#include "common.h"
#include "main.h"
#include "Draw.h"
#include "World.h"
#include "Vehicle.h"
#include "Train.h"
#include "Automobile.h"
#include "Ped.h"
#include "PlayerPed.h"
#include "Wanted.h"
#include "Pad.h"
#include "ControllerConfig.h"
#include "General.h"
#include "ZoneCull.h"
#include "SurfaceTable.h"
#include "WaterLevel.h"
#include "World.h"
#include "Garages.h"
#include "Replay.h"
#include "CutsceneMgr.h"
#include "Renderer.h"
#include "MBlur.h"
#include "Text.h"
#include "Hud.h"
#include "DMAudio.h"
#include "FileMgr.h"
#include "Frontend.h"
#include "SceneEdit.h"
#include "Pools.h"
#include "Debug.h"
#include "GenericGameStorage.h"
#include "Camera.h"
enum
{
// car
OBBE_WHEEL,
OBBE_1,
OBBE_2,
OBBE_3,
OBBE_1STPERSON, // unused
OBBE_5,
OBBE_ONSTRING,
OBBE_COPCAR,
OBBE_COPCAR_WHEEL,
// ped
OBBE_9,
OBBE_10,
OBBE_11,
OBBE_12,
OBBE_13,
OBBE_INVALID
};
// abbreviate a few things
#define PLAYER (CWorld::Players[CWorld::PlayerInFocus].m_pPed)
// NB: removed explicit TheCamera from all functions
CCamera TheCamera;
bool CCamera::m_bUseMouse3rdPerson = true;
bool bDidWeProcessAnyCinemaCam;
#ifdef IMPROVED_CAMERA
#define KEYJUSTDOWN(k) ControlsManager.GetIsKeyboardKeyJustDown((RsKeyCodes)k)
#define KEYDOWN(k) ControlsManager.GetIsKeyboardKeyDown((RsKeyCodes)k)
#define CTRLJUSTDOWN(key) \
((KEYDOWN(rsLCTRL) || KEYDOWN(rsRCTRL)) && KEYJUSTDOWN((RsKeyCodes)key) || \
(KEYJUSTDOWN(rsLCTRL) || KEYJUSTDOWN(rsRCTRL)) && KEYDOWN((RsKeyCodes)key))
#define CTRLDOWN(key) ((KEYDOWN(rsLCTRL) || KEYDOWN(rsRCTRL)) && KEYDOWN((RsKeyCodes)key))
#endif
CCamera::CCamera(void)
{
#ifdef GTA3_1_1_PATCH
m_fMouseAccelHorzntl = 0.0025f;
m_fMouseAccelVertical = 0.003f;
#endif
Init();
}
CCamera::CCamera(float)
{
}
void
CCamera::Init(void)
{
#ifdef GTA3_1_1_PATCH
float fMouseAccelHorzntl = m_fMouseAccelHorzntl;
float fMouseAccelVertical = m_fMouseAccelVertical;
#endif
#ifdef FIX_BUGS
static const CCamera DummyCamera = CCamera(0.f);
*this = DummyCamera;
#else
memset(this, 0, sizeof(CCamera)); // getting rid of vtable, eh?
#endif
#ifdef GTA3_1_1_PATCH
m_fMouseAccelHorzntl = fMouseAccelHorzntl;
m_fMouseAccelVertical = fMouseAccelVertical;
#endif
m_pRwCamera = nil;
m_1rstPersonRunCloseToAWall = false;
m_fPositionAlongSpline = 0.0f;
m_bCameraJustRestored = false;
Cams[0].Init();
Cams[1].Init();
Cams[2].Init();
Cams[0].Mode = CCam::MODE_FOLLOWPED;
Cams[1].Mode = CCam::MODE_FOLLOWPED;
unknown = 0;
m_bJustJumpedOutOf1stPersonBecauseOfTarget = false;
ClearPlayerWeaponMode();
m_bInATunnelAndABigVehicle = false;
m_iModeObbeCamIsInForCar = OBBE_INVALID;
Cams[0].CamTargetEntity = nil;
Cams[1].CamTargetEntity = nil;
Cams[2].CamTargetEntity = nil;
Cams[0].m_fCamBufferedHeight = 0.0f;
Cams[0].m_fCamBufferedHeightSpeed = 0.0f;
Cams[1].m_fCamBufferedHeight = 0.0f;
Cams[1].m_fCamBufferedHeightSpeed = 0.0f;
Cams[0].m_bCamLookingAtVector = false;
Cams[1].m_bCamLookingAtVector = false;
Cams[2].m_bCamLookingAtVector = false;
Cams[0].m_fPlayerVelocity = 0.0f;
Cams[1].m_fPlayerVelocity = 0.0f;
Cams[2].m_fPlayerVelocity = 0.0f;
m_bHeadBob = false;
m_fFractionInterToStopMoving = 0.25f;
m_fFractionInterToStopCatchUp = 0.75f;
m_fGaitSwayBuffer = 0.85f;
m_bScriptParametersSetForInterPol = false;
m_uiCamShakeStart = 0;
m_fCamShakeForce = 0.0f;
m_iModeObbeCamIsInForCar = OBBE_INVALID;
m_bIgnoreFadingStuffForMusic = false;
m_bWaitForInterpolToFinish = false;
pToGarageWeAreIn = nil;
pToGarageWeAreInForHackAvoidFirstPerson = nil;
m_bPlayerIsInGarage = false;
m_bJustCameOutOfGarage = false;
m_fNearClipScript = DEFAULT_NEAR;
m_bUseNearClipScript = false;
m_vecDoingSpecialInterPolation = false;
m_bAboveGroundTrainNodesLoaded = false;
m_bBelowGroundTrainNodesLoaded = false;
m_WideScreenOn = false;
m_fFOV_Wide_Screen = 0.0f;
m_bRestoreByJumpCut = false;
CarZoomIndicator = CAM_ZOOM_2;
PedZoomIndicator = CAM_ZOOM_2;
CarZoomValueSmooth = 0.0f;
m_fPedZoomValueSmooth = 0.0f;
pTargetEntity = nil;
if(FindPlayerVehicle())
pTargetEntity = FindPlayerVehicle();
else
pTargetEntity = CWorld::Players[CWorld::PlayerInFocus].m_pPed;
m_bInitialNodeFound = false;
m_ScreenReductionPercentage = 0.0f;
m_ScreenReductionSpeed = 0.0f;
m_WideScreenOn = false;
m_bWantsToSwitchWidescreenOff = false;
WorldViewerBeingUsed = false;
PlayerExhaustion = 1.0f;
DebugCamMode = CCam::MODE_NONE;
m_PedOrientForBehindOrInFront = 0.0f;
if(!FrontEndMenuManager.m_bWantToRestart){
m_bFading = false;
CDraw::FadeValue = 0;
m_fFLOATingFade = 0.0f;
m_bMusicFading = false;
m_fTimeToFadeMusic = 0.0f;
m_fFLOATingFadeMusic = 0.0f;
}
m_bMoveCamToAvoidGeom = false;
if(FrontEndMenuManager.m_bWantToRestart)
m_bMoveCamToAvoidGeom = true;
m_bStartingSpline = false;
m_iTypeOfSwitch = INTERPOLATION;
m_bUseScriptZoomValuePed = false;
m_bUseScriptZoomValueCar = false;
m_fPedZoomValueScript = 0.0f;
m_fCarZoomValueScript = 0.0f;
m_bUseSpecialFovTrain = false;
m_fFovForTrain = 70.0f; // or DefaultFOV from Cam.cpp
m_iModeToGoTo = CCam::MODE_FOLLOWPED;
m_bJust_Switched = false;
m_bUseTransitionBeta = false;
m_matrix.SetScale(1.0f);
m_bTargetJustBeenOnTrain = false;
m_bInitialNoNodeStaticsSet = false;
m_uiLongestTimeInMill = 5000;
m_uiTimeLastChange = 0;
m_uiTimeWeEnteredIdle = 0;
m_bIdleOn = false;
LODDistMultiplier = 1.0f;
m_bCamDirectlyBehind = false;
m_bCamDirectlyInFront = false;
m_motionBlur = 0;
m_bGarageFixedCamPositionSet = false;
SetMotionBlur(255, 255, 255, 0, 0);
m_bCullZoneChecksOn = false;
m_bFailedCullZoneTestPreviously = false;
m_iCheckCullZoneThisNumFrames = 6;
m_iZoneCullFrameNumWereAt = 0;
m_CameraAverageSpeed = 0.0f;
m_CameraSpeedSoFar = 0.0f;
m_PreviousCameraPosition = CVector(0.0f, 0.0f, 0.0f);
m_iWorkOutSpeedThisNumFrames = 4;
m_iNumFramesSoFar = 0;
m_bJustInitalised = true;
m_uiTransitionState = 0;
m_uiTimeTransitionStart = 0;
m_bLookingAtPlayer = true;
#ifndef GTA3_1_1_PATCH
m_fMouseAccelHorzntl = 0.0025f;
m_fMouseAccelVertical = 0.003f;
#endif
m_f3rdPersonCHairMultX = 0.53f;
m_f3rdPersonCHairMultY = 0.4f;
}
void
CCamera::Process(void)
{
// static bool InterpolatorNotInitialised = true; // unused
static CVector PreviousFudgedTargetCoors; // only PS2
static float PlayerMinDist = 1.6f; // not on PS2
static bool WasPreviouslyInterSyhonFollowPed = false; // only used on PS2
float FOV = 0.0f;
float oldBeta, newBeta;
float deltaBeta = 0.0f;
bool lookLRBVehicle = false;
CVector CamFront, CamUp, CamRight, CamSource, Target;
m_bJust_Switched = false;
m_RealPreviousCameraPosition = GetPosition();
// Update target entity
if(m_bLookingAtPlayer || m_bTargetJustBeenOnTrain || WhoIsInControlOfTheCamera == CAMCONTROL_OBBE)
UpdateTargetEntity();
if(pTargetEntity == nil)
pTargetEntity = FindPlayerPed();
if(Cams[ActiveCam].CamTargetEntity == nil)
Cams[ActiveCam].CamTargetEntity = pTargetEntity;
if(Cams[(ActiveCam+1)%2].CamTargetEntity == nil)
Cams[(ActiveCam+1)%2].CamTargetEntity = pTargetEntity;
CamControl();
if(m_bFading)
ProcessFade();
if(m_bMusicFading)
ProcessMusicFade();
if(m_WideScreenOn)
ProcessWideScreenOn();
#ifdef IMPROVED_CAMERA
if(CPad::GetPad(1)->GetCircleJustDown() || CTRLJUSTDOWN('B')){
#else
if(CPad::GetPad(1)->GetCircleJustDown()){
#endif
WorldViewerBeingUsed = !WorldViewerBeingUsed;
if(WorldViewerBeingUsed)
InitialiseCameraForDebugMode();
else
CPad::m_bMapPadOneToPadTwo = false;
}
RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
if(Cams[ActiveCam].Front.x == 0.0f && Cams[ActiveCam].Front.y == 0.0f)
oldBeta = 0.0f;
else
oldBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y);
Cams[ActiveCam].Process();
Cams[ActiveCam].ProcessSpecialHeightRoutines();
if(Cams[ActiveCam].Front.x == 0.0f && Cams[ActiveCam].Front.y == 0.0f)
newBeta = 0.0f;
else
newBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y);
// Stop transition when it's done
if(m_uiTransitionState != 0){
#ifdef PS2_CAM_TRANSITION
if(!m_bWaitForInterpolToFinish){
Cams[(ActiveCam+1)%2].Process();
Cams[(ActiveCam+1)%2].ProcessSpecialHeightRoutines();
}
#else
// done in CamControl on PS2 it seems
if(CTimer::GetTimeInMilliseconds() > m_uiTransitionDuration+m_uiTimeTransitionStart){
m_uiTransitionState = 0;
m_vecDoingSpecialInterPolation = false;
m_bWaitForInterpolToFinish = false;
}
#endif
}
if(m_bUseNearClipScript)
RwCameraSetNearClipPlane(Scene.camera, m_fNearClipScript);
deltaBeta = newBeta - oldBeta;
while(deltaBeta >= PI) deltaBeta -= 2*PI;
while(deltaBeta < -PI) deltaBeta += 2*PI;
if(Abs(deltaBeta) > 0.3f)
m_bJust_Switched = true;
// Debug stuff
if(!gbModelViewer)
Cams[ActiveCam].PrintMode();
if(WorldViewerBeingUsed)
Cams[2].Process();
if(Cams[ActiveCam].DirectionWasLooking != LOOKING_FORWARD && pTargetEntity->IsVehicle())
lookLRBVehicle = true;
if(m_uiTransitionState != 0 && !lookLRBVehicle){
// Process transition
#ifdef PS2_CAM_TRANSITION
bool lookingAtPlayerNow = false;
bool wasLookingAtPlayer = false;
bool transitionPedMode = false;
bool setWait = false;
if(Cams[ActiveCam].CamTargetEntity == Cams[(ActiveCam+1)%2].CamTargetEntity){
if(Cams[ActiveCam].Mode == CCam::MODE_SYPHON ||
Cams[ActiveCam].Mode == CCam::MODE_SYPHON_CRIM_IN_FRONT ||
Cams[ActiveCam].Mode == CCam::MODE_FOLLOWPED ||
Cams[ActiveCam].Mode == CCam::MODE_SPECIAL_FIXED_FOR_SYPHON)
lookingAtPlayerNow = true;
if(Cams[(ActiveCam+1)%2].Mode == CCam::MODE_SYPHON ||
Cams[(ActiveCam+1)%2].Mode == CCam::MODE_SYPHON_CRIM_IN_FRONT ||
Cams[(ActiveCam+1)%2].Mode == CCam::MODE_FOLLOWPED ||
Cams[(ActiveCam+1)%2].Mode == CCam::MODE_SPECIAL_FIXED_FOR_SYPHON) // checked twice for some reason
wasLookingAtPlayer = true;
if(!m_vecDoingSpecialInterPolation &&
(Cams[ActiveCam].Mode == CCam::MODE_FOLLOWPED || Cams[ActiveCam].Mode == CCam::MODE_FIGHT_CAM) &&
(Cams[(ActiveCam+1)%2].Mode == CCam::MODE_FOLLOWPED || Cams[(ActiveCam+1)%2].Mode == CCam::MODE_FIGHT_CAM))
transitionPedMode = true;
}
if(lookingAtPlayerNow && wasLookingAtPlayer){
CVector playerDist;
playerDist.x = FindPlayerPed()->GetPosition().x - GetPosition().x;
playerDist.y = FindPlayerPed()->GetPosition().y - GetPosition().y;
playerDist.z = FindPlayerPed()->GetPosition().z - GetPosition().z;
if(playerDist.Magnitude() > 17.5f &&
(Cams[ActiveCam].Mode == CCam::MODE_SYPHON || Cams[ActiveCam].Mode == CCam::MODE_SYPHON_CRIM_IN_FRONT))
setWait = true;
}
if(setWait)
m_bWaitForInterpolToFinish = true;
uint32 currentTime = CTimer::GetTimeInMilliseconds() - m_uiTimeTransitionStart;
if(currentTime >= m_uiTransitionDuration)
currentTime = m_uiTransitionDuration;
float inter = (float) currentTime / m_uiTransitionDuration;
inter = 0.5f - 0.5*Cos(inter*PI); // smooth it
if(m_vecDoingSpecialInterPolation){
Cams[(ActiveCam+1)%2].Source = m_vecOldSourceForInter;
Cams[(ActiveCam+1)%2].Front = m_vecOldFrontForInter;
Cams[(ActiveCam+1)%2].Up = m_vecOldUpForInter;
Cams[(ActiveCam+1)%2].FOV = m_vecOldFOVForInter;
if(WasPreviouslyInterSyhonFollowPed)
Cams[(ActiveCam+1)%2].m_cvecTargetCoorsForFudgeInter.z = PreviousFudgedTargetCoors.z;
}
CamSource = inter*Cams[ActiveCam].Source + (1.0f-inter)*Cams[(ActiveCam+1)%2].Source;
FOV = inter*Cams[ActiveCam].FOV + (1.0f-inter)*Cams[(ActiveCam+1)%2].FOV;
CVector tmpFront = Cams[(ActiveCam+1)%2].Front;
float Alpha_other = CGeneral::GetATanOfXY(tmpFront.Magnitude2D(), tmpFront.z);
if(Alpha_other > PI) Alpha_other -= TWOPI;
float Beta_other = 0.0f;
if(tmpFront.x != 0.0f || tmpFront.y != 0.0f)
Beta_other = CGeneral::GetATanOfXY(-tmpFront.y, tmpFront.x);
tmpFront = Cams[ActiveCam].Front;
float Alpha_active = CGeneral::GetATanOfXY(tmpFront.Magnitude2D(), tmpFront.z);
if(Alpha_active > PI) Alpha_active -= TWOPI;
float Beta_active = 0.0f;
if(tmpFront.x != 0.0f || tmpFront.y != 0.0f)
Beta_active = CGeneral::GetATanOfXY(-tmpFront.y, tmpFront.x);
float DeltaBeta = Beta_active - Beta_other;
float Alpha = inter*Alpha_active + (1.0f-inter)*Alpha_other;
if(m_uiTransitionJUSTStarted){
while(DeltaBeta > PI) DeltaBeta -= TWOPI;
while(DeltaBeta <= -PI) DeltaBeta += TWOPI;
m_uiTransitionJUSTStarted = false;
}else{
if(DeltaBeta < m_fOldBetaDiff)
while(Abs(DeltaBeta - m_fOldBetaDiff) > PI) DeltaBeta += TWOPI;
else
while(Abs(DeltaBeta - m_fOldBetaDiff) > PI) DeltaBeta -= TWOPI;
}
m_fOldBetaDiff = DeltaBeta;
float Beta = inter*DeltaBeta + Beta_other;
CVector FudgedTargetCoors;
if(lookingAtPlayerNow && wasLookingAtPlayer){
// BUG? how is this interpolation ever used when values are overwritten below?
float PlayerDist = (pTargetEntity->GetPosition() - CamSource).Magnitude2D();
float MinDist = Min(Cams[(ActiveCam+1)%2].m_fMinDistAwayFromCamWhenInterPolating, Cams[ActiveCam].m_fMinDistAwayFromCamWhenInterPolating);
if(PlayerDist < MinDist){
CamSource.x = pTargetEntity->GetPosition().x - MinDist*Cos(Beta - HALFPI);
CamSource.y = pTargetEntity->GetPosition().y - MinDist*Sin(Beta - HALFPI);
}else{
CamSource.x = pTargetEntity->GetPosition().x - PlayerDist*Cos(Beta - HALFPI);
CamSource.y = pTargetEntity->GetPosition().y - PlayerDist*Sin(Beta - HALFPI);
}
CColPoint colpoint;
CEntity *entity = nil;
if(CWorld::ProcessLineOfSight(pTargetEntity->GetPosition(), CamSource, colpoint, entity, true, false, false, true, false, true, true)){
CamSource = colpoint.point;
RwCameraSetNearClipPlane(Scene.camera, 0.05f);
}
CamFront = pTargetEntity->GetPosition() - CamSource;
FudgedTargetCoors = inter*Cams[ActiveCam].m_cvecTargetCoorsForFudgeInter + (1.0f-inter)*Cams[(ActiveCam+1)%2].m_cvecTargetCoorsForFudgeInter;
PreviousFudgedTargetCoors = FudgedTargetCoors;
CamFront.Normalise();
CamUp = CVector(0.0f, 0.0f, 1.0f);
CamRight = CrossProduct(CamFront, CamUp);
CamRight.Normalise();
CamUp = CrossProduct(CamRight, CamFront);
WasPreviouslyInterSyhonFollowPed = true;
}else
WasPreviouslyInterSyhonFollowPed = false;
if(transitionPedMode){
FudgedTargetCoors = inter*Cams[ActiveCam].m_cvecTargetCoorsForFudgeInter + (1.0f-inter)*Cams[(ActiveCam+1)%2].m_cvecTargetCoorsForFudgeInter;
PreviousFudgedTargetCoors = FudgedTargetCoors;
CVector CamToTarget = pTargetEntity->GetPosition() - CamSource;
float tmpBeta = CGeneral::GetATanOfXY(CamToTarget.x, CamToTarget.y);
float PlayerDist = (pTargetEntity->GetPosition() - CamSource).Magnitude2D();
float MinDist = Min(Cams[(ActiveCam+1)%2].m_fMinDistAwayFromCamWhenInterPolating, Cams[ActiveCam].m_fMinDistAwayFromCamWhenInterPolating);
if(PlayerDist < MinDist){
CamSource.x = pTargetEntity->GetPosition().x - MinDist*Cos(tmpBeta - HALFPI);
CamSource.y = pTargetEntity->GetPosition().y - MinDist*Sin(tmpBeta - HALFPI);
}
CamFront = FudgedTargetCoors - CamSource;
CamFront.Normalise();
CamUp = CVector(0.0f, 0.0f, 1.0f);
CamUp.Normalise();
CamRight = CrossProduct(CamFront, CamUp);
CamRight.Normalise();
CamUp = CrossProduct(CamRight, CamFront);
CamUp.Normalise();
}else{
CamFront.x = Cos(Alpha) * Sin(Beta);
CamFront.y = Cos(Alpha) * -Cos(Beta);
CamFront.z = Sin(Alpha);
CamFront.Normalise();
CamUp = inter*Cams[ActiveCam].Up + (1.0f-inter)*Cams[(ActiveCam+1)%2].Up;
CamUp.Normalise();
CamRight = CrossProduct(CamFront, CamUp);
CamRight.Normalise();
CamUp = CrossProduct(CamRight, CamFront);
CamUp.Normalise();
}
#else
uint32 currentTime = CTimer::GetTimeInMilliseconds() - m_uiTimeTransitionStart;
if(currentTime >= m_uiTransitionDuration)
currentTime = m_uiTransitionDuration;
float fractionInter = (float) currentTime / m_uiTransitionDuration;
if(fractionInter <= m_fFractionInterToStopMoving){
float inter;
if(m_fFractionInterToStopMoving == 0.0f)
inter = 0.0f;
else
inter = (m_fFractionInterToStopMoving - fractionInter)/m_fFractionInterToStopMoving;
inter = 0.5f - 0.5*Cos(inter*PI); // smooth it
m_vecSourceWhenInterPol = m_cvecStartingSourceForInterPol + inter*m_cvecSourceSpeedAtStartInter;
m_vecTargetWhenInterPol = m_cvecStartingTargetForInterPol + inter*m_cvecTargetSpeedAtStartInter;
m_vecUpWhenInterPol = m_cvecStartingUpForInterPol + inter*m_cvecUpSpeedAtStartInter;
m_fFOVWhenInterPol = m_fStartingFOVForInterPol + inter*m_fFOVSpeedAtStartInter;
CamSource = m_vecSourceWhenInterPol;
if(m_bItsOkToLookJustAtThePlayer){
m_vecTargetWhenInterPol.x = FindPlayerPed()->GetPosition().x;
m_vecTargetWhenInterPol.y = FindPlayerPed()->GetPosition().y;
m_fBetaWhenInterPol = m_fStartingBetaForInterPol + inter*m_fBetaSpeedAtStartInter;
float dist = (CamSource - m_vecTargetWhenInterPol).Magnitude2D();
if(dist < PlayerMinDist){
if(dist > 0.0f){
CamSource.x = m_vecTargetWhenInterPol.x + PlayerMinDist*Cos(m_fBetaWhenInterPol);
CamSource.y = m_vecTargetWhenInterPol.y + PlayerMinDist*Sin(m_fBetaWhenInterPol);
}else{
// can only be 0.0 now...
float beta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y);
CamSource.x = m_vecTargetWhenInterPol.x + PlayerMinDist*Cos(beta);
CamSource.y = m_vecTargetWhenInterPol.y + PlayerMinDist*Sin(beta);
}
}else{
CamSource.x = m_vecTargetWhenInterPol.x + dist*Cos(m_fBetaWhenInterPol);
CamSource.y = m_vecTargetWhenInterPol.y + dist*Sin(m_fBetaWhenInterPol);
}
}
CamFront = m_vecTargetWhenInterPol - CamSource;
StoreValuesDuringInterPol(CamSource, m_vecTargetWhenInterPol, m_vecUpWhenInterPol, m_fFOVWhenInterPol);
Target = m_vecTargetWhenInterPol;
CamFront.Normalise();
if(m_bLookingAtPlayer)
CamUp = CVector(0.0f, 0.0f, 1.0f);
else
CamUp = m_vecUpWhenInterPol;
CamUp.Normalise();
if(Cams[ActiveCam].Mode == CCam::MODE_TOPDOWN || Cams[ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED){
CamFront.Normalise();
CamRight = CVector(-1.0f, 0.0f, 0.0f);
CamUp = CrossProduct(CamFront, CamRight);
CamUp.Normalise();
}else{
CamFront.Normalise();
CamUp.Normalise();
CamRight = CrossProduct(CamFront, CamUp);
CamRight.Normalise();
CamUp = CrossProduct(CamRight, CamFront);
CamUp.Normalise();
}
FOV = m_fFOVWhenInterPol;
}else if(fractionInter > m_fFractionInterToStopMoving && fractionInter <= 1.0f){
float inter;
if(m_fFractionInterToStopCatchUp == 0.0f)
inter = 0.0f;
else
inter = (fractionInter - m_fFractionInterToStopMoving)/m_fFractionInterToStopCatchUp;
inter = 0.5f - 0.5*Cos(inter*PI); // smooth it
CamSource = m_vecSourceWhenInterPol + inter*(Cams[ActiveCam].Source - m_vecSourceWhenInterPol);
FOV = m_fFOVWhenInterPol + inter*(Cams[ActiveCam].FOV - m_fFOVWhenInterPol);
Target = m_vecTargetWhenInterPol + inter*(Cams[ActiveCam].m_cvecTargetCoorsForFudgeInter - m_vecTargetWhenInterPol);
CamUp = m_vecUpWhenInterPol + inter*(Cams[ActiveCam].Up - m_vecUpWhenInterPol);
deltaBeta = Cams[ActiveCam].m_fTrueBeta - m_fBetaWhenInterPol;
MakeAngleLessThan180(deltaBeta);
float interpBeta = m_fBetaWhenInterPol + inter*deltaBeta;
if(m_bItsOkToLookJustAtThePlayer){
Target.x = FindPlayerPed()->GetPosition().x;
Target.y = FindPlayerPed()->GetPosition().y;
float dist = (CamSource - Target).Magnitude2D();
if(dist < PlayerMinDist){
if(dist > 0.0f){
CamSource.x = Target.x + PlayerMinDist*Cos(interpBeta);
CamSource.y = Target.y + PlayerMinDist*Sin(interpBeta);
}else{
// can only be 0.0 now...
float beta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y);
CamSource.x = Target.x + PlayerMinDist*Cos(beta);
CamSource.y = Target.y + PlayerMinDist*Sin(beta);
}
}else{
CamSource.x = Target.x + dist*Cos(interpBeta);
CamSource.y = Target.y + dist*Sin(interpBeta);
}
}
CamFront = Target - CamSource;
StoreValuesDuringInterPol(CamSource, Target, CamUp, FOV);
CamFront.Normalise();
if(m_bLookingAtPlayer)
CamUp = CVector(0.0f, 0.0f, 1.0f);
if(Cams[ActiveCam].Mode == CCam::MODE_TOPDOWN || Cams[ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED){
CamFront.Normalise();
CamRight = CVector(-1.0f, 0.0f, 0.0f);
CamUp = CrossProduct(CamFront, CamRight);
CamUp.Normalise();
}else{
CamFront.Normalise();
CamUp.Normalise();
CamRight = CrossProduct(CamFront, CamUp);
CamRight.Normalise();
CamUp = CrossProduct(CamRight, CamFront);
CamUp.Normalise();
}
#ifndef FIX_BUGS
// BUG: FOV was already interpolated but m_fFOVWhenInterPol was not
FOV = m_fFOVWhenInterPol;
#endif
}
CVector Dist = CamSource - Target;
float DistOnGround = Dist.Magnitude2D();
float Alpha = CGeneral::GetATanOfXY(DistOnGround, Dist.z);
float Beta = CGeneral::GetATanOfXY(Dist.x, Dist.y);
Cams[ActiveCam].KeepTrackOfTheSpeed(CamSource, Target, CamUp, Alpha, Beta, FOV);
#endif
}else{
// No transition, take Cam values directly
if(WorldViewerBeingUsed){
CamSource = Cams[2].Source;
CamFront = Cams[2].Front;
CamUp = Cams[2].Up;
FOV = Cams[2].FOV;
}else{
CamSource = Cams[ActiveCam].Source;
CamFront = Cams[ActiveCam].Front;
CamUp = Cams[ActiveCam].Up;
FOV = Cams[ActiveCam].FOV;
}
WasPreviouslyInterSyhonFollowPed = false; // only used on PS2
}
if(m_uiTransitionState != 0)
if(!m_bLookingAtVector && m_bLookingAtPlayer && !CCullZones::CamStairsForPlayer() && !m_bPlayerIsInGarage){
CEntity *entity = nil;
CColPoint colPoint;
if(CWorld::ProcessLineOfSight(pTargetEntity->GetPosition(), CamSource, colPoint, entity, true, false, false, true, false, true, true)){
CamSource = colPoint.point;
RwCameraSetNearClipPlane(Scene.camera, 0.05f);
}
}
GetMatrix().GetRight() = CrossProduct(CamUp, CamFront); // actually Left
GetMatrix().GetForward() = CamFront;
GetMatrix().GetUp() = CamUp;
GetMatrix().GetPosition() = CamSource;
// Process Shake
float shakeStrength = m_fCamShakeForce - 0.28f*(CTimer::GetTimeInMilliseconds()-m_uiCamShakeStart)/1000.0f;
shakeStrength = clamp(shakeStrength, 0.0f, 2.0f);
int shakeRand = CGeneral::GetRandomNumber();
float shakeOffset = shakeStrength*0.1f;
GetMatrix().GetPosition().x += shakeOffset * ((shakeRand & 0xF) - 7);
GetMatrix().GetPosition().y += shakeOffset * (((shakeRand & 0xF0) >> 4) - 7);
GetMatrix().GetPosition().z += shakeOffset * (((shakeRand & 0xF00) >> 8) - 7);
if(shakeOffset > 0.0f && m_BlurType != MBLUR_SNIPER)
SetMotionBlurAlpha(Min((int)(shakeStrength*255.0f) + 25, 150));
if(Cams[ActiveCam].Mode == CCam::MODE_1STPERSON && FindPlayerVehicle() && FindPlayerVehicle()->GetUp().z < 0.2f)
SetMotionBlur(230, 230, 230, 215, MBLUR_NORMAL);
CalculateDerivedValues();
CDraw::SetFOV(FOV);
// Set RW camera
if(WorldViewerBeingUsed){
RwFrame *frame = RwCameraGetFrame(m_pRwCamera);
CVector Source = Cams[2].Source;
CVector Front = Cams[2].Front;
CVector Up = Cams[2].Up;
GetMatrix().GetRight() = CrossProduct(Up, Front);
GetMatrix().GetForward() = Front;
GetMatrix().GetUp() = Up;
GetMatrix().GetPosition() = Source;
CDraw::SetFOV(Cams[2].FOV);
m_vecGameCamPos = Cams[ActiveCam].Source;
*RwMatrixGetPos(RwFrameGetMatrix(frame)) = GetPosition();
*RwMatrixGetAt(RwFrameGetMatrix(frame)) = GetForward();
*RwMatrixGetUp(RwFrameGetMatrix(frame)) = GetUp();
*RwMatrixGetRight(RwFrameGetMatrix(frame)) = GetRight();
RwMatrixUpdate(RwFrameGetMatrix(frame));
RwFrameUpdateObjects(frame);
}else{
RwFrame *frame = RwCameraGetFrame(m_pRwCamera);
m_vecGameCamPos = GetPosition();
*RwMatrixGetPos(RwFrameGetMatrix(frame)) = GetPosition();
*RwMatrixGetAt(RwFrameGetMatrix(frame)) = GetForward();
*RwMatrixGetUp(RwFrameGetMatrix(frame)) = GetUp();
*RwMatrixGetRight(RwFrameGetMatrix(frame)) = GetRight();
RwMatrixUpdate(RwFrameGetMatrix(frame));
RwFrameUpdateObjects(frame);
}
CDraw::SetNearClipZ(RwCameraGetNearClipPlane(m_pRwCamera));
CDraw::SetFarClipZ(RwCameraGetFarClipPlane(m_pRwCamera));
UpdateSoundDistances();
if((CTimer::GetFrameCounter()&0xF) == 3)
DistanceToWater = CWaterLevel::CalcDistanceToWater(GetPosition().x, GetPosition().y);
// LOD dist
if(!CCutsceneMgr::IsRunning() || CCutsceneMgr::UseLodMultiplier())
LODDistMultiplier = 70.0f/CDraw::GetFOV() * CDraw::GetAspectRatio()/(4.0f/3.0f);
else
LODDistMultiplier = 1.0f;
// missing on PS2
GenerationDistMultiplier = LODDistMultiplier;
LODDistMultiplier *= CRenderer::ms_lodDistScale;
//
// Keep track of speed
if(m_bJustInitalised || m_bJust_Switched){
m_PreviousCameraPosition = GetPosition();
m_bJustInitalised = false;
}
m_CameraSpeedSoFar += (GetPosition() - m_PreviousCameraPosition).Magnitude();
m_iNumFramesSoFar++;
if(m_iNumFramesSoFar == m_iWorkOutSpeedThisNumFrames){
m_CameraAverageSpeed = m_CameraSpeedSoFar / m_iWorkOutSpeedThisNumFrames;
m_CameraSpeedSoFar = 0.0f;
m_iNumFramesSoFar = 0;
}
m_PreviousCameraPosition = GetPosition();
// PS2 normalizes a CVector2D GetForward() here. is it used anywhere?
if(Cams[ActiveCam].DirectionWasLooking != LOOKING_FORWARD && Cams[ActiveCam].Mode != CCam::MODE_TOP_DOWN_PED){
Cams[ActiveCam].Source = Cams[ActiveCam].SourceBeforeLookBehind;
Orientation += PI;
}
if(m_uiTransitionState != 0){
int OtherCam = (ActiveCam+1)%2;
if(Cams[OtherCam].CamTargetEntity &&
pTargetEntity && pTargetEntity->IsPed() &&
!Cams[OtherCam].CamTargetEntity->IsVehicle() &&
Cams[ActiveCam].Mode != CCam::MODE_TOP_DOWN_PED && Cams[ActiveCam].DirectionWasLooking != LOOKING_FORWARD){
Cams[OtherCam].Source = Cams[ActiveCam%2].SourceBeforeLookBehind;
Orientation += PI;
}
}
m_bCameraJustRestored = false;
}
void
CCamera::CamControl(void)
{
static bool PlaceForFixedWhenSniperFound = false;
static int16 ReqMode;
bool disableGarageCam = false;
bool switchByJumpCut = false;
bool stairs = false;
bool boatTarget = false;
CVector targetPos;
CVector garageCenter, garageDoorPos1, garageDoorPos2;
CVector garageCenterToDoor, garageCamPos;
int whichDoor;
m_bObbeCinematicPedCamOn = false;
m_bObbeCinematicCarCamOn = false;
m_bUseTransitionBeta = false;
m_bUseSpecialFovTrain = false;
m_bJustCameOutOfGarage = false;
m_bTargetJustCameOffTrain = false;
m_bInATunnelAndABigVehicle = false;
if(Cams[ActiveCam].CamTargetEntity == nil && pTargetEntity == nil)
pTargetEntity = PLAYER;
#ifdef PS2_CAM_TRANSITION
// Stop transition when it's done
if(m_uiTransitionState != 0)
if(CTimer::GetTimeInMilliseconds() > m_uiTransitionDuration+m_uiTimeTransitionStart){
m_uiTransitionState = 0;
m_vecDoingSpecialInterPolation = false;
m_bWaitForInterpolToFinish = false;
}
#endif
m_iZoneCullFrameNumWereAt++;
if(m_iZoneCullFrameNumWereAt > m_iCheckCullZoneThisNumFrames)
m_iZoneCullFrameNumWereAt = 1;
m_bCullZoneChecksOn = m_iZoneCullFrameNumWereAt == m_iCheckCullZoneThisNumFrames;
if(m_bCullZoneChecksOn)
m_bFailedCullZoneTestPreviously = CCullZones::CamCloseInForPlayer();
if(m_bLookingAtPlayer){
CPad::GetPad(0)->SetEnablePlayerControls(PLAYERCONTROL_CAMERA);
FindPlayerPed()->bIsVisible = true;
}
if(!CTimer::GetIsPaused()){
float CloseInCarHeightTarget = 0.0f;
float CloseInPedHeightTarget = 0.0f;
if(m_bTargetJustBeenOnTrain){
// Getting off train
if(!pTargetEntity->IsVehicle() || !((CVehicle*)pTargetEntity)->IsTrain()){
Restore();
m_bTargetJustCameOffTrain = true;
m_bTargetJustBeenOnTrain = false;
SetWideScreenOff();
}
}
// Vehicle target
if(pTargetEntity->IsVehicle()){
if(((CVehicle*)pTargetEntity)->IsTrain()){
if(!m_bTargetJustBeenOnTrain){
m_bInitialNodeFound = false;
m_bInitialNoNodeStaticsSet = false;
}
Process_Train_Camera_Control();
}else{
if(((CVehicle*)pTargetEntity)->IsBoat())
boatTarget = true;
// Change user selected mode
if(CPad::GetPad(0)->CycleCameraModeUpJustDown() && !CReplay::IsPlayingBack() &&
(m_bLookingAtPlayer || WhoIsInControlOfTheCamera == CAMCONTROL_OBBE) &&
!m_WideScreenOn)
CarZoomIndicator--;
if(CPad::GetPad(0)->CycleCameraModeDownJustDown() && !CReplay::IsPlayingBack() &&
(m_bLookingAtPlayer || WhoIsInControlOfTheCamera == CAMCONTROL_OBBE) &&
!m_WideScreenOn)
CarZoomIndicator++;
if(!m_bFailedCullZoneTestPreviously){
if(CarZoomIndicator < CAM_ZOOM_1STPRS) CarZoomIndicator = CAM_ZOOM_CINEMATIC;
else if(CarZoomIndicator > CAM_ZOOM_CINEMATIC) CarZoomIndicator = CAM_ZOOM_1STPRS;
}
if(m_bFailedCullZoneTestPreviously)
if(CarZoomIndicator != CAM_ZOOM_1STPRS && CarZoomIndicator != CAM_ZOOM_TOPDOWN)
ReqMode = CCam::MODE_CAM_ON_A_STRING;
switch(((CVehicle*)pTargetEntity)->m_vehType){
case VEHICLE_TYPE_CAR:
case VEHICLE_TYPE_BIKE:
if(CGarages::IsPointInAGarageCameraZone(pTargetEntity->GetPosition())){
if(!m_bGarageFixedCamPositionSet && m_bLookingAtPlayer ||
WhoIsInControlOfTheCamera == CAMCONTROL_OBBE){
if(pToGarageWeAreIn){
float ground;
bool foundGround;
// This is all very strange....
// targetPos = pTargetEntity->GetPosition(); // unused
if(pToGarageWeAreIn->m_pDoor1){
whichDoor = 1;
garageDoorPos1.x = pToGarageWeAreIn->m_fDoor1X;
garageDoorPos1.y = pToGarageWeAreIn->m_fDoor1Y;
garageDoorPos1.z = 0.0f;
// targetPos.z = 0.0f; // unused
// (targetPos - doorPos1).Magnitude(); // unused
}else if(pToGarageWeAreIn->m_pDoor2){
whichDoor = 2;
#ifdef FIX_BUGS
garageDoorPos2.x = pToGarageWeAreIn->m_fDoor2X;
garageDoorPos2.y = pToGarageWeAreIn->m_fDoor2Y;
garageDoorPos2.z = 0.0f;
#endif
}else{
whichDoor = 1;
garageDoorPos1.x = pTargetEntity->GetPosition().x;
garageDoorPos1.y = pTargetEntity->GetPosition().y;
#ifdef FIX_BUGS
garageDoorPos1.z = 0.0f;
#else
garageDoorPos2.z = 0.0f;
#endif
}
garageCenter.x = (pToGarageWeAreIn->m_fX1 + pToGarageWeAreIn->m_fX2)/2.0f;
garageCenter.y = (pToGarageWeAreIn->m_fY1 + pToGarageWeAreIn->m_fY2)/2.0f;
garageCenter.z = 0.0f;
if(whichDoor == 1)
garageCenterToDoor = garageDoorPos1 - garageCenter;
else
garageCenterToDoor = garageDoorPos2 - garageCenter;
targetPos = pTargetEntity->GetPosition();
ground = CWorld::FindGroundZFor3DCoord(targetPos.x, targetPos.y, targetPos.z, &foundGround);
if(!foundGround)
ground = targetPos.z - 0.2f;
garageCenterToDoor.z = 0.0f;
garageCenterToDoor.Normalise();
if(whichDoor == 1)
garageCamPos = garageDoorPos1 + 13.0f*garageCenterToDoor;
else
garageCamPos = garageDoorPos2 + 13.0f*garageCenterToDoor;
garageCamPos.z = ground + 3.1f;
SetCamPositionForFixedMode(garageCamPos, CVector(0.0f, 0.0f, 0.0f));
m_bGarageFixedCamPositionSet = true;
}
}
if(CGarages::CameraShouldBeOutside() && m_bGarageFixedCamPositionSet &&
(m_bLookingAtPlayer || WhoIsInControlOfTheCamera == CAMCONTROL_OBBE)){
if(pToGarageWeAreIn){
ReqMode = CCam::MODE_FIXED;
m_bPlayerIsInGarage = true;
}
}else{
if(m_bPlayerIsInGarage){
m_bJustCameOutOfGarage = true;
m_bPlayerIsInGarage = false;
}
ReqMode = CCam::MODE_CAM_ON_A_STRING;
}
}else{
if(m_bPlayerIsInGarage){
m_bJustCameOutOfGarage = true;
m_bPlayerIsInGarage = false;
}
m_bGarageFixedCamPositionSet = false;
ReqMode = CCam::MODE_CAM_ON_A_STRING;
}
break;
case VEHICLE_TYPE_BOAT:
ReqMode = CCam::MODE_BEHINDBOAT;
break;
default: break;
}
// Car zoom value
if(CarZoomIndicator == CAM_ZOOM_1STPRS && !m_bPlayerIsInGarage){
CarZoomValue = 0.0f;
ReqMode = CCam::MODE_1STPERSON;
}
#ifdef FREE_CAM
else if (bFreeCam) {
if (CarZoomIndicator == CAM_ZOOM_1)
CarZoomValue = ((CVehicle*)pTargetEntity)->IsBoat() ? FREE_BOAT_ZOOM_VALUE_1 : FREE_CAR_ZOOM_VALUE_1;
else if (CarZoomIndicator == CAM_ZOOM_2)
CarZoomValue = ((CVehicle*)pTargetEntity)->IsBoat() ? FREE_BOAT_ZOOM_VALUE_2 : FREE_CAR_ZOOM_VALUE_2;
else if (CarZoomIndicator == CAM_ZOOM_3)
CarZoomValue = ((CVehicle*)pTargetEntity)->IsBoat() ? FREE_BOAT_ZOOM_VALUE_3 : FREE_CAR_ZOOM_VALUE_3;
}
#endif
else if(CarZoomIndicator == CAM_ZOOM_1)
CarZoomValue = DEFAULT_CAR_ZOOM_VALUE_1;
else if(CarZoomIndicator == CAM_ZOOM_2)
CarZoomValue = DEFAULT_CAR_ZOOM_VALUE_2;
else if(CarZoomIndicator == CAM_ZOOM_3)
CarZoomValue = DEFAULT_CAR_ZOOM_VALUE_3;
if(CarZoomIndicator == CAM_ZOOM_TOPDOWN && !m_bPlayerIsInGarage){
CarZoomValue = 1.0f;
ReqMode = CCam::MODE_TOPDOWN;
}
// Check if we have to go into first person
if(((CVehicle*)pTargetEntity)->IsCar() && !m_bPlayerIsInGarage){
if(CCullZones::Cam1stPersonForPlayer() &&
pTargetEntity->GetColModel()->boundingBox.GetSize().z >= 3.026f &&
pToGarageWeAreInForHackAvoidFirstPerson == nil){
ReqMode = CCam::MODE_1STPERSON;
m_bInATunnelAndABigVehicle = true;
}
}
if(ReqMode == CCam::MODE_TOPDOWN &&
(CCullZones::Cam1stPersonForPlayer() || CCullZones::CamNoRain() || CCullZones::PlayerNoRain()))
ReqMode = CCam::MODE_1STPERSON;
// Smooth zoom value - ugly code
if(m_bUseScriptZoomValueCar){
if(CarZoomValueSmooth < m_fCarZoomValueScript){
CarZoomValueSmooth += 0.12f * CTimer::GetTimeStep();
CarZoomValueSmooth = Min(CarZoomValueSmooth, m_fCarZoomValueScript);
}else{
CarZoomValueSmooth -= 0.12f * CTimer::GetTimeStep();
CarZoomValueSmooth = Max(CarZoomValueSmooth, m_fCarZoomValueScript);
}
}else if(m_bFailedCullZoneTestPreviously){
CloseInCarHeightTarget = 0.65f;
if(CarZoomValueSmooth < -0.65f){
CarZoomValueSmooth += 0.12f * CTimer::GetTimeStep();
CarZoomValueSmooth = Min(CarZoomValueSmooth, -0.65f);
}else{
CarZoomValueSmooth -= 0.12f * CTimer::GetTimeStep();
CarZoomValueSmooth = Max(CarZoomValueSmooth, -0.65f);
}
}else{
if(CarZoomValueSmooth < CarZoomValue){
CarZoomValueSmooth += 0.12f * CTimer::GetTimeStep();
CarZoomValueSmooth = Min(CarZoomValueSmooth, CarZoomValue);
}else{
CarZoomValueSmooth -= 0.12f * CTimer::GetTimeStep();
CarZoomValueSmooth = Max(CarZoomValueSmooth, CarZoomValue);
}
}
WellBufferMe(CloseInCarHeightTarget, &Cams[ActiveCam].m_fCloseInCarHeightOffset, &Cams[ActiveCam].m_fCloseInCarHeightOffsetSpeed, 0.1f, 0.25f, false);
// Fallen into water
if(Cams[ActiveCam].IsTargetInWater(Cams[ActiveCam].Source) && !boatTarget &&
!Cams[ActiveCam].CamTargetEntity->IsPed())
ReqMode = CCam::MODE_PLAYER_FALLEN_WATER;
}
}
// Ped target
else if(pTargetEntity->IsPed()){
// Change user selected mode
if(CPad::GetPad(0)->CycleCameraModeUpJustDown() && !CReplay::IsPlayingBack() &&
(m_bLookingAtPlayer || WhoIsInControlOfTheCamera == CAMCONTROL_OBBE) &&
!m_WideScreenOn && !m_bFailedCullZoneTestPreviously){
if(FrontEndMenuManager.m_ControlMethod == CONTROL_STANDARD){
if(PedZoomIndicator == CAM_ZOOM_TOPDOWN)
PedZoomIndicator = CAM_ZOOM_1;
else
PedZoomIndicator = CAM_ZOOM_TOPDOWN;
}else
PedZoomIndicator--;
}
if(CPad::GetPad(0)->CycleCameraModeDownJustDown() && !CReplay::IsPlayingBack() &&
(m_bLookingAtPlayer || WhoIsInControlOfTheCamera == CAMCONTROL_OBBE) &&
!m_WideScreenOn && !m_bFailedCullZoneTestPreviously){
if(FrontEndMenuManager.m_ControlMethod == CONTROL_STANDARD){
if(PedZoomIndicator == CAM_ZOOM_TOPDOWN)
PedZoomIndicator = CAM_ZOOM_1;
else
PedZoomIndicator = CAM_ZOOM_TOPDOWN;
}else
PedZoomIndicator++;
}
// disabled obbe's cam here
if(PedZoomIndicator < CAM_ZOOM_1) PedZoomIndicator = CAM_ZOOM_TOPDOWN;
else if(PedZoomIndicator > CAM_ZOOM_TOPDOWN) PedZoomIndicator = CAM_ZOOM_1;
ReqMode = CCam::MODE_FOLLOWPED;
// Check 1st person mode
if(m_bLookingAtPlayer && pTargetEntity->IsPed() && !m_WideScreenOn && !Cams[0].Using3rdPersonMouseCam()
#ifdef FREE_CAM
&& !CCamera::bFreeCam
#endif
){
// See if we want to enter first person mode
if(CPad::GetPad(0)->LookAroundLeftRight() || CPad::GetPad(0)->LookAroundUpDown()){
m_uiFirstPersonCamLastInputTime = CTimer::GetTimeInMilliseconds();
m_bFirstPersonBeingUsed = true;
}else if(m_bFirstPersonBeingUsed){
// Or if we want to go back to 3rd person
if(CPad::GetPad(0)->GetPedWalkLeftRight() || CPad::GetPad(0)->GetPedWalkUpDown() ||
CPad::GetPad(0)->GetSquare() || CPad::GetPad(0)->GetTriangle() ||
CPad::GetPad(0)->GetCross() || CPad::GetPad(0)->GetCircle() ||
CTimer::GetTimeInMilliseconds() - m_uiFirstPersonCamLastInputTime > 2850.0f)
m_bFirstPersonBeingUsed = false;
}
}else
m_bFirstPersonBeingUsed = false;
if(!FindPlayerPed()->IsPedInControl() || FindPlayerPed()->m_fMoveSpeed > 0.0f)
m_bFirstPersonBeingUsed = false;
if(m_bFirstPersonBeingUsed){
ReqMode = CCam::MODE_1STPERSON;
CPad::GetPad(0)->SetDisablePlayerControls(PLAYERCONTROL_CAMERA);
}
// Zoom value
if(PedZoomIndicator == CAM_ZOOM_1)
m_fPedZoomValue = 0.25f;
else if(PedZoomIndicator == CAM_ZOOM_2)
m_fPedZoomValue = 1.5f;
else if(PedZoomIndicator == CAM_ZOOM_3)
m_fPedZoomValue = 2.9f;
// Smooth zoom value - ugly code
if(m_bUseScriptZoomValuePed){
if(m_fPedZoomValueSmooth < m_fPedZoomValueScript){
m_fPedZoomValueSmooth += 0.12f * CTimer::GetTimeStep();
m_fPedZoomValueSmooth = Min(m_fPedZoomValueSmooth, m_fPedZoomValueScript);
}else{
m_fPedZoomValueSmooth -= 0.12f * CTimer::GetTimeStep();
m_fPedZoomValueSmooth = Max(m_fPedZoomValueSmooth, m_fPedZoomValueScript);
}
}else if(m_bFailedCullZoneTestPreviously){
static float PedZoomedInVal = 0.5f;
CloseInPedHeightTarget = 0.7f;
if(m_fPedZoomValueSmooth < PedZoomedInVal){
m_fPedZoomValueSmooth += 0.12f * CTimer::GetTimeStep();
m_fPedZoomValueSmooth = Min(m_fPedZoomValueSmooth, PedZoomedInVal);
}else{
m_fPedZoomValueSmooth -= 0.12f * CTimer::GetTimeStep();
m_fPedZoomValueSmooth = Max(m_fPedZoomValueSmooth, PedZoomedInVal);
}
}else{
if(m_fPedZoomValueSmooth < m_fPedZoomValue){
m_fPedZoomValueSmooth += 0.12f * CTimer::GetTimeStep();
m_fPedZoomValueSmooth = Min(m_fPedZoomValueSmooth, m_fPedZoomValue);
}else{
m_fPedZoomValueSmooth -= 0.12f * CTimer::GetTimeStep();
m_fPedZoomValueSmooth = Max(m_fPedZoomValueSmooth, m_fPedZoomValue);
}
}
WellBufferMe(CloseInPedHeightTarget, &Cams[ActiveCam].m_fCloseInPedHeightOffset, &Cams[ActiveCam].m_fCloseInPedHeightOffsetSpeed, 0.1f, 0.025f, false);
// Check if entering fight cam
if(!m_bFirstPersonBeingUsed){
if(FindPlayerPed()->GetPedState() == PED_FIGHT && !m_bUseMouse3rdPerson)
ReqMode = CCam::MODE_FIGHT_CAM;
if(((CPed*)pTargetEntity)->GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT &&
FindPlayerPed()->GetPedState() == PED_ATTACK && !m_bUseMouse3rdPerson)
ReqMode = CCam::MODE_FIGHT_CAM;
}
// Garage cam
if(CCullZones::CamStairsForPlayer() && CCullZones::FindZoneWithStairsAttributeForPlayer())
stairs = true;
// Some hack for Mr Whoopee in a bomb shop
if(Cams[ActiveCam].Using3rdPersonMouseCam() && CCollision::ms_collisionInMemory == LEVEL_COMMERCIAL){
if(pTargetEntity->GetPosition().x < 83.0f && pTargetEntity->GetPosition().x > 18.0f &&
pTargetEntity->GetPosition().y < -305.0f && pTargetEntity->GetPosition().y > -390.0f)
disableGarageCam = true;
}
if(!disableGarageCam && (CGarages::IsPointInAGarageCameraZone(pTargetEntity->GetPosition()) || stairs)){
if(!m_bGarageFixedCamPositionSet && m_bLookingAtPlayer){
if(pToGarageWeAreIn || stairs){
float ground;
bool foundGround;
if(pToGarageWeAreIn){
// targetPos = pTargetEntity->GetPosition(); // unused
if(pToGarageWeAreIn->m_pDoor1){
whichDoor = 1;
garageDoorPos1.x = pToGarageWeAreIn->m_fDoor1X;
garageDoorPos1.y = pToGarageWeAreIn->m_fDoor1Y;
garageDoorPos1.z = 0.0f;
// targetPos.z = 0.0f; // unused
// (targetPos - doorPos1).Magnitude(); // unused
}else if(pToGarageWeAreIn->m_pDoor2){
whichDoor = 2;
#ifdef FIX_BUGS
garageDoorPos2.x = pToGarageWeAreIn->m_fDoor2X;
garageDoorPos2.y = pToGarageWeAreIn->m_fDoor2Y;
garageDoorPos2.z = 0.0f;
#endif
}else{
whichDoor = 1;
garageDoorPos1.x = pTargetEntity->GetPosition().x;
garageDoorPos1.y = pTargetEntity->GetPosition().y;
#ifdef FIX_BUGS
garageDoorPos1.z = 0.0f;
#else
garageDoorPos2.z = 0.0f;
#endif
}
}else{
whichDoor = 1;
garageDoorPos1 = Cams[ActiveCam].Source;
}
if(pToGarageWeAreIn){
garageCenter.x = (pToGarageWeAreIn->m_fX1 + pToGarageWeAreIn->m_fX2)/2.0f;
garageCenter.y = (pToGarageWeAreIn->m_fY1 + pToGarageWeAreIn->m_fY2)/2.0f;
garageCenter.z = 0.0f;
}else{
garageDoorPos1.z = 0.0f;
if(stairs){
CAttributeZone *az = CCullZones::FindZoneWithStairsAttributeForPlayer();
garageCenter.x = (az->minx + az->maxx)/2.0f;
garageCenter.y = (az->miny + az->maxy)/2.0f;
garageCenter.z = 0.0f;
}else
garageCenter = CVector(pTargetEntity->GetPosition().x, pTargetEntity->GetPosition().y, 0.0f);
}
if(whichDoor == 1)
garageCenterToDoor = garageDoorPos1 - garageCenter;
else
garageCenterToDoor = garageDoorPos2 - garageCenter;
targetPos = pTargetEntity->GetPosition();
ground = CWorld::FindGroundZFor3DCoord(targetPos.x, targetPos.y, targetPos.z, &foundGround);
if(!foundGround)
ground = targetPos.z - 0.2f;
garageCenterToDoor.z = 0.0f;
garageCenterToDoor.Normalise();
if(whichDoor == 1){
if(pToGarageWeAreIn == nil && stairs)
garageCamPos = garageDoorPos1 + 3.75f*garageCenterToDoor;
else
garageCamPos = garageDoorPos1 + 13.0f*garageCenterToDoor;
}else{
garageCamPos = garageDoorPos2 + 13.0f*garageCenterToDoor;
}
if(PedZoomIndicator == CAM_ZOOM_TOPDOWN && !stairs){
garageCamPos = garageCenter;
garageCamPos.z += FindPlayerPed()->GetPosition().z + 2.1f;
if(pToGarageWeAreIn && garageCamPos.z > pToGarageWeAreIn->m_fX2) // What?
garageCamPos.z = pToGarageWeAreIn->m_fX2;
}else
garageCamPos.z = ground + 3.1f;
SetCamPositionForFixedMode(garageCamPos, CVector(0.0f, 0.0f, 0.0f));
m_bGarageFixedCamPositionSet = true;
}
}
if((CGarages::CameraShouldBeOutside() || stairs) && m_bLookingAtPlayer && m_bGarageFixedCamPositionSet){
if(pToGarageWeAreIn || stairs){
ReqMode = CCam::MODE_FIXED;
m_bPlayerIsInGarage = true;
}
}else{
if(m_bPlayerIsInGarage){
m_bJustCameOutOfGarage = true;
m_bPlayerIsInGarage = false;
}
ReqMode = CCam::MODE_FOLLOWPED;
}
}else{
if(m_bPlayerIsInGarage){
m_bJustCameOutOfGarage = true;
m_bPlayerIsInGarage = false;
}
m_bGarageFixedCamPositionSet = false;
}
// Fallen into water
if(Cams[ActiveCam].IsTargetInWater(Cams[ActiveCam].Source) &&
Cams[ActiveCam].CamTargetEntity->IsPed())
ReqMode = CCam::MODE_PLAYER_FALLEN_WATER;
// Set top down
if(PedZoomIndicator == CAM_ZOOM_TOPDOWN &&
!CCullZones::Cam1stPersonForPlayer() &&
!CCullZones::CamNoRain() &&
!CCullZones::PlayerNoRain() &&
!m_bFirstPersonBeingUsed &&
!m_bPlayerIsInGarage)
ReqMode = CCam::MODE_TOP_DOWN_PED;
// Weapon mode
if(!CPad::GetPad(0)->GetTarget() && PlayerWeaponMode.Mode != CCam::MODE_HELICANNON_1STPERSON)
ClearPlayerWeaponMode();
if(m_PlayerMode.Mode != CCam::MODE_NONE)
ReqMode = m_PlayerMode.Mode;
if(PlayerWeaponMode.Mode != CCam::MODE_NONE && !stairs){
if(PlayerWeaponMode.Mode == CCam::MODE_SNIPER ||
PlayerWeaponMode.Mode == CCam::MODE_ROCKETLAUNCHER ||
PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON ||
PlayerWeaponMode.Mode == CCam::MODE_HELICANNON_1STPERSON ||
Cams[ActiveCam].GetWeaponFirstPersonOn()){
// First person weapon mode
if(PLAYER->GetPedState() == PED_SEEK_CAR){
if(ReqMode == CCam::MODE_TOP_DOWN_PED || Cams[ActiveCam].GetWeaponFirstPersonOn())
ReqMode = PlayerWeaponMode.Mode;
else
ReqMode = CCam::MODE_FOLLOWPED;
}else
ReqMode = PlayerWeaponMode.Mode;
}else if(ReqMode != CCam::MODE_TOP_DOWN_PED){
// Syphon mode
float playerTargetDist;
float deadPedDist = 4.0f;
static float alivePedDist = 2.0f; // original name lost
float pedDist; // actually only used on dead target
bool targetDead = false;
float camAngle, targetAngle;
CVector playerToTarget = m_cvecAimingTargetCoors - pTargetEntity->GetPosition();
CVector playerToCam = Cams[ActiveCam].Source - pTargetEntity->GetPosition();
if(PedZoomIndicator == CAM_ZOOM_1)
deadPedDist = 2.25f;
if(FindPlayerPed()->m_pPointGunAt){
// BUG: this need not be a ped!
if(((CPed*)FindPlayerPed()->m_pPointGunAt)->DyingOrDead()){
targetDead = true;
pedDist = deadPedDist;
}else
pedDist = alivePedDist;
playerTargetDist = playerToTarget.Magnitude2D();
camAngle = CGeneral::GetATanOfXY(playerToCam.x, playerToCam.y);
targetAngle = CGeneral::GetATanOfXY(playerToTarget.x, playerToTarget.y);
ReqMode = PlayerWeaponMode.Mode;
// Check whether to start aiming in crim-in-front mode
if(Cams[ActiveCam].Mode != CCam::MODE_SYPHON){
float angleDiff = camAngle - targetAngle;
while(angleDiff >= PI) angleDiff -= 2*PI;
while(angleDiff < -PI) angleDiff += 2*PI;
if(Abs(angleDiff) < HALFPI && playerTargetDist < 3.5f && playerToTarget.z > -1.0f)
ReqMode = CCam::MODE_SYPHON_CRIM_IN_FRONT;
}
// Check whether to go to special fixed mode
float fixedModeDist = 0.0f;
if((ReqMode == CCam::MODE_SYPHON_CRIM_IN_FRONT || ReqMode == CCam::MODE_SYPHON) &&
(m_uiTransitionState == 0 || Cams[ActiveCam].Mode == CCam::MODE_SPECIAL_FIXED_FOR_SYPHON) &&
playerTargetDist < pedDist && targetDead){
if(ReqMode == CCam::MODE_SYPHON_CRIM_IN_FRONT)
fixedModeDist = 5.0f;
else
fixedModeDist = 3.0f;
ReqMode = CCam::MODE_SPECIAL_FIXED_FOR_SYPHON;
}
if(ReqMode == CCam::MODE_SPECIAL_FIXED_FOR_SYPHON){
if(!PlaceForFixedWhenSniperFound){
// Find position
CEntity *entity;
CColPoint colPoint;
CVector fixedPos = pTargetEntity->GetPosition();
fixedPos.x += fixedModeDist*Cos(camAngle);
fixedPos.y += fixedModeDist*Sin(camAngle);
fixedPos.z += 1.15f;
if(CWorld::ProcessLineOfSight(pTargetEntity->GetPosition(), fixedPos, colPoint, entity, true, false, false, true, false, true, true))
SetCamPositionForFixedMode(colPoint.point, CVector(0.0f, 0.0f, 0.0f));
else
SetCamPositionForFixedMode(fixedPos, CVector(0.0f, 0.0f, 0.0f));
PlaceForFixedWhenSniperFound = true;
}
}else
PlaceForFixedWhenSniperFound = false;
}
}
}
}
}
m_bIdleOn = false;
if(DebugCamMode)
ReqMode = DebugCamMode;
// Process arrested player
static int ThePickedArrestMode;
static int LastPedState;
bool startArrestCam = false;
if(LastPedState != PED_ARRESTED && PLAYER->GetPedState() == PED_ARRESTED){
if(CarZoomIndicator != CAM_ZOOM_1STPRS && pTargetEntity->IsVehicle())
startArrestCam = true;
}else
startArrestCam = false;
LastPedState = PLAYER->GetPedState();
if(startArrestCam){
if(m_uiTransitionState)
ReqMode = Cams[ActiveCam].Mode;
else{
bool valid;
if(pTargetEntity->IsPed()){
// How can this happen if arrest cam is only done in cars?
Cams[(ActiveCam+1)%2].ResetStatics = true;
valid = Cams[(ActiveCam+1)%2].ProcessArrestCamOne();
ReqMode = CCam::MODE_ARRESTCAM_ONE;
}else{
Cams[(ActiveCam+1)%2].ResetStatics = true;
valid = Cams[(ActiveCam+1)%2].ProcessArrestCamTwo();
ReqMode = CCam::MODE_ARRESTCAM_TWO;
}
if(!valid)
ReqMode = Cams[ActiveCam].Mode;
}
}
ThePickedArrestMode = ReqMode;
if(PLAYER->GetPedState() == PED_ARRESTED)
ReqMode = ThePickedArrestMode; // this is rather useless...
// Process dead player
if(PLAYER->GetPedState() == PED_DEAD){
if(Cams[ActiveCam].Mode == CCam::MODE_PED_DEAD_BABY)
ReqMode = CCam::MODE_PED_DEAD_BABY;
else{
bool foundRoof;
CVector pos = FindPlayerPed()->GetPosition();
CWorld::FindRoofZFor3DCoord(pos.x, pos.y, pos.z, &foundRoof);
if(!foundRoof)
ReqMode = CCam::MODE_PED_DEAD_BABY;
}
}
// Restore with a jump cut
if(m_bRestoreByJumpCut){
// PS2 just sets m_bCamDirectlyBehind here
if(ReqMode != CCam::MODE_FOLLOWPED &&
ReqMode != CCam::MODE_M16_1STPERSON &&
ReqMode != CCam::MODE_SNIPER &&
ReqMode != CCam::MODE_ROCKETLAUNCHER ||
!m_bUseMouse3rdPerson)
SetCameraDirectlyBehindForFollowPed_CamOnAString();
ReqMode = m_iModeToGoTo;
Cams[ActiveCam].Mode = ReqMode;
m_bJust_Switched = true;
Cams[ActiveCam].ResetStatics = true;
Cams[ActiveCam].m_cvecCamFixedModeVector = m_vecFixedModeVector;
Cams[ActiveCam].CamTargetEntity = pTargetEntity;
Cams[ActiveCam].m_cvecCamFixedModeSource = m_vecFixedModeSource;
Cams[ActiveCam].m_cvecCamFixedModeUpOffSet = m_vecFixedModeUpOffSet;
// PS2 sets this to m_bLookingAtVector
Cams[ActiveCam].m_bCamLookingAtVector = false;
Cams[ActiveCam].m_vecLastAboveWaterCamPosition = Cams[(ActiveCam+1)%2].m_vecLastAboveWaterCamPosition;
m_bRestoreByJumpCut = false;
Cams[ActiveCam].ResetStatics = true;
pTargetEntity->RegisterReference(&pTargetEntity);
Cams[ActiveCam].CamTargetEntity->RegisterReference(&Cams[ActiveCam].CamTargetEntity);
CarZoomValueSmooth = CarZoomValue;
m_fPedZoomValueSmooth = m_fPedZoomValue;
m_uiTransitionState = 0;
m_vecDoingSpecialInterPolation = false;
}
if(gbModelViewer)
ReqMode = CCam::MODE_MODELVIEW;
// Turn on Obbe's cam
bool canUseObbeCam = true;
if(pTargetEntity){
if(pTargetEntity->IsVehicle()){
if(CarZoomIndicator == CAM_ZOOM_CINEMATIC)
m_bObbeCinematicCarCamOn = true;
}else{
if(PedZoomIndicator == CAM_ZOOM_CINEMATIC)
m_bObbeCinematicPedCamOn = true;
}
}
if(m_bTargetJustBeenOnTrain ||
ReqMode == CCam::MODE_SYPHON || ReqMode == CCam::MODE_SYPHON_CRIM_IN_FRONT || ReqMode == CCam::MODE_SPECIAL_FIXED_FOR_SYPHON ||
ReqMode == CCam::MODE_PED_DEAD_BABY || ReqMode == CCam::MODE_ARRESTCAM_ONE || ReqMode == CCam::MODE_ARRESTCAM_TWO ||
ReqMode == CCam::MODE_FIGHT_CAM || ReqMode == CCam::MODE_PLAYER_FALLEN_WATER ||
ReqMode == CCam::MODE_SNIPER || ReqMode == CCam::MODE_ROCKETLAUNCHER || ReqMode == CCam::MODE_M16_1STPERSON ||
ReqMode == CCam::MODE_SNIPER_RUNABOUT || ReqMode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT ||
ReqMode == CCam::MODE_1STPERSON_RUNABOUT || ReqMode == CCam::MODE_M16_1STPERSON_RUNABOUT ||
ReqMode == CCam::MODE_FIGHT_CAM_RUNABOUT || ReqMode == CCam::MODE_HELICANNON_1STPERSON ||
WhoIsInControlOfTheCamera == CAMCONTROL_SCRIPT ||
m_bJustCameOutOfGarage || m_bPlayerIsInGarage)
canUseObbeCam = false;
if(m_bObbeCinematicPedCamOn && canUseObbeCam)
ProcessObbeCinemaCameraPed();
else if(m_bObbeCinematicCarCamOn && canUseObbeCam)
ProcessObbeCinemaCameraCar();
else{
if(m_bPlayerIsInGarage && m_bObbeCinematicCarCamOn)
switchByJumpCut = true;
canUseObbeCam = false;
DontProcessObbeCinemaCamera();
}
// Start the transition or do a jump cut
if(m_bLookingAtPlayer){
// Going into top down modes normally needs a jump cut (but see below)
if(ReqMode == CCam::MODE_TOPDOWN || ReqMode == CCam::MODE_1STPERSON || ReqMode == CCam::MODE_TOP_DOWN_PED){
switchByJumpCut = true;
}
// Going from top down to vehicle
else if(ReqMode == CCam::MODE_CAM_ON_A_STRING || ReqMode == CCam::MODE_BEHINDBOAT){
if(Cams[ActiveCam].Mode == CCam::MODE_TOPDOWN ||
Cams[ActiveCam].Mode == CCam::MODE_1STPERSON ||
Cams[ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED)
switchByJumpCut = true;
}else if(ReqMode == CCam::MODE_FIXED){
if(Cams[ActiveCam].Mode == CCam::MODE_TOPDOWN)
switchByJumpCut = true;
}
// Top down modes can interpolate between each other
if(ReqMode == CCam::MODE_TOPDOWN){
if(Cams[ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED || Cams[ActiveCam].Mode == CCam::MODE_PED_DEAD_BABY)
switchByJumpCut = false;
}else if(ReqMode == CCam::MODE_TOP_DOWN_PED){
if(Cams[ActiveCam].Mode == CCam::MODE_TOPDOWN || Cams[ActiveCam].Mode == CCam::MODE_PED_DEAD_BABY)
switchByJumpCut = false;
}
if(ReqMode == CCam::MODE_1STPERSON || ReqMode == CCam::MODE_M16_1STPERSON ||
ReqMode == CCam::MODE_SNIPER || ReqMode == CCam::MODE_ROCKETLAUNCHER ||
ReqMode == CCam::MODE_SNIPER_RUNABOUT || ReqMode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT ||
ReqMode == CCam::MODE_1STPERSON_RUNABOUT || ReqMode == CCam::MODE_M16_1STPERSON_RUNABOUT ||
ReqMode == CCam::MODE_FIGHT_CAM_RUNABOUT ||
ReqMode == CCam::MODE_HELICANNON_1STPERSON ||
ReqMode == CCam::MODE_ARRESTCAM_ONE || ReqMode == CCam::MODE_ARRESTCAM_TWO){
// Going into any 1st person mode is a jump cut
if(pTargetEntity->IsPed())
switchByJumpCut = true;
}else if(ReqMode == CCam::MODE_FIXED && m_bPlayerIsInGarage){
// Going from 1st peron mode into garage
if(Cams[ActiveCam].Mode == CCam::MODE_SNIPER ||
Cams[ActiveCam].Mode == CCam::MODE_HELICANNON_1STPERSON ||
Cams[ActiveCam].Mode == CCam::MODE_ROCKETLAUNCHER ||
Cams[ActiveCam].Mode == CCam::MODE_M16_1STPERSON ||
Cams[ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED ||
stairs ||
Cams[ActiveCam].Mode == CCam::MODE_1STPERSON ||
Cams[ActiveCam].Mode == CCam::MODE_SNIPER_RUNABOUT ||
Cams[ActiveCam].Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT ||
Cams[ActiveCam].Mode == CCam::MODE_M16_1STPERSON_RUNABOUT ||
Cams[ActiveCam].Mode == CCam::MODE_FIGHT_CAM_RUNABOUT ||
Cams[ActiveCam].Mode == CCam::MODE_1STPERSON_RUNABOUT){
if(pTargetEntity && pTargetEntity->IsVehicle())
switchByJumpCut = true;
}
}else if(ReqMode == CCam::MODE_FOLLOWPED){
if(Cams[ActiveCam].Mode == CCam::MODE_1STPERSON ||
Cams[ActiveCam].Mode == CCam::MODE_SNIPER ||
Cams[ActiveCam].Mode == CCam::MODE_ROCKETLAUNCHER ||
Cams[ActiveCam].Mode == CCam::MODE_ARRESTCAM_ONE ||
Cams[ActiveCam].Mode == CCam::MODE_ARRESTCAM_TWO ||
Cams[ActiveCam].Mode == CCam::MODE_M16_1STPERSON ||
Cams[ActiveCam].Mode == CCam::MODE_PED_DEAD_BABY ||
Cams[ActiveCam].Mode == CCam::MODE_PILLOWS_PAPS ||
Cams[ActiveCam].Mode == CCam::MODE_SNIPER_RUNABOUT ||
Cams[ActiveCam].Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT ||
Cams[ActiveCam].Mode == CCam::MODE_1STPERSON_RUNABOUT ||
Cams[ActiveCam].Mode == CCam::MODE_M16_1STPERSON_RUNABOUT ||
Cams[ActiveCam].Mode == CCam::MODE_FIGHT_CAM_RUNABOUT ||
Cams[ActiveCam].Mode == CCam::MODE_HELICANNON_1STPERSON ||
Cams[ActiveCam].Mode == CCam::MODE_TOPDOWN ||
Cams[ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED){
if(!m_bJustCameOutOfGarage){
if(Cams[ActiveCam].Mode == CCam::MODE_1STPERSON ||
Cams[ActiveCam].Mode == CCam::MODE_SNIPER ||
Cams[ActiveCam].Mode == CCam::MODE_ROCKETLAUNCHER ||
Cams[ActiveCam].Mode == CCam::MODE_M16_1STPERSON ||
Cams[ActiveCam].Mode == CCam::MODE_SNIPER_RUNABOUT ||
Cams[ActiveCam].Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT ||
Cams[ActiveCam].Mode == CCam::MODE_1STPERSON_RUNABOUT ||
Cams[ActiveCam].Mode == CCam::MODE_M16_1STPERSON_RUNABOUT ||
Cams[ActiveCam].Mode == CCam::MODE_FIGHT_CAM_RUNABOUT ||
Cams[ActiveCam].Mode == CCam::MODE_HELICANNON_1STPERSON){
float angle = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y) - HALFPI;
((CPed*)pTargetEntity)->m_fRotationCur = angle;
((CPed*)pTargetEntity)->m_fRotationDest = angle;
}
m_bUseTransitionBeta = true;
switchByJumpCut = true;
if(Cams[ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED){
CVector front = Cams[ActiveCam].Source - FindPlayerPed()->GetPosition();
front.z = 0.0f; // missing on PS2
front.Normalise();
#ifdef FIX_BUGS
// this is almost as bad as the bugged code
if(front.x == 0.001f && front.y == 0.001f)
front.y = 1.0f;
#else
// someone used = instead of == in the above check by accident
front.x = 0.001f;
front.y = 1.0f;
#endif
Cams[ActiveCam].m_fTransitionBeta = CGeneral::GetATanOfXY(front.x, front.y);
}else
Cams[ActiveCam].m_fTransitionBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y) + PI;
}
}
}else if(ReqMode == CCam::MODE_FIGHT_CAM){
if(Cams[ActiveCam].Mode == CCam::MODE_1STPERSON)
switchByJumpCut = true;
}
if(ReqMode != Cams[ActiveCam].Mode && Cams[ActiveCam].CamTargetEntity == nil)
switchByJumpCut = true;
if(m_bPlayerIsInGarage && pToGarageWeAreIn){
if(pToGarageWeAreIn->m_eGarageType == GARAGE_BOMBSHOP1 ||
pToGarageWeAreIn->m_eGarageType == GARAGE_BOMBSHOP2 ||
pToGarageWeAreIn->m_eGarageType == GARAGE_BOMBSHOP3){
if(pTargetEntity->IsVehicle() && pTargetEntity->GetModelIndex() == MI_MRWHOOP &&
ReqMode != Cams[ActiveCam].Mode)
switchByJumpCut = true;
}
}
if(CSceneEdit::m_bEditOn)
ReqMode = CCam::MODE_EDITOR;
if((m_uiTransitionState == 0 || switchByJumpCut) && ReqMode != Cams[ActiveCam].Mode){
if(switchByJumpCut){
// PS2 just sets m_bCamDirectlyBehind here
if(!m_bPlayerIsInGarage || m_bJustCameOutOfGarage){
if(ReqMode != CCam::MODE_FOLLOWPED &&
ReqMode != CCam::MODE_M16_1STPERSON &&
ReqMode != CCam::MODE_SNIPER &&
ReqMode != CCam::MODE_ROCKETLAUNCHER ||
!m_bUseMouse3rdPerson)
SetCameraDirectlyBehindForFollowPed_CamOnAString();
}
Cams[ActiveCam].Mode = ReqMode;
m_bJust_Switched = true;
Cams[ActiveCam].m_cvecCamFixedModeVector = m_vecFixedModeVector;
Cams[ActiveCam].CamTargetEntity = pTargetEntity;
Cams[ActiveCam].m_cvecCamFixedModeSource = m_vecFixedModeSource;
Cams[ActiveCam].m_cvecCamFixedModeUpOffSet = m_vecFixedModeUpOffSet;
Cams[ActiveCam].m_bCamLookingAtVector = m_bLookingAtVector;
Cams[ActiveCam].m_vecLastAboveWaterCamPosition = Cams[(ActiveCam+1)%2].m_vecLastAboveWaterCamPosition;
CarZoomValueSmooth = CarZoomValue;
m_fPedZoomValueSmooth = m_fPedZoomValue;
m_uiTransitionState = 0;
m_vecDoingSpecialInterPolation = false;
m_bStartInterScript = false;
Cams[ActiveCam].ResetStatics = true;
pTargetEntity->RegisterReference(&pTargetEntity);
Cams[ActiveCam].CamTargetEntity->RegisterReference(&Cams[ActiveCam].CamTargetEntity);
}else if(!m_bWaitForInterpolToFinish){
StartTransition(ReqMode);
pTargetEntity->RegisterReference(&pTargetEntity);
Cams[ActiveCam].CamTargetEntity->RegisterReference(&Cams[ActiveCam].CamTargetEntity);
}
}else if(m_uiTransitionState != 0 && ReqMode != Cams[ActiveCam].Mode){
bool startTransition = true;
if(ReqMode == CCam::MODE_FIGHT_CAM || Cams[ActiveCam].Mode == CCam::MODE_FIGHT_CAM)
startTransition = false;
if(ReqMode == CCam::MODE_FOLLOWPED && Cams[ActiveCam].Mode == CCam::MODE_FIGHT_CAM)
startTransition = false;
#ifndef PS2_CAM_TRANSITION
// done in Process on PS2
if(!m_bWaitForInterpolToFinish && m_bLookingAtPlayer && m_uiTransitionState != 0){
CVector playerDist;
playerDist.x = FindPlayerPed()->GetPosition().x - GetPosition().x;
playerDist.y = FindPlayerPed()->GetPosition().y - GetPosition().y;
playerDist.z = FindPlayerPed()->GetPosition().z - GetPosition().z;
// if player is too far away, keep interpolating and don't transition
if(pTargetEntity && pTargetEntity->IsPed()){
if(playerDist.Magnitude() > 17.5f &&
(ReqMode == CCam::MODE_SYPHON || ReqMode == CCam::MODE_SYPHON_CRIM_IN_FRONT))
m_bWaitForInterpolToFinish = true;
}
}
#endif
if(m_bWaitForInterpolToFinish)
startTransition = false;
if(startTransition){
StartTransitionWhenNotFinishedInter(ReqMode);
pTargetEntity->RegisterReference(&pTargetEntity);
Cams[ActiveCam].CamTargetEntity->RegisterReference(&Cams[ActiveCam].CamTargetEntity);
}
}else if(ReqMode == CCam::MODE_FIXED && pTargetEntity != Cams[ActiveCam].CamTargetEntity && m_bPlayerIsInGarage){
#ifdef PS2_CAM_TRANSITION
StartTransitionWhenNotFinishedInter(ReqMode);
#else
if(m_uiTransitionState != 0)
StartTransitionWhenNotFinishedInter(ReqMode);
else
StartTransition(ReqMode);
#endif
pTargetEntity->RegisterReference(&pTargetEntity);
Cams[ActiveCam].CamTargetEntity->RegisterReference(&Cams[ActiveCam].CamTargetEntity);
}
}else{
// not following player
if(m_uiTransitionState == 0 && m_bStartInterScript && m_iTypeOfSwitch == INTERPOLATION){
ReqMode = m_iModeToGoTo;
StartTransition(ReqMode);
pTargetEntity->RegisterReference(&pTargetEntity);
Cams[ActiveCam].CamTargetEntity->RegisterReference(&Cams[ActiveCam].CamTargetEntity);
}else if(m_uiTransitionState != 0 && m_bStartInterScript && m_iTypeOfSwitch == INTERPOLATION){
ReqMode = m_iModeToGoTo;
StartTransitionWhenNotFinishedInter(ReqMode);
pTargetEntity->RegisterReference(&pTargetEntity);
Cams[ActiveCam].CamTargetEntity->RegisterReference(&Cams[ActiveCam].CamTargetEntity);
}else if(m_bStartInterScript && m_iTypeOfSwitch == JUMP_CUT){
m_uiTransitionState = 0;
m_vecDoingSpecialInterPolation = false;
Cams[ActiveCam].Mode = m_iModeToGoTo;
m_bJust_Switched = true;
Cams[ActiveCam].ResetStatics = true;
Cams[ActiveCam].m_cvecCamFixedModeVector = m_vecFixedModeVector;
Cams[ActiveCam].CamTargetEntity = pTargetEntity;
Cams[ActiveCam].m_cvecCamFixedModeSource = m_vecFixedModeSource;
Cams[ActiveCam].m_cvecCamFixedModeUpOffSet = m_vecFixedModeUpOffSet;
Cams[ActiveCam].m_bCamLookingAtVector = m_bLookingAtVector;
Cams[ActiveCam].m_vecLastAboveWaterCamPosition = Cams[(ActiveCam+1)%2].m_vecLastAboveWaterCamPosition;
m_bJust_Switched = true;
pTargetEntity->RegisterReference(&pTargetEntity);
Cams[ActiveCam].CamTargetEntity->RegisterReference(&Cams[ActiveCam].CamTargetEntity);
CarZoomValueSmooth = CarZoomValue;
m_fPedZoomValueSmooth = m_fPedZoomValue;
}
}
m_bStartInterScript = false;
if(Cams[ActiveCam].CamTargetEntity == nil)
Cams[ActiveCam].CamTargetEntity = pTargetEntity;
// Ped visibility
if((Cams[ActiveCam].Mode == CCam::MODE_1STPERSON ||
Cams[ActiveCam].Mode == CCam::MODE_SNIPER ||
Cams[ActiveCam].Mode == CCam::MODE_M16_1STPERSON ||
Cams[ActiveCam].Mode == CCam::MODE_ROCKETLAUNCHER) && pTargetEntity->IsPed() ||
Cams[ActiveCam].Mode == CCam::MODE_FLYBY)
FindPlayerPed()->bIsVisible = false;
else
FindPlayerPed()->bIsVisible = true;
if(!canUseObbeCam && WhoIsInControlOfTheCamera == CAMCONTROL_OBBE)
Restore();
}
// What a mess!
void
CCamera::UpdateTargetEntity(void)
{
bool enteringCar = false; // not on PS2 but only used as && !enteringCar so we can keep it
bool obbeCam = false;
if(WhoIsInControlOfTheCamera == CAMCONTROL_OBBE){
obbeCam = true;
if(m_iModeObbeCamIsInForCar == OBBE_COPCAR_WHEEL || m_iModeObbeCamIsInForCar == OBBE_COPCAR){
if(FindPlayerPed()->GetPedState() != PED_ARRESTED)
obbeCam = false;
if(FindPlayerVehicle() == nil)
pTargetEntity = FindPlayerPed();
}
}
if((m_bLookingAtPlayer || obbeCam) && m_uiTransitionState == 0 ||
pTargetEntity == nil ||
m_bTargetJustBeenOnTrain){
if(FindPlayerVehicle())
pTargetEntity = FindPlayerVehicle();
else{
pTargetEntity = FindPlayerPed();
#ifndef GTA_PS2_STUFF
// this keeps the camera on the player while entering cars
if(PLAYER->GetPedState() == PED_ENTER_CAR ||
PLAYER->GetPedState() == PED_CARJACK ||
PLAYER->GetPedState() == PED_OPEN_DOOR)
enteringCar = true;
if(!enteringCar)
if(Cams[ActiveCam].CamTargetEntity != pTargetEntity)
Cams[ActiveCam].CamTargetEntity = pTargetEntity;
#endif
}
bool cantOpen = true;
if(PLAYER &&
PLAYER->m_pMyVehicle &&
PLAYER->m_pMyVehicle->CanPedOpenLocks(PLAYER))
cantOpen = false;
if(PLAYER->GetPedState() == PED_ENTER_CAR && !cantOpen){
if(!enteringCar && CarZoomIndicator != CAM_ZOOM_1STPRS){
pTargetEntity = PLAYER->m_pMyVehicle;
if(PLAYER->m_pMyVehicle == nil)
pTargetEntity = PLAYER;
}
}
if((PLAYER->GetPedState() == PED_CARJACK || PLAYER->GetPedState() == PED_OPEN_DOOR) && !cantOpen){
if(!enteringCar && CarZoomIndicator != CAM_ZOOM_1STPRS)
#ifdef GTA_PS2_STUFF
// dunno if this has any amazing effects
{
#endif
pTargetEntity = PLAYER->m_pMyVehicle;
if(PLAYER->m_pMyVehicle == nil)
pTargetEntity = PLAYER;
#ifdef GTA_PS2_STUFF
}
#endif
}
if(PLAYER->GetPedState() == PED_EXIT_CAR)
pTargetEntity = FindPlayerPed();
if(PLAYER->GetPedState() == PED_DRAG_FROM_CAR)
pTargetEntity = FindPlayerPed();
if(pTargetEntity->IsVehicle() && CarZoomIndicator == CAM_ZOOM_1STPRS && FindPlayerPed()->GetPedState() == PED_ARRESTED)
pTargetEntity = FindPlayerPed();
}
}
const float SOUND_DIST = 20.0f;
void
CCamera::UpdateSoundDistances(void)
{
CVector center, end;
CEntity *entity;
CColPoint colPoint;
float f;
int n;
if((Cams[ActiveCam].Mode == CCam::MODE_1STPERSON ||
Cams[ActiveCam].Mode == CCam::MODE_SNIPER ||
Cams[ActiveCam].Mode == CCam::MODE_SNIPER_RUNABOUT ||
Cams[ActiveCam].Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT ||
Cams[ActiveCam].Mode == CCam::MODE_1STPERSON_RUNABOUT ||
Cams[ActiveCam].Mode == CCam::MODE_M16_1STPERSON_RUNABOUT ||
Cams[ActiveCam].Mode == CCam::MODE_FIGHT_CAM_RUNABOUT ||
Cams[ActiveCam].Mode == CCam::MODE_HELICANNON_1STPERSON ||
Cams[ActiveCam].Mode == CCam::MODE_M16_1STPERSON ||
Cams[ActiveCam].Mode == CCam::MODE_ROCKETLAUNCHER) &&
pTargetEntity->IsPed())
center = GetPosition() + 0.5f*GetForward();
else
center = GetPosition() + 5.0f*GetForward();
// check up
n = CTimer::GetFrameCounter() % 12;
if(n == 0){
SoundDistUpAsReadOld = SoundDistUpAsRead;
if(CWorld::ProcessVerticalLine(center, center.z+SOUND_DIST, colPoint, entity, true, false, false, false, true, false, nil))
SoundDistUpAsRead = colPoint.point.z - center.z;
else
SoundDistUpAsRead = SOUND_DIST;
}
f = (n + 1) / 6.0f;
SoundDistUp = (1.0f-f)*SoundDistUpAsReadOld + f*SoundDistUpAsRead;
// check left
n = (CTimer::GetFrameCounter()+2) % 12;
if(n == 0){
SoundDistLeftAsReadOld = SoundDistLeftAsRead;
end = center + SOUND_DIST*GetRight();
if(CWorld::ProcessLineOfSight(center, end, colPoint, entity, true, false, false, false, true, true, true))
SoundDistLeftAsRead = (colPoint.point - center).Magnitude();
else
SoundDistLeftAsRead = SOUND_DIST;
}
f = (n + 1) / 6.0f;
SoundDistLeft = (1.0f-f)*SoundDistLeftAsReadOld + f*SoundDistLeftAsRead;
// check right
// end = center - SOUND_DIST*GetRight(); // useless
n = (CTimer::GetFrameCounter()+4) % 12;
if(n == 0){
SoundDistRightAsReadOld = SoundDistRightAsRead;
end = center - SOUND_DIST*GetRight();
if(CWorld::ProcessLineOfSight(center, end, colPoint, entity, true, false, false, false, true, true, true))
SoundDistRightAsRead = (colPoint.point - center).Magnitude();
else
SoundDistRightAsRead = SOUND_DIST;
}
f = (n + 1) / 6.0f;
SoundDistRight = (1.0f-f)*SoundDistRightAsReadOld + f*SoundDistRightAsRead;
}
void
CCamera::InitialiseCameraForDebugMode(void)
{
if(FindPlayerVehicle())
Cams[2].Source = FindPlayerVehicle()->GetPosition();
else if(FindPlayerPed())
Cams[2].Source = FindPlayerPed()->GetPosition();
Cams[2].Alpha = 0.0f;
Cams[2].Beta = 0.0f;
Cams[2].Mode = CCam::MODE_DEBUG;
}
void
CCamera::CamShake(float strength, float x, float y, float z)
{
CVector Dist = Cams[ActiveCam].Source - CVector(x, y, z);
// a bit complicated...
float dist2d = Sqrt(SQR(Dist.x) + SQR(Dist.y));
float dist3d = Sqrt(SQR(dist2d) + SQR(Dist.z));
if(dist3d > 100.0f) dist3d = 100.0f;
if(dist3d < 0.0f) dist3d = 0.0f;
float mult = 1.0f - dist3d/100.0f;
float curForce = mult*(m_fCamShakeForce - (CTimer::GetTimeInMilliseconds() - m_uiCamShakeStart)/1000.0f);
strength = mult*strength;
if(clamp(curForce, 0.0f, 2.0f) < strength){
m_fCamShakeForce = strength;
m_uiCamShakeStart = CTimer::GetTimeInMilliseconds();
}
}
// This seems to be CCamera::CamShake(float) on PS2
void
CamShakeNoPos(CCamera *cam, float strength)
{
float curForce = cam->m_fCamShakeForce - (CTimer::GetTimeInMilliseconds() - cam->m_uiCamShakeStart)/1000.0f;
if(clamp(curForce, 0.0f, 2.0f) < strength){
cam->m_fCamShakeForce = strength;
cam->m_uiCamShakeStart = CTimer::GetTimeInMilliseconds();
}
}
void
CCamera::TakeControl(CEntity *target, int16 mode, int16 typeOfSwitch, int32 controller)
{
bool doSwitch = true;
if(controller == CAMCONTROL_OBBE && WhoIsInControlOfTheCamera == CAMCONTROL_SCRIPT)
doSwitch = false;
if(doSwitch){
WhoIsInControlOfTheCamera = controller;
if(target){
if(mode == CCam::MODE_NONE){
// Why are we checking the old entity?
if(pTargetEntity->IsPed())
mode = CCam::MODE_FOLLOWPED;
else if(pTargetEntity->IsVehicle())
mode = CCam::MODE_CAM_ON_A_STRING;
}
}else if(FindPlayerVehicle())
target = FindPlayerVehicle();
else
target = PLAYER;
m_bLookingAtVector = false;
pTargetEntity = target;
m_iModeToGoTo = mode;
m_iTypeOfSwitch = typeOfSwitch;
m_bLookingAtPlayer = false;
m_bStartInterScript = true;
// FindPlayerPed(); // unused
}
}
void
CCamera::TakeControlNoEntity(const CVector &position, int16 typeOfSwitch, int32 controller)
{
bool doSwitch = true;
if(controller == CAMCONTROL_OBBE && WhoIsInControlOfTheCamera == CAMCONTROL_SCRIPT)
doSwitch = false;
if(doSwitch){
WhoIsInControlOfTheCamera = controller;
m_bLookingAtVector = true;
m_bLookingAtPlayer = false;
m_iModeToGoTo = CCam::MODE_FIXED;
m_vecFixedModeVector = position;
m_iTypeOfSwitch = typeOfSwitch;
m_bStartInterScript = true;
}
}
void
CCamera::TakeControlWithSpline(int16 typeOfSwitch)
{
m_iModeToGoTo = CCam::MODE_FLYBY;
m_bLookingAtPlayer = false;
m_bLookingAtVector = false;
m_bcutsceneFinished = false;
m_iTypeOfSwitch = typeOfSwitch;
m_bStartInterScript = true;
//FindPlayerPed(); // unused
};
void
CCamera::Restore(void)
{
m_bLookingAtPlayer = true;
m_bLookingAtVector = false;
m_iTypeOfSwitch = INTERPOLATION;
m_bUseNearClipScript = false;
m_iModeObbeCamIsInForCar = OBBE_INVALID;
m_fPositionAlongSpline = 0.0;
m_bStartingSpline = false;
m_bScriptParametersSetForInterPol = false;
WhoIsInControlOfTheCamera = CAMCONTROL_GAME;
if(FindPlayerVehicle()){
m_iModeToGoTo = CCam::MODE_CAM_ON_A_STRING;
pTargetEntity = FindPlayerVehicle();
}else{
m_iModeToGoTo = CCam::MODE_FOLLOWPED;
pTargetEntity = PLAYER;
}
if(PLAYER->GetPedState() == PED_ENTER_CAR ||
PLAYER->GetPedState() == PED_CARJACK ||
PLAYER->GetPedState() == PED_OPEN_DOOR){
m_iModeToGoTo = CCam::MODE_CAM_ON_A_STRING;
pTargetEntity = PLAYER->m_pSeekTarget;
}
if(PLAYER->GetPedState() == PED_EXIT_CAR){
m_iModeToGoTo = CCam::MODE_FOLLOWPED;
pTargetEntity = PLAYER;
}
m_bUseScriptZoomValuePed = false;
m_bUseScriptZoomValueCar = false;
m_bStartInterScript = true;
m_bCameraJustRestored = true;
}
void
CCamera::RestoreWithJumpCut(void)
{
m_bRestoreByJumpCut = true;
m_bLookingAtPlayer = true;
m_bLookingAtVector = false;
m_iTypeOfSwitch = JUMP_CUT;
m_bUseNearClipScript = false;
m_iModeObbeCamIsInForCar = OBBE_INVALID;
m_fPositionAlongSpline = 0.0;
m_bStartingSpline = false;
m_bScriptParametersSetForInterPol = false;
WhoIsInControlOfTheCamera = CAMCONTROL_GAME;
m_bCameraJustRestored = true;
if(FindPlayerVehicle()){
m_iModeToGoTo = CCam::MODE_CAM_ON_A_STRING;
pTargetEntity = FindPlayerVehicle();
}else{
m_iModeToGoTo = CCam::MODE_FOLLOWPED;
pTargetEntity = PLAYER;
}
if(PLAYER->GetPedState() == PED_ENTER_CAR ||
PLAYER->GetPedState() == PED_CARJACK ||
PLAYER->GetPedState() == PED_OPEN_DOOR){
m_iModeToGoTo = CCam::MODE_CAM_ON_A_STRING;
pTargetEntity = PLAYER->m_pSeekTarget;
}
if(PLAYER->GetPedState() == PED_EXIT_CAR){
m_iModeToGoTo = CCam::MODE_FOLLOWPED;
pTargetEntity = PLAYER;
}
m_bUseScriptZoomValuePed = false;
m_bUseScriptZoomValueCar = false;
}
void
CCamera::SetCamPositionForFixedMode(const CVector &Source, const CVector &UpOffSet)
{
m_vecFixedModeSource = Source;
m_vecFixedModeUpOffSet = UpOffSet;
}
/*
* On PS2 the transition happens between Cams[0] and Cams[1].
* On PC the whole system has been changed.
*/
void
CCamera::StartTransition(int16 newMode)
{
bool switchSyphonMode = false;
bool switchPedToCar = false;
bool switchFromFight = false;
bool switchFromFixed = false;
bool switch1stPersonToVehicle = false;
float betaOffset, targetBeta, camBeta, deltaBeta;
int door;
bool vehicleVertical;
#ifndef PS2_CAM_TRANSITION
m_bItsOkToLookJustAtThePlayer = false;
m_fFractionInterToStopMoving = 0.25f;
m_fFractionInterToStopCatchUp = 0.75f;
if(Cams[ActiveCam].Mode == CCam::MODE_SYPHON_CRIM_IN_FRONT ||
Cams[ActiveCam].Mode == CCam::MODE_FOLLOWPED ||
Cams[ActiveCam].Mode == CCam::MODE_SYPHON ||
Cams[ActiveCam].Mode == CCam::MODE_SPECIAL_FIXED_FOR_SYPHON){
if(newMode == CCam::MODE_SYPHON_CRIM_IN_FRONT ||
newMode == CCam::MODE_FOLLOWPED ||
newMode == CCam::MODE_SYPHON ||
newMode == CCam::MODE_SPECIAL_FIXED_FOR_SYPHON)
m_bItsOkToLookJustAtThePlayer = true;
if(newMode == CCam::MODE_CAM_ON_A_STRING)
switchPedToCar = true;
}
#endif
if(Cams[ActiveCam].Mode == CCam::MODE_SYPHON_CRIM_IN_FRONT && newMode == CCam::MODE_SYPHON)
switchSyphonMode = true;
if(Cams[ActiveCam].Mode == CCam::MODE_FIGHT_CAM && newMode == CCam::MODE_FOLLOWPED)
switchFromFight = true;
#ifndef PS2_CAM_TRANSITION
if(Cams[ActiveCam].Mode == CCam::MODE_FIXED)
switchFromFixed = true;
#endif
m_bUseTransitionBeta = false;
if((Cams[ActiveCam].Mode == CCam::MODE_SNIPER ||
Cams[ActiveCam].Mode == CCam::MODE_ROCKETLAUNCHER ||
Cams[ActiveCam].Mode == CCam::MODE_M16_1STPERSON ||
Cams[ActiveCam].Mode == CCam::MODE_SNIPER_RUNABOUT ||
Cams[ActiveCam].Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT ||
Cams[ActiveCam].Mode == CCam::MODE_M16_1STPERSON_RUNABOUT ||
Cams[ActiveCam].Mode == CCam::MODE_FIGHT_CAM_RUNABOUT ||
Cams[ActiveCam].Mode == CCam::MODE_HELICANNON_1STPERSON ||
Cams[ActiveCam].Mode == CCam::MODE_1STPERSON_RUNABOUT) &&
pTargetEntity->IsPed()){
float angle = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y) - HALFPI;
((CPed*)pTargetEntity)->m_fRotationCur = angle;
((CPed*)pTargetEntity)->m_fRotationDest = angle;
}
#ifdef PS2_CAM_TRANSITION
ActiveCam = (ActiveCam+1)%2;
Cams[ActiveCam].Init();
Cams[ActiveCam].Mode = newMode;
#endif
Cams[ActiveCam].m_cvecCamFixedModeVector = m_vecFixedModeVector;
Cams[ActiveCam].CamTargetEntity = pTargetEntity;
Cams[ActiveCam].m_cvecCamFixedModeSource = m_vecFixedModeSource;
Cams[ActiveCam].m_cvecCamFixedModeUpOffSet = m_vecFixedModeUpOffSet;
Cams[ActiveCam].m_bCamLookingAtVector = m_bLookingAtVector;
if(newMode == CCam::MODE_SNIPER ||
newMode == CCam::MODE_ROCKETLAUNCHER ||
newMode == CCam::MODE_M16_1STPERSON ||
newMode == CCam::MODE_SNIPER_RUNABOUT ||
newMode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT ||
newMode == CCam::MODE_1STPERSON_RUNABOUT ||
newMode == CCam::MODE_M16_1STPERSON_RUNABOUT ||
newMode == CCam::MODE_FIGHT_CAM_RUNABOUT ||
newMode == CCam::MODE_HELICANNON_1STPERSON)
Cams[ActiveCam].Alpha = 0.0f;
// PS2 also copies values to ActiveCam here
switch(Cams[ActiveCam].Mode)
case CCam::MODE_SNIPER_RUNABOUT:
case CCam::MODE_ROCKETLAUNCHER_RUNABOUT:
case CCam::MODE_1STPERSON_RUNABOUT:
case CCam::MODE_M16_1STPERSON_RUNABOUT:
case CCam::MODE_FIGHT_CAM_RUNABOUT:
if(newMode == CCam::MODE_CAM_ON_A_STRING || newMode == CCam::MODE_BEHINDBOAT)
switch1stPersonToVehicle = true;
switch(newMode){
case CCam::MODE_BEHINDCAR:
#ifdef PS2_CAM_TRANSITION
Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source;
Cams[ActiveCam].Beta = Cams[(ActiveCam+1)%2].Beta;
#endif
Cams[ActiveCam].BetaSpeed = 0.0f;
break;
case CCam::MODE_BEHINDBOAT:
#ifdef PS2_CAM_TRANSITION
Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source;
Cams[ActiveCam].Beta = Cams[(ActiveCam+1)%2].Beta;
#endif
Cams[ActiveCam].BetaSpeed = 0.0f;
break;
case CCam::MODE_FOLLOWPED:
// Getting out of vehicle normally
betaOffset = DEGTORAD(55.0f);
#ifdef PS2_CAM_TRANSITION
Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source;
#endif
if(m_bJustCameOutOfGarage){
m_bUseTransitionBeta = true;
/*
// weird logic...
if(CMenuManager::m_ControlMethod == CONTROL_CLASSIC)
Cams[ActiveCam].m_fTransitionBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y) + PI;
else if(Cams[ActiveCam].Front.x != 0.0f && Cams[ActiveCam].Front.y != 0.0f) // && is wrong here
Cams[ActiveCam].m_fTransitionBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y) + PI;
else
Cams[ActiveCam].m_fTransitionBeta = 0.0f;
*/
// this is better:
if(Cams[ActiveCam].Front.x != 0.0f || Cams[ActiveCam].Front.y != 0.0f)
#ifdef PS2_CAM_TRANSITION
Cams[ActiveCam].m_fTransitionBeta = CGeneral::GetATanOfXY(Cams[(ActiveCam+1)%2].Front.x, Cams[(ActiveCam+1)%2].Front.y) + PI;
#else
Cams[ActiveCam].m_fTransitionBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y) + PI;
#endif
else
Cams[ActiveCam].m_fTransitionBeta = 0.0f;
}
if(m_bTargetJustCameOffTrain)
m_bCamDirectlyInFront = true;
#ifdef PS2_CAM_TRANSITION
if(Cams[(ActiveCam+1)%2].Mode != CCam::MODE_CAM_ON_A_STRING)
#else
if(Cams[ActiveCam].Mode != CCam::MODE_CAM_ON_A_STRING)
#endif
break;
m_bUseTransitionBeta = true;
vehicleVertical = false;
if(((CPed*)pTargetEntity)->m_carInObjective &&
((CPed*)pTargetEntity)->m_carInObjective->GetForward().x == 0.0f &&
((CPed*)pTargetEntity)->m_carInObjective->GetForward().y == 0.0f)
vehicleVertical = true;
if(vehicleVertical){
Cams[ActiveCam].m_fTransitionBeta = 0.0f;
break;
}
#ifdef PS2_CAM_TRANSITION
camBeta = CGeneral::GetATanOfXY(Cams[(ActiveCam+1)%2].Front.x, Cams[(ActiveCam+1)%2].Front.y);
#else
camBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y);
#endif
if(((CPed*)pTargetEntity)->m_carInObjective)
targetBeta = CGeneral::GetATanOfXY(((CPed*)pTargetEntity)->m_carInObjective->GetForward().x, ((CPed*)pTargetEntity)->m_carInObjective->GetForward().y);
else
targetBeta = camBeta;
deltaBeta = targetBeta - camBeta;
while(deltaBeta >= PI) deltaBeta -= 2*PI;
while(deltaBeta < -PI) deltaBeta += 2*PI;
deltaBeta = Abs(deltaBeta);
door = FindPlayerPed()->m_vehEnterType;
if(deltaBeta > HALFPI){
if(((CPed*)pTargetEntity)->m_carInObjective){
if(((CPed*)pTargetEntity)->m_carInObjective->IsUpsideDown()){
if(door == CAR_DOOR_LF || door == CAR_DOOR_LR)
betaOffset = -DEGTORAD(95.0f);
}else{
if(door == CAR_DOOR_RF || door == CAR_DOOR_RR)
betaOffset = -DEGTORAD(95.0f);
}
}
Cams[ActiveCam].m_fTransitionBeta = targetBeta + betaOffset;
}else{
if(((CPed*)pTargetEntity)->m_carInObjective){
if(((CPed*)pTargetEntity)->m_carInObjective->IsUpsideDown()){
if(door == CAR_DOOR_RF || door == CAR_DOOR_RR)
betaOffset = -DEGTORAD(55.0f);
else if(door == CAR_DOOR_LF || door == CAR_DOOR_LR)
betaOffset = DEGTORAD(95.0f);
}else{
if(door == CAR_DOOR_LF || door == CAR_DOOR_LR)
betaOffset = -DEGTORAD(55.0f);
else if(door == CAR_DOOR_RF || door == CAR_DOOR_RR)
betaOffset = DEGTORAD(95.0f);
}
}
Cams[ActiveCam].m_fTransitionBeta = targetBeta + betaOffset + PI;
}
break;
case CCam::MODE_SNIPER:
case CCam::MODE_ROCKETLAUNCHER:
case CCam::MODE_M16_1STPERSON:
case CCam::MODE_SNIPER_RUNABOUT:
case CCam::MODE_ROCKETLAUNCHER_RUNABOUT:
case CCam::MODE_1STPERSON_RUNABOUT:
case CCam::MODE_M16_1STPERSON_RUNABOUT:
case CCam::MODE_FIGHT_CAM_RUNABOUT:
case CCam::MODE_HELICANNON_1STPERSON:
if(FindPlayerVehicle())
Cams[ActiveCam].Beta = Atan2(FindPlayerVehicle()->GetForward().x, FindPlayerVehicle()->GetForward().y);
else
Cams[ActiveCam].Beta = Atan2(PLAYER->GetForward().x, PLAYER->GetForward().y);
break;
case CCam::MODE_SYPHON:
#ifdef PS2_CAM_TRANSITION
Cams[ActiveCam].Beta = Cams[(ActiveCam+1)%2].Beta;
Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source;
#endif
Cams[ActiveCam].Alpha = 0.0f;
Cams[ActiveCam].AlphaSpeed = 0.0f;
break;
case CCam::MODE_CAM_ON_A_STRING:
// Get into vehicle
betaOffset = DEGTORAD(57.0f);
#ifdef PS2_CAM_TRANSITION
Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source;
#endif
if(!m_bLookingAtPlayer || m_bJustCameOutOfGarage)
break;
m_bUseTransitionBeta = true;
targetBeta = CGeneral::GetATanOfXY(pTargetEntity->GetForward().x, pTargetEntity->GetForward().y);
#ifdef PS2_CAM_TRANSITION
camBeta = CGeneral::GetATanOfXY(Cams[(ActiveCam+1)%2].Front.x, Cams[(ActiveCam+1)%2].Front.y);
#else
camBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y);
#endif
deltaBeta = targetBeta - camBeta;
while(deltaBeta >= PI) deltaBeta -= 2*PI;
while(deltaBeta < -PI) deltaBeta += 2*PI;
deltaBeta = Abs(deltaBeta);
#ifndef PS2_CAM_TRANSITION
switchFromFixed = Cams[ActiveCam].Mode == CCam::MODE_FIXED;
if(switchFromFixed){
Cams[ActiveCam].m_fTransitionBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y);
break;
}
#endif
door = FindPlayerPed()->m_vehEnterType;
if(deltaBeta > HALFPI){
if(((CVehicle*)pTargetEntity)->IsUpsideDown()){
if(door == CAR_DOOR_LF || door == CAR_DOOR_LR) // BUG: game checks LF twice
betaOffset = -DEGTORAD(57.0f);
}else{
if(door == CAR_DOOR_RF || door == CAR_DOOR_RR)
betaOffset = -DEGTORAD(57.0f);
}
Cams[ActiveCam].m_fTransitionBeta = targetBeta + betaOffset + PI;
}else{
if(((CVehicle*)pTargetEntity)->IsUpsideDown()){
if(door == CAR_DOOR_RF || door == CAR_DOOR_RR)
betaOffset = -DEGTORAD(57.0f);
else if(door == CAR_DOOR_LF || door == CAR_DOOR_LR)
betaOffset = DEGTORAD(57.0f);
}else{
if(door == CAR_DOOR_LF || door == CAR_DOOR_LR)
betaOffset = -DEGTORAD(57.0f);
else if(door == CAR_DOOR_RF || door == CAR_DOOR_RR)
betaOffset = DEGTORAD(57.0f);
}
Cams[ActiveCam].m_fTransitionBeta = targetBeta + betaOffset;
}
break;
case CCam::MODE_PED_DEAD_BABY:
#ifdef PS2_CAM_TRANSITION
Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source;
#endif
Cams[ActiveCam].Alpha = DEGTORAD(15.0f);
break;
#ifdef PS2_CAM_TRANSITION
case CCam::MODE_PLAYER_FALLEN_WATER:
Cams[ActiveCam].m_vecLastAboveWaterCamPosition = Cams[(ActiveCam+1)%2].m_vecLastAboveWaterCamPosition;
break;
#endif
case CCam::MODE_FIGHT_CAM:
#ifdef PS2_CAM_TRANSITION
Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source;
#endif
Cams[ActiveCam].Beta = 0.0f;
Cams[ActiveCam].BetaSpeed = 0.0f;
Cams[ActiveCam].Alpha = 0.0f;
Cams[ActiveCam].AlphaSpeed = 0.0f;
break;
}
#ifndef PS2_CAM_TRANSITION
Cams[ActiveCam].Init();
Cams[ActiveCam].Mode = newMode;
m_uiTransitionDuration = 1350;
if(switchSyphonMode)
m_uiTransitionDuration = 1800;
else if(switchFromFight)
m_uiTransitionDuration = 750;
else if(switchPedToCar){
m_fFractionInterToStopMoving = 0.2f;
m_fFractionInterToStopCatchUp = 0.8f;
m_uiTransitionDuration = 950;
}else if(switchFromFixed){
m_fFractionInterToStopMoving = 0.05f;
m_fFractionInterToStopCatchUp = 0.95f;
}else if(switch1stPersonToVehicle){
m_fFractionInterToStopMoving = 0.0f;
m_fFractionInterToStopCatchUp = 1.0f;
m_uiTransitionDuration = 1;
}else
m_uiTransitionDuration = 1350; // already set above
#else
if(switchSyphonMode)
m_uiTransitionDuration = 1800;
else if(switchFromFight)
m_uiTransitionDuration = 750;
else
m_uiTransitionDuration = 1350;
#endif
m_uiTransitionState = 1;
m_uiTimeTransitionStart = CTimer::GetTimeInMilliseconds();
m_uiTransitionJUSTStarted = 1;
#ifndef PS2_CAM_TRANSITION
if(m_vecDoingSpecialInterPolation){
m_cvecStartingSourceForInterPol = SourceDuringInter;
m_cvecStartingTargetForInterPol = TargetDuringInter;
m_cvecStartingUpForInterPol = UpDuringInter;
m_fStartingAlphaForInterPol = m_fAlphaDuringInterPol;
m_fStartingBetaForInterPol = m_fBetaDuringInterPol;
}else{
m_cvecStartingSourceForInterPol = Cams[ActiveCam].Source;
m_cvecStartingTargetForInterPol = Cams[ActiveCam].m_cvecTargetCoorsForFudgeInter;
m_cvecStartingUpForInterPol = Cams[ActiveCam].Up;
m_fStartingAlphaForInterPol = Cams[ActiveCam].m_fTrueAlpha;
m_fStartingBetaForInterPol = Cams[ActiveCam].m_fTrueBeta;
}
Cams[ActiveCam].m_bCamLookingAtVector = m_bLookingAtVector;
Cams[ActiveCam].m_cvecCamFixedModeVector = m_vecFixedModeVector;
Cams[ActiveCam].m_cvecCamFixedModeSource = m_vecFixedModeSource;
Cams[ActiveCam].m_cvecCamFixedModeUpOffSet = m_vecFixedModeUpOffSet;
Cams[ActiveCam].Mode = newMode; // already done above
Cams[ActiveCam].CamTargetEntity = pTargetEntity;
m_uiTransitionState = 1; // these three already done above
m_uiTimeTransitionStart = CTimer::GetTimeInMilliseconds();
m_uiTransitionJUSTStarted = 1;
m_fStartingFOVForInterPol = Cams[ActiveCam].FOV;
m_cvecSourceSpeedAtStartInter = Cams[ActiveCam].m_cvecSourceSpeedOverOneFrame;
m_cvecTargetSpeedAtStartInter = Cams[ActiveCam].m_cvecTargetSpeedOverOneFrame;
m_cvecUpSpeedAtStartInter = Cams[ActiveCam].m_cvecUpOverOneFrame;
m_fAlphaSpeedAtStartInter = Cams[ActiveCam].m_fAlphaSpeedOverOneFrame;
m_fBetaSpeedAtStartInter = Cams[ActiveCam].m_fBetaSpeedOverOneFrame;
m_fFOVSpeedAtStartInter = Cams[ActiveCam].m_fFovSpeedOverOneFrame;
Cams[ActiveCam].ResetStatics = true;
if(!m_bLookingAtPlayer && m_bScriptParametersSetForInterPol){
m_fFractionInterToStopMoving = m_fScriptPercentageInterToStopMoving;
m_fFractionInterToStopCatchUp = m_fScriptPercentageInterToCatchUp;
m_uiTransitionDuration = m_fScriptTimeForInterPolation;
}
#endif
}
void
CCamera::StartTransitionWhenNotFinishedInter(int16 mode)
{
#ifdef PS2_CAM_TRANSITION
m_vecOldSourceForInter = GetPosition();
m_vecOldFrontForInter = GetForward();
m_vecOldUpForInter = GetUp();
m_vecOldFOVForInter = CDraw::GetFOV();
#endif
m_vecDoingSpecialInterPolation = true;
StartTransition(mode);
}
#ifndef PS2_CAM_TRANSITION
void
CCamera::StoreValuesDuringInterPol(CVector &source, CVector &target, CVector &up, float &FOV)
{
SourceDuringInter = source;
TargetDuringInter = target;
UpDuringInter = up;
FOVDuringInter = FOV;
CVector Dist = source - TargetDuringInter;
float DistOnGround = Dist.Magnitude2D();
m_fBetaDuringInterPol = CGeneral::GetATanOfXY(Dist.x, Dist.y);
m_fAlphaDuringInterPol = CGeneral::GetATanOfXY(DistOnGround, Dist.z);
}
#endif
void
CCamera::SetWideScreenOn(void)
{
m_WideScreenOn = true;
}
void
CCamera::SetWideScreenOff(void)
{
m_bWantsToSwitchWidescreenOff = m_WideScreenOn;
}
void
CCamera::ProcessWideScreenOn(void)
{
if(m_bWantsToSwitchWidescreenOff){
m_bWantsToSwitchWidescreenOff = false;
m_WideScreenOn = false;
m_ScreenReductionPercentage = 0.0f;
m_fFOV_Wide_Screen = 0.0f;
m_fWideScreenReductionAmount = 0.0f;
}else{
m_fFOV_Wide_Screen = 0.3f*Cams[ActiveCam].FOV;
m_fWideScreenReductionAmount = 1.0f;
m_ScreenReductionPercentage = 30.0f;
}
}
void
CCamera::DrawBordersForWideScreen(void)
{
if(m_BlurType == MBLUR_NONE || m_BlurType == MBLUR_NORMAL)
SetMotionBlurAlpha(80);
CSprite2d::DrawRect(
#ifdef FIX_BUGS
CRect(0.0f, (SCREEN_HEIGHT/2) * m_ScreenReductionPercentage/100.0f - SCREEN_SCALE_Y(8.0f),
#else
CRect(0.0f, (SCREEN_HEIGHT/2) * m_ScreenReductionPercentage/100.0f - 8.0f,
#endif
SCREEN_WIDTH, 0.0f),
CRGBA(0, 0, 0, 255));
CSprite2d::DrawRect(
CRect(0.0f, SCREEN_HEIGHT,
#ifdef FIX_BUGS
SCREEN_WIDTH, SCREEN_HEIGHT - (SCREEN_HEIGHT/2) * m_ScreenReductionPercentage/100.0f - SCREEN_SCALE_Y(8.0f)),
#else
SCREEN_WIDTH, SCREEN_HEIGHT - (SCREEN_HEIGHT/2) * m_ScreenReductionPercentage/100.0f - 8.0f),
#endif
CRGBA(0, 0, 0, 255));
}
bool
CCamera::IsItTimeForNewcam(int32 obbeMode, int32 time)
{
CVehicle *veh;
uint32 t = time; // no annoying compiler warnings
CVector fwd;
if(obbeMode < 0)
return true;
switch(obbeMode){
case OBBE_WHEEL:
veh = FindPlayerVehicle();
if(veh){
if(veh->IsBoat() || veh->GetModelIndex() == MI_RHINO)
return true;
if(!CWorld::GetIsLineOfSightClear(pTargetEntity->GetPosition(), Cams[ActiveCam].Source, true, false, false, false, false, false, false))
return true;
}
if(CTimer::GetTimeInMilliseconds() > t+5000)
return true;
SetNearClipScript(0.6f);
return false;
case OBBE_1:
if(FindPlayerVehicle() && FindPlayerVehicle()->IsBoat())
return true;
if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false))
return true;
fwd = FindPlayerCoors() - m_vecFixedModeSource;
fwd.z = 0.0f;
// too far and driving away from cam
if(fwd.Magnitude() > 20.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f)
return true;
// too close
if(fwd.Magnitude() < 1.6f)
return true;
return false;
case OBBE_2:
if(FindPlayerVehicle() && FindPlayerVehicle()->IsBoat())
return true;
if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false))
return true;
fwd = FindPlayerCoors() - m_vecFixedModeSource;
fwd.z = 0.0f;
if(fwd.Magnitude() < 2.0f)
// very close, fix near clip
SetNearClipScript(Max(fwd.Magnitude()*0.5f, 0.05f));
// too far and driving away from cam
if(fwd.Magnitude() > 19.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f)
return true;
// too close
if(fwd.Magnitude() < 1.6f)
return true;
return false;
case OBBE_3:
if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false))
return true;
fwd = FindPlayerCoors() - m_vecFixedModeSource;
fwd.z = 0.0f;
// too far and driving away from cam
if(fwd.Magnitude() > 28.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f)
return true;
return false;
case OBBE_1STPERSON:
return CTimer::GetTimeInMilliseconds() > t+3000;
case OBBE_5:
if(FindPlayerVehicle() && FindPlayerVehicle()->IsBoat())
return true;
if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false))
return true;
fwd = FindPlayerCoors() - m_vecFixedModeSource;
fwd.z = 0.0f;
// too far and driving away from cam
if(fwd.Magnitude() > 28.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f)
return true;
return false;
case OBBE_ONSTRING:
return CTimer::GetTimeInMilliseconds() > t+3000;
case OBBE_COPCAR:
return CTimer::GetTimeInMilliseconds() > t+2000 && !FindPlayerVehicle()->GetIsOnScreen();
case OBBE_COPCAR_WHEEL:
if(FindPlayerVehicle() && FindPlayerVehicle()->IsBoat())
return true;
if(!CWorld::GetIsLineOfSightClear(pTargetEntity->GetPosition(), Cams[ActiveCam].Source, true, false, false, false, false, false, false))
return true;
if(CTimer::GetTimeInMilliseconds() > t+1000)
return true;
SetNearClipScript(0.6f);
return false;
// Ped modes
case OBBE_9:
if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false))
return true;
fwd = FindPlayerCoors() - m_vecFixedModeSource;
fwd.z = 0.0f;
// too far and driving away from cam
if(fwd.Magnitude() > 20.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f)
return true;
return false;
case OBBE_10:
if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false))
return true;
fwd = FindPlayerCoors() - m_vecFixedModeSource;
fwd.z = 0.0f;
// too far and driving away from cam
if(fwd.Magnitude() > 8.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f)
return true;
return false;
case OBBE_11:
if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false))
return true;
fwd = FindPlayerCoors() - m_vecFixedModeSource;
fwd.z = 0.0f;
// too far and driving away from cam
if(fwd.Magnitude() > 25.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f)
return true;
return false;
case OBBE_12:
if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false))
return true;
fwd = FindPlayerCoors() - m_vecFixedModeSource;
fwd.z = 0.0f;
// too far and driving away from cam
if(fwd.Magnitude() > 8.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f)
return true;
return false;
case OBBE_13:
return CTimer::GetTimeInMilliseconds() > t+5000;
default:
return false;
}
}
bool
CCamera::TryToStartNewCamMode(int obbeMode)
{
CVehicle *veh;
CVector target, camPos, playerSpeed, fwd;
float ground;
bool foundGround;
int i;
if(obbeMode < 0)
return true;
switch(obbeMode){
case OBBE_WHEEL:
veh = FindPlayerVehicle();
if(veh == nil || veh->IsBoat() || veh->GetModelIndex() == MI_RHINO)
return false;
target = Multiply3x3(FindPlayerVehicle()->GetMatrix(), CVector(-1.4f, -2.3f, 0.3f));
target += FindPlayerVehicle()->GetPosition();
if(!CWorld::GetIsLineOfSightClear(veh->GetPosition(), target, true, false, false, false, false, false, false))
return false;
TakeControl(veh, CCam::MODE_WHEELCAM, JUMP_CUT, CAMCONTROL_OBBE);
return true;
case OBBE_1:
camPos = FindPlayerCoors();
playerSpeed = FindPlayerSpeed();
playerSpeed.z = 0.0f;
playerSpeed.Normalise();
camPos += 20.0f*playerSpeed;
camPos += 3.0f*CVector(playerSpeed.y, -playerSpeed.x, 0.0f);
if(FindPlayerVehicle() && FindPlayerVehicle()->IsBoat())
return false;
ground = CWorld::FindGroundZFor3DCoord(camPos.x, camPos.y, camPos.z+5.0f, &foundGround);
if(foundGround)
camPos.z = ground + 1.5f;
else{
ground = CWorld::FindRoofZFor3DCoord(camPos.x, camPos.y, camPos.z-5.0f, &foundGround);
if(foundGround)
camPos.z = ground + 1.5f;
}
if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), camPos, true, false, false, false, false, false, false))
return false;
fwd = FindPlayerCoors() - camPos;
fwd.z = 0.0f;
// too far and driving away from cam
if(fwd.Magnitude() > 20.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f)
return false;
// too close
if(fwd.Magnitude() < 1.6f)
return true;
SetCamPositionForFixedMode(camPos, CVector(0.0f, 0.0f, 0.0f));
TakeControl(FindPlayerEntity(), CCam::MODE_FIXED, JUMP_CUT, CAMCONTROL_OBBE);
return true;
case OBBE_2:
if(FindPlayerVehicle() && FindPlayerVehicle()->IsBoat())
return false;
camPos = FindPlayerCoors();
playerSpeed = FindPlayerSpeed();
playerSpeed.z = 0.0f;
playerSpeed.Normalise();
camPos += 16.0f*playerSpeed;
camPos += 2.5f*CVector(playerSpeed.y, -playerSpeed.x, 0.0f);
ground = CWorld::FindGroundZFor3DCoord(camPos.x, camPos.y, camPos.z+5.0f, &foundGround);
if(foundGround)
camPos.z = ground + 0.5f;
else{
ground = CWorld::FindRoofZFor3DCoord(camPos.x, camPos.y, camPos.z-5.0f, &foundGround);
if(foundGround)
camPos.z = ground + 0.5f;
}
if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), camPos, true, false, false, false, false, false, false))
return false;
fwd = FindPlayerCoors() - camPos;
fwd.z = 0.0f;
// too far and driving away from cam
if(fwd.Magnitude() > 19.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f)
return false;
// too close
if(fwd.Magnitude() < 1.6f)
return true;
SetCamPositionForFixedMode(camPos, CVector(0.0f, 0.0f, 0.0f));
TakeControl(FindPlayerEntity(), CCam::MODE_FIXED, JUMP_CUT, CAMCONTROL_OBBE);
return true;
case OBBE_3:
camPos = FindPlayerCoors();
playerSpeed = FindPlayerSpeed();
playerSpeed.z = 0.0f;
playerSpeed.Normalise();
camPos += 30.0f*playerSpeed;
camPos += 8.0f*CVector(playerSpeed.y, -playerSpeed.x, 0.0f);
if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), camPos, true, false, false, false, false, false, false))
return false;
SetCamPositionForFixedMode(camPos, CVector(0.0f, 0.0f, 0.0f));
TakeControl(FindPlayerEntity(), CCam::MODE_FIXED, JUMP_CUT, CAMCONTROL_OBBE);
return true;
case OBBE_1STPERSON:
TakeControl(FindPlayerEntity(), CCam::MODE_FIXED, JUMP_CUT, CAMCONTROL_OBBE);
return true;
case OBBE_5:
camPos = FindPlayerCoors();
playerSpeed = FindPlayerSpeed();
playerSpeed.z = 0.0f;
playerSpeed.Normalise();
camPos += 30.0f*playerSpeed;
camPos += 6.0f*CVector(playerSpeed.y, -playerSpeed.x, 0.0f);
ground = CWorld::FindGroundZFor3DCoord(camPos.x, camPos.y, camPos.z+5.0f, &foundGround);
if(foundGround)
camPos.z = ground + 3.5f;
else{
ground = CWorld::FindRoofZFor3DCoord(camPos.x, camPos.y, camPos.z-5.0f, &foundGround);
if(foundGround)
camPos.z = ground + 3.5f;
}
if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), camPos, true, false, false, false, false, false, false))
return false;
SetCamPositionForFixedMode(camPos, CVector(0.0f, 0.0f, 0.0f));
TakeControl(FindPlayerEntity(), CCam::MODE_FIXED, JUMP_CUT, CAMCONTROL_OBBE);
return true;
case OBBE_ONSTRING:
TakeControl(FindPlayerEntity(), CCam::MODE_CAM_ON_A_STRING, JUMP_CUT, CAMCONTROL_OBBE);
return true;
case OBBE_COPCAR:
#ifdef FIX_BUGS
if (CReplay::IsPlayingBack())
return false;
#endif
if(FindPlayerPed()->m_pWanted->m_nWantedLevel < 1)
return false;
if(FindPlayerVehicle() == nil)
return false;
if(FindPlayerVehicle() && FindPlayerVehicle()->IsBoat())
return false;
i = CPools::GetVehiclePool()->GetSize();
while(--i >= 0){
veh = CPools::GetVehiclePool()->GetSlot(i);
if(veh && veh->IsCar() && veh != FindPlayerVehicle() && veh->bIsLawEnforcer){
float dx = veh->GetPosition().x - FindPlayerCoors().x;
float dy = veh->GetPosition().y - FindPlayerCoors().y;
float dist = (veh->GetPosition() - FindPlayerCoors()).Magnitude();
if(dist < 30.0f){
if(dx*FindPlayerVehicle()->GetForward().x + dy*FindPlayerVehicle()->GetForward().y < 0.0f &&
veh->GetForward().x*FindPlayerVehicle()->GetForward().x + veh->GetForward().y*FindPlayerVehicle()->GetForward().y > 0.8f){
TakeControl(veh, CCam::MODE_CAM_ON_A_STRING, JUMP_CUT, CAMCONTROL_OBBE);
return true;
}
}
}
}
return false;
case OBBE_COPCAR_WHEEL:
#ifdef FIX_BUGS
if (CReplay::IsPlayingBack())
return false;
#endif
if(FindPlayerPed()->m_pWanted->m_nWantedLevel < 1)
return false;
if(FindPlayerVehicle() == nil)
return false;
if(FindPlayerVehicle() && FindPlayerVehicle()->IsBoat())
return false;
i = CPools::GetVehiclePool()->GetSize();
while(--i >= 0){
veh = CPools::GetVehiclePool()->GetSlot(i);
if(veh && veh->IsCar() && veh != FindPlayerVehicle() && veh->bIsLawEnforcer){
float dx = veh->GetPosition().x - FindPlayerCoors().x;
float dy = veh->GetPosition().y - FindPlayerCoors().y;
float dist = (veh->GetPosition() - FindPlayerCoors()).Magnitude();
if(dist < 30.0f){
if(dx*FindPlayerVehicle()->GetForward().x + dy*FindPlayerVehicle()->GetForward().y < 0.0f &&
veh->GetForward().x*FindPlayerVehicle()->GetForward().x + veh->GetForward().y*FindPlayerVehicle()->GetForward().y > 0.8f){
target = Multiply3x3(veh->GetMatrix(), CVector(-1.4f, -2.3f, 0.3f));
target += veh->GetPosition();
if(!CWorld::GetIsLineOfSightClear(veh->GetPosition(), target, true, false, false, false, false, false, false))
return false;
TakeControl(veh, CCam::MODE_WHEELCAM, JUMP_CUT, CAMCONTROL_OBBE);
return true;
}
}
}
}
return false;
case OBBE_9:
camPos = FindPlayerCoors();
playerSpeed = FindPlayerSpeed();
playerSpeed.z = 0.0f;
playerSpeed.Normalise();
camPos += 15.0f*playerSpeed;
camPos += CVector(2.0f, 1.0f, 0.0f);
ground = CWorld::FindGroundZFor3DCoord(camPos.x, camPos.y, camPos.z+5.0f, &foundGround);
if(foundGround)
camPos.z = ground + 0.5f;
else{
ground = CWorld::FindRoofZFor3DCoord(camPos.x, camPos.y, camPos.z-5.0f, &foundGround);
if(foundGround)
camPos.z = ground + 0.5f;
}
if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), camPos, true, false, false, false, false, false, false))
return false;
SetCamPositionForFixedMode(camPos, CVector(0.0f, 0.0f, 0.0f));
TakeControl(FindPlayerEntity(), CCam::MODE_FIXED, JUMP_CUT, CAMCONTROL_OBBE);
return true;
case OBBE_10:
camPos = FindPlayerCoors();
playerSpeed = FindPlayerSpeed();
playerSpeed.z = 0.0f;
playerSpeed.Normalise();
camPos += 5.0f*playerSpeed;
camPos += CVector(2.0f, 1.0f, 0.5f);
if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), camPos, true, false, false, false, false, false, false))
return false;
SetCamPositionForFixedMode(camPos, CVector(0.0f, 0.0f, 0.0f));
TakeControl(FindPlayerEntity(), CCam::MODE_FIXED, JUMP_CUT, CAMCONTROL_OBBE);
return true;
case OBBE_11:
camPos = FindPlayerCoors();
playerSpeed = FindPlayerSpeed();
playerSpeed.z = 0.0f;
playerSpeed.Normalise();
camPos += 20.0f*playerSpeed;
camPos += CVector(2.0f, 1.0f, 20.0f);
if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), camPos, true, false, false, false, false, false, false))
return false;
SetCamPositionForFixedMode(camPos, CVector(0.0f, 0.0f, 0.0f));
TakeControl(FindPlayerEntity(), CCam::MODE_FIXED, JUMP_CUT, CAMCONTROL_OBBE);
return true;
case OBBE_12:
camPos = FindPlayerCoors();
playerSpeed = FindPlayerSpeed();
playerSpeed.z = 0.0f;
playerSpeed.Normalise();
camPos += 5.0f*playerSpeed;
camPos += CVector(2.0f, 1.0f, 10.5f);
if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), camPos, true, false, false, false, false, false, false))
return false;
SetCamPositionForFixedMode(camPos, CVector(0.0f, 0.0f, 0.0f));
TakeControl(FindPlayerEntity(), CCam::MODE_FIXED, JUMP_CUT, CAMCONTROL_OBBE);
return true;
case OBBE_13:
#ifdef FIX_BUGS
TakeControl(FindPlayerEntity(), CCam::MODE_TOP_DOWN_PED, JUMP_CUT, CAMCONTROL_OBBE);
#else
TakeControl(FindPlayerEntity(), CCam::MODE_TOPDOWN, JUMP_CUT, CAMCONTROL_OBBE);
#endif
return true;
default:
return false;
}
}
int32 SequenceOfCams[16] = {
OBBE_WHEEL, OBBE_COPCAR, OBBE_3, OBBE_1, OBBE_3, OBBE_COPCAR_WHEEL,
OBBE_2, OBBE_3, OBBE_COPCAR_WHEEL, OBBE_COPCAR, OBBE_2, OBBE_3,
OBBE_5, OBBE_3,
OBBE_ONSTRING // actually unused...
};
void
CCamera::ProcessObbeCinemaCameraCar(void)
{
static int OldMode = -1;
static int32 TimeForNext = 0;
int i = 0;
if(!bDidWeProcessAnyCinemaCam){
OldMode = -1;
CHud::SetHelpMessage(TheText.Get("CINCAM"), true);
}
if(!bDidWeProcessAnyCinemaCam || IsItTimeForNewcam(SequenceOfCams[OldMode], TimeForNext)){
// This is very strange code...
for(OldMode = (OldMode+1) % 14;
!TryToStartNewCamMode(SequenceOfCams[OldMode]) && i <= 14;
OldMode = (OldMode+1) % 14)
i++;
TimeForNext = CTimer::GetTimeInMilliseconds();
if(i >= 14){
OldMode = 14;
TryToStartNewCamMode(SequenceOfCams[14]);
}
}
m_iModeObbeCamIsInForCar = OldMode;
bDidWeProcessAnyCinemaCam = true;
}
int32 SequenceOfPedCams[5] = { OBBE_9, OBBE_10, OBBE_11, OBBE_12, OBBE_13 };
void
CCamera::ProcessObbeCinemaCameraPed(void)
{
// static bool bObbePedProcessed = false; // unused
static int PedOldMode = -1;
static int32 PedTimeForNext = 0;
if(!bDidWeProcessAnyCinemaCam)
PedOldMode = -1;
if(!bDidWeProcessAnyCinemaCam || IsItTimeForNewcam(SequenceOfPedCams[PedOldMode], PedTimeForNext)){
for(PedOldMode = (PedOldMode+1) % 5;
!TryToStartNewCamMode(SequenceOfPedCams[PedOldMode]);
PedOldMode = (PedOldMode+1) % 5);
PedTimeForNext = CTimer::GetTimeInMilliseconds();
}
bDidWeProcessAnyCinemaCam = true;
}
void
CCamera::DontProcessObbeCinemaCamera(void)
{
bDidWeProcessAnyCinemaCam = false;
}
void
CCamera::LoadTrainCamNodes(char const *name)
{
CFileMgr::SetDir("data");
char token[16] = { 0 };
char filename[16] = { 0 };
uint8 *buf;
int bufpos = 0;
int field = 0;
int tokpos = 0;
char c;
int i;
int len;
strcpy(filename, name);
len = strlen(filename);
filename[len] = '.';
filename[len+1] = 'd';
filename[len+2] = 'a';
filename[len+3] = 't';
m_uiNumberOfTrainCamNodes = 0;
buf = new uint8[20000];
len = CFileMgr::LoadFile(filename, buf, 20000, "r");
for(i = 0; i < MAX_NUM_OF_NODES; i++){
m_arrTrainCamNode[i].m_cvecPointToLookAt = CVector(0.0f, 0.0f, 0.0f);
m_arrTrainCamNode[i].m_cvecMinPointInRange = CVector(0.0f, 0.0f, 0.0f);
m_arrTrainCamNode[i].m_cvecMaxPointInRange = CVector(0.0f, 0.0f, 0.0f);
m_arrTrainCamNode[i].m_fDesiredFOV = 0.0f;
m_arrTrainCamNode[i].m_fNearClip = 0.0f;
}
while(bufpos <= len){
c = buf[bufpos];
switch(c){
case '-':
case '.':
case '0': case '1': case '2': case '3': case '4':
case '5': case '6': case '7': case '8': case '9':
// case '10': case '11': case '12': case '13': // ahem...
token[tokpos++] = c;
bufpos++;
break;
case ',':
case ';': // game has the code for this duplicated but we handle both under the same case
switch((field+14)%14){
case 0:
m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_cvecCamPosition.x = atof(token);
break;
case 1:
m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_cvecCamPosition.y = atof(token);
break;
case 2:
m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_cvecCamPosition.z = atof(token);
break;
case 3:
m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_cvecPointToLookAt.x = atof(token);
break;
case 4:
m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_cvecPointToLookAt.y = atof(token);
break;
case 5:
m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_cvecPointToLookAt.z = atof(token);
break;
case 6:
m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_cvecMinPointInRange.x = atof(token);
break;
case 7:
m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_cvecMinPointInRange.y = atof(token);
break;
case 8:
m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_cvecMinPointInRange.z = atof(token);
break;
case 9:
m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_cvecMaxPointInRange.x = atof(token);
break;
case 10:
m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_cvecMaxPointInRange.y = atof(token);
break;
case 11:
m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_cvecMaxPointInRange.z = atof(token);
break;
case 12:
m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_fDesiredFOV = atof(token);
break;
case 13:
m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_fNearClip = atof(token);
m_uiNumberOfTrainCamNodes++;
break;
}
field++;
bufpos++;
memset(token, 0, sizeof(token));
tokpos = 0;
break;
default:
bufpos++;
break;
}
}
delete[] buf;
CFileMgr::SetDir("");
}
void
CCamera::Process_Train_Camera_Control(void)
{
bool found = false;
CTrain *target = (CTrain*)pTargetEntity;
m_bUseSpecialFovTrain = true;
static bool OKtoGoBackToNodeCam = true; // only ever set to true
uint32 i;
if(target->m_nTrackId == TRACK_ELTRAIN && !m_bAboveGroundTrainNodesLoaded){
m_bAboveGroundTrainNodesLoaded = true;
m_bBelowGroundTrainNodesLoaded = false;
LoadTrainCamNodes("Train");
m_uiTimeLastChange = CTimer::GetTimeInMilliseconds();
OKtoGoBackToNodeCam = true;
m_iCurrentTrainCamNode = 0;
}
if(target->m_nTrackId == TRACK_SUBWAY && !m_bBelowGroundTrainNodesLoaded){
m_bBelowGroundTrainNodesLoaded = true;
m_bAboveGroundTrainNodesLoaded = false;
LoadTrainCamNodes("Train2");
m_uiTimeLastChange = CTimer::GetTimeInMilliseconds();
OKtoGoBackToNodeCam = true;
m_iCurrentTrainCamNode = 0;
}
m_bTargetJustBeenOnTrain = true;
uint32 node = m_iCurrentTrainCamNode;
for(i = 0; i < m_uiNumberOfTrainCamNodes && !found; i++){
if(target->IsWithinArea(m_arrTrainCamNode[node].m_cvecMinPointInRange.x,
m_arrTrainCamNode[node].m_cvecMinPointInRange.y,
m_arrTrainCamNode[node].m_cvecMinPointInRange.z,
m_arrTrainCamNode[node].m_cvecMaxPointInRange.x,
m_arrTrainCamNode[node].m_cvecMaxPointInRange.y,
m_arrTrainCamNode[node].m_cvecMaxPointInRange.z)){
m_iCurrentTrainCamNode = node;
found = true;
}
node++;
if(node >= m_uiNumberOfTrainCamNodes)
node = 0;
}
#ifdef FIX_BUGS
// Not really a bug but be nice and respect the debug mode
if(DebugCamMode){
TakeControl(target, DebugCamMode, JUMP_CUT, CAMCONTROL_SCRIPT);
return;
}
#endif
if(found){
SetWideScreenOn();
if(DotProduct(((CTrain*)pTargetEntity)->GetMoveSpeed(), pTargetEntity->GetForward()) < 0.001f){
TakeControl(FindPlayerPed(), CCam::MODE_FOLLOWPED, JUMP_CUT, CAMCONTROL_SCRIPT);
if(target->Doors[0].IsFullyOpen())
SetWideScreenOff();
}else{
SetCamPositionForFixedMode(m_arrTrainCamNode[m_iCurrentTrainCamNode].m_cvecCamPosition, CVector(0.0f, 0.0f, 0.0f));
if(m_arrTrainCamNode[m_iCurrentTrainCamNode].m_cvecPointToLookAt.x == 999.0f &&
m_arrTrainCamNode[m_iCurrentTrainCamNode].m_cvecPointToLookAt.y == 999.0f &&
m_arrTrainCamNode[m_iCurrentTrainCamNode].m_cvecPointToLookAt.z == 999.0f)
TakeControl(target, CCam::MODE_FIXED, JUMP_CUT, CAMCONTROL_SCRIPT);
else
TakeControlNoEntity(m_arrTrainCamNode[m_iCurrentTrainCamNode].m_cvecPointToLookAt, JUMP_CUT, CAMCONTROL_SCRIPT);
RwCameraSetNearClipPlane(Scene.camera, m_arrTrainCamNode[m_iCurrentTrainCamNode].m_fNearClip);
}
}else{
if(DotProduct(((CTrain*)pTargetEntity)->GetMoveSpeed(), pTargetEntity->GetForward()) < 0.001f){
TakeControl(FindPlayerPed(), CCam::MODE_FOLLOWPED, JUMP_CUT, CAMCONTROL_SCRIPT);
if(target->Doors[0].IsFullyOpen())
SetWideScreenOff();
}
}
}
void
CCamera::LoadPathSplines(int file)
{
bool reading = true;
char c, token[32] = { 0 };
int i, j, n;
n = 0;
for(i = 0; i < MAX_NUM_OF_SPLINETYPES; i++)
for(j = 0; j < CCamPathSplines::MAXPATHLENGTH; j++)
m_arrPathArray[i].m_arr_PathData[j] = 0.0f;
m_bStartingSpline = false;
i = 0;
j = 0;
while(reading){
CFileMgr::Read(file, &c, 1);
switch(c){
case '\0':
reading = false;
break;
case '+': case '-': case '.':
case '0': case '1': case '2': case '3': case '4':
case '5': case '6': case '7': case '8': case '9':
case 'e': case 'E':
token[n++] = c;
break;
case ',':
#ifdef FIX_BUGS
if(i < MAX_NUM_OF_SPLINETYPES && j < CCamPathSplines::MAXPATHLENGTH)
#endif
m_arrPathArray[i].m_arr_PathData[j] = atof(token);
j++;
memset(token, 0, 32);
n = 0;
break;
case ';':
#ifdef FIX_BUGS
if(i < MAX_NUM_OF_SPLINETYPES && j < CCamPathSplines::MAXPATHLENGTH)
#endif
m_arrPathArray[i].m_arr_PathData[j] = atof(token);
i++;
j = 0;
memset(token, 0, 32);
n = 0;
}
}
}
void
CCamera::FinishCutscene(void)
{
SetPercentAlongCutScene(100.0f);
m_fPositionAlongSpline = 1.0f;
m_bcutsceneFinished = true;
}
uint32
CCamera::GetCutSceneFinishTime(void)
{
int cam = ActiveCam;
if (Cams[cam].Mode == CCam::MODE_FLYBY)
return Cams[cam].m_uiFinishTime;
cam = (cam + 1) % 2;
if (Cams[cam].Mode == CCam::MODE_FLYBY)
return Cams[cam].m_uiFinishTime;
return 0;
}
void
CCamera::SetCamCutSceneOffSet(const CVector &pos)
{
m_vecCutSceneOffset = pos;
};
void
CCamera::SetPercentAlongCutScene(float percent)
{
if(Cams[ActiveCam].Mode == CCam::MODE_FLYBY)
Cams[ActiveCam].m_fTimeElapsedFloat = percent/100.0f * Cams[ActiveCam].m_uiFinishTime;
else if(Cams[(ActiveCam+1)%2].Mode == CCam::MODE_FLYBY)
Cams[(ActiveCam+1)%2].m_fTimeElapsedFloat = percent/100.0f * Cams[(ActiveCam+1)%2].m_uiFinishTime;
}
void
CCamera::SetParametersForScriptInterpolation(float stopMoving, float catchUp, int32 time)
{
m_fScriptPercentageInterToStopMoving = stopMoving * 0.01f;
m_fScriptPercentageInterToCatchUp = catchUp * 0.01f;
m_fScriptTimeForInterPolation = time;
m_bScriptParametersSetForInterPol = true;
}
void
CCamera::SetZoomValueFollowPedScript(int16 dist)
{
switch (dist) {
case 0: m_fPedZoomValueScript = 0.25f; break;
case 1: m_fPedZoomValueScript = 1.5f; break;
case 2: m_fPedZoomValueScript = 2.9f; break;
default: break;
}
m_bUseScriptZoomValuePed = true;
}
void
CCamera::SetZoomValueCamStringScript(int16 dist)
{
#ifdef FREE_CAM
if (bFreeCam) {
switch (dist) {
case 0: m_fCarZoomValueScript = ((CVehicle*)Cams[ActiveCam].CamTargetEntity)->IsBoat() ? FREE_BOAT_ZOOM_VALUE_1 : FREE_CAR_ZOOM_VALUE_1; break;
case 1: m_fCarZoomValueScript = ((CVehicle*)Cams[ActiveCam].CamTargetEntity)->IsBoat() ? FREE_BOAT_ZOOM_VALUE_2 : FREE_CAR_ZOOM_VALUE_2; break;
case 2: m_fCarZoomValueScript = ((CVehicle*)Cams[ActiveCam].CamTargetEntity)->IsBoat() ? FREE_BOAT_ZOOM_VALUE_3 : FREE_CAR_ZOOM_VALUE_3; break;
default: break;
}
} else
#endif
{
switch (dist) {
case 0: m_fCarZoomValueScript = DEFAULT_CAR_ZOOM_VALUE_1; break;
case 1: m_fCarZoomValueScript = DEFAULT_CAR_ZOOM_VALUE_2; break;
case 2: m_fCarZoomValueScript = DEFAULT_CAR_ZOOM_VALUE_3; break;
default: break;
}
}
m_bUseScriptZoomValueCar = true;
}
void
CCamera::SetNearClipScript(float clip)
{
m_fNearClipScript = clip;
m_bUseNearClipScript = true;
}
void
CCamera::ProcessFade(void)
{
float fade = (CTimer::GetTimeInMilliseconds() - m_uiFadeTimeStarted)/1000.0f;
// Why even set CDraw::FadeValue if m_fFLOATingFade sets it anyway?
if(m_bFading){
if(m_iFadingDirection == FADE_IN){
if(m_fTimeToFadeOut != 0.0f){
m_fFLOATingFade = 255.0f - 255.0f*fade/m_fTimeToFadeOut;
if(m_fFLOATingFade <= 0.0f){
m_bFading = false;
CDraw::FadeValue = 0;
m_fFLOATingFade = 0.0f;
}
}else{
m_bFading = false;
CDraw::FadeValue = 0;
m_fFLOATingFade = 0.0f;
}
}else if(m_iFadingDirection == FADE_OUT){
if(m_fTimeToFadeOut != 0.0f){
m_fFLOATingFade = 255.0f*fade/m_fTimeToFadeOut;
if(m_fFLOATingFade >= 255.0f){
m_bFading = false;
CDraw::FadeValue = 255;
m_fFLOATingFade = 255.0f;
}
}else{
m_bFading = false;
CDraw::FadeValue = 255;
m_fFLOATingFade = 255.0f;
}
}
CDraw::FadeValue = m_fFLOATingFade;
}
}
void
CCamera::ProcessMusicFade(void)
{
float fade = (CTimer::GetTimeInMilliseconds() - m_uiFadeTimeStartedMusic)/1000.0f;
if(m_bMusicFading){
if(m_iMusicFadingDirection == FADE_IN){
if(m_fTimeToFadeMusic == 0.0f)
m_fTimeToFadeMusic = 1.0f;
m_fFLOATingFadeMusic = 255.0f*fade/m_fTimeToFadeMusic;
if(m_fFLOATingFadeMusic > 255.0f){
m_bMusicFading = false;
m_fFLOATingFadeMusic = 0.0f;
DMAudio.SetEffectsFadeVol(127);
DMAudio.SetMusicFadeVol(127);
}else{
DMAudio.SetEffectsFadeVol(m_fFLOATingFadeMusic/255.0f * 127);
DMAudio.SetMusicFadeVol(m_fFLOATingFadeMusic/255.0f * 127);
}
}else if(m_iMusicFadingDirection == FADE_OUT){
if(m_fTimeToFadeMusic == 0.0f)
m_fTimeToFadeMusic = 1.0f;
if(m_bMoveCamToAvoidGeom || StillToFadeOut){
m_fFLOATingFadeMusic = 256.0f;
m_bMoveCamToAvoidGeom = false;
}else
m_fFLOATingFadeMusic = 255.0f*fade/m_fTimeToFadeMusic;
if(m_fFLOATingFadeMusic > 255.0f){
m_bMusicFading = false;
m_fFLOATingFadeMusic = 255.0f;
DMAudio.SetEffectsFadeVol(0);
DMAudio.SetMusicFadeVol(0);
}else{
DMAudio.SetEffectsFadeVol(127 - m_fFLOATingFadeMusic/255.0f * 127);
DMAudio.SetMusicFadeVol(127 - m_fFLOATingFadeMusic/255.0f * 127);
}
}
}
}
void
CCamera::Fade(float timeout, int16 direction)
{
m_bFading = true;
m_iFadingDirection = direction;
m_fTimeToFadeOut = timeout;
m_uiFadeTimeStarted = CTimer::GetTimeInMilliseconds();
if(!m_bIgnoreFadingStuffForMusic){
m_bMusicFading = true;
m_iMusicFadingDirection = direction;
m_fTimeToFadeMusic = timeout;
m_uiFadeTimeStartedMusic = CTimer::GetTimeInMilliseconds();
// Not on PS2
if(!m_bJustJumpedOutOf1stPersonBecauseOfTarget && m_iMusicFadingDirection == FADE_OUT){
unknown++;
if(unknown >= 2){
m_bJustJumpedOutOf1stPersonBecauseOfTarget = true;
unknown = 0;
}else
m_bMoveCamToAvoidGeom = true;
}
}
}
void
CCamera::SetFadeColour(uint8 r, uint8 g, uint8 b)
{
m_FadeTargetIsSplashScreen = r == 0 && g == 0 && b == 0;
CDraw::FadeRed = r;
CDraw::FadeGreen = g;
CDraw::FadeBlue = b;
}
bool
CCamera::GetFading(void)
{
return m_bFading;
}
int
CCamera::GetFadingDirection(void)
{
if(m_bFading)
return m_iFadingDirection == FADE_IN ? FADE_IN : FADE_OUT;
else
return FADE_NONE;
}
int
CCamera::GetScreenFadeStatus(void)
{
if(m_fFLOATingFade == 0.0f)
return FADE_0;
if(m_fFLOATingFade == 255.0f)
return FADE_2;
return FADE_1;
}
void
CCamera::RenderMotionBlur(void)
{
if(m_BlurType == 0)
return;
CMBlur::MotionBlurRender(m_pRwCamera,
m_BlurRed, m_BlurGreen, m_BlurBlue,
m_motionBlur, m_BlurType, m_imotionBlurAddAlpha);
}
void
CCamera::SetMotionBlur(int r, int g, int b, int a, int type)
{
m_BlurRed = r;
m_BlurGreen = g;
m_BlurBlue = b;
m_motionBlur = a;
m_BlurType = type;
}
void
CCamera::SetMotionBlurAlpha(int a)
{
m_imotionBlurAddAlpha = a;
}
int
CCamera::GetLookDirection(void)
{
if(Cams[ActiveCam].Mode == CCam::MODE_CAM_ON_A_STRING ||
Cams[ActiveCam].Mode == CCam::MODE_1STPERSON ||
Cams[ActiveCam].Mode == CCam::MODE_BEHINDBOAT ||
Cams[ActiveCam].Mode == CCam::MODE_FOLLOWPED)
return Cams[ActiveCam].DirectionWasLooking;
return LOOKING_FORWARD;
}
bool
CCamera::GetLookingForwardFirstPerson(void)
{
return Cams[ActiveCam].Mode == CCam::MODE_1STPERSON &&
Cams[ActiveCam].DirectionWasLooking == LOOKING_FORWARD;
}
bool
CCamera::GetLookingLRBFirstPerson(void)
{
return Cams[ActiveCam].Mode == CCam::MODE_1STPERSON && Cams[ActiveCam].DirectionWasLooking != LOOKING_FORWARD;
}
void
CCamera::SetCameraDirectlyBehindForFollowPed_CamOnAString(void)
{
m_bCamDirectlyBehind = true;
CPlayerPed *player = FindPlayerPed();
if (player)
m_PedOrientForBehindOrInFront = CGeneral::GetATanOfXY(player->GetForward().x, player->GetForward().y);
}
void
CCamera::SetCameraDirectlyInFrontForFollowPed_CamOnAString(void)
{
m_bCamDirectlyInFront = true;
CPlayerPed *player = FindPlayerPed();
if (player)
m_PedOrientForBehindOrInFront = CGeneral::GetATanOfXY(player->GetForward().x, player->GetForward().y);
}
void
CCamera::SetNewPlayerWeaponMode(int16 mode, int16 minZoom, int16 maxZoom)
{
PlayerWeaponMode.Mode = mode;
PlayerWeaponMode.MaxZoom = maxZoom;
PlayerWeaponMode.MinZoom = minZoom;
PlayerWeaponMode.Duration = 0.0f;
}
void
CCamera::ClearPlayerWeaponMode(void)
{
PlayerWeaponMode.Mode = 0;
PlayerWeaponMode.MaxZoom = 1;
PlayerWeaponMode.MinZoom = -1;
PlayerWeaponMode.Duration = 0.0f;
}
void
CCamera::UpdateAimingCoors(CVector const &coors)
{
m_cvecAimingTargetCoors = coors;
}
bool
CCamera::Find3rdPersonCamTargetVector(float dist, CVector pos, CVector &source, CVector &target)
{
if(CPad::GetPad(0)->GetLookBehindForPed()){
source = pos;
target = dist*Cams[ActiveCam].CamTargetEntity->GetForward() + source;
return false;
}else{
float angleX = DEGTORAD((m_f3rdPersonCHairMultX-0.5f) * 1.8f * 0.5f * Cams[ActiveCam].FOV * CDraw::GetAspectRatio());
float angleY = DEGTORAD((0.5f-m_f3rdPersonCHairMultY) * 1.8f * 0.5f * Cams[ActiveCam].FOV);
source = Cams[ActiveCam].Source;
target = Cams[ActiveCam].Front;
target += Cams[ActiveCam].Up * Tan(angleY);
target += CrossProduct(Cams[ActiveCam].Front, Cams[ActiveCam].Up) * Tan(angleX);
target.Normalise();
source += DotProduct(pos - source, target)*target;
target = dist*target + source;
return true;
}
}
float
CCamera::Find3rdPersonQuickAimPitch(void)
{
float clampedFrontZ = clamp(Cams[ActiveCam].Front.z, -1.0f, 1.0f);
float rot = Asin(clampedFrontZ);
return -(DEGTORAD(((0.5f - m_f3rdPersonCHairMultY) * 1.8f * 0.5f * Cams[ActiveCam].FOV)) + rot);
}
void
CCamera::SetRwCamera(RwCamera *cam)
{
m_pRwCamera = cam;
m_viewMatrix.Attach(RwCameraGetViewMatrix(m_pRwCamera), false);
CMBlur::MotionBlurOpen(m_pRwCamera);
}
void
CCamera::CalculateDerivedValues(void)
{
m_cameraMatrix = Invert(m_matrix);
float hfov = DEGTORAD(CDraw::GetFOV()/2.0f);
float c = cos(hfov);
float s = sin(hfov);
// right plane
m_vecFrustumNormals[0] = CVector(c, -s, 0.0f);
// left plane
m_vecFrustumNormals[1] = CVector(-c, -s, 0.0f);
c /= CDraw::FindAspectRatio();
s /= CDraw::FindAspectRatio();
// bottom plane
m_vecFrustumNormals[2] = CVector(0.0f, -s, -c);
// top plane
m_vecFrustumNormals[3] = CVector(0.0f, -s, c);
if(GetForward().x == 0.0f && GetForward().y == 0.0f)
GetForward().x = 0.0001f;
else
Orientation = Atan2(GetForward().x, GetForward().y);
CamFrontXNorm = GetForward().x;
CamFrontYNorm = GetForward().y;
float l = Sqrt(SQR(CamFrontXNorm) + SQR(CamFrontYNorm));
if(l == 0.0f)
CamFrontXNorm = 1.0f;
else{
CamFrontXNorm /= l;
CamFrontYNorm /= l;
}
}
bool
CCamera::IsPointVisible(const CVector ¢er, const CMatrix *mat)
{
RwV3d c;
c = *(RwV3d*)¢er;
RwV3dTransformPoints(&c, &c, 1, &mat->m_matrix);
if(c.y < CDraw::GetNearClipZ()) return false;
if(c.y > CDraw::GetFarClipZ()) return false;
if(c.x*m_vecFrustumNormals[0].x + c.y*m_vecFrustumNormals[0].y > 0.0f) return false;
if(c.x*m_vecFrustumNormals[1].x + c.y*m_vecFrustumNormals[1].y > 0.0f) return false;
if(c.y*m_vecFrustumNormals[2].y + c.z*m_vecFrustumNormals[2].z > 0.0f) return false;
if(c.y*m_vecFrustumNormals[3].y + c.z*m_vecFrustumNormals[3].z > 0.0f) return false;
return true;
}
bool
CCamera::IsSphereVisible(const CVector ¢er, float radius, const CMatrix *mat)
{
RwV3d c;
c = *(RwV3d*)¢er;
RwV3dTransformPoints(&c, &c, 1, &mat->m_matrix);
if(c.y + radius < CDraw::GetNearClipZ()) return false;
if(c.y - radius > CDraw::GetFarClipZ()) return false;
if(c.x*m_vecFrustumNormals[0].x + c.y*m_vecFrustumNormals[0].y > radius) return false;
if(c.x*m_vecFrustumNormals[1].x + c.y*m_vecFrustumNormals[1].y > radius) return false;
if(c.y*m_vecFrustumNormals[2].y + c.z*m_vecFrustumNormals[2].z > radius) return false;
if(c.y*m_vecFrustumNormals[3].y + c.z*m_vecFrustumNormals[3].z > radius) return false;
return true;
}
bool
CCamera::IsSphereVisible(const CVector ¢er, float radius)
{
CMatrix mat = m_cameraMatrix;
return IsSphereVisible(center, radius, &mat);
}
bool
CCamera::IsBoxVisible(RwV3d *box, const CMatrix *mat)
{
int i;
int frustumTests[6] = { 0 };
RwV3dTransformPoints(box, box, 8, &mat->m_matrix);
for(i = 0; i < 8; i++){
if(box[i].y < CDraw::GetNearClipZ()) frustumTests[0]++;
if(box[i].y > CDraw::GetFarClipZ()) frustumTests[1]++;
if(box[i].x*m_vecFrustumNormals[0].x + box[i].y*m_vecFrustumNormals[0].y > 0.0f) frustumTests[2]++;
if(box[i].x*m_vecFrustumNormals[1].x + box[i].y*m_vecFrustumNormals[1].y > 0.0f) frustumTests[3]++;
// Why not test z?
// if(box[i].y*m_vecFrustumNormals[2].y + box[i].z*m_vecFrustumNormals[2].z > 0.0f) frustumTests[4]++;
// if(box[i].y*m_vecFrustumNormals[3].y + box[i].z*m_vecFrustumNormals[3].z > 0.0f) frustumTests[5]++;
}
for(i = 0; i < 6; i++)
if(frustumTests[i] == 8)
return false; // Box is completely outside of one plane
return true;
}
CCamPathSplines::CCamPathSplines(void)
{
int i;
for(i = 0; i < MAXPATHLENGTH; i++)
m_arr_PathData[i] = 0.0f;
}