diff options
36 files changed, 1307 insertions, 1339 deletions
diff --git a/premake5.lua b/premake5.lua index 7398eef0..a6c2b288 100644 --- a/premake5.lua +++ b/premake5.lua @@ -233,6 +233,7 @@ project "reVC" files { addSrcFiles("src/audio") } files { addSrcFiles("src/audio/eax") } files { addSrcFiles("src/audio/oal") } + files { addSrcFiles("src/collision") } files { addSrcFiles("src/control") } files { addSrcFiles("src/core") } files { addSrcFiles("src/entities") } @@ -255,6 +256,7 @@ project "reVC" includedirs { "src/audio" } includedirs { "src/audio/eax" } includedirs { "src/audio/oal" } + includedirs { "src/collision" } includedirs { "src/control" } includedirs { "src/core" } includedirs { "src/entities" } diff --git a/src/collision/ColBox.cpp b/src/collision/ColBox.cpp new file mode 100644 index 00000000..53cba88b --- /dev/null +++ b/src/collision/ColBox.cpp @@ -0,0 +1,21 @@ +#include "common.h" +#include "ColBox.h" + +void +CColBox::Set(const CVector &min, const CVector &max, uint8 surf, uint8 piece) +{ + this->min = min; + this->max = max; + this->surface = surf; + this->piece = piece; +} + +CColBox& +CColBox::operator=(const CColBox& other) +{ + min = other.min; + max = other.max; + surface = other.surface; + piece = other.piece; + return *this; +}
\ No newline at end of file diff --git a/src/collision/ColBox.h b/src/collision/ColBox.h new file mode 100644 index 00000000..0df55925 --- /dev/null +++ b/src/collision/ColBox.h @@ -0,0 +1,22 @@ +#pragma once + +#include "SurfaceTable.h" + +struct CBox +{ + CVector min; + CVector max; + CVector GetSize(void) { return max - min; } + void Set(const CVector &min, const CVector &max) { this->min = min; this->max = max; } +}; + +struct CColBox : public CBox +{ + uint8 surface; + uint8 piece; + + void Set(const CVector &min, const CVector &max, uint8 surf, uint8 piece); + using CBox::Set; + + CColBox& operator=(const CColBox &other); +};
\ No newline at end of file diff --git a/src/collision/ColLine.cpp b/src/collision/ColLine.cpp new file mode 100644 index 00000000..c6247449 --- /dev/null +++ b/src/collision/ColLine.cpp @@ -0,0 +1,9 @@ +#include "common.h" +#include "ColLine.h" + +void +CColLine::Set(const CVector &p0, const CVector &p1) +{ + this->p0 = p0; + this->p1 = p1; +}
\ No newline at end of file diff --git a/src/collision/ColLine.h b/src/collision/ColLine.h new file mode 100644 index 00000000..21587a06 --- /dev/null +++ b/src/collision/ColLine.h @@ -0,0 +1,14 @@ +#pragma once + +struct CColLine +{ + // NB: this has to be compatible with two CVuVectors + CVector p0; + int pad0; + CVector p1; + int pad1; + + CColLine(void) { }; + CColLine(const CVector &p0, const CVector &p1) { this->p0 = p0; this->p1 = p1; }; + void Set(const CVector &p0, const CVector &p1); +};
\ No newline at end of file diff --git a/src/collision/ColModel.cpp b/src/collision/ColModel.cpp new file mode 100644 index 00000000..ba33c134 --- /dev/null +++ b/src/collision/ColModel.cpp @@ -0,0 +1,201 @@ +#include "common.h" +#include "ColModel.h" +#include "Collision.h" +#include "Game.h" +#include "Pools.h" + +CColModel::CColModel(void) +{ + numSpheres = 0; + spheres = nil; + numLines = 0; + lines = nil; + numBoxes = 0; + boxes = nil; + numTriangles = 0; + vertices = nil; + triangles = nil; + trianglePlanes = nil; + level = LEVEL_GENERIC; // generic col slot + ownsCollisionVolumes = true; +} + +CColModel::~CColModel(void) +{ + RemoveCollisionVolumes(); + RemoveTrianglePlanes(); +} + +void* +CColModel::operator new(size_t) +{ + CColModel* node = CPools::GetColModelPool()->New(); + assert(node); + return node; +} + +void +CColModel::operator delete(void *p, size_t) +{ + CPools::GetColModelPool()->Delete((CColModel*)p); +} + +void +CColModel::RemoveCollisionVolumes(void) +{ + if(ownsCollisionVolumes){ + RwFree(spheres); + RwFree(lines); + RwFree(boxes); + RwFree(vertices); + RwFree(triangles); + CCollision::RemoveTrianglePlanes(this); + } + numSpheres = 0; + numLines = 0; + numBoxes = 0; + numTriangles = 0; + spheres = nil; + lines = nil; + boxes = nil; + vertices = nil; + triangles = nil; +} + +void +CColModel::CalculateTrianglePlanes(void) +{ + // HACK: allocate space for one more element to stuff the link pointer into + trianglePlanes = (CColTrianglePlane*)RwMalloc(sizeof(CColTrianglePlane) * (numTriangles+1)); + for(int i = 0; i < numTriangles; i++) + trianglePlanes[i].Set(vertices, triangles[i]); +} + +void +CColModel::RemoveTrianglePlanes(void) +{ + RwFree(trianglePlanes); + trianglePlanes = nil; +} + +void +CColModel::SetLinkPtr(CLink<CColModel*> *lptr) +{ + assert(trianglePlanes); + *(CLink<CColModel*>**)ALIGNPTR(&trianglePlanes[numTriangles]) = lptr; +} + +CLink<CColModel*>* +CColModel::GetLinkPtr(void) +{ + assert(trianglePlanes); + return *(CLink<CColModel*>**)ALIGNPTR(&trianglePlanes[numTriangles]); +} + +void +CColModel::GetTrianglePoint(CVector &v, int i) const +{ + v = vertices[i].Get(); +} + +CColModel& +CColModel::operator=(const CColModel &other) +{ + int i; + int numVerts; + + boundingSphere = other.boundingSphere; + boundingBox = other.boundingBox; + + // copy spheres + if(other.numSpheres){ + if(numSpheres != other.numSpheres){ + numSpheres = other.numSpheres; + if(spheres) + RwFree(spheres); + spheres = (CColSphere*)RwMalloc(numSpheres*sizeof(CColSphere)); + } + for(i = 0; i < numSpheres; i++) + spheres[i] = other.spheres[i]; + }else{ + numSpheres = 0; + if(spheres) + RwFree(spheres); + spheres = nil; + } + + // copy lines + if(other.numLines){ + if(numLines != other.numLines){ + numLines = other.numLines; + if(lines) + RwFree(lines); + lines = (CColLine*)RwMalloc(numLines*sizeof(CColLine)); + } + for(i = 0; i < numLines; i++) + lines[i] = other.lines[i]; + }else{ + numLines = 0; + if(lines) + RwFree(lines); + lines = nil; + } + + // copy boxes + if(other.numBoxes){ + if(numBoxes != other.numBoxes){ + numBoxes = other.numBoxes; + if(boxes) + RwFree(boxes); + boxes = (CColBox*)RwMalloc(numBoxes*sizeof(CColBox)); + } + for(i = 0; i < numBoxes; i++) + boxes[i] = other.boxes[i]; + }else{ + numBoxes = 0; + if(boxes) + RwFree(boxes); + boxes = nil; + } + + // copy mesh + if(other.numTriangles){ + // copy vertices + numVerts = 0; + for(i = 0; i < other.numTriangles; i++){ + if(other.triangles[i].a > numVerts) + numVerts = other.triangles[i].a; + if(other.triangles[i].b > numVerts) + numVerts = other.triangles[i].b; + if(other.triangles[i].c > numVerts) + numVerts = other.triangles[i].c; + } + numVerts++; + if(vertices) + RwFree(vertices); + if(numVerts){ + vertices = (CompressedVector*)RwMalloc(numVerts*sizeof(CompressedVector)); + for(i = 0; i < numVerts; i++) + vertices[i] = other.vertices[i]; + } + + // copy triangles + if(numTriangles != other.numTriangles){ + numTriangles = other.numTriangles; + if(triangles) + RwFree(triangles); + triangles = (CColTriangle*)RwMalloc(numTriangles*sizeof(CColTriangle)); + } + for(i = 0; i < numTriangles; i++) + triangles[i] = other.triangles[i]; + }else{ + numTriangles = 0; + if(triangles) + RwFree(triangles); + triangles = nil; + if(vertices) + RwFree(vertices); + vertices = nil; + } + return *this; +}
\ No newline at end of file diff --git a/src/collision/ColModel.h b/src/collision/ColModel.h new file mode 100644 index 00000000..cd5ae651 --- /dev/null +++ b/src/collision/ColModel.h @@ -0,0 +1,39 @@ +#pragma once + +#include "templates.h" +#include "ColBox.h" +#include "ColSphere.h" +#include "ColLine.h" +#include "ColPoint.h" +#include "ColTriangle.h" + +struct CColModel +{ + CSphere boundingSphere; + CBox boundingBox; + int16 numSpheres; + int16 numBoxes; + int16 numTriangles; + int8 numLines; + uint8 level; // colstore slot but probably still named level + bool ownsCollisionVolumes; + CColSphere *spheres; + CColLine *lines; + CColBox *boxes; + CompressedVector *vertices; + CColTriangle *triangles; + CColTrianglePlane *trianglePlanes; + + CColModel(void); + ~CColModel(void); + void RemoveCollisionVolumes(void); + void CalculateTrianglePlanes(void); + void RemoveTrianglePlanes(void); + CLink<CColModel*> *GetLinkPtr(void); + void SetLinkPtr(CLink<CColModel*>*); + void GetTrianglePoint(CVector &v, int i) const; + + void *operator new(size_t); + void operator delete(void *p, size_t); + CColModel& operator=(const CColModel& other); +};
\ No newline at end of file diff --git a/src/collision/ColPoint.cpp b/src/collision/ColPoint.cpp new file mode 100644 index 00000000..fbf9e8c3 --- /dev/null +++ b/src/collision/ColPoint.cpp @@ -0,0 +1,16 @@ +#include "common.h" +#include "ColPoint.h" + +CColPoint& +CColPoint::operator=(const CColPoint &other) +{ + point = other.point; + normal = other.normal; + surfaceA = other.surfaceA; + pieceA = other.pieceA; + surfaceB = other.surfaceB; + pieceB = other.pieceB; + + // no depth? + return *this; +} diff --git a/src/collision/ColPoint.h b/src/collision/ColPoint.h new file mode 100644 index 00000000..a15b2345 --- /dev/null +++ b/src/collision/ColPoint.h @@ -0,0 +1,34 @@ +#pragma once + +struct CColPoint +{ + CVector point; + int pad1; + // the surface normal on the surface of point + CVector normal; + int pad2; + uint8 surfaceA; + uint8 pieceA; + uint8 surfaceB; + uint8 pieceB; + float depth; + + const CVector &GetNormal() { return normal; } + float GetDepth() { return depth; } + void Set(float depth, uint8 surfA, uint8 pieceA, uint8 surfB, uint8 pieceB) { + this->depth = depth; + this->surfaceA = surfA; + this->pieceA = pieceA; + this->surfaceB = surfB; + this->pieceB = pieceB; + } + void Set(uint8 surfA, uint8 pieceA, uint8 surfB, uint8 pieceB) { + this->surfaceA = surfA; + this->pieceA = pieceA; + this->surfaceB = surfB; + this->pieceB = pieceB; + } + + CColPoint &operator=(const CColPoint &other); +}; + diff --git a/src/collision/ColSphere.cpp b/src/collision/ColSphere.cpp new file mode 100644 index 00000000..65f02860 --- /dev/null +++ b/src/collision/ColSphere.cpp @@ -0,0 +1,27 @@ +#include "common.h" +#include "ColSphere.h" +#include "General.h" + +void +CColSphere::Set(float radius, const CVector ¢er, uint8 surf, uint8 piece) +{ + this->radius = radius; + this->center = center; + this->surface = surf; + this->piece = piece; +} + +bool +CColSphere::IntersectRay(CVector const& from, CVector const& dir, CVector &entry, CVector &exit) +{ + CVector distToCenter = from - center; + float distToTouchSqr = distToCenter.MagnitudeSqr() - sq(radius); + float root1, root2; + + if (!CGeneral::SolveQuadratic(1.0f, DotProduct(distToCenter, dir) * 2.f, distToTouchSqr, root1, root2)) + return false; + + entry = from + dir * root1; + exit = from + dir * root2; + return true; +}
\ No newline at end of file diff --git a/src/collision/ColSphere.h b/src/collision/ColSphere.h new file mode 100644 index 00000000..f86b282a --- /dev/null +++ b/src/collision/ColSphere.h @@ -0,0 +1,21 @@ +#pragma once + +#include "SurfaceTable.h" + +struct CSphere +{ + // NB: this has to be compatible with a CVuVector + CVector center; + float radius; + void Set(float radius, const CVector ¢er) { this->center = center; this->radius = radius; } +}; + +struct CColSphere : public CSphere +{ + uint8 surface; + uint8 piece; + + void Set(float radius, const CVector ¢er, uint8 surf, uint8 piece); + bool IntersectRay(CVector const &from, CVector const &dir, CVector &entry, CVector &exit); + using CSphere::Set; +};
\ No newline at end of file diff --git a/src/core/ColStore.cpp b/src/collision/ColStore.cpp index bca1e9b7..bca1e9b7 100644 --- a/src/core/ColStore.cpp +++ b/src/collision/ColStore.cpp diff --git a/src/core/ColStore.h b/src/collision/ColStore.h index 8e2a3a70..8e2a3a70 100644 --- a/src/core/ColStore.h +++ b/src/collision/ColStore.h diff --git a/src/collision/ColTriangle.cpp b/src/collision/ColTriangle.cpp new file mode 100644 index 00000000..843fb93f --- /dev/null +++ b/src/collision/ColTriangle.cpp @@ -0,0 +1,32 @@ +#include "common.h" +#include "ColTriangle.h" + +#ifdef VU_COLLISION +void +CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc) +{ + CVector norm = CrossProduct(vc-va, vb-va); + norm.Normalise(); + float d = DotProduct(norm, va); + normal.x = norm.x*4096.0f; + normal.y = norm.y*4096.0f; + normal.z = norm.z*4096.0f; + dist = d*128.0f; +} +#else +void +CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc) +{ + normal = CrossProduct(vc-va, vb-va); + normal.Normalise(); + dist = DotProduct(normal, va); + CVector an(Abs(normal.x), Abs(normal.y), Abs(normal.z)); + // find out largest component and its direction + if(an.x > an.y && an.x > an.z) + dir = normal.x < 0.0f ? DIR_X_NEG : DIR_X_POS; + else if(an.y > an.z) + dir = normal.y < 0.0f ? DIR_Y_NEG : DIR_Y_POS; + else + dir = normal.z < 0.0f ? DIR_Z_NEG : DIR_Z_POS; +} +#endif
\ No newline at end of file diff --git a/src/collision/ColTriangle.h b/src/collision/ColTriangle.h new file mode 100644 index 00000000..a2580c58 --- /dev/null +++ b/src/collision/ColTriangle.h @@ -0,0 +1,77 @@ +#pragma once + +#include "CompressedVector.h" + +enum Direction { + DIR_X_POS, + DIR_X_NEG, + DIR_Y_POS, + DIR_Y_NEG, + DIR_Z_POS, + DIR_Z_NEG, +}; + +struct CColTriangle +{ + uint16 a; + uint16 b; + uint16 c; + uint8 surface; + + void Set(int a, int b, int c, uint8 surf) + { + this->a = a; + this->b = b; + this->c = c; + this->surface = surf; + } +}; + +struct CColTrianglePlane +{ +#ifdef VU_COLLISION + CompressedVector normal; + int16 dist; + + void Set(const CVector &va, const CVector &vb, const CVector &vc); + void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); } + void GetNormal(CVector &n) const { n.x = normal.x/4096.0f; n.y = normal.y/4096.0f; n.z = normal.z/4096.0f; } + float CalcPoint(const CVector &v) const { CVector n; GetNormal(n); return DotProduct(n, v) - dist/128.0f; }; +#ifdef GTA_PS2 + void Unpack(uint128 &qword) const { + __asm__ volatile ( + "lh $8, 0(%1)\n" + "lh $9, 2(%1)\n" + "lh $10, 4(%1)\n" + "lh $11, 6(%1)\n" + "pextlw $10, $8\n" + "pextlw $11, $9\n" + "pextlw $2, $11, $10\n" + "sq $2, %0\n" + : "=m" (qword) + : "r" (this) + : "$8", "$9", "$10", "$11", "$2" + ); + } +#else + void Unpack(int32 *qword) const { + qword[0] = normal.x; + qword[1] = normal.y; + qword[2] = normal.z; + qword[3] = dist; + } +#endif +#else + CVector normal; + float dist; + uint8 dir; + + void Set(const CVector &va, const CVector &vb, const CVector &vc); + void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); } + void GetNormal(CVector &n) const { n = normal; } + float GetNormalX() const { return normal.x; } + float GetNormalY() const { return normal.y; } + float GetNormalZ() const { return normal.z; } + float CalcPoint(const CVector &v) const { return DotProduct(normal, v) - dist; }; +#endif +};
\ No newline at end of file diff --git a/src/core/Collision.cpp b/src/collision/Collision.cpp index 91e7bba7..20778345 100644 --- a/src/core/Collision.cpp +++ b/src/collision/Collision.cpp @@ -26,303 +26,8 @@ //--MIAMI: file done - -// TODO: where do these go? - #ifdef VU_COLLISION - -struct VuTriangle -{ - // Compressed int16 but unpacked -#ifdef GTA_PS2 - uint128 v0; - uint128 v1; - uint128 v2; - uint128 plane; -#else - int32 v0[4]; - int32 v1[4]; - int32 v2[4]; - int32 plane[4]; -#endif -}; - -#ifndef GTA_PS2 -static int16 vi01; -static CVuVector vf01; -static CVuVector vf02; -static CVuVector vf03; - -CVuVector -DistanceBetweenSphereAndLine(const CVuVector ¢er, const CVuVector &p0, const CVuVector &line) -{ - // center VF12 - // p0 VF14 - // line VF15 - CVuVector ret; // VF16 - CVuVector p1 = p0+line; - CVuVector dist0 = center - p0; // VF20 - CVuVector dist1 = center - p1; // VF25 - float lenSq = line.MagnitudeSqr(); // VF21 - float distSq0 = dist0.MagnitudeSqr(); // VF22 - float distSq1 = dist1.MagnitudeSqr(); - float dot = DotProduct(dist0, line); // VF23 - if(dot < 0.0f){ - // not above line, closest to p0 - ret = p0; - ret.w = distSq0; - return ret; - } - float t = dot/lenSq; // param of nearest point on infinite line - if(t > 1.0f){ - // not above line, closest to p1 - ret = p1; - ret.w = distSq1; - return ret; - } - // closest to line - ret = p0 + line*t; - ret.w = (ret - center).MagnitudeSqr(); - return ret; -} -inline int SignFlags(const CVector &v) -{ - int f = 0; - if(v.x < 0.0f) f |= 1; - if(v.y < 0.0f) f |= 2; - if(v.z < 0.0f) f |= 4; - return f; -} -#endif - -extern "C" void -LineToTriangleCollision(const CVuVector &p0, const CVuVector &p1, - const CVuVector &v0, const CVuVector &v1, const CVuVector &v2, - const CVuVector &plane) -{ -#ifdef GTA_PS2 - __asm__ volatile ( - ".set noreorder\n" - "lqc2 vf12, 0x0(%0)\n" - "lqc2 vf13, 0x0(%1)\n" - "lqc2 vf14, 0x0(%2)\n" - "lqc2 vf15, 0x0(%3)\n" - "lqc2 vf16, 0x0(%4)\n" - "lqc2 vf17, 0x0(%5)\n" - "vcallms Vu0LineToTriangleCollisionStart\n" - ".set reorder\n" - : - : "r" (&p0), "r" (&p1), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane) - ); -#else - float dot0 = DotProduct(plane, p0); - float dot1 = DotProduct(plane, p1); - float dist0 = plane.w - dot0; - float dist1 = plane.w - dot1; - - // if points are on the same side, no collision - if(dist0 * dist1 > 0.0f){ - vi01 = 0; - return; - } - - CVuVector diff = p1 - p0; - float t = dist0/(dot1 - dot0); - CVuVector p = p0 + diff*t; - p.w = 0.0f; - vf01 = p; - vf03.x = t; - - // Check if point is inside - CVector cross1 = CrossProduct(p-v0, v1-v0); - CVector cross2 = CrossProduct(p-v1, v2-v1); - CVector cross3 = CrossProduct(p-v2, v0-v2); - // Only check relevant directions - int flagmask = 0; - if(Abs(plane.x) > 0.5f) flagmask |= 1; - if(Abs(plane.y) > 0.5f) flagmask |= 2; - if(Abs(plane.z) > 0.5f) flagmask |= 4; - int flags1 = SignFlags(cross1) & flagmask; - int flags2 = SignFlags(cross2) & flagmask; - int flags3 = SignFlags(cross3) & flagmask; - // inside if on the same side of all edges - if(flags1 != flags2 || flags1 != flags3){ - vi01 = 0; - return; - } - vi01 = 1; - vf02 = plane; - return; -#endif -} - -extern "C" void -LineToTriangleCollisionCompressed(const CVuVector &p0, const CVuVector &p1, VuTriangle &tri) -{ -#ifdef GTA_PS2 - __asm__ volatile ( - ".set noreorder\n" - "lqc2 vf12, 0x0(%0)\n" - "lqc2 vf13, 0x0(%1)\n" - "lqc2 vf14, 0x0(%2)\n" - "lqc2 vf15, 0x10(%2)\n" - "lqc2 vf16, 0x20(%2)\n" - "lqc2 vf17, 0x30(%2)\n" - "vcallms Vu0LineToTriangleCollisionCompressedStart\n" - ".set reorder\n" - : - : "r" (&p0), "r" (&p1), "r" (&tri) - ); -#else - CVuVector v0, v1, v2, plane; - v0.x = tri.v0[0]/128.0f; - v0.y = tri.v0[1]/128.0f; - v0.z = tri.v0[2]/128.0f; - v0.w = tri.v0[3]/128.0f; - v1.x = tri.v1[0]/128.0f; - v1.y = tri.v1[1]/128.0f; - v1.z = tri.v1[2]/128.0f; - v1.w = tri.v1[3]/128.0f; - v2.x = tri.v2[0]/128.0f; - v2.y = tri.v2[1]/128.0f; - v2.z = tri.v2[2]/128.0f; - v2.w = tri.v2[3]/128.0f; - plane.x = tri.plane[0]/4096.0f; - plane.y = tri.plane[1]/4096.0f; - plane.z = tri.plane[2]/4096.0f; - plane.w = tri.plane[3]/128.0f; - LineToTriangleCollision(p0, p1, v0, v1, v2, plane); -#endif -} - -extern "C" void -SphereToTriangleCollision(const CVuVector &sph, - const CVuVector &v0, const CVuVector &v1, const CVuVector &v2, - const CVuVector &plane) -{ -#ifdef GTA_PS2 - __asm__ volatile ( - ".set noreorder\n" - "lqc2 vf12, 0x0(%0)\n" - "lqc2 vf14, 0x0(%1)\n" - "lqc2 vf15, 0x0(%2)\n" - "lqc2 vf16, 0x0(%3)\n" - "lqc2 vf17, 0x0(%4)\n" - "vcallms Vu0SphereToTriangleCollisionStart\n" - ".set reorder\n" - : - : "r" (&sph), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane) - ); -#else - float planedist = DotProduct(plane, sph) - plane.w; // VF02 - if(Abs(planedist) > sph.w){ - vi01 = 0; - return; - } - // point on plane - CVuVector p = sph - planedist*plane; - p.w = 0.0f; - vf01 = p; - planedist = Abs(planedist); - // edges - CVuVector v01 = v1 - v0; - CVuVector v12 = v2 - v1; - CVuVector v20 = v0 - v2; - // VU code calculates normal again for some weird reason... - // Check sides of point - CVector cross1 = CrossProduct(p-v0, v01); - CVector cross2 = CrossProduct(p-v1, v12); - CVector cross3 = CrossProduct(p-v2, v20); - // Only check relevant directions - int flagmask = 0; - if(Abs(plane.x) > 0.1f) flagmask |= 1; - if(Abs(plane.y) > 0.1f) flagmask |= 2; - if(Abs(plane.z) > 0.1f) flagmask |= 4; - int nflags = SignFlags(plane) & flagmask; - int flags1 = SignFlags(cross1) & flagmask; - int flags2 = SignFlags(cross2) & flagmask; - int flags3 = SignFlags(cross3) & flagmask; - int testcase = 0; - CVuVector closest(0.0f, 0.0f, 0.0f); // VF04 - if(flags1 == nflags){ - closest += v2; - testcase++; - } - if(flags2 == nflags){ - closest += v0; - testcase++; - } - if(flags3 == nflags){ - closest += v1; - testcase++; - } - if(testcase == 3){ - // inside triangle - dist to plane already checked - vf02 = plane; - vf02.w = vf03.x = planedist; - vi01 = 1; - }else if(testcase == 1){ - // outside two sides - closest to point opposide inside edge - vf01 = closest; - vf02 = sph - closest; - float distSq = vf02.MagnitudeSqr(); - vi01 = sph.w*sph.w > distSq; - vf03.x = Sqrt(distSq); - vf02 *= 1.0f/vf03.x; - }else{ - // inside two sides - closest to third edge - if(flags1 != nflags) - closest = DistanceBetweenSphereAndLine(sph, v0, v01); - else if(flags2 != nflags) - closest = DistanceBetweenSphereAndLine(sph, v1, v12); - else - closest = DistanceBetweenSphereAndLine(sph, v2, v20); - vi01 = sph.w*sph.w > closest.w; - vf01 = closest; - vf02 = sph - closest; - vf03.x = Sqrt(closest.w); - vf02 *= 1.0f/vf03.x; - } -#endif -} - -extern "C" void -SphereToTriangleCollisionCompressed(const CVuVector &sph, VuTriangle &tri) -{ -#ifdef GTA_PS2 - __asm__ volatile ( - ".set noreorder\n" - "lqc2 vf12, 0x0(%0)\n" - "lqc2 vf14, 0x0(%1)\n" - "lqc2 vf15, 0x10(%1)\n" - "lqc2 vf16, 0x20(%1)\n" - "lqc2 vf17, 0x30(%1)\n" - "vcallms Vu0SphereToTriangleCollisionCompressedStart\n" - ".set reorder\n" - : - : "r" (&sph), "r" (&tri) - ); -#else - CVuVector v0, v1, v2, plane; - v0.x = tri.v0[0]/128.0f; - v0.y = tri.v0[1]/128.0f; - v0.z = tri.v0[2]/128.0f; - v0.w = tri.v0[3]/128.0f; - v1.x = tri.v1[0]/128.0f; - v1.y = tri.v1[1]/128.0f; - v1.z = tri.v1[2]/128.0f; - v1.w = tri.v1[3]/128.0f; - v2.x = tri.v2[0]/128.0f; - v2.y = tri.v2[1]/128.0f; - v2.z = tri.v2[2]/128.0f; - v2.w = tri.v2[3]/128.0f; - plane.x = tri.plane[0]/4096.0f; - plane.y = tri.plane[1]/4096.0f; - plane.z = tri.plane[2]/4096.0f; - plane.w = tri.plane[3]/128.0f; - SphereToTriangleCollision(sph, v0, v1, v2, plane); -#endif -} +#include "VuCollision.h" inline int GetVUresult(void) @@ -365,17 +70,6 @@ GetVUresult(CVuVector &point, CVuVector &normal, float &dist) #endif - -enum Direction -{ - DIR_X_POS, - DIR_X_NEG, - DIR_Y_POS, - DIR_Y_NEG, - DIR_Z_POS, - DIR_Z_NEG, -}; - eLevelName CCollision::ms_collisionInMemory; CLinkList<CColModel*> CCollision::ms_colModelCache; @@ -2261,11 +1955,12 @@ CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA, assert(modelA.numLines <= MAXNUMLINES); // From model A space to model B space - Invert(matrixB, matAB); + matAB = Invert(matrixB, matAB); matAB *= matrixA; CColSphere bsphereAB; // bounding sphere of A in B space - bsphereAB.Set(modelA.boundingSphere.radius, matAB * modelA.boundingSphere.center); + bsphereAB.radius = modelA.boundingSphere.radius; + bsphereAB.center = matAB * modelA.boundingSphere.center; if(!TestSphereBox(bsphereAB, modelB.boundingBox)) return 0; // B to A space @@ -2298,7 +1993,8 @@ CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA, int numBoxesB = 0; int numTrianglesB = 0; for(i = 0; i < modelB.numSpheres; i++){ - s.Set(modelB.spheres[i].radius, matBA * modelB.spheres[i].center); + s.radius = modelB.spheres[i].radius; + s.center = matBA * modelB.spheres[i].center; if(TestSphereBox(s, modelA.boundingBox)) aSphereIndicesB[numSpheresB++] = i; } @@ -2870,295 +2566,4 @@ CCollision::DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel, RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); -} - - -/* - * ColModel code - */ - -void -CColSphere::Set(float radius, const CVector ¢er, uint8 surf, uint8 piece) -{ - this->radius = radius; - this->center = center; - this->surface = surf; - this->piece = piece; -} - -bool -CColSphere::IntersectRay(CVector const& from, CVector const& dir, CVector &entry, CVector &exit) -{ - CVector distToCenter = from - center; - float distToTouchSqr = distToCenter.MagnitudeSqr() - sq(radius); - float root1, root2; - - if (!CGeneral::SolveQuadratic(1.0f, DotProduct(distToCenter, dir) * 2.f, distToTouchSqr, root1, root2)) - return false; - - entry = from + dir * root1; - exit = from + dir * root2; - return true; -} - -void -CColBox::Set(const CVector &min, const CVector &max, uint8 surf, uint8 piece) -{ - this->min = min; - this->max = max; - this->surface = surf; - this->piece = piece; -} - -void -CColLine::Set(const CVector &p0, const CVector &p1) -{ - this->p0 = p0; - this->p1 = p1; -} - -void -CColTriangle::Set(const CompressedVector *, int a, int b, int c, uint8 surf, uint8 piece) -{ - this->a = a; - this->b = b; - this->c = c; - this->surface = surf; -} - -#ifdef VU_COLLISION -void -CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc) -{ - CVector norm = CrossProduct(vc-va, vb-va); - norm.Normalise(); - float d = DotProduct(norm, va); - normal.x = norm.x*4096.0f; - normal.y = norm.y*4096.0f; - normal.z = norm.z*4096.0f; - dist = d*128.0f; -} -#else -void -CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc) -{ - normal = CrossProduct(vc-va, vb-va); - normal.Normalise(); - dist = DotProduct(normal, va); - CVector an(Abs(normal.x), Abs(normal.y), Abs(normal.z)); - // find out largest component and its direction - if(an.x > an.y && an.x > an.z) - dir = normal.x < 0.0f ? DIR_X_NEG : DIR_X_POS; - else if(an.y > an.z) - dir = normal.y < 0.0f ? DIR_Y_NEG : DIR_Y_POS; - else - dir = normal.z < 0.0f ? DIR_Z_NEG : DIR_Z_POS; -} -#endif - -CColPoint& -CColPoint::operator=(const CColPoint& other) -{ - point = other.point; - normal = other.normal; - surfaceA = other.surfaceA; - pieceA = other.pieceA; - surfaceB = other.surfaceB; - pieceB = other.pieceB; - // doesn't copy depth - return *this; -} - -CColModel::CColModel(void) -{ - numSpheres = 0; - spheres = nil; - numLines = 0; - lines = nil; - numBoxes = 0; - boxes = nil; - numTriangles = 0; - vertices = nil; - triangles = nil; - trianglePlanes = nil; - level = 0; // generic col slot - ownsCollisionVolumes = true; -} - -CColModel::~CColModel(void) -{ - RemoveCollisionVolumes(); - RemoveTrianglePlanes(); -} - -void -CColModel::RemoveCollisionVolumes(void) -{ - if(ownsCollisionVolumes){ - RwFree(spheres); - RwFree(lines); - RwFree(boxes); - RwFree(vertices); - RwFree(triangles); - CCollision::RemoveTrianglePlanes(this); - } - numSpheres = 0; - numLines = 0; - numBoxes = 0; - numTriangles = 0; - spheres = nil; - lines = nil; - boxes = nil; - vertices = nil; - triangles = nil; -} - -void -CColModel::CalculateTrianglePlanes(void) -{ - // HACK: allocate space for one more element to stuff the link pointer into - trianglePlanes = (CColTrianglePlane*)RwMalloc(sizeof(CColTrianglePlane) * (numTriangles+1)); - for(int i = 0; i < numTriangles; i++) - trianglePlanes[i].Set(vertices, triangles[i]); -} - -void -CColModel::RemoveTrianglePlanes(void) -{ - RwFree(trianglePlanes); - trianglePlanes = nil; -} - -void -CColModel::SetLinkPtr(CLink<CColModel*> *lptr) -{ - assert(trianglePlanes); - *(CLink<CColModel*>**)ALIGNPTR(&trianglePlanes[numTriangles]) = lptr; -} - -CLink<CColModel*>* -CColModel::GetLinkPtr(void) -{ - assert(trianglePlanes); - return *(CLink<CColModel*>**)ALIGNPTR(&trianglePlanes[numTriangles]); -} - -void -CColModel::GetTrianglePoint(CVector &v, int i) const -{ - v = vertices[i].Get(); -} - -void* -CColModel::operator new(size_t){ - CColModel *node = CPools::GetColModelPool()->New(); - assert(node); - return node; -} - -void -CColModel::operator delete(void *p, size_t){ - CPools::GetColModelPool()->Delete((CColModel*)p); -} - -CColModel& -CColModel::operator=(const CColModel &other) -{ - int i; - int numVerts; - - boundingSphere = other.boundingSphere; - boundingBox = other.boundingBox; - - // copy spheres - if(other.numSpheres){ - if(numSpheres != other.numSpheres){ - numSpheres = other.numSpheres; - if(spheres) - RwFree(spheres); - spheres = (CColSphere*)RwMalloc(numSpheres*sizeof(CColSphere)); - } - for(i = 0; i < numSpheres; i++) - spheres[i] = other.spheres[i]; - }else{ - numSpheres = 0; - if(spheres) - RwFree(spheres); - spheres = nil; - } - - // copy lines - if(other.numLines){ - if(numLines != other.numLines){ - numLines = other.numLines; - if(lines) - RwFree(lines); - lines = (CColLine*)RwMalloc(numLines*sizeof(CColLine)); - } - for(i = 0; i < numLines; i++) - lines[i] = other.lines[i]; - }else{ - numLines = 0; - if(lines) - RwFree(lines); - lines = nil; - } - - // copy boxes - if(other.numBoxes){ - if(numBoxes != other.numBoxes){ - numBoxes = other.numBoxes; - if(boxes) - RwFree(boxes); - boxes = (CColBox*)RwMalloc(numBoxes*sizeof(CColBox)); - } - for(i = 0; i < numBoxes; i++) - boxes[i] = other.boxes[i]; - }else{ - numBoxes = 0; - if(boxes) - RwFree(boxes); - boxes = nil; - } - - // copy mesh - if(other.numTriangles){ - // copy vertices - numVerts = 0; - for(i = 0; i < other.numTriangles; i++){ - if(other.triangles[i].a > numVerts) - numVerts = other.triangles[i].a; - if(other.triangles[i].b > numVerts) - numVerts = other.triangles[i].b; - if(other.triangles[i].c > numVerts) - numVerts = other.triangles[i].c; - } - numVerts++; - if(vertices) - RwFree(vertices); - if(numVerts){ - vertices = (CompressedVector*)RwMalloc(numVerts*sizeof(CompressedVector)); - for(i = 0; i < numVerts; i++) - vertices[i] = other.vertices[i]; - } - - // copy triangles - if(numTriangles != other.numTriangles){ - numTriangles = other.numTriangles; - if(triangles) - RwFree(triangles); - triangles = (CColTriangle*)RwMalloc(numTriangles*sizeof(CColTriangle)); - } - for(i = 0; i < numTriangles; i++) - triangles[i] = other.triangles[i]; - }else{ - numTriangles = 0; - if(triangles) - RwFree(triangles); - triangles = nil; - if(vertices) - RwFree(vertices); - vertices = nil; - } - return *this; -} +}
\ No newline at end of file diff --git a/src/collision/Collision.h b/src/collision/Collision.h new file mode 100644 index 00000000..57f5f86e --- /dev/null +++ b/src/collision/Collision.h @@ -0,0 +1,68 @@ +#pragma once + +#include "ColModel.h" +#include "Game.h" // for eLevelName +#ifdef VU_COLLISION +#include "VuVector.h" +#endif + +struct CStoredCollPoly +{ +#ifdef VU_COLLISION + CVuVector verts[3]; +#else + CVector verts[3]; +#endif + bool valid; +}; + +// If you spawn many tanks at once, you will see that collisions of two entity exceeds 32. +#if defined(FIX_BUGS) && !defined(SQUEEZE_PERFORMANCE) +#define MAX_COLLISION_POINTS 64 +#else +#define MAX_COLLISION_POINTS 32 +#endif + +class CCollision +{ +public: + static eLevelName ms_collisionInMemory; + static CLinkList<CColModel*> ms_colModelCache; + + static void Init(void); + static void Shutdown(void); + static void Update(void); + static void LoadCollisionWhenINeedIt(bool changeLevel); + static void SortOutCollisionAfterLoad(void); + static void LoadCollisionScreen(eLevelName level); + static void DrawColModel(const CMatrix &mat, const CColModel &colModel); + static void DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel, int32 id); + + static void CalculateTrianglePlanes(CColModel *model); + static void RemoveTrianglePlanes(CColModel *model); + + // all these return true if there's a collision + static bool TestSphereSphere(const CSphere &s1, const CSphere &s2); + static bool TestSphereBox(const CSphere &sph, const CBox &box); + static bool TestLineBox(const CColLine &line, const CBox &box); + static bool TestVerticalLineBox(const CColLine &line, const CBox &box); + static bool TestLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane); + static bool TestLineSphere(const CColLine &line, const CColSphere &sph); + static bool TestSphereTriangle(const CColSphere &sphere, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane); + static bool TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough, bool ignoreShootThrough); + + static bool ProcessSphereSphere(const CColSphere &s1, const CColSphere &s2, CColPoint &point, float &mindistsq); + static bool ProcessSphereBox(const CColSphere &sph, const CColBox &box, CColPoint &point, float &mindistsq); + static bool ProcessLineBox(const CColLine &line, const CColBox &box, CColPoint &point, float &mindist); + static bool ProcessVerticalLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist, CStoredCollPoly *poly); + static bool ProcessLineTriangle(const CColLine &line , const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist, CStoredCollPoly *poly = nil); + static bool ProcessLineSphere(const CColLine &line, const CColSphere &sphere, CColPoint &point, float &mindist); + static bool ProcessSphereTriangle(const CColSphere &sph, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindistsq); + static bool ProcessLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough); + static bool ProcessVerticalLine(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough, CStoredCollPoly *poly); + static int32 ProcessColModels(const CMatrix &matrixA, CColModel &modelA, const CMatrix &matrixB, CColModel &modelB, CColPoint *spherepoints, CColPoint *linepoints, float *linedists); + static bool IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CColPoint &point, CStoredCollPoly *poly); + + static float DistToLine(const CVector *l0, const CVector *l1, const CVector *point); + static float DistToLine(const CVector *l0, const CVector *l1, const CVector *point, CVector &closest); +}; diff --git a/src/collision/CompressedVector.h b/src/collision/CompressedVector.h new file mode 100644 index 00000000..d54e49b1 --- /dev/null +++ b/src/collision/CompressedVector.h @@ -0,0 +1,36 @@ +#pragma once + +struct CompressedVector +{ +#ifdef COMPRESSED_COL_VECTORS + int16 x, y, z; + CVector Get(void) const { return CVector(x, y, z)/128.0f; }; + void Set(float x, float y, float z) { this->x = x*128.0f; this->y = y*128.0f; this->z = z*128.0f; }; +#ifdef GTA_PS2 + void Unpack(uint128 &qword) const { + __asm__ volatile ( + "lh $8, 0(%1)\n" + "lh $9, 2(%1)\n" + "lh $10, 4(%1)\n" + "pextlw $10, $8\n" + "pextlw $2, $9, $10\n" + "sq $2, %0\n" + : "=m" (qword) + : "r" (this) + : "$8", "$9", "$10", "$2" + ); + } +#else + void Unpack(int32 *qword) const { + qword[0] = x; + qword[1] = y; + qword[2] = z; + qword[3] = 0; // junk + } +#endif +#else + float x, y, z; + CVector Get(void) const { return CVector(x, y, z); }; + void Set(float x, float y, float z) { this->x = x; this->y = y; this->z = z; }; +#endif +};
\ No newline at end of file diff --git a/src/core/TempColModels.cpp b/src/collision/TempColModels.cpp index 203d24d0..e7ba54f1 100644 --- a/src/core/TempColModels.cpp +++ b/src/collision/TempColModels.cpp @@ -1,7 +1,6 @@ #include "common.h" #include "TempColModels.h" -#include "SurfaceTable.h" CColModel CTempColModels::ms_colModelPed1; CColModel CTempColModels::ms_colModelPed2; diff --git a/src/core/TempColModels.h b/src/collision/TempColModels.h index 0c936d6f..0c936d6f 100644 --- a/src/core/TempColModels.h +++ b/src/collision/TempColModels.h diff --git a/src/collision/VuCollision.cpp b/src/collision/VuCollision.cpp new file mode 100644 index 00000000..8828d2e1 --- /dev/null +++ b/src/collision/VuCollision.cpp @@ -0,0 +1,282 @@ +#include "common.h" +#ifdef VU_COLLISION +#include "VuVector.h" +#include "VuCollision.h" + +#ifndef GTA_PS2 +int16 vi01; +CVuVector vf01; +CVuVector vf02; +CVuVector vf03; + +CVuVector +DistanceBetweenSphereAndLine(const CVuVector ¢er, const CVuVector &p0, const CVuVector &line) +{ + // center VF12 + // p0 VF14 + // line VF15 + CVuVector ret; // VF16 + CVuVector p1 = p0+line; + CVuVector dist0 = center - p0; // VF20 + CVuVector dist1 = center - p1; // VF25 + float lenSq = line.MagnitudeSqr(); // VF21 + float distSq0 = dist0.MagnitudeSqr(); // VF22 + float distSq1 = dist1.MagnitudeSqr(); + float dot = DotProduct(dist0, line); // VF23 + if(dot < 0.0f){ + // not above line, closest to p0 + ret = p0; + ret.w = distSq0; + return ret; + } + float t = dot/lenSq; // param of nearest point on infinite line + if(t > 1.0f){ + // not above line, closest to p1 + ret = p1; + ret.w = distSq1; + return ret; + } + // closest to line + ret = p0 + line*t; + ret.w = (ret - center).MagnitudeSqr(); + return ret; +} +inline int SignFlags(const CVector &v) +{ + int f = 0; + if(v.x < 0.0f) f |= 1; + if(v.y < 0.0f) f |= 2; + if(v.z < 0.0f) f |= 4; + return f; +} +#endif + +extern "C" void +LineToTriangleCollision(const CVuVector &p0, const CVuVector &p1, + const CVuVector &v0, const CVuVector &v1, const CVuVector &v2, + const CVuVector &plane) +{ +#ifdef GTA_PS2 + __asm__ volatile ( + ".set noreorder\n" + "lqc2 vf12, 0x0(%0)\n" + "lqc2 vf13, 0x0(%1)\n" + "lqc2 vf14, 0x0(%2)\n" + "lqc2 vf15, 0x0(%3)\n" + "lqc2 vf16, 0x0(%4)\n" + "lqc2 vf17, 0x0(%5)\n" + "vcallms Vu0LineToTriangleCollisionStart\n" + ".set reorder\n" + : + : "r" (&p0), "r" (&p1), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane) + ); +#else + float dot0 = DotProduct(plane, p0); + float dot1 = DotProduct(plane, p1); + float dist0 = plane.w - dot0; + float dist1 = plane.w - dot1; + + // if points are on the same side, no collision + if(dist0 * dist1 > 0.0f){ + vi01 = 0; + return; + } + + CVuVector diff = p1 - p0; + float t = dist0/(dot1 - dot0); + CVuVector p = p0 + diff*t; + p.w = 0.0f; + vf01 = p; + vf03.x = t; + + // Check if point is inside + CVector cross1 = CrossProduct(p-v0, v1-v0); + CVector cross2 = CrossProduct(p-v1, v2-v1); + CVector cross3 = CrossProduct(p-v2, v0-v2); + // Only check relevant directions + int flagmask = 0; + if(Abs(plane.x) > 0.5f) flagmask |= 1; + if(Abs(plane.y) > 0.5f) flagmask |= 2; + if(Abs(plane.z) > 0.5f) flagmask |= 4; + int flags1 = SignFlags(cross1) & flagmask; + int flags2 = SignFlags(cross2) & flagmask; + int flags3 = SignFlags(cross3) & flagmask; + // inside if on the same side of all edges + if(flags1 != flags2 || flags1 != flags3){ + vi01 = 0; + return; + } + vi01 = 1; + vf02 = plane; + return; +#endif +} + +extern "C" void +LineToTriangleCollisionCompressed(const CVuVector &p0, const CVuVector &p1, VuTriangle &tri) +{ +#ifdef GTA_PS2 + __asm__ volatile ( + ".set noreorder\n" + "lqc2 vf12, 0x0(%0)\n" + "lqc2 vf13, 0x0(%1)\n" + "lqc2 vf14, 0x0(%2)\n" + "lqc2 vf15, 0x10(%2)\n" + "lqc2 vf16, 0x20(%2)\n" + "lqc2 vf17, 0x30(%2)\n" + "vcallms Vu0LineToTriangleCollisionCompressedStart\n" + ".set reorder\n" + : + : "r" (&p0), "r" (&p1), "r" (&tri) + ); +#else + CVuVector v0, v1, v2, plane; + v0.x = tri.v0[0]/128.0f; + v0.y = tri.v0[1]/128.0f; + v0.z = tri.v0[2]/128.0f; + v0.w = tri.v0[3]/128.0f; + v1.x = tri.v1[0]/128.0f; + v1.y = tri.v1[1]/128.0f; + v1.z = tri.v1[2]/128.0f; + v1.w = tri.v1[3]/128.0f; + v2.x = tri.v2[0]/128.0f; + v2.y = tri.v2[1]/128.0f; + v2.z = tri.v2[2]/128.0f; + v2.w = tri.v2[3]/128.0f; + plane.x = tri.plane[0]/4096.0f; + plane.y = tri.plane[1]/4096.0f; + plane.z = tri.plane[2]/4096.0f; + plane.w = tri.plane[3]/128.0f; + LineToTriangleCollision(p0, p1, v0, v1, v2, plane); +#endif +} + +extern "C" void +SphereToTriangleCollision(const CVuVector &sph, + const CVuVector &v0, const CVuVector &v1, const CVuVector &v2, + const CVuVector &plane) +{ +#ifdef GTA_PS2 + __asm__ volatile ( + ".set noreorder\n" + "lqc2 vf12, 0x0(%0)\n" + "lqc2 vf14, 0x0(%1)\n" + "lqc2 vf15, 0x0(%2)\n" + "lqc2 vf16, 0x0(%3)\n" + "lqc2 vf17, 0x0(%4)\n" + "vcallms Vu0SphereToTriangleCollisionStart\n" + ".set reorder\n" + : + : "r" (&sph), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane) + ); +#else + float planedist = DotProduct(plane, sph) - plane.w; // VF02 + if(Abs(planedist) > sph.w){ + vi01 = 0; + return; + } + // point on plane + CVuVector p = sph - planedist*plane; + p.w = 0.0f; + vf01 = p; + planedist = Abs(planedist); + // edges + CVuVector v01 = v1 - v0; + CVuVector v12 = v2 - v1; + CVuVector v20 = v0 - v2; + // VU code calculates normal again for some weird reason... + // Check sides of point + CVector cross1 = CrossProduct(p-v0, v01); + CVector cross2 = CrossProduct(p-v1, v12); + CVector cross3 = CrossProduct(p-v2, v20); + // Only check relevant directions + int flagmask = 0; + if(Abs(plane.x) > 0.1f) flagmask |= 1; + if(Abs(plane.y) > 0.1f) flagmask |= 2; + if(Abs(plane.z) > 0.1f) flagmask |= 4; + int nflags = SignFlags(plane) & flagmask; + int flags1 = SignFlags(cross1) & flagmask; + int flags2 = SignFlags(cross2) & flagmask; + int flags3 = SignFlags(cross3) & flagmask; + int testcase = 0; + CVuVector closest(0.0f, 0.0f, 0.0f); // VF04 + if(flags1 == nflags){ + closest += v2; + testcase++; + } + if(flags2 == nflags){ + closest += v0; + testcase++; + } + if(flags3 == nflags){ + closest += v1; + testcase++; + } + if(testcase == 3){ + // inside triangle - dist to plane already checked + vf02 = plane; + vf02.w = vf03.x = planedist; + vi01 = 1; + }else if(testcase == 1){ + // outside two sides - closest to point opposide inside edge + vf01 = closest; + vf02 = sph - closest; + float distSq = vf02.MagnitudeSqr(); + vi01 = sph.w*sph.w > distSq; + vf03.x = Sqrt(distSq); + vf02 *= 1.0f/vf03.x; + }else{ + // inside two sides - closest to third edge + if(flags1 != nflags) + closest = DistanceBetweenSphereAndLine(sph, v0, v01); + else if(flags2 != nflags) + closest = DistanceBetweenSphereAndLine(sph, v1, v12); + else + closest = DistanceBetweenSphereAndLine(sph, v2, v20); + vi01 = sph.w*sph.w > closest.w; + vf01 = closest; + vf02 = sph - closest; + vf03.x = Sqrt(closest.w); + vf02 *= 1.0f/vf03.x; + } +#endif +} + +extern "C" void +SphereToTriangleCollisionCompressed(const CVuVector &sph, VuTriangle &tri) +{ +#ifdef GTA_PS2 + __asm__ volatile ( + ".set noreorder\n" + "lqc2 vf12, 0x0(%0)\n" + "lqc2 vf14, 0x0(%1)\n" + "lqc2 vf15, 0x10(%1)\n" + "lqc2 vf16, 0x20(%1)\n" + "lqc2 vf17, 0x30(%1)\n" + "vcallms Vu0SphereToTriangleCollisionCompressedStart\n" + ".set reorder\n" + : + : "r" (&sph), "r" (&tri) + ); +#else + CVuVector v0, v1, v2, plane; + v0.x = tri.v0[0]/128.0f; + v0.y = tri.v0[1]/128.0f; + v0.z = tri.v0[2]/128.0f; + v0.w = tri.v0[3]/128.0f; + v1.x = tri.v1[0]/128.0f; + v1.y = tri.v1[1]/128.0f; + v1.z = tri.v1[2]/128.0f; + v1.w = tri.v1[3]/128.0f; + v2.x = tri.v2[0]/128.0f; + v2.y = tri.v2[1]/128.0f; + v2.z = tri.v2[2]/128.0f; + v2.w = tri.v2[3]/128.0f; + plane.x = tri.plane[0]/4096.0f; + plane.y = tri.plane[1]/4096.0f; + plane.z = tri.plane[2]/4096.0f; + plane.w = tri.plane[3]/128.0f; + SphereToTriangleCollision(sph, v0, v1, v2, plane); +#endif +} +#endif
\ No newline at end of file diff --git a/src/collision/VuCollision.h b/src/collision/VuCollision.h new file mode 100644 index 00000000..29ca4cbf --- /dev/null +++ b/src/collision/VuCollision.h @@ -0,0 +1,32 @@ +#pragma once + + +struct VuTriangle +{ + // Compressed int16 but unpacked +#ifdef GTA_PS2 + uint128 v0; + uint128 v1; + uint128 v2; + uint128 plane; +#else + int32 v0[4]; + int32 v1[4]; + int32 v2[4]; + int32 plane[4]; +#endif +}; + +#ifndef GTA_PS2 +extern int16 vi01; +extern CVuVector vf01; +extern CVuVector vf02; +extern CVuVector vf03; +#endif + +extern "C" { +void LineToTriangleCollision(const CVuVector &p0, const CVuVector &p1, const CVuVector &v0, const CVuVector &v1, const CVuVector &v2, const CVuVector &plane); +void LineToTriangleCollisionCompressed(const CVuVector &p0, const CVuVector &p1, VuTriangle &tri); +void SphereToTriangleCollision(const CVuVector &sph, const CVuVector &v0, const CVuVector &v1, const CVuVector &v2, const CVuVector &plane); +void SphereToTriangleCollisionCompressed(const CVuVector &sph, VuTriangle &tri); +} diff --git a/src/core/vu0Collision.dsm b/src/collision/vu0Collision.dsm index 657c8b81..657c8b81 100644 --- a/src/core/vu0Collision.dsm +++ b/src/collision/vu0Collision.dsm diff --git a/src/core/vu0Collision_1.s b/src/collision/vu0Collision_1.s index 055c8640..055c8640 100644 --- a/src/core/vu0Collision_1.s +++ b/src/collision/vu0Collision_1.s diff --git a/src/core/vu0Collision_2.s b/src/collision/vu0Collision_2.s index 716c29ac..716c29ac 100644 --- a/src/core/vu0Collision_2.s +++ b/src/collision/vu0Collision_2.s diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp index 781c8799..19f2c628 100644 --- a/src/control/CarCtrl.cpp +++ b/src/control/CarCtrl.cpp @@ -2120,8 +2120,9 @@ bool CCarCtrl::PickNextNodeToFollowPath(CVehicle* pVehicle) pVehicle->AutoPilot.m_vecDestinationCoors, pVehicle->AutoPilot.m_aPathFindNodesInfo, &pVehicle->AutoPilot.m_nPathFindNodesCount, NUM_PATH_NODES_IN_AUTOPILOT, pVehicle, nil, 999999.9f, -1); - if (pVehicle->AutoPilot.m_nPathFindNodesCount < 1) + if (pVehicle->AutoPilot.m_nPathFindNodesCount < 2) return true; + pVehicle->AutoPilot.RemoveOnePathNode(); } CPathNode* pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode]; CCarPathLink* pCurLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo]; diff --git a/src/core/Collision.h b/src/core/Collision.h deleted file mode 100644 index 93959a72..00000000 --- a/src/core/Collision.h +++ /dev/null @@ -1,257 +0,0 @@ -#pragma once - -#include "templates.h" -#include "Game.h" // for eLevelName -#ifdef VU_COLLISION -#include "VuVector.h" -#endif - -// If you spawn many tanks at once, you will see that collisions of two entity exceeds 32. -#if defined(FIX_BUGS) && !defined(SQUEEZE_PERFORMANCE) -#define MAX_COLLISION_POINTS 64 -#else -#define MAX_COLLISION_POINTS 32 -#endif - -struct CompressedVector -{ -#ifdef COMPRESSED_COL_VECTORS - int16 x, y, z; - CVector Get(void) const { return CVector(x, y, z)/128.0f; }; - void Set(float x, float y, float z) { this->x = x*128.0f; this->y = y*128.0f; this->z = z*128.0f; }; -#ifdef GTA_PS2 - void Unpack(uint128 &qword) const { - __asm__ volatile ( - "lh $8, 0(%1)\n" - "lh $9, 2(%1)\n" - "lh $10, 4(%1)\n" - "pextlw $10, $8\n" - "pextlw $2, $9, $10\n" - "sq $2, %0\n" - : "=m" (qword) - : "r" (this) - : "$8", "$9", "$10", "$2" - ); - } -#else - void Unpack(int32 *qword) const { - qword[0] = x; - qword[1] = y; - qword[2] = z; - qword[3] = 0; // junk - } -#endif -#else - float x, y, z; - CVector Get(void) const { return CVector(x, y, z); }; - void Set(float x, float y, float z) { this->x = x; this->y = y; this->z = z; }; -#endif -}; - -struct CSphere -{ - // NB: this has to be compatible with a CVuVector - CVector center; - float radius; - void Set(float radius, const CVector ¢er) { this->center = center; this->radius = radius; } -}; - -struct CBox -{ - CVector min; - CVector max; - CVector GetSize(void) { return max - min; } - void Set(const CVector &min, const CVector &max) { this->min = min; this->max = max; } -}; - -struct CColSphere : public CSphere -{ - uint8 surface; - uint8 piece; - - void Set(float radius, const CVector ¢er, uint8 surf, uint8 piece); - bool IntersectRay(CVector const &from, CVector const &dir, CVector &entry, CVector &exit); - using CSphere::Set; -}; - -struct CColBox : public CBox -{ - uint8 surface; - uint8 piece; - - void Set(const CVector &min, const CVector &max, uint8 surf, uint8 piece); - using CBox::Set; -}; - -struct CColLine -{ - // NB: this has to be compatible with two CVuVectors - CVector p0; - int pad0; - CVector p1; - int pad1; - - CColLine(void) { }; - CColLine(const CVector &p0, const CVector &p1) { this->p0 = p0; this->p1 = p1; }; - void Set(const CVector &p0, const CVector &p1); -}; - -struct CColTriangle -{ - uint16 a; - uint16 b; - uint16 c; - uint8 surface; - - void Set(const CompressedVector *v, int a, int b, int c, uint8 surf, uint8 piece); -}; - -struct CColTrianglePlane -{ -#ifdef VU_COLLISION - CompressedVector normal; - int16 dist; - - void Set(const CVector &va, const CVector &vb, const CVector &vc); - void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); } - void GetNormal(CVector &n) const { n.x = normal.x/4096.0f; n.y = normal.y/4096.0f; n.z = normal.z/4096.0f; } - float CalcPoint(const CVector &v) const { CVector n; GetNormal(n); return DotProduct(n, v) - dist/128.0f; }; -#ifdef GTA_PS2 - void Unpack(uint128 &qword) const { - __asm__ volatile ( - "lh $8, 0(%1)\n" - "lh $9, 2(%1)\n" - "lh $10, 4(%1)\n" - "lh $11, 6(%1)\n" - "pextlw $10, $8\n" - "pextlw $11, $9\n" - "pextlw $2, $11, $10\n" - "sq $2, %0\n" - : "=m" (qword) - : "r" (this) - : "$8", "$9", "$10", "$11", "$2" - ); - } -#else - void Unpack(int32 *qword) const { - qword[0] = normal.x; - qword[1] = normal.y; - qword[2] = normal.z; - qword[3] = dist; - } -#endif -#else - CVector normal; - float dist; - uint8 dir; - - void Set(const CVector &va, const CVector &vb, const CVector &vc); - void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); } - void GetNormal(CVector &n) const { n = normal; } - float GetNormalX() const { return normal.x; } - float GetNormalY() const { return normal.y; } - float GetNormalZ() const { return normal.z; } - float CalcPoint(const CVector &v) const { return DotProduct(normal, v) - dist; }; -#endif -}; - -struct CColPoint -{ - CVector point; - int pad1; - // the surface normal on the surface of point - CVector normal; - int pad2; - uint8 surfaceA; - uint8 pieceA; - uint8 surfaceB; - uint8 pieceB; - float depth; - - CColPoint& operator=(const CColPoint& other); -}; - -struct CStoredCollPoly -{ -#ifdef VU_COLLISION - CVuVector verts[3]; -#else - CVector verts[3]; -#endif - bool valid; -}; - -struct CColModel -{ - CSphere boundingSphere; - CBox boundingBox; - int16 numSpheres; - int16 numBoxes; - int16 numTriangles; - int8 numLines; - uint8 level; // colstore slot but probably still named level - bool ownsCollisionVolumes; - CColSphere *spheres; - CColLine *lines; - CColBox *boxes; - CompressedVector *vertices; - CColTriangle *triangles; - CColTrianglePlane *trianglePlanes; - - CColModel(void); - ~CColModel(void); - void RemoveCollisionVolumes(void); - void CalculateTrianglePlanes(void); - void RemoveTrianglePlanes(void); - CLink<CColModel*> *GetLinkPtr(void); - void SetLinkPtr(CLink<CColModel*>*); - void GetTrianglePoint(CVector &v, int i) const; - - void *operator new(size_t); - void operator delete(void *p, size_t); - CColModel& operator=(const CColModel& other); -}; - -class CCollision -{ -public: - static eLevelName ms_collisionInMemory; - static CLinkList<CColModel*> ms_colModelCache; - - static void Init(void); - static void Shutdown(void); - static void Update(void); - static void LoadCollisionWhenINeedIt(bool changeLevel); - static void SortOutCollisionAfterLoad(void); - static void LoadCollisionScreen(eLevelName level); - static void DrawColModel(const CMatrix &mat, const CColModel &colModel); - static void DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel, int32 id); - - static void CalculateTrianglePlanes(CColModel *model); - static void RemoveTrianglePlanes(CColModel *model); - - // all these return true if there's a collision - static bool TestSphereSphere(const CSphere &s1, const CSphere &s2); - static bool TestSphereBox(const CSphere &sph, const CBox &box); - static bool TestLineBox(const CColLine &line, const CBox &box); - static bool TestVerticalLineBox(const CColLine &line, const CBox &box); - static bool TestLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane); - static bool TestLineSphere(const CColLine &line, const CColSphere &sph); - static bool TestSphereTriangle(const CColSphere &sphere, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane); - static bool TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough, bool ignoreShootThrough); - - static bool ProcessSphereSphere(const CColSphere &s1, const CColSphere &s2, CColPoint &point, float &mindistsq); - static bool ProcessSphereBox(const CColSphere &sph, const CColBox &box, CColPoint &point, float &mindistsq); - static bool ProcessLineBox(const CColLine &line, const CColBox &box, CColPoint &point, float &mindist); - static bool ProcessVerticalLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist, CStoredCollPoly *poly); - static bool ProcessLineTriangle(const CColLine &line , const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist, CStoredCollPoly *poly = nil); - static bool ProcessLineSphere(const CColLine &line, const CColSphere &sphere, CColPoint &point, float &mindist); - static bool ProcessSphereTriangle(const CColSphere &sph, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindistsq); - static bool ProcessLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough); - static bool ProcessVerticalLine(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough, CStoredCollPoly *poly); - static int32 ProcessColModels(const CMatrix &matrixA, CColModel &modelA, const CMatrix &matrixB, CColModel &modelB, CColPoint *spherepoints, CColPoint *linepoints, float *linedists); - static bool IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CColPoint &point, CStoredCollPoly *poly); - - static float DistToLine(const CVector *l0, const CVector *l1, const CVector *point); - static float DistToLine(const CVector *l0, const CVector *l1, const CVector *point, CVector &closest); -}; diff --git a/src/core/FileLoader.cpp b/src/core/FileLoader.cpp index da678fd3..1c9b4036 100644 --- a/src/core/FileLoader.cpp +++ b/src/core/FileLoader.cpp @@ -345,7 +345,7 @@ CFileLoader::LoadCollisionModel(uint8 *buf, CColModel &model, char *modelname) if(model.numTriangles > 0){ model.triangles = (CColTriangle*)RwMalloc(model.numTriangles*sizeof(CColTriangle)); for(i = 0; i < model.numTriangles; i++){ - model.triangles[i].Set(model.vertices, *(int32*)buf, *(int32*)(buf+4), *(int32*)(buf+8), buf[12], buf[13]); + model.triangles[i].Set(*(int32*)buf, *(int32*)(buf+4), *(int32*)(buf+8), buf[12]); buf += 16; } }else diff --git a/src/core/Pad.cpp b/src/core/Pad.cpp index b1e91f89..91e2d704 100644 --- a/src/core/Pad.cpp +++ b/src/core/Pad.cpp @@ -1833,7 +1833,7 @@ void CPad::Update(int16 pad) { if ( ShakeDur ) { - ShakeDur = Max(ShakeDur - CTimer::GetTimeStepInMilliseconds(), 0); + ShakeDur = Max(ShakeDur - (int32)CTimer::GetTimeStepInMilliseconds(), 0); if ( ShakeDur == 0 ) { diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp index 5483641f..acf9c702 100644 --- a/src/entities/Physical.cpp +++ b/src/entities/Physical.cpp @@ -633,7 +633,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl if(IsGlass(B->GetModelIndex())) CGlass::WindowRespondsToSoftCollision(B, impulseA); if(!A->bInfiniteMass) - A->ApplyMoveForce(colpoint.normal*(1.0f + A->m_fElasticity)*impulseA); + A->ApplyMoveForce(colpoint.GetNormal() * (1.0f + A->m_fElasticity) * impulseA); return true; } }else if(!B->bInfiniteMass) @@ -688,7 +688,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl }else{ if(IsGlass(B->GetModelIndex())) CGlass::WindowRespondsToSoftCollision(B, impulseA); - CVector f = colpoint.normal * impulseA; + CVector f = colpoint.GetNormal() * impulseA; if(A->IsVehicle() && colpoint.normal.z < 0.7f) f.z *= 0.3f; if(!A->bInfiniteMass){ @@ -1303,43 +1303,43 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists) mostColliding = 0; for(j = 1; j < numCollisions; j++) - if(colpoints[j].depth > colpoints[mostColliding].depth) + if (colpoints[j].GetDepth() > colpoints[mostColliding].GetDepth()) mostColliding = j; if(CWorld::bSecondShift) for(j = 0; j < numCollisions; j++) - shift += colpoints[j].normal * colpoints[j].depth * 1.5f/numCollisions; + shift += colpoints[j].GetNormal() * colpoints[j].GetDepth() * 1.5f / numCollisions; else for(j = 0; j < numCollisions; j++) - shift += colpoints[j].normal * colpoints[j].depth * 1.2f/numCollisions; + shift += colpoints[j].GetNormal() * colpoints[j].GetDepth() * 1.2f / numCollisions; if(A->IsVehicle() && B->IsVehicle()){ CVector dir = A->GetPosition() - B->GetPosition(); dir.Normalise(); if(dir.z < 0.0f && dir.z < A->GetForward().z && dir.z < A->GetRight().z) dir.z = Min(0.0f, Min(A->GetForward().z, A->GetRight().z)); - shift += dir * colpoints[mostColliding].depth * 0.5f; + shift += dir * colpoints[mostColliding].GetDepth() * 0.5f; }else if(A->IsPed() && B->IsVehicle() && ((CVehicle*)B)->IsBoat()){ - CVector dir = colpoints[mostColliding].normal; + CVector dir = colpoints[mostColliding].GetNormal(); float f = Min(Abs(dir.z), 0.9f); dir.z = 0.0f; dir.Normalise(); - shift += dir * colpoints[mostColliding].depth / (1.0f - f); + shift += dir * colpoints[mostColliding].GetDepth() / (1.0f - f); boat = B; }else if(B->IsPed() && A->IsVehicle() && ((CVehicle*)A)->IsBoat()){ - CVector dir = colpoints[mostColliding].normal * -1.0f; + CVector dir = colpoints[mostColliding].GetNormal() * -1.0f; float f = Min(Abs(dir.z), 0.9f); dir.z = 0.0f; dir.Normalise(); - B->GetMatrix().Translate(dir * colpoints[mostColliding].depth / (1.0f - f)); + B->GetMatrix().Translate(dir * colpoints[mostColliding].GetDepth() / (1.0f - f)); // BUG? how can that ever happen? A is a Ped if(B->IsVehicle()) B->ProcessEntityCollision(A, colpoints); }else{ if(CWorld::bSecondShift) - shift += colpoints[mostColliding].normal * colpoints[mostColliding].depth * 0.4f; + shift += colpoints[mostColliding].GetNormal() * colpoints[mostColliding].GetDepth() * 0.4f; else - shift += colpoints[mostColliding].normal * colpoints[mostColliding].depth * 0.2f; + shift += colpoints[mostColliding].GetNormal() * colpoints[mostColliding].GetDepth() * 0.2f; } doShift = true; diff --git a/src/fakerw/fake.cpp b/src/fakerw/fake.cpp index f37e5813..5d53605d 100644 --- a/src/fakerw/fake.cpp +++ b/src/fakerw/fake.cpp @@ -943,7 +943,9 @@ RwBool RtCharsetDestroy(RtCharset * charSet) { charSet->destroy(); return RwInt32 _rwD3D8FindCorrectRasterFormat(RwRasterType type, RwInt32 flags) { #ifdef RW_GL3 - return '3LGO'; + if(flags & (rwRASTERFORMATPAL8 | rwRASTERFORMAT8888)) + return 'NOPE'; + return 'YUP'; #endif return flags & 0xF00; } diff --git a/src/objects/Projectile.h b/src/objects/Projectile.h index 2f2b541c..4b3eb4b8 100644 --- a/src/objects/Projectile.h +++ b/src/objects/Projectile.h @@ -1,7 +1,5 @@ #pragma once -#pragma once - #include "Object.h" class CProjectile : public CObject diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index 59b56167..51b16663 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -140,9 +140,6 @@ bool CPed::bFannyMagnetCheat; bool CPed::bPedCheat3; CVector2D CPed::ms_vec2DFleePosition; -CVector vecNextPathNode; -bool vecNextPathNodeInitialized; - void *CPed::operator new(size_t sz) { return CPools::GetPedPool()->New(); } void *CPed::operator new(size_t sz, int handle) { return CPools::GetPedPool()->New(handle); } void CPed::operator delete(void *p, size_t sz) { CPools::GetPedPool()->Delete((CPed*)p); } @@ -287,8 +284,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) m_phoneId = -1; m_lastAccident = 0; m_fleeFrom = nil; - m_fleeFromPosX = 0; - m_fleeFromPosY = 0; + m_fleeFromPos = CVector2D(0.0f, 0.0f); m_fleeTimer = 0; m_threatEx = nil; m_vecSeekPosEx = CVector(0.0f, 0.0f, 0.0f); @@ -722,24 +718,11 @@ CPed::CanStrafeOrMouseControl(void) void CPed::AddWeaponModel(int id) { - RpAtomic *atm; - if (id != -1) { -#ifdef PED_SKIN - if (IsClumpSkinned(GetClump())) { - if (m_pWeaponModel) - RemoveWeaponModel(-1); + if (m_pWeaponModel) + RemoveWeaponModel(-1); - m_pWeaponModel = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance(); - } - else -#endif - { - atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance(); - RwFrameDestroy(RpAtomicGetFrame(atm)); - RpAtomicSetFrame(atm, m_pFrames[PED_HANDR]->frame); - RpClumpAddAtomic(GetClump(), atm); - } + m_pWeaponModel = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance(); CModelInfo::GetModelInfo(id)->AddRef(); m_wepModelID = id; @@ -752,7 +735,6 @@ CPed::AddWeaponModel(int id) void CPed::AimGun(void) { - RwV3d pos; CVector vector; if (IsPlayer() && bIsDucking) @@ -760,8 +742,7 @@ CPed::AimGun(void) if (m_pSeekTarget) { if (m_pSeekTarget->IsPed()) { - ((CPed*)m_pSeekTarget)->m_pedIK.GetComponentPosition(pos, PED_MID); - vector = pos; + ((CPed*)m_pSeekTarget)->m_pedIK.GetComponentPosition(vector, PED_MID); } else { vector = m_pSeekTarget->GetPosition(); } @@ -1060,14 +1041,10 @@ CPed::FinishedReloadCB(CAnimBlendAssociation *reloadAssoc, void *arg) CAnimManager::BlendAnimation(ped->GetClump(), weapon->m_AnimToPlay, GetPrimaryFireAnim(weapon), 8.0f); fireAssoc->SetFinishCallback(FinishedAttackCB, ped); fireAssoc->SetRun(); - if (fireAssoc->currentTime != reloadAssoc->hierarchy->totalLength) { - if (fireAssoc->currentTime >= weapon->m_fAnimLoopStart) - return; - + if (fireAssoc->currentTime == reloadAssoc->hierarchy->totalLength) fireAssoc->SetCurrentTime(Max(weapon->m_fAnimLoopStart - 0.04f, 0.0f)); - } else { + else if (fireAssoc->currentTime < weapon->m_fAnimLoopStart) fireAssoc->SetCurrentTime(Max(weapon->m_fAnimLoopStart - 0.04f, 0.0f)); - } } } @@ -1570,21 +1547,16 @@ void CPed::RemoveWeaponModel(int modelId) { // modelId is not used!! This function just removes the current weapon. -#ifdef PED_SKIN - if(IsClumpSkinned(GetClump())){ - if(m_pWeaponModel){ - if (modelId == -1 - || CVisibilityPlugins::GetAtomicModelInfo(m_pWeaponModel) == CModelInfo::GetModelInfo(modelId)) { - CVisibilityPlugins::GetAtomicModelInfo(m_pWeaponModel)->RemoveRef(); - RwFrame* frm = RpAtomicGetFrame(m_pWeaponModel); - RpAtomicDestroy(m_pWeaponModel); - RwFrameDestroy(frm); - m_pWeaponModel = nil; - } + if(m_pWeaponModel){ + if (modelId == -1 + || CVisibilityPlugins::GetAtomicModelInfo(m_pWeaponModel) == CModelInfo::GetModelInfo(modelId)) { + CVisibilityPlugins::GetAtomicModelInfo(m_pWeaponModel)->RemoveRef(); + RwFrame* frm = RpAtomicGetFrame(m_pWeaponModel); + RpAtomicDestroy(m_pWeaponModel); + RwFrameDestroy(frm); + m_pWeaponModel = nil; } - }else -#endif - RwFrameForAllObjects(m_pFrames[PED_HANDR]->frame,RemoveAllModelCB,nil); + } if (IsPlayer() && (modelId == -1 || modelId == MI_MINIGUN)) { RpAtomic* &atm = ((CPlayerPed*)this)->m_pMinigunTopAtomic; @@ -1637,8 +1609,8 @@ CPed::SelectGunIfArmed(void) if (GetWeapon(i).m_nAmmoTotal > 0) { eWeaponType weaponType = GetWeapon(i).m_eWeaponType; - // First condition checks for Pistol, Python and Shotguns - if ((weaponType >= WEAPONTYPE_COLT45 && weaponType < WEAPONTYPE_TEC9) || + if (weaponType == WEAPONTYPE_COLT45 || weaponType == WEAPONTYPE_PYTHON || weaponType == WEAPONTYPE_SHOTGUN || + weaponType == WEAPONTYPE_SPAS12_SHOTGUN || weaponType == WEAPONTYPE_STUBBY_SHOTGUN || weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_M4 || weaponType == WEAPONTYPE_MP5 || weaponType == WEAPONTYPE_ROCKETLAUNCHER || weaponType == WEAPONTYPE_FLAMETHROWER || weaponType == WEAPONTYPE_SNIPERRIFLE) { SetCurrentWeapon(i); @@ -2689,8 +2661,8 @@ CPed::SortPeds(CPed **list, int min, int max) float middleDist = middleDiff.Magnitude(); int left = max; - int right; - for(right = min; right <= left; ){ + int right = min; + while(right <= left){ float rightDist, leftDist; do { rightDiff = GetPosition() - list[right]->GetPosition(); @@ -2718,33 +2690,7 @@ CPed::SortPeds(CPed **list, int min, int max) void CPed::BuildPedLists(void) { - if ((CTimer::GetFrameCounter() + m_randomSeed) % 16) { - - for(int i = 0; i < ARRAY_SIZE(m_nearPeds); ) { - bool removePed = false; - if (m_nearPeds[i]) { - if (m_nearPeds[i]->IsPointerValid()) { - float distSqr = (GetPosition() - m_nearPeds[i]->GetPosition()).MagnitudeSqr2D(); - if (distSqr > sq(nThreatReactionRangeMultiplier * 30.f)) { - removePed = true; - } - } else { - removePed = true; - } - } - if (removePed) { - // If we arrive here, the ped we're checking isn't "near", so we should remove it. - for (int j = i; j < ARRAY_SIZE(m_nearPeds) - 1; j++) { - m_nearPeds[j] = m_nearPeds[j + 1]; - m_nearPeds[j + 1] = nil; - } - // Above loop won't work when it's 9, so we need to empty slot 9. - m_nearPeds[9] = nil; - m_numNearPeds--; - } else - i++; - } - } else { + if (((CTimer::GetFrameCounter() + m_randomSeed) % 16) == 0) { CVector centre = CEntity::GetBoundCentre(); int deadsRegistered = 0; CRect rect(centre.x - 20.f * nThreatReactionRangeMultiplier, @@ -2789,6 +2735,31 @@ CPed::BuildPedLists(void) for (int pedToClear = m_numNearPeds; pedToClear < ARRAY_SIZE(m_nearPeds); pedToClear++) m_nearPeds[pedToClear] = nil; } + + for(int i = 0; i < ARRAY_SIZE(m_nearPeds); ) { + bool removePed = false; + if (m_nearPeds[i]) { + if (m_nearPeds[i]->IsPointerValid()) { + float distSqr = (GetPosition() - m_nearPeds[i]->GetPosition()).MagnitudeSqr2D(); + if (distSqr > sq(nThreatReactionRangeMultiplier * 30.f)) { + removePed = true; + } + } else { + removePed = true; + } + } + if (removePed) { + // If we arrive here, the ped we're checking isn't "near", so we should remove it. + for (int j = i; j < ARRAY_SIZE(m_nearPeds) - 1; j++) { + m_nearPeds[j] = m_nearPeds[j + 1]; + m_nearPeds[j + 1] = nil; + } + // Above loop won't work on last slot, so we need to empty it. + m_nearPeds[ARRAY_SIZE(m_nearPeds) - 1] = nil; + m_numNearPeds--; + } else + i++; + } } // --MIAMI: Done @@ -2802,11 +2773,8 @@ CPed::SetPedStats(ePedStats pedStat) bool CPed::CanUseTorsoWhenLooking(void) { - if (m_nPedState != PED_DRIVING && m_nPedState != PED_DRAG_FROM_CAR && !bIsDucking) { - if (m_animGroup != ASSOCGRP_SEXYWOMAN && m_animGroup != ASSOCGRP_WOMAN) - return true; - } - return false; + return m_nPedState != PED_DRIVING && m_nPedState != PED_DRAG_FROM_CAR && !bIsDucking && + m_animGroup != ASSOCGRP_SEXYWOMAN && m_animGroup != ASSOCGRP_WOMAN; } // --MIAMI: Done @@ -3086,17 +3054,17 @@ CPed::CanPedJumpThis(CEntity *unused, CVector *damageNormal = nil) if (damageNormal->z > 0.9f) return false; - CColModel *ourCol = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(); + CColModel *ourCol = GetColModel(); pos.z = ourCol->spheres->center.z - ourCol->spheres->radius * damageNormal->z + pos.z; pos.z = pos.z + 0.05f; float collPower = damageNormal->Magnitude2D(); - if (damageNormal->z <= 0.5f) { - forwardOffset += collPower * ourCol->spheres->radius * forwardOffset; - } else { + if (damageNormal->z > 0.5f) { CVector invDamageNormal(-damageNormal->x, -damageNormal->y, 0.0f); invDamageNormal *= 1.0f / collPower; CVector estimatedJumpDist = invDamageNormal + collPower * invDamageNormal * ourCol->spheres->radius; forwardOffset = estimatedJumpDist * Min(2.0f / collPower, 4.0f); + } else { + forwardOffset += collPower * ourCol->spheres->radius * forwardOffset; } } else { pos.z -= 0.15f; @@ -3495,18 +3463,10 @@ CPed::SetObjective(eObjective newObj) || m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) && !IsPlayer() && !IsPedInControl()) { bStartWanderPathOnFoot = true; - return; - } - // Unused code from assembly... - /* - else if(m_objective == OBJECTIVE_FLEE_CAR) { - } else { - + m_objective = OBJECTIVE_NONE; + m_prevObjective = OBJECTIVE_NONE; } - */ - m_objective = OBJECTIVE_NONE; - m_prevObjective = OBJECTIVE_NONE; } else if (m_prevObjective != newObj || m_prevObjective == OBJECTIVE_NONE) { SetObjectiveTimer(0); @@ -3636,10 +3596,9 @@ CPed::InformMyGangOfAttack(CEntity *attacker) void CPed::QuitEnteringCar(void) { - CAnimBlendAssociation *animAssoc = m_pVehicleAnim; CVehicle *veh = m_pMyVehicle; - if (animAssoc) - animAssoc->blendDelta = -1000.0f; + if (m_pVehicleAnim) + m_pVehicleAnim->blendDelta = -1000.0f; RestartNonPartialAnims(); @@ -3666,11 +3625,10 @@ CPed::QuitEnteringCar(void) bUsesCollision = true; if (DyingOrDead()) { - animAssoc = m_pVehicleAnim; - if (animAssoc) { - animAssoc->blendDelta = -4.0f; - animAssoc->flags |= ASSOC_DELETEFADEDOUT; - animAssoc->flags &= ~ASSOC_RUNNING; + if (m_pVehicleAnim) { + m_pVehicleAnim->blendDelta = -4.0f; + m_pVehicleAnim->flags |= ASSOC_DELETEFADEDOUT; + m_pVehicleAnim->flags &= ~ASSOC_RUNNING; } } else SetIdle(); @@ -3762,21 +3720,16 @@ CPed::ReactToAttack(CEntity *attacker) bool CPed::TurnBody(void) { - float lookDir; bool turnDone = true; - if (m_pLookTarget) { - const CVector &lookPos = m_pLookTarget->GetPosition(); - - lookDir = CGeneral::GetRadianAngleBetweenPoints( - lookPos.x, - lookPos.y, + if (m_pLookTarget) + m_fLookDirection = CGeneral::GetRadianAngleBetweenPoints( + m_pLookTarget->GetPosition().x, + m_pLookTarget->GetPosition().y, GetPosition().x, GetPosition().y); - } else - lookDir = m_fLookDirection; - float limitedLookDir = CGeneral::LimitRadianAngle(lookDir); + float limitedLookDir = CGeneral::LimitRadianAngle(m_fLookDirection); float currentRot = m_fRotationCur; if (currentRot - PI > limitedLookDir) @@ -3814,6 +3767,7 @@ CPed::Chat(void) if (partner->m_nPedState != PED_CHAT) { ClearChat(); + m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000; if (partner->m_pedInObjective) { if (partner->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || partner->m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE) @@ -3832,12 +3786,12 @@ CPed::Chat(void) } else Say(SOUND_PED_CHAT); - } else if (!RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_IDLE)) { + } else { - if (CGeneral::GetRandomNumber() < 20) { + if (CGeneral::GetRandomNumber() < 20 && !RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_IDLE)) { CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f); } - if (!bIsTalking) { + if (!bIsTalking && !RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_IDLE)) { CAnimBlendAssociation *chatAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_CHAT, 4.0f); float chatTime = CGeneral::GetRandomNumberInRange(0.0f, 3.0f); chatAssoc->SetCurrentTime(chatTime); @@ -4038,7 +3992,7 @@ CPed::CheckForPointBlankPeds(CPed *pedToVerify) if (!pedToVerify || pedToVerify == nearPed) { CVector diff = nearPed->GetPosition() - GetPosition(); - if (diff.Magnitude() < pbDistance) { + if (diff.MagnitudeSqr() < SQR(pbDistance)) { float neededAngle = CGeneral::GetRadianAngleBetweenPoints( nearPed->GetPosition().x, nearPed->GetPosition().y, @@ -4117,8 +4071,7 @@ CPed::ClearAll(void) m_nMoveState = PEDMOVE_NONE; m_pSeekTarget = nil; m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); - m_fleeFromPosX = 0.0f; - m_fleeFromPosY = 0.0f; + m_fleeFromPos = CVector2D(0.0f, 0.0f); m_fleeFrom = nil; m_fleeTimer = 0; m_threatEx = nil; @@ -4138,7 +4091,6 @@ CPed::ClearAttack(void) if (m_nPedState != PED_ATTACK || (bIsDucking && !IsPlayer()) || m_nWaitState == WAITSTATE_PLAYANIM_DUCK) return; - // VC uses CCamera::Using1stPersonWeaponMode if (FindPlayerPed() == this && TheCamera.Using1stPersonWeaponMode()) { SetPointGunAt(nil); } else if (bIsPointingGunAt) { @@ -5092,7 +5044,7 @@ CPed::RestoreHeadingRate(void) void CPed::RestoreHeadingRateCB(CAnimBlendAssociation *assoc, void *arg) { - ((CPed*)arg)->m_headingRate = ((CPed*)arg)->m_pedStats->m_headingChangeRate; + ((CPed*)arg)->RestoreHeadingRate(); } // --MIAMI: Done @@ -5203,7 +5155,7 @@ CPed::SetPointGunAt(CEntity *to) SetPedState(PED_AIM_GUN); bIsPointingGunAt = true; - SetMoveState(PEDMOVE_NONE); + SetMoveState(PEDMOVE_STILL); CAnimBlendAssociation *aimAssoc; @@ -5705,12 +5657,7 @@ CPed::StartFightAttack(uint8 buttonPressure) animAssoc = CAnimManager::BlendAnimation(GetClump(), m_curFightMove < FIGHTMOVE_MELEE1 ? ASSOCGRP_STD : weaponInfo->m_AnimToPlay, tFightMoves[m_curFightMove].animId, 8.0f); - if (weaponInfo->m_AnimToPlay != ASSOCGRP_KNIFE || m_curFightMove < FIGHTMOVE_MELEE1) { - if (m_curFightMove == FIGHTMOVE_BACKKICK) - animAssoc->speed = 1.15f; - else - animAssoc->speed = 0.8f; - } else { + if (weaponInfo->m_AnimToPlay == ASSOCGRP_KNIFE && m_curFightMove >= FIGHTMOVE_MELEE1) { switch (GetWeapon()->m_eWeaponType) { case WEAPONTYPE_SCREWDRIVER: case WEAPONTYPE_KNIFE: @@ -5728,6 +5675,11 @@ CPed::StartFightAttack(uint8 buttonPressure) animAssoc->speed = 0.9f; break; } + } else { + if (m_curFightMove == FIGHTMOVE_BACKKICK) + animAssoc->speed = 1.15f; + else + animAssoc->speed = 0.8f; } if (IsPlayer()) animAssoc->SetCurrentTime(0.08f); @@ -5770,9 +5722,9 @@ CPed::LoadFightData(void) line[linelen] = '\0'; // skip white space - for (lp = 0; line[lp] <= ' '; lp++); + for (lp = 0; line[lp] <= ' ' && line[lp] != '\0'; lp++); - if (lp >= linelen || // FIX: game uses == here, but this is safer if we have empty lines + if (line[lp] == '\0' || line[lp] == '#') continue; @@ -5838,11 +5790,12 @@ CPed::LoadFightData(void) int CPed::GetLocalDirection(const CVector2D &posOffset) { - float direction; + int direction; + float angle; - for (direction = posOffset.Heading() - m_fRotationCur + DEGTORAD(45.0f); direction < 0.0f; direction += TWOPI); + for (angle = posOffset.Heading() - m_fRotationCur + DEGTORAD(45.0f); angle < 0.0f; angle += TWOPI); - for (direction = (int)RADTODEG(direction) / 90; direction > 3; direction -= 4); + for (direction = RADTODEG(angle)/90.0f; direction > 3; direction -= 4); // 0-forward, 1-left, 2-backward, 3-right. return direction; @@ -6530,8 +6483,7 @@ CPed::SetFlee(CVector2D const &from, int time) SetStoredState(); SetPedState(PED_FLEE_POS); SetMoveState(PEDMOVE_RUN); - m_fleeFromPosX = from.x; - m_fleeFromPosY = from.y; + m_fleeFromPos = from; } bUsePedNodeSeek = true; @@ -7120,9 +7072,7 @@ CPed::CreateDeadPedMoney(void) if (!CGame::nastyGame) return; - int skin = GetModelIndex(); - - if ((skin >= MI_COP && skin <= MI_FIREMAN) || (CharCreatedBy == MISSION_CHAR && !bMoneyHasBeenGivenByScript) || bInVehicle) + if ((GetModelIndex() >= MI_COP && GetModelIndex() <= MI_FIREMAN) || (CharCreatedBy == MISSION_CHAR && !bMoneyHasBeenGivenByScript) || bInVehicle) return; int money = m_nPedMoney; @@ -7204,6 +7154,7 @@ CPed::CreateDeadPedWeaponPickups(void) int quantity = Min(weaponAmmo, AmmoForWeapon_OnStreet[weapon] / 2); CreateDeadPedPickupCoors(&pickupPos.x, &pickupPos.y, &pickupPos.z); + pickupPos.z += 0.3f; if (!CPickups::TryToMerge_WeaponType(pickupPos, weapon, PICKUP_ONCE_TIMEOUT, quantity, false)) { CPickups::GenerateNewOne_WeaponType(pickupPos, weapon, PICKUP_ONCE_TIMEOUT, Min(weaponAmmo, quantity)); } @@ -7696,28 +7647,15 @@ CPed::EnterCar(void) // CVector posForDoor = GetPositionToOpenCarDoor(veh, m_vehEnterType); if (veh->CanPedOpenLocks(this)) { - if (m_vehEnterType) { - CAnimBlendAssociation *enterAssoc = m_pVehicleAnim; - if (enterAssoc) - veh->ProcessOpenDoor(m_vehEnterType, enterAssoc->animId, enterAssoc->currentTime); + if (m_vehEnterType && m_pVehicleAnim) { + veh->ProcessOpenDoor(m_vehEnterType, m_pVehicleAnim->animId, m_pVehicleAnim->currentTime); } } bIsInTheAir = false; LineUpPedWithCar(LINE_UP_TO_CAR_START); if (veh->IsBike()) { CBike *bike = (CBike*)veh; - if (bike->GetStatus() != STATUS_ABANDONED || bike->bIsBeingPickedUp || !m_pVehicleAnim) { - if (m_nPedState == PED_CARJACK && m_pVehicleAnim) { - if (m_pVehicleAnim->currentTime > 0.4f && m_pVehicleAnim->currentTime - m_pVehicleAnim->timeStep <= 0.4f) { - int anim = m_pVehicleAnim->animId; - if (anim == ANIM_BIKE_KICK) { - DMAudio.PlayOneShot(m_audioEntityId, SOUND_187, 3.0f); - } else if (anim == ANIM_BIKE_ELBOW_R || anim == ANIM_BIKE_ELBOW_L) { - DMAudio.PlayOneShot(m_audioEntityId, SOUND_186, 3.0f); - } - } - } - } else { + if (bike->GetStatus() == STATUS_ABANDONED && !bike->bIsBeingPickedUp && m_pVehicleAnim) { int anim = m_pVehicleAnim->animId; // One is pickup and other one is pullup, not same :p @@ -7725,6 +7663,15 @@ CPed::EnterCar(void) bike->bIsBeingPickedUp = true; else if ((anim == ANIM_BIKE_PULLUP_R || anim == ANIM_BIKE_PULLUP_L) && m_pVehicleAnim->currentTime > 0.4667f) bike->bIsBeingPickedUp = true; + } else if (m_nPedState == PED_CARJACK && m_pVehicleAnim) { + if (m_pVehicleAnim->currentTime > 0.4f && m_pVehicleAnim->currentTime - m_pVehicleAnim->timeStep <= 0.4f) { + int anim = m_pVehicleAnim->animId; + if (anim == ANIM_BIKE_KICK) { + DMAudio.PlayOneShot(m_audioEntityId, SOUND_187, 3.0f); + } else if (anim == ANIM_BIKE_ELBOW_R || anim == ANIM_BIKE_ELBOW_L) { + DMAudio.PlayOneShot(m_audioEntityId, SOUND_186, 3.0f); + } + } } } } else { @@ -7894,16 +7841,26 @@ CPed::ExitCar(void) else LineUpPedWithCar(LINE_UP_TO_CAR_FALL); - } else if (exitAnim != ANIM_CAR_ROLLOUT_LHS && exitAnim != ANIM_CAR_ROLLOUT_RHS) { + } else if (exitAnim == ANIM_CAR_ROLLOUT_LHS || exitAnim == ANIM_CAR_ROLLOUT_RHS) { + if (animTime > 0.07f && m_pMyVehicle && m_pMyVehicle->IsCar()) { + if (exitAnim == ANIM_CAR_ROLLOUT_LHS) { + ((CAutomobile*)m_pMyVehicle)->KnockPedOutCar(WEAPONTYPE_UNIDENTIFIED, CAR_DOOR_LF, this); + } else { + ((CAutomobile*)m_pMyVehicle)->KnockPedOutCar(WEAPONTYPE_UNIDENTIFIED, CAR_DOOR_RF, this); + } + } else { + LineUpPedWithCar(LINE_UP_TO_CAR_FALL); + } + } else { m_pMyVehicle->ProcessOpenDoor(m_vehEnterType, exitAnim, animTime); if (m_pSeekTarget) { // Car is upside down if (m_pMyVehicle->GetUp().z > -0.8f) { - if (exitAnim != ANIM_CAR_CLOSE_RHS && exitAnim != ANIM_CAR_CLOSE_LHS && animTime <= 0.3f) - LineUpPedWithCar((m_pMyVehicle->GetModelIndex() == MI_DODO ? LINE_UP_TO_CAR_END : LINE_UP_TO_CAR_START)); - else + if (exitAnim == ANIM_CAR_CLOSE_RHS || exitAnim == ANIM_CAR_CLOSE_LHS || animTime > 0.3f) LineUpPedWithCar(LINE_UP_TO_CAR_END); + else + LineUpPedWithCar((m_pMyVehicle->GetModelIndex() == MI_DODO ? LINE_UP_TO_CAR_END : LINE_UP_TO_CAR_START)); } else { LineUpPedWithCar(LINE_UP_TO_CAR_END); @@ -7914,7 +7871,7 @@ CPed::ExitCar(void) if (m_nPedState == PED_EXIT_CAR) { CPed* foundPed = nil; for (int i = 0; i < m_numNearPeds; i++) { - if ((m_nearPeds[i]->GetPosition() - GetPosition()).MagnitudeSqr2D() < 0.04f) { + if ((m_nearPeds[i]->GetPosition() - GetPosition()).MagnitudeSqr2D() < SQR(0.2f)) { foundPed = m_nearPeds[i]; break; } @@ -7923,12 +7880,6 @@ CPed::ExitCar(void) if (animTime > 0.4f && foundPed->IsPedInControl()) foundPed->SetFall(1000, ANIM_KO_SKID_FRONT, 1); } - } else if (animTime <= 0.07f || !m_pMyVehicle || !m_pMyVehicle->IsCar()) { - LineUpPedWithCar(LINE_UP_TO_CAR_FALL); - } else if (exitAnim == ANIM_CAR_ROLLOUT_LHS) { - ((CAutomobile*)m_pMyVehicle)->KnockPedOutCar(WEAPONTYPE_UNIDENTIFIED, CAR_DOOR_LF, this); - } else { - ((CAutomobile*)m_pMyVehicle)->KnockPedOutCar(WEAPONTYPE_UNIDENTIFIED, CAR_DOOR_RF, this); } } @@ -7954,21 +7905,19 @@ CPed::Fall(void) if (!fallAssoc) fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FRONT); - if (fallAssoc || !firstPartialAssoc || 0.8f * firstPartialAssoc->hierarchy->totalLength >= firstPartialAssoc->currentTime) { - if (fallAssoc) { - if (fallAssoc->blendAmount > 0.3f && fallAssoc->blendDelta >= 0.0f) { - float time = fallAssoc->currentTime; + if (!fallAssoc && firstPartialAssoc && 0.8f * firstPartialAssoc->hierarchy->totalLength < firstPartialAssoc->currentTime) { + if (firstPartialAssoc->flags & ASSOC_FRONTAL) { + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_FRONT, 8.0f); + } else { + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_BACK, 8.0f); + } + } else if (fallAssoc && fallAssoc->blendAmount > 0.3f && fallAssoc->blendDelta >= 0.0f) { + float time = fallAssoc->currentTime; - if (time > 0.667f && time - fallAssoc->timeStep <= 0.667f) { - fallAssoc->SetCurrentTime(0.0f); - fallAssoc->SetRun(); - } - } + if (time > 0.667f && time - fallAssoc->timeStep <= 0.667f) { + fallAssoc->SetCurrentTime(0.0f); + fallAssoc->SetRun(); } - } else if (firstPartialAssoc->flags & ASSOC_FRONTAL) { - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_FRONT, 8.0f); - } else { - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_BACK, 8.0f); } } else if ((bKnockedUpIntoAir || bKnockedOffBike) && bIsStanding && !bWasStanding) { fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_BACK); @@ -9088,9 +9037,7 @@ CPed::Seek(void) CVector* CPed::SeekFollowingPath(void) { - // unused - if (!vecNextPathNodeInitialized) - vecNextPathNodeInitialized = true; + static CVector vecNextPathNode; if (m_nCurPathNodeId >= m_nNumPathNodes || m_nNumPathNodes == 0) return nil; @@ -9317,18 +9264,15 @@ CPed::FollowPath(void) CVector CPed::GetFormationPosition(void) { - CPed *referencePed = m_pedInObjective; - - if (!referencePed) + if (!m_pedInObjective) return GetPosition(); - if (referencePed->m_nPedState == PED_DEAD) { - CPed *referencePedOfReference = referencePed->m_pedInObjective; - if (!referencePedOfReference) { + if (m_pedInObjective->m_nPedState == PED_DEAD) { + if (!m_pedInObjective->m_pedInObjective) { m_pedInObjective = nil; return GetPosition(); } - m_pedInObjective = referencePed = referencePedOfReference; + m_pedInObjective = m_pedInObjective->m_pedInObjective; } CVector formationOffset; @@ -9388,8 +9332,7 @@ CPed::GetNearestDoor(CVehicle *veh, CVector &posToOpen) && m_pedStats->m_temper > 65 && !m_vehEnterType || m_vehEnterType == CAR_WINDSCREEN)) { m_vehEnterType = CAR_WINDSCREEN; - CVector windscreenPos = GetPositionToOpenCarDoor(veh, CAR_WINDSCREEN); - posToOpen = windscreenPos; + posToOpen = GetPositionToOpenCarDoor(veh, CAR_WINDSCREEN); return; } } @@ -9401,41 +9344,37 @@ CPed::GetNearestDoor(CVehicle *veh, CVector &posToOpen) CVector lfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_LF); CVector rfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF); - // Right front door is closer - if ((lfPos - GetPosition()).MagnitudeSqr2D() >= (rfPos - GetPosition()).MagnitudeSqr2D()) { + // Left front door is closer + if ((lfPos - GetPosition()).MagnitudeSqr2D() < (rfPos - GetPosition()).MagnitudeSqr2D()) { + + if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) { + m_vehEnterType = CAR_DOOR_LF; + posToOpen = lfPos; + } else if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, enterOffset)) { + m_vehEnterType = CAR_DOOR_RF; + posToOpen = rfPos; + } + } else { if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, enterOffset)) { CPed *rfPassenger = veh->pPassengers[0]; - if (!rfPassenger || veh->IsBike() - || rfPassenger->m_leader != this && !rfPassenger->bDontDragMeOutCar && (veh->VehicleCreatedBy != MISSION_VEHICLE || m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) - || veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset) == 0) { - - if ((veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) == 0 - || veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset) == 0) { - m_vehEnterType = CAR_DOOR_RF; - posToOpen = rfPos; - return; - } + if (rfPassenger && !veh->IsBike() + && (rfPassenger->m_leader == this || rfPassenger->bDontDragMeOutCar || + veh->VehicleCreatedBy == MISSION_VEHICLE && m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) + && veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset) + || (veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) && veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) { + + m_vehEnterType = CAR_DOOR_LF; + posToOpen = lfPos; + } else { + m_vehEnterType = CAR_DOOR_RF; + posToOpen = rfPos; } - } else { - if (!veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) - return; + } else if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) { + m_vehEnterType = CAR_DOOR_LF; + posToOpen = lfPos; } - m_vehEnterType = CAR_DOOR_LF; - posToOpen = lfPos; - return; - } - - if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) { - m_vehEnterType = CAR_DOOR_LF; - posToOpen = lfPos; - return; - } - - if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, enterOffset)) { - m_vehEnterType = CAR_DOOR_RF; - posToOpen = rfPos; } } @@ -9579,11 +9518,11 @@ CPed::GoToNearestDoor(CVehicle *veh) bool CPed::HaveReachedNextPointOnRoute(float distToCountReached) { - if ((m_nextRoutePointPos - GetPosition()).Magnitude2D() >= distToCountReached) - return false; - - m_routePointsPassed += m_routePointsBeingPassed; - return true; + if ((m_nextRoutePointPos - GetPosition()).Magnitude2D() < distToCountReached) { + m_routePointsPassed += m_routePointsBeingPassed; + return true; + } + return false; } // --MIAMI: Done @@ -10714,7 +10653,7 @@ CPed::MoveHeadToLook(void) if (m_pLookTarget) { if (m_pLookTarget->IsPed()) { - ((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition(*(RwV3d *)&lookPos, PED_MID); + ((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition(lookPos, PED_MID); } else { lookPos = m_pLookTarget->GetPosition(); } @@ -10735,34 +10674,28 @@ CPed::MoveHeadToLook(void) if (m_lookTimer - CTimer::GetTimeInMilliseconds() >= 1000) return; - bool notRocketLauncher = false; - bool notTwoHanded = false; + bool handFreeToMove = false; AnimationId animToPlay = NUM_STD_ANIMS; - if (!GetWeapon()->IsType2Handed()) - notTwoHanded = true; + if (!GetWeapon()->IsType2Handed() && GetWeapon()->m_eWeaponType != WEAPONTYPE_ROCKETLAUNCHER) + handFreeToMove = true; - if (notTwoHanded && GetWeapon()->m_eWeaponType != WEAPONTYPE_ROCKETLAUNCHER) - notRocketLauncher = true; - - if (IsPlayer() && notRocketLauncher) { + if (IsPlayer() && handFreeToMove) { if (m_pLookTarget->IsPed()) { - - if (m_pedStats->m_temper >= 49 && ((CPed*)m_pLookTarget)->m_nPedType != PEDTYPE_COP) { - - // FIX: Unreachable and meaningless condition -#ifndef FIX_BUGS - if (m_pedStats->m_temper < 47) +#ifdef FIX_BUGS + if (m_pedStats->m_temper > 49 || ((CPed*)m_pLookTarget)->m_nPedType == PEDTYPE_COP) +#else + if (m_pedStats->m_temper < 49 || ((CPed*)m_pLookTarget)->m_nPedType == PEDTYPE_COP) #endif - animToPlay = ANIM_FIGHT_PPUNCH; - } else { animToPlay = ANIM_FUCKU; - } - } else if (m_pedStats->m_temper > 49 || m_pLookTarget->GetModelIndex() == MI_POLICE) { - animToPlay = ANIM_FUCKU; + else if(m_pedStats->m_temper < 47) + animToPlay = ANIM_FIGHT_PPUNCH; + } else { + if (m_pedStats->m_temper > 49 || m_pLookTarget->GetModelIndex() == MI_POLICE) + animToPlay = ANIM_FUCKU; } - } else if (notRocketLauncher && (CGeneral::GetRandomNumber() & 1)) { + } else if (handFreeToMove && (CGeneral::GetRandomNumber() & 1)) { animToPlay = ANIM_FUCKU; } @@ -10775,19 +10708,11 @@ CPed::MoveHeadToLook(void) } } bShakeFist = false; - return; - } - - if (999999.0f == m_fLookDirection) { + } else if (m_fLookDirection == 999999.0f) { ClearLookFlag(); - return; - } - - if (!m_pedIK.LookInDirection(m_fLookDirection, 0.0f)) { - if (!bKeepTryingToLook) { + } else if (!m_pedIK.LookInDirection(m_fLookDirection, 0.0f)) { + if (!bKeepTryingToLook) ClearLookFlag(); - return; - } } } @@ -12020,8 +11945,7 @@ CPed::ProcessControl(void) break; } case PED_FLEE_POS: - ms_vec2DFleePosition.x = m_fleeFromPosX; - ms_vec2DFleePosition.y = m_fleeFromPosY; + ms_vec2DFleePosition = m_fleeFromPos; Flee(); break; case PED_FLEE_ENTITY: @@ -12083,8 +12007,7 @@ CPed::ProcessControl(void) if (m_fleeFrom) { ms_vec2DFleePosition = m_fleeFrom->GetPosition(); } else { - ms_vec2DFleePosition.x = m_fleeFromPosX; - ms_vec2DFleePosition.y = m_fleeFromPosY; + ms_vec2DFleePosition = m_fleeFromPos; } Flee(); } else { @@ -12333,7 +12256,7 @@ CPed::PedAnimDoorCloseCB(CAnimBlendAssociation *animAssoc, void *arg) default: assert(0); } - if (veh->Damage.GetDoorStatus(door) == DOOR_STATUS_SMASHED) + if (veh->Damage.GetDoorStatus(door) == DOOR_STATUS_SWINGING) veh->Damage.SetDoorStatus(door, DOOR_STATUS_OK); if (door == DOOR_FRONT_LEFT || ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || veh->bIsBus || veh->m_nNumMaxPassengers == 0) { @@ -12865,26 +12788,26 @@ CPed::PedAnimPullPedOutCB(CAnimBlendAssociation* animAssoc, void* arg) } if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) { - if (ped->m_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR) { + if (ped->m_vehEnterType == CAR_DOOR_LF || ped->m_vehEnterType == CAR_DOOR_LR) { + if (veh->IsBike()) + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ((CBike*)veh)->m_bikeAnimType, ANIM_BIKE_JUMPON_R); + else if (isLow) + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_LHS); + else + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LHS); + } else { if (veh->IsBike()) ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ((CBike*)veh)->m_bikeAnimType, ANIM_BIKE_JUMPON_L); else if (isLow) ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_RHS); else ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_RHS); - - } else if (veh->IsBike()) { - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ((CBike*)veh)->m_bikeAnimType, ANIM_BIKE_JUMPON_R); - } else if (isLow) { - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_LHS); - } else { - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LHS); } ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); } else { ped->QuitEnteringCar(); } - } else { + } else if(ped->m_nPedState != PED_DRIVING) { ped->QuitEnteringCar(); } } @@ -12947,9 +12870,7 @@ CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg) default: break; } - bool closeDoor = false; - if (!veh->IsDoorMissing(door)) - closeDoor = true; + bool closeDoor = !veh->IsDoorMissing(door); int padNo; if (ped->IsPlayer()) { @@ -12970,10 +12891,7 @@ CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg) break; } CPad* pad = CPad::GetPad(padNo); - bool engineIsIntact = false; - if (veh->IsCar() && ((CAutomobile*)veh)->Damage.GetEngineStatus() >= 225) { - engineIsIntact = true; - } + bool engineIsIntact = veh->IsCar() && ((CAutomobile*)veh)->Damage.GetEngineStatus() >= 225; if (!pad->ArePlayerControlsDisabled() && veh->m_nDoorLock != CARLOCK_FORCE_SHUT_DOORS && (pad->GetTarget() || pad->NewState.LeftStickX @@ -13036,10 +12954,8 @@ CPed::PedEvadeCB(CAnimBlendAssociation* animAssoc, void* arg) if (!animAssoc) { ped->ClearLookFlag(); - if (ped->m_nPedState != PED_DIVE_AWAY && ped->m_nPedState != PED_STEP_AWAY) - return; - - ped->RestorePreviousState(); + if (ped->m_nPedState == PED_DIVE_AWAY || ped->m_nPedState == PED_STEP_AWAY) + ped->RestorePreviousState(); } else if (animAssoc->animId == ANIM_EV_DIVE) { ped->bUpdateAnimHeading = true; @@ -13053,10 +12969,8 @@ CPed::PedEvadeCB(CAnimBlendAssociation* animAssoc, void* arg) } else if (animAssoc->flags & ASSOC_FADEOUTWHENDONE) { ped->ClearLookFlag(); - if (ped->m_nPedState != PED_DIVE_AWAY && ped->m_nPedState != PED_STEP_AWAY) - return; - - ped->RestorePreviousState(); + if (ped->m_nPedState == PED_DIVE_AWAY || ped->m_nPedState == PED_STEP_AWAY) + ped->RestorePreviousState(); } else if (ped->m_nPedState != PED_ARRESTED) { animAssoc->flags |= ASSOC_DELETEFADEDOUT; @@ -13100,9 +13014,9 @@ CPed::PedGetupCB(CAnimBlendAssociation* animAssoc, void* arg) ped->SetMoveState(PEDMOVE_STILL); else ped->SetMoveState(PEDMOVE_RUN); + ped->SetMoveAnim(); } - ped->SetMoveAnim(); ped->bGetUpAnimStarted = false; } @@ -13546,14 +13460,12 @@ CPed::RegisterThreatWithGangPeds(CEntity *attacker) if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS) { if (attacker->IsPed()) { attackerPed = (CPed*)attacker; - } else { - if (!attacker->IsVehicle()) - return; - + } else if (attacker->IsVehicle()) { attackerPed = ((CVehicle*)attacker)->pDriver; if (!attackerPed) return; - } + } else + return; if (attackerPed && (attackerPed->IsPlayer() || attackerPed->IsGangMember())) { for (int i = 0; i < m_numNearPeds; ++i) { @@ -14408,41 +14320,47 @@ CVector vecTestTemp(-1.0f, -1.0f, -1.0f); void CPed::Render(void) { - if (!bInVehicle || !m_pMyVehicle || m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR || - bRenderPedInCar && (m_pMyVehicle->IsBike() || IsPlayer() || - sq((m_pMyVehicle->IsBoat() ? 40.0f : 25.0f) * TheCamera.LODDistMultiplier) >= (TheCamera.GetPosition() - GetPosition()).MagnitudeSqr())) { + if (bInVehicle && m_pMyVehicle && m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR) { + if (!bRenderPedInCar) + return; - CEntity::Render(); + if (!m_pMyVehicle->IsBike() && !IsPlayer()) { + float camDistSq = (TheCamera.GetPosition() - GetPosition()).MagnitudeSqr(); + if (camDistSq > SQR((m_pMyVehicle->IsBoat() ? 40.0f : 25.0f) * TheCamera.LODDistMultiplier)) + return; + } + } - if(m_pWeaponModel){ - RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump()); - int idx = RpHAnimIDGetIndex(hier, m_pFrames[PED_HANDR]->nodeID); - RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx]; - RwFrame *frame = RpAtomicGetFrame(m_pWeaponModel); - *RwFrameGetMatrix(frame) = *mat; - RwFrameUpdateObjects(frame); - RpAtomicRender(m_pWeaponModel); - if (IsPlayer()) { - CPlayerPed *player = (CPlayerPed*)this; - if (player->m_pMinigunTopAtomic) { - frame = RpAtomicGetFrame(player->m_pMinigunTopAtomic); - *RwFrameGetMatrix(frame) = *mat; + CEntity::Render(); - player->m_fGunSpinAngle = player->m_fGunSpinSpeed * CTimer::GetTimeStep() + player->m_fGunSpinAngle; - if (player->m_fGunSpinAngle > TWOPI) - player->m_fGunSpinAngle -= TWOPI; + if(m_pWeaponModel){ + RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump()); + int idx = RpHAnimIDGetIndex(hier, m_pFrames[PED_HANDR]->nodeID); + RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx]; + RwFrame *frame = RpAtomicGetFrame(m_pWeaponModel); + *RwFrameGetMatrix(frame) = *mat; + RwFrameUpdateObjects(frame); + RpAtomicRender(m_pWeaponModel); + if (IsPlayer()) { + CPlayerPed *player = (CPlayerPed*)this; + if (player->m_pMinigunTopAtomic) { + frame = RpAtomicGetFrame(player->m_pMinigunTopAtomic); + *RwFrameGetMatrix(frame) = *mat; - CMatrix mgTopMat, localAdjMat; - mgTopMat.Attach(RwFrameGetMatrix(frame)); - localAdjMat.SetRotateX(player->m_fGunSpinAngle); - localAdjMat.Rotate(DEGTORAD(-4.477f)* vecTestTemp.x, DEGTORAD(29.731f) * vecTestTemp.y, DEGTORAD(1.064f) * vecTestTemp.z); - localAdjMat.GetPosition() += CVector(0.829f, -0.001f, 0.226f); - mgTopMat = mgTopMat * localAdjMat; - mgTopMat.UpdateRW(); + player->m_fGunSpinAngle = player->m_fGunSpinSpeed * CTimer::GetTimeStep() + player->m_fGunSpinAngle; + if (player->m_fGunSpinAngle > TWOPI) + player->m_fGunSpinAngle -= TWOPI; - RwFrameUpdateObjects(frame); - RpAtomicRender(player->m_pMinigunTopAtomic); - } + CMatrix mgTopMat, localAdjMat; + mgTopMat.Attach(RwFrameGetMatrix(frame)); + localAdjMat.SetRotateX(player->m_fGunSpinAngle); + localAdjMat.Rotate(DEGTORAD(-4.477f)* vecTestTemp.x, DEGTORAD(29.731f) * vecTestTemp.y, DEGTORAD(1.064f) * vecTestTemp.z); + localAdjMat.GetPosition() += CVector(0.829f, -0.001f, 0.226f); + mgTopMat = mgTopMat * localAdjMat; + mgTopMat.UpdateRW(); + + RwFrameUpdateObjects(frame); + RpAtomicRender(player->m_pMinigunTopAtomic); } } } @@ -16701,7 +16619,7 @@ CPed::SetRadioStation(void) if (GetModelIndex() != MI_PGA && GetModelIndex() != MI_PGB) { if (m_pMyVehicle->m_nRadioStation != modelInfo->radio1 && m_pMyVehicle->m_nRadioStation != modelInfo->radio2) { - if (CGeneral::GetRandomNumber() < MYRAND_MAX / 2) + if (CGeneral::GetRandomTrueFalse()) m_pMyVehicle->m_nRadioStation = modelInfo->radio1; else m_pMyVehicle->m_nRadioStation = modelInfo->radio2; @@ -17200,25 +17118,18 @@ CPed::SetFollowPath(CVector dest, float radius, eMoveState state, CEntity* walkA bool weHaveTargetPed = targetEnt && targetEnt->IsPed(); bool useDestVec = !weHaveTargetPed; - CVector targetPos; if (useDestVec) - targetPos = dest; + m_followPathDestPos = dest; else - targetPos = targetEnt->GetPosition(); + m_followPathDestPos = targetEnt->GetPosition(); - m_followPathDestPos = targetPos; if (targetEnt && m_nPedState == PED_SEEK_POS) { m_followPathDestPos = m_vecSeekPos; } - float newRadius = radius > 0.f ? radius : 20.f; - bool useGivenPedMove = true; - - m_followPathAbortDist = newRadius; - - if (state != PEDMOVE_RUN && state != PEDMOVE_WALK) - useGivenPedMove = false; + m_followPathAbortDist = radius > 0.f ? radius : 20.f; + bool useGivenPedMove = state == PEDMOVE_RUN || state == PEDMOVE_WALK; if (useGivenPedMove) m_followPathMoveState = state; else @@ -19468,18 +19379,10 @@ CPed::SetEnterCar_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag) car->AutoPilot.m_nCruiseSpeed = 0; } else { - if (zDiff > 4.4f) { - if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_RHS, 4.0f); - else - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_LHS, 4.0f); - - } else { - if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_RHS, 4.0f); - else - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_LHS, 4.0f); - } + if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, zDiff > 4.4f ? ANIM_CAR_ALIGNHI_RHS : ANIM_CAR_ALIGN_RHS, 4.0f); + else + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, zDiff > 4.4f ? ANIM_CAR_ALIGNHI_LHS : ANIM_CAR_ALIGN_LHS, 4.0f); m_pVehicleAnim->SetFinishCallback(PedAnimAlignCB, this); } } @@ -19607,21 +19510,20 @@ CPed::WarpPedToNearEntityOffScreen(CEntity *warpTo) CVector halfNormalizedDist = distVec / halfOfDist; CVector appropriatePos = GetPosition(); - CVector zCorrectedPos = appropriatePos; - int tryCount = Min(10, halfOfDist); + int tryCount = Min(10, (int)halfOfDist); for (int i = 0; i < tryCount; ++i) { appropriatePos += halfNormalizedDist; + CVector zCorrectedPos = appropriatePos; CPedPlacement::FindZCoorForPed(&zCorrectedPos); - if (Abs(zCorrectedPos.z - warpToPos.z) >= 3.0f && Abs(zCorrectedPos.z - appropriatePos.z) >= 3.0f) - continue; - - appropriatePos.z = zCorrectedPos.z; - if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f, &TheCamera.GetCameraMatrix()) - && CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false) - && !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) { - teleported = true; - Teleport(appropriatePos); + if (Abs(zCorrectedPos.z - warpToPos.z) < 3.0f || Abs(zCorrectedPos.z - appropriatePos.z) < 3.0f) { + appropriatePos.z = zCorrectedPos.z; + if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f, &TheCamera.GetCameraMatrix()) + && CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false) + && !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) { + teleported = true; + Teleport(appropriatePos); + } } } m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 3000; @@ -19642,21 +19544,20 @@ CPed::WarpPedToNearLeaderOffScreen(void) CVector halfNormalizedDist = distVec / halfOfDist; CVector appropriatePos = GetPosition(); - CVector zCorrectedPos = appropriatePos; - int tryCount = Min(10, halfOfDist); + int tryCount = Min(10, (int)halfOfDist); for (int i = 0; i < tryCount; ++i) { appropriatePos += halfNormalizedDist; + CVector zCorrectedPos = appropriatePos; CPedPlacement::FindZCoorForPed(&zCorrectedPos); - if (Abs(zCorrectedPos.z - warpToPos.z) >= 3.0f && Abs(zCorrectedPos.z - appropriatePos.z) >= 3.0f) - continue; - - appropriatePos.z = zCorrectedPos.z; - if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f, &TheCamera.GetCameraMatrix()) - && CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false) - && !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) { - teleported = true; - Teleport(appropriatePos); + if (Abs(zCorrectedPos.z - warpToPos.z) < 3.0f || Abs(zCorrectedPos.z - appropriatePos.z) < 3.0f) { + appropriatePos.z = zCorrectedPos.z; + if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f) + && CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false) + && !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) { + teleported = true; + Teleport(appropriatePos); + } } } m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 3000; @@ -19697,19 +19598,10 @@ CPed::SetCarJack_AllClear(CVehicle* car, uint32 doorNode, uint32 doorFlag) float zDiff = Max(0.0f, carEnterPos.z - GetPosition().z); bUsesCollision = false; - if (zDiff > 4.4f) { - if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_RHS, 4.0f); - else - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_LHS, 4.0f); - - } - else { - if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_RHS, 4.0f); - else - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_LHS, 4.0f); - } + if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, zDiff > 4.4f ? ANIM_CAR_ALIGNHI_LHS : ANIM_CAR_ALIGN_LHS, 4.0f); + else + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, zDiff > 4.4f ? ANIM_CAR_ALIGNHI_RHS : ANIM_CAR_ALIGN_RHS, 4.0f); m_pVehicleAnim->SetFinishCallback(PedAnimAlignCB, this); } @@ -19790,12 +19682,12 @@ CPed::SetCarJack(CVehicle* car) pedInSeat = car->pDriver; if (m_fHealth > 0.0f && (IsPlayer() || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS || - (car->VehicleCreatedBy != MISSION_VEHICLE && car->GetModelIndex() != MI_DODO))) - if (pedInSeat && !pedInSeat->IsPedDoingDriveByShooting() && pedInSeat->m_nPedState == PED_DRIVING) - if (m_nPedState != PED_CARJACK && !m_pVehicleAnim) - if ((car->IsDoorReady(door) || car->IsDoorFullyOpen(door))) - if (!car->bIsBeingCarJacked && !(doorFlag & car->m_nGettingInFlags) && !(doorFlag & car->m_nGettingOutFlags)) - SetCarJack_AllClear(car, m_vehEnterType, doorFlag); + CharCreatedBy == MISSION_CHAR || (car->VehicleCreatedBy != MISSION_VEHICLE && car->GetModelIndex() != MI_DODO))) + if (pedInSeat && !pedInSeat->IsPedDoingDriveByShooting() && pedInSeat->m_nPedState == PED_DRIVING) + if (m_nPedState != PED_CARJACK && !m_pVehicleAnim) + if ((car->IsDoorReady(door) || car->IsDoorFullyOpen(door))) + if (!car->bIsBeingCarJacked && !(doorFlag & car->m_nGettingInFlags) && !(doorFlag & car->m_nGettingOutFlags)) + SetCarJack_AllClear(car, m_vehEnterType, doorFlag); } // --MIAMI: Done @@ -19816,9 +19708,9 @@ CPed::Solicit(void) GetPosition().x, GetPosition().y); if (m_fRotationDest < 0.0f) { - m_fRotationDest = m_fRotationDest + TWOPI; + m_fRotationDest += TWOPI; } else if (m_fRotationDest > TWOPI) { - m_fRotationDest = m_fRotationDest - TWOPI; + m_fRotationDest -= TWOPI; } if ((GetPosition() - doorPos).MagnitudeSqr() <= 1.0f) @@ -19863,39 +19755,39 @@ CPed::SetExitBoat(CVehicle *boat) m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface); m_pCurrentPhysSurface = boat; } else { - if (boat->m_modelIndex != MI_SKIMMER || boat->bIsInWater) { - if (boat->m_modelIndex == MI_SKIMMER) - newPos.z += 2.0f; - - m_vehEnterType = CAR_DOOR_RF; - PedSetOutCarCB(nil, this); - bIsStanding = true; - m_pCurSurface = boat; - m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface); - m_pCurrentPhysSurface = boat; - CColPoint foundCol; - CEntity *foundEnt = nil; - if (CWorld::ProcessVerticalLine(newPos, newPos.z - 1.4f, foundCol, foundEnt, false, true, false, false, false, false, nil)) - newPos.z = FEET_OFFSET + foundCol.point.z; - } else { - m_vehEnterType = CAR_DOOR_RF; - PedSetOutCarCB(nil, this); - bIsStanding = true; - SetMoveState(PEDMOVE_STILL); - bTryingToReachDryLand = true; - float upMult = 1.04f + boatCol->boundingBox.min.z; - float rightMult = 0.6f * boatCol->boundingBox.max.x; - newPos = upMult * boat->GetUp() + rightMult * boat->GetRight() + boat->GetPosition(); - SetPosition(newPos); - if (m_pMyVehicle) { - PositionPedOutOfCollision(); - } else { - m_pMyVehicle = boat; - PositionPedOutOfCollision(); - m_pMyVehicle = nil; + if (boat->m_modelIndex == MI_SKIMMER) { + if (!boat->bIsInWater) { + m_vehEnterType = CAR_DOOR_RF; + PedSetOutCarCB(nil, this); + bIsStanding = true; + SetMoveState(PEDMOVE_STILL); + bTryingToReachDryLand = true; + float upMult = 1.04f + boatCol->boundingBox.min.z; + float rightMult = 0.6f * boatCol->boundingBox.max.x; + newPos = upMult * boat->GetUp() + rightMult * boat->GetRight() + boat->GetPosition(); + SetPosition(newPos); + if (m_pMyVehicle) { + PositionPedOutOfCollision(); + } else { + m_pMyVehicle = boat; + PositionPedOutOfCollision(); + m_pMyVehicle = nil; + } + return; } - return; + + newPos.z += 2.0f; } + m_vehEnterType = CAR_DOOR_RF; + PedSetOutCarCB(nil, this); + bIsStanding = true; + m_pCurSurface = boat; + m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface); + m_pCurrentPhysSurface = boat; + CColPoint foundCol; + CEntity *foundEnt = nil; + if (CWorld::ProcessVerticalLine(newPos, newPos.z - 1.4f, foundCol, foundEnt, false, true, false, false, false, false, nil)) + newPos.z = FEET_OFFSET + foundCol.point.z; } SetPosition(newPos); SetMoveState(PEDMOVE_STILL); @@ -20178,7 +20070,7 @@ CPed::AddInCarAnims(CVehicle* car, bool isDriver) bool CPed::CanBeDamagedByThisGangMember(CPed* who) { - return m_gangFlags & (1 << (uint8)(who->m_nPedType - PEDTYPE_GANG1)); + return m_gangFlags & (1 << (who->m_nPedType - PEDTYPE_GANG1)); } // --MIAMI: Done @@ -20252,7 +20144,7 @@ CPed::ClearAnswerMobile(void) if (m_nPedState == PED_ANSWER_MOBILE) { m_nPedState = PED_IDLE; RestorePreviousState(); - m_pMyVehicle = nil; + m_pVehicleAnim = nil; } } @@ -20269,7 +20161,7 @@ CPed::Dress(void) m_prevObjective = OBJECTIVE_NONE; m_nWaitState = WAITSTATE_FALSE; CWorld::Add(this); - m_headingRate = m_pedStats->m_headingChangeRate; + RestoreHeadingRate(); } // --MIAMI: Done @@ -20361,7 +20253,7 @@ CPed::DettachPedFromEntity(void) m_attachedTo = nil; if (m_nPedState == PED_DIE) { m_pCollidingEntity = pVehicleAttachedTo; - ApplyMoveForce(pVehicleAttachedTo->GetForward() * -4.0f); + ApplyMoveForce(pVehicleAttachedTo->GetForward() * -4.0f + CVector(0.0f, 0.0f, 4.0f)); bIsStanding = false; } else if (m_nPedState != PED_DEAD) { RestorePreviousState(); @@ -20705,6 +20597,9 @@ CPed::DriveVehicle(void) void CPed::PositionAttachedPed() { + if(!m_attachedTo) + return; + CMatrix rotMatrix, targetMat; targetMat = m_attachedTo->GetMatrix(); targetMat.GetPosition() += Multiply3x3(m_attachedTo->GetMatrix(), m_vecAttachOffset); diff --git a/src/peds/Ped.h b/src/peds/Ped.h index 00ce48f4..497994c2 100644 --- a/src/peds/Ped.h +++ b/src/peds/Ped.h @@ -451,9 +451,7 @@ public: uint32 bVehExitWillBeInstant : 1; uint32 bHasAlreadyBeenRecorded : 1; uint32 bFallenDown : 1; -#ifdef PED_SKIN - uint32 bDontAcceptIKLookAts : 1; // TODO: find uses of this -#endif + uint32 bDontAcceptIKLookAts : 1; uint32 bReachedAttractorHeadingTarget : 1; uint32 bTurnedAroundOnAttractor : 1; @@ -513,10 +511,7 @@ public: CEntity* m_pEventEntity; float m_fAngleToEvent; AnimBlendFrameData *m_pFrames[PED_NODE_MAX]; -#ifdef PED_SKIN - // stored inside the clump with non-skin ped RpAtomic *m_pWeaponModel; -#endif AssocGroupId m_animGroup; CAnimBlendAssociation *m_pVehicleAnim; CVector2D m_vecAnimMoveDelta; @@ -579,8 +574,7 @@ public: CAccident *m_lastAccident; uint32 m_nPedType; CPedStats *m_pedStats; - float m_fleeFromPosX; - float m_fleeFromPosY; + CVector2D m_fleeFromPos; CEntity *m_fleeFrom; uint32 m_fleeTimer; CEntity* m_threatEx; // TODO(Miami): What is this? diff --git a/src/peds/PedChat.cpp b/src/peds/PedChat.cpp index b7732274..71739902 100644 --- a/src/peds/PedChat.cpp +++ b/src/peds/PedChat.cpp @@ -75,28 +75,29 @@ CPed::ServiceTalkingWhenDead(void) void CPed::ServiceTalking(void) { - if (!bBodyPartJustCameOff || m_bodyPartBleeding != PED_HEAD) { - if (!CGame::germanGame && m_pFire) - m_queuedSound = SOUND_PED_BURNING; - - if (m_queuedSound != SOUND_NO_SOUND) { - if (m_queuedSound == SOUND_PED_DEATH) - m_soundStart = CTimer::GetTimeInMilliseconds() - 1; - - if (CTimer::GetTimeInMilliseconds() > m_soundStart) { - DMAudio.PlayOneShot(m_audioEntityId, m_queuedSound, 1.0f); - m_lastSoundStart = CTimer::GetTimeInMilliseconds(); - m_soundStart = - CommentWaitTime[m_queuedSound - SOUND_PED_DEATH].m_nFixedDelayTime - + CTimer::GetTimeInMilliseconds() - + CGeneral::GetRandomNumberInRange(0, CommentWaitTime[m_queuedSound - SOUND_PED_DEATH].m_nOverrideFixedDelayTime); - - if (m_queuedSound == SOUND_PED_PLAYER_BEFORESEX && IsPlayer()) - m_soundStart += 2000; - - m_lastQueuedSound = m_queuedSound; - m_queuedSound = SOUND_NO_SOUND; - } + if (bBodyPartJustCameOff && m_bodyPartBleeding == PED_HEAD) + return; + + if (!CGame::germanGame && m_pFire) + m_queuedSound = SOUND_PED_BURNING; + + if (m_queuedSound != SOUND_NO_SOUND) { + if (m_queuedSound == SOUND_PED_DEATH) + m_soundStart = CTimer::GetTimeInMilliseconds() - 1; + + if (CTimer::GetTimeInMilliseconds() > m_soundStart) { + DMAudio.PlayOneShot(m_audioEntityId, m_queuedSound, 1.0f); + m_lastSoundStart = CTimer::GetTimeInMilliseconds(); + m_soundStart = + CommentWaitTime[m_queuedSound - SOUND_PED_DEATH].m_nFixedDelayTime + + CTimer::GetTimeInMilliseconds() + + CGeneral::GetRandomNumberInRange(0, CommentWaitTime[m_queuedSound - SOUND_PED_DEATH].m_nOverrideFixedDelayTime); + + if (m_queuedSound == SOUND_PED_PLAYER_BEFORESEX && IsPlayer()) + m_soundStart += 2000; + + m_lastQueuedSound = m_queuedSound; + m_queuedSound = SOUND_NO_SOUND; } } } @@ -104,8 +105,6 @@ CPed::ServiceTalking(void) void CPed::Say(uint16 audio) { - uint16 audioToPlay = audio; - if (3.0f + TheCamera.GetPosition().z < GetPosition().z) return; @@ -138,19 +137,19 @@ CPed::Say(uint16 audio) } } - if (audioToPlay < m_queuedSound) { - if (audioToPlay != m_lastQueuedSound || audioToPlay == SOUND_PED_DEATH + if (audio < m_queuedSound) { + if (audio != m_lastQueuedSound || audio == SOUND_PED_DEATH // See VC Ped Speech patch #ifdef FIX_BUGS - || CommentWaitTime[audioToPlay - SOUND_PED_DEATH].m_nOverrideMaxRandomDelayTime - + (uint32)CGeneral::GetRandomNumberInRange(0, CommentWaitTime[audioToPlay - SOUND_PED_DEATH].m_nMaxRandomDelayTime) + || CommentWaitTime[audio - SOUND_PED_DEATH].m_nOverrideMaxRandomDelayTime + + (uint32)CGeneral::GetRandomNumberInRange(0, CommentWaitTime[audio - SOUND_PED_DEATH].m_nMaxRandomDelayTime) #else || CommentWaitTime[m_queuedSound - SOUND_PED_DEATH].m_nOverrideMaxRandomDelayTime + (uint32)CGeneral::GetRandomNumberInRange(0, CommentWaitTime[m_queuedSound - SOUND_PED_DEATH].m_nMaxRandomDelayTime) #endif + m_lastSoundStart <= CTimer::GetTimeInMilliseconds()) { - m_queuedSound = audioToPlay; + m_queuedSound = audio; } } } diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp index 24718b19..76599777 100644 --- a/src/peds/PlayerPed.cpp +++ b/src/peds/PlayerPed.cpp @@ -268,8 +268,7 @@ CPlayerPed::SetInitialState(void) CTimer::SetTimeScale(1.0f); m_pSeekTarget = nil; m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); - m_fleeFromPosX = 0.0f; - m_fleeFromPosY = 0.0f; + m_fleeFromPos = CVector2D(0.0f, 0.0f); m_fleeFrom = nil; m_fleeTimer = 0; m_objective = OBJECTIVE_NONE; |