const CVector &CameraTarget, float TargetOrientation, float, float)
+{
+ FOV = DefaultFOV;
+
+ if(!CamTargetEntity->IsVehicle())
+ return;
+
+ CVector TargetCoors = CameraTarget;
+ TargetCoors.z -= 0.2f;
+ CA_MAX_DISTANCE = 9.95f;
+ CA_MIN_DISTANCE = 8.5f;
+
+ CVector Dist = Source - TargetCoors;
+ float Length = Dist.Magnitude2D();
+ m_fDistanceBeforeChanges = Length;
+ if(Length < 0.002f)
+ Length = 0.002f;
+ Beta = CGeneral::GetATanOfXY(TargetCoors.x - Source.x, TargetCoors.y - Source.y);
+ if(Length > CA_MAX_DISTANCE){
+ Source.x = TargetCoors.x + Dist.x/Length * CA_MAX_DISTANCE;
+ Source.y = TargetCoors.y + Dist.y/Length * CA_MAX_DISTANCE;
+ }else if(Length < CA_MIN_DISTANCE){
+ Source.x = TargetCoors.x + Dist.x/Length * CA_MIN_DISTANCE;
+ Source.y = TargetCoors.y + Dist.y/Length * CA_MIN_DISTANCE;
+ }
+ TargetCoors.z += 0.8f;
+
+ WorkOutCamHeightWeeCar(TargetCoors, TargetOrientation);
+ RotCamIfInFrontCar(TargetCoors, TargetOrientation);
+ FixCamIfObscured(TargetCoors, 1.2f, TargetOrientation);
+
+ Front = TargetCoors - Source;
+ m_cvecTargetCoorsForFudgeInter = TargetCoors;
+ ResetStatics = false;
+ GetVectorsReadyForRW();
+}
+
+void
+CCam::WorkOutCamHeightWeeCar(CVector &TargetCoors, float TargetOrientation)
+{
+ CColPoint colpoint;
+ CEntity *ent;
+ float TargetZOffSet = 0.0f;
+ static bool PreviouslyFailedRoadHeightCheck = false;
+ static float RoadHeightFix = 0.0f;
+ static float RoadHeightFixSpeed = 0.0f;
+
+ if(ResetStatics){
+ RoadHeightFix = 0.0f;
+ RoadHeightFixSpeed = 0.0f;
+ Alpha = DEGTORAD(25.0f);
+ AlphaSpeed = 0.0f;
+ }
+ float AlphaTarget = DEGTORAD(25.0f);
+ if(CCullZones::CamNoRain() || CCullZones::PlayerNoRain())
+ AlphaTarget = DEGTORAD(14.0f);
+ WellBufferMe(AlphaTarget, &Alpha, &AlphaSpeed, 0.1f, 0.05f, true);
+ Source.z = TargetCoors.z + CA_MAX_DISTANCE*Sin(Alpha);
+
+ if(FindPlayerVehicle()){
+ m_fRoadOffSet = 0.0f;
+ bool FoundRoad = false;
+ bool FoundRoof = false;
+ float RoadZ = 0.0f;
+ float RoofZ = 0.0f;
+
+ if(CWorld::ProcessVerticalLine(Source, -1000.0f, colpoint, ent, true, false, false, false, false, false, nil) &&
+ ent->IsBuilding()){
+ FoundRoad = true;
+ RoadZ = colpoint.point.z;
+ }
+
+ if(FoundRoad){
+ if(Source.z - RoadZ < 0.9f){
+ PreviouslyFailedRoadHeightCheck = true;
+ TargetZOffSet = RoadZ + 0.9f - Source.z;
+ }else{
+ if(m_bCollisionChecksOn)
+ PreviouslyFailedRoadHeightCheck = false;
+ else
+ TargetZOffSet = 0.0f;
+ }
+ }else{
+ if(CWorld::ProcessVerticalLine(Source, 1000.0f, colpoint, ent, true, false, false, false, false, false, nil) &&
+ ent->IsBuilding()){
+ FoundRoof = true;
+ RoofZ = colpoint.point.z;
+ }
+ if(FoundRoof){
+ if(Source.z - RoofZ < 0.9f){
+ PreviouslyFailedRoadHeightCheck = true;
+ TargetZOffSet = RoofZ + 0.9f - Source.z;
+ }else{
+ if(m_bCollisionChecksOn)
+ PreviouslyFailedRoadHeightCheck = false;
+ else
+ TargetZOffSet = 0.0f;
+ }
+ }
+ }
+ }
+
+ if(TargetZOffSet > RoadHeightFix)
+ RoadHeightFix = TargetZOffSet;
+ else
+ WellBufferMe(TargetZOffSet, &RoadHeightFix, &RoadHeightFixSpeed, 0.27f, 0.1f, false);
+
+ if((colpoint.surfaceB == SURFACE_DEFAULT || colpoint.surfaceB >= SURFACE_METAL6) &&
+ colpoint.surfaceB != SURFACE_STEEL && colpoint.surfaceB != SURFACE_STONE &&
+ RoadHeightFix > 1.4f)
+ RoadHeightFix = 1.4f;
+
+ Source.z += RoadHeightFix;
+}
+
+void
+CCam::WorkOutCamHeight(const CVector &TargetCoors, float TargetOrientation, float TargetHeight)
+{
+ static float LastTargetAlphaWithCollisionOn = 0.0f;
+ static float LastTopAlphaSpeed = 0.0f;
+ static float LastAlphaSpeedStep = 0.0f;
+ static bool PreviousNearCheckNearClipSmall = false;
+
+ bool CamClear = true;
+ float ModeAlpha = 0.0f;
+
+ if(ResetStatics){
+ LastTargetAlphaWithCollisionOn = 0.0f;
+ LastTopAlphaSpeed = 0.0f;
+ LastAlphaSpeedStep = 0.0f;
+ PreviousNearCheckNearClipSmall = false;
+ }
+
+ float TopAlphaSpeed = 0.15f;
+ float AlphaSpeedStep = 0.015f;
+
+ float zoomvalue = TheCamera.CarZoomValueSmooth;
+ if(zoomvalue < 0.1f)
+ zoomvalue = 0.1f;
+ if(TheCamera.CarZoomIndicator == CAM_ZOOM_1)
+ ModeAlpha = CGeneral::GetATanOfXY(23.0f, zoomvalue); // near
+ else if(TheCamera.CarZoomIndicator == CAM_ZOOM_2)
+ ModeAlpha = CGeneral::GetATanOfXY(10.8f, zoomvalue); // mid
+ else if(TheCamera.CarZoomIndicator == CAM_ZOOM_3)
+ ModeAlpha = CGeneral::GetATanOfXY(7.0f, zoomvalue); // far
+
+
+ float Length = (Source - TargetCoors).Magnitude2D();
+ if(m_bCollisionChecksOn){ // there's another variable (on PC) but it's uninitialised
+ CVector Forward = CamTargetEntity->GetForward();
+ float CarAlpha = CGeneral::GetATanOfXY(Forward.Magnitude2D(), Forward.z);
+ // this shouldn't be necessary....
+ while(CarAlpha >= PI) CarAlpha -= 2*PI;
+ while(CarAlpha < -PI) CarAlpha += 2*PI;
+
+ while(Beta >= PI) Beta -= 2*PI;
+ while(Beta < -PI) Beta += 2*PI;
+
+ float deltaBeta = Beta - TargetOrientation;
+ while(deltaBeta >= PI) deltaBeta -= 2*PI;
+ while(deltaBeta < -PI) deltaBeta += 2*PI;
+
+ float BehindCarNess = Cos(deltaBeta); // 1 if behind car, 0 if side, -1 if in front
+ CarAlpha = -CarAlpha * BehindCarNess;
+ if(CarAlpha < -0.01f)
+ CarAlpha = -0.01f;
+
+ float DeltaAlpha = CarAlpha - Alpha;
+ while(DeltaAlpha >= PI) DeltaAlpha -= 2*PI;
+ while(DeltaAlpha < -PI) DeltaAlpha += 2*PI;
+ // What's this?? wouldn't it make more sense to clamp?
+ float AngleLimit = DEGTORAD(1.8f);
+ if(DeltaAlpha < -AngleLimit)
+ DeltaAlpha += AngleLimit;
+ else if(DeltaAlpha > AngleLimit)
+ DeltaAlpha -= AngleLimit;
+ else
+ DeltaAlpha = 0.0f;
+
+ // Now the collision
+
+ float TargetAlpha = 0.0f;
+ bool FoundRoofCenter = false;
+ bool FoundRoofSide1 = false;
+ bool FoundRoofSide2 = false;
+ bool FoundCamRoof = false;
+ bool FoundCamGround = false;
+ float CamRoof = 0.0f;
+ float CarBottom = TargetCoors.z - TargetHeight/2.0f;
+
+ // Check car center
+ float CarRoof = CWorld::FindRoofZFor3DCoord(TargetCoors.x, TargetCoors.y, CarBottom, &FoundRoofCenter);
+
+ // Check sides of the car
+ Forward = CamTargetEntity->GetForward(); // we actually still have that...
+ Forward.Normalise(); // shouldn't be necessary
+ float CarSideAngle = CGeneral::GetATanOfXY(Forward.x, Forward.y) + PI/2.0f;
+ float SideX = 2.5f * Cos(CarSideAngle);
+ float SideY = 2.5f * Sin(CarSideAngle);
+ CWorld::FindRoofZFor3DCoord(TargetCoors.x + SideX, TargetCoors.y + SideY, CarBottom, &FoundRoofSide1);
+ CWorld::FindRoofZFor3DCoord(TargetCoors.x - SideX, TargetCoors.y - SideY, CarBottom, &FoundRoofSide2);
+
+ // Now find out at what height we'd like to place the camera
+ float CamGround = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, TargetCoors.z + Length*Sin(Alpha + ModeAlpha) + m_fCloseInCarHeightOffset, &FoundCamGround);
+ float CamTargetZ = 0.0f;
+ if(FoundCamGround){
+ // This is the normal case
+ CamRoof = CWorld::FindRoofZFor3DCoord(Source.x, Source.y, CamGround + TargetHeight, &FoundCamRoof);
+ CamTargetZ = CamGround + TargetHeight*1.5f + 0.1f;
+ }else{
+ FoundCamRoof = false;
+ CamTargetZ = TargetCoors.z;
+ }
+
+ if(FoundRoofCenter && !FoundCamRoof && (FoundRoofSide1 || FoundRoofSide2)){
+ // Car is under something but camera isn't
+ // This seems weird...
+ TargetAlpha = CGeneral::GetATanOfXY(CA_MAX_DISTANCE, CarRoof - CamTargetZ - 1.5f);
+ CamClear = false;
+ }
+ if(FoundCamRoof){
+ // Camera is under something
+ float roof = FoundRoofCenter ? min(CamRoof, CarRoof) : CamRoof;
+ // Same weirdness again?
+ TargetAlpha = CGeneral::GetATanOfXY(CA_MAX_DISTANCE, roof - CamTargetZ - 1.5f);
+ CamClear = false;
+ }
+ while(TargetAlpha >= PI) TargetAlpha -= 2*PI;
+ while(TargetAlpha < -PI) TargetAlpha += 2*PI;
+ if(TargetAlpha < DEGTORAD(-7.0f))
+ TargetAlpha = DEGTORAD(-7.0f);
+
+ // huh?
+ if(TargetAlpha > ModeAlpha)
+ CamClear = true;
+ // Camera is contrained by collision in some way
+ PreviousNearCheckNearClipSmall = false;
+ if(!CamClear){
+ PreviousNearCheckNearClipSmall = true;
+ RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
+
+ DeltaAlpha = TargetAlpha - (Alpha + ModeAlpha);
+ while(DeltaAlpha >= PI) DeltaAlpha -= 2*PI;
+ while(DeltaAlpha < -PI) DeltaAlpha += 2*PI;
+
+ TopAlphaSpeed = 0.3f;
+ AlphaSpeedStep = 0.03f;
+ }
+
+ // Now do things if CamClear...but what is that anyway?
+ float CamZ = TargetCoors.z + Length*Sin(Alpha + DeltaAlpha + ModeAlpha) + m_fCloseInCarHeightOffset;
+ bool FoundGround, FoundRoof;
+ float CamGround2 = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, CamZ, &FoundGround);
+ if(FoundGround){
+ if(CamClear)
+ if(CamZ - CamGround2 < 1.5f){
+ PreviousNearCheckNearClipSmall = true;
+ RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
+
+ float a;
+ if(Length == 0.0f || CamGround2 + 1.5f - TargetCoors.z == 0.0f)
+ a = Alpha;
+ else
+ a = CGeneral::GetATanOfXY(Length, CamGround2 + 1.5f - TargetCoors.z);
+ while(a > PI) a -= 2*PI;
+ while(a < -PI) a += 2*PI;
+ DeltaAlpha = a - Alpha;
+ }
+ }else{
+ if(CamClear){
+ float CamRoof2 = CWorld::FindRoofZFor3DCoord(Source.x, Source.y, CamZ, &FoundRoof);
+ if(FoundRoof && CamZ - CamRoof2 < 1.5f){
+ PreviousNearCheckNearClipSmall = true;
+ RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
+
+ if(CamRoof2 > TargetCoors.z + 3.5f)
+ CamRoof2 = TargetCoors.z + 3.5f;
+
+ float a;
+ if(Length == 0.0f || CamRoof2 + 1.5f - TargetCoors.z == 0.0f)
+ a = Alpha;
+ else
+ a = CGeneral::GetATanOfXY(Length, CamRoof2 + 1.5f - TargetCoors.z);
+ while(a > PI) a -= 2*PI;
+ while(a < -PI) a += 2*PI;
+ DeltaAlpha = a - Alpha;
+ }
+ }
+ }
+
+ LastTargetAlphaWithCollisionOn = DeltaAlpha + Alpha;
+ LastTopAlphaSpeed = TopAlphaSpeed;
+ LastAlphaSpeedStep = AlphaSpeedStep;
+ }else{
+ if(PreviousNearCheckNearClipSmall)
+ RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
+ }
+
+ WellBufferMe(LastTargetAlphaWithCollisionOn, &Alpha, &AlphaSpeed, LastTopAlphaSpeed, LastAlphaSpeedStep, true);
+
+ Source.z = TargetCoors.z + Sin(Alpha + ModeAlpha)*Length + m_fCloseInCarHeightOffset;
+}
+
+// Rotate cam behind the car when the car is moving forward
+bool
+CCam::RotCamIfInFrontCar(CVector &TargetCoors, float TargetOrientation)
+{
+ bool MovingForward = false;
+ CPhysical *phys = (CPhysical*)CamTargetEntity;
+
+ float ForwardSpeed = DotProduct(phys->GetForward(), phys->GetSpeed(CVector(0.0f, 0.0f, 0.0f)));
+ if(ForwardSpeed > 0.02f)
+ MovingForward = true;
+
+ float Dist = (Source - TargetCoors).Magnitude2D();
+
+ float DeltaBeta = TargetOrientation - Beta;
+ while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
+ while(DeltaBeta < -PI) DeltaBeta += 2*PI;
+
+ if(Abs(DeltaBeta) > DEGTORAD(20.0f) && MovingForward && TheCamera.m_uiTransitionState == 0)
+ m_bFixingBeta = true;
+
+ CPad *pad = CPad::GetPad(0);
+ if(!(pad->GetLookBehindForCar() || pad->GetLookBehindForPed() || pad->GetLookLeft() || pad->GetLookRight()))
+ if(DirectionWasLooking != LOOKING_FORWARD)
+ TheCamera.m_bCamDirectlyBehind = true;
+
+ if(!m_bFixingBeta && !TheCamera.m_bUseTransitionBeta && !TheCamera.m_bCamDirectlyBehind && !TheCamera.m_bCamDirectlyInFront)
+ return false;
+
+ bool SetBeta = false;
+ if(TheCamera.m_bCamDirectlyBehind || TheCamera.m_bCamDirectlyInFront || TheCamera.m_bUseTransitionBeta)
+ if(&TheCamera.Cams[TheCamera.ActiveCam] == this)
+ SetBeta = true;
+
+ if(m_bFixingBeta || SetBeta){
+ WellBufferMe(TargetOrientation, &Beta, &BetaSpeed, 0.15f, 0.007f, true);
+
+ if(TheCamera.m_bCamDirectlyBehind && &TheCamera.Cams[TheCamera.ActiveCam] == this)
+ Beta = TargetOrientation;
+ if(TheCamera.m_bCamDirectlyInFront && &TheCamera.Cams[TheCamera.ActiveCam] == this)
+ Beta = TargetOrientation + PI;
+ if(TheCamera.m_bUseTransitionBeta && &TheCamera.Cams[TheCamera.ActiveCam] == this)
+ Beta = m_fTransitionBeta;
+
+ Source.x = TargetCoors.x - Cos(Beta)*Dist;
+ Source.y = TargetCoors.y - Sin(Beta)*Dist;
+
+ // Check if we're done
+ DeltaBeta = TargetOrientation - Beta;
+ while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
+ while(DeltaBeta < -PI) DeltaBeta += 2*PI;
+ if(Abs(DeltaBeta) < DEGTORAD(2.0f))
+ m_bFixingBeta = false;
+ }
+ TheCamera.m_bCamDirectlyBehind = false;
+ TheCamera.m_bCamDirectlyInFront = false;
+ return true;
+}
+
+// Move the cam to avoid clipping through buildings
+bool
+CCam::FixCamIfObscured(CVector &TargetCoors, float TargetHeight, float TargetOrientation)
+{
+ CVector Target = TargetCoors;
+ bool UseEntityPos = false;
+ CVector EntityPos;
+ static CColPoint colPoint;
+ static bool LastObscured = false;
+
+ if(Mode == MODE_BEHINDCAR)
+ Target.z += TargetHeight/2.0f;
+ if(Mode == MODE_CAM_ON_A_STRING){
+ UseEntityPos = true;
+ Target.z += TargetHeight/2.0f;
+ EntityPos = CamTargetEntity->GetPosition();
+ }
+
+ CVector TempSource = Source;
+
+ bool Obscured1 = false;
+ bool Obscured2 = false;
+ bool Fix1 = false;
+ float Dist1 = 0.0f;
+ float Dist2 = 0.0f;
+ CEntity *ent;
+ if(m_bCollisionChecksOn || LastObscured){
+ Obscured1 = CWorld::ProcessLineOfSight(Target, TempSource, colPoint, ent, true, false, false, true, false, true, true);
+ if(Obscured1){
+ Dist1 = (Target - colPoint.point).Magnitude2D();
+ Fix1 = true;
+ if(UseEntityPos)
+ Obscured1 = CWorld::ProcessLineOfSight(EntityPos, TempSource, colPoint, ent, true, false, false, true, false, true, true);
+ }else if(m_bFixingBeta){
+ float d = (TempSource - Target).Magnitude();
+ TempSource.x = Target.x - d*Cos(TargetOrientation);
+ TempSource.y = Target.y - d*Sin(TargetOrientation);
+
+ // same check again
+ Obscured2 = CWorld::ProcessLineOfSight(Target, TempSource, colPoint, ent, true, false, false, true, false, true, true);
+ if(Obscured2){
+ Dist2 = (Target - colPoint.point).Magnitude2D();
+ if(UseEntityPos)
+ Obscured2 = CWorld::ProcessLineOfSight(EntityPos, TempSource, colPoint, ent, true, false, false, true, false, true, true);
+ }
+ }
+ LastObscured = Obscured1 || Obscured2;
+ }
+
+ // nothing to do
+ if(!LastObscured)
+ return false;
+
+ if(Fix1){
+ Source.x = Target.x - Cos(Beta)*Dist1;
+ Source.y = Target.y - Sin(Beta)*Dist1;
+ if(Mode == MODE_BEHINDCAR)
+ Source = colPoint.point;
+ }else{
+ WellBufferMe(Dist2, &m_fDistanceBeforeChanges, &DistanceSpeed, 0.2f, 0.025f, false);
+ Source.x = Target.x - Cos(Beta)*m_fDistanceBeforeChanges;
+ Source.y = Target.y - Sin(Beta)*m_fDistanceBeforeChanges;
+ }
+
+ if(ResetStatics){
+ m_fDistanceBeforeChanges = (Source - Target).Magnitude2D();
+ DistanceSpeed = 0.0f;
+ Source.x = colPoint.point.x;
+ Source.y = colPoint.point.y;
+ }
+ return true;
+}
+
+void
+CCam::Process_Cam_On_A_String(const CVector &CameraTarget, float TargetOrientation, float, float)
+{
+ if(!CamTargetEntity->IsVehicle())
+ return;
+
+ FOV = DefaultFOV;
+
+ if(ResetStatics){
+ AlphaSpeed = 0.0f;
+ if(TheCamera.m_bIdleOn)
+ TheCamera.m_uiTimeWeEnteredIdle = CTimer::GetTimeInMilliseconds();
+ }
+
+ CBaseModelInfo *mi = CModelInfo::GetModelInfo(CamTargetEntity->GetModelIndex());
+ CVector Dimensions = mi->GetColModel()->boundingBox.max - mi->GetColModel()->boundingBox.min;
+ float BaseDist = Dimensions.Magnitude2D();
+
+ CVector TargetCoors = CameraTarget;
+ TargetCoors.z += Dimensions.z - 0.1f; // final
+ Beta = CGeneral::GetATanOfXY(TargetCoors.x - Source.x, TargetCoors.y - Source.y);
+ while(Alpha >= PI) Alpha -= 2*PI;
+ while(Alpha < -PI) Alpha += 2*PI;
+ while(Beta >= PI) Beta -= 2*PI;
+ while(Beta < -PI) Beta += 2*PI;
+
+ m_fDistanceBeforeChanges = (Source - TargetCoors).Magnitude2D();
+
+ Cam_On_A_String_Unobscured(TargetCoors, BaseDist);
+ WorkOutCamHeight(TargetCoors, TargetOrientation, Dimensions.z);
+ RotCamIfInFrontCar(TargetCoors, TargetOrientation);
+ FixCamIfObscured(TargetCoors, Dimensions.z, TargetOrientation);
+ FixCamWhenObscuredByVehicle(TargetCoors);
+
+ m_cvecTargetCoorsForFudgeInter = TargetCoors;
+ Front = TargetCoors - Source;
+ Front.Normalise();
+ GetVectorsReadyForRW();
+ ResetStatics = false;
+}
+
+// Basic Cam on a string algorithm
+void
+CCam::Cam_On_A_String_Unobscured(const CVector &TargetCoors, float BaseDist)
+{
+ CA_MAX_DISTANCE = BaseDist + 0.1f + TheCamera.CarZoomValueSmooth;
+ CA_MIN_DISTANCE = min(BaseDist*0.6f, 3.5f);
+
+ CVector Dist = Source - TargetCoors;
+
+ if(ResetStatics)
+ Source = TargetCoors + Dist*(CA_MAX_DISTANCE + 1.0f);
+
+ float Length = Dist.Magnitude2D();
+ if(Length < 0.001f){
+ // This probably shouldn't happen. reset view
+ CVector Forward = CamTargetEntity->GetForward();
+ Forward.z = 0.0f;
+ Forward.Normalise();
+ Source = TargetCoors - Forward*CA_MAX_DISTANCE;
+ Dist = Source - TargetCoors;
+ Length = Dist.Magnitude2D();
+ }
+
+ if(Length > CA_MAX_DISTANCE){
+ Source.x = TargetCoors.x + Dist.x/Length * CA_MAX_DISTANCE;
+ Source.y = TargetCoors.y + Dist.y/Length * CA_MAX_DISTANCE;
+ }else if(Length < CA_MIN_DISTANCE){
+ Source.x = TargetCoors.x + Dist.x/Length * CA_MIN_DISTANCE;
+ Source.y = TargetCoors.y + Dist.y/Length * CA_MIN_DISTANCE;
+ }
+}
+
+void
+CCam::FixCamWhenObscuredByVehicle(const CVector &TargetCoors)
+{
+ // BUG? is this never reset
+ static float HeightFixerCarsObscuring = 0.0f;
+ static float HeightFixerCarsObscuringSpeed = 0.0f;
+ CColPoint colPoint;
+ CEntity *entity;
+
+ float HeightTarget = 0.0f;
+ if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, false, true, false, false, false, false, false)){
+ CBaseModelInfo *mi = CModelInfo::GetModelInfo(entity->GetModelIndex());
+ HeightTarget = mi->GetColModel()->boundingBox.max.z + 1.0f + TargetCoors.z - Source.z;
+ if(HeightTarget < 0.0f)
+ HeightTarget = 0.0f;
+ }
+ WellBufferMe(HeightTarget, &HeightFixerCarsObscuring, &HeightFixerCarsObscuringSpeed, 0.2f, 0.025f, false);
+ Source.z += HeightFixerCarsObscuring;
+}
+
+void
+CCam::Process_TopDown(const CVector &CameraTarget, float TargetOrientation, float SpeedVar, float TargetSpeedVar)
+{
+ FOV = DefaultFOV;
+
+ if(!CamTargetEntity->IsVehicle())
+ return;
+
+ float Dist;
+ float HeightTarget = 0.0f;
+ static float AdjustHeightTargetMoveBuffer = 0.0f;
+ static float AdjustHeightTargetMoveSpeed = 0.0f;
+ static float NearClipDistance = 1.5f;
+ const float FarClipDistance = 200.0f;
+ CVector TargetFront, Target;
+ CVector TestSource, TestTarget;
+ CColPoint colPoint;
+ CEntity *entity;
+
+ TargetFront = CameraTarget;
+ TargetFront.x += 18.0f*CamTargetEntity->GetForward().x*SpeedVar;
+ TargetFront.y += 18.0f*CamTargetEntity->GetForward().y*SpeedVar;
+
+ if(ResetStatics){
+ AdjustHeightTargetMoveBuffer = 0.0f;
+ AdjustHeightTargetMoveSpeed = 0.0f;
+ }
+
+ float f = Pow(0.8f, 4.0f);
+ Target = f*CameraTarget + (1.0f-f)*TargetFront;
+ if(Mode == MODE_GTACLASSIC)
+ SpeedVar = TargetSpeedVar;
+ Source = Target + CVector(0.0f, 0.0f, (40.0f*SpeedVar + 30.0f)*0.8f);
+ // What is this? looks horrible
+ if(Mode == MODE_GTACLASSIC)
+ Source.x += (uint8)(100.0f*CameraTarget.x)/500.0f;
+
+ TestSource = Source;
+ TestTarget = TestSource;
+ TestTarget.z = Target.z;
+ if(CWorld::ProcessLineOfSight(TestTarget, TestSource, colPoint, entity, true, false, false, false, false, false, false)){
+ if(Source.z < colPoint.point.z+3.0f)
+ HeightTarget = colPoint.point.z+3.0f - Source.z;
+ }else{
+ TestSource = Source;
+ TestTarget = TestSource;
+ TestTarget.z += 10.0f;
+ if(CWorld::ProcessLineOfSight(TestTarget, TestSource, colPoint, entity, true, false, false, false, false, false, false))
+ if(Source.z < colPoint.point.z+3.0f)
+ HeightTarget = colPoint.point.z+3.0f - Source.z;
+ }
+ WellBufferMe(HeightTarget, &AdjustHeightTargetMoveBuffer, &AdjustHeightTargetMoveSpeed, 0.2f, 0.02f, false);
+ Source.z += AdjustHeightTargetMoveBuffer;
+
+ if(RwCameraGetFarClipPlane(Scene.camera) > FarClipDistance)
+ RwCameraSetFarClipPlane(Scene.camera, FarClipDistance);
+ RwCameraSetNearClipPlane(Scene.camera, NearClipDistance);
+
+ Front = CVector(-0.01f, -0.01f, -1.0f); // look down
+ Front.Normalise();
+ Dist = (Source - CameraTarget).Magnitude();
+ m_cvecTargetCoorsForFudgeInter = Dist*Front + Source;
+ Up = CVector(0.0f, 1.0f, 0.0f);
+
+ ResetStatics = false;
+}
+
+void
+CCam::AvoidWallsTopDownPed(const CVector &TargetCoors, const CVector &Offset, float *Adjuster, float *AdjusterSpeed, float yDistLimit)
+{
+ float Target = 0.0f;
+ float MaxSpeed = 0.13f;
+ float Acceleration = 0.015f;
+ float SpeedMult;
+ float dy;
+ CVector TestPoint2;
+ CVector TestPoint1;
+ CColPoint colPoint;
+ CEntity *entity;
+
+ TestPoint2 = TargetCoors + Offset;
+ TestPoint1 = TargetCoors;
+ TestPoint1.z = TestPoint2.z;
+ if(CWorld::ProcessLineOfSight(TestPoint1, TestPoint2, colPoint, entity, true, false, false, false, false, false, false)){
+ // What is this even?
+ dy = TestPoint1.y - colPoint.point.y;
+ if(dy > yDistLimit)
+ dy = yDistLimit;
+ SpeedMult = yDistLimit - Abs(dy/yDistLimit);
+
+ Target = 2.5f;
+ MaxSpeed += SpeedMult*0.3f;
+ Acceleration += SpeedMult*0.03f;
+ }
+ WellBufferMe(Target, Adjuster, AdjusterSpeed, MaxSpeed, Acceleration, false);
+}
+
+void
+CCam::Process_TopDownPed(const CVector &CameraTarget, float TargetOrientation, float, float)
+{
+ if(!CamTargetEntity->IsPed())
+ return;
+
+ float Dist;
+ float HeightTarget;
+ static int NumPedPosCountsSoFar = 0;
+ static float PedAverageSpeed = 0.0f;
+ static float AdjustHeightTargetMoveBuffer = 0.0f;
+ static float AdjustHeightTargetMoveSpeed = 0.0f;
+ static float PedSpeedSoFar = 0.0f;
+ static float FarClipDistance = 200.0f;
+ static float NearClipDistance = 1.5f;
+ static float TargetAdjusterForSouth = 0.0f;
+ static float TargetAdjusterSpeedForSouth = 0.0f;
+ static float TargetAdjusterForNorth = 0.0f;
+ static float TargetAdjusterSpeedForNorth = 0.0f;
+ static float TargetAdjusterForEast = 0.0f;
+ static float TargetAdjusterSpeedForEast = 0.0f;
+ static float TargetAdjusterForWest = 0.0f;
+ static float TargetAdjusterSpeedForWest = 0.0f;
+ static CVector PreviousPlayerMoveSpeedVec;
+ CVector TargetCoors, PlayerMoveSpeed;
+ CVector TestSource, TestTarget;
+ CColPoint colPoint;
+ CEntity *entity;
+
+ FOV = DefaultFOV;
+ TargetCoors = CameraTarget;
+ PlayerMoveSpeed = ((CPed*)CamTargetEntity)->GetMoveSpeed();
+
+ if(ResetStatics){
+ PreviousPlayerMoveSpeedVec = PlayerMoveSpeed;
+ AdjustHeightTargetMoveBuffer = 0.0f;
+ AdjustHeightTargetMoveSpeed = 0.0f;
+ NumPedPosCountsSoFar = 0;
+ PedSpeedSoFar = 0.0f;
+ PedAverageSpeed = 0.0f;
+ TargetAdjusterForWest = 0.0f;
+ TargetAdjusterSpeedForWest = 0.0f;
+ TargetAdjusterForEast = 0.0f;
+ TargetAdjusterSpeedForEast = 0.0f;
+ TargetAdjusterForNorth = 0.0f;
+ TargetAdjusterSpeedForNorth = 0.0f;
+ TargetAdjusterForSouth = 0.0f;
+ TargetAdjusterSpeedForSouth = 0.0f;
+ }
+
+ if(RwCameraGetFarClipPlane(Scene.camera) > FarClipDistance)
+ RwCameraSetFarClipPlane(Scene.camera, FarClipDistance);
+ RwCameraSetNearClipPlane(Scene.camera, NearClipDistance);
+
+ // Average ped speed
+ NumPedPosCountsSoFar++;
+ PedSpeedSoFar += PlayerMoveSpeed.Magnitude();
+ if(NumPedPosCountsSoFar == 5){
+ PedAverageSpeed = 0.4f*PedAverageSpeed + 0.6*(PedSpeedSoFar/5.0f);
+ NumPedPosCountsSoFar = 0;
+ PedSpeedSoFar = 0.0f;
+ }
+ PreviousPlayerMoveSpeedVec = PlayerMoveSpeed;
+
+ // Zoom out depending on speed
+ if(PedAverageSpeed > 0.01f && PedAverageSpeed <= 0.04f)
+ HeightTarget = 2.5f;
+ else if(PedAverageSpeed > 0.04f && PedAverageSpeed <= 0.145f)
+ HeightTarget = 4.5f;
+ else if(PedAverageSpeed > 0.145f)
+ HeightTarget = 7.0f;
+ else
+ HeightTarget = 0.0f;
+
+ // Zoom out if locked on target is far away
+ if(FindPlayerPed()->m_pPointGunAt){
+ Dist = (FindPlayerPed()->m_pPointGunAt->GetPosition() - CameraTarget).Magnitude2D();
+ if(Dist > 6.0f)
+ HeightTarget = max(HeightTarget, Dist/22.0f*37.0f);
+ }
+
+ Source = TargetCoors + CVector(0.0f, -1.0f, 9.0f);
+
+ // Collision checks
+ entity = nil;
+ TestSource = TargetCoors + CVector(0.0f, -1.0f, 9.0f);
+ TestTarget = TestSource;
+ TestTarget.z = TargetCoors.z;
+ if(CWorld::ProcessLineOfSight(TestTarget, TestSource, colPoint, entity, true, false, false, false, false, false, false)){
+ if(TargetCoors.z+9.0f+HeightTarget < colPoint.point.z+3.0f)
+ HeightTarget = colPoint.point.z+3.0f - (TargetCoors.z+9.0f);
+ }else{
+ TestSource = TargetCoors + CVector(0.0f, -1.0f, 9.0f);
+ TestTarget = TestSource;
+ TestSource.z += HeightTarget;
+ TestTarget.z = TestSource.z + 10.0f;
+ if(CWorld::ProcessLineOfSight(TestTarget, TestSource, colPoint, entity, true, false, false, false, false, false, false)){
+ if(TargetCoors.z+9.0f+HeightTarget < colPoint.point.z+3.0f)
+ HeightTarget = colPoint.point.z+3.0f - (TargetCoors.z+9.0f);
+ }
+ }
+
+ WellBufferMe(HeightTarget, &AdjustHeightTargetMoveBuffer, &AdjustHeightTargetMoveSpeed, 0.3f, 0.03f, false);
+ Source.z += AdjustHeightTargetMoveBuffer;
+
+ // Wall checks
+ AvoidWallsTopDownPed(TargetCoors, CVector(0.0f, -3.0f, 3.0f), &TargetAdjusterForSouth, &TargetAdjusterSpeedForSouth, 1.0f);
+ Source.y += TargetAdjusterForSouth;
+ AvoidWallsTopDownPed(TargetCoors, CVector(0.0f, 3.0f, 3.0f), &TargetAdjusterForNorth, &TargetAdjusterSpeedForNorth, 1.0f);
+ Source.y -= TargetAdjusterForNorth;
+ // BUG: east and west flipped
+ AvoidWallsTopDownPed(TargetCoors, CVector(3.0f, 0.0f, 3.0f), &TargetAdjusterForWest, &TargetAdjusterSpeedForWest, 1.0f);
+ Source.x -= TargetAdjusterForWest;
+ AvoidWallsTopDownPed(TargetCoors, CVector(-3.0f, 0.0f, 3.0f), &TargetAdjusterForEast, &TargetAdjusterSpeedForEast, 1.0f);
+ Source.x += TargetAdjusterForEast;
+
+ TargetCoors.y = Source.y + 1.0f;
+ TargetCoors.y += TargetAdjusterForSouth;
+ TargetCoors.x += TargetAdjusterForEast;
+ TargetCoors.x -= TargetAdjusterForWest;
+
+ Front = TargetCoors - Source;
+ Front.Normalise();
+#ifdef FIX_BUGS
+ if(Front.x == 0.0f && Front.y == 0.0f)
+ Front.y = 0.0001f;
+#else
+ // someone used = instead of == in the above check by accident
+ Front.x = 0.0f;
+#endif
+ m_cvecTargetCoorsForFudgeInter = TargetCoors;
+ Up = CrossProduct(Front, CVector(-1.0f, 0.0f, 0.0f));
+ Up.Normalise();
+
+ ResetStatics = false;
+}
+
+// Identical to M16
+void
+CCam::Process_Rocket(const CVector &CameraTarget, float, float, float)
+{
+ if(!CamTargetEntity->IsPed())
+ return;
+
+ static bool FailedTestTwelveFramesAgo = false;
+ RwV3d HeadPos;
+ CVector TargetCoors;
+
+ FOV = DefaultFOV;
+ TargetCoors = CameraTarget;
+
+ if(ResetStatics){
+ Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
+ Alpha = 0.0f;
+ m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
+ FailedTestTwelveFramesAgo = false;
+ // static DPadVertical unused
+ // static DPadHorizontal unused
+ m_bCollisionChecksOn = true;
+ ResetStatics = false;
+ }
+
+ ((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD);
+ Source = HeadPos;
+ Source.z += 0.1f;
+ Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation);
+ Source.y -= 0.19f*Sin(m_fInitialPlayerOrientation);
+
+ // Look around
+ bool UseMouse = false;
+ float MouseX = CPad::GetPad(0)->GetMouseX();
+ float MouseY = CPad::GetPad(0)->GetMouseY();
+ float LookLeftRight, LookUpDown;
+ if(MouseX != 0.0f || MouseY != 0.0f){
+ UseMouse = true;
+ LookLeftRight = -3.0f*MouseX;
+ LookUpDown = 4.0f*MouseY;
+ }else{
+ LookLeftRight = -CPad::GetPad(0)->SniperModeLookLeftRight();
+ LookUpDown = CPad::GetPad(0)->SniperModeLookUpDown();
+ }
+ if(UseMouse){
+ Beta += TheCamera.m_fMouseAccelHorzntl * LookLeftRight * FOV/80.0f;
+ Alpha += TheCamera.m_fMouseAccelVertical * LookUpDown * FOV/80.0f;
+ }else{
+ float xdir = LookLeftRight < 0.0f ? -1.0f : 1.0f;
+ float ydir = LookUpDown < 0.0f ? -1.0f : 1.0f;
+ Beta += SQR(LookLeftRight/100.0f)*xdir/17.5 * FOV/80.0f * CTimer::GetTimeStep();
+ Alpha += SQR(LookUpDown/150.0f)*ydir/14.0f * FOV/80.0f * CTimer::GetTimeStep();
+ }
+ while(Beta >= PI) Beta -= 2*PI;
+ while(Beta < -PI) Beta += 2*PI;
+ if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f);
+ if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
+
+ TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x;
+ TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y;
+ TargetCoors.z = 3.0f * Sin(Alpha) + Source.z;
+ Front = TargetCoors - Source;
+ Front.Normalise();
+ Source += Front*0.4f;
+
+ if(m_bCollisionChecksOn){
+ if(!CWorld::GetIsLineOfSightClear(TargetCoors, Source, true, true, false, true, false, true, true)){
+ RwCameraSetNearClipPlane(Scene.camera, 0.4f);
+ FailedTestTwelveFramesAgo = true;
+ }else{
+ CVector TestPoint;
+ TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta + DEGTORAD(35.0f)) + Source.x;
+ TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta + DEGTORAD(35.0f)) + Source.y;
+ TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z;
+ if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){
+ RwCameraSetNearClipPlane(Scene.camera, 0.4f);
+ FailedTestTwelveFramesAgo = true;
+ }else{
+ TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta - DEGTORAD(35.0f)) + Source.x;
+ TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta - DEGTORAD(35.0f)) + Source.y;
+ TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z;
+ if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){
+ RwCameraSetNearClipPlane(Scene.camera, 0.4f);
+ FailedTestTwelveFramesAgo = true;
+ }else
+ FailedTestTwelveFramesAgo = false;
+ }
+ }
+ }
+
+ if(FailedTestTwelveFramesAgo)
+ RwCameraSetNearClipPlane(Scene.camera, 0.4f);
+ Source -= Front*0.4f;
+
+ GetVectorsReadyForRW();
+ float Rotation = CGeneral::GetATanOfXY(Front.x, Front.y) - HALFPI;
+ ((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Rotation;
+ ((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Rotation;
+}
+
+// Identical to Rocket
+void
+CCam::Process_M16_1stPerson(const CVector &CameraTarget, float, float, float)
+{
+ if(!CamTargetEntity->IsPed())
+ return;
+
+ static bool FailedTestTwelveFramesAgo = false;
+ RwV3d HeadPos;
+ CVector TargetCoors;
+
+ FOV = DefaultFOV;
+ TargetCoors = CameraTarget;
+
+ if(ResetStatics){
+ Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
+ Alpha = 0.0f;
+ m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
+ FailedTestTwelveFramesAgo = false;
+ // static DPadVertical unused
+ // static DPadHorizontal unused
+ m_bCollisionChecksOn = true;
+ ResetStatics = false;
+ }
+
+ ((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD);
+ Source = HeadPos;
+ Source.z += 0.1f;
+ Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation);
+ Source.y -= 0.19f*Sin(m_fInitialPlayerOrientation);
+
+ // Look around
+ bool UseMouse = false;
+ float MouseX = CPad::GetPad(0)->GetMouseX();
+ float MouseY = CPad::GetPad(0)->GetMouseY();
+ float LookLeftRight, LookUpDown;
+ if(MouseX != 0.0f || MouseY != 0.0f){
+ UseMouse = true;
+ LookLeftRight = -3.0f*MouseX;
+ LookUpDown = 4.0f*MouseY;
+ }else{
+ LookLeftRight = -CPad::GetPad(0)->SniperModeLookLeftRight();
+ LookUpDown = CPad::GetPad(0)->SniperModeLookUpDown();
+ }
+ if(UseMouse){
+ Beta += TheCamera.m_fMouseAccelHorzntl * LookLeftRight * FOV/80.0f;
+ Alpha += TheCamera.m_fMouseAccelVertical * LookUpDown * FOV/80.0f;
+ }else{
+ float xdir = LookLeftRight < 0.0f ? -1.0f : 1.0f;
+ float ydir = LookUpDown < 0.0f ? -1.0f : 1.0f;
+ Beta += SQR(LookLeftRight/100.0f)*xdir/17.5 * FOV/80.0f * CTimer::GetTimeStep();
+ Alpha += SQR(LookUpDown/150.0f)*ydir/14.0f * FOV/80.0f * CTimer::GetTimeStep();
+ }
+ while(Beta >= PI) Beta -= 2*PI;
+ while(Beta < -PI) Beta += 2*PI;
+ if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f);
+ if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
+
+ TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x;
+ TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y;
+ TargetCoors.z = 3.0f * Sin(Alpha) + Source.z;
+ Front = TargetCoors - Source;
+ Front.Normalise();
+ Source += Front*0.4f;
+
+ if(m_bCollisionChecksOn){
+ if(!CWorld::GetIsLineOfSightClear(TargetCoors, Source, true, true, false, true, false, true, true)){
+ RwCameraSetNearClipPlane(Scene.camera, 0.4f);
+ FailedTestTwelveFramesAgo = true;
+ }else{
+ CVector TestPoint;
+ TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta + DEGTORAD(35.0f)) + Source.x;
+ TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta + DEGTORAD(35.0f)) + Source.y;
+ TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z;
+ if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){
+ RwCameraSetNearClipPlane(Scene.camera, 0.4f);
+ FailedTestTwelveFramesAgo = true;
+ }else{
+ TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta - DEGTORAD(35.0f)) + Source.x;
+ TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta - DEGTORAD(35.0f)) + Source.y;
+ TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z;
+ if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){
+ RwCameraSetNearClipPlane(Scene.camera, 0.4f);
+ FailedTestTwelveFramesAgo = true;
+ }else
+ FailedTestTwelveFramesAgo = false;
+ }
+ }
+ }
+
+ if(FailedTestTwelveFramesAgo)
+ RwCameraSetNearClipPlane(Scene.camera, 0.4f);
+ Source -= Front*0.4f;
+
+ GetVectorsReadyForRW();
+ float Rotation = CGeneral::GetATanOfXY(Front.x, Front.y) - HALFPI;
+ ((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Rotation;
+ ((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Rotation;
+}
+
+void
+CCam::Process_1stPerson(const CVector &CameraTarget, float TargetOrientation, float, float)
+{
+ static float DontLookThroughWorldFixer = 0.0f;
+ CVector TargetCoors;
+
+ FOV = DefaultFOV;
+ TargetCoors = CameraTarget;
+ if(CamTargetEntity->m_rwObject == nil)
+ return;
+
+ if(ResetStatics){
+ Beta = TargetOrientation;
+ Alpha = 0.0f;
+ m_fInitialPlayerOrientation = TargetOrientation;
+ if(CamTargetEntity->IsPed()){
+ Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
+ Alpha = 0.0f;
+ m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
+ }
+ DontLookThroughWorldFixer = 0.0f;
+ }
+
+ if(CamTargetEntity->IsPed()){
+ static bool FailedTestTwelveFramesAgo = false;
+ RwV3d HeadPos;
+
+ TargetCoors = CameraTarget;
+
+ if(ResetStatics){
+ Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
+ Alpha = 0.0f;
+ m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
+ FailedTestTwelveFramesAgo = false;
+ // static DPadVertical unused
+ // static DPadHorizontal unused
+ m_bCollisionChecksOn = true;
+ ResetStatics = false;
+ }
+
+ ((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD);
+ Source = HeadPos;
+ Source.z += 0.1f;
+ Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation);
+ Source.y -= 0.19f*Sin(m_fInitialPlayerOrientation);
+
+ float LookLeftRight, LookUpDown;
+ LookLeftRight = -CPad::GetPad(0)->LookAroundLeftRight();
+ LookUpDown = CPad::GetPad(0)->LookAroundUpDown();
+ float xdir = LookLeftRight < 0.0f ? -1.0f : 1.0f;
+ float ydir = LookUpDown < 0.0f ? -1.0f : 1.0f;
+ Beta += SQR(LookLeftRight/100.0f)*xdir/17.5 * FOV/80.0f * CTimer::GetTimeStep();
+ Alpha += SQR(LookUpDown/150.0f)*ydir/14.0f * FOV/80.0f * CTimer::GetTimeStep();
+ while(Beta >= PI) Beta -= 2*PI;
+ while(Beta < -PI) Beta += 2*PI;
+ if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f);
+ if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
+
+ TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x;
+ TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y;
+ TargetCoors.z = 3.0f * Sin(Alpha) + Source.z;
+ Front = TargetCoors - Source;
+ Front.Normalise();
+ Source += Front*0.4f;
+
+ if(m_bCollisionChecksOn){
+ if(!CWorld::GetIsLineOfSightClear(TargetCoors, Source, true, true, false, true, false, true, true)){
+ RwCameraSetNearClipPlane(Scene.camera, 0.4f);
+ FailedTestTwelveFramesAgo = true;
+ }else{
+ CVector TestPoint;
+ TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta + DEGTORAD(35.0f)) + Source.x;
+ TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta + DEGTORAD(35.0f)) + Source.y;
+ TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z;
+ if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){
+ RwCameraSetNearClipPlane(Scene.camera, 0.4f);
+ FailedTestTwelveFramesAgo = true;
+ }else{
+ TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta - DEGTORAD(35.0f)) + Source.x;
+ TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta - DEGTORAD(35.0f)) + Source.y;
+ TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z;
+ if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){
+ RwCameraSetNearClipPlane(Scene.camera, 0.4f);
+ FailedTestTwelveFramesAgo = true;
+ }else
+ FailedTestTwelveFramesAgo = false;
+ }
+ }
+ }
+
+ if(FailedTestTwelveFramesAgo)
+ RwCameraSetNearClipPlane(Scene.camera, 0.4f);
+ Source -= Front*0.4f;
+
+ GetVectorsReadyForRW();
+ float Rotation = CGeneral::GetATanOfXY(Front.x, Front.y) - HALFPI;
+ ((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Rotation;
+ ((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Rotation;
+ }else{
+ assert(CamTargetEntity->IsVehicle());
+ CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(CamTargetEntity->GetModelIndex());
+ CVector CamPos = mi->m_vehicleType == VEHICLE_TYPE_BOAT ? mi->m_positions[BOAT_POS_FRONTSEAT] : mi->m_positions[CAR_POS_FRONTSEAT];
+ CamPos.x = 0.0f;
+ CamPos.y += -0.08f;
+ CamPos.z += 0.62f;
+ FOV = 60.0f;
+ Source = Multiply3x3(CamTargetEntity->GetMatrix(), CamPos);
+ Source += CamTargetEntity->GetPosition();
+ if(((CVehicle*)CamTargetEntity)->IsBoat())
+ Source.z += 0.5f;
+
+ if(((CVehicle*)CamTargetEntity)->IsUpsideDown()){
+ if(DontLookThroughWorldFixer < 0.5f)
+ DontLookThroughWorldFixer += 0.03f;
+ else
+ DontLookThroughWorldFixer = 0.5f;
+ }else{
+ if(DontLookThroughWorldFixer < 0.0f)
+#ifdef FIX_BUGS
+ DontLookThroughWorldFixer += 0.03f;
+#else
+ DontLookThroughWorldFixer -= 0.03f;
+#endif
+ else
+ DontLookThroughWorldFixer = 0.0f;
+ }
+ Source.z += DontLookThroughWorldFixer;
+ Front = CamTargetEntity->GetForward();
+ Front.Normalise();
+ Up = CamTargetEntity->GetUp();
+ Up.Normalise();
+ CVector Right = CrossProduct(Front, Up);
+ Right.Normalise();
+ Up = CrossProduct(Right, Front);
+ Up.Normalise();
+ }
+
+ ResetStatics = false;
+}
+
+static CVector vecHeadCamOffset(0.06f, 0.05f, 0.0f);
+
+void
+CCam::Process_1rstPersonPedOnPC(const CVector&, float TargetOrientation, float, float)
+{
+ // static int DontLookThroughWorldFixer = 0; // unused
+ static CVector InitialHeadPos;
+
+ if(Mode != MODE_SNIPER_RUNABOUT)
+ FOV = DefaultFOV;
+ TheCamera.m_1rstPersonRunCloseToAWall = false;
+ if(CamTargetEntity->m_rwObject == nil)
+ return;
+
+ if(CamTargetEntity->IsPed()){
+ // static bool FailedTestTwelveFramesAgo = false; // unused
+ RwV3d HeadPos = vecHeadCamOffset;
+ CVector TargetCoors;
+
+ // needs fix for SKINNING
+ RwFrame *frm = ((CPed*)CamTargetEntity)->GetNodeFrame(PED_HEAD);
+ while(frm){
+ RwV3dTransformPoints(&HeadPos, &HeadPos, 1, RwFrameGetMatrix(frm));
+ frm = RwFrameGetParent(frm);
+ if(frm == RpClumpGetFrame(CamTargetEntity->GetClump()))
+ frm = nil;
+ }
+
+ if(ResetStatics){
+ Beta = TargetOrientation;
+ Alpha = 0.0f;
+ m_fInitialPlayerOrientation = TargetOrientation;
+ if(CamTargetEntity->IsPed()){ // useless check
+ Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
+ Alpha = 0.0f;
+ m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
+ // FailedTestTwelveFramesAgo = false;
+ m_bCollisionChecksOn = true;
+ }
+ // DontLookThroughWorldFixer = false;
+ m_vecBufferedPlayerBodyOffset = HeadPos;
+ InitialHeadPos = HeadPos;
+ }
+
+ m_vecBufferedPlayerBodyOffset.y = HeadPos.y;
+
+ if(TheCamera.m_bHeadBob){
+ m_vecBufferedPlayerBodyOffset.x =
+ TheCamera.m_fGaitSwayBuffer * m_vecBufferedPlayerBodyOffset.x +
+ (1.0f-TheCamera.m_fGaitSwayBuffer) * HeadPos.x;
+ m_vecBufferedPlayerBodyOffset.z =
+ TheCamera.m_fGaitSwayBuffer * m_vecBufferedPlayerBodyOffset.z +
+ (1.0f-TheCamera.m_fGaitSwayBuffer) * HeadPos.z;
+ HeadPos = RwV3d(CamTargetEntity->GetMatrix() * m_vecBufferedPlayerBodyOffset);
+ }else{
+ float HeadDelta = (HeadPos - InitialHeadPos).Magnitude2D();
+ CVector Fwd = CamTargetEntity->GetForward();
+ Fwd.z = 0.0f;
+ Fwd.Normalise();
+ HeadPos = RwV3d(HeadDelta*1.23f*Fwd + CamTargetEntity->GetPosition());
+ HeadPos.z += 0.59f;
+ }
+ Source = HeadPos;
+
+ // unused:
+ // ((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&MidPos, PED_MID);
+ // Source - MidPos;
+
+ // Look around
+ bool UseMouse = false;
+ float MouseX = CPad::GetPad(0)->GetMouseX();
+ float MouseY = CPad::GetPad(0)->GetMouseY();
+ float LookLeftRight, LookUpDown;
+ if(MouseX != 0.0f || MouseY != 0.0f){
+ UseMouse = true;
+ LookLeftRight = -3.0f*MouseX;
+ LookUpDown = 4.0f*MouseY;
+ }else{
+ LookLeftRight = -CPad::GetPad(0)->LookAroundLeftRight();
+ LookUpDown = CPad::GetPad(0)->LookAroundUpDown();
+ }
+ if(UseMouse){
+ Beta += TheCamera.m_fMouseAccelHorzntl * LookLeftRight * FOV/80.0f;
+ Alpha += TheCamera.m_fMouseAccelVertical * LookUpDown * FOV/80.0f;
+ }else{
+ float xdir = LookLeftRight < 0.0f ? -1.0f : 1.0f;
+ float ydir = LookUpDown < 0.0f ? -1.0f : 1.0f;
+ Beta += SQR(LookLeftRight/100.0f)*xdir/17.5 * FOV/80.0f * CTimer::GetTimeStep();
+ Alpha += SQR(LookUpDown/150.0f)*ydir/14.0f * FOV/80.0f * CTimer::GetTimeStep();
+ }
+ while(Beta >= PI) Beta -= 2*PI;
+ while(Beta < -PI) Beta += 2*PI;
+ if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f);
+ if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
+
+ TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x;
+ TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y;
+ TargetCoors.z = 3.0f * Sin(Alpha) + Source.z;
+ Front = TargetCoors - Source;
+ Front.Normalise();
+ Source += Front*0.4f;
+
+ TheCamera.m_AlphaForPlayerAnim1rstPerson = Alpha;
+
+ GetVectorsReadyForRW();
+
+ float Heading = Front.Heading();
+ ((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Heading;
+ ((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Heading;
+ TheCamera.pTargetEntity->SetHeading(Heading);
+ TheCamera.pTargetEntity->GetMatrix().UpdateRW();
+
+ if(Mode == MODE_SNIPER_RUNABOUT){
+ // no mouse wheel FOV buffering here like in normal sniper mode
+ if(CPad::GetPad(0)->SniperZoomIn() || CPad::GetPad(0)->SniperZoomOut()){
+ if(CPad::GetPad(0)->SniperZoomOut())
+ FOV *= (255.0f*CTimer::GetTimeStep() + 10000.0f) / 10000.0f;
+ else
+ FOV /= (255.0f*CTimer::GetTimeStep() + 10000.0f) / 10000.0f;
+ }
+
+ TheCamera.SetMotionBlur(180, 255, 180, 120, MBLUR_SNIPER);
+
+ if(FOV > DefaultFOV)
+ FOV = DefaultFOV;
+ if(FOV < 15.0f)
+ FOV = 15.0f;
+ }
+ }
+
+ ResetStatics = false;
+ RwCameraSetNearClipPlane(Scene.camera, 0.05f);
+}
+
+void
+CCam::Process_Sniper(const CVector &CameraTarget, float TargetOrientation, float, float)
+{
+ if(CamTargetEntity->m_rwObject == nil)
+ return;
+
+#ifdef FIX_BUGS
+ if(!CamTargetEntity->IsPed())
+ return;
+#endif
+
+ static bool FailedTestTwelveFramesAgo = false;
+ RwV3d HeadPos;
+ CVector TargetCoors;
+ TargetCoors = CameraTarget;
+
+ static float TargetFOV = 0.0f;
+
+ if(ResetStatics){
+ Beta = TargetOrientation;
+ Alpha = 0.0f;
+ m_fInitialPlayerOrientation = TargetOrientation;
+ FailedTestTwelveFramesAgo = false;
+ // static DPadVertical unused
+ // static DPadHorizontal unused
+ m_bCollisionChecksOn = true;
+ FOVSpeed = 0.0f;
+ TargetFOV = FOV;
+ ResetStatics = false;
+ }
+
+ ((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD);
+ Source = HeadPos;
+ Source.z += 0.1f;
+ Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation);
+ Source.y -= 0.19f*Sin(m_fInitialPlayerOrientation);
+
+ // Look around
+ bool UseMouse = false;
+ float MouseX = CPad::GetPad(0)->GetMouseX();
+ float MouseY = CPad::GetPad(0)->GetMouseY();
+ float LookLeftRight, LookUpDown;
+ if(MouseX != 0.0f || MouseY != 0.0f){
+ UseMouse = true;
+ LookLeftRight = -3.0f*MouseX;
+ LookUpDown = 4.0f*MouseY;
+ }else{
+ LookLeftRight = -CPad::GetPad(0)->SniperModeLookLeftRight();
+ LookUpDown = CPad::GetPad(0)->SniperModeLookUpDown();
+ }
+ if(UseMouse){
+ Beta += TheCamera.m_fMouseAccelHorzntl * LookLeftRight * FOV/80.0f;
+ Alpha += TheCamera.m_fMouseAccelVertical * LookUpDown * FOV/80.0f;
+ }else{
+ float xdir = LookLeftRight < 0.0f ? -1.0f : 1.0f;
+ float ydir = LookUpDown < 0.0f ? -1.0f : 1.0f;
+ Beta += SQR(LookLeftRight/100.0f)*xdir/17.5 * FOV/80.0f * CTimer::GetTimeStep();
+ Alpha += SQR(LookUpDown/150.0f)*ydir/14.0f * FOV/80.0f * CTimer::GetTimeStep();
+ }
+ while(Beta >= PI) Beta -= 2*PI;
+ while(Beta < -PI) Beta += 2*PI;
+ if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f);
+ if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
+
+ TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x;
+ TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y;
+ TargetCoors.z = 3.0f * Sin(Alpha) + Source.z;
+
+ UseMouse = false;
+ int ZoomInButton = ControlsManager.GetMouseButtonAssociatedWithAction(PED_SNIPER_ZOOM_IN);
+ int ZoomOutButton = ControlsManager.GetMouseButtonAssociatedWithAction(PED_SNIPER_ZOOM_OUT);
+ // TODO: enum? this should be mouse wheel up and down
+ if(ZoomInButton == 4 || ZoomInButton == 5 || ZoomOutButton == 4 || ZoomOutButton == 5){
+ if(CPad::GetPad(0)->GetMouseWheelUp() || CPad::GetPad(0)->GetMouseWheelDown()){
+ if(CPad::GetPad(0)->SniperZoomIn()){
+ TargetFOV = FOV - 10.0f;
+ UseMouse = true;
+ }
+ if(CPad::GetPad(0)->SniperZoomOut()){
+ TargetFOV = FOV + 10.0f;
+ UseMouse = true;
+ }
+ }
+ }
+ if((CPad::GetPad(0)->SniperZoomIn() || CPad::GetPad(0)->SniperZoomOut()) && !UseMouse){
+ if(CPad::GetPad(0)->SniperZoomOut()){
+ FOV *= (255.0f*CTimer::GetTimeStep() + 10000.0f) / 10000.0f;
+ TargetFOV = FOV;
+ FOVSpeed = 0.0f;
+ }else{
+ FOV /= (255.0f*CTimer::GetTimeStep() + 10000.0f) / 10000.0f;
+ TargetFOV = FOV;
+ FOVSpeed = 0.0f;
+ }
+ }else{
+ if(Abs(TargetFOV - FOV) > 0.5f)
+ WellBufferMe(TargetFOV, &FOV, &FOVSpeed, 0.5f, 0.25f, false);
+ else
+ FOVSpeed = 0.0f;
+ }
+
+ TheCamera.SetMotionBlur(180, 255, 180, 120, MBLUR_SNIPER);
+
+ if(FOV > DefaultFOV)
+ FOV = DefaultFOV;
+ if(FOV < 15.0f)
+ FOV = 15.0f;
+
+ Front = TargetCoors - Source;
+ Front.Normalise();
+ Source += Front*0.4f;
+
+ if(m_bCollisionChecksOn){
+ if(!CWorld::GetIsLineOfSightClear(TargetCoors, Source, true, true, false, true, false, true, true)){
+ RwCameraSetNearClipPlane(Scene.camera, 0.4f);
+ FailedTestTwelveFramesAgo = true;
+ }else{
+ CVector TestPoint;
+ TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta + DEGTORAD(35.0f)) + Source.x;
+ TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta + DEGTORAD(35.0f)) + Source.y;
+ TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z;
+ if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){
+ RwCameraSetNearClipPlane(Scene.camera, 0.4f);
+ FailedTestTwelveFramesAgo = true;
+ }else{
+ TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta - DEGTORAD(35.0f)) + Source.x;
+ TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta - DEGTORAD(35.0f)) + Source.y;
+ TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z;
+ if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){
+ RwCameraSetNearClipPlane(Scene.camera, 0.4f);
+ FailedTestTwelveFramesAgo = true;
+ }else
+ FailedTestTwelveFramesAgo = false;
+ }
+ }
+ }
+
+ if(FailedTestTwelveFramesAgo)
+ RwCameraSetNearClipPlane(Scene.camera, 0.4f);
+ Source -= Front*0.4f;
+
+ GetVectorsReadyForRW();
+ float Rotation = CGeneral::GetATanOfXY(Front.x, Front.y) - HALFPI;
+ ((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Rotation;
+ ((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Rotation;
+}
+
+void
+CCam::Process_Syphon(const CVector &CameraTarget, float, float, float)
+{
+ FOV = DefaultFOV;
+
+ if(!CamTargetEntity->IsPed())
+ return;
+
+ static bool CameraObscured = false;
+ // unused FailedClippingTestPrevously
+ static float BetaOffset = DEGTORAD(18.0f);
+ // unused AngleToGoTo
+ // unused AngleToGoToSpeed
+ // unused DistBetweenPedAndPlayerPreviouslyOn
+ static float HeightDown = -0.5f;
+ static float PreviousDistForInter;
+ CVector TargetCoors;
+ CVector2D vDist;
+ float fDist, fAimingDist;
+ float TargetAlpha;
+ CColPoint colPoint;
+ CEntity *entity;
+
+ TargetCoors = CameraTarget;
+
+ if(TheCamera.Cams[TheCamera.ActiveCam].Mode != MODE_SYPHON)
+ return;
+
+ vDist = Source - TargetCoors;
+ fDist = vDist.Magnitude();
+ if(fDist == 0.0f)
+ Source = TargetCoors + CVector(1.0f, 1.0f, 0.0f);
+ else
+ Source = TargetCoors + CVector(vDist.x/fDist * 1.7f, vDist.y/fDist * 1.7f, 0.0f);
+ if(fDist > 1.7f)
+ fDist = 1.7f;
+
+ Beta = CGeneral::GetATanOfXY(Source.x - TargetCoors.x, Source.y - TargetCoors.y);
+ while(Beta >= PI) Beta -= 2*PI;
+ while(Beta < -PI) Beta += 2*PI;
+
+ float NewBeta = CGeneral::GetATanOfXY(TheCamera.m_cvecAimingTargetCoors.x - TargetCoors.x, TheCamera.m_cvecAimingTargetCoors.y - TargetCoors.y) + PI;
+ if(ResetStatics){
+ CameraObscured = false;
+ float TestBeta1 = NewBeta - BetaOffset - Beta;
+ float TestBeta2 = NewBeta + BetaOffset - Beta;
+ MakeAngleLessThan180(TestBeta1);
+ MakeAngleLessThan180(TestBeta2);
+ if(Abs(TestBeta1) < Abs(TestBeta2))
+ BetaOffset = -BetaOffset;
+ // some unuseds
+ ResetStatics = false;
+ }
+ Beta = NewBeta + BetaOffset;
+ Source = TargetCoors;
+ Source.x += 1.7f*Cos(Beta);
+ Source.y += 1.7f*Sin(Beta);
+ TargetCoors.z += m_fSyphonModeTargetZOffSet;
+ fAimingDist = (TheCamera.m_cvecAimingTargetCoors - TargetCoors).Magnitude2D();
+ if(fAimingDist < 6.5f)
+ fAimingDist = 6.5f;
+ TargetAlpha = CGeneral::GetATanOfXY(fAimingDist, TheCamera.m_cvecAimingTargetCoors.z - TargetCoors.z);
+ while(TargetAlpha >= PI) TargetAlpha -= 2*PI;
+ while(TargetAlpha < -PI) TargetAlpha += 2*PI;
+
+ // inlined
+ WellBufferMe(-TargetAlpha, &Alpha, &AlphaSpeed, 0.07f, 0.015f, true);
+
+ Source.z += fDist*Sin(Alpha) + fDist*0.2f;
+ if(Source.z < TargetCoors.z + HeightDown)
+ Source.z = TargetCoors.z + HeightDown;
+
+ CameraObscured = CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, false, false, true, false, true, true);
+ // PreviousDistForInter unused
+ if(CameraObscured){
+ PreviousDistForInter = (TargetCoors - colPoint.point).Magnitude2D();
+ Source = colPoint.point;
+ }else
+ PreviousDistForInter = 1.7f;
+
+ m_cvecTargetCoorsForFudgeInter = TargetCoors;
+ Front = TargetCoors - Source;
+ m_fMinDistAwayFromCamWhenInterPolating = Front.Magnitude2D();
+ if(m_fMinDistAwayFromCamWhenInterPolating < 1.1f)
+ RwCameraSetNearClipPlane(Scene.camera, max(m_fMinDistAwayFromCamWhenInterPolating - 0.35f, 0.05f));
+ Front.Normalise();
+ GetVectorsReadyForRW();
+}
+
+void
+CCam::Process_Syphon_Crim_In_Front(const CVector &CameraTarget, float, float, float)
+{
+ FOV = DefaultFOV;
+
+ if(!CamTargetEntity->IsPed())
+ return;
+
+ CVector TargetCoors = CameraTarget;
+ CVector vDist;
+ float fDist, TargetDist;
+ float zOffset;
+ float AimingAngle;
+ CColPoint colPoint;
+ CEntity *entity;
+
+ TargetDist = TheCamera.m_fPedZoomValueSmooth * 0.5f + 4.0f;
+ vDist = Source - TargetCoors;
+ fDist = vDist.Magnitude2D();
+ zOffset = TargetDist - 2.65f;
+ if(zOffset < 0.0f)
+ zOffset = 0.0f;
+ if(zOffset == 0.0f)
+ Source = TargetCoors + CVector(1.0f, 1.0f, zOffset);
+ else
+ Source = TargetCoors + CVector(vDist.x/fDist*TargetDist, vDist.y/fDist*TargetDist, zOffset);
+
+ AimingAngle = CGeneral::GetATanOfXY(TheCamera.m_cvecAimingTargetCoors.x - TargetCoors.x, TheCamera.m_cvecAimingTargetCoors.y - TargetCoors.y);
+ while(AimingAngle >= PI) AimingAngle -= 2*PI;
+ while(AimingAngle < -PI) AimingAngle += 2*PI;
+
+ if(TheCamera.PlayerWeaponMode.Mode == MODE_SYPHON)
+ Beta = AimingAngle + m_fPlayerInFrontSyphonAngleOffSet;
+
+ Source.x = TargetCoors.x;
+ Source.y = TargetCoors.y;
+ Source.x += Cos(Beta) * TargetDist;
+ Source.y += Sin(Beta) * TargetDist;
+
+ if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, false, false, true, false, true, true)){
+ Beta = CGeneral::GetATanOfXY(Source.x - TargetCoors.x, Source.y - TargetCoors.y);
+ fDist = (TargetCoors - colPoint.point).Magnitude2D();
+ Source.x = TargetCoors.x;
+ Source.y = TargetCoors.y;
+ Source.x += Cos(Beta) * fDist;
+ Source.y += Sin(Beta) * fDist;
+ }
+
+ TargetCoors = CameraTarget;
+ TargetCoors.z += m_fSyphonModeTargetZOffSet;
+ m_cvecTargetCoorsForFudgeInter = TargetCoors;
+ Front = TargetCoors - Source;
+ GetVectorsReadyForRW();
+}
+
+void
+CCam::Process_BehindBoat(const CVector &CameraTarget, float TargetOrientation, float, float)
+{
+ if(!CamTargetEntity->IsVehicle()){
+ ResetStatics = false;
+ return;
+ }
+
+ CVector TargetCoors = CameraTarget;
+ float DeltaBeta = 0.0f;
+ static CColPoint colPoint;
+ CEntity *entity;
+ static float TargetWhenChecksWereOn = 0.0f;
+ static float CenterObscuredWhenChecksWereOn = 0.0f;
+ static float WaterZAddition = 2.75f;
+ float WaterLevel = 0.0f;
+ float s, c;
+
+ Beta = CGeneral::GetATanOfXY(TargetCoors.x - Source.x, TargetCoors.y - Source.y);
+ FOV = DefaultFOV;
+
+ if(ResetStatics){
+ CenterObscuredWhenChecksWereOn = 0.0f;
+ TargetWhenChecksWereOn = 0.0f;
+ Beta = TargetOrientation + PI;
+ }
+
+ CWaterLevel::GetWaterLevelNoWaves(TargetCoors.x, TargetCoors.y, TargetCoors.z, &WaterLevel);
+ WaterLevel += WaterZAddition;
+ static float FixerForGoingBelowGround = 0.4f;
+ if(-FixerForGoingBelowGround < TargetCoors.z-WaterLevel)
+ WaterLevel += TargetCoors.z-WaterLevel - FixerForGoingBelowGround;
+
+ bool Obscured;
+ if(m_bCollisionChecksOn || ResetStatics){
+ CVector TestPoint;
+ // Weird calculations here, also casting bool to float...
+ c = Cos(TargetOrientation);
+ s = Sin(TargetOrientation);
+ TestPoint = TheCamera.CarZoomValueSmooth * CVector(-c, -s, 0.0f) +
+ (TheCamera.CarZoomValueSmooth+7.0f) * CVector(-c, -s, 0.0f) +
+ TargetCoors;
+ TestPoint.z = WaterLevel + TheCamera.CarZoomValueSmooth;
+ float Test1 = CWorld::GetIsLineOfSightClear(TestPoint, TargetCoors, true, false, false, true, false, true, true);
+
+ c = Cos(TargetOrientation + 0.8f);
+ s = Sin(TargetOrientation + DEGTORAD(40.0f));
+ TestPoint = TheCamera.CarZoomValueSmooth * CVector(-c, -s, 0.0f) +
+ (TheCamera.CarZoomValueSmooth+7.0f) * CVector(-c, -s, 0.0f) +
+ TargetCoors;
+ TestPoint.z = WaterLevel + TheCamera.CarZoomValueSmooth;
+ float Test2 = CWorld::GetIsLineOfSightClear(TestPoint, TargetCoors, true, false, false, true, false, true, true);
+
+ c = Cos(TargetOrientation - 0.8);
+ s = Sin(TargetOrientation - DEGTORAD(40.0f));
+ TestPoint = TheCamera.CarZoomValueSmooth * CVector(-c, -s, 0.0f) +
+ (TheCamera.CarZoomValueSmooth+7.0f) * CVector(-c, -s, 0.0f) +
+ TargetCoors;
+ TestPoint.z = WaterLevel + TheCamera.CarZoomValueSmooth;
+ float Test3 = CWorld::GetIsLineOfSightClear(TestPoint, TargetCoors, true, false, false, true, false, true, true);
+
+ if(Test2 == 0.0f){
+ DeltaBeta = TargetOrientation - Beta - DEGTORAD(40.0f);
+ if(ResetStatics)
+ Beta = TargetOrientation - DEGTORAD(40.0f);
+ }else if(Test3 == 0.0f){
+ DeltaBeta = TargetOrientation - Beta + DEGTORAD(40.0f);
+ if(ResetStatics)
+ Beta = TargetOrientation + DEGTORAD(40.0f);
+ }else if(Test1 == 0.0f){
+ DeltaBeta = 0.0f;
+ }else if(Test2 != 0.0f && Test3 != 0.0f && Test1 != 0.0f){
+ if(ResetStatics)
+ Beta = TargetOrientation;
+ DeltaBeta = TargetOrientation - Beta;
+ }
+
+ c = Cos(Beta);
+ s = Sin(Beta);
+ TestPoint.x = TheCamera.CarZoomValueSmooth * -c +
+ (TheCamera.CarZoomValueSmooth + 7.0f) * -c +
+ TargetCoors.x;
+ TestPoint.y = TheCamera.CarZoomValueSmooth * -s +
+ (TheCamera.CarZoomValueSmooth + 7.0f) * -s +
+ TargetCoors.y;
+ TestPoint.z = WaterLevel + TheCamera.CarZoomValueSmooth;
+ Obscured = CWorld::ProcessLineOfSight(TestPoint, TargetCoors, colPoint, entity, true, false, false, true, false, true, true);
+ CenterObscuredWhenChecksWereOn = Obscured;
+
+ // now DeltaBeta == TargetWhenChecksWereOn - Beta, which we need for WellBufferMe below
+ TargetWhenChecksWereOn = DeltaBeta + Beta;
+ }else{
+ // DeltaBeta = TargetWhenChecksWereOn - Beta; // unneeded since we don't inline WellBufferMe
+ Obscured = CenterObscuredWhenChecksWereOn != 0.0f;
+ }
+
+ if(Obscured){
+ CWorld::ProcessLineOfSight(Source, TargetCoors, colPoint, entity, true, false, false, true, false, true, true);
+ Source = colPoint.point;
+ }else{
+ // inlined
+ WellBufferMe(TargetWhenChecksWereOn, &Beta, &BetaSpeed, 0.07f, 0.015f, true);
+
+ s = Sin(Beta);
+ c = Cos(Beta);
+ Source = TheCamera.CarZoomValueSmooth * CVector(-c, -s, 0.0f) +
+ (TheCamera.CarZoomValueSmooth+7.0f) * CVector(-c, -s, 0.0f) +
+ TargetCoors;
+ Source.z = WaterLevel + TheCamera.CarZoomValueSmooth;
+ }
+
+ if(TheCamera.CarZoomValueSmooth < 0.05f){
+ static float AmountUp = 2.2f;
+ TargetCoors.z += AmountUp * (0.0f - TheCamera.CarZoomValueSmooth);
+ }
+ TargetCoors.z += TheCamera.CarZoomValueSmooth + 0.5f;
+ m_cvecTargetCoorsForFudgeInter = TargetCoors;
+ Front = TargetCoors - Source;
+ GetVectorsReadyForRW();
+ ResetStatics = false;
+}
+
+void
+CCam::Process_Fight_Cam(const CVector &CameraTarget, float TargetOrientation, float, float)
+{
+ if(!CamTargetEntity->IsPed())
+ return;
+
+ FOV = DefaultFOV;
+ float BetaLeft, BetaRight, DeltaBetaLeft, DeltaBetaRight;
+ float BetaFix;
+ float Dist;
+ float BetaMaxSpeed = 0.015f;
+ float BetaAcceleration = 0.007f;
+ static bool PreviouslyFailedBuildingChecks = false;
+ float TargetCamHeight;
+ CVector TargetCoors;
+
+ m_fMinDistAwayFromCamWhenInterPolating = 4.0f;
+ Front = Source - CameraTarget;
+ Beta = CGeneral::GetATanOfXY(Front.x, Front.y);
+ while(TargetOrientation >= PI) TargetOrientation -= 2*PI;
+ while(TargetOrientation < -PI) TargetOrientation += 2*PI;
+ while(Beta >= PI) Beta -= 2*PI;
+ while(Beta < -PI) Beta += 2*PI;
+
+ // Figure out Beta
+ BetaLeft = TargetOrientation - HALFPI;
+ BetaRight = TargetOrientation + HALFPI;
+ DeltaBetaLeft = Beta - BetaLeft;
+ DeltaBetaRight = Beta - BetaRight;
+ while(DeltaBetaLeft >= PI) DeltaBetaLeft -= 2*PI;
+ while(DeltaBetaLeft < -PI) DeltaBetaLeft += 2*PI;
+ while(DeltaBetaRight >= PI) DeltaBetaRight -= 2*PI;
+ while(DeltaBetaRight < -PI) DeltaBetaRight += 2*PI;
+
+ if(ResetStatics){
+ if(Abs(DeltaBetaLeft) < Abs(DeltaBetaRight))
+ m_fTargetBeta = DeltaBetaLeft;
+ else
+ m_fTargetBeta = DeltaBetaRight;
+ m_fBufferedTargetOrientation = TargetOrientation;
+ m_fBufferedTargetOrientationSpeed = 0.0f;
+ m_bCollisionChecksOn = true;
+ BetaSpeed = 0.0f;
+ }else if(CPad::GetPad(0)->WeaponJustDown()){
+ if(Abs(DeltaBetaLeft) < Abs(DeltaBetaRight))
+ m_fTargetBeta = DeltaBetaLeft;
+ else
+ m_fTargetBeta = DeltaBetaRight;
+ }
+
+ // Check collisions
+ BetaFix = 0.0f;
+ Dist = Front.Magnitude2D();
+ if(m_bCollisionChecksOn || PreviouslyFailedBuildingChecks){
+ BetaFix = GetPedBetaAngleForClearView(CameraTarget, Dist+0.25f, 0.0f, true, false, false, true, false);
+ if(BetaFix == 0.0f){
+ BetaFix = GetPedBetaAngleForClearView(CameraTarget, Dist+0.5f, DEGTORAD(24.0f), true, false, false, true, false);
+ if(BetaFix == 0.0f)
+ BetaFix = GetPedBetaAngleForClearView(CameraTarget, Dist+0.5f, -DEGTORAD(24.0f), true, false, false, true, false);
+ }
+ }
+ if(BetaFix != 0.0f){
+ BetaMaxSpeed = 0.1f;
+ PreviouslyFailedBuildingChecks = true;
+ BetaAcceleration = 0.025f;
+ m_fTargetBeta = Beta + BetaFix;
+ }
+ WellBufferMe(m_fTargetBeta, &Beta, &BetaSpeed, BetaMaxSpeed, BetaAcceleration, true);
+
+ Source = CameraTarget + 4.0f*CVector(Cos(Beta), Sin(Beta), 0.0f);
+ Source.z -= 0.5f;
+
+ WellBufferMe(TargetOrientation, &m_fBufferedTargetOrientation, &m_fBufferedTargetOrientationSpeed, 0.07f, 0.004f, true);
+ TargetCoors = CameraTarget + 0.5f*CVector(Cos(m_fBufferedTargetOrientation), Sin(m_fBufferedTargetOrientation), 0.0f);
+
+ TargetCamHeight = CameraTarget.z - Source.z + max(m_fPedBetweenCameraHeightOffset, m_fRoadOffSet + m_fDimensionOfHighestNearCar) - 0.5f;
+ if(TargetCamHeight > m_fCamBufferedHeight)
+ WellBufferMe(TargetCamHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.15f, 0.04f, false);
+ else
+ WellBufferMe(0.0f, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.08f, 0.0175f, false);
+ Source.z += m_fCamBufferedHeight;
+
+ m_cvecTargetCoorsForFudgeInter = TargetCoors;
+ Front = TargetCoors - Source;
+ Front.Normalise();
+ GetVectorsReadyForRW();
+
+ ResetStatics = false;
+}
+
+/*
+// Spline format is this, but game doesn't seem to use any kind of struct:
+struct Spline
+{
+ float numFrames;
+ struct {
+ float time;
+ float f[3]; // CVector for Vector spline
+ } frames[1]; // numFrames
+};
+*/
+
+// These two functions are pretty ugly
+
+#define MS(t) (uint32)((t)*1000.0f)
+
+void
+FindSplinePathPositionFloat(float *out, float *spline, uint32 time, uint32 &marker)
+{
+ // marker is at time
+ uint32 numFrames = spline[0];
+ uint32 timeDelta = MS(spline[marker] - spline[marker-4]);
+ uint32 endTime = MS(spline[4*(numFrames-1) + 1]);
+ if(time < endTime){
+ bool canAdvance = true;
+ if((marker-1)/4 > numFrames){
+ canAdvance = false;
+ marker = 4*(numFrames-1) + 1;
+ }
+ // skipping over small time deltas apparently?
+ while(timeDelta <= 75 && canAdvance){
+ marker += 4;
+ if((marker-1)/4 > numFrames){
+ canAdvance = false;
+ marker = 4*(numFrames-1) + 1;
+ }
+ timeDelta = (spline[marker] - spline[marker-4]) * 1000.0f;
+ }
+ }
+ float a = ((float)time - (float)MS(spline[marker-4])) / (float)MS(spline[marker] - spline[marker-4]);
+ a = clamp(a, 0.0f, 1.0f);
+ float b = 1.0f - a;
+ *out = b*b*b * spline[marker-3] +
+ 3.0f*a*b*b * spline[marker-1] +
+ 3.0f*a*a*b * spline[marker+2] +
+ a*a*a * spline[marker+1];
+}
+
+void
+FindSplinePathPositionVector(CVector *out, float *spline, uint32 time, uint32 &marker)
+{
+ // marker is at time
+ uint32 numFrames = spline[0];
+ uint32 timeDelta = MS(spline[marker] - spline[marker-10]);
+ uint32 endTime = MS(spline[10*(numFrames-1) + 1]);
+ if(time < endTime){
+ bool canAdvance = true;
+ if((marker-1)/10 > numFrames){
+ canAdvance = false;
+ marker = 10*(numFrames-1) + 1;
+ }
+ // skipping over small time deltas apparently?
+ while(timeDelta <= 75 && canAdvance){
+ marker += 10;
+ if((marker-1)/10 > numFrames){
+ canAdvance = false;
+ marker = 10*(numFrames-1) + 1;
+ }
+ timeDelta = (spline[marker] - spline[marker-10]) * 1000.0f;
+ }
+ }
+
+ if((marker-1)/10 > numFrames){
+ printf("Arraymarker %i \n", marker);
+ printf("Path zero %i \n", numFrames);
+ }
+
+ float a = ((float)time - (float)MS(spline[marker-10])) / (float)MS(spline[marker] - spline[marker-10]);
+ a = clamp(a, 0.0f, 1.0f);
+ float b = 1.0f - a;
+ out->x =
+ b*b*b * spline[marker-9] +
+ 3.0f*a*b*b * spline[marker-3] +
+ 3.0f*a*a*b * spline[marker+4] +
+ a*a*a * spline[marker+1];
+ out->y =
+ b*b*b * spline[marker-8] +
+ 3.0f*a*b*b * spline[marker-2] +
+ 3.0f*a*a*b * spline[marker+5] +
+ a*a*a * spline[marker+2];
+ out->z =
+ b*b*b * spline[marker-7] +
+ 3.0f*a*b*b * spline[marker-1] +
+ 3.0f*a*a*b * spline[marker+6] +
+ a*a*a * spline[marker+3];
+ *out += TheCamera.m_vecCutSceneOffset;
+}
+
+void
+CCam::Process_FlyBy(const CVector&, float, float, float)
+{
+ float UpAngle = 0.0f;
+ static float FirstFOVValue = 0.0f;
+ static float PsuedoFOV;
+ static uint32 ArrayMarkerFOV;
+ static uint32 ArrayMarkerUp;
+ static uint32 ArrayMarkerSource;
+ static uint32 ArrayMarkerFront;
+
+ if(TheCamera.m_bcutsceneFinished)
+ return;
+
+ Up = CVector(0.0f, 0.0f, 1.0f);
+ if(TheCamera.m_bStartingSpline)
+ m_fTimeElapsedFloat += CTimer::GetTimeStepInMilliseconds();
+ else{
+ m_fTimeElapsedFloat = 0.0f;
+ m_uiFinishTime = MS(TheCamera.m_arrPathArray[2].m_arr_PathData[10*((int)TheCamera.m_arrPathArray[2].m_arr_PathData[0]-1) + 1]);
+ TheCamera.m_bStartingSpline = true;
+ FirstFOVValue = TheCamera.m_arrPathArray[0].m_arr_PathData[2];
+ PsuedoFOV = TheCamera.m_arrPathArray[0].m_arr_PathData[2];
+ ArrayMarkerFOV = 5;
+ ArrayMarkerUp = 5;
+ ArrayMarkerSource = 11;
+ ArrayMarkerFront = 11;
+ }
+
+ float fTime = m_fTimeElapsedFloat;
+ uint32 uiFinishTime = m_uiFinishTime;
+ uint32 uiTime = fTime;
+ if(uiTime < uiFinishTime){
+ TheCamera.m_fPositionAlongSpline = (float) uiTime / uiFinishTime;
+
+ while(uiTime >= (TheCamera.m_arrPathArray[2].m_arr_PathData[ArrayMarkerSource] - TheCamera.m_arrPathArray[2].m_arr_PathData[1])*1000.0f)
+ ArrayMarkerSource += 10;
+ FindSplinePathPositionVector(&Source, TheCamera.m_arrPathArray[2].m_arr_PathData, uiTime, ArrayMarkerSource);
+
+ while(uiTime >= (TheCamera.m_arrPathArray[3].m_arr_PathData[ArrayMarkerFront] - TheCamera.m_arrPathArray[3].m_arr_PathData[1])*1000.0f)
+ ArrayMarkerFront += 10;
+ FindSplinePathPositionVector(&Front, TheCamera.m_arrPathArray[3].m_arr_PathData, uiTime, ArrayMarkerFront);
+
+ while(uiTime >= (TheCamera.m_arrPathArray[1].m_arr_PathData[ArrayMarkerUp] - TheCamera.m_arrPathArray[1].m_arr_PathData[1])*1000.0f)
+ ArrayMarkerUp += 4;
+ FindSplinePathPositionFloat(&UpAngle, TheCamera.m_arrPathArray[1].m_arr_PathData, uiTime, ArrayMarkerUp);
+ UpAngle = DEGTORAD(UpAngle) + HALFPI;
+ Up.x = Cos(UpAngle);
+ Up.z = Sin(UpAngle);
+
+ while(uiTime >= (TheCamera.m_arrPathArray[0].m_arr_PathData[ArrayMarkerFOV] - TheCamera.m_arrPathArray[0].m_arr_PathData[1])*1000.0f)
+ ArrayMarkerFOV += 4;
+ FindSplinePathPositionFloat(&PsuedoFOV, TheCamera.m_arrPathArray[0].m_arr_PathData, uiTime, ArrayMarkerFOV);
+
+ m_cvecTargetCoorsForFudgeInter = Front;
+ Front = Front - Source;
+ Front.Normalise();
+ CVector Left = CrossProduct(Up, Front);
+ Up = CrossProduct(Front, Left);
+ Up.Normalise();
+ FOV = PsuedoFOV;
+ }else{
+ // end
+ ArrayMarkerSource = (TheCamera.m_arrPathArray[2].m_arr_PathData[0] - 1)*10 + 1;
+ ArrayMarkerFront = (TheCamera.m_arrPathArray[3].m_arr_PathData[0] - 1)*10 + 1;
+ ArrayMarkerUp = (TheCamera.m_arrPathArray[1].m_arr_PathData[0] - 1)*4 + 1;
+ ArrayMarkerFOV = (TheCamera.m_arrPathArray[0].m_arr_PathData[0] - 1)*4 + 1;
+
+ FindSplinePathPositionVector(&Source, TheCamera.m_arrPathArray[2].m_arr_PathData, uiTime, ArrayMarkerSource);
+ FindSplinePathPositionVector(&Front, TheCamera.m_arrPathArray[3].m_arr_PathData, uiTime, ArrayMarkerFront);
+ FindSplinePathPositionFloat(&UpAngle, TheCamera.m_arrPathArray[1].m_arr_PathData, uiTime, ArrayMarkerUp);
+ UpAngle = DEGTORAD(UpAngle) + HALFPI;
+ Up.x = Cos(UpAngle);
+ Up.z = Sin(UpAngle);
+ FindSplinePathPositionFloat(&PsuedoFOV, TheCamera.m_arrPathArray[0].m_arr_PathData, uiTime, ArrayMarkerFOV);
+
+ TheCamera.m_fPositionAlongSpline = 1.0f;
+ ArrayMarkerFOV = 0;
+ ArrayMarkerUp = 0;
+ ArrayMarkerSource = 0;
+ ArrayMarkerFront = 0;
+
+ m_cvecTargetCoorsForFudgeInter = Front;
+ Front = Front - Source;
+ Front.Normalise();
+ CVector Left = CrossProduct(Up, Front);
+ Up = CrossProduct(Front, Left);
+ Up.Normalise();
+ FOV = PsuedoFOV;
+ }
+}
+
+void
+CCam::Process_WheelCam(const CVector&, float, float, float)
+{
+ FOV = DefaultFOV;
+
+ if(CamTargetEntity->IsPed()){
+ // what? ped with wheels or what?
+ Source = Multiply3x3(CamTargetEntity->GetMatrix(), CVector(-0.3f, -0.5f, 0.1f));
+ Source += CamTargetEntity->GetPosition();
+ Front = CVector(1.0f, 0.0f, 0.0f);
+ }else{
+ Source = Multiply3x3(CamTargetEntity->GetMatrix(), CVector(-1.4f, -2.3f, 0.3f));
+ Source += CamTargetEntity->GetPosition();
+ Front = CamTargetEntity->GetForward();
+ }
+
+ CVector NewUp(0.0f, 0.0f, 1.0f);
+ CVector Left = CrossProduct(Front, NewUp);
+ Left.Normalise();
+ NewUp = CrossProduct(Left, Front);
+
+ float Roll = Cos((CTimer::GetTimeInMilliseconds()&0x1FFFF)/(float)0x1FFFF * TWOPI);
+ Up = Cos(Roll*0.4f)*NewUp + Sin(Roll*0.4f)*Left;
+}
+
+void
+CCam::Process_Fixed(const CVector &CameraTarget, float, float, float)
+{
+ Source = m_cvecCamFixedModeSource;
+ Front = CameraTarget - Source;
+ m_cvecTargetCoorsForFudgeInter = CameraTarget;
+ GetVectorsReadyForRW();
+
+ Up = CVector(0.0f, 0.0f, 1.0f) + m_cvecCamFixedModeUpOffSet;
+ Up.Normalise();
+ CVector Right = CrossProduct(Front, Up);
+ Right.Normalise();
+ Up = CrossProduct(Right, Front);
+
+ FOV = DefaultFOV;
+ if(TheCamera.m_bUseSpecialFovTrain)
+ FOV = TheCamera.m_fFovForTrain;
+
+ if(CMenuManager::m_ControlMethod == 0 && Using3rdPersonMouseCam()){
+ CPed *player = FindPlayerPed();
+ if(player && player->CanStrafeOrMouseControl()){
+ float Heading = Front.Heading();
+ ((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Heading;
+ ((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Heading;
+ TheCamera.pTargetEntity->SetHeading(Heading);
+ TheCamera.pTargetEntity->GetMatrix().UpdateRW();
+ }
+ }
+}
+
+void
+CCam::Process_Player_Fallen_Water(const CVector &CameraTarget, float TargetOrientation, float, float)
+{
+ CColPoint colPoint;
+ CEntity *entity = nil;
+
+ FOV = DefaultFOV;
+ Source = CameraTarget;
+ Source.x += -4.5f*Cos(TargetOrientation);
+ Source.y += -4.5f*Sin(TargetOrientation);
+ Source.z = m_vecLastAboveWaterCamPosition.z + 4.0f;
+
+ m_cvecTargetCoorsForFudgeInter = CameraTarget;
+ Front = CameraTarget - Source;
+ Front.Normalise();
+ if(CWorld::ProcessLineOfSight(CameraTarget, Source, colPoint, entity, true, false, false, true, false, true, true))
+ Source = colPoint.point;
+ GetVectorsReadyForRW();
+ Front = CameraTarget - Source;
+ Front.Normalise();
+}
+
+// unused
+void
+CCam::Process_Circle(const CVector &CameraTarget, float, float, float)
+{
+ FOV = DefaultFOV;
+
+ Front.x = Cos(0.7f) * Cos((CTimer::GetTimeInMilliseconds()&0xFFF)/(float)0xFFF * TWOPI);
+ Front.y = Cos(0.7f) * Sin((CTimer::GetTimeInMilliseconds()&0xFFF)/(float)0xFFF * TWOPI);
+ Front.z = -Sin(0.7f);
+ Source = CameraTarget - 4.0f*Front;
+ Source.z += 1.0f;
+ GetVectorsReadyForRW();
+}
+
+void
+CCam::Process_SpecialFixedForSyphon(const CVector &CameraTarget, float, float, float)
+{
+ Source = m_cvecCamFixedModeSource;
+ m_cvecTargetCoorsForFudgeInter = CameraTarget;
+ m_cvecTargetCoorsForFudgeInter.z += m_fSyphonModeTargetZOffSet;
+ Front = CameraTarget - Source;
+ Front.z += m_fSyphonModeTargetZOffSet;
+
+ GetVectorsReadyForRW();
+
+ Up += m_cvecCamFixedModeUpOffSet;
+ Up.Normalise();
+ CVector Left = CrossProduct(Up, Front);
+ Left.Normalise();
+ Front = CrossProduct(Left, Up);
+ Front.Normalise();
+ FOV = DefaultFOV;
+}
+
+#ifdef IMPROVED_CAMERA
+
+#define KEYJUSTDOWN(k) ControlsManager.GetIsKeyboardKeyJustDown((RsKeyCodes)k)
+#define KEYDOWN(k) ControlsManager.GetIsKeyboardKeyDown((RsKeyCodes)k)
+#define CTRLJUSTDOWN(key) \
+ ((KEYDOWN(rsLCTRL) || KEYDOWN(rsRCTRL)) && KEYJUSTDOWN((RsKeyCodes)key) || \
+ (KEYJUSTDOWN(rsLCTRL) || KEYJUSTDOWN(rsRCTRL)) && KEYDOWN((RsKeyCodes)key))
+#define CTRLDOWN(key) ((KEYDOWN(rsLCTRL) || KEYDOWN(rsRCTRL)) && KEYDOWN((RsKeyCodes)key))
+
+
+void
+CCam::Process_Debug(const CVector&, float, float, float)
+{
+ static float Speed = 0.0f;
+ static float PanSpeedX = 0.0f;
+ static float PanSpeedY = 0.0f;
+ CVector TargetCoors;
+
+ RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
+ FOV = DefaultFOV;
+ Alpha += DEGTORAD(CPad::GetPad(1)->GetLeftStickY()) / 50.0f;
+ Beta += DEGTORAD(CPad::GetPad(1)->GetLeftStickX())*1.5f / 19.0f;
+ if(CPad::GetPad(0)->GetLeftMouse()){
+ Alpha += DEGTORAD(CPad::GetPad(0)->GetMouseY()/2.0f);
+ Beta -= DEGTORAD(CPad::GetPad(0)->GetMouseX()/2.0f);
+ }
+
+ TargetCoors.x = Source.x + Cos(Alpha) * Cos(Beta) * 3.0f;
+ TargetCoors.y = Source.y + Cos(Alpha) * Sin(Beta) * 3.0f;
+ TargetCoors.z = Source.z + Sin(Alpha) * 3.0f;
+
+ if(Alpha > DEGTORAD(89.5f)) Alpha = DEGTORAD(89.5f);
+ if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f);
+
+ if(CPad::GetPad(1)->GetSquare() || KEYDOWN('W'))
+ Speed += 0.1f;
+ else if(CPad::GetPad(1)->GetCross() || KEYDOWN('S'))
+ Speed -= 0.1f;
+ else
+ Speed = 0.0f;
+ if(Speed > 70.0f) Speed = 70.0f;
+ if(Speed < -70.0f) Speed = -70.0f;
+
+
+ if(KEYDOWN(rsRIGHT) || KEYDOWN('D'))
+ PanSpeedX += 0.1f;
+ else if(KEYDOWN(rsLEFT) || KEYDOWN('A'))
+ PanSpeedX -= 0.1f;
+ else
+ PanSpeedX = 0.0f;
+ if(PanSpeedX > 70.0f) PanSpeedX = 70.0f;
+ if(PanSpeedX < -70.0f) PanSpeedX = -70.0f;
+
+
+ if(KEYDOWN(rsUP))
+ PanSpeedY += 0.1f;
+ else if(KEYDOWN(rsDOWN))
+ PanSpeedY -= 0.1f;
+ else
+ PanSpeedY = 0.0f;
+ if(PanSpeedY > 70.0f) PanSpeedY = 70.0f;
+ if(PanSpeedY < -70.0f) PanSpeedY = -70.0f;
+
+
+ Front = TargetCoors - Source;
+ Front.Normalise();
+ Source = Source + Front*Speed;
+
+ Up = CVector{ 0.0f, 0.0f, 1.0f };
+ CVector Right = CrossProduct(Front, Up);
+ Up = CrossProduct(Right, Front);
+ Source = Source + Up*PanSpeedY + Right*PanSpeedX;
+
+ if(Source.z < -450.0f)
+ Source.z = -450.0f;
+
+ if(CPad::GetPad(1)->GetRightShoulder2JustDown() || KEYJUSTDOWN(rsENTER)){
+ if(FindPlayerVehicle())
+ FindPlayerVehicle()->Teleport(Source);
+ else
+ CWorld::Players[CWorld::PlayerInFocus].m_pPed->GetPosition() = Source;
+ }
+
+ // stay inside sectors
+ while(CWorld::GetSectorX(Source.x) > 95.0f)
+ Source.x -= 1.0f;
+ while(CWorld::GetSectorX(Source.x) < 5.0f)
+ Source.x += 1.0f;
+ while(CWorld::GetSectorY(Source.y) > 95.0f)
+ Source.y -= 1.0f;
+ while(CWorld::GetSectorY(Source.y) < 5.0f)
+ Source.y += 1.0f;
+ GetVectorsReadyForRW();
+
+ CPad::GetPad(0)->DisablePlayerControls = PLAYERCONTROL_DISABLED_1;
+
+ if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn)
+ CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source,
+ 12.0f, 0.0f, 0.0f, -12.0f,
+ 128, 128, 128, 128, 1000.0f, false, 1.0f);
+
+ if(CHud::m_Wants_To_Draw_Hud){
+ char str[256];
+ sprintf(str, "CamX: %f CamY: %f CamZ: %f", Source.x, Source.y, Source.z);
+ sprintf(str, "Frontx: %f, Fronty: %f, Frontz: %f ", Front.x, Front.y, Front.z);
+ sprintf(str, "Look@: %f, Look@: %f, Look@: %f ", Front.x + Source.x, Front.y + Source.y, Front.z + Source.z);
+ }
+}
+#else
+void
+CCam::Process_Debug(const CVector&, float, float, float)
+{
+ static float Speed = 0.0f;
+ CVector TargetCoors;
+
+ RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
+ FOV = DefaultFOV;
+ Alpha += DEGTORAD(CPad::GetPad(1)->GetLeftStickY()) / 50.0f;
+ Beta += DEGTORAD(CPad::GetPad(1)->GetLeftStickX())*1.5f / 19.0f;
+
+ TargetCoors.x = Source.x + Cos(Alpha) * Cos(Beta) * 3.0f;
+ TargetCoors.y = Source.y + Cos(Alpha) * Sin(Beta) * 3.0f;
+ TargetCoors.z = Source.z + Sin(Alpha) * 3.0f;
+
+ if(Alpha > DEGTORAD(89.5f)) Alpha = DEGTORAD(89.5f);
+ if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f);
+
+ if(CPad::GetPad(1)->GetSquare() || CPad::GetPad(1)->GetLeftMouse())
+ Speed += 0.1f;
+ else if(CPad::GetPad(1)->GetCross() || CPad::GetPad(1)->GetRightMouse())
+ Speed -= 0.1f;
+ else
+ Speed = 0.0f;
+ if(Speed > 70.0f) Speed = 70.0f;
+ if(Speed < -70.0f) Speed = -70.0f;
+
+ Front = TargetCoors - Source;
+ Front.Normalise();
+ Source = Source + Front*Speed;
+
+ if(Source.z < -450.0f)
+ Source.z = -450.0f;
+
+ if(CPad::GetPad(1)->GetRightShoulder2JustDown()){
+ if(FindPlayerVehicle())
+ FindPlayerVehicle()->Teleport(Source);
+ else
+ CWorld::Players[CWorld::PlayerInFocus].m_pPed->GetPosition() = Source;
+
+ }
+
+ // stay inside sectors
+ while(CWorld::GetSectorX(Source.x) > 95.0f)
+ Source.x -= 1.0f;
+ while(CWorld::GetSectorX(Source.x) < 5.0f)
+ Source.x += 1.0f;
+ while(CWorld::GetSectorY(Source.y) > 95.0f)
+ Source.y -= 1.0f;
+ while(CWorld::GetSectorY(Source.y) < 5.0f)
+ Source.y += 1.0f;
+ GetVectorsReadyForRW();
+
+ if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn)
+ CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source,
+ 12.0f, 0.0f, 0.0f, -12.0f,
+ 128, 128, 128, 128, 1000.0f, false, 1.0f);
+
+ if(CHud::m_Wants_To_Draw_Hud){
+ char str[256];
+ sprintf(str, "CamX: %f CamY: %f CamZ: %f", Source.x, Source.y, Source.z);
+ sprintf(str, "Frontx: %f, Fronty: %f, Frontz: %f ", Front.x, Front.y, Front.z);
+ sprintf(str, "Look@: %f, Look@: %f, Look@: %f ", Front.x + Source.x, Front.y + Source.y, Front.z + Source.z);
+ }
+}
+#endif
+
+void
+CCam::Process_Editor(const CVector&, float, float, float)
+{
+ static float Speed = 0.0f;
+ CVector TargetCoors;
+
+ if(ResetStatics){
+ Source = CVector(796.0f, -937.0, 40.0f);
+ CamTargetEntity = nil;
+ }
+ ResetStatics = false;
+
+ RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
+ FOV = DefaultFOV;
+ Alpha += DEGTORAD(CPad::GetPad(1)->GetLeftStickY()) / 50.0f;
+ Beta += DEGTORAD(CPad::GetPad(1)->GetLeftStickX())*1.5f / 19.0f;
+
+ if(CamTargetEntity && CSceneEdit::m_bCameraFollowActor){
+ TargetCoors = CamTargetEntity->GetPosition();
+ }else if(CSceneEdit::m_bRecording){
+ TargetCoors.x = Source.x + Cos(Alpha) * Cos(Beta) * 7.0f;
+ TargetCoors.y = Source.y + Cos(Alpha) * Sin(Beta) * 7.0f;
+ TargetCoors.z = Source.z + Sin(Alpha) * 7.0f;
+ }else
+ TargetCoors = CSceneEdit::m_vecCamHeading + Source;
+ CSceneEdit::m_vecCurrentPosition = TargetCoors;
+ CSceneEdit::m_vecCamHeading = TargetCoors - Source;
+
+ if(Alpha > DEGTORAD(89.5f)) Alpha = DEGTORAD(89.5f);
+ if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f);
+
+ if(CPad::GetPad(1)->GetSquare() || CPad::GetPad(1)->GetLeftMouse())
+ Speed += 0.1f;
+ else if(CPad::GetPad(1)->GetCross() || CPad::GetPad(1)->GetRightMouse())
+ Speed -= 0.1f;
+ else
+ Speed = 0.0f;
+ if(Speed > 70.0f) Speed = 70.0f;
+ if(Speed < -70.0f) Speed = -70.0f;
+
+ Front = TargetCoors - Source;
+ Front.Normalise();
+ Source = Source + Front*Speed;
+
+ if(Source.z < -450.0f)
+ Source.z = -450.0f;
+
+ if(CPad::GetPad(1)->GetRightShoulder2JustDown()){
+ if(FindPlayerVehicle())
+ FindPlayerVehicle()->Teleport(Source);
+ else
+ CWorld::Players[CWorld::PlayerInFocus].m_pPed->GetPosition() = Source;
+
+ }
+
+ // stay inside sectors
+ while(CWorld::GetSectorX(Source.x) > 95.0f)
+ Source.x -= 1.0f;
+ while(CWorld::GetSectorX(Source.x) < 5.0f)
+ Source.x += 1.0f;
+ while(CWorld::GetSectorY(Source.y) > 95.0f)
+ Source.y -= 1.0f;
+ while(CWorld::GetSectorY(Source.y) < 5.0f)
+ Source.y += 1.0f;
+ GetVectorsReadyForRW();
+
+ if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn)
+ CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source,
+ 12.0f, 0.0f, 0.0f, -12.0f,
+ 128, 128, 128, 128, 1000.0f, false, 1.0f);
+
+ if(CHud::m_Wants_To_Draw_Hud){
+ char str[256];
+ sprintf(str, "CamX: %f CamY: %f CamZ: %f", Source.x, Source.y, Source.z);
+ sprintf(str, "Frontx: %f, Fronty: %f, Frontz: %f ", Front.x, Front.y, Front.z);
+ sprintf(str, "Look@: %f, Look@: %f, Look@: %f ", Front.x + Source.x, Front.y + Source.y, Front.z + Source.z);
+ }
+}
+
+void
+CCam::Process_ModelView(const CVector &CameraTarget, float, float, float)
+{
+ CVector TargetCoors = CameraTarget;
+ float Angle = Atan2(Front.x, Front.y);
+ FOV = DefaultFOV;
+
+ Angle += CPad::GetPad(0)->GetLeftStickX()/1280.0f;
+ if(Distance < 10.0f)
+ Distance += CPad::GetPad(0)->GetLeftStickY()/1000.0f;
+ else
+ Distance += CPad::GetPad(0)->GetLeftStickY() * ((Distance - 10.0f)/20.0f + 1.0f) / 1000.0f;
+ if(Distance < 1.5f)
+ Distance = 1.5f;
+
+ Front.x = Cos(0.3f) * Sin(Angle);
+ Front.y = Cos(0.3f) * Cos(Angle);
+ Front.z = -Sin(0.3f);
+ Source = CameraTarget - Distance*Front;
+
+ GetVectorsReadyForRW();
+}
+
+void
+CCam::ProcessPedsDeadBaby(void)
+{
+ float Distance = 0.0f;
+ static bool SafeToRotate = false;
+ CVector TargetDist, TestPoint;
+
+ FOV = DefaultFOV;
+ TargetDist = Source - CamTargetEntity->GetPosition();
+ Distance = TargetDist.Magnitude();
+ Beta = CGeneral::GetATanOfXY(TargetDist.x, TargetDist.y);
+ while(Beta >= PI) Beta -= 2*PI;
+ while(Beta < -PI) Beta += 2*PI;
+
+ if(ResetStatics){
+ TestPoint = CamTargetEntity->GetPosition() +
+ CVector(4.0f * Cos(Alpha) * Cos(Beta),
+ 4.0f * Cos(Alpha) * Sin(Beta),
+ 4.0f * Sin(Alpha));
+ bool Safe1 = CWorld::GetIsLineOfSightClear(TestPoint, CamTargetEntity->GetPosition(), true, false, false, true, false, true, true);
+
+ TestPoint = CamTargetEntity->GetPosition() +
+ CVector(4.0f * Cos(Alpha) * Cos(Beta + DEGTORAD(120.0f)),
+ 4.0f * Cos(Alpha) * Sin(Beta + DEGTORAD(120.0f)),
+ 4.0f * Sin(Alpha));
+ bool Safe2 = CWorld::GetIsLineOfSightClear(TestPoint, CamTargetEntity->GetPosition(), true, false, false, true, false, true, true);
+
+ TestPoint = CamTargetEntity->GetPosition() +
+ CVector(4.0f * Cos(Alpha) * Cos(Beta - DEGTORAD(120.0f)),
+ 4.0f * Cos(Alpha) * Sin(Beta - DEGTORAD(120.0f)),
+ 4.0f * Sin(Alpha));
+ bool Safe3 = CWorld::GetIsLineOfSightClear(TestPoint, CamTargetEntity->GetPosition(), true, false, false, true, false, true, true);
+
+ SafeToRotate = Safe1 && Safe2 && Safe3;
+
+ ResetStatics = false;
+ }
+
+ if(SafeToRotate)
+ WellBufferMe(Beta + DEGTORAD(175.0f), &Beta, &BetaSpeed, 0.015f, 0.007f, true);
+
+ WellBufferMe(DEGTORAD(89.5f), &Alpha, &AlphaSpeed, 0.015f, 0.07f, true);
+ WellBufferMe(35.0f, &Distance, &DistanceSpeed, 0.006f, 0.007f, false);
+
+ Source = CamTargetEntity->GetPosition() +
+ CVector(Distance * Cos(Alpha) * Cos(Beta),
+ Distance * Cos(Alpha) * Sin(Beta),
+ Distance * Sin(Alpha));
+ m_cvecTargetCoorsForFudgeInter = CamTargetEntity->GetPosition();
+ Front = CamTargetEntity->GetPosition() - Source;
+ Front.Normalise();
+ GetVectorsReadyForRW();
+}
+
+bool
+CCam::ProcessArrestCamOne(void)
+{
+ FOV = 45.0f;
+ if(ResetStatics)
+ return true;
+
+#ifdef FIX_BUGS
+ if(!CamTargetEntity->IsPed())
+ return true;
+#endif
+
+ bool found;
+ float Ground;
+ CVector PlayerCoors = TheCamera.pTargetEntity->GetPosition();
+ CVector CopCoors = ((CPlayerPed*)TheCamera.pTargetEntity)->m_pArrestingCop->GetPosition();
+ Beta = CGeneral::GetATanOfXY(PlayerCoors.x - CopCoors.x, PlayerCoors.y - CopCoors.y);
+
+ Source = PlayerCoors + 9.5f*CVector(Cos(Beta), Sin(Beta), 0.0f);
+ Source.z += 6.0f;
+ Ground = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, Source.z, &found);
+ if(!found){
+ Ground = CWorld::FindRoofZFor3DCoord(Source.x, Source.y, Source.z, &found);
+ if(!found)
+ return false;
+ }
+ Source.z = Ground + 0.25f;
+ if(!CWorld::GetIsLineOfSightClear(Source, CopCoors, true, true, false, true, false, true, true)){
+ Beta += DEGTORAD(115.0f);
+ Source = PlayerCoors + 9.5f*CVector(Cos(Beta), Sin(Beta), 0.0f);
+ Source.z += 6.0f;
+ Ground = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, Source.z, &found);
+ if(!found){
+ Ground = CWorld::FindRoofZFor3DCoord(Source.x, Source.y, Source.z, &found);
+ if(!found)
+ return false;
+ }
+ Source.z = Ground + 0.25f;
+
+ CopCoors.z += 0.35f;
+ Front = CopCoors - Source;
+ if(!CWorld::GetIsLineOfSightClear(Source, CopCoors, true, true, false, true, false, true, true))
+ return false;
+ }
+ CopCoors.z += 0.35f;
+ m_cvecTargetCoorsForFudgeInter = CopCoors;
+ Front = CopCoors - Source;
+ ResetStatics = false;
+ GetVectorsReadyForRW();
+ return true;
+}
+
+bool
+CCam::ProcessArrestCamTwo(void)
+{
+ CPed *player = CWorld::Players[CWorld::PlayerInFocus].m_pPed;
+ if(!ResetStatics)
+ return true;
+ ResetStatics = false;
+
+ CVector TargetCoors, ToCamera;
+ float BetaOffset;
+ float SourceX, SourceY;
+ CCam *ActiveCam = &TheCamera.Cams[TheCamera.ActiveCam];
+ if(&ActiveCam[1] == this){
+ SourceX = TheCamera.Cams[(TheCamera.ActiveCam + 1) % 2].Source.x;
+ SourceY = TheCamera.Cams[(TheCamera.ActiveCam + 1) % 2].Source.y;
+ }else{
+ SourceX = ActiveCam[1].Source.x;
+ SourceY = ActiveCam[1].Source.y;
+ }
+
+ for(int i = 0; i <= 1; i++){
+ int Dir = i == 0 ? 1 : -1;
+
+ TargetCoors = player->GetPosition();
+ Beta = CGeneral::GetATanOfXY(TargetCoors.x-SourceX, TargetCoors.y-SourceY);
+ BetaOffset = DEGTORAD(Dir*80);
+ Source = TargetCoors + 11.5f*CVector(Cos(Beta+BetaOffset), Sin(Beta+BetaOffset), 0.0f);
+
+ ToCamera = Source - TargetCoors;
+ ToCamera.Normalise();
+ TargetCoors.x += 0.4f*ToCamera.x;
+ TargetCoors.y += 0.4f*ToCamera.y;
+ if(CWorld::GetIsLineOfSightClear(Source, TargetCoors, true, true, false, true, false, true, true)){
+ Source.z += 5.5f;
+ TargetCoors += CVector(-0.8f*ToCamera.x, -0.8f*ToCamera.y, 2.2f);
+ m_cvecTargetCoorsForFudgeInter = TargetCoors;
+ Front = TargetCoors - Source;
+ ResetStatics = false;
+ GetVectorsReadyForRW();
+ return true;
+ }
+ }
+ return false;
+}
+
+
+/*
+ * Unused PS2 cams
+ */
+
+void
+CCam::Process_Chris_With_Binding_PlusRotation(const CVector &CameraTarget, float TargetOrientation, float, float)
+{
+ static float AngleToBinned = 0.0f;
+ static float StartingAngleLastChange = 0.0f;
+ static float FixedTargetOrientation = 0.0f;
+ static float DeadZoneReachedOnePrevious;
+
+ FOV = DefaultFOV; // missing in game
+
+ bool FixOrientation = true;
+ if(ResetStatics){
+ Rotating = false;
+ DeadZoneReachedOnePrevious = 0.0f;
+ FixedTargetOrientation = 0.0f;
+ ResetStatics = false;
+ }
+
+ CVector TargetCoors = CameraTarget;
+
+ float StickX = CPad::GetPad(0)->GetRightStickX();
+ float StickY = CPad::GetPad(0)->GetRightStickY();
+ float StickAngle;
+ if(StickX != 0.0 || StickY != 0.0f) // BUG: game checks StickX twice
+ StickAngle = CGeneral::GetATanOfXY(StickX, StickY); // result unused?
+ else
+ FixOrientation = false;
+
+ CVector Dist = Source - TargetCoors;
+ Source.z = TargetCoors.z + 0.75f;
+ float Length = Dist.Magnitude2D();
+ if(Length > 2.5f){
+ Source.x = TargetCoors.x + Dist.x/Length * 2.5f;
+ Source.y = TargetCoors.y + Dist.y/Length * 2.5f;
+ }else if(Length < 2.4f){
+ Source.x = TargetCoors.x + Dist.x/Length * 2.4f;
+ Source.y = TargetCoors.y + Dist.y/Length * 2.4f;
+ }
+
+ Beta = CGeneral::GetATanOfXY(Dist.x, Dist.y);
+ if(CPad::GetPad(0)->GetLeftShoulder1()){
+ FixedTargetOrientation = TargetOrientation;
+ Rotating = true;
+ }
+
+ if(FixOrientation){
+ Rotating = true;
+ FixedTargetOrientation = StickX/128.0f + Beta - PI;
+ }
+
+ if(Rotating){
+ Dist = Source - TargetCoors;
+ Length = Dist.Magnitude2D();
+ // inlined
+ WellBufferMe(FixedTargetOrientation+PI, &Beta, &BetaSpeed, 0.1f, 0.06f, true);
+
+ Source.x = TargetCoors.x + Length*Cos(Beta);
+ Source.y = TargetCoors.y + Length*Sin(Beta);
+
+ float DeltaBeta = FixedTargetOrientation+PI - Beta;
+ while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
+ while(DeltaBeta < -PI) DeltaBeta += 2*PI;
+ if(Abs(DeltaBeta) < 0.06f)
+ Rotating = false;
+ }
+
+ Front = TargetCoors - Source;
+ Front.Normalise();
+ CVector Front2 = Front;
+ Front2.Normalise(); // What?
+ // FIX: the meaning of this value must have changed somehow
+ Source -= Front2 * TheCamera.m_fPedZoomValueSmooth*1.5f;
+// Source += Front2 * TheCamera.m_fPedZoomValueSmooth;
+
+ GetVectorsReadyForRW();
+}
+
+void
+CCam::Process_ReactionCam(const CVector &CameraTarget, float TargetOrientation, float, float)
+{
+ static float AngleToBinned = 0.0f;
+ static float StartingAngleLastChange = 0.0f;
+ static float FixedTargetOrientation;
+ static float DeadZoneReachedOnePrevious;
+ static uint32 TimeOfLastChange;
+ uint32 Time;
+ bool DontBind = false; // BUG: left uninitialized
+
+ FOV = DefaultFOV; // missing in game
+
+ if(ResetStatics){
+ Rotating = false;
+ DeadZoneReachedOnePrevious = 0.0f;
+ FixedTargetOrientation = 0.0f;
+ ResetStatics = false;
+ DontBind = false;
+ }
+
+ CVector TargetCoors = CameraTarget;
+
+ CVector Dist = Source - TargetCoors;
+ Source.z = TargetCoors.z + 0.75f;
+ float Length = Dist.Magnitude2D();
+ if(Length > 2.5f){
+ Source.x = TargetCoors.x + Dist.x/Length * 2.5f;
+ Source.y = TargetCoors.y + Dist.y/Length * 2.5f;
+ }else if(Length < 2.4f){
+ Source.x = TargetCoors.x + Dist.x/Length * 2.4f;
+ Source.y = TargetCoors.y + Dist.y/Length * 2.4f;
+ }
+
+ Beta = CGeneral::GetATanOfXY(Dist.x, Dist.y);
+
+ float StickX = CPad::GetPad(0)->GetLeftStickX();
+ float StickY = CPad::GetPad(0)->GetLeftStickY();
+ float StickAngle;
+ if(StickX != 0.0 || StickY != 0.0f){
+ StickAngle = CGeneral::GetATanOfXY(StickX, StickY);
+ while(StickAngle >= PI) StickAngle -= 2*PI;
+ while(StickAngle < -PI) StickAngle += 2*PI;
+ }else
+ StickAngle = 1000.0f;
+
+ if(Abs(StickAngle-AngleToBinned) > DEGTORAD(15.0f)){
+ DontBind = true;
+ Time = CTimer::GetTimeInMilliseconds();
+ }
+
+ if(CTimer::GetTimeInMilliseconds()-TimeOfLastChange > 200){
+ if(Abs(HALFPI-StickAngle) > DEGTORAD(50.0f)){
+ FixedTargetOrientation = TargetOrientation;
+ Rotating = true;
+ TimeOfLastChange = CTimer::GetTimeInMilliseconds();
+ }
+ }
+
+ // These two together don't make much sense.
+ // Only prevents rotation for one frame
+ AngleToBinned = StickAngle;
+ if(DontBind)
+ TimeOfLastChange = Time;
+
+ if(Rotating){
+ Dist = Source - TargetCoors;
+ Length = Dist.Magnitude2D();
+ // inlined
+ WellBufferMe(FixedTargetOrientation+PI, &Beta, &BetaSpeed, 0.1f, 0.06f, true);
+
+ Source.x = TargetCoors.x + Length*Cos(Beta);
+ Source.y = TargetCoors.y + Length*Sin(Beta);
+
+ float DeltaBeta = FixedTargetOrientation+PI - Beta;
+ while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
+ while(DeltaBeta < -PI) DeltaBeta += 2*PI;
+ if(Abs(DeltaBeta) < 0.06f)
+ Rotating = false;
+ }
+
+ Front = TargetCoors - Source;
+ Front.Normalise();
+ CVector Front2 = Front;
+ Front2.Normalise(); // What?
+ // FIX: the meaning of this value must have changed somehow
+ Source -= Front2 * TheCamera.m_fPedZoomValueSmooth*1.5f;
+// Source += Front2 * TheCamera.m_fPedZoomValueSmooth;
+
+ GetVectorsReadyForRW();
+}
+
+void
+CCam::Process_FollowPed_WithBinding(const CVector &CameraTarget, float TargetOrientation, float, float)
+{
+ static float AngleToBinned = 0.0f;
+ static float StartingAngleLastChange = 0.0f;
+ static float FixedTargetOrientation;
+ static float DeadZoneReachedOnePrevious;
+ static uint32 TimeOfLastChange;
+ uint32 Time;
+ bool DontBind = false;
+
+ FOV = DefaultFOV; // missing in game
+
+ if(ResetStatics){
+ Rotating = false;
+ DeadZoneReachedOnePrevious = 0.0f;
+ FixedTargetOrientation = 0.0f;
+ ResetStatics = false;
+ }
+
+ CVector TargetCoors = CameraTarget;
+
+ CVector Dist = Source - TargetCoors;
+ Source.z = TargetCoors.z + 0.75f;
+ float Length = Dist.Magnitude2D();
+ if(Length > 2.5f){
+ Source.x = TargetCoors.x + Dist.x/Length * 2.5f;
+ Source.y = TargetCoors.y + Dist.y/Length * 2.5f;
+ }else if(Length < 2.4f){
+ Source.x = TargetCoors.x + Dist.x/Length * 2.4f;
+ Source.y = TargetCoors.y + Dist.y/Length * 2.4f;
+ }
+
+ Beta = CGeneral::GetATanOfXY(Dist.x, Dist.y);
+
+ float StickX = CPad::GetPad(0)->GetLeftStickX();
+ float StickY = CPad::GetPad(0)->GetLeftStickY();
+ float StickAngle;
+ if(StickX != 0.0 || StickY != 0.0f){
+ StickAngle = CGeneral::GetATanOfXY(StickX, StickY);
+ while(StickAngle >= PI) StickAngle -= 2*PI;
+ while(StickAngle < -PI) StickAngle += 2*PI;
+ }else
+ StickAngle = 1000.0f;
+
+ if(Abs(StickAngle-AngleToBinned) > DEGTORAD(15.0f)){
+ DontBind = true;
+ Time = CTimer::GetTimeInMilliseconds();
+ }
+
+ if(CTimer::GetTimeInMilliseconds()-TimeOfLastChange > 200){
+ if(Abs(HALFPI-StickAngle) > DEGTORAD(50.0f)){
+ FixedTargetOrientation = TargetOrientation;
+ Rotating = true;
+ TimeOfLastChange = CTimer::GetTimeInMilliseconds();
+ }
+ }
+
+ if(CPad::GetPad(0)->GetLeftShoulder1JustDown()){
+ FixedTargetOrientation = TargetOrientation;
+ Rotating = true;
+ TimeOfLastChange = CTimer::GetTimeInMilliseconds();
+ }
+
+ // These two together don't make much sense.
+ // Only prevents rotation for one frame
+ AngleToBinned = StickAngle;
+ if(DontBind)
+ TimeOfLastChange = Time;
+
+ if(Rotating){
+ Dist = Source - TargetCoors;
+ Length = Dist.Magnitude2D();
+ // inlined
+ WellBufferMe(FixedTargetOrientation+PI, &Beta, &BetaSpeed, 0.1f, 0.06f, true);
+
+ Source.x = TargetCoors.x + Length*Cos(Beta);
+ Source.y = TargetCoors.y + Length*Sin(Beta);
+
+ float DeltaBeta = FixedTargetOrientation+PI - Beta;
+ while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
+ while(DeltaBeta < -PI) DeltaBeta += 2*PI;
+ if(Abs(DeltaBeta) < 0.06f)
+ Rotating = false;
+ }
+
+ Front = TargetCoors - Source;
+ Front.Normalise();
+ CVector Front2 = Front;
+ Front2.Normalise(); // What?
+ // FIX: the meaning of this value must have changed somehow
+ Source -= Front2 * TheCamera.m_fPedZoomValueSmooth*1.5f;
+// Source += Front2 * TheCamera.m_fPedZoomValueSmooth;
+
+ GetVectorsReadyForRW();
+}
+
+#ifdef FREE_CAM
+void
+CCam::Process_FollowPed_Rotation(const CVector &CameraTarget, float TargetOrientation, float, float)
+{
+ FOV = DefaultFOV;
+
+ const float MinDist = 2.0f;
+ const float MaxDist = 2.0f + TheCamera.m_fPedZoomValueSmooth;
+ const float BaseOffset = 0.75f; // base height of camera above target
+
+ CVector TargetCoors = CameraTarget;
+
+ TargetCoors.z += m_fSyphonModeTargetZOffSet;
+ TargetCoors = DoAverageOnVector(TargetCoors);
+ TargetCoors.z += BaseOffset; // add offset so alpha evens out to 0
+// TargetCoors.z += m_fRoadOffSet;
+
+ CVector Dist = Source - TargetCoors;
+ CVector ToCam;
+
+ bool Shooting = false;
+ if(((CPed*)CamTargetEntity)->GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED)
+ if(CPad::GetPad(0)->GetWeapon())
+ Shooting = true;
+ if(((CPed*)CamTargetEntity)->GetWeapon()->m_eWeaponType == WEAPONTYPE_DETONATOR ||
+ ((CPed*)CamTargetEntity)->GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT)
+ Shooting = false;
+
+
+ if(ResetStatics){
+ // Coming out of top down here probably
+ // so keep Beta, reset alpha and calculate vectors
+ Beta = CGeneral::GetATanOfXY(Dist.x, Dist.y);
+ Alpha = 0.0f;
+
+ Dist = MaxDist*CVector(Cos(Alpha) * Cos(Beta), Cos(Alpha) * Sin(Beta), Sin(Alpha));
+ Source = TargetCoors + Dist;
+
+ ResetStatics = false;
+ }
+
+ // Drag the camera along at the look-down offset
+ float CamDist = Dist.Magnitude();
+ if(CamDist == 0.0f)
+ Dist = CVector(1.0f, 1.0f, 0.0f);
+ else if(CamDist < MinDist)
+ Dist *= MinDist/CamDist;
+ else if(CamDist > MaxDist)
+ Dist *= MaxDist/CamDist;
+ CamDist = Dist.Magnitude();
+
+ // Beta = 0 is looking east, HALFPI is north, &c.
+ // Alpha positive is looking up
+ float GroundDist = Dist.Magnitude2D();
+ Beta = CGeneral::GetATanOfXY(-Dist.x, -Dist.y);
+ Alpha = CGeneral::GetATanOfXY(GroundDist, -Dist.z);
+ while(Beta >= PI) Beta -= 2.0f*PI;
+ while(Beta < -PI) Beta += 2.0f*PI;
+ while(Alpha >= PI) Alpha -= 2.0f*PI;
+ while(Alpha < -PI) Alpha += 2.0f*PI;
+
+ // Look around
+ bool UseMouse = false;
+ float MouseX = CPad::GetPad(0)->GetMouseX();
+ float MouseY = CPad::GetPad(0)->GetMouseY();
+ float LookLeftRight, LookUpDown;
+/*
+ if((MouseX != 0.0f || MouseY != 0.0f) && !CPad::GetPad(0)->ArePlayerControlsDisabled()){
+ UseMouse = true;
+ LookLeftRight = -2.5f*MouseX;
+ LookUpDown = 4.0f*MouseY;
+ }else
+*/
+ {
+ LookLeftRight = -CPad::GetPad(0)->LookAroundLeftRight();
+ LookUpDown = CPad::GetPad(0)->LookAroundUpDown();
+ }
+ float AlphaOffset, BetaOffset;
+ if(UseMouse){
+ BetaOffset = LookLeftRight * TheCamera.m_fMouseAccelHorzntl * FOV/80.0f;
+ AlphaOffset = LookUpDown * TheCamera.m_fMouseAccelVertical * FOV/80.0f;
+ }else{
+ BetaOffset = LookLeftRight * fStickSens * (0.5f/10.0f) * FOV/80.0f * CTimer::GetTimeStep();
+ AlphaOffset = LookUpDown * fStickSens * (0.3f/10.0f) * FOV/80.0f * CTimer::GetTimeStep();
+ }
+
+ // Stop centering once stick has been touched
+ if(BetaOffset)
+ Rotating = false;
+
+ Beta += BetaOffset;
+ Alpha += AlphaOffset;
+ while(Beta >= PI) Beta -= 2.0f*PI;
+ while(Beta < -PI) Beta += 2.0f*PI;
+ if(Alpha > DEGTORAD(45.0f)) Alpha = DEGTORAD(45.0f);
+ if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
+
+
+ float BetaDiff = TargetOrientation+PI - Beta;
+ while(BetaDiff >= PI) BetaDiff -= 2.0f*PI;
+ while(BetaDiff < -PI) BetaDiff += 2.0f*PI;
+ float TargetAlpha = Alpha;
+ // 12deg to account for our little height offset. we're not working on the true alpha here
+ const float AlphaLimitUp = DEGTORAD(15.0f) + DEGTORAD(12.0f);
+ const float AlphaLimitDown = -DEGTORAD(15.0f) + DEGTORAD(12.0f);
+ if(Abs(BetaDiff) < DEGTORAD(25.0f) && ((CPed*)CamTargetEntity)->GetMoveSpeed().Magnitude2D() > 0.01f){
+ // Limit alpha when player is walking towards camera
+ if(TargetAlpha > AlphaLimitUp) TargetAlpha = AlphaLimitUp;
+ if(TargetAlpha < AlphaLimitDown) TargetAlpha = AlphaLimitDown;
+ }
+
+ WellBufferMe(TargetAlpha, &Alpha, &AlphaSpeed, 0.2f, 0.1f, true);
+
+ if(CPad::GetPad(0)->ForceCameraBehindPlayer() || Shooting){
+ m_fTargetBeta = TargetOrientation;
+ Rotating = true;
+ }
+
+ if(Rotating){
+ WellBufferMe(m_fTargetBeta, &Beta, &BetaSpeed, 0.1f, 0.06f, true);
+ float DeltaBeta = m_fTargetBeta - Beta;
+ while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
+ while(DeltaBeta < -PI) DeltaBeta += 2*PI;
+ if(Abs(DeltaBeta) < 0.06f)
+ Rotating = false;
+ }
+
+
+ Front = CVector(Cos(Alpha) * Cos(Beta), Cos(Alpha) * Sin(Beta), Sin(Alpha));
+ Source = TargetCoors - Front*CamDist;
+ TargetCoors.z -= BaseOffset; // now get back to the real target coors again
+
+ m_cvecTargetCoorsForFudgeInter = TargetCoors;
+
+
+ Front = TargetCoors - Source;
+ Front.Normalise();
+
+
+
+ /*
+ * Handle collisions - taken from FollowPedWithMouse
+ */
+
+ CEntity *entity;
+ CColPoint colPoint;
+ // Clip Source and fix near clip
+ CWorld::pIgnoreEntity = CamTargetEntity;
+ entity = nil;
+ if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, true, true, true, false, false, true)){
+ float PedColDist = (TargetCoors - colPoint.point).Magnitude();
+ float ColCamDist = CamDist - PedColDist;
+ if(entity->IsPed() && ColCamDist > 1.0f){
+ // Ped in the way but not clipping through
+ if(CWorld::ProcessLineOfSight(colPoint.point, Source, colPoint, entity, true, true, true, true, false, false, true)){
+ PedColDist = (TargetCoors - colPoint.point).Magnitude();
+ Source = colPoint.point;
+ if(PedColDist < DEFAULT_NEAR + 0.3f)
+ RwCameraSetNearClipPlane(Scene.camera, max(PedColDist-0.3f, 0.05f));
+ }else{
+ RwCameraSetNearClipPlane(Scene.camera, min(ColCamDist-0.35f, DEFAULT_NEAR));
+ }
+ }else{
+ Source = colPoint.point;
+ if(PedColDist < DEFAULT_NEAR + 0.3f)
+ RwCameraSetNearClipPlane(Scene.camera, max(PedColDist-0.3f, 0.05f));
+ }
+ }
+ CWorld::pIgnoreEntity = nil;
+
+ float ViewPlaneHeight = Tan(DEGTORAD(FOV) / 2.0f);
+ float ViewPlaneWidth = ViewPlaneHeight * CDraw::FindAspectRatio() * fTweakFOV;
+ float Near = RwCameraGetNearClipPlane(Scene.camera);
+ float radius = ViewPlaneWidth*Near;
+ entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, false);
+ int i = 0;
+ while(entity){
+ CVector CamToCol = gaTempSphereColPoints[0].point - Source;
+ float frontDist = DotProduct(CamToCol, Front);
+ float dist = (CamToCol - Front*frontDist).Magnitude() / ViewPlaneWidth;
+
+ // Try to decrease near clip
+ dist = max(min(Near, dist), 0.1f);
+ if(dist < Near)
+ RwCameraSetNearClipPlane(Scene.camera, dist);
+
+ // Move forward a bit
+ if(dist == 0.1f)
+ Source += (TargetCoors - Source)*0.3f;
+
+ // Keep testing
+ entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, false);
+
+ i++;
+ if(i > 5)
+ entity = nil;
+ }
+
+ GetVectorsReadyForRW();
+}
+
+// LCS cam hehe
+void
+CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation, float, float)
+{
+ // Missing things on III CCam
+ static CVector m_aTargetHistoryPosOne;
+ static CVector m_aTargetHistoryPosTwo;
+ static CVector m_aTargetHistoryPosThree;
+ static int m_nCurrentHistoryPoints = 0;
+ static float lastBeta = -9999.0f;
+ static float lastAlpha = -9999.0f;
+ static float stepsLeftToChangeBetaByMouse;
+ static float dontCollideWithCars;
+ static bool alphaCorrected;
+ static float heightIncreaseMult;
+
+ if (!CamTargetEntity->IsVehicle())
+ return;
+
+ CVehicle* car = (CVehicle*)CamTargetEntity;
+ CVector TargetCoors = CameraTarget;
+ uint8 camSetArrPos = 0;
+
+ // We may need those later
+ bool isPlane = car->m_modelIndex == MI_DODO;
+ bool isHeli = false;
+ bool isBike = false;
+ bool isCar = car->IsCar() && !isPlane && !isHeli && !isBike;
+
+ CPad* pad = CPad::GetPad(0);
+
+ // Next direction is non-existent in III
+ uint8 nextDirectionIsForward = !(pad->GetLookBehindForCar() || pad->GetLookBehindForPed() || pad->GetLookLeft() || pad->GetLookRight()) &&
+ DirectionWasLooking == LOOKING_FORWARD;
+
+ if (car->m_modelIndex == MI_FIRETRUCK) {
+ camSetArrPos = 7;
+ } else if (car->m_modelIndex == MI_RCBANDIT) {
+ camSetArrPos = 5;
+ } else if (car->IsBoat()) {
+ camSetArrPos = 4;
+ } else if (isBike) {
+ camSetArrPos = 1;
+ } else if (isPlane) {
+ camSetArrPos = 3;
+ } else if (isHeli) {
+ camSetArrPos = 2;
+ }
+
+ // LCS one but index 1(firetruck) moved to last
+ float CARCAM_SET[][15] = {
+ {1.3f, 1.0f, 0.4f, 10.0f, 15.0f, 0.5f, 1.0f, 1.0f, 0.85f, 0.2f, 0.075f, 0.05f, 0.8f, DEGTORAD(45.0f), DEGTORAD(89.0f)}, // cars
+ {1.1f, 1.0f, 0.1f, 10.0f, 11.0f, 0.5f, 1.0f, 1.0f, 0.85f, 0.2f, 0.075f, 0.05f, 0.75f, DEGTORAD(45.0f), DEGTORAD(89.0f)}, // bike
+ {1.1f, 1.0f, 0.2f, 10.0f, 15.0f, 0.05f, 0.05f, 0.0f, 0.9f, 0.05f, 0.01f, 0.05f, 1.0f, DEGTORAD(10.0f), DEGTORAD(70.0f)}, // heli (SA values)
+ {1.1f, 3.5f, 0.2f, 10.0f, 25.0f, 0.5f, 1.0f, 1.0f, 0.75f, 0.1f, 0.005f, 0.2f, 1.0f, DEGTORAD(89.0f), DEGTORAD(89.0f)}, // plane (SA values)
+ {0.9f, 1.0f, 0.1f, 10.0f, 15.0f, 0.5f, 1.0f, 0.0f, 0.9f, 0.05f, 0.005f, 0.05f, 1.0f, -0.2f, DEGTORAD(70.0f)}, // boat
+ {1.1f, 1.0f, 0.2f, 10.0f, 5.0f, 0.5f, 1.0f, 1.0f, 0.75f, 0.1f, 0.005f, 0.2f, 1.0f, DEGTORAD(45.0f), DEGTORAD(89.0f)}, // rc cars
+ {1.1f, 1.0f, 0.2f, 10.0f, 5.0f, 0.5f, 1.0f, 1.0f, 0.75f, 0.1f, 0.005f, 0.2f, 1.0f, DEGTORAD(20.0f), DEGTORAD(70.0f)}, // rc heli/planes
+ {1.3f, 1.0f, 0.4f, 10.0f, 15.0f, 0.5f, 1.0f, 1.0f, 0.85f, 0.2f, 0.075f, 0.05f, 0.8f, -0.18f, DEGTORAD(40.0f)}, // firetruck...
+ };
+
+ // RC Heli/planes use same alpha values with heli/planes (LCS firetruck will fallback to 0)
+ uint8 alphaArrPos = (camSetArrPos > 4 ? (isPlane ? 3 : (isHeli ? 2 : 0)) : camSetArrPos);
+ float zoomModeAlphaOffset = 0.0f;
+ static float ZmOneAlphaOffsetLCS[] = { 0.12f, 0.08f, 0.15f, 0.08f, 0.08f };
+ static float ZmTwoAlphaOffsetLCS[] = { 0.1f, 0.08f, 0.3f, 0.08f, 0.08f };
+ static float ZmThreeAlphaOffsetLCS[] = { 0.065f, 0.05f, 0.15f, 0.06f, 0.08f };
+
+ if (isHeli && car->m_status == STATUS_PLAYER_REMOTE)
+ zoomModeAlphaOffset = ZmTwoAlphaOffsetLCS[alphaArrPos];
+ else {
+ switch ((int)TheCamera.CarZoomIndicator) {
+ // near
+ case 1:
+ zoomModeAlphaOffset = ZmOneAlphaOffsetLCS[alphaArrPos];
+ break;
+ // mid
+ case 2:
+ zoomModeAlphaOffset = ZmTwoAlphaOffsetLCS[alphaArrPos];
+ break;
+ // far
+ case 3:
+ zoomModeAlphaOffset = ZmThreeAlphaOffsetLCS[alphaArrPos];
+ break;
+ default:
+ break;
+ }
+ }
+
+ CColModel* carCol = (CColModel*)car->GetColModel();
+ float colMaxZ = carCol->boundingBox.max.z; // As opposed to LCS and SA, VC does this: carCol->boundingBox.max.z - carCol->boundingBox.min.z;
+ float approxCarLength = 2.0f * Abs(carCol->boundingBox.min.y); // SA taxi min.y = -2.95, max.z = 0.883502f
+
+ float newDistance = TheCamera.CarZoomValueSmooth + CARCAM_SET[camSetArrPos][1] + approxCarLength;
+
+ float minDistForThisCar = approxCarLength * CARCAM_SET[camSetArrPos][3];
+
+ if (!isHeli || car->m_status == STATUS_PLAYER_REMOTE) {
+ float radiusToStayOutside = colMaxZ * CARCAM_SET[camSetArrPos][0] - CARCAM_SET[camSetArrPos][2];
+ if (radiusToStayOutside > 0.0f) {
+ TargetCoors.z += radiusToStayOutside;
+ newDistance += radiusToStayOutside;
+ zoomModeAlphaOffset += 0.3f / newDistance * radiusToStayOutside;
+ }
+ } else {
+ // 0.6f = fTestShiftHeliCamTarget
+ TargetCoors.x += 0.6f * car->GetUp().x * colMaxZ;
+ TargetCoors.y += 0.6f * car->GetUp().y * colMaxZ;
+ TargetCoors.z += 0.6f * car->GetUp().z * colMaxZ;
+ }
+
+ float minDistForVehType = CARCAM_SET[camSetArrPos][4];
+
+ if ((int)TheCamera.CarZoomIndicator == 1 && (camSetArrPos < 2 || camSetArrPos == 7)) {
+ minDistForVehType = minDistForVehType * 0.65f;
+ }
+
+ float nextDistance = max(newDistance, minDistForVehType);
+
+ CA_MAX_DISTANCE = newDistance;
+ CA_MIN_DISTANCE = 3.5f;
+
+ if (ResetStatics) {
+ FOV = DefaultFOV;
+
+ // GTA 3 has this in veh. camera
+ if (TheCamera.m_bIdleOn)
+ TheCamera.m_uiTimeWeEnteredIdle = CTimer::GetTimeInMilliseconds();
+ } else {
+ if (isCar || isBike) {
+ // 0.4f: CAR_FOV_START_SPEED
+ if (DotProduct(car->GetForward(), car->m_vecMoveSpeed) > 0.4f)
+ FOV += (DotProduct(car->GetForward(), car->m_vecMoveSpeed) - 0.4f) * CTimer::GetTimeStep();
+ }
+
+ if (FOV > DefaultFOV)
+ // 0.98f: CAR_FOV_FADE_MULT
+ FOV = pow(0.98f, CTimer::GetTimeStep()) * (FOV - DefaultFOV) + DefaultFOV;
+
+ if (FOV <= DefaultFOV + 30.0f) {
+ if (FOV < DefaultFOV)
+ FOV = DefaultFOV;
+ } else
+ FOV = DefaultFOV + 30.0f;
+ }
+
+ // WORKAROUND: I still don't know how looking behind works (m_bCamDirectlyInFront is unused in III, they seem to use m_bUseTransitionBeta)
+ if (pad->GetLookBehindForCar())
+ if (DirectionWasLooking == LOOKING_FORWARD || !LookingBehind)
+ TheCamera.m_bCamDirectlyInFront = true;
+
+ // Taken from RotCamIfInFrontCar, because we don't call it anymore
+ if (!(pad->GetLookBehindForCar() || pad->GetLookBehindForPed() || pad->GetLookLeft() || pad->GetLookRight()))
+ if (DirectionWasLooking != LOOKING_FORWARD)
+ TheCamera.m_bCamDirectlyBehind = true;
+
+ // Called when we just entered the car, just started to look behind or returned back from looking left, right or behind
+ if (ResetStatics || TheCamera.m_bCamDirectlyBehind || TheCamera.m_bCamDirectlyInFront) {
+ ResetStatics = false;
+ Rotating = false;
+ m_bCollisionChecksOn = true;
+ // TheCamera.m_bResetOldMatrix = 1;
+
+ // Garage exit cam is not working well in III...
+ // if (!TheCamera.m_bJustCameOutOfGarage) // && !sthForScript)
+ // {
+ Alpha = 0.0f;
+ Beta = car->GetForward().Heading() - HALFPI;
+ if (TheCamera.m_bCamDirectlyInFront) {
+ Beta += PI;
+ }
+ // }
+
+ BetaSpeed = 0.0;
+ AlphaSpeed = 0.0;
+ Distance = 1000.0;
+
+ Front.x = -(cos(Beta) * cos(Alpha));
+ Front.y = -(sin(Beta) * cos(Alpha));
+ Front.z = sin(Alpha);
+
+ m_aTargetHistoryPosOne = TargetCoors - nextDistance * Front;
+
+ m_aTargetHistoryPosTwo = TargetCoors - newDistance * Front;
+
+ m_nCurrentHistoryPoints = 0;
+ if (!TheCamera.m_bJustCameOutOfGarage) // && !sthForScript)
+ Alpha = -zoomModeAlphaOffset;
+ }
+
+ Front = TargetCoors - m_aTargetHistoryPosOne;
+ Front.Normalise();
+
+ // Code that makes cam rotate around the car
+ float camRightHeading = Front.Heading() - HALFPI;
+ if (camRightHeading < -PI)
+ camRightHeading = camRightHeading + TWOPI;
+
+ float velocityRightHeading;
+ if (car->m_vecMoveSpeed.Magnitude2D() <= 0.02f)
+ velocityRightHeading = camRightHeading;
+ else
+ velocityRightHeading = car->m_vecMoveSpeed.Heading() - HALFPI;
+
+ if (velocityRightHeading < camRightHeading - PI)
+ velocityRightHeading = velocityRightHeading + TWOPI;
+ else if (velocityRightHeading > camRightHeading + PI)
+ velocityRightHeading = velocityRightHeading - TWOPI;
+
+ float betaChangeMult1 = CTimer::GetTimeStep() * CARCAM_SET[camSetArrPos][10];
+ float betaChangeLimit = CTimer::GetTimeStep() * CARCAM_SET[camSetArrPos][11];
+
+ float betaChangeMult2 = (car->m_vecMoveSpeed - DotProduct(car->m_vecMoveSpeed, Front) * Front).Magnitude();
+
+ float betaChange = min(1.0f, betaChangeMult1 * betaChangeMult2) * (velocityRightHeading - camRightHeading);
+ if (betaChange <= betaChangeLimit) {
+ if (betaChange < -betaChangeLimit)
+ betaChange = -betaChangeLimit;
+ } else {
+ betaChange = betaChangeLimit;
+ }
+ float targetBeta = camRightHeading + betaChange;
+
+ if (targetBeta < Beta - HALFPI)
+ targetBeta += TWOPI;
+ else if (targetBeta > Beta + PI)
+ targetBeta -= TWOPI;
+
+ float carPosChange = (TargetCoors - m_aTargetHistoryPosTwo).Magnitude();
+ if (carPosChange < newDistance && newDistance > minDistForThisCar) {
+ newDistance = max(minDistForThisCar, carPosChange);
+ }
+ float maxAlphaAllowed = CARCAM_SET[camSetArrPos][13];
+
+ // Originally this is to prevent camera enter into car while we're stopping, but what about moving???
+ // This is also original LCS and SA bug, or some attempt to fix lag. We'll never know
+
+ // if (car->m_vecMoveSpeed.MagnitudeSqr() < sq(0.2f))
+ if (car->m_modelIndex != MI_FIRETRUCK) {
+ // if (!isBike || GetMysteriousWheelRelatedThingBike(car) > 3)
+ // if (!isHeli && (!isPlane || car->GetWheelsOnGround())) {
+
+ CVector left = CrossProduct(car->GetForward(), CVector(0.0f, 0.0f, 1.0f));
+ left.Normalise();
+ CVector up = CrossProduct(left, car->GetForward());
+ up.Normalise();
+ float lookingUp = DotProduct(up, Front);
+ if (lookingUp > 0.0f) {
+ float v88 = Asin(Abs(Sin(Beta - (car->GetForward().Heading() - HALFPI))));
+ float v200;
+ if (v88 <= Atan2(carCol->boundingBox.max.x, -carCol->boundingBox.min.y)) {
+ v200 = (1.5f - carCol->boundingBox.min.y) / Cos(v88);
+ } else {
+ float a6g = 1.2f + carCol->boundingBox.max.x;
+ v200 = a6g / Cos(max(0.0f, HALFPI - v88));
+ }
+ maxAlphaAllowed = Cos(Beta - (car->GetForward().Heading() - HALFPI)) * Atan2(car->GetForward().z, car->GetForward().Magnitude2D())
+ + Atan2(TargetCoors.z - car->GetPosition().z + car->GetHeightAboveRoad(), v200 * 1.2f);
+
+ if (isCar && ((CAutomobile*)car)->m_nWheelsOnGround > 1 && Abs(DotProduct(car->m_vecTurnSpeed, car->GetForward())) < 0.05f) {
+ maxAlphaAllowed += Cos(Beta - (car->GetForward().Heading() - HALFPI) + HALFPI) * Atan2(car->GetRight().z, car->GetRight().Magnitude2D());
+ }
+ }
+ }
+
+ float targetAlpha = Asin(clamp(Front.z, -1.0f, 1.0f)) - zoomModeAlphaOffset;
+ if (targetAlpha <= maxAlphaAllowed) {
+ if (targetAlpha < -CARCAM_SET[camSetArrPos][14])
+ targetAlpha = -CARCAM_SET[camSetArrPos][14];
+ } else {
+ targetAlpha = maxAlphaAllowed;
+ }
+ float maxAlphaBlendAmount = CTimer::GetTimeStep() * CARCAM_SET[camSetArrPos][6];
+ float targetAlphaBlendAmount = (1.0f - pow(CARCAM_SET[camSetArrPos][5], CTimer::GetTimeStep())) * (targetAlpha - Alpha);
+ if (targetAlphaBlendAmount <= maxAlphaBlendAmount) {
+ if (targetAlphaBlendAmount < -maxAlphaBlendAmount)
+ targetAlphaBlendAmount = -maxAlphaBlendAmount;
+ } else {
+ targetAlphaBlendAmount = maxAlphaBlendAmount;
+ }
+
+ // Using GetCarGun(LR/UD) will give us same unprocessed RightStick value as SA
+ float stickX = -(pad->GetCarGunLeftRight());
+ float stickY = pad->GetCarGunUpDown();
+
+ // In SA this checks for m_bUseMouse3rdPerson so num2/num8 do not move camera when Keyboard & Mouse controls are used.
+ if (CCamera::m_bUseMouse3rdPerson)
+ stickY = 0.0f;
+
+ float xMovement = Abs(stickX) * (FOV / 80.0f * 5.f / 70.f) * stickX * 0.007f * 0.007f;
+ float yMovement = Abs(stickY) * (FOV / 80.0f * 3.f / 70.f) * stickY * 0.007f * 0.007f;
+
+ bool correctAlpha = true;
+ // if (SA checks if we aren't in work car, why?) {
+ if (!isCar || car->m_modelIndex != MI_YARDIE) {
+ correctAlpha = false;
+ }
+ else {
+ xMovement = 0.0f;
+ yMovement = 0.0f;
+ }
+ // } else
+ // yMovement = 0.0;
+
+ if (!nextDirectionIsForward) {
+ yMovement = 0.0;
+ xMovement = 0.0;
+ }
+
+ if (camSetArrPos == 0 || camSetArrPos == 7) {
+ // This is not working on cars as SA
+ // Because III/VC doesn't have any buttons tied to LeftStick if you're not in Classic Configuration, using Dodo or using GInput/Pad, so :shrug:
+ if (Abs(pad->GetSteeringUpDown()) > 120.0f) {
+ if (car->pDriver && car->pDriver->m_objective != OBJECTIVE_LEAVE_VEHICLE) {
+ yMovement += Abs(pad->GetSteeringUpDown()) * (FOV / 80.0f * 3.f / 70.f) * pad->GetSteeringUpDown() * 0.007f * 0.007f * 0.5;
+ }
+ }
+ }
+
+ if (yMovement > 0.0)
+ yMovement = yMovement * 0.5;
+
+ bool mouseChangesBeta = false;
+
+ // FIX: Disable mouse movement in drive-by, it's buggy. Original SA bug.
+ if (/*bFreeMouseCam &&*/ CCamera::m_bUseMouse3rdPerson && !pad->ArePlayerControlsDisabled() && nextDirectionIsForward) {
+ float mouseY = pad->GetMouseY() * 2.0f;
+ float mouseX = pad->GetMouseX() * -2.0f;
+
+ // If you want an ability to toggle free cam while steering with mouse, you can add an OR after DisableMouseSteering.
+ // There was a pad->NewState.m_bVehicleMouseLook in SA, which doesn't exists in III.
+
+ if ((mouseX != 0.0 || mouseY != 0.0) && (CVehicle::m_bDisableMouseSteering)) {
+ yMovement = mouseY * FOV / 80.0f * TheCamera.m_fMouseAccelHorzntl; // Same as SA, horizontal sensitivity.
+ BetaSpeed = 0.0;
+ AlphaSpeed = 0.0;
+ xMovement = mouseX * FOV / 80.0f * TheCamera.m_fMouseAccelHorzntl;
+ targetAlpha = Alpha;
+ stepsLeftToChangeBetaByMouse = 1.0f * 50.0f;
+ mouseChangesBeta = true;
+ } else if (stepsLeftToChangeBetaByMouse > 0.0f) {
+ // Finish rotation by decreasing speed when we stopped moving mouse
+ BetaSpeed = 0.0;
+ AlphaSpeed = 0.0;
+ yMovement = 0.0;
+ xMovement = 0.0;
+ targetAlpha = Alpha;
+ stepsLeftToChangeBetaByMouse = max(0.0f, stepsLeftToChangeBetaByMouse - CTimer::GetTimeStep());
+ mouseChangesBeta = true;
+ }
+ }
+
+ if (correctAlpha) {
+ if (nPreviousMode != MODE_CAM_ON_A_STRING)
+ alphaCorrected = false;
+
+ if (!alphaCorrected && Abs(zoomModeAlphaOffset + Alpha) > 0.05f) {
+ yMovement = (-zoomModeAlphaOffset - Alpha) * 0.05f;
+ } else
+ alphaCorrected = true;
+ }
+ float alphaSpeedFromStickY = yMovement * CARCAM_SET[camSetArrPos][12];
+ float betaSpeedFromStickX = xMovement * CARCAM_SET[camSetArrPos][12];
+
+ float newAngleSpeedMaxBlendAmount = CARCAM_SET[camSetArrPos][9];
+ float angleChangeStep = pow(CARCAM_SET[camSetArrPos][8], CTimer::GetTimeStep());
+ float targetBetaWithStickBlendAmount = betaSpeedFromStickX + (targetBeta - Beta) / max(CTimer::GetTimeStep(), 1.0f);
+
+ if (targetBetaWithStickBlendAmount < -newAngleSpeedMaxBlendAmount)
+ targetBetaWithStickBlendAmount = -newAngleSpeedMaxBlendAmount;
+ else if (targetBetaWithStickBlendAmount > newAngleSpeedMaxBlendAmount)
+ targetBetaWithStickBlendAmount = newAngleSpeedMaxBlendAmount;
+
+ float angleChangeStepLeft = 1.0f - angleChangeStep;
+ BetaSpeed = targetBetaWithStickBlendAmount * angleChangeStepLeft + angleChangeStep * BetaSpeed;
+ if (Abs(BetaSpeed) < 0.0001f)
+ BetaSpeed = 0.0f;
+
+ float betaChangePerFrame;
+ if (mouseChangesBeta)
+ betaChangePerFrame = betaSpeedFromStickX;
+ else
+ betaChangePerFrame = CTimer::GetTimeStep() * BetaSpeed;
+ Beta = betaChangePerFrame + Beta;
+
+ if (TheCamera.m_bJustCameOutOfGarage) {
+ float invHeading = Atan2(Front.y, Front.x);
+ if (invHeading < 0.0f)
+ invHeading += TWOPI;
+
+ Beta = invHeading + PI;
+ }
+
+ Beta = CGeneral::LimitRadianAngle(Beta);
+ if (Beta < 0.0f)
+ Beta += TWOPI;
+
+ if ((camSetArrPos <= 1 || camSetArrPos == 7) && targetAlpha < Alpha && carPosChange >= newDistance) {
+ if (isCar && ((CAutomobile*)car)->m_nWheelsOnGround > 1)
+ // || isBike && GetMysteriousWheelRelatedThingBike(car) > 1)
+ alphaSpeedFromStickY += (targetAlpha - Alpha) * 0.075f;
+ }
+
+ AlphaSpeed = angleChangeStepLeft * alphaSpeedFromStickY + angleChangeStep * AlphaSpeed;
+ float maxAlphaSpeed = newAngleSpeedMaxBlendAmount;
+ if (alphaSpeedFromStickY > 0.0f)
+ maxAlphaSpeed = maxAlphaSpeed * 0.5;
+
+ if (AlphaSpeed <= maxAlphaSpeed) {
+ float minAlphaSpeed = -maxAlphaSpeed;
+ if (AlphaSpeed < minAlphaSpeed)
+ AlphaSpeed = minAlphaSpeed;
+ } else {
+ AlphaSpeed = maxAlphaSpeed;
+ }
+
+ if (Abs(AlphaSpeed) < 0.0001f)
+ AlphaSpeed = 0.0f;
+
+ float alphaWithSpeedAccounted;
+ if (mouseChangesBeta) {
+ alphaWithSpeedAccounted = alphaSpeedFromStickY + targetAlpha;
+ Alpha += alphaSpeedFromStickY;
+ } else {
+ alphaWithSpeedAccounted = CTimer::GetTimeStep() * AlphaSpeed + targetAlpha;
+ Alpha += targetAlphaBlendAmount;
+ }
+
+ if (Alpha <= maxAlphaAllowed) {
+ float minAlphaAllowed = -CARCAM_SET[camSetArrPos][14];
+ if (minAlphaAllowed > Alpha) {
+ Alpha = minAlphaAllowed;
+ AlphaSpeed = 0.0f;
+ }
+ } else {
+ Alpha = maxAlphaAllowed;
+ AlphaSpeed = 0.0f;
+ }
+
+ // Prevent unsignificant angle changes
+ if (Abs(lastAlpha - Alpha) < 0.0001f)
+ Alpha = lastAlpha;
+
+ lastAlpha = Alpha;
+
+ if (Abs(lastBeta - Beta) < 0.0001f)
+ Beta = lastBeta;
+
+ lastBeta = Beta;
+
+ Front.x = -(cos(Beta) * cos(Alpha));
+ Front.y = -(sin(Beta) * cos(Alpha));
+ Front.z = sin(Alpha);
+ GetVectorsReadyForRW();
+ TheCamera.m_bCamDirectlyBehind = false;
+ TheCamera.m_bCamDirectlyInFront = false;
+
+ Source = TargetCoors - newDistance * Front;
+
+ m_cvecTargetCoorsForFudgeInter = TargetCoors;
+ m_aTargetHistoryPosThree = m_aTargetHistoryPosOne;
+ float nextAlpha = alphaWithSpeedAccounted + zoomModeAlphaOffset;
+ float nextFrontX = -(cos(Beta) * cos(nextAlpha));
+ float nextFrontY = -(sin(Beta) * cos(nextAlpha));
+ float nextFrontZ = sin(nextAlpha);
+
+ m_aTargetHistoryPosOne.x = TargetCoors.x - nextFrontX * nextDistance;
+ m_aTargetHistoryPosOne.y = TargetCoors.y - nextFrontY * nextDistance;
+ m_aTargetHistoryPosOne.z = TargetCoors.z - nextFrontZ * nextDistance;
+
+ m_aTargetHistoryPosTwo.x = TargetCoors.x - nextFrontX * newDistance;
+ m_aTargetHistoryPosTwo.y = TargetCoors.y - nextFrontY * newDistance;
+ m_aTargetHistoryPosTwo.z = TargetCoors.z - nextFrontZ * newDistance;
+
+ // SA calls SetColVarsVehicle in here
+ if (nextDirectionIsForward) {
+
+ // This is new in LCS!
+ float timestepFactor = Pow(0.99f, CTimer::GetTimeStep());
+ dontCollideWithCars = (timestepFactor * dontCollideWithCars) + ((1.0f - timestepFactor) * car->m_vecMoveSpeed.Magnitude());
+
+ // Move cam if on collision
+ CColPoint foundCol;
+ CEntity* foundEnt;
+ CWorld::pIgnoreEntity = CamTargetEntity;
+ if (CWorld::ProcessLineOfSight(TargetCoors, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, true, false, true, false)) {
+ float obstacleTargetDist = (TargetCoors - foundCol.point).Magnitude();
+ float obstacleCamDist = newDistance - obstacleTargetDist;
+ if (!foundEnt->IsPed() || obstacleCamDist <= 1.0f) {
+ Source = foundCol.point;
+ if (obstacleTargetDist < 1.2f) {
+ RwCameraSetNearClipPlane(Scene.camera, max(0.05f, obstacleTargetDist - 0.3f));
+ }
+ } else {
+ if (!CWorld::ProcessLineOfSight(foundCol.point, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, true, false, true, false)) {
+ float lessClip = obstacleCamDist - 0.35f;
+ if (lessClip <= DEFAULT_NEAR)
+ RwCameraSetNearClipPlane(Scene.camera, lessClip);
+ else
+ RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
+ } else {
+ obstacleTargetDist = (TargetCoors - foundCol.point).Magnitude();
+ Source = foundCol.point;
+ if (obstacleTargetDist < 1.2f) {
+ float lessClip = obstacleTargetDist - 0.3f;
+ if (lessClip >= 0.05f)
+ RwCameraSetNearClipPlane(Scene.camera, lessClip);
+ else
+ RwCameraSetNearClipPlane(Scene.camera, 0.05f);
+ }
+ }
+ }
+ }
+ CWorld::pIgnoreEntity = nil;
+ float nearClip = RwCameraGetNearClipPlane(Scene.camera);
+ float radius = Tan(DEGTORAD(FOV * 0.5f)) * CDraw::GetAspectRatio() * 1.1f;
+
+ // If we're seeing blue hell due to camera intersects some surface, fix it.
+ // SA and LCS have this unrolled.
+ for (int i = 0;
+ i <= 5 && CWorld::TestSphereAgainstWorld((nearClip * Front) + Source, radius * nearClip, nil, true, true, false, true, false, false);
+ i++) {
+
+ CVector surfaceCamDist = gaTempSphereColPoints->point - Source;
+ CVector frontButInvertedIfTouchesSurface = DotProduct(surfaceCamDist, Front) * Front;
+ float newNearClip = (surfaceCamDist - frontButInvertedIfTouchesSurface).Magnitude() / radius;
+
+ if (newNearClip > nearClip)
+ newNearClip = nearClip;
+ if (newNearClip < 0.1f)
+ newNearClip = 0.1f;
+ if (nearClip > newNearClip)
+ RwCameraSetNearClipPlane(Scene.camera, newNearClip);
+
+ if (newNearClip == 0.1f)
+ Source += (TargetCoors - Source) * 0.3f;
+
+ nearClip = RwCameraGetNearClipPlane(Scene.camera);
+ radius = Tan(DEGTORAD(FOV * 0.5f)) * CDraw::GetAspectRatio() * 1.1f;
+ }
+ }
+ TheCamera.m_bCamDirectlyBehind = false;
+ TheCamera.m_bCamDirectlyInFront = false;
+
+ // ------- LCS specific part starts
+
+ if (camSetArrPos == 5 && Source.z < 1.0f) // RC Bandit and Baron
+ Source.z = 1.0f;
+
+ // Obviously some specific place in LC
+ if (Source.x > 11.0f && Source.x < 91.0f) {
+ if (Source.y > -680.0f && Source.y < -600.0f && Source.z < 24.4f)
+ Source.z = 24.4f;
+ }
+
+ // CCam::FixSourceAboveWaterLevel
+ if (CameraTarget.z >= -2.0f) {
+ float level = -6000.0;
+ // +0.5f is needed for III
+ if (CWaterLevel::GetWaterLevelNoWaves(Source.x, Source.y, Source.z, &level)) {
+ if (Source.z < level + 0.5f)
+ Source.z = level + 0.5f;
+ }
+ }
+ Front = TargetCoors - Source;
+
+ // -------- LCS specific part ends
+
+ GetVectorsReadyForRW();
+ // SA
+ // gTargetCoordsForLookingBehind = TargetCoors;
+
+ // SA code from CAutomobile::TankControl/FireTruckControl.
+ if (car->m_modelIndex == MI_RHINO || car->m_modelIndex == MI_FIRETRUCK) {
+
+ float &carGunLR = ((CAutomobile*)car)->m_fCarGunLR;
+ CVector hi = Multiply3x3(Front, car->GetMatrix());
+
+ // III/VC's firetruck turret angle is reversed
+ float angleToFace = (car->m_modelIndex == MI_FIRETRUCK ? -hi.Heading() : hi.Heading());
+
+ if (angleToFace <= carGunLR + PI) {
+ if (angleToFace < carGunLR - PI)
+ angleToFace = angleToFace + TWOPI;
+ } else {
+ angleToFace = angleToFace - TWOPI;
+ }
+
+ float neededTurn = angleToFace - carGunLR;
+ float turnPerFrame = CTimer::GetTimeStep() * (car->m_modelIndex == MI_FIRETRUCK ? 0.05f : 0.015f);
+ if (neededTurn <= turnPerFrame) {
+ if (neededTurn < -turnPerFrame)
+ angleToFace = carGunLR - turnPerFrame;
+ } else {
+ angleToFace = turnPerFrame + carGunLR;
+ }
+
+ if (car->m_modelIndex == MI_RHINO && carGunLR != angleToFace) {
+ DMAudio.PlayOneShot(car->m_audioEntityId, SOUND_CAR_TANK_TURRET_ROTATE, Abs(angleToFace - carGunLR));
+ }
+ carGunLR = angleToFace;
+
+ if (carGunLR < -PI) {
+ carGunLR += TWOPI;
+ } else if (carGunLR > PI) {
+ carGunLR -= TWOPI;
+ }
+
+ // Because firetruk turret also has Y movement
+ if (car->m_modelIndex == MI_FIRETRUCK) {
+ float &carGunUD = ((CAutomobile*)car)->m_fCarGunUD;
+
+ float alphaToFace = Atan2(hi.z, hi.Magnitude2D()) + DEGTORAD(15.0f);
+ float neededAlphaTurn = alphaToFace - carGunUD;
+ float alphaTurnPerFrame = CTimer::GetTimeStep() * 0.02f;
+
+ if (neededAlphaTurn > alphaTurnPerFrame) {
+ neededTurn = alphaTurnPerFrame;
+ carGunUD = neededTurn + carGunUD;
+ } else {
+ if (neededAlphaTurn >= -alphaTurnPerFrame) {
+ carGunUD = alphaToFace;
+ } else {
+ carGunUD = carGunUD - alphaTurnPerFrame;
+ }
+ }
+
+ float turretMinY = -DEGTORAD(20.0f);
+ float turretMaxY = DEGTORAD(20.0f);
+ if (turretMinY <= carGunUD) {
+ if (carGunUD > turretMaxY)
+ carGunUD = turretMaxY;
+ } else {
+ carGunUD = turretMinY;
+ }
+ }
+ }
+}
+#endif
+
+STARTPATCHES
+ InjectHook(0x456F40, WellBufferMe, PATCH_JUMP);
+ InjectHook(0x458410, &CCam::Init, PATCH_JUMP);
+ InjectHook(0x4582F0, &CCam::GetVectorsReadyForRW, PATCH_JUMP);
+ InjectHook(0x457710, &CCam::DoAverageOnVector, PATCH_JUMP);
+ InjectHook(0x458060, &CCam::GetPedBetaAngleForClearView, PATCH_JUMP);
+ InjectHook(0x457210, &CCam::Cam_On_A_String_Unobscured, PATCH_JUMP);
+ InjectHook(0x457A80, &CCam::FixCamWhenObscuredByVehicle, PATCH_JUMP);
+ InjectHook(0x457B90, &CCam::FixCamIfObscured, PATCH_JUMP);
+ InjectHook(0x465DA0, &CCam::RotCamIfInFrontCar, PATCH_JUMP);
+ InjectHook(0x4662D0, &CCam::WorkOutCamHeightWeeCar, PATCH_JUMP);
+ InjectHook(0x466650, &CCam::WorkOutCamHeight, PATCH_JUMP);
+ InjectHook(0x458600, &CCam::LookBehind, PATCH_JUMP);
+ InjectHook(0x458C40, &CCam::LookLeft, PATCH_JUMP);
+ InjectHook(0x458FB0, &CCam::LookRight, PATCH_JUMP);
+ InjectHook(0x4574C0, &CCam::ClipIfPedInFrontOfPlayer, PATCH_JUMP);
+ InjectHook(0x459300, &CCam::KeepTrackOfTheSpeed, PATCH_JUMP);
+ InjectHook(0x458580, &CCam::IsTargetInWater, PATCH_JUMP);
+ InjectHook(0x4570C0, &CCam::AvoidWallsTopDownPed, PATCH_JUMP);
+ InjectHook(0x4595B0, &CCam::PrintMode, PATCH_JUMP);
+
+ InjectHook(0x467400, &CCam::ProcessSpecialHeightRoutines, PATCH_JUMP);
+ InjectHook(0x4596A0, &CCam::Process, PATCH_JUMP);
+ InjectHook(0x45E3A0, &CCam::Process_FollowPed, PATCH_JUMP);
+ InjectHook(0x45FF70, &CCam::Process_FollowPedWithMouse, PATCH_JUMP);
+ InjectHook(0x45BE60, &CCam::Process_BehindCar, PATCH_JUMP);
+ InjectHook(0x45C090, &CCam::Process_Cam_On_A_String, PATCH_JUMP);
+ InjectHook(0x463EB0, &CCam::Process_TopDown, PATCH_JUMP);
+ InjectHook(0x464390, &CCam::Process_TopDownPed, PATCH_JUMP);
+ InjectHook(0x461AF0, &CCam::Process_Rocket, PATCH_JUMP);
+ InjectHook(0x460E00, &CCam::Process_M16_1stPerson, PATCH_JUMP);
+ InjectHook(0x459FA0, &CCam::Process_1stPerson, PATCH_JUMP);
+ InjectHook(0x462420, &CCam::Process_Sniper, PATCH_JUMP);
+ InjectHook(0x463130, &CCam::Process_Syphon, PATCH_JUMP);
+ InjectHook(0x463A70, &CCam::Process_Syphon_Crim_In_Front, PATCH_JUMP);
+ InjectHook(0x45B470, &CCam::Process_BehindBoat, PATCH_JUMP);
+ InjectHook(0x45D2F0, &CCam::Process_Fight_Cam, PATCH_JUMP);
+ InjectHook(0x45DC20, &CCam::Process_FlyBy, PATCH_JUMP);
+ InjectHook(0x464D10, &CCam::Process_WheelCam, PATCH_JUMP);
+ InjectHook(0x45DA20, &CCam::Process_Fixed, PATCH_JUMP);
+ InjectHook(0x461940, &CCam::Process_Player_Fallen_Water, PATCH_JUMP);
+ InjectHook(0x45C400, &CCam::Process_Circle, PATCH_JUMP);
+ InjectHook(0x462FC0, &CCam::Process_SpecialFixedForSyphon, PATCH_JUMP);
+ InjectHook(0x45CCC0, &CCam::Process_Debug, PATCH_JUMP);
+ InjectHook(0x4656C0, &CCam::ProcessPedsDeadBaby, PATCH_JUMP);
+ InjectHook(0x465000, &CCam::ProcessArrestCamOne, PATCH_JUMP);
+ InjectHook(0x4653C0, &CCam::ProcessArrestCamTwo, PATCH_JUMP);
+
+ InjectHook(0x456CE0, &FindSplinePathPositionFloat, PATCH_JUMP);
+ InjectHook(0x4569A0, &FindSplinePathPositionVector, PATCH_JUMP);
+ENDPATCHES