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author | aap <aap@papnet.eu> | 2020-03-26 14:16:06 +0100 |
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committer | aap <aap@papnet.eu> | 2020-03-27 10:04:45 +0100 |
commit | f0dfaac838fdbb90783609bf4e45518ccf853708 (patch) | |
tree | 0091bdfdf4a7149265af7a596906a9cf4f50a55c /src/core/Cam.cpp | |
parent | Merge pull request #353 from Sergeanur/Debug (diff) | |
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Diffstat (limited to 'src/core/Cam.cpp')
-rw-r--r-- | src/core/Cam.cpp | 4147 |
1 files changed, 4147 insertions, 0 deletions
diff --git a/src/core/Cam.cpp b/src/core/Cam.cpp new file mode 100644 index 00000000..491a982c --- /dev/null +++ b/src/core/Cam.cpp @@ -0,0 +1,4147 @@ +#include "common.h" +#include "patcher.h" +#include "main.h" +#include "Draw.h" +#include "World.h" +#include "Vehicle.h" +#include "Automobile.h" +#include "Ped.h" +#include "PlayerPed.h" +#include "CopPed.h" +#include "RpAnimBlend.h" +#include "ControllerConfig.h" +#include "Pad.h" +#include "Frontend.h" +#include "General.h" +#include "Renderer.h" +#include "Shadows.h" +#include "Hud.h" +#include "ZoneCull.h" +#include "SurfaceTable.h" +#include "WaterLevel.h" +#include "MBlur.h" +#include "SceneEdit.h" +#include "Debug.h" +#include "Camera.h" + +const float DefaultFOV = 70.0f; // beta: 80.0f + +bool PrintDebugCode = false; +int16 &DebugCamMode = *(int16*)0x95CCF2; + +void +CCam::Init(void) +{ + Mode = MODE_FOLLOWPED; + Front = CVector(0.0f, 0.0f, -1.0f); + Up = CVector(0.0f, 0.0f, 1.0f); + Rotating = 0; + m_iDoCollisionChecksOnFrameNum = 1; + m_iDoCollisionCheckEveryNumOfFrames = 9; + m_iFrameNumWereAt = 0; + m_bCollisionChecksOn = 1; + m_fRealGroundDist = 0.0f; + BetaSpeed = 0.0f; + AlphaSpeed = 0.0f; + DistanceSpeed = 0.0f; + f_max_role_angle = DEGTORAD(5.0f); + Distance = 30.0f; + DistanceSpeed = 0.0f; + m_pLastCarEntered = 0; + m_pLastPedLookedAt = 0; + ResetStatics = 1; + Beta = 0.0f; + m_bFixingBeta = 0; + CA_MIN_DISTANCE = 0.0f; + CA_MAX_DISTANCE = 0.0f; + LookingBehind = 0; + LookingLeft = 0; + LookingRight = 0; + m_fPlayerInFrontSyphonAngleOffSet = DEGTORAD(20.0f); + m_fSyphonModeTargetZOffSet = 0.5f; + m_fRadiusForDead = 1.5f; + DirectionWasLooking = LOOKING_FORWARD; + LookBehindCamWasInFront = 0; + f_Roll = 0.0f; + f_rollSpeed = 0.0f; + m_fCloseInPedHeightOffset = 0.0f; + m_fCloseInPedHeightOffsetSpeed = 0.0f; + m_fCloseInCarHeightOffset = 0.0f; + m_fCloseInCarHeightOffsetSpeed = 0.0f; + m_fPedBetweenCameraHeightOffset = 0.0f; + m_fTargetBeta = 0.0f; + m_fBufferedTargetBeta = 0.0f; + m_fBufferedTargetOrientation = 0.0f; + m_fBufferedTargetOrientationSpeed = 0.0f; + m_fDimensionOfHighestNearCar = 0.0f; + m_fRoadOffSet = 0.0f; +} + +void +CCam::Process(void) +{ + CVector CameraTarget; + float TargetSpeedVar = 0.0f; + float TargetOrientation = 0.0f; + + if(CamTargetEntity == nil) + CamTargetEntity = TheCamera.pTargetEntity; + + m_iFrameNumWereAt++; + if(m_iFrameNumWereAt > m_iDoCollisionCheckEveryNumOfFrames) + m_iFrameNumWereAt = 1; + m_bCollisionChecksOn = m_iFrameNumWereAt == m_iDoCollisionChecksOnFrameNum; + + if(m_bCamLookingAtVector){ + CameraTarget = m_cvecCamFixedModeVector; + }else if(CamTargetEntity->IsVehicle()){ + CameraTarget = CamTargetEntity->GetPosition(); + + if(CamTargetEntity->GetForward().x == 0.0f && CamTargetEntity->GetForward().y == 0.0f) + TargetOrientation = 0.0f; + else + TargetOrientation = CGeneral::GetATanOfXY(CamTargetEntity->GetForward().x, CamTargetEntity->GetForward().y); + + CVector Fwd(0.0f, 0.0f, 0.0f); + Fwd.x = CamTargetEntity->GetForward().x; + Fwd.y = CamTargetEntity->GetForward().y; + Fwd.Normalise(); + // Game normalizes again here manually. useless, so skipped + + float FwdSpeedX = ((CVehicle*)CamTargetEntity)->GetMoveSpeed().x * Fwd.x; + float FwdSpeedY = ((CVehicle*)CamTargetEntity)->GetMoveSpeed().y * Fwd.y; + if(FwdSpeedX + FwdSpeedY > 0.0f) + TargetSpeedVar = min(Sqrt(SQR(FwdSpeedX) + SQR(FwdSpeedY))/0.9f, 1.0f); + else + TargetSpeedVar = -min(Sqrt(SQR(FwdSpeedX) + SQR(FwdSpeedY))/1.8f, 0.5f); + SpeedVar = 0.895f*SpeedVar + 0.105*TargetSpeedVar; + }else{ + CameraTarget = CamTargetEntity->GetPosition(); + + if(CamTargetEntity->GetForward().x == 0.0f && CamTargetEntity->GetForward().y == 0.0f) + TargetOrientation = 0.0f; + else + TargetOrientation = CGeneral::GetATanOfXY(CamTargetEntity->GetForward().x, CamTargetEntity->GetForward().y); + TargetSpeedVar = 0.0f; + SpeedVar = 0.0f; + } + + switch(Mode){ + case MODE_TOPDOWN: + case MODE_GTACLASSIC: + Process_TopDown(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + break; + case MODE_BEHINDCAR: + Process_BehindCar(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + break; + case MODE_FOLLOWPED: + if(CCamera::m_bUseMouse3rdPerson) + Process_FollowPedWithMouse(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + else + Process_FollowPed(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + break; +// case MODE_AIMING: + case MODE_DEBUG: + Process_Debug(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + break; + case MODE_SNIPER: + Process_Sniper(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + break; + case MODE_ROCKETLAUNCHER: + Process_Rocket(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + break; + case MODE_MODELVIEW: + Process_ModelView(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + break; +// case MODE_BILL: + case MODE_SYPHON: + Process_Syphon(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + break; + case MODE_CIRCLE: + Process_Circle(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + break; +// case MODE_CHEESYZOOM: + case MODE_WHEELCAM: + Process_WheelCam(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + break; + case MODE_FIXED: + Process_Fixed(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + break; + case MODE_1STPERSON: + Process_1stPerson(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + break; + case MODE_FLYBY: + Process_FlyBy(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + break; + case MODE_CAM_ON_A_STRING: + Process_Cam_On_A_String(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + break; +// case MODE_REACTION: +// case MODE_FOLLOW_PED_WITH_BIND: +// case MODE_CHRIS: + case MODE_BEHINDBOAT: + Process_BehindBoat(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + break; + case MODE_PLAYER_FALLEN_WATER: + Process_Player_Fallen_Water(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + break; +// case MODE_CAM_ON_TRAIN_ROOF: +// case MODE_CAM_RUNNING_SIDE_TRAIN: +// case MODE_BLOOD_ON_THE_TRACKS: +// case MODE_IM_THE_PASSENGER_WOOWOO: + case MODE_SYPHON_CRIM_IN_FRONT: + Process_Syphon_Crim_In_Front(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + break; + case MODE_PED_DEAD_BABY: + ProcessPedsDeadBaby(); + break; +// case MODE_PILLOWS_PAPS: +// case MODE_LOOK_AT_CARS: + case MODE_ARRESTCAM_ONE: + ProcessArrestCamOne(); + break; + case MODE_ARRESTCAM_TWO: + ProcessArrestCamTwo(); + break; + case MODE_M16_1STPERSON: + case MODE_HELICANNON_1STPERSON: // miami + Process_M16_1stPerson(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + break; + case MODE_SPECIAL_FIXED_FOR_SYPHON: + Process_SpecialFixedForSyphon(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + break; + case MODE_FIGHT_CAM: + Process_Fight_Cam(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + break; + case MODE_TOP_DOWN_PED: + Process_TopDownPed(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + break; + case MODE_SNIPER_RUNABOUT: + case MODE_ROCKETLAUNCHER_RUNABOUT: + case MODE_1STPERSON_RUNABOUT: + case MODE_M16_1STPERSON_RUNABOUT: + case MODE_FIGHT_CAM_RUNABOUT: + Process_1rstPersonPedOnPC(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + break; + case MODE_EDITOR: + Process_Editor(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + break; + default: + Source = CVector(0.0f, 0.0f, 0.0f); + Front = CVector(0.0f, 1.0f, 0.0f); + Up = CVector(0.0f, 0.0f, 1.0f); + } + + CVector TargetToCam = Source - m_cvecTargetCoorsForFudgeInter; + float DistOnGround = TargetToCam.Magnitude2D(); + m_fTrueBeta = CGeneral::GetATanOfXY(TargetToCam.x, TargetToCam.y); + m_fTrueAlpha = CGeneral::GetATanOfXY(TargetToCam.z, DistOnGround); + if(TheCamera.m_uiTransitionState == 0) // TODO? what values are possible? enum? + KeepTrackOfTheSpeed(Source, m_cvecTargetCoorsForFudgeInter, Up, m_fTrueAlpha, m_fTrueBeta, FOV); + + // Look Behind, Left, Right + LookingBehind = false; + LookingLeft = false; + LookingRight = false; + SourceBeforeLookBehind = Source; + if(&TheCamera.Cams[TheCamera.ActiveCam] == this){ + if((Mode == MODE_CAM_ON_A_STRING || Mode == MODE_1STPERSON || Mode == MODE_BEHINDBOAT) && + CamTargetEntity->IsVehicle()){ + if(CPad::GetPad(0)->GetLookBehindForCar()){ + LookBehind(); + if(DirectionWasLooking != LOOKING_BEHIND) + TheCamera.m_bJust_Switched = true; + DirectionWasLooking = LOOKING_BEHIND; + }else if(CPad::GetPad(0)->GetLookLeft()){ + LookLeft(); + if(DirectionWasLooking != LOOKING_LEFT) + TheCamera.m_bJust_Switched = true; + DirectionWasLooking = LOOKING_LEFT; + }else if(CPad::GetPad(0)->GetLookRight()){ + LookRight(); + if(DirectionWasLooking != LOOKING_RIGHT) + TheCamera.m_bJust_Switched = true; + DirectionWasLooking = LOOKING_RIGHT; + }else{ + if(DirectionWasLooking != LOOKING_FORWARD) + TheCamera.m_bJust_Switched = true; + DirectionWasLooking = LOOKING_FORWARD; + } + } + if(Mode == MODE_FOLLOWPED && CamTargetEntity->IsPed()){ + if(CPad::GetPad(0)->GetLookBehindForPed()){ + LookBehind(); + if(DirectionWasLooking != LOOKING_BEHIND) + TheCamera.m_bJust_Switched = true; + DirectionWasLooking = LOOKING_BEHIND; + }else + DirectionWasLooking = LOOKING_FORWARD; + } + } + + if(Mode == MODE_SNIPER || Mode == MODE_ROCKETLAUNCHER || Mode == MODE_M16_1STPERSON || + Mode == MODE_1STPERSON || Mode == MODE_HELICANNON_1STPERSON || GetWeaponFirstPersonOn()) + ClipIfPedInFrontOfPlayer(); +} + +// MaxSpeed is a limit of how fast the value is allowed to change. 1.0 = to Target in up to 1ms +// Acceleration is how fast the speed will change to MaxSpeed. 1.0 = to MaxSpeed in 1ms +void +WellBufferMe(float Target, float *CurrentValue, float *CurrentSpeed, float MaxSpeed, float Acceleration, bool IsAngle) +{ + float Delta = Target - *CurrentValue; + + if(IsAngle){ + while(Delta >= PI) Delta -= 2*PI; + while(Delta < -PI) Delta += 2*PI; + } + + float TargetSpeed = Delta * MaxSpeed; + // Add or subtract absolute depending on sign, genius! +// if(TargetSpeed - *CurrentSpeed > 0.0f) +// *CurrentSpeed += Acceleration * Abs(TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep(); +// else +// *CurrentSpeed -= Acceleration * Abs(TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep(); + // this is simpler: + *CurrentSpeed += Acceleration * (TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep(); + + // Clamp speed if we overshot + if(TargetSpeed < 0.0f && *CurrentSpeed < TargetSpeed) + *CurrentSpeed = TargetSpeed; + else if(TargetSpeed > 0.0f && *CurrentSpeed > TargetSpeed) + *CurrentSpeed = TargetSpeed; + + *CurrentValue += *CurrentSpeed * min(10.0f, CTimer::GetTimeStep()); +} + +void +MakeAngleLessThan180(float &Angle) +{ + while(Angle >= PI) Angle -= 2*PI; + while(Angle < -PI) Angle += 2*PI; +} + +void +CCam::ProcessSpecialHeightRoutines(void) +{ + int i = 0; + bool StandingOnBoat = false; + static bool PreviouslyFailedRoadHeightCheck = false; + CVector CamToTarget, CamToPed; + float DistOnGround, BetaAngle; + CPed *Player; + int ClosestPed = 0; + bool FoundPed = false; + float ClosestPedDist, PedZDist; + CColPoint colPoint; + + CamToTarget = TheCamera.pTargetEntity->GetPosition() - TheCamera.GetGameCamPosition(); + DistOnGround = CamToTarget.Magnitude2D(); + BetaAngle = CGeneral::GetATanOfXY(CamToTarget.x, CamToTarget.y); + m_bTheHeightFixerVehicleIsATrain = false; + ClosestPedDist = 0.0f; + // CGeneral::GetATanOfXY(TheCamera.GetForward().x, TheCamera.GetForward().y); + Player = CWorld::Players[CWorld::PlayerInFocus].m_pPed; + + if(DistOnGround > 10.0f) + DistOnGround = 10.0f; + + if(CamTargetEntity && CamTargetEntity->IsPed()){ + if(FindPlayerPed()->m_pCurSurface && FindPlayerPed()->m_pCurSurface->IsVehicle() && + ((CVehicle*)FindPlayerPed()->m_pCurSurface)->IsBoat()) + StandingOnBoat = true; + + // Move up the camera if there is a ped close to it + if(Mode == MODE_FOLLOWPED || Mode == MODE_FIGHT_CAM){ + // Find ped closest to camera + while(i < Player->m_numNearPeds){ + if(Player->m_nearPeds[i] && Player->m_nearPeds[i]->GetPedState() != PED_DEAD){ + CamToPed = Player->m_nearPeds[i]->GetPosition() - TheCamera.GetGameCamPosition(); + if(FoundPed){ + if(CamToPed.Magnitude2D() < ClosestPedDist){ + ClosestPed = i; + ClosestPedDist = CamToPed.Magnitude2D(); + } + }else{ + FoundPed = true; + ClosestPed = i; + ClosestPedDist = CamToPed.Magnitude2D(); + } + } + i++; + } + + if(FoundPed){ + float Offset = 0.0f; + CPed *Ped = Player->m_nearPeds[ClosestPed]; + CamToPed = Ped->GetPosition() - TheCamera.GetGameCamPosition(); + PedZDist = 0.0f; + float dist = CamToPed.Magnitude2D(); // should be same as ClosestPedDist + if(dist < 2.1f){ + // Ped is close to camera, move up + + // Z Distance between player and close ped + PedZDist = 0.0f; + if(Ped->bIsStanding) + PedZDist = Ped->GetPosition().z - Player->GetPosition().z; + // Ignore if too distant + if(PedZDist > 1.2f || PedZDist < -1.2f) + PedZDist = 0.0f; + + float DistScale = (2.1f - dist)/2.1f; + if(Mode == MODE_FOLLOWPED){ + if(TheCamera.PedZoomIndicator == 1.0f) + Offset = 0.45*DistScale + PedZDist; + if(TheCamera.PedZoomIndicator == 2.0f) + Offset = 0.35*DistScale + PedZDist; + if(TheCamera.PedZoomIndicator == 3.0f) + Offset = 0.25*DistScale + PedZDist; + if(Abs(CGeneral::GetRadianAngleBetweenPoints(CamToPed.x, CamToPed.y, CamToTarget.x, CamToTarget.y)) > HALFPI) + Offset += 0.3f; + m_fPedBetweenCameraHeightOffset = Offset + 1.3f; + PedZDist = 0.0f; + }else if(Mode == MODE_FIGHT_CAM) + m_fPedBetweenCameraHeightOffset = PedZDist + 1.3f + 0.5f; + }else + m_fPedBetweenCameraHeightOffset = 0.0f; + }else{ + PedZDist = 0.0f; + m_fPedBetweenCameraHeightOffset = 0.0f; + } + }else + PedZDist = 0.0f; + + + // Move camera up for vehicles in the way + if(m_bCollisionChecksOn && (Mode == MODE_FOLLOWPED || Mode == MODE_FIGHT_CAM)){ + bool FoundCar = false; + CEntity *vehicle = nil; + float TestDist = DistOnGround + 1.25f; + float HighestCar = 0.0f; + CVector TestBase = CamTargetEntity->GetPosition(); + CVector TestPoint; + TestBase.z -= 0.15f; + + TestPoint = TestBase - TestDist * CVector(Cos(BetaAngle), Sin(BetaAngle), 0.0f); + if(CWorld::ProcessLineOfSight(CamTargetEntity->GetPosition(), TestPoint, colPoint, vehicle, false, true, false, false, false, false) && + vehicle->IsVehicle()){ + float height = vehicle->GetColModel()->boundingBox.GetSize().z; + FoundCar = true; + HighestCar = height; + if(((CVehicle*)vehicle)->IsTrain()) + m_bTheHeightFixerVehicleIsATrain = true; + } + + TestPoint = TestBase - TestDist * CVector(Cos(BetaAngle+DEGTORAD(28.0f)), Sin(BetaAngle+DEGTORAD(28.0f)), 0.0f); + if(CWorld::ProcessLineOfSight(CamTargetEntity->GetPosition(), TestPoint, colPoint, vehicle, false, true, false, false, false, false) && + vehicle->IsVehicle()){ + float height = vehicle->GetColModel()->boundingBox.GetSize().z; + if(FoundCar){ + HighestCar = max(HighestCar, height); + }else{ + FoundCar = true; + HighestCar = height; + } + if(((CVehicle*)vehicle)->IsTrain()) + m_bTheHeightFixerVehicleIsATrain = true; + } + + TestPoint = TestBase - TestDist * CVector(Cos(BetaAngle-DEGTORAD(28.0f)), Sin(BetaAngle-DEGTORAD(28.0f)), 0.0f); + if(CWorld::ProcessLineOfSight(CamTargetEntity->GetPosition(), TestPoint, colPoint, vehicle, false, true, false, false, false, false) && + vehicle->IsVehicle()){ + float height = vehicle->GetColModel()->boundingBox.GetSize().z; + if(FoundCar){ + HighestCar = max(HighestCar, height); + }else{ + FoundCar = true; + HighestCar = height; + } + if(((CVehicle*)vehicle)->IsTrain()) + m_bTheHeightFixerVehicleIsATrain = true; + } + + if(FoundCar){ + m_fDimensionOfHighestNearCar = HighestCar + 0.1f; + if(Mode == MODE_FIGHT_CAM) + m_fDimensionOfHighestNearCar += 0.75f; + }else + m_fDimensionOfHighestNearCar = 0.0f; + } + + // Move up for road + if(Mode == MODE_FOLLOWPED || Mode == MODE_FIGHT_CAM || + Mode == MODE_SYPHON || Mode == MODE_SYPHON_CRIM_IN_FRONT || Mode == MODE_SPECIAL_FIXED_FOR_SYPHON){ + bool Inside = false; + bool OnRoad = false; + + switch(((CPhysical*)CamTargetEntity)->m_nSurfaceTouched) + case SURFACE_GRASS: + case SURFACE_DIRT: + case SURFACE_DIRTTRACK: + case SURFACE_STEEL: + case SURFACE_TIRE: + case SURFACE_STONE: + OnRoad = true; + + if(CCullZones::PlayerNoRain()) + Inside = true; + + if((m_bCollisionChecksOn || PreviouslyFailedRoadHeightCheck || OnRoad) && + m_fCloseInPedHeightOffset < 0.0001f && !Inside){ + CVector TestPoint; + CEntity *road; + float GroundZ = 0.0f; + bool FoundGround = false; + float RoofZ = 0.0f; + bool FoundRoof = false; + static float MinHeightAboveRoad = 0.9f; + + TestPoint = CamTargetEntity->GetPosition() - DistOnGround * CVector(Cos(BetaAngle), Sin(BetaAngle), 0.0f); + m_fRoadOffSet = 0.0f; + + if(CWorld::ProcessVerticalLine(TestPoint, -1000.0f, colPoint, road, true, false, false, false, false, false, nil)){ + FoundGround = true; + GroundZ = colPoint.point.z; + } + // Move up if too close to ground + if(FoundGround){ + if(TestPoint.z - GroundZ < MinHeightAboveRoad){ + m_fRoadOffSet = GroundZ + MinHeightAboveRoad - TestPoint.z; + PreviouslyFailedRoadHeightCheck = true; + }else{ + if(m_bCollisionChecksOn) + PreviouslyFailedRoadHeightCheck = false; + else + m_fRoadOffSet = 0.0f; + } + }else{ + if(CWorld::ProcessVerticalLine(TestPoint, 1000.0f, colPoint, road, true, false, false, false, false, false, nil)){ + FoundRoof = true; + RoofZ = colPoint.point.z; + } + if(FoundRoof){ + if(TestPoint.z - RoofZ < MinHeightAboveRoad){ + m_fRoadOffSet = RoofZ + MinHeightAboveRoad - TestPoint.z; + PreviouslyFailedRoadHeightCheck = true; + }else{ + if(m_bCollisionChecksOn) + PreviouslyFailedRoadHeightCheck = false; + else + m_fRoadOffSet = 0.0f; + } + } + } + } + } + + if(PreviouslyFailedRoadHeightCheck && m_fCloseInPedHeightOffset < 0.0001f){ + if(colPoint.surfaceB != SURFACE_TARMAC && + colPoint.surfaceB != SURFACE_GRASS && + colPoint.surfaceB != SURFACE_DIRT && + colPoint.surfaceB != SURFACE_DIRTTRACK && + colPoint.surfaceB != SURFACE_STONE){ + if(m_fRoadOffSet > 1.4f) + m_fRoadOffSet = 1.4f; + }else{ + if(Mode == MODE_FOLLOWPED){ + if(TheCamera.PedZoomIndicator == 1.0f) + m_fRoadOffSet += 0.2f; + if(TheCamera.PedZoomIndicator == 2.0f) + m_fRoadOffSet += 0.5f; + if(TheCamera.PedZoomIndicator == 3.0f) + m_fRoadOffSet += 0.95f; + } + } + } + } + + if(StandingOnBoat){ + m_fRoadOffSet = 0.0f; + m_fDimensionOfHighestNearCar = 1.0f; + m_fPedBetweenCameraHeightOffset = 0.0f; + } +} + +void +CCam::GetVectorsReadyForRW(void) +{ + CVector right; + Up = CVector(0.0f, 0.0f, 1.0f); + Front.Normalise(); + if(Front.x == 0.0f && Front.y == 0.0f){ + Front.x = 0.0001f; + Front.y = 0.0001f; + } + right = CrossProduct(Front, Up); + right.Normalise(); + Up = CrossProduct(right, Front); +} + +void +CCam::LookBehind(void) +{ + float Dist, DeltaBeta, TargetOrientation, Angle; + CVector TargetCoors, TargetFwd, TestCoors; + CColPoint colPoint; + CEntity *entity; + + TargetCoors = CamTargetEntity->GetPosition(); + Front = CamTargetEntity->GetPosition() - Source; + + if((Mode == MODE_CAM_ON_A_STRING || Mode == MODE_BEHINDBOAT) && CamTargetEntity->IsVehicle()){ + LookingBehind = true; + Dist = Mode == MODE_CAM_ON_A_STRING ? CA_MAX_DISTANCE : 15.5f; + TargetFwd = CamTargetEntity->GetForward(); + TargetFwd.Normalise(); + TargetOrientation = CGeneral::GetATanOfXY(TargetFwd.x, TargetFwd.y); + DeltaBeta = TargetOrientation - Beta; + while(DeltaBeta >= PI) DeltaBeta -= 2*PI; + while(DeltaBeta < -PI) DeltaBeta += 2*PI; + if(DirectionWasLooking == LOOKING_BEHIND) + LookBehindCamWasInFront = DeltaBeta <= -HALFPI || DeltaBeta >= HALFPI; + if(LookBehindCamWasInFront) + TargetOrientation += PI; + Source.x = Dist*Cos(TargetOrientation) + TargetCoors.x; + Source.y = Dist*Sin(TargetOrientation) + TargetCoors.y; + Source.z -= 1.0f; + if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, false, false, true, false, true, true)){ + RwCameraSetNearClipPlane(Scene.camera, 0.9f); + Source = colPoint.point; + } + Source.z += 1.0f; + Front = CamTargetEntity->GetPosition() - Source; + GetVectorsReadyForRW(); + } + if(Mode == MODE_1STPERSON && CamTargetEntity->IsVehicle()){ + LookingBehind = true; + RwCameraSetNearClipPlane(Scene.camera, 0.25f); + Front = CamTargetEntity->GetForward(); + Front.Normalise(); + if(((CVehicle*)CamTargetEntity)->IsBoat()) + Source.z -= 0.5f; + Source += 0.25f*Front; + Front = -Front; +#ifdef FIX_BUGS + // not sure if this is a bug... + GetVectorsReadyForRW(); +#endif + } + if(CamTargetEntity->IsPed()){ + Angle = CGeneral::GetATanOfXY(Source.x - TargetCoors.x, Source.y - TargetCoors.y) + PI; + Source.x = 4.5f*Cos(Angle) + TargetCoors.x; + Source.y = 4.5f*Sin(Angle) + TargetCoors.y; + Source.z = 1.15f + TargetCoors.z; + TestCoors = TargetCoors; + TestCoors.z = Source.z; + if(CWorld::ProcessLineOfSight(TestCoors, Source, colPoint, entity, true, true, false, true, false, true, true)){ + Source.x = colPoint.point.x; + Source.y = colPoint.point.y; + if((TargetCoors - Source).Magnitude2D() < 1.15f) + RwCameraSetNearClipPlane(Scene.camera, 0.05f); + } + Front = TargetCoors - Source; + GetVectorsReadyForRW(); + } +} + +void +CCam::LookLeft(void) +{ + float Dist, TargetOrientation; + CVector TargetCoors, TargetFwd; + CColPoint colPoint; + CEntity *entity; + + if((Mode == MODE_CAM_ON_A_STRING || Mode == MODE_BEHINDBOAT) && CamTargetEntity->IsVehicle()){ + LookingLeft = true; + TargetCoors = CamTargetEntity->GetPosition(); + Front = CamTargetEntity->GetPosition() - Source; + Dist = Mode == MODE_CAM_ON_A_STRING ? CA_MAX_DISTANCE : 9.0f; + TargetFwd = CamTargetEntity->GetForward(); + TargetFwd.Normalise(); + TargetOrientation = CGeneral::GetATanOfXY(TargetFwd.x, TargetFwd.y); + Source.x = Dist*Cos(TargetOrientation - HALFPI) + TargetCoors.x; + Source.y = Dist*Sin(TargetOrientation - HALFPI) + TargetCoors.y; + Source.z -= 1.0f; + if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, false, false, true, false, true, true)){ + RwCameraSetNearClipPlane(Scene.camera, 0.4f); + Source = colPoint.point; + } + Source.z += 1.0f; + Front = CamTargetEntity->GetPosition() - Source; + Front.z += 1.1f; + if(Mode == MODE_BEHINDBOAT) + Front.z += 1.2f; + GetVectorsReadyForRW(); + } + if(Mode == MODE_1STPERSON && CamTargetEntity->IsVehicle()){ + LookingLeft = true; + RwCameraSetNearClipPlane(Scene.camera, 0.25f); + if(((CVehicle*)CamTargetEntity)->IsBoat()) + Source.z -= 0.5f; + + Up = CamTargetEntity->GetUp(); + Up.Normalise(); + Front = CamTargetEntity->GetForward(); + Front.Normalise(); + Front = -CrossProduct(Front, Up); + Front.Normalise(); +#ifdef FIX_BUGS + // not sure if this is a bug... + GetVectorsReadyForRW(); +#endif + } +} + +void +CCam::LookRight(void) +{ + float Dist, TargetOrientation; + CVector TargetCoors, TargetFwd; + CColPoint colPoint; + CEntity *entity; + + if((Mode == MODE_CAM_ON_A_STRING || Mode == MODE_BEHINDBOAT) && CamTargetEntity->IsVehicle()){ + LookingRight = true; + TargetCoors = CamTargetEntity->GetPosition(); + Front = CamTargetEntity->GetPosition() - Source; + Dist = Mode == MODE_CAM_ON_A_STRING ? CA_MAX_DISTANCE : 9.0f; + TargetFwd = CamTargetEntity->GetForward(); + TargetFwd.Normalise(); + TargetOrientation = CGeneral::GetATanOfXY(TargetFwd.x, TargetFwd.y); + Source.x = Dist*Cos(TargetOrientation + HALFPI) + TargetCoors.x; + Source.y = Dist*Sin(TargetOrientation + HALFPI) + TargetCoors.y; + Source.z -= 1.0f; + if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, false, false, true, false, true, true)){ + RwCameraSetNearClipPlane(Scene.camera, 0.4f); + Source = colPoint.point; + } + Source.z += 1.0f; + Front = CamTargetEntity->GetPosition() - Source; + Front.z += 1.1f; + if(Mode == MODE_BEHINDBOAT) + Front.z += 1.2f; + GetVectorsReadyForRW(); + } + if(Mode == MODE_1STPERSON && CamTargetEntity->IsVehicle()){ + LookingRight = true; + RwCameraSetNearClipPlane(Scene.camera, 0.25f); + if(((CVehicle*)CamTargetEntity)->IsBoat()) + Source.z -= 0.5f; + + Up = CamTargetEntity->GetUp(); + Up.Normalise(); + Front = CamTargetEntity->GetForward(); + Front.Normalise(); + Front = CrossProduct(Front, Up); + Front.Normalise(); +#ifdef FIX_BUGS + // not sure if this is a bug... + GetVectorsReadyForRW(); +#endif + } +} + +void +CCam::ClipIfPedInFrontOfPlayer(void) +{ + float FwdAngle, PedAngle, DeltaAngle, fDist, Near; + CVector vDist; + CPed *Player; + bool found = false; + int ped = 0; + + // unused: TheCamera.pTargetEntity->GetPosition() - TheCamera.GetGameCamPosition(); + + FwdAngle = CGeneral::GetATanOfXY(TheCamera.GetForward().x, TheCamera.GetForward().y); + Player = CWorld::Players[CWorld::PlayerInFocus].m_pPed; + while(ped < Player->m_numNearPeds && !found) + if(Player->m_nearPeds[ped] && Player->m_nearPeds[ped]->GetPedState() != PED_DEAD) + found = true; + else + ped++; + if(found){ + vDist = Player->m_nearPeds[ped]->GetPosition() - TheCamera.GetGameCamPosition(); + PedAngle = CGeneral::GetATanOfXY(vDist.x, vDist.y); + DeltaAngle = FwdAngle - PedAngle; + while(DeltaAngle >= PI) DeltaAngle -= 2*PI; + while(DeltaAngle < -PI) DeltaAngle += 2*PI; + if(Abs(DeltaAngle) < HALFPI){ + fDist = Sqrt(SQR(vDist.x) + SQR(vDist.y)); + if(fDist < 1.25f){ + Near = 0.9f - (1.25f - fDist); + if(Near < 0.05f) + Near = 0.05f; + RwCameraSetNearClipPlane(Scene.camera, Near); + } + } + } +} + +void +CCam::KeepTrackOfTheSpeed(const CVector &source, const CVector &target, const CVector &up, const float &alpha, const float &beta, const float &fov) +{ + static CVector PreviousSource = source; + static CVector PreviousTarget = target; + static CVector PreviousUp = up; + static float PreviousBeta = beta; + static float PreviousAlpha = alpha; + static float PreviousFov = fov; + + if(TheCamera.m_bJust_Switched){ + PreviousSource = source; + PreviousTarget = target; + PreviousUp = up; + } + + m_cvecSourceSpeedOverOneFrame = PreviousSource - source; + m_cvecTargetSpeedOverOneFrame = PreviousTarget - target; + m_cvecUpOverOneFrame = PreviousUp - up; + m_fFovSpeedOverOneFrame = fov - PreviousFov; + m_fBetaSpeedOverOneFrame = beta - PreviousBeta; + MakeAngleLessThan180(m_fBetaSpeedOverOneFrame); + m_fAlphaSpeedOverOneFrame = alpha - PreviousAlpha; + MakeAngleLessThan180(m_fAlphaSpeedOverOneFrame); + + PreviousSource = source; + PreviousTarget = target; + PreviousUp = up; + PreviousBeta = beta; + PreviousAlpha = alpha; + PreviousFov = fov; +} + +bool +CCam::Using3rdPersonMouseCam(void) +{ + return CCamera::m_bUseMouse3rdPerson && + (Mode == MODE_FOLLOWPED || + TheCamera.m_bPlayerIsInGarage && + FindPlayerPed() && FindPlayerPed()->m_nPedState != PED_DRIVING && + Mode != MODE_TOPDOWN && this->CamTargetEntity == FindPlayerPed()); +} + +bool +CCam::GetWeaponFirstPersonOn(void) +{ + CEntity *target = this->CamTargetEntity; + if (target && target->IsPed()) + return ((CPed*)target)->GetWeapon()->m_bAddRotOffset; + + return false; +} + +bool +CCam::IsTargetInWater(const CVector &CamCoors) +{ + if(CamTargetEntity == nil) + return false; + if(CamTargetEntity->IsPed()){ + if(!((CPed*)CamTargetEntity)->bIsInWater) + return false; + if(!((CPed*)CamTargetEntity)->bIsStanding) + return true; + return false; + } + return ((CPhysical*)CamTargetEntity)->bIsInWater; +} + +void +CCam::PrintMode(void) +{ + // Doesn't do anything + char buf[256]; + + if(PrintDebugCode){ + sprintf(buf, " "); + sprintf(buf, " "); + sprintf(buf, " "); + + static char *modes[] = { "None", + "Top Down", "GTA Classic", "Behind Car", "Follow Ped", + "Aiming", "Debug", "Sniper", "Rocket", "Model Viewer", "Bill", + "Syphon", "Circle", "Cheesy Zoom", "Wheel", "Fixed", + "1st Person", "Fly by", "on a String", "Reaction", + "Follow Ped with Bind", "Chris", "Behind Boat", + "Player fallen in Water", "Train Roof", "Train Side", + "Blood on the tracks", "Passenger", "Syphon Crim in Front", + "Dead Baby", "Pillow Paps", "Look at Cars", "Arrest One", + "Arrest Two", "M16", "Special fixed for Syphon", "Fight", + "Top Down Ped", + "Sniper run about", "Rocket run about", + "1st Person run about", "M16 run about", "Fight run about", + "Editor" + }; + sprintf(buf, "Cam: %s", modes[TheCamera.Cams[TheCamera.ActiveCam].Mode]); + CDebug::PrintAt(buf, 2, 5); + } + + if(DebugCamMode != MODE_NONE){ + switch(Mode){ + case MODE_FOLLOWPED: + sprintf(buf, "Debug:- Cam Choice1. No Locking, used as game default"); + break; + case MODE_REACTION: + sprintf(buf, "Debug:- Cam Choice2. Reaction Cam On A String "); + sprintf(buf, " Uses Locking Button LeftShoulder 1. "); + break; + case MODE_FOLLOW_PED_WITH_BIND: + sprintf(buf, "Debug:- Cam Choice3. Game ReactionCam with Locking "); + sprintf(buf, " Uses Locking Button LeftShoulder 1. "); + break; + case MODE_CHRIS: + sprintf(buf, "Debug:- Cam Choice4. Chris's idea. "); + sprintf(buf, " Uses Locking Button LeftShoulder 1. "); + sprintf(buf, " Also control the camera using the right analogue stick."); + break; + } + } +} + +// This code is really bad. wtf R*? +CVector +CCam::DoAverageOnVector(const CVector &vec) +{ + int i; + CVector Average = { 0.0f, 0.0f, 0.0f }; + + if(ResetStatics){ + m_iRunningVectorArrayPos = 0; + m_iRunningVectorCounter = 1; + } + + // TODO: make this work with NUMBER_OF_VECTORS_FOR_AVERAGE != 2 + if(m_iRunningVectorCounter == 3){ + m_arrPreviousVectors[0] = m_arrPreviousVectors[1]; + m_arrPreviousVectors[1] = vec; + }else + m_arrPreviousVectors[m_iRunningVectorArrayPos] = vec; + + for(i = 0; i <= m_iRunningVectorArrayPos; i++) + Average += m_arrPreviousVectors[i]; + Average /= i; + + m_iRunningVectorArrayPos++; + m_iRunningVectorCounter++; + if(m_iRunningVectorArrayPos >= NUMBER_OF_VECTORS_FOR_AVERAGE) + m_iRunningVectorArrayPos = NUMBER_OF_VECTORS_FOR_AVERAGE-1; + if(m_iRunningVectorCounter > NUMBER_OF_VECTORS_FOR_AVERAGE+1) + m_iRunningVectorCounter = NUMBER_OF_VECTORS_FOR_AVERAGE+1; + + return Average; +} + +// Rotate Beta in direction opposite of BetaOffset in 5 deg. steps. +// Return the first angle for which Beta + BetaOffset + Angle has a clear view. +// i.e. BetaOffset is a safe zone so that Beta + Angle is really clear. +// If BetaOffset == 0, try both directions. +float +CCam::GetPedBetaAngleForClearView(const CVector &Target, float Dist, float BetaOffset, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies) +{ + CColPoint point; + CEntity *ent = nil; + CVector ToSource; + float a; + + // This would be so much nicer if we just got the step variable before the loop...R* + + for(a = 0.0f; a <= PI; a += DEGTORAD(5.0f)){ + if(BetaOffset <= 0.0f){ + ToSource = CVector(Cos(Beta + BetaOffset + a), Sin(Beta + BetaOffset + a), 0.0f)*Dist; + if(!CWorld::ProcessLineOfSight(Target, Target + ToSource, + point, ent, checkBuildings, checkVehicles, checkPeds, + checkObjects, checkDummies, true, true)) + return a; + } + if(BetaOffset >= 0.0f){ + ToSource = CVector(Cos(Beta + BetaOffset - a), Sin(Beta + BetaOffset - a), 0.0f)*Dist; + if(!CWorld::ProcessLineOfSight(Target, Target + ToSource, + point, ent, checkBuildings, checkVehicles, checkPeds, + checkObjects, checkDummies, true, true)) + return -a; + } + } + return 0.0f; +} + +static float DefaultAcceleration = 0.045f; +static float DefaultMaxStep = 0.15f; + +void +CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, float, float) +{ + const float GroundDist = 1.85f; + + CVector TargetCoors, Dist, IdealSource; + float Length = 0.0f; + float LateralLeft = 0.0f; + float LateralRight = 0.0f; + float Center = 0.0f; + static bool PreviouslyObscured; + static bool PickedASide; + static float FixedTargetOrientation = 0.0f; + float AngleToGoTo = 0.0f; + float BetaOffsetAvoidBuildings = 0.45f; // ~25 deg + float BetaOffsetGoingBehind = 0.45f; + bool GoingBehind = false; + bool Obscured = false; + bool BuildingCheckObscured = false; + bool HackPlayerOnStoppingTrain = false; + static int TimeIndicatedWantedToGoDown = 0; + static bool StartedCountingForGoDown = false; + float DeltaBeta; + + m_bFixingBeta = false; + bBelowMinDist = false; + bBehindPlayerDesired = false; + +#ifdef FIX_BUGS + if(!CamTargetEntity->IsPed()) + return; +#endif + assert(CamTargetEntity->IsPed()); + + // CenterDist should be > LateralDist because we don't have an angle for safety in this case + float CenterDist, LateralDist; + float AngleToGoToSpeed; + if(m_fCloseInPedHeightOffset > 0.00001f){ + LateralDist = 0.55f; + CenterDist = 1.25f; + BetaOffsetAvoidBuildings = 0.9f; // ~50 deg + BetaOffsetGoingBehind = 0.9f; + AngleToGoToSpeed = 0.88254666f; + }else{ + LateralDist = 0.8f; + CenterDist = 1.35f; + if(TheCamera.PedZoomIndicator == 1.0f || TheCamera.PedZoomIndicator == 4.0f){ + LateralDist = 1.25f; + CenterDist = 1.6f; + } + AngleToGoToSpeed = 0.43254671f; + } + + FOV = DefaultFOV; + + if(ResetStatics){ + Rotating = false; + m_bCollisionChecksOn = true; + FixedTargetOrientation = 0.0f; + PreviouslyObscured = false; + PickedASide = false; + StartedCountingForGoDown = false; + AngleToGoTo = 0.0f; + // unused LastAngleWithNoPickedASide + } + + + TargetCoors = CameraTarget; + IdealSource = Source; + TargetCoors.z += m_fSyphonModeTargetZOffSet; + + TargetCoors = DoAverageOnVector(TargetCoors); + TargetCoors.z += m_fRoadOffSet; + + Dist.x = IdealSource.x - TargetCoors.x; + Dist.y = IdealSource.y - TargetCoors.y; + Length = Dist.Magnitude2D(); + + // Cam on a string. With a fixed distance. Zoom in/out is done later. + if(Length != 0.0f) + IdealSource = TargetCoors + CVector(Dist.x, Dist.y, 0.0f)/Length * GroundDist; + else + IdealSource = TargetCoors + CVector(1.0f, 1.0f, 0.0f); + + // TODO: what's transition beta? + if(TheCamera.m_bUseTransitionBeta && ResetStatics){ + CVector VecDistance; + IdealSource.x = TargetCoors.x + GroundDist*Cos(m_fTransitionBeta); + IdealSource.y = TargetCoors.y + GroundDist*Sin(m_fTransitionBeta); + Beta = CGeneral::GetATanOfXY(IdealSource.x - TargetCoors.x, IdealSource.y - TargetCoors.y); + }else + Beta = CGeneral::GetATanOfXY(Source.x - TargetCoors.x, Source.y - TargetCoors.y); + + if(TheCamera.m_bCamDirectlyBehind){ + m_bCollisionChecksOn = true; + Beta = TargetOrientation + PI; + } + + if(FindPlayerVehicle()) + if(FindPlayerVehicle()->m_vehType == VEHICLE_TYPE_TRAIN) + HackPlayerOnStoppingTrain = true; + + if(TheCamera.m_bCamDirectlyInFront){ + m_bCollisionChecksOn = true; + Beta = TargetOrientation; + } + + while(Beta >= PI) Beta -= 2.0f * PI; + while(Beta < -PI) Beta += 2.0f * PI; + + // BUG? is this ever used? + // The values seem to be roughly m_fPedZoomValueSmooth + 1.85 + if(ResetStatics){ + if(TheCamera.PedZoomIndicator == 1.0) m_fRealGroundDist = 2.090556f; + if(TheCamera.PedZoomIndicator == 2.0) m_fRealGroundDist = 3.34973f; + if(TheCamera.PedZoomIndicator == 3.0) m_fRealGroundDist = 4.704914f; + if(TheCamera.PedZoomIndicator == 4.0) m_fRealGroundDist = 2.090556f; + } + // And what is this? It's only used for collision and rotation it seems + float RealGroundDist; + if(TheCamera.PedZoomIndicator == 1.0) RealGroundDist = 2.090556f; + if(TheCamera.PedZoomIndicator == 2.0) RealGroundDist = 3.34973f; + if(TheCamera.PedZoomIndicator == 3.0) RealGroundDist = 4.704914f; + if(TheCamera.PedZoomIndicator == 4.0) RealGroundDist = 2.090556f; + if(m_fCloseInPedHeightOffset > 0.00001f) + RealGroundDist = 1.7016f; + + + bool Shooting = false; + CPed *ped = (CPed*)CamTargetEntity; + if(ped->GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) + if(CPad::GetPad(0)->GetWeapon()) + Shooting = true; + if(ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_DETONATOR || + ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT) + Shooting = false; + + + if(m_fCloseInPedHeightOffset > 0.00001f) + TargetCoors.z -= m_fRoadOffSet; + + // Figure out if and where we want to rotate + + if(CPad::GetPad(0)->ForceCameraBehindPlayer() || Shooting){ + + // Center cam behind player + + GoingBehind = true; + m_bCollisionChecksOn = true; + float OriginalBeta = Beta; + // Set Beta behind player + Beta = TargetOrientation + PI; + TargetCoors.z -= 0.1f; + + AngleToGoTo = GetPedBetaAngleForClearView(TargetCoors, CenterDist * RealGroundDist, 0.0f, true, false, false, true, false); + if(AngleToGoTo != 0.0f){ + if(AngleToGoTo < 0.0f) + AngleToGoTo -= AngleToGoToSpeed; + else + AngleToGoTo += AngleToGoToSpeed; + }else{ + float LateralLeft = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, BetaOffsetGoingBehind, true, false, false, true, false); + float LateralRight = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, -BetaOffsetGoingBehind, true, false, false, true, false); + if(LateralLeft == 0.0f && LateralRight != 0.0f) + AngleToGoTo += LateralRight; + else if(LateralLeft != 0.0f && LateralRight == 0.0f) + AngleToGoTo += LateralLeft; + } + + TargetCoors.z += 0.1f; + Beta = OriginalBeta; + + if(PickedASide){ + if(AngleToGoTo == 0.0f) + FixedTargetOrientation = TargetOrientation + PI; + Rotating = true; + }else{ + FixedTargetOrientation = TargetOrientation + PI + AngleToGoTo; + Rotating = true; + PickedASide = true; + } + }else{ + + // Rotate cam to avoid clipping into buildings + + TargetCoors.z -= 0.1f; + + Center = GetPedBetaAngleForClearView(TargetCoors, CenterDist * RealGroundDist, 0.0f, true, false, false, true, false); + if(m_bCollisionChecksOn || PreviouslyObscured || Center != 0.0f || m_fCloseInPedHeightOffset > 0.00001f){ + if(Center != 0.0f){ + AngleToGoTo = Center; + }else{ + LateralLeft = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, BetaOffsetAvoidBuildings, true, false, false, true, false); + LateralRight = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, -BetaOffsetAvoidBuildings, true, false, false, true, false); + if(LateralLeft == 0.0f && LateralRight != 0.0f){ + AngleToGoTo += LateralRight; + if(m_fCloseInPedHeightOffset > 0.0f) + RwCameraSetNearClipPlane(Scene.camera, 0.7f); + }else if(LateralLeft != 0.0f && LateralRight == 0.0f){ + AngleToGoTo += LateralLeft; + if(m_fCloseInPedHeightOffset > 0.0f) + RwCameraSetNearClipPlane(Scene.camera, 0.7f); + } + } + if(LateralLeft != 0.0f || LateralRight != 0.0f || Center != 0.0f) + BuildingCheckObscured = true; + } + + TargetCoors.z += 0.1f; + } + + if(m_fCloseInPedHeightOffset > 0.00001f) + TargetCoors.z += m_fRoadOffSet; + + + // Have to fix to avoid collision + + if(AngleToGoTo != 0.0f){ + Obscured = true; + Rotating = true; + if(CPad::GetPad(0)->ForceCameraBehindPlayer() || Shooting){ + if(!PickedASide) + FixedTargetOrientation = Beta + AngleToGoTo; // can this even happen? + }else + FixedTargetOrientation = Beta + AngleToGoTo; + + // This calculation is only really used to figure out how fast to rotate out of collision + + m_fAmountFractionObscured = 1.0f; + CVector PlayerPos = FindPlayerPed()->GetPosition(); + float RotationDist = (AngleToGoTo == Center ? CenterDist : LateralDist) * RealGroundDist; + // What's going on here? - AngleToGoTo? + CVector RotatedSource = PlayerPos + CVector(Cos(Beta - AngleToGoTo), Sin(Beta - AngleToGoTo), 0.0f) * RotationDist; + + CColPoint colpoint; + CEntity *entity; + if(CWorld::ProcessLineOfSight(PlayerPos, RotatedSource, colpoint, entity, true, false, false, true, false, false, false)){ + if((PlayerPos - RotatedSource).Magnitude() != 0.0f) + m_fAmountFractionObscured = (PlayerPos - colpoint.point).Magnitude() / (PlayerPos - RotatedSource).Magnitude(); + else + m_fAmountFractionObscured = 1.0f; + } + } + if(m_fAmountFractionObscured < 0.0f) m_fAmountFractionObscured = 0.0f; + if(m_fAmountFractionObscured > 1.0f) m_fAmountFractionObscured = 1.0f; + + + + // Figure out speed values for Beta rotation + + float Acceleration, MaxSpeed; + static float AccelerationMult = 0.35f; + static float MaxSpeedMult = 0.85f; + static float AccelerationMultClose = 0.7f; + static float MaxSpeedMultClose = 1.6f; + float BaseAcceleration = 0.025f; + float BaseMaxSpeed = 0.09f; + if(m_fCloseInPedHeightOffset > 0.00001f){ + if(AngleToGoTo == 0.0f){ + BaseAcceleration = 0.022f; + BaseMaxSpeed = 0.04f; + }else{ + BaseAcceleration = DefaultAcceleration; + BaseMaxSpeed = DefaultMaxStep; + } + } + if(AngleToGoTo == 0.0f){ + Acceleration = BaseAcceleration; + MaxSpeed = BaseMaxSpeed; + }else if(CPad::GetPad(0)->ForceCameraBehindPlayer() && !Shooting){ + Acceleration = 0.051f; + MaxSpeed = 0.18f; + }else if(m_fCloseInPedHeightOffset > 0.00001f){ + Acceleration = BaseAcceleration + AccelerationMultClose*sq(m_fAmountFractionObscured - 1.05f); + MaxSpeed = BaseMaxSpeed + MaxSpeedMultClose*sq(m_fAmountFractionObscured - 1.05f); + }else{ + Acceleration = DefaultAcceleration + AccelerationMult*sq(m_fAmountFractionObscured - 1.05f); + MaxSpeed = DefaultMaxStep + MaxSpeedMult*sq(m_fAmountFractionObscured - 1.05f); + } + static float AccelerationLimit = 0.3f; + static float MaxSpeedLimit = 0.65f; + if(Acceleration > AccelerationLimit) Acceleration = AccelerationLimit; + if(MaxSpeed > MaxSpeedLimit) MaxSpeed = MaxSpeedLimit; + + + int MoveState = ((CPed*)CamTargetEntity)->m_nMoveState; + if(MoveState != PEDMOVE_NONE && MoveState != PEDMOVE_STILL && + !CPad::GetPad(0)->ForceCameraBehindPlayer() && !Obscured && !Shooting){ + Rotating = false; + BetaSpeed = 0.0f; + } + + // Now do the Beta rotation + + float Distance = (IdealSource - TargetCoors).Magnitude2D(); + m_fDistanceBeforeChanges = Distance; + + if(Rotating){ + m_bFixingBeta = true; + + while(FixedTargetOrientation >= PI) FixedTargetOrientation -= 2*PI; + while(FixedTargetOrientation < -PI) FixedTargetOrientation += 2*PI; + + while(Beta >= PI) Beta -= 2*PI; + while(Beta < -PI) Beta += 2*PI; + + +/* + // This is inlined WellBufferMe + DeltaBeta = FixedTargetOrientation - Beta; + while(DeltaBeta >= PI) DeltaBeta -= 2*PI; + while(DeltaBeta < -PI) DeltaBeta += 2*PI; + + float ReqSpeed = DeltaBeta * MaxSpeed; + // Add or subtract absolute depending on sign, genius! + if(ReqSpeed - BetaSpeed > 0.0f) + BetaSpeed += SpeedStep * Abs(ReqSpeed - BetaSpeed) * CTimer::GetTimeStep(); + else + BetaSpeed -= SpeedStep * Abs(ReqSpeed - BetaSpeed) * CTimer::GetTimeStep(); + // this would be simpler: + // BetaSpeed += SpeedStep * (ReqSpeed - BetaSpeed) * CTimer::ms_fTimeStep; + + if(ReqSpeed < 0.0f && BetaSpeed < ReqSpeed) + BetaSpeed = ReqSpeed; + else if(ReqSpeed > 0.0f && BetaSpeed > ReqSpeed) + BetaSpeed = ReqSpeed; + + Beta += BetaSpeed * min(10.0f, CTimer::GetTimeStep()); +*/ + WellBufferMe(FixedTargetOrientation, &Beta, &BetaSpeed, MaxSpeed, Acceleration, true); + + if(ResetStatics){ + Beta = FixedTargetOrientation; + BetaSpeed = 0.0f; + } + + Source.x = TargetCoors.x + Distance * Cos(Beta); + Source.y = TargetCoors.y + Distance * Sin(Beta); + + // Check if we can stop rotating + DeltaBeta = FixedTargetOrientation - Beta; + while(DeltaBeta >= PI) DeltaBeta -= 2*PI; + while(DeltaBeta < -PI) DeltaBeta += 2*PI; + if(Abs(DeltaBeta) < DEGTORAD(1.0f) && !bBehindPlayerDesired){ + // Stop rotation + PickedASide = false; + Rotating = false; + BetaSpeed = 0.0f; + } + } + + + if(TheCamera.m_bCamDirectlyBehind || TheCamera.m_bCamDirectlyInFront || + HackPlayerOnStoppingTrain || Rotating){ + if(TheCamera.m_bCamDirectlyBehind){ + Beta = TargetOrientation + PI; + Source.x = TargetCoors.x + Distance * Cos(Beta); + Source.y = TargetCoors.y + Distance * Sin(Beta); + } + if(TheCamera.m_bCamDirectlyInFront){ + Beta = TargetOrientation; + Source.x = TargetCoors.x + Distance * Cos(Beta); + Source.y = TargetCoors.y + Distance * Sin(Beta); + } + if(HackPlayerOnStoppingTrain){ + Beta = TargetOrientation + PI; + Source.x = TargetCoors.x + Distance * Cos(Beta); + Source.y = TargetCoors.y + Distance * Sin(Beta); + m_fDimensionOfHighestNearCar = 0.0f; + m_fCamBufferedHeight = 0.0f; + m_fCamBufferedHeightSpeed = 0.0f; + } + // Beta and Source already set in the rotation code + }else{ + Source = IdealSource; + BetaSpeed = 0.0f; + } + + // Subtract m_fRoadOffSet from both? + TargetCoors.z -= m_fRoadOffSet; + Source.z = IdealSource.z - m_fRoadOffSet; + + // Apply zoom now + // m_fPedZoomValueSmooth makes the cam go down the further out it is + // 0.25 -> 0.20 for nearest dist + // 1.50 -> -0.05 for mid dist + // 2.90 -> -0.33 for far dist + Source.z += (2.5f - TheCamera.m_fPedZoomValueSmooth)*0.2f - 0.25f; + // Zoom out camera + Front = TargetCoors - Source; + Front.Normalise(); + Source -= Front * TheCamera.m_fPedZoomValueSmooth; + // and then we move up again + // -0.375 + // 0.25 + // 0.95 + Source.z += (TheCamera.m_fPedZoomValueSmooth - 1.0f)*0.5f + m_fCloseInPedHeightOffset; + + + // Process height offset to avoid peds and cars + + float TargetZOffSet = m_fRoadOffSet + m_fDimensionOfHighestNearCar; + TargetZOffSet = max(TargetZOffSet, m_fPedBetweenCameraHeightOffset); + float TargetHeight = CameraTarget.z + TargetZOffSet - Source.z; + + if(TargetHeight > m_fCamBufferedHeight){ + // Have to go up + if(TargetZOffSet == m_fPedBetweenCameraHeightOffset && TargetZOffSet > m_fCamBufferedHeight) + WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.04f, false); + else if(TargetZOffSet == m_fRoadOffSet && TargetZOffSet > m_fCamBufferedHeight){ + // TODO: figure this out + bool foo = false; + switch(((CPhysical*)CamTargetEntity)->m_nSurfaceTouched) + case SURFACE_GRASS: + case SURFACE_DIRT: + case SURFACE_PAVEMENT: + case SURFACE_STEEL: + case SURFACE_TIRE: + case SURFACE_STONE: + foo = true; + if(foo) + WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.4f, 0.05f, false); + else + WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.025f, false); + }else + WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.025f, false); + StartedCountingForGoDown = false; + }else{ + // Have to go down + if(StartedCountingForGoDown){ + if(CTimer::GetTimeInMilliseconds() != TimeIndicatedWantedToGoDown){ + if(TargetHeight > 0.0f) + WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.01f, false); + else + WellBufferMe(0.0f, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.01f, false); + } + }else{ + StartedCountingForGoDown = true; + TimeIndicatedWantedToGoDown = CTimer::GetTimeInMilliseconds(); + } + } + + Source.z += m_fCamBufferedHeight; + + + // Clip Source if necessary + + bool ClipSource = m_fCloseInPedHeightOffset > 0.00001f && m_fCamBufferedHeight > 0.001f; + if(GoingBehind || ResetStatics || ClipSource){ + CColPoint colpoint; + CEntity *entity; + if(CWorld::ProcessLineOfSight(TargetCoors, Source, colpoint, entity, true, false, false, true, false, true, true)){ + Source = colpoint.point; + if((TargetCoors - Source).Magnitude2D() < 1.0f) + RwCameraSetNearClipPlane(Scene.camera, 0.05f); + } + } + + TargetCoors.z += min(1.0f, m_fCamBufferedHeight/2.0f); + m_cvecTargetCoorsForFudgeInter = TargetCoors; + + Front = TargetCoors - Source; + m_fRealGroundDist = Front.Magnitude2D(); + m_fMinDistAwayFromCamWhenInterPolating = m_fRealGroundDist; + Front.Normalise(); + GetVectorsReadyForRW(); + TheCamera.m_bCamDirectlyBehind = false; + TheCamera.m_bCamDirectlyInFront = false; + PreviouslyObscured = BuildingCheckObscured; + + ResetStatics = false; +} + +static float fBaseDist = 1.7f; +static float fAngleDist = 2.0f; +static float fFalloff = 3.0f; +static float fStickSens = 0.01f; +static float fTweakFOV = 1.05f; +static float fTranslateCamUp = 0.8f; +static int16 nFadeControlThreshhold = 45; +static float fDefaultAlphaOrient = -0.22f; + +void +CCam::Process_FollowPedWithMouse(const CVector &CameraTarget, float TargetOrientation, float, float) +{ + FOV = DefaultFOV; + + if(!CamTargetEntity->IsPed()) + return; + + CVector TargetCoors; + float CamDist; + CColPoint colPoint; + CEntity *entity; + + if(ResetStatics){ + Rotating = false; + m_bCollisionChecksOn = true; + CPad::GetPad(0)->ClearMouseHistory(); + ResetStatics = false; + } + + bool OnTrain = FindPlayerVehicle() && FindPlayerVehicle()->IsTrain(); + + // Look around + bool UseMouse = false; + float MouseX = CPad::GetPad(0)->GetMouseX(); + float MouseY = CPad::GetPad(0)->GetMouseY(); + float LookLeftRight, LookUpDown; + if((MouseX != 0.0f || MouseY != 0.0f) && !CPad::GetPad(0)->ArePlayerControlsDisabled()){ + UseMouse = true; + LookLeftRight = -2.5f*MouseX; + LookUpDown = 4.0f*MouseY; + }else{ + LookLeftRight = -CPad::GetPad(0)->LookAroundLeftRight(); + LookUpDown = CPad::GetPad(0)->LookAroundUpDown(); + } + float AlphaOffset, BetaOffset; + if(UseMouse){ + BetaOffset = LookLeftRight * TheCamera.m_fMouseAccelHorzntl * FOV/80.0f; + AlphaOffset = LookUpDown * TheCamera.m_fMouseAccelVertical * FOV/80.0f; + }else{ + BetaOffset = LookLeftRight * fStickSens * (0.5f/7.0f) * FOV/80.0f * CTimer::GetTimeStep(); + AlphaOffset = LookUpDown * fStickSens * (0.3f/7.0f) * FOV/80.0f * CTimer::GetTimeStep(); + } + + if(TheCamera.GetFading() && TheCamera.GetFadingDirection() == FADE_IN && nFadeControlThreshhold < CDraw::FadeValue || + CDraw::FadeValue > 200){ + if(Alpha < fDefaultAlphaOrient-0.05f) + AlphaOffset = 0.05f; + else if(Alpha < fDefaultAlphaOrient) + AlphaOffset = fDefaultAlphaOrient - Alpha; + else if(Alpha > fDefaultAlphaOrient+0.05f) + AlphaOffset = -0.05f; + else if(Alpha > fDefaultAlphaOrient) + AlphaOffset = fDefaultAlphaOrient - Alpha; + else + AlphaOffset = 0.0f; + } + + Alpha += AlphaOffset; + Beta += BetaOffset; + while(Beta >= PI) Beta -= 2*PI; + while(Beta < -PI) Beta += 2*PI; + if(Alpha > DEGTORAD(45.0f)) Alpha = DEGTORAD(45.0f); + if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f); + + TargetCoors = CameraTarget; + TargetCoors.z += fTranslateCamUp; + TargetCoors = DoAverageOnVector(TargetCoors); + + if(Alpha > fBaseDist) // comparing an angle against a distance? + CamDist = fBaseDist + Cos(min(Alpha*fFalloff, HALFPI))*fAngleDist; + else + CamDist = fBaseDist + Cos(Alpha)*fAngleDist; + + if(TheCamera.m_bUseTransitionBeta) + Beta = -CGeneral::GetATanOfXY(-Cos(m_fTransitionBeta), -Sin(m_fTransitionBeta)); + + if(TheCamera.m_bCamDirectlyBehind) + Beta = TheCamera.m_PedOrientForBehindOrInFront; + if(TheCamera.m_bCamDirectlyInFront) + Beta = TheCamera.m_PedOrientForBehindOrInFront + PI; + if(OnTrain) + Beta = TargetOrientation; + + Front.x = Cos(Alpha) * Cos(Beta); + Front.y = Cos(Alpha) * Sin(Beta); + Front.z = Sin(Alpha); + Source = TargetCoors - Front*CamDist; + m_cvecTargetCoorsForFudgeInter = TargetCoors; + + // Clip Source and fix near clip + CWorld::pIgnoreEntity = CamTargetEntity; + entity = nil; + if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, true, true, true, false, false, true)){ + float PedColDist = (TargetCoors - colPoint.point).Magnitude(); + float ColCamDist = CamDist - PedColDist; + if(entity->IsPed() && ColCamDist > 1.0f){ + // Ped in the way but not clipping through + if(CWorld::ProcessLineOfSight(colPoint.point, Source, colPoint, entity, true, true, true, true, false, false, true)){ + PedColDist = (TargetCoors - colPoint.point).Magnitude(); + Source = colPoint.point; + if(PedColDist < 0.9f + 0.3f) + RwCameraSetNearClipPlane(Scene.camera, max(PedColDist-0.3f, 0.05f)); + }else{ + RwCameraSetNearClipPlane(Scene.camera, min(ColCamDist-0.35f, 0.9f)); + } + }else{ + Source = colPoint.point; + if(PedColDist < 0.9f + 0.3f) + RwCameraSetNearClipPlane(Scene.camera, max(PedColDist-0.3f, 0.05f)); + } + } + CWorld::pIgnoreEntity = nil; + + float ViewPlaneHeight = Tan(DEGTORAD(FOV) / 2.0f); + float ViewPlaneWidth = ViewPlaneHeight * CDraw::FindAspectRatio() * fTweakFOV; + float Near = RwCameraGetNearClipPlane(Scene.camera); + float radius = ViewPlaneWidth*Near; + entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, false); + int i = 0; + while(entity){ + CVector CamToCol = gaTempSphereColPoints[0].point - Source; + float frontDist = DotProduct(CamToCol, Front); + float dist = (CamToCol - Front*frontDist).Magnitude() / ViewPlaneWidth; + + // Try to decrease near clip + dist = max(min(Near, dist), 0.1f); + if(dist < Near) + RwCameraSetNearClipPlane(Scene.camera, dist); + + // Move forward a bit + if(dist == 0.1f) + Source += (TargetCoors - Source)*0.3f; + +#ifndef FIX_BUGS + // this is totally wrong... + radius = Tan(FOV / 2.0f) * Near; +#endif + // Keep testing + entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, false); + + i++; + if(i > 5) + entity = nil; + } + + if(CamTargetEntity->GetClump()){ + // what's going on here? + if(RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_WEAPON_PUMP) || + RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_WEAPON_THROW) || + RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_WEAPON_THROWU) || + RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_WEAPON_START_THROW)){ + CPed *player = FindPlayerPed(); + float PlayerDist = (Source - player->GetPosition()).Magnitude(); + if(PlayerDist < 2.75f) + Near = PlayerDist/2.75f * 0.9f - 0.3f; + RwCameraSetNearClipPlane(Scene.camera, max(Near, 0.1f)); + } + } + + TheCamera.m_bCamDirectlyInFront = false; + TheCamera.m_bCamDirectlyBehind = false; + + GetVectorsReadyForRW(); + + if(((CPed*)CamTargetEntity)->CanStrafeOrMouseControl() && CDraw::FadeValue < 250 && + (TheCamera.GetFadingDirection() != FADE_OUT || CDraw::FadeValue <= 100)){ + float Heading = Front.Heading(); + ((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Heading; + ((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Heading; + TheCamera.pTargetEntity->SetHeading(Heading); + TheCamera.pTargetEntity->GetMatrix().UpdateRW(); + } +} + +void +CCam::Process_BehindCar(const CVector &CameraTarget, float TargetOrientation, float, float) +{ + FOV = DefaultFOV; + + if(!CamTargetEntity->IsVehicle()) + return; + + CVector TargetCoors = CameraTarget; + TargetCoors.z -= 0.2f; + CA_MAX_DISTANCE = 9.95f; + CA_MIN_DISTANCE = 8.5f; + + CVector Dist = Source - TargetCoors; + float Length = Dist.Magnitude2D(); + m_fDistanceBeforeChanges = Length; + if(Length < 0.002f) + Length = 0.002f; + Beta = CGeneral::GetATanOfXY(TargetCoors.x - Source.x, TargetCoors.y - Source.y); + if(Length > CA_MAX_DISTANCE){ + Source.x = TargetCoors.x + Dist.x/Length * CA_MAX_DISTANCE; + Source.y = TargetCoors.y + Dist.y/Length * CA_MAX_DISTANCE; + }else if(Length < CA_MIN_DISTANCE){ + Source.x = TargetCoors.x + Dist.x/Length * CA_MIN_DISTANCE; + Source.y = TargetCoors.y + Dist.y/Length * CA_MIN_DISTANCE; + } + TargetCoors.z += 0.8f; + + WorkOutCamHeightWeeCar(TargetCoors, TargetOrientation); + RotCamIfInFrontCar(TargetCoors, TargetOrientation); + FixCamIfObscured(TargetCoors, 1.2f, TargetOrientation); + + Front = TargetCoors - Source; + m_cvecTargetCoorsForFudgeInter = TargetCoors; + ResetStatics = false; + GetVectorsReadyForRW(); +} + +void +CCam::WorkOutCamHeightWeeCar(CVector &TargetCoors, float TargetOrientation) +{ + CColPoint colpoint; + CEntity *ent; + float TargetZOffSet = 0.0f; + static bool PreviouslyFailedRoadHeightCheck = false; + static float RoadHeightFix = 0.0f; + static float RoadHeightFixSpeed = 0.0f; + + if(ResetStatics){ + RoadHeightFix = 0.0f; + RoadHeightFixSpeed = 0.0f; + Alpha = DEGTORAD(25.0f); + AlphaSpeed = 0.0f; + } + float AlphaTarget = DEGTORAD(25.0f); + if(CCullZones::CamNoRain() || CCullZones::PlayerNoRain()) + AlphaTarget = DEGTORAD(14.0f); + WellBufferMe(AlphaTarget, &Alpha, &AlphaSpeed, 0.1f, 0.05f, true); + Source.z = TargetCoors.z + CA_MAX_DISTANCE*Sin(Alpha); + + if(FindPlayerVehicle()){ + m_fRoadOffSet = 0.0f; + bool FoundRoad = false; + bool FoundRoof = false; + float RoadZ = 0.0f; + float RoofZ = 0.0f; + + if(CWorld::ProcessVerticalLine(Source, -1000.0f, colpoint, ent, true, false, false, false, false, false, nil) && + ent->IsBuilding()){ + FoundRoad = true; + RoadZ = colpoint.point.z; + } + + if(FoundRoad){ + if(Source.z - RoadZ < 0.9f){ + PreviouslyFailedRoadHeightCheck = true; + TargetZOffSet = RoadZ + 0.9f - Source.z; + }else{ + if(m_bCollisionChecksOn) + PreviouslyFailedRoadHeightCheck = false; + else + TargetZOffSet = 0.0f; + } + }else{ + if(CWorld::ProcessVerticalLine(Source, 1000.0f, colpoint, ent, true, false, false, false, false, false, nil) && + ent->IsBuilding()){ + FoundRoof = true; + RoofZ = colpoint.point.z; + } + if(FoundRoof){ + if(Source.z - RoofZ < 0.9f){ + PreviouslyFailedRoadHeightCheck = true; + TargetZOffSet = RoofZ + 0.9f - Source.z; + }else{ + if(m_bCollisionChecksOn) + PreviouslyFailedRoadHeightCheck = false; + else + TargetZOffSet = 0.0f; + } + } + } + } + + if(TargetZOffSet > RoadHeightFix) + RoadHeightFix = TargetZOffSet; + else + WellBufferMe(TargetZOffSet, &RoadHeightFix, &RoadHeightFixSpeed, 0.27f, 0.1f, false); + + if((colpoint.surfaceB == SURFACE_DEFAULT || colpoint.surfaceB >= SURFACE_METAL6) && + colpoint.surfaceB != SURFACE_STEEL && colpoint.surfaceB != SURFACE_STONE && + RoadHeightFix > 1.4f) + RoadHeightFix = 1.4f; + + Source.z += RoadHeightFix; +} + +void +CCam::WorkOutCamHeight(const CVector &TargetCoors, float TargetOrientation, float TargetHeight) +{ + static float LastTargetAlphaWithCollisionOn = 0.0f; + static float LastTopAlphaSpeed = 0.0f; + static float LastAlphaSpeedStep = 0.0f; + static bool PreviousNearCheckNearClipSmall = false; + + bool CamClear = true; + float ModeAlpha = 0.0f; + + if(ResetStatics){ + LastTargetAlphaWithCollisionOn = 0.0f; + LastTopAlphaSpeed = 0.0f; + LastAlphaSpeedStep = 0.0f; + PreviousNearCheckNearClipSmall = false; + } + + float TopAlphaSpeed = 0.15f; + float AlphaSpeedStep = 0.015f; + + float zoomvalue = TheCamera.CarZoomValueSmooth; + if(zoomvalue < 0.1f) + zoomvalue = 0.1f; + if(TheCamera.CarZoomIndicator == 1.0f) + ModeAlpha = CGeneral::GetATanOfXY(23.0f, zoomvalue); // near + else if(TheCamera.CarZoomIndicator == 2.0f) + ModeAlpha = CGeneral::GetATanOfXY(10.8f, zoomvalue); // mid + else if(TheCamera.CarZoomIndicator == 3.0f) + ModeAlpha = CGeneral::GetATanOfXY(7.0f, zoomvalue); // far + + + float Length = (Source - TargetCoors).Magnitude2D(); + if(m_bCollisionChecksOn){ // there's another variable (on PC) but it's uninitialised + CVector Forward = CamTargetEntity->GetForward(); + float CarAlpha = CGeneral::GetATanOfXY(Forward.Magnitude2D(), Forward.z); + // this shouldn't be necessary.... + while(CarAlpha >= PI) CarAlpha -= 2*PI; + while(CarAlpha < -PI) CarAlpha += 2*PI; + + while(Beta >= PI) Beta -= 2*PI; + while(Beta < -PI) Beta += 2*PI; + + float deltaBeta = Beta - TargetOrientation; + while(deltaBeta >= PI) deltaBeta -= 2*PI; + while(deltaBeta < -PI) deltaBeta += 2*PI; + + float BehindCarNess = Cos(deltaBeta); // 1 if behind car, 0 if side, -1 if in front + CarAlpha = -CarAlpha * BehindCarNess; + if(CarAlpha < -0.01f) + CarAlpha = -0.01f; + + float DeltaAlpha = CarAlpha - Alpha; + while(DeltaAlpha >= PI) DeltaAlpha -= 2*PI; + while(DeltaAlpha < -PI) DeltaAlpha += 2*PI; + // What's this?? wouldn't it make more sense to clamp? + float AngleLimit = DEGTORAD(1.8f); + if(DeltaAlpha < -AngleLimit) + DeltaAlpha += AngleLimit; + else if(DeltaAlpha > AngleLimit) + DeltaAlpha -= AngleLimit; + else + DeltaAlpha = 0.0f; + + // Now the collision + + float TargetAlpha = 0.0f; + bool FoundRoofCenter = false; + bool FoundRoofSide1 = false; + bool FoundRoofSide2 = false; + bool FoundCamRoof = false; + bool FoundCamGround = false; + float CamRoof = 0.0f; + float CarBottom = TargetCoors.z - TargetHeight/2.0f; + + // Check car center + float CarRoof = CWorld::FindRoofZFor3DCoord(TargetCoors.x, TargetCoors.y, CarBottom, &FoundRoofCenter); + + // Check sides of the car + Forward = CamTargetEntity->GetForward(); // we actually still have that... + Forward.Normalise(); // shouldn't be necessary + float CarSideAngle = CGeneral::GetATanOfXY(Forward.x, Forward.y) + PI/2.0f; + float SideX = 2.5f * Cos(CarSideAngle); + float SideY = 2.5f * Sin(CarSideAngle); + CWorld::FindRoofZFor3DCoord(TargetCoors.x + SideX, TargetCoors.y + SideY, CarBottom, &FoundRoofSide1); + CWorld::FindRoofZFor3DCoord(TargetCoors.x - SideX, TargetCoors.y - SideY, CarBottom, &FoundRoofSide2); + + // Now find out at what height we'd like to place the camera + float CamGround = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, TargetCoors.z + Length*Sin(Alpha + ModeAlpha) + m_fCloseInCarHeightOffset, &FoundCamGround); + float CamTargetZ = 0.0f; + if(FoundCamGround){ + // This is the normal case + CamRoof = CWorld::FindRoofZFor3DCoord(Source.x, Source.y, CamGround + TargetHeight, &FoundCamRoof); + CamTargetZ = CamGround + TargetHeight*1.5f + 0.1f; + }else{ + FoundCamRoof = false; + CamTargetZ = TargetCoors.z; + } + + if(FoundRoofCenter && !FoundCamRoof && (FoundRoofSide1 || FoundRoofSide2)){ + // Car is under something but camera isn't + // This seems weird... + TargetAlpha = CGeneral::GetATanOfXY(CA_MAX_DISTANCE, CarRoof - CamTargetZ - 1.5f); + CamClear = false; + } + if(FoundCamRoof){ + // Camera is under something + float roof = FoundRoofCenter ? min(CamRoof, CarRoof) : CamRoof; + // Same weirdness again? + TargetAlpha = CGeneral::GetATanOfXY(CA_MAX_DISTANCE, roof - CamTargetZ - 1.5f); + CamClear = false; + } + while(TargetAlpha >= PI) TargetAlpha -= 2*PI; + while(TargetAlpha < -PI) TargetAlpha += 2*PI; + if(TargetAlpha < DEGTORAD(-7.0f)) + TargetAlpha = DEGTORAD(-7.0f); + + // huh? + if(TargetAlpha > ModeAlpha) + CamClear = true; + // Camera is contrained by collision in some way + PreviousNearCheckNearClipSmall = false; + if(!CamClear){ + PreviousNearCheckNearClipSmall = true; + RwCameraSetNearClipPlane(Scene.camera, 0.9f); + + DeltaAlpha = TargetAlpha - (Alpha + ModeAlpha); + while(DeltaAlpha >= PI) DeltaAlpha -= 2*PI; + while(DeltaAlpha < -PI) DeltaAlpha += 2*PI; + + TopAlphaSpeed = 0.3f; + AlphaSpeedStep = 0.03f; + } + + // Now do things if CamClear...but what is that anyway? + float CamZ = TargetCoors.z + Length*Sin(Alpha + DeltaAlpha + ModeAlpha) + m_fCloseInCarHeightOffset; + bool FoundGround, FoundRoof; + float CamGround2 = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, CamZ, &FoundGround); + if(FoundGround){ + if(CamClear) + if(CamZ - CamGround2 < 1.5f){ + PreviousNearCheckNearClipSmall = true; + RwCameraSetNearClipPlane(Scene.camera, 0.9f); + + float a; + if(Length == 0.0f || CamGround2 + 1.5f - TargetCoors.z == 0.0f) + a = Alpha; + else + a = CGeneral::GetATanOfXY(Length, CamGround2 + 1.5f - TargetCoors.z); + while(a > PI) a -= 2*PI; + while(a < -PI) a += 2*PI; + DeltaAlpha = a - Alpha; + } + }else{ + if(CamClear){ + float CamRoof2 = CWorld::FindRoofZFor3DCoord(Source.x, Source.y, CamZ, &FoundRoof); + if(FoundRoof && CamZ - CamRoof2 < 1.5f){ + PreviousNearCheckNearClipSmall = true; + RwCameraSetNearClipPlane(Scene.camera, 0.9f); + + if(CamRoof2 > TargetCoors.z + 3.5f) + CamRoof2 = TargetCoors.z + 3.5f; + + float a; + if(Length == 0.0f || CamRoof2 + 1.5f - TargetCoors.z == 0.0f) + a = Alpha; + else + a = CGeneral::GetATanOfXY(Length, CamRoof2 + 1.5f - TargetCoors.z); + while(a > PI) a -= 2*PI; + while(a < -PI) a += 2*PI; + DeltaAlpha = a - Alpha; + } + } + } + + LastTargetAlphaWithCollisionOn = DeltaAlpha + Alpha; + LastTopAlphaSpeed = TopAlphaSpeed; + LastAlphaSpeedStep = AlphaSpeedStep; + }else{ + if(PreviousNearCheckNearClipSmall) + RwCameraSetNearClipPlane(Scene.camera, 0.9f); + } + + WellBufferMe(LastTargetAlphaWithCollisionOn, &Alpha, &AlphaSpeed, LastTopAlphaSpeed, LastAlphaSpeedStep, true); + + Source.z = TargetCoors.z + Sin(Alpha + ModeAlpha)*Length + m_fCloseInCarHeightOffset; +} + +// Rotate cam behind the car when the car is moving forward +bool +CCam::RotCamIfInFrontCar(CVector &TargetCoors, float TargetOrientation) +{ + bool MovingForward = false; + CPhysical *phys = (CPhysical*)CamTargetEntity; + + float ForwardSpeed = DotProduct(phys->GetForward(), phys->GetSpeed(CVector(0.0f, 0.0f, 0.0f))); + if(ForwardSpeed > 0.02f) + MovingForward = true; + + float Dist = (Source - TargetCoors).Magnitude2D(); + + float DeltaBeta = TargetOrientation - Beta; + while(DeltaBeta >= PI) DeltaBeta -= 2*PI; + while(DeltaBeta < -PI) DeltaBeta += 2*PI; + + if(Abs(DeltaBeta) > DEGTORAD(20.0f) && MovingForward && TheCamera.m_uiTransitionState == 0) + m_bFixingBeta = true; + + CPad *pad = CPad::GetPad(0); + if(!(pad->GetLookBehindForCar() || pad->GetLookBehindForPed() || pad->GetLookLeft() || pad->GetLookRight())) + if(DirectionWasLooking != LOOKING_FORWARD) + TheCamera.m_bCamDirectlyBehind = true; + + if(!m_bFixingBeta && !TheCamera.m_bUseTransitionBeta && !TheCamera.m_bCamDirectlyBehind && !TheCamera.m_bCamDirectlyInFront) + return false; + + bool SetBeta = false; + if(TheCamera.m_bCamDirectlyBehind || TheCamera.m_bCamDirectlyInFront || TheCamera.m_bUseTransitionBeta) + if(&TheCamera.Cams[TheCamera.ActiveCam] == this) + SetBeta = true; + + if(m_bFixingBeta || SetBeta){ + WellBufferMe(TargetOrientation, &Beta, &BetaSpeed, 0.15f, 0.007f, true); + + if(TheCamera.m_bCamDirectlyBehind && &TheCamera.Cams[TheCamera.ActiveCam] == this) + Beta = TargetOrientation; + if(TheCamera.m_bCamDirectlyInFront && &TheCamera.Cams[TheCamera.ActiveCam] == this) + Beta = TargetOrientation + PI; + if(TheCamera.m_bUseTransitionBeta && &TheCamera.Cams[TheCamera.ActiveCam] == this) + Beta = m_fTransitionBeta; + + Source.x = TargetCoors.x - Cos(Beta)*Dist; + Source.y = TargetCoors.y - Sin(Beta)*Dist; + + // Check if we're done + DeltaBeta = TargetOrientation - Beta; + while(DeltaBeta >= PI) DeltaBeta -= 2*PI; + while(DeltaBeta < -PI) DeltaBeta += 2*PI; + if(Abs(DeltaBeta) < DEGTORAD(2.0f)) + m_bFixingBeta = false; + } + TheCamera.m_bCamDirectlyBehind = false; + TheCamera.m_bCamDirectlyInFront = false; + return true; +} + +// Move the cam to avoid clipping through buildings +bool +CCam::FixCamIfObscured(CVector &TargetCoors, float TargetHeight, float TargetOrientation) +{ + CVector Target = TargetCoors; + bool UseEntityPos = false; + CVector EntityPos; + static CColPoint colPoint; + static bool LastObscured = false; + + if(Mode == MODE_BEHINDCAR) + Target.z += TargetHeight/2.0f; + if(Mode == MODE_CAM_ON_A_STRING){ + UseEntityPos = true; + Target.z += TargetHeight/2.0f; + EntityPos = CamTargetEntity->GetPosition(); + } + + CVector TempSource = Source; + + bool Obscured1 = false; + bool Obscured2 = false; + bool Fix1 = false; + float Dist1 = 0.0f; + float Dist2 = 0.0f; + CEntity *ent; + if(m_bCollisionChecksOn || LastObscured){ + Obscured1 = CWorld::ProcessLineOfSight(Target, TempSource, colPoint, ent, true, false, false, true, false, true, true); + if(Obscured1){ + Dist1 = (Target - colPoint.point).Magnitude2D(); + Fix1 = true; + if(UseEntityPos) + Obscured1 = CWorld::ProcessLineOfSight(EntityPos, TempSource, colPoint, ent, true, false, false, true, false, true, true); + }else if(m_bFixingBeta){ + float d = (TempSource - Target).Magnitude(); + TempSource.x = Target.x - d*Cos(TargetOrientation); + TempSource.y = Target.y - d*Sin(TargetOrientation); + + // same check again + Obscured2 = CWorld::ProcessLineOfSight(Target, TempSource, colPoint, ent, true, false, false, true, false, true, true); + if(Obscured2){ + Dist2 = (Target - colPoint.point).Magnitude2D(); + if(UseEntityPos) + Obscured2 = CWorld::ProcessLineOfSight(EntityPos, TempSource, colPoint, ent, true, false, false, true, false, true, true); + } + } + LastObscured = Obscured1 || Obscured2; + } + + // nothing to do + if(!LastObscured) + return false; + + if(Fix1){ + Source.x = Target.x - Cos(Beta)*Dist1; + Source.y = Target.y - Sin(Beta)*Dist1; + if(Mode == MODE_BEHINDCAR) + Source = colPoint.point; + }else{ + WellBufferMe(Dist2, &m_fDistanceBeforeChanges, &DistanceSpeed, 0.2f, 0.025f, false); + Source.x = Target.x - Cos(Beta)*m_fDistanceBeforeChanges; + Source.y = Target.y - Sin(Beta)*m_fDistanceBeforeChanges; + } + + if(ResetStatics){ + m_fDistanceBeforeChanges = (Source - Target).Magnitude2D(); + DistanceSpeed = 0.0f; + Source.x = colPoint.point.x; + Source.y = colPoint.point.y; + } + return true; +} + +void +CCam::Process_Cam_On_A_String(const CVector &CameraTarget, float TargetOrientation, float, float) +{ + if(!CamTargetEntity->IsVehicle()) + return; + + FOV = DefaultFOV; + + if(ResetStatics){ + AlphaSpeed = 0.0f; + if(TheCamera.m_bIdleOn) + TheCamera.m_uiTimeWeEnteredIdle = CTimer::GetTimeInMilliseconds(); + } + + CBaseModelInfo *mi = CModelInfo::GetModelInfo(CamTargetEntity->GetModelIndex()); + CVector Dimensions = mi->GetColModel()->boundingBox.max - mi->GetColModel()->boundingBox.min; + float BaseDist = Dimensions.Magnitude2D(); + + CVector TargetCoors = CameraTarget; + TargetCoors.z += Dimensions.z - 0.1f; // final + Beta = CGeneral::GetATanOfXY(TargetCoors.x - Source.x, TargetCoors.y - Source.y); + while(Alpha >= PI) Alpha -= 2*PI; + while(Alpha < -PI) Alpha += 2*PI; + while(Beta >= PI) Beta -= 2*PI; + while(Beta < -PI) Beta += 2*PI; + + m_fDistanceBeforeChanges = (Source - TargetCoors).Magnitude2D(); + + Cam_On_A_String_Unobscured(TargetCoors, BaseDist); + WorkOutCamHeight(TargetCoors, TargetOrientation, Dimensions.z); + RotCamIfInFrontCar(TargetCoors, TargetOrientation); + FixCamIfObscured(TargetCoors, Dimensions.z, TargetOrientation); + FixCamWhenObscuredByVehicle(TargetCoors); + + m_cvecTargetCoorsForFudgeInter = TargetCoors; + Front = TargetCoors - Source; + Front.Normalise(); + GetVectorsReadyForRW(); + ResetStatics = false; +} + +// Basic Cam on a string algorithm +void +CCam::Cam_On_A_String_Unobscured(const CVector &TargetCoors, float BaseDist) +{ + CA_MAX_DISTANCE = BaseDist + 0.1f + TheCamera.CarZoomValueSmooth; + CA_MIN_DISTANCE = min(BaseDist*0.6f, 3.5f); + + CVector Dist = Source - TargetCoors; + + if(ResetStatics) + Source = TargetCoors + Dist*(CA_MAX_DISTANCE + 1.0f); + + float Length = Dist.Magnitude2D(); + if(Length < 0.001f){ + // This probably shouldn't happen. reset view + CVector Forward = CamTargetEntity->GetForward(); + Forward.z = 0.0f; + Forward.Normalise(); + Source = TargetCoors - Forward*CA_MAX_DISTANCE; + Dist = Source - TargetCoors; + Length = Dist.Magnitude2D(); + } + + if(Length > CA_MAX_DISTANCE){ + Source.x = TargetCoors.x + Dist.x/Length * CA_MAX_DISTANCE; + Source.y = TargetCoors.y + Dist.y/Length * CA_MAX_DISTANCE; + }else if(Length < CA_MIN_DISTANCE){ + Source.x = TargetCoors.x + Dist.x/Length * CA_MIN_DISTANCE; + Source.y = TargetCoors.y + Dist.y/Length * CA_MIN_DISTANCE; + } +} + +void +CCam::FixCamWhenObscuredByVehicle(const CVector &TargetCoors) +{ + // BUG? is this never reset + static float HeightFixerCarsObscuring = 0.0f; + static float HeightFixerCarsObscuringSpeed = 0.0f; + CColPoint colPoint; + CEntity *entity; + + float HeightTarget = 0.0f; + if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, false, true, false, false, false, false, false)){ + CBaseModelInfo *mi = CModelInfo::GetModelInfo(entity->GetModelIndex()); + HeightTarget = mi->GetColModel()->boundingBox.max.z + 1.0f + TargetCoors.z - Source.z; + if(HeightTarget < 0.0f) + HeightTarget = 0.0f; + } + WellBufferMe(HeightTarget, &HeightFixerCarsObscuring, &HeightFixerCarsObscuringSpeed, 0.2f, 0.025f, false); + Source.z += HeightFixerCarsObscuring; +} + +void +CCam::Process_TopDown(const CVector &CameraTarget, float TargetOrientation, float SpeedVar, float TargetSpeedVar) +{ + FOV = DefaultFOV; + + if(!CamTargetEntity->IsVehicle()) + return; + + float Dist; + float HeightTarget = 0.0f; + static float AdjustHeightTargetMoveBuffer = 0.0f; + static float AdjustHeightTargetMoveSpeed = 0.0f; + static float NearClipDistance = 1.5f; + const float FarClipDistance = 200.0f; + CVector TargetFront, Target; + CVector TestSource, TestTarget; + CColPoint colPoint; + CEntity *entity; + + TargetFront = CameraTarget; + TargetFront.x += 18.0f*CamTargetEntity->GetForward().x*SpeedVar; + TargetFront.y += 18.0f*CamTargetEntity->GetForward().y*SpeedVar; + + if(ResetStatics){ + AdjustHeightTargetMoveBuffer = 0.0f; + AdjustHeightTargetMoveSpeed = 0.0f; + } + + float f = Pow(0.8f, 4.0f); + Target = f*CameraTarget + (1.0f-f)*TargetFront; + if(Mode == MODE_GTACLASSIC) + SpeedVar = TargetSpeedVar; + Source = Target + CVector(0.0f, 0.0f, (40.0f*SpeedVar + 30.0f)*0.8f); + // What is this? looks horrible + if(Mode == MODE_GTACLASSIC) + Source.x += (uint8)(100.0f*CameraTarget.x)/500.0f; + + TestSource = Source; + TestTarget = TestSource; + TestTarget.z = Target.z; + if(CWorld::ProcessLineOfSight(TestTarget, TestSource, colPoint, entity, true, false, false, false, false, false, false)){ + if(Source.z < colPoint.point.z+3.0f) + HeightTarget = colPoint.point.z+3.0f - Source.z; + }else{ + TestSource = Source; + TestTarget = TestSource; + TestTarget.z += 10.0f; + if(CWorld::ProcessLineOfSight(TestTarget, TestSource, colPoint, entity, true, false, false, false, false, false, false)) + if(Source.z < colPoint.point.z+3.0f) + HeightTarget = colPoint.point.z+3.0f - Source.z; + } + WellBufferMe(HeightTarget, &AdjustHeightTargetMoveBuffer, &AdjustHeightTargetMoveSpeed, 0.2f, 0.02f, false); + Source.z += AdjustHeightTargetMoveBuffer; + + if(RwCameraGetFarClipPlane(Scene.camera) > FarClipDistance) + RwCameraSetFarClipPlane(Scene.camera, FarClipDistance); + RwCameraSetNearClipPlane(Scene.camera, NearClipDistance); + + Front = CVector(-0.01f, -0.01f, -1.0f); // look down + Front.Normalise(); + Dist = (Source - CameraTarget).Magnitude(); + m_cvecTargetCoorsForFudgeInter = Dist*Front + Source; + Up = CVector(0.0f, 1.0f, 0.0f); + + ResetStatics = false; +} + +void +CCam::AvoidWallsTopDownPed(const CVector &TargetCoors, const CVector &Offset, float *Adjuster, float *AdjusterSpeed, float yDistLimit) +{ + float Target = 0.0f; + float MaxSpeed = 0.13f; + float Acceleration = 0.015f; + float SpeedMult; + float dy; + CVector TestPoint2; + CVector TestPoint1; + CColPoint colPoint; + CEntity *entity; + + TestPoint2 = TargetCoors + Offset; + TestPoint1 = TargetCoors; + TestPoint1.z = TestPoint2.z; + if(CWorld::ProcessLineOfSight(TestPoint1, TestPoint2, colPoint, entity, true, false, false, false, false, false, false)){ + // What is this even? + dy = TestPoint1.y - colPoint.point.y; + if(dy > yDistLimit) + dy = yDistLimit; + SpeedMult = yDistLimit - Abs(dy/yDistLimit); + + Target = 2.5f; + MaxSpeed += SpeedMult*0.3f; + Acceleration += SpeedMult*0.03f; + } + WellBufferMe(Target, Adjuster, AdjusterSpeed, MaxSpeed, Acceleration, false); +} + +void +CCam::Process_TopDownPed(const CVector &CameraTarget, float TargetOrientation, float, float) +{ + if(!CamTargetEntity->IsPed()) + return; + + float Dist; + float HeightTarget; + static int NumPedPosCountsSoFar = 0; + static float PedAverageSpeed = 0.0f; + static float AdjustHeightTargetMoveBuffer = 0.0f; + static float AdjustHeightTargetMoveSpeed = 0.0f; + static float PedSpeedSoFar = 0.0f; + static float FarClipDistance = 200.0f; + static float NearClipDistance = 1.5f; + static float TargetAdjusterForSouth = 0.0f; + static float TargetAdjusterSpeedForSouth = 0.0f; + static float TargetAdjusterForNorth = 0.0f; + static float TargetAdjusterSpeedForNorth = 0.0f; + static float TargetAdjusterForEast = 0.0f; + static float TargetAdjusterSpeedForEast = 0.0f; + static float TargetAdjusterForWest = 0.0f; + static float TargetAdjusterSpeedForWest = 0.0f; + static CVector PreviousPlayerMoveSpeedVec; + CVector TargetCoors, PlayerMoveSpeed; + CVector TestSource, TestTarget; + CColPoint colPoint; + CEntity *entity; + + FOV = DefaultFOV; + TargetCoors = CameraTarget; + PlayerMoveSpeed = ((CPed*)CamTargetEntity)->GetMoveSpeed(); + + if(ResetStatics){ + PreviousPlayerMoveSpeedVec = PlayerMoveSpeed; + AdjustHeightTargetMoveBuffer = 0.0f; + AdjustHeightTargetMoveSpeed = 0.0f; + NumPedPosCountsSoFar = 0; + PedSpeedSoFar = 0.0f; + PedAverageSpeed = 0.0f; + TargetAdjusterForWest = 0.0f; + TargetAdjusterSpeedForWest = 0.0f; + TargetAdjusterForEast = 0.0f; + TargetAdjusterSpeedForEast = 0.0f; + TargetAdjusterForNorth = 0.0f; + TargetAdjusterSpeedForNorth = 0.0f; + TargetAdjusterForSouth = 0.0f; + TargetAdjusterSpeedForSouth = 0.0f; + } + + if(RwCameraGetFarClipPlane(Scene.camera) > FarClipDistance) + RwCameraSetFarClipPlane(Scene.camera, FarClipDistance); + RwCameraSetNearClipPlane(Scene.camera, NearClipDistance); + + // Average ped speed + NumPedPosCountsSoFar++; + PedSpeedSoFar += PlayerMoveSpeed.Magnitude(); + if(NumPedPosCountsSoFar == 5){ + PedAverageSpeed = 0.4f*PedAverageSpeed + 0.6*(PedSpeedSoFar/5.0f); + NumPedPosCountsSoFar = 0; + PedSpeedSoFar = 0.0f; + } + PreviousPlayerMoveSpeedVec = PlayerMoveSpeed; + + // Zoom out depending on speed + if(PedAverageSpeed > 0.01f && PedAverageSpeed <= 0.04f) + HeightTarget = 2.5f; + else if(PedAverageSpeed > 0.04f && PedAverageSpeed <= 0.145f) + HeightTarget = 4.5f; + else if(PedAverageSpeed > 0.145f) + HeightTarget = 7.0f; + else + HeightTarget = 0.0f; + + // Zoom out if locked on target is far away + if(FindPlayerPed()->m_pPointGunAt){ + Dist = (FindPlayerPed()->m_pPointGunAt->GetPosition() - CameraTarget).Magnitude2D(); + if(Dist > 6.0f) + HeightTarget = max(HeightTarget, Dist/22.0f*37.0f); + } + + Source = TargetCoors + CVector(0.0f, -1.0f, 9.0f); + + // Collision checks + entity = nil; + TestSource = TargetCoors + CVector(0.0f, -1.0f, 9.0f); + TestTarget = TestSource; + TestTarget.z = TargetCoors.z; + if(CWorld::ProcessLineOfSight(TestTarget, TestSource, colPoint, entity, true, false, false, false, false, false, false)){ + if(TargetCoors.z+9.0f+HeightTarget < colPoint.point.z+3.0f) + HeightTarget = colPoint.point.z+3.0f - (TargetCoors.z+9.0f); + }else{ + TestSource = TargetCoors + CVector(0.0f, -1.0f, 9.0f); + TestTarget = TestSource; + TestSource.z += HeightTarget; + TestTarget.z = TestSource.z + 10.0f; + if(CWorld::ProcessLineOfSight(TestTarget, TestSource, colPoint, entity, true, false, false, false, false, false, false)){ + if(TargetCoors.z+9.0f+HeightTarget < colPoint.point.z+3.0f) + HeightTarget = colPoint.point.z+3.0f - (TargetCoors.z+9.0f); + } + } + + WellBufferMe(HeightTarget, &AdjustHeightTargetMoveBuffer, &AdjustHeightTargetMoveSpeed, 0.3f, 0.03f, false); + Source.z += AdjustHeightTargetMoveBuffer; + + // Wall checks + AvoidWallsTopDownPed(TargetCoors, CVector(0.0f, -3.0f, 3.0f), &TargetAdjusterForSouth, &TargetAdjusterSpeedForSouth, 1.0f); + Source.y += TargetAdjusterForSouth; + AvoidWallsTopDownPed(TargetCoors, CVector(0.0f, 3.0f, 3.0f), &TargetAdjusterForNorth, &TargetAdjusterSpeedForNorth, 1.0f); + Source.y -= TargetAdjusterForNorth; + // BUG: east and west flipped + AvoidWallsTopDownPed(TargetCoors, CVector(3.0f, 0.0f, 3.0f), &TargetAdjusterForWest, &TargetAdjusterSpeedForWest, 1.0f); + Source.x -= TargetAdjusterForWest; + AvoidWallsTopDownPed(TargetCoors, CVector(-3.0f, 0.0f, 3.0f), &TargetAdjusterForEast, &TargetAdjusterSpeedForEast, 1.0f); + Source.x += TargetAdjusterForEast; + + TargetCoors.y = Source.y + 1.0f; + TargetCoors.y += TargetAdjusterForSouth; + TargetCoors.x += TargetAdjusterForEast; + TargetCoors.x -= TargetAdjusterForWest; + + Front = TargetCoors - Source; + Front.Normalise(); +#ifdef FIX_BUGS + if(Front.x == 0.0f && Front.y == 0.0f) + Front.y = 0.0001f; +#else + // someone used = instead of == in the above check by accident + Front.x = 0.0f; +#endif + m_cvecTargetCoorsForFudgeInter = TargetCoors; + Up = CrossProduct(Front, CVector(-1.0f, 0.0f, 0.0f)); + Up.Normalise(); + + ResetStatics = false; +} + +// Identical to M16 +void +CCam::Process_Rocket(const CVector &CameraTarget, float, float, float) +{ + if(!CamTargetEntity->IsPed()) + return; + + static bool FailedTestTwelveFramesAgo = false; + RwV3d HeadPos; + CVector TargetCoors; + + FOV = DefaultFOV; + TargetCoors = CameraTarget; + + if(ResetStatics){ + Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI; + Alpha = 0.0f; + m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI; + FailedTestTwelveFramesAgo = false; + // static DPadVertical unused + // static DPadHorizontal unused + m_bCollisionChecksOn = true; + ResetStatics = false; + } + + ((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD); + Source = HeadPos; + Source.z += 0.1f; + Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation); + Source.y -= 0.19f*Sin(m_fInitialPlayerOrientation); + + // Look around + bool UseMouse = false; + float MouseX = CPad::GetPad(0)->GetMouseX(); + float MouseY = CPad::GetPad(0)->GetMouseY(); + float LookLeftRight, LookUpDown; + if(MouseX != 0.0f || MouseY != 0.0f){ + UseMouse = true; + LookLeftRight = -3.0f*MouseX; + LookUpDown = 4.0f*MouseY; + }else{ + LookLeftRight = -CPad::GetPad(0)->SniperModeLookLeftRight(); + LookUpDown = CPad::GetPad(0)->SniperModeLookUpDown(); + } + if(UseMouse){ + Beta += TheCamera.m_fMouseAccelHorzntl * LookLeftRight * FOV/80.0f; + Alpha += TheCamera.m_fMouseAccelVertical * LookUpDown * FOV/80.0f; + }else{ + float xdir = LookLeftRight < 0.0f ? -1.0f : 1.0f; + float ydir = LookUpDown < 0.0f ? -1.0f : 1.0f; + Beta += SQR(LookLeftRight/100.0f)*xdir/17.5 * FOV/80.0f * CTimer::GetTimeStep(); + Alpha += SQR(LookUpDown/150.0f)*ydir/14.0f * FOV/80.0f * CTimer::GetTimeStep(); + } + while(Beta >= PI) Beta -= 2*PI; + while(Beta < -PI) Beta += 2*PI; + if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f); + if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f); + + TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x; + TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y; + TargetCoors.z = 3.0f * Sin(Alpha) + Source.z; + Front = TargetCoors - Source; + Front.Normalise(); + Source += Front*0.4f; + + if(m_bCollisionChecksOn){ + if(!CWorld::GetIsLineOfSightClear(TargetCoors, Source, true, true, false, true, false, true, true)){ + RwCameraSetNearClipPlane(Scene.camera, 0.4f); + FailedTestTwelveFramesAgo = true; + }else{ + CVector TestPoint; + TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta + DEGTORAD(35.0f)) + Source.x; + TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta + DEGTORAD(35.0f)) + Source.y; + TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z; + if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){ + RwCameraSetNearClipPlane(Scene.camera, 0.4f); + FailedTestTwelveFramesAgo = true; + }else{ + TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta - DEGTORAD(35.0f)) + Source.x; + TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta - DEGTORAD(35.0f)) + Source.y; + TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z; + if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){ + RwCameraSetNearClipPlane(Scene.camera, 0.4f); + FailedTestTwelveFramesAgo = true; + }else + FailedTestTwelveFramesAgo = false; + } + } + } + + if(FailedTestTwelveFramesAgo) + RwCameraSetNearClipPlane(Scene.camera, 0.4f); + Source -= Front*0.4f; + + GetVectorsReadyForRW(); + float Rotation = CGeneral::GetATanOfXY(Front.x, Front.y) - HALFPI; + ((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Rotation; + ((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Rotation; +} + +// Identical to Rocket +void +CCam::Process_M16_1stPerson(const CVector &CameraTarget, float, float, float) +{ + if(!CamTargetEntity->IsPed()) + return; + + static bool FailedTestTwelveFramesAgo = false; + RwV3d HeadPos; + CVector TargetCoors; + + FOV = DefaultFOV; + TargetCoors = CameraTarget; + + if(ResetStatics){ + Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI; + Alpha = 0.0f; + m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI; + FailedTestTwelveFramesAgo = false; + // static DPadVertical unused + // static DPadHorizontal unused + m_bCollisionChecksOn = true; + ResetStatics = false; + } + + ((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD); + Source = HeadPos; + Source.z += 0.1f; + Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation); + Source.y -= 0.19f*Sin(m_fInitialPlayerOrientation); + + // Look around + bool UseMouse = false; + float MouseX = CPad::GetPad(0)->GetMouseX(); + float MouseY = CPad::GetPad(0)->GetMouseY(); + float LookLeftRight, LookUpDown; + if(MouseX != 0.0f || MouseY != 0.0f){ + UseMouse = true; + LookLeftRight = -3.0f*MouseX; + LookUpDown = 4.0f*MouseY; + }else{ + LookLeftRight = -CPad::GetPad(0)->SniperModeLookLeftRight(); + LookUpDown = CPad::GetPad(0)->SniperModeLookUpDown(); + } + if(UseMouse){ + Beta += TheCamera.m_fMouseAccelHorzntl * LookLeftRight * FOV/80.0f; + Alpha += TheCamera.m_fMouseAccelVertical * LookUpDown * FOV/80.0f; + }else{ + float xdir = LookLeftRight < 0.0f ? -1.0f : 1.0f; + float ydir = LookUpDown < 0.0f ? -1.0f : 1.0f; + Beta += SQR(LookLeftRight/100.0f)*xdir/17.5 * FOV/80.0f * CTimer::GetTimeStep(); + Alpha += SQR(LookUpDown/150.0f)*ydir/14.0f * FOV/80.0f * CTimer::GetTimeStep(); + } + while(Beta >= PI) Beta -= 2*PI; + while(Beta < -PI) Beta += 2*PI; + if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f); + if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f); + + TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x; + TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y; + TargetCoors.z = 3.0f * Sin(Alpha) + Source.z; + Front = TargetCoors - Source; + Front.Normalise(); + Source += Front*0.4f; + + if(m_bCollisionChecksOn){ + if(!CWorld::GetIsLineOfSightClear(TargetCoors, Source, true, true, false, true, false, true, true)){ + RwCameraSetNearClipPlane(Scene.camera, 0.4f); + FailedTestTwelveFramesAgo = true; + }else{ + CVector TestPoint; + TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta + DEGTORAD(35.0f)) + Source.x; + TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta + DEGTORAD(35.0f)) + Source.y; + TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z; + if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){ + RwCameraSetNearClipPlane(Scene.camera, 0.4f); + FailedTestTwelveFramesAgo = true; + }else{ + TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta - DEGTORAD(35.0f)) + Source.x; + TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta - DEGTORAD(35.0f)) + Source.y; + TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z; + if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){ + RwCameraSetNearClipPlane(Scene.camera, 0.4f); + FailedTestTwelveFramesAgo = true; + }else + FailedTestTwelveFramesAgo = false; + } + } + } + + if(FailedTestTwelveFramesAgo) + RwCameraSetNearClipPlane(Scene.camera, 0.4f); + Source -= Front*0.4f; + + GetVectorsReadyForRW(); + float Rotation = CGeneral::GetATanOfXY(Front.x, Front.y) - HALFPI; + ((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Rotation; + ((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Rotation; +} + +void +CCam::Process_1stPerson(const CVector &CameraTarget, float TargetOrientation, float, float) +{ + static float DontLookThroughWorldFixer = 0.0f; + CVector TargetCoors; + + FOV = DefaultFOV; + TargetCoors = CameraTarget; + if(CamTargetEntity->m_rwObject == nil) + return; + + if(ResetStatics){ + Beta = TargetOrientation; + Alpha = 0.0f; + m_fInitialPlayerOrientation = TargetOrientation; + if(CamTargetEntity->IsPed()){ + Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI; + Alpha = 0.0f; + m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI; + } + DontLookThroughWorldFixer = 0.0f; + } + + if(CamTargetEntity->IsPed()){ + static bool FailedTestTwelveFramesAgo = false; + RwV3d HeadPos; + + TargetCoors = CameraTarget; + + if(ResetStatics){ + Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI; + Alpha = 0.0f; + m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI; + FailedTestTwelveFramesAgo = false; + // static DPadVertical unused + // static DPadHorizontal unused + m_bCollisionChecksOn = true; + ResetStatics = false; + } + + ((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD); + Source = HeadPos; + Source.z += 0.1f; + Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation); + Source.y -= 0.19f*Sin(m_fInitialPlayerOrientation); + + float LookLeftRight, LookUpDown; + LookLeftRight = -CPad::GetPad(0)->LookAroundLeftRight(); + LookUpDown = CPad::GetPad(0)->LookAroundUpDown(); + float xdir = LookLeftRight < 0.0f ? -1.0f : 1.0f; + float ydir = LookUpDown < 0.0f ? -1.0f : 1.0f; + Beta += SQR(LookLeftRight/100.0f)*xdir/17.5 * FOV/80.0f * CTimer::GetTimeStep(); + Alpha += SQR(LookUpDown/150.0f)*ydir/14.0f * FOV/80.0f * CTimer::GetTimeStep(); + while(Beta >= PI) Beta -= 2*PI; + while(Beta < -PI) Beta += 2*PI; + if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f); + if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f); + + TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x; + TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y; + TargetCoors.z = 3.0f * Sin(Alpha) + Source.z; + Front = TargetCoors - Source; + Front.Normalise(); + Source += Front*0.4f; + + if(m_bCollisionChecksOn){ + if(!CWorld::GetIsLineOfSightClear(TargetCoors, Source, true, true, false, true, false, true, true)){ + RwCameraSetNearClipPlane(Scene.camera, 0.4f); + FailedTestTwelveFramesAgo = true; + }else{ + CVector TestPoint; + TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta + DEGTORAD(35.0f)) + Source.x; + TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta + DEGTORAD(35.0f)) + Source.y; + TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z; + if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){ + RwCameraSetNearClipPlane(Scene.camera, 0.4f); + FailedTestTwelveFramesAgo = true; + }else{ + TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta - DEGTORAD(35.0f)) + Source.x; + TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta - DEGTORAD(35.0f)) + Source.y; + TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z; + if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){ + RwCameraSetNearClipPlane(Scene.camera, 0.4f); + FailedTestTwelveFramesAgo = true; + }else + FailedTestTwelveFramesAgo = false; + } + } + } + + if(FailedTestTwelveFramesAgo) + RwCameraSetNearClipPlane(Scene.camera, 0.4f); + Source -= Front*0.4f; + + GetVectorsReadyForRW(); + float Rotation = CGeneral::GetATanOfXY(Front.x, Front.y) - HALFPI; + ((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Rotation; + ((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Rotation; + }else{ + assert(CamTargetEntity->IsVehicle()); + CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(CamTargetEntity->GetModelIndex()); + CVector CamPos = mi->m_vehicleType == VEHICLE_TYPE_BOAT ? mi->m_positions[BOAT_POS_FRONTSEAT] : mi->m_positions[CAR_POS_FRONTSEAT]; + CamPos.x = 0.0f; + CamPos.y += -0.08f; + CamPos.z += 0.62f; + FOV = 60.0f; + Source = Multiply3x3(CamTargetEntity->GetMatrix(), CamPos); + Source += CamTargetEntity->GetPosition(); + if(((CVehicle*)CamTargetEntity)->IsBoat()) + Source.z += 0.5f; + + if(((CVehicle*)CamTargetEntity)->IsUpsideDown()){ + if(DontLookThroughWorldFixer < 0.5f) + DontLookThroughWorldFixer += 0.03f; + else + DontLookThroughWorldFixer = 0.5f; + }else{ + if(DontLookThroughWorldFixer < 0.0f) +#ifdef FIX_BUGS + DontLookThroughWorldFixer += 0.03f; +#else + DontLookThroughWorldFixer -= 0.03f; +#endif + else + DontLookThroughWorldFixer = 0.0f; + } + Source.z += DontLookThroughWorldFixer; + Front = CamTargetEntity->GetForward(); + Front.Normalise(); + Up = CamTargetEntity->GetUp(); + Up.Normalise(); + CVector Right = CrossProduct(Front, Up); + Right.Normalise(); + Up = CrossProduct(Right, Front); + Up.Normalise(); + } + + ResetStatics = false; +} + +static CVector vecHeadCamOffset(0.06f, 0.05f, 0.0f); + +void +CCam::Process_1rstPersonPedOnPC(const CVector&, float TargetOrientation, float, float) +{ + // static int DontLookThroughWorldFixer = 0; // unused + static CVector InitialHeadPos; + + if(Mode != MODE_SNIPER_RUNABOUT) + FOV = DefaultFOV; + TheCamera.m_1rstPersonRunCloseToAWall = false; + if(CamTargetEntity->m_rwObject == nil) + return; + + if(CamTargetEntity->IsPed()){ + // static bool FailedTestTwelveFramesAgo = false; // unused + RwV3d HeadPos = vecHeadCamOffset; + CVector TargetCoors; + + // needs fix for SKINNING + RwFrame *frm = ((CPed*)CamTargetEntity)->GetNodeFrame(PED_HEAD); + while(frm){ + RwV3dTransformPoints(&HeadPos, &HeadPos, 1, RwFrameGetMatrix(frm)); + frm = RwFrameGetParent(frm); + if(frm == RpClumpGetFrame(CamTargetEntity->GetClump())) + frm = nil; + } + + if(ResetStatics){ + Beta = TargetOrientation; + Alpha = 0.0f; + m_fInitialPlayerOrientation = TargetOrientation; + if(CamTargetEntity->IsPed()){ // useless check + Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI; + Alpha = 0.0f; + m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI; + // FailedTestTwelveFramesAgo = false; + m_bCollisionChecksOn = true; + } + // DontLookThroughWorldFixer = false; + m_vecBufferedPlayerBodyOffset = HeadPos; + InitialHeadPos = HeadPos; + } + + m_vecBufferedPlayerBodyOffset.y = HeadPos.y; + + if(TheCamera.m_bHeadBob){ + m_vecBufferedPlayerBodyOffset.x = + TheCamera.m_fGaitSwayBuffer * m_vecBufferedPlayerBodyOffset.x + + (1.0f-TheCamera.m_fGaitSwayBuffer) * HeadPos.x; + m_vecBufferedPlayerBodyOffset.z = + TheCamera.m_fGaitSwayBuffer * m_vecBufferedPlayerBodyOffset.z + + (1.0f-TheCamera.m_fGaitSwayBuffer) * HeadPos.z; + HeadPos = RwV3d(CamTargetEntity->GetMatrix() * m_vecBufferedPlayerBodyOffset); + }else{ + float HeadDelta = (HeadPos - InitialHeadPos).Magnitude2D(); + CVector Fwd = CamTargetEntity->GetForward(); + Fwd.z = 0.0f; + Fwd.Normalise(); + HeadPos = RwV3d(HeadDelta*1.23f*Fwd + CamTargetEntity->GetPosition()); + HeadPos.z += 0.59f; + } + Source = HeadPos; + + // unused: + // ((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&MidPos, PED_MID); + // Source - MidPos; + + // Look around + bool UseMouse = false; + float MouseX = CPad::GetPad(0)->GetMouseX(); + float MouseY = CPad::GetPad(0)->GetMouseY(); + float LookLeftRight, LookUpDown; + if(MouseX != 0.0f || MouseY != 0.0f){ + UseMouse = true; + LookLeftRight = -3.0f*MouseX; + LookUpDown = 4.0f*MouseY; + }else{ + LookLeftRight = -CPad::GetPad(0)->LookAroundLeftRight(); + LookUpDown = CPad::GetPad(0)->LookAroundUpDown(); + } + if(UseMouse){ + Beta += TheCamera.m_fMouseAccelHorzntl * LookLeftRight * FOV/80.0f; + Alpha += TheCamera.m_fMouseAccelVertical * LookUpDown * FOV/80.0f; + }else{ + float xdir = LookLeftRight < 0.0f ? -1.0f : 1.0f; + float ydir = LookUpDown < 0.0f ? -1.0f : 1.0f; + Beta += SQR(LookLeftRight/100.0f)*xdir/17.5 * FOV/80.0f * CTimer::GetTimeStep(); + Alpha += SQR(LookUpDown/150.0f)*ydir/14.0f * FOV/80.0f * CTimer::GetTimeStep(); + } + while(Beta >= PI) Beta -= 2*PI; + while(Beta < -PI) Beta += 2*PI; + if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f); + if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f); + + TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x; + TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y; + TargetCoors.z = 3.0f * Sin(Alpha) + Source.z; + Front = TargetCoors - Source; + Front.Normalise(); + Source += Front*0.4f; + + TheCamera.m_AlphaForPlayerAnim1rstPerson = Alpha; + + GetVectorsReadyForRW(); + + float Heading = Front.Heading(); + ((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Heading; + ((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Heading; + TheCamera.pTargetEntity->SetHeading(Heading); + TheCamera.pTargetEntity->GetMatrix().UpdateRW(); + + if(Mode == MODE_SNIPER_RUNABOUT){ + // no mouse wheel FOV buffering here like in normal sniper mode + if(CPad::GetPad(0)->SniperZoomIn() || CPad::GetPad(0)->SniperZoomOut()){ + if(CPad::GetPad(0)->SniperZoomOut()) + FOV *= (255.0f*CTimer::GetTimeStep() + 10000.0f) / 10000.0f; + else + FOV /= (255.0f*CTimer::GetTimeStep() + 10000.0f) / 10000.0f; + } + + TheCamera.SetMotionBlur(180, 255, 180, 120, MBLUR_SNIPER); + + if(FOV > DefaultFOV) + FOV = DefaultFOV; + if(FOV < 15.0f) + FOV = 15.0f; + } + } + + ResetStatics = false; + RwCameraSetNearClipPlane(Scene.camera, 0.05f); +} + +void +CCam::Process_Sniper(const CVector &CameraTarget, float TargetOrientation, float, float) +{ + if(CamTargetEntity->m_rwObject == nil) + return; + +#ifdef FIX_BUGS + if(!CamTargetEntity->IsPed()) + return; +#endif + + static bool FailedTestTwelveFramesAgo = false; + RwV3d HeadPos; + CVector TargetCoors; + TargetCoors = CameraTarget; + + static float TargetFOV = 0.0f; + + if(ResetStatics){ + Beta = TargetOrientation; + Alpha = 0.0f; + m_fInitialPlayerOrientation = TargetOrientation; + FailedTestTwelveFramesAgo = false; + // static DPadVertical unused + // static DPadHorizontal unused + m_bCollisionChecksOn = true; + FOVSpeed = 0.0f; + TargetFOV = FOV; + ResetStatics = false; + } + + ((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD); + Source = HeadPos; + Source.z += 0.1f; + Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation); + Source.y -= 0.19f*Sin(m_fInitialPlayerOrientation); + + // Look around + bool UseMouse = false; + float MouseX = CPad::GetPad(0)->GetMouseX(); + float MouseY = CPad::GetPad(0)->GetMouseY(); + float LookLeftRight, LookUpDown; + if(MouseX != 0.0f || MouseY != 0.0f){ + UseMouse = true; + LookLeftRight = -3.0f*MouseX; + LookUpDown = 4.0f*MouseY; + }else{ + LookLeftRight = -CPad::GetPad(0)->SniperModeLookLeftRight(); + LookUpDown = CPad::GetPad(0)->SniperModeLookUpDown(); + } + if(UseMouse){ + Beta += TheCamera.m_fMouseAccelHorzntl * LookLeftRight * FOV/80.0f; + Alpha += TheCamera.m_fMouseAccelVertical * LookUpDown * FOV/80.0f; + }else{ + float xdir = LookLeftRight < 0.0f ? -1.0f : 1.0f; + float ydir = LookUpDown < 0.0f ? -1.0f : 1.0f; + Beta += SQR(LookLeftRight/100.0f)*xdir/17.5 * FOV/80.0f * CTimer::GetTimeStep(); + Alpha += SQR(LookUpDown/150.0f)*ydir/14.0f * FOV/80.0f * CTimer::GetTimeStep(); + } + while(Beta >= PI) Beta -= 2*PI; + while(Beta < -PI) Beta += 2*PI; + if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f); + if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f); + + TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x; + TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y; + TargetCoors.z = 3.0f * Sin(Alpha) + Source.z; + + UseMouse = false; + int ZoomInButton = ControlsManager.GetMouseButtonAssociatedWithAction(PED_SNIPER_ZOOM_IN); + int ZoomOutButton = ControlsManager.GetMouseButtonAssociatedWithAction(PED_SNIPER_ZOOM_OUT); + // TODO: enum? this should be mouse wheel up and down + if(ZoomInButton == 4 || ZoomInButton == 5 || ZoomOutButton == 4 || ZoomOutButton == 5){ + if(CPad::GetPad(0)->GetMouseWheelUp() || CPad::GetPad(0)->GetMouseWheelDown()){ + if(CPad::GetPad(0)->SniperZoomIn()){ + TargetFOV = FOV - 10.0f; + UseMouse = true; + } + if(CPad::GetPad(0)->SniperZoomOut()){ + TargetFOV = FOV + 10.0f; + UseMouse = true; + } + } + } + if((CPad::GetPad(0)->SniperZoomIn() || CPad::GetPad(0)->SniperZoomOut()) && !UseMouse){ + if(CPad::GetPad(0)->SniperZoomOut()){ + FOV *= (255.0f*CTimer::GetTimeStep() + 10000.0f) / 10000.0f; + TargetFOV = FOV; + FOVSpeed = 0.0f; + }else{ + FOV /= (255.0f*CTimer::GetTimeStep() + 10000.0f) / 10000.0f; + TargetFOV = FOV; + FOVSpeed = 0.0f; + } + }else{ + if(Abs(TargetFOV - FOV) > 0.5f) + WellBufferMe(TargetFOV, &FOV, &FOVSpeed, 0.5f, 0.25f, false); + else + FOVSpeed = 0.0f; + } + + TheCamera.SetMotionBlur(180, 255, 180, 120, MBLUR_SNIPER); + + if(FOV > DefaultFOV) + FOV = DefaultFOV; + if(FOV < 15.0f) + FOV = 15.0f; + + Front = TargetCoors - Source; + Front.Normalise(); + Source += Front*0.4f; + + if(m_bCollisionChecksOn){ + if(!CWorld::GetIsLineOfSightClear(TargetCoors, Source, true, true, false, true, false, true, true)){ + RwCameraSetNearClipPlane(Scene.camera, 0.4f); + FailedTestTwelveFramesAgo = true; + }else{ + CVector TestPoint; + TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta + DEGTORAD(35.0f)) + Source.x; + TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta + DEGTORAD(35.0f)) + Source.y; + TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z; + if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){ + RwCameraSetNearClipPlane(Scene.camera, 0.4f); + FailedTestTwelveFramesAgo = true; + }else{ + TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta - DEGTORAD(35.0f)) + Source.x; + TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta - DEGTORAD(35.0f)) + Source.y; + TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z; + if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){ + RwCameraSetNearClipPlane(Scene.camera, 0.4f); + FailedTestTwelveFramesAgo = true; + }else + FailedTestTwelveFramesAgo = false; + } + } + } + + if(FailedTestTwelveFramesAgo) + RwCameraSetNearClipPlane(Scene.camera, 0.4f); + Source -= Front*0.4f; + + GetVectorsReadyForRW(); + float Rotation = CGeneral::GetATanOfXY(Front.x, Front.y) - HALFPI; + ((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Rotation; + ((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Rotation; +} + +void +CCam::Process_Syphon(const CVector &CameraTarget, float, float, float) +{ + FOV = DefaultFOV; + + if(!CamTargetEntity->IsPed()) + return; + + static bool CameraObscured = false; + // unused FailedClippingTestPrevously + static float BetaOffset = DEGTORAD(18.0f); + // unused AngleToGoTo + // unused AngleToGoToSpeed + // unused DistBetweenPedAndPlayerPreviouslyOn + static float HeightDown = -0.5f; + static float PreviousDistForInter; + CVector TargetCoors; + CVector2D vDist; + float fDist, fAimingDist; + float TargetAlpha; + CColPoint colPoint; + CEntity *entity; + + TargetCoors = CameraTarget; + + if(TheCamera.Cams[TheCamera.ActiveCam].Mode != MODE_SYPHON) + return; + + vDist = Source - TargetCoors; + fDist = vDist.Magnitude(); + if(fDist == 0.0f) + Source = TargetCoors + CVector(1.0f, 1.0f, 0.0f); + else + Source = TargetCoors + CVector(vDist.x/fDist * 1.7f, vDist.y/fDist * 1.7f, 0.0f); + if(fDist > 1.7f) + fDist = 1.7f; + + Beta = CGeneral::GetATanOfXY(Source.x - TargetCoors.x, Source.y - TargetCoors.y); + while(Beta >= PI) Beta -= 2*PI; + while(Beta < -PI) Beta += 2*PI; + + float NewBeta = CGeneral::GetATanOfXY(TheCamera.m_cvecAimingTargetCoors.x - TargetCoors.x, TheCamera.m_cvecAimingTargetCoors.y - TargetCoors.y) + PI; + if(ResetStatics){ + CameraObscured = false; + float TestBeta1 = NewBeta - BetaOffset - Beta; + float TestBeta2 = NewBeta + BetaOffset - Beta; + MakeAngleLessThan180(TestBeta1); + MakeAngleLessThan180(TestBeta2); + if(Abs(TestBeta1) < Abs(TestBeta2)) + BetaOffset = -BetaOffset; + // some unuseds + ResetStatics = false; + } + Beta = NewBeta + BetaOffset; + Source = TargetCoors; + Source.x += 1.7f*Cos(Beta); + Source.y += 1.7f*Sin(Beta); + TargetCoors.z += m_fSyphonModeTargetZOffSet; + fAimingDist = (TheCamera.m_cvecAimingTargetCoors - TargetCoors).Magnitude2D(); + if(fAimingDist < 6.5f) + fAimingDist = 6.5f; + TargetAlpha = CGeneral::GetATanOfXY(fAimingDist, TheCamera.m_cvecAimingTargetCoors.z - TargetCoors.z); + while(TargetAlpha >= PI) TargetAlpha -= 2*PI; + while(TargetAlpha < -PI) TargetAlpha += 2*PI; + + // inlined + WellBufferMe(-TargetAlpha, &Alpha, &AlphaSpeed, 0.07f, 0.015f, true); + + Source.z += fDist*Sin(Alpha) + fDist*0.2f; + if(Source.z < TargetCoors.z + HeightDown) + Source.z = TargetCoors.z + HeightDown; + + CameraObscured = CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, false, false, true, false, true, true); + // PreviousDistForInter unused + if(CameraObscured){ + PreviousDistForInter = (TargetCoors - colPoint.point).Magnitude2D(); + Source = colPoint.point; + }else + PreviousDistForInter = 1.7f; + + m_cvecTargetCoorsForFudgeInter = TargetCoors; + Front = TargetCoors - Source; + m_fMinDistAwayFromCamWhenInterPolating = Front.Magnitude2D(); + if(m_fMinDistAwayFromCamWhenInterPolating < 1.1f) + RwCameraSetNearClipPlane(Scene.camera, max(m_fMinDistAwayFromCamWhenInterPolating - 0.35f, 0.05f)); + Front.Normalise(); + GetVectorsReadyForRW(); +} + +void +CCam::Process_Syphon_Crim_In_Front(const CVector &CameraTarget, float, float, float) +{ + FOV = DefaultFOV; + + if(!CamTargetEntity->IsPed()) + return; + + CVector TargetCoors = CameraTarget; + CVector vDist; + float fDist, TargetDist; + float zOffset; + float AimingAngle; + CColPoint colPoint; + CEntity *entity; + + TargetDist = TheCamera.m_fPedZoomValueSmooth * 0.5f + 4.0f; + vDist = Source - TargetCoors; + fDist = vDist.Magnitude2D(); + zOffset = TargetDist - 2.65f; + if(zOffset < 0.0f) + zOffset = 0.0f; + if(zOffset == 0.0f) + Source = TargetCoors + CVector(1.0f, 1.0f, zOffset); + else + Source = TargetCoors + CVector(vDist.x/fDist*TargetDist, vDist.y/fDist*TargetDist, zOffset); + + AimingAngle = CGeneral::GetATanOfXY(TheCamera.m_cvecAimingTargetCoors.x - TargetCoors.x, TheCamera.m_cvecAimingTargetCoors.y - TargetCoors.y); + while(AimingAngle >= PI) AimingAngle -= 2*PI; + while(AimingAngle < -PI) AimingAngle += 2*PI; + + if(TheCamera.PlayerWeaponMode.Mode == MODE_SYPHON) + Beta = AimingAngle + m_fPlayerInFrontSyphonAngleOffSet; + + Source.x = TargetCoors.x; + Source.y = TargetCoors.y; + Source.x += Cos(Beta) * TargetDist; + Source.y += Sin(Beta) * TargetDist; + + if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, false, false, true, false, true, true)){ + Beta = CGeneral::GetATanOfXY(Source.x - TargetCoors.x, Source.y - TargetCoors.y); + fDist = (TargetCoors - colPoint.point).Magnitude2D(); + Source.x = TargetCoors.x; + Source.y = TargetCoors.y; + Source.x += Cos(Beta) * fDist; + Source.y += Sin(Beta) * fDist; + } + + TargetCoors = CameraTarget; + TargetCoors.z += m_fSyphonModeTargetZOffSet; + m_cvecTargetCoorsForFudgeInter = TargetCoors; + Front = TargetCoors - Source; + GetVectorsReadyForRW(); +} + +void +CCam::Process_BehindBoat(const CVector &CameraTarget, float TargetOrientation, float, float) +{ + if(!CamTargetEntity->IsVehicle()){ + ResetStatics = false; + return; + } + + CVector TargetCoors = CameraTarget; + float DeltaBeta = 0.0f; + static CColPoint colPoint; + CEntity *entity; + static float TargetWhenChecksWereOn = 0.0f; + static float CenterObscuredWhenChecksWereOn = 0.0f; + static float WaterZAddition = 2.75f; + float WaterLevel = 0.0f; + float s, c; + float Beta = CGeneral::GetATanOfXY(TargetCoors.x - Source.x, TargetCoors.y - Source.y); + FOV = DefaultFOV; + + if(ResetStatics){ + CenterObscuredWhenChecksWereOn = 0.0f; + TargetWhenChecksWereOn = 0.0f; + Beta = TargetOrientation + PI; + } + + CWaterLevel::GetWaterLevelNoWaves(TargetCoors.x, TargetCoors.y, TargetCoors.z, &WaterLevel); + WaterLevel += WaterZAddition; + static float FixerForGoingBelowGround = 0.4f; + if(-FixerForGoingBelowGround < TargetCoors.z-WaterLevel) + WaterLevel += TargetCoors.z-WaterLevel - FixerForGoingBelowGround; + + bool Obscured; + if(m_bCollisionChecksOn || ResetStatics){ + CVector TestPoint; + // Weird calculations here, also casting bool to float... + c = Cos(TargetOrientation); + s = Sin(TargetOrientation); + TestPoint = TheCamera.CarZoomValueSmooth * CVector(-c, -s, 0.0f) + + (TheCamera.CarZoomValueSmooth+7.0f) * CVector(-c, -s, 0.0f) + + TargetCoors; + TestPoint.z = WaterLevel + TheCamera.CarZoomValueSmooth; + float Test1 = CWorld::GetIsLineOfSightClear(TestPoint, TargetCoors, true, false, false, true, false, true, true); + + c = Cos(TargetOrientation + 0.8f); + s = Sin(TargetOrientation + DEGTORAD(40.0f)); + TestPoint = TheCamera.CarZoomValueSmooth * CVector(-c, -s, 0.0f) + + (TheCamera.CarZoomValueSmooth+7.0f) * CVector(-c, -s, 0.0f) + + TargetCoors; + TestPoint.z = WaterLevel + TheCamera.CarZoomValueSmooth; + float Test2 = CWorld::GetIsLineOfSightClear(TestPoint, TargetCoors, true, false, false, true, false, true, true); + + c = Cos(TargetOrientation - 0.8); + s = Sin(TargetOrientation - DEGTORAD(40.0f)); + TestPoint = TheCamera.CarZoomValueSmooth * CVector(-c, -s, 0.0f) + + (TheCamera.CarZoomValueSmooth+7.0f) * CVector(-c, -s, 0.0f) + + TargetCoors; + TestPoint.z = WaterLevel + TheCamera.CarZoomValueSmooth; + float Test3 = CWorld::GetIsLineOfSightClear(TestPoint, TargetCoors, true, false, false, true, false, true, true); + + if(Test2 == 0.0f){ + DeltaBeta = TargetOrientation - Beta - DEGTORAD(40.0f); + if(ResetStatics) + Beta = TargetOrientation - DEGTORAD(40.0f); + }else if(Test3 == 0.0f){ + DeltaBeta = TargetOrientation - Beta + DEGTORAD(40.0f); + if(ResetStatics) + Beta = TargetOrientation + DEGTORAD(40.0f); + }else if(Test1 == 0.0f){ + DeltaBeta = 0.0f; + }else if(Test2 != 0.0f && Test3 != 0.0f && Test1 != 0.0f){ + if(ResetStatics) + Beta = TargetOrientation; + DeltaBeta = TargetOrientation - Beta; + } + + c = Cos(Beta); + s = Sin(Beta); + TestPoint.x = TheCamera.CarZoomValueSmooth * -c + + (TheCamera.CarZoomValueSmooth + 7.0f) * -c + + TargetCoors.x; + TestPoint.y = TheCamera.CarZoomValueSmooth * -s + + (TheCamera.CarZoomValueSmooth + 7.0f) * -s + + TargetCoors.y; + TestPoint.z = WaterLevel + TheCamera.CarZoomValueSmooth; + Obscured = CWorld::ProcessLineOfSight(TestPoint, TargetCoors, colPoint, entity, true, false, false, true, false, true, true); + CenterObscuredWhenChecksWereOn = Obscured; + + // now DeltaBeta == TargetWhenChecksWereOn - Beta, which we need for WellBufferMe below + TargetWhenChecksWereOn = DeltaBeta + Beta; + }else{ + // DeltaBeta = TargetWhenChecksWereOn - Beta; // unneeded since we don't inline WellBufferMe + Obscured = CenterObscuredWhenChecksWereOn != 0.0f; + } + + if(Obscured){ + CWorld::ProcessLineOfSight(Source, TargetCoors, colPoint, entity, true, false, false, true, false, true, true); + Source = colPoint.point; + }else{ + // inlined + WellBufferMe(TargetWhenChecksWereOn, &Beta, &BetaSpeed, 0.07f, 0.015f, true); + + s = Sin(Beta); + c = Cos(Beta); + Source = TheCamera.CarZoomValueSmooth * CVector(-c, -s, 0.0f) + + (TheCamera.CarZoomValueSmooth+7.0f) * CVector(-c, -s, 0.0f) + + TargetCoors; + Source.z = WaterLevel + TheCamera.CarZoomValueSmooth; + } + + if(TheCamera.CarZoomValueSmooth < 0.05f){ + static float AmountUp = 2.2f; + TargetCoors.z += AmountUp * (0.0f - TheCamera.CarZoomValueSmooth); + } + TargetCoors.z += TheCamera.CarZoomValueSmooth + 0.5f; + m_cvecTargetCoorsForFudgeInter = TargetCoors; + Front = TargetCoors - Source; + GetVectorsReadyForRW(); + ResetStatics = false; +} + +void +CCam::Process_Fight_Cam(const CVector &CameraTarget, float TargetOrientation, float, float) +{ + if(!CamTargetEntity->IsPed()) + return; + + FOV = DefaultFOV; + float BetaLeft, BetaRight, DeltaBetaLeft, DeltaBetaRight; + float BetaFix; + float Dist; + float BetaMaxSpeed = 0.015f; + float BetaAcceleration = 0.007f; + static bool PreviouslyFailedBuildingChecks = false; + float TargetCamHeight; + CVector TargetCoors; + + m_fMinDistAwayFromCamWhenInterPolating = 4.0f; + Front = Source - CameraTarget; + Beta = CGeneral::GetATanOfXY(Front.x, Front.y); + while(TargetOrientation >= PI) TargetOrientation -= 2*PI; + while(TargetOrientation < -PI) TargetOrientation += 2*PI; + while(Beta >= PI) Beta -= 2*PI; + while(Beta < -PI) Beta += 2*PI; + + // Figure out Beta + BetaLeft = TargetOrientation - HALFPI; + BetaRight = TargetOrientation + HALFPI; + DeltaBetaLeft = Beta - BetaLeft; + DeltaBetaRight = Beta - BetaRight; + while(DeltaBetaLeft >= PI) DeltaBetaLeft -= 2*PI; + while(DeltaBetaLeft < -PI) DeltaBetaLeft += 2*PI; + while(DeltaBetaRight >= PI) DeltaBetaRight -= 2*PI; + while(DeltaBetaRight < -PI) DeltaBetaRight += 2*PI; + + if(ResetStatics){ + if(Abs(DeltaBetaLeft) < Abs(DeltaBetaRight)) + m_fTargetBeta = DeltaBetaLeft; + else + m_fTargetBeta = DeltaBetaRight; + m_fBufferedTargetOrientation = TargetOrientation; + m_fBufferedTargetOrientationSpeed = 0.0f; + m_bCollisionChecksOn = true; + BetaSpeed = 0.0f; + }else if(CPad::GetPad(0)->WeaponJustDown()){ + if(Abs(DeltaBetaLeft) < Abs(DeltaBetaRight)) + m_fTargetBeta = DeltaBetaLeft; + else + m_fTargetBeta = DeltaBetaRight; + } + + // Check collisions + BetaFix = 0.0f; + Dist = Front.Magnitude2D(); + if(m_bCollisionChecksOn || PreviouslyFailedBuildingChecks){ + BetaFix = GetPedBetaAngleForClearView(CameraTarget, Dist+0.25f, 0.0f, true, false, false, true, false); + if(BetaFix == 0.0f){ + BetaFix = GetPedBetaAngleForClearView(CameraTarget, Dist+0.5f, DEGTORAD(24.0f), true, false, false, true, false); + if(BetaFix == 0.0f) + BetaFix = GetPedBetaAngleForClearView(CameraTarget, Dist+0.5f, -DEGTORAD(24.0f), true, false, false, true, false); + } + } + if(BetaFix != 0.0f){ + BetaMaxSpeed = 0.1f; + PreviouslyFailedBuildingChecks = true; + BetaAcceleration = 0.025f; + m_fTargetBeta = Beta + BetaFix; + } + WellBufferMe(m_fTargetBeta, &Beta, &BetaSpeed, BetaMaxSpeed, BetaAcceleration, true); + + Source = CameraTarget + 4.0f*CVector(Cos(Beta), Sin(Beta), 0.0f); + Source.z -= 0.5f; + + WellBufferMe(TargetOrientation, &m_fBufferedTargetOrientation, &m_fBufferedTargetOrientationSpeed, 0.07f, 0.004f, true); + TargetCoors = CameraTarget + 0.5f*CVector(Cos(m_fBufferedTargetOrientation), Sin(m_fBufferedTargetOrientation), 0.0f); + + TargetCamHeight = CameraTarget.z - Source.z + max(m_fPedBetweenCameraHeightOffset, m_fRoadOffSet + m_fDimensionOfHighestNearCar) - 0.5f; + if(TargetCamHeight > m_fCamBufferedHeight) + WellBufferMe(TargetCamHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.15f, 0.04f, false); + else + WellBufferMe(0.0f, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.08f, 0.0175f, false); + Source.z += m_fCamBufferedHeight; + + m_cvecTargetCoorsForFudgeInter = TargetCoors; + Front = TargetCoors - Source; + Front.Normalise(); + GetVectorsReadyForRW(); + + ResetStatics = false; +} + +/* +// Spline format is this, but game doesn't seem to use any kind of struct: +struct Spline +{ + float numFrames; + struct { + float time; + float f[3]; // CVector for Vector spline + } frames[1]; // numFrames +}; +*/ + +// These two functions are pretty ugly + +#define MS(t) (uint32)((t)*1000.0f) + +void +FindSplinePathPositionFloat(float *out, float *spline, uint32 time, uint32 &marker) +{ + // marker is at time + uint32 numFrames = spline[0]; + uint32 timeDelta = MS(spline[marker] - spline[marker-4]); + uint32 endTime = MS(spline[4*(numFrames-1) + 1]); + if(time < endTime){ + bool canAdvance = true; + if((marker-1)/4 > numFrames){ + canAdvance = false; + marker = 4*(numFrames-1) + 1; + } + // skipping over small time deltas apparently? + while(timeDelta <= 75 && canAdvance){ + marker += 4; + if((marker-1)/4 > numFrames){ + canAdvance = false; + marker = 4*(numFrames-1) + 1; + } + timeDelta = (spline[marker] - spline[marker-4]) * 1000.0f; + } + } + float a = ((float)time - (float)MS(spline[marker-4])) / (float)MS(spline[marker] - spline[marker-4]); + a = clamp(a, 0.0f, 1.0f); + float b = 1.0f - a; + *out = b*b*b * spline[marker-3] + + 3.0f*a*b*b * spline[marker-1] + + 3.0f*a*a*b * spline[marker+2] + + a*a*a * spline[marker+1]; +} + +void +FindSplinePathPositionVector(CVector *out, float *spline, uint32 time, uint32 &marker) +{ + // marker is at time + uint32 numFrames = spline[0]; + uint32 timeDelta = MS(spline[marker] - spline[marker-10]); + uint32 endTime = MS(spline[10*(numFrames-1) + 1]); + if(time < endTime){ + bool canAdvance = true; + if((marker-1)/10 > numFrames){ + canAdvance = false; + marker = 10*(numFrames-1) + 1; + } + // skipping over small time deltas apparently? + while(timeDelta <= 75 && canAdvance){ + marker += 10; + if((marker-1)/10 > numFrames){ + canAdvance = false; + marker = 10*(numFrames-1) + 1; + } + timeDelta = (spline[marker] - spline[marker-10]) * 1000.0f; + } + } + + if((marker-1)/10 > numFrames){ + printf("Arraymarker %i \n", marker); + printf("Path zero %i \n", numFrames); + } + + float a = ((float)time - (float)MS(spline[marker-10])) / (float)MS(spline[marker] - spline[marker-10]); + a = clamp(a, 0.0f, 1.0f); + float b = 1.0f - a; + out->x = + b*b*b * spline[marker-9] + + 3.0f*a*b*b * spline[marker-3] + + 3.0f*a*a*b * spline[marker+4] + + a*a*a * spline[marker+1]; + out->y = + b*b*b * spline[marker-8] + + 3.0f*a*b*b * spline[marker-2] + + 3.0f*a*a*b * spline[marker+5] + + a*a*a * spline[marker+2]; + out->z = + b*b*b * spline[marker-7] + + 3.0f*a*b*b * spline[marker-1] + + 3.0f*a*a*b * spline[marker+6] + + a*a*a * spline[marker+3]; + *out += TheCamera.m_vecCutSceneOffset; +} + +void +CCam::Process_FlyBy(const CVector&, float, float, float) +{ + float UpAngle = 0.0f; + static float FirstFOVValue = 0.0f; + static float PsuedoFOV; + static uint32 ArrayMarkerFOV; + static uint32 ArrayMarkerUp; + static uint32 ArrayMarkerSource; + static uint32 ArrayMarkerFront; + + if(TheCamera.m_bcutsceneFinished) + return; + + Up = CVector(0.0f, 0.0f, 1.0f); + if(TheCamera.m_bStartingSpline) + m_fTimeElapsedFloat += CTimer::GetTimeStepInMilliseconds(); + else{ + m_fTimeElapsedFloat = 0.0f; + m_uiFinishTime = MS(TheCamera.m_arrPathArray[2].m_arr_PathData[10*((int)TheCamera.m_arrPathArray[2].m_arr_PathData[0]-1) + 1]); + TheCamera.m_bStartingSpline = true; + FirstFOVValue = TheCamera.m_arrPathArray[0].m_arr_PathData[2]; + PsuedoFOV = TheCamera.m_arrPathArray[0].m_arr_PathData[2]; + ArrayMarkerFOV = 5; + ArrayMarkerUp = 5; + ArrayMarkerSource = 11; + ArrayMarkerFront = 11; + } + + float fTime = m_fTimeElapsedFloat; + uint32 uiFinishTime = m_uiFinishTime; + uint32 uiTime = fTime; + if(uiTime < uiFinishTime){ + TheCamera.m_fPositionAlongSpline = (float) uiTime / uiFinishTime; + + while(uiTime >= (TheCamera.m_arrPathArray[2].m_arr_PathData[ArrayMarkerSource] - TheCamera.m_arrPathArray[2].m_arr_PathData[1])*1000.0f) + ArrayMarkerSource += 10; + FindSplinePathPositionVector(&Source, TheCamera.m_arrPathArray[2].m_arr_PathData, uiTime, ArrayMarkerSource); + + while(uiTime >= (TheCamera.m_arrPathArray[3].m_arr_PathData[ArrayMarkerFront] - TheCamera.m_arrPathArray[3].m_arr_PathData[1])*1000.0f) + ArrayMarkerFront += 10; + FindSplinePathPositionVector(&Front, TheCamera.m_arrPathArray[3].m_arr_PathData, uiTime, ArrayMarkerFront); + + while(uiTime >= (TheCamera.m_arrPathArray[1].m_arr_PathData[ArrayMarkerUp] - TheCamera.m_arrPathArray[1].m_arr_PathData[1])*1000.0f) + ArrayMarkerUp += 4; + FindSplinePathPositionFloat(&UpAngle, TheCamera.m_arrPathArray[1].m_arr_PathData, uiTime, ArrayMarkerUp); + UpAngle = DEGTORAD(UpAngle) + HALFPI; + Up.x = Cos(UpAngle); + Up.z = Sin(UpAngle); + + while(uiTime >= (TheCamera.m_arrPathArray[0].m_arr_PathData[ArrayMarkerFOV] - TheCamera.m_arrPathArray[0].m_arr_PathData[1])*1000.0f) + ArrayMarkerFOV += 4; + FindSplinePathPositionFloat(&PsuedoFOV, TheCamera.m_arrPathArray[0].m_arr_PathData, uiTime, ArrayMarkerFOV); + + m_cvecTargetCoorsForFudgeInter = Front; + Front = Front - Source; + Front.Normalise(); + CVector Left = CrossProduct(Up, Front); + Up = CrossProduct(Front, Left); + Up.Normalise(); + FOV = PsuedoFOV; + }else{ + // end + ArrayMarkerSource = (TheCamera.m_arrPathArray[2].m_arr_PathData[0] - 1)*10 + 1; + ArrayMarkerFront = (TheCamera.m_arrPathArray[3].m_arr_PathData[0] - 1)*10 + 1; + ArrayMarkerUp = (TheCamera.m_arrPathArray[1].m_arr_PathData[0] - 1)*4 + 1; + ArrayMarkerFOV = (TheCamera.m_arrPathArray[0].m_arr_PathData[0] - 1)*4 + 1; + + FindSplinePathPositionVector(&Source, TheCamera.m_arrPathArray[2].m_arr_PathData, uiTime, ArrayMarkerSource); + FindSplinePathPositionVector(&Front, TheCamera.m_arrPathArray[3].m_arr_PathData, uiTime, ArrayMarkerFront); + FindSplinePathPositionFloat(&UpAngle, TheCamera.m_arrPathArray[1].m_arr_PathData, uiTime, ArrayMarkerUp); + UpAngle = DEGTORAD(UpAngle) + HALFPI; + Up.x = Cos(UpAngle); + Up.z = Sin(UpAngle); + FindSplinePathPositionFloat(&PsuedoFOV, TheCamera.m_arrPathArray[0].m_arr_PathData, uiTime, ArrayMarkerFOV); + + TheCamera.m_fPositionAlongSpline = 1.0f; + ArrayMarkerFOV = 0; + ArrayMarkerUp = 0; + ArrayMarkerSource = 0; + ArrayMarkerFront = 0; + + m_cvecTargetCoorsForFudgeInter = Front; + Front = Front - Source; + Front.Normalise(); + CVector Left = CrossProduct(Up, Front); + Up = CrossProduct(Front, Left); + Up.Normalise(); + FOV = PsuedoFOV; + } +} + +void +CCam::Process_WheelCam(const CVector&, float, float, float) +{ + FOV = DefaultFOV; + + if(CamTargetEntity->IsPed()){ + // what? ped with wheels or what? + Source = Multiply3x3(CamTargetEntity->GetMatrix(), CVector(-0.3f, -0.5f, 0.1f)); + Source += CamTargetEntity->GetPosition(); + Front = CVector(1.0f, 0.0f, 0.0f); + }else{ + Source = Multiply3x3(CamTargetEntity->GetMatrix(), CVector(-1.4f, -2.3f, 0.3f)); + Source += CamTargetEntity->GetPosition(); + Front = CamTargetEntity->GetForward(); + } + + CVector NewUp(0.0f, 0.0f, 1.0f); + CVector Left = CrossProduct(Front, NewUp); + Left.Normalise(); + NewUp = CrossProduct(Left, Front); + + float Roll = Cos((CTimer::GetTimeInMilliseconds()&0x1FFFF)/(float)0x1FFFF * TWOPI); + Up = Cos(Roll*0.4f)*NewUp + Sin(Roll*0.4f)*Left; +} + +void +CCam::Process_Fixed(const CVector &CameraTarget, float, float, float) +{ + Source = m_cvecCamFixedModeSource; + Front = CameraTarget - Source; + m_cvecTargetCoorsForFudgeInter = CameraTarget; + GetVectorsReadyForRW(); + + Up = CVector(0.0f, 0.0f, 1.0f) + m_cvecCamFixedModeUpOffSet; + Up.Normalise(); + CVector Right = CrossProduct(Front, Up); + Right.Normalise(); + Up = CrossProduct(Right, Front); + + FOV = DefaultFOV; + if(TheCamera.m_bUseSpecialFovTrain) + FOV = TheCamera.m_fFovForTrain; + + if(CMenuManager::m_ControlMethod == 0 && Using3rdPersonMouseCam()){ + CPed *player = FindPlayerPed(); + if(player && player->CanStrafeOrMouseControl()){ + float Heading = Front.Heading(); + ((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Heading; + ((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Heading; + TheCamera.pTargetEntity->SetHeading(Heading); + TheCamera.pTargetEntity->GetMatrix().UpdateRW(); + } + } +} + +void +CCam::Process_Player_Fallen_Water(const CVector &CameraTarget, float TargetOrientation, float, float) +{ + CColPoint colPoint; + CEntity *entity = nil; + + FOV = DefaultFOV; + Source = CameraTarget; + Source.x += -4.5f*Cos(TargetOrientation); + Source.y += -4.5f*Sin(TargetOrientation); + Source.z = m_vecLastAboveWaterCamPosition.z + 4.0f; + + m_cvecTargetCoorsForFudgeInter = CameraTarget; + Front = CameraTarget - Source; + Front.Normalise(); + if(CWorld::ProcessLineOfSight(CameraTarget, Source, colPoint, entity, true, false, false, true, false, true, true)) + Source = colPoint.point; + GetVectorsReadyForRW(); + Front = CameraTarget - Source; + Front.Normalise(); +} + +// unused +void +CCam::Process_Circle(const CVector &CameraTarget, float, float, float) +{ + FOV = DefaultFOV; + + Front.x = Cos(0.7f) * Cos((CTimer::GetTimeInMilliseconds()&0xFFF)/(float)0xFFF * TWOPI); + Front.y = Cos(0.7f) * Sin((CTimer::GetTimeInMilliseconds()&0xFFF)/(float)0xFFF * TWOPI); + Front.z = -Sin(0.7f); + Source = CameraTarget - 4.0f*Front; + Source.z += 1.0f; + GetVectorsReadyForRW(); +} + +void +CCam::Process_SpecialFixedForSyphon(const CVector &CameraTarget, float, float, float) +{ + Source = m_cvecCamFixedModeSource; + m_cvecTargetCoorsForFudgeInter = CameraTarget; + m_cvecTargetCoorsForFudgeInter.z += m_fSyphonModeTargetZOffSet; + Front = CameraTarget - Source; + Front.z += m_fSyphonModeTargetZOffSet; + + GetVectorsReadyForRW(); + + Up += m_cvecCamFixedModeUpOffSet; + Up.Normalise(); + CVector Left = CrossProduct(Up, Front); + Left.Normalise(); + Front = CrossProduct(Left, Up); + Front.Normalise(); + FOV = DefaultFOV; +} + +#ifdef IMPROVED_CAMERA + +#define KEYJUSTDOWN(k) ControlsManager.GetIsKeyboardKeyJustDown((RsKeyCodes)k) +#define KEYDOWN(k) ControlsManager.GetIsKeyboardKeyDown((RsKeyCodes)k) +#define CTRLJUSTDOWN(key) \ + ((KEYDOWN(rsLCTRL) || KEYDOWN(rsRCTRL)) && KEYJUSTDOWN((RsKeyCodes)key) || \ + (KEYJUSTDOWN(rsLCTRL) || KEYJUSTDOWN(rsRCTRL)) && KEYDOWN((RsKeyCodes)key)) +#define CTRLDOWN(key) ((KEYDOWN(rsLCTRL) || KEYDOWN(rsRCTRL)) && KEYDOWN((RsKeyCodes)key)) + + +void +CCam::Process_Debug(const CVector&, float, float, float) +{ + static float Speed = 0.0f; + static float PanSpeedX = 0.0f; + static float PanSpeedY = 0.0f; + CVector TargetCoors; + + RwCameraSetNearClipPlane(Scene.camera, 0.9f); + FOV = DefaultFOV; + Alpha += DEGTORAD(CPad::GetPad(1)->GetLeftStickY()) / 50.0f; + Beta += DEGTORAD(CPad::GetPad(1)->GetLeftStickX())*1.5f / 19.0f; + if(CPad::GetPad(0)->GetLeftMouse()){ + Alpha += DEGTORAD(CPad::GetPad(0)->GetMouseY()/2.0f); + Beta -= DEGTORAD(CPad::GetPad(0)->GetMouseX()/2.0f); + } + + TargetCoors.x = Source.x + Cos(Alpha) * Cos(Beta) * 3.0f; + TargetCoors.y = Source.y + Cos(Alpha) * Sin(Beta) * 3.0f; + TargetCoors.z = Source.z + Sin(Alpha) * 3.0f; + + if(Alpha > DEGTORAD(89.5f)) Alpha = DEGTORAD(89.5f); + if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f); + + if(CPad::GetPad(1)->GetSquare() || KEYDOWN('W')) + Speed += 0.1f; + else if(CPad::GetPad(1)->GetCross() || KEYDOWN('S')) + Speed -= 0.1f; + else + Speed = 0.0f; + if(Speed > 70.0f) Speed = 70.0f; + if(Speed < -70.0f) Speed = -70.0f; + + + if(KEYDOWN(rsRIGHT) || KEYDOWN('D')) + PanSpeedX += 0.1f; + else if(KEYDOWN(rsLEFT) || KEYDOWN('A')) + PanSpeedX -= 0.1f; + else + PanSpeedX = 0.0f; + if(PanSpeedX > 70.0f) PanSpeedX = 70.0f; + if(PanSpeedX < -70.0f) PanSpeedX = -70.0f; + + + if(KEYDOWN(rsUP)) + PanSpeedY += 0.1f; + else if(KEYDOWN(rsDOWN)) + PanSpeedY -= 0.1f; + else + PanSpeedY = 0.0f; + if(PanSpeedY > 70.0f) PanSpeedY = 70.0f; + if(PanSpeedY < -70.0f) PanSpeedY = -70.0f; + + + Front = TargetCoors - Source; + Front.Normalise(); + Source = Source + Front*Speed; + + Up = CVector{ 0.0f, 0.0f, 1.0f }; + CVector Right = CrossProduct(Front, Up); + Up = CrossProduct(Right, Front); + Source = Source + Up*PanSpeedY + Right*PanSpeedX; + + if(Source.z < -450.0f) + Source.z = -450.0f; + + if(CPad::GetPad(1)->GetRightShoulder2JustDown() || KEYJUSTDOWN(rsENTER)){ + if(FindPlayerVehicle()) + FindPlayerVehicle()->Teleport(Source); + else + CWorld::Players[CWorld::PlayerInFocus].m_pPed->GetPosition() = Source; + } + + // stay inside sectors + while(CWorld::GetSectorX(Source.x) > 95.0f) + Source.x -= 1.0f; + while(CWorld::GetSectorX(Source.x) < 5.0f) + Source.x += 1.0f; + while(CWorld::GetSectorY(Source.y) > 95.0f) + Source.y -= 1.0f; + while(CWorld::GetSectorY(Source.y) < 5.0f) + Source.y += 1.0f; + GetVectorsReadyForRW(); + + CPad::GetPad(0)->DisablePlayerControls = PLAYERCONTROL_DISABLED_1; + + if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn) + CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source, + 12.0f, 0.0f, 0.0f, -12.0f, + 128, 128, 128, 128, 1000.0f, false, 1.0f); + + if(CHud::m_Wants_To_Draw_Hud){ + char str[256]; + sprintf(str, "CamX: %f CamY: %f CamZ: %f", Source.x, Source.y, Source.z); + sprintf(str, "Frontx: %f, Fronty: %f, Frontz: %f ", Front.x, Front.y, Front.z); + sprintf(str, "Look@: %f, Look@: %f, Look@: %f ", Front.x + Source.x, Front.y + Source.y, Front.z + Source.z); + } +} +#else +void +CCam::Process_Debug(const CVector&, float, float, float) +{ + static float Speed = 0.0f; + CVector TargetCoors; + + RwCameraSetNearClipPlane(Scene.camera, 0.9f); + FOV = DefaultFOV; + Alpha += DEGTORAD(CPad::GetPad(1)->GetLeftStickY()) / 50.0f; + Beta += DEGTORAD(CPad::GetPad(1)->GetLeftStickX())*1.5f / 19.0f; + + TargetCoors.x = Source.x + Cos(Alpha) * Cos(Beta) * 3.0f; + TargetCoors.y = Source.y + Cos(Alpha) * Sin(Beta) * 3.0f; + TargetCoors.z = Source.z + Sin(Alpha) * 3.0f; + + if(Alpha > DEGTORAD(89.5f)) Alpha = DEGTORAD(89.5f); + if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f); + + if(CPad::GetPad(1)->GetSquare() || CPad::GetPad(1)->GetLeftMouse()) + Speed += 0.1f; + else if(CPad::GetPad(1)->GetCross() || CPad::GetPad(1)->GetRightMouse()) + Speed -= 0.1f; + else + Speed = 0.0f; + if(Speed > 70.0f) Speed = 70.0f; + if(Speed < -70.0f) Speed = -70.0f; + + Front = TargetCoors - Source; + Front.Normalise(); + Source = Source + Front*Speed; + + if(Source.z < -450.0f) + Source.z = -450.0f; + + if(CPad::GetPad(1)->GetRightShoulder2JustDown()){ + if(FindPlayerVehicle()) + FindPlayerVehicle()->Teleport(Source); + else + CWorld::Players[CWorld::PlayerInFocus].m_pPed->GetPosition() = Source; + + } + + // stay inside sectors + while(CWorld::GetSectorX(Source.x) > 95.0f) + Source.x -= 1.0f; + while(CWorld::GetSectorX(Source.x) < 5.0f) + Source.x += 1.0f; + while(CWorld::GetSectorY(Source.y) > 95.0f) + Source.y -= 1.0f; + while(CWorld::GetSectorY(Source.y) < 5.0f) + Source.y += 1.0f; + GetVectorsReadyForRW(); + + if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn) + CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source, + 12.0f, 0.0f, 0.0f, -12.0f, + 128, 128, 128, 128, 1000.0f, false, 1.0f); + + if(CHud::m_Wants_To_Draw_Hud){ + char str[256]; + sprintf(str, "CamX: %f CamY: %f CamZ: %f", Source.x, Source.y, Source.z); + sprintf(str, "Frontx: %f, Fronty: %f, Frontz: %f ", Front.x, Front.y, Front.z); + sprintf(str, "Look@: %f, Look@: %f, Look@: %f ", Front.x + Source.x, Front.y + Source.y, Front.z + Source.z); + } +} +#endif + +void +CCam::Process_Editor(const CVector&, float, float, float) +{ + static float Speed = 0.0f; + CVector TargetCoors; + + if(ResetStatics){ + Source = CVector(796.0f, -937.0, 40.0f); + CamTargetEntity = nil; + } + ResetStatics = false; + + RwCameraSetNearClipPlane(Scene.camera, 0.9f); + FOV = DefaultFOV; + Alpha += DEGTORAD(CPad::GetPad(1)->GetLeftStickY()) / 50.0f; + Beta += DEGTORAD(CPad::GetPad(1)->GetLeftStickX())*1.5f / 19.0f; + + if(CamTargetEntity && CSceneEdit::m_bCameraFollowActor){ + TargetCoors = CamTargetEntity->GetPosition(); + }else if(CSceneEdit::m_bRecording){ + TargetCoors.x = Source.x + Cos(Alpha) * Cos(Beta) * 7.0f; + TargetCoors.y = Source.y + Cos(Alpha) * Sin(Beta) * 7.0f; + TargetCoors.z = Source.z + Sin(Alpha) * 7.0f; + }else + TargetCoors = CSceneEdit::m_vecCamHeading + Source; + CSceneEdit::m_vecCurrentPosition = TargetCoors; + CSceneEdit::m_vecCamHeading = TargetCoors - Source; + + if(Alpha > DEGTORAD(89.5f)) Alpha = DEGTORAD(89.5f); + if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f); + + if(CPad::GetPad(1)->GetSquare() || CPad::GetPad(1)->GetLeftMouse()) + Speed += 0.1f; + else if(CPad::GetPad(1)->GetCross() || CPad::GetPad(1)->GetRightMouse()) + Speed -= 0.1f; + else + Speed = 0.0f; + if(Speed > 70.0f) Speed = 70.0f; + if(Speed < -70.0f) Speed = -70.0f; + + Front = TargetCoors - Source; + Front.Normalise(); + Source = Source + Front*Speed; + + if(Source.z < -450.0f) + Source.z = -450.0f; + + if(CPad::GetPad(1)->GetRightShoulder2JustDown()){ + if(FindPlayerVehicle()) + FindPlayerVehicle()->Teleport(Source); + else + CWorld::Players[CWorld::PlayerInFocus].m_pPed->GetPosition() = Source; + + } + + // stay inside sectors + while(CWorld::GetSectorX(Source.x) > 95.0f) + Source.x -= 1.0f; + while(CWorld::GetSectorX(Source.x) < 5.0f) + Source.x += 1.0f; + while(CWorld::GetSectorY(Source.y) > 95.0f) + Source.y -= 1.0f; + while(CWorld::GetSectorY(Source.y) < 5.0f) + Source.y += 1.0f; + GetVectorsReadyForRW(); + + if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn) + CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source, + 12.0f, 0.0f, 0.0f, -12.0f, + 128, 128, 128, 128, 1000.0f, false, 1.0f); + + if(CHud::m_Wants_To_Draw_Hud){ + char str[256]; + sprintf(str, "CamX: %f CamY: %f CamZ: %f", Source.x, Source.y, Source.z); + sprintf(str, "Frontx: %f, Fronty: %f, Frontz: %f ", Front.x, Front.y, Front.z); + sprintf(str, "Look@: %f, Look@: %f, Look@: %f ", Front.x + Source.x, Front.y + Source.y, Front.z + Source.z); + } +} + +void +CCam::Process_ModelView(const CVector &CameraTarget, float, float, float) +{ + CVector TargetCoors = CameraTarget; + float Angle = Atan2(Front.x, Front.y); + FOV = DefaultFOV; + + Angle += CPad::GetPad(0)->GetLeftStickX()/1280.0f; + if(Distance < 10.0f) + Distance += CPad::GetPad(0)->GetLeftStickY()/1000.0f; + else + Distance += CPad::GetPad(0)->GetLeftStickY() * ((Distance - 10.0f)/20.0f + 1.0f) / 1000.0f; + if(Distance < 1.5f) + Distance = 1.5f; + + Front.x = Cos(0.3f) * Sin(Angle); + Front.y = Cos(0.3f) * Cos(Angle); + Front.z = -Sin(0.3f); + Source = CameraTarget - Distance*Front; + + GetVectorsReadyForRW(); +} + +void +CCam::ProcessPedsDeadBaby(void) +{ + float Distance = 0.0f; + static bool SafeToRotate = false; + CVector TargetDist, TestPoint; + + FOV = DefaultFOV; + TargetDist = Source - CamTargetEntity->GetPosition(); + Distance = TargetDist.Magnitude(); + Beta = CGeneral::GetATanOfXY(TargetDist.x, TargetDist.y); + while(Beta >= PI) Beta -= 2*PI; + while(Beta < -PI) Beta += 2*PI; + + if(ResetStatics){ + TestPoint = CamTargetEntity->GetPosition() + + CVector(4.0f * Cos(Alpha) * Cos(Beta), + 4.0f * Cos(Alpha) * Sin(Beta), + 4.0f * Sin(Alpha)); + bool Safe1 = CWorld::GetIsLineOfSightClear(TestPoint, CamTargetEntity->GetPosition(), true, false, false, true, false, true, true); + + TestPoint = CamTargetEntity->GetPosition() + + CVector(4.0f * Cos(Alpha) * Cos(Beta + DEGTORAD(120.0f)), + 4.0f * Cos(Alpha) * Sin(Beta + DEGTORAD(120.0f)), + 4.0f * Sin(Alpha)); + bool Safe2 = CWorld::GetIsLineOfSightClear(TestPoint, CamTargetEntity->GetPosition(), true, false, false, true, false, true, true); + + TestPoint = CamTargetEntity->GetPosition() + + CVector(4.0f * Cos(Alpha) * Cos(Beta - DEGTORAD(120.0f)), + 4.0f * Cos(Alpha) * Sin(Beta - DEGTORAD(120.0f)), + 4.0f * Sin(Alpha)); + bool Safe3 = CWorld::GetIsLineOfSightClear(TestPoint, CamTargetEntity->GetPosition(), true, false, false, true, false, true, true); + + SafeToRotate = Safe1 && Safe2 && Safe3; + + ResetStatics = false; + } + + if(SafeToRotate) + WellBufferMe(Beta + DEGTORAD(175.0f), &Beta, &BetaSpeed, 0.015f, 0.007f, true); + + WellBufferMe(DEGTORAD(89.5f), &Alpha, &AlphaSpeed, 0.015f, 0.07f, true); + WellBufferMe(35.0f, &Distance, &DistanceSpeed, 0.006f, 0.007f, false); + + Source = CamTargetEntity->GetPosition() + + CVector(Distance * Cos(Alpha) * Cos(Beta), + Distance * Cos(Alpha) * Sin(Beta), + Distance * Sin(Alpha)); + m_cvecTargetCoorsForFudgeInter = CamTargetEntity->GetPosition(); + Front = CamTargetEntity->GetPosition() - Source; + Front.Normalise(); + GetVectorsReadyForRW(); +} + +bool +CCam::ProcessArrestCamOne(void) +{ + FOV = 45.0f; + if(ResetStatics) + return true; + +#ifdef FIX_BUGS + if(!CamTargetEntity->IsPed()) + return true; +#endif + + bool found; + float Ground; + CVector PlayerCoors = TheCamera.pTargetEntity->GetPosition(); + CVector CopCoors = ((CPlayerPed*)TheCamera.pTargetEntity)->m_pArrestingCop->GetPosition(); + Beta = CGeneral::GetATanOfXY(PlayerCoors.x - CopCoors.x, PlayerCoors.y - CopCoors.y); + + Source = PlayerCoors + 9.5f*CVector(Cos(Beta), Sin(Beta), 0.0f); + Source.z += 6.0f; + Ground = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, Source.z, &found); + if(!found){ + Ground = CWorld::FindRoofZFor3DCoord(Source.x, Source.y, Source.z, &found); + if(!found) + return false; + } + Source.z = Ground + 0.25f; + if(!CWorld::GetIsLineOfSightClear(Source, CopCoors, true, true, false, true, false, true, true)){ + Beta += DEGTORAD(115.0f); + Source = PlayerCoors + 9.5f*CVector(Cos(Beta), Sin(Beta), 0.0f); + Source.z += 6.0f; + Ground = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, Source.z, &found); + if(!found){ + Ground = CWorld::FindRoofZFor3DCoord(Source.x, Source.y, Source.z, &found); + if(!found) + return false; + } + Source.z = Ground + 0.25f; + + CopCoors.z += 0.35f; + Front = CopCoors - Source; + if(!CWorld::GetIsLineOfSightClear(Source, CopCoors, true, true, false, true, false, true, true)) + return false; + } + CopCoors.z += 0.35f; + m_cvecTargetCoorsForFudgeInter = CopCoors; + Front = CopCoors - Source; + ResetStatics = false; + GetVectorsReadyForRW(); + return true; +} + +bool +CCam::ProcessArrestCamTwo(void) +{ + CPed *player = CWorld::Players[CWorld::PlayerInFocus].m_pPed; + if(!ResetStatics) + return true; + ResetStatics = false; + + CVector TargetCoors, ToCamera; + float BetaOffset; + float SourceX, SourceY; + CCam *ActiveCam = &TheCamera.Cams[TheCamera.ActiveCam]; + if(&ActiveCam[1] == this){ + SourceX = TheCamera.Cams[(TheCamera.ActiveCam + 1) % 2].Source.x; + SourceY = TheCamera.Cams[(TheCamera.ActiveCam + 1) % 2].Source.y; + }else{ + SourceX = ActiveCam[1].Source.x; + SourceY = ActiveCam[1].Source.y; + } + + for(int i = 0; i <= 1; i++){ + int Dir = i == 0 ? 1 : -1; + + TargetCoors = player->GetPosition(); + Beta = CGeneral::GetATanOfXY(TargetCoors.x-SourceX, TargetCoors.y-SourceY); + BetaOffset = DEGTORAD(Dir*80); + Source = TargetCoors + 11.5f*CVector(Cos(Beta+BetaOffset), Sin(Beta+BetaOffset), 0.0f); + + ToCamera = Source - TargetCoors; + ToCamera.Normalise(); + TargetCoors.x += 0.4f*ToCamera.x; + TargetCoors.y += 0.4f*ToCamera.y; + if(CWorld::GetIsLineOfSightClear(Source, TargetCoors, true, true, false, true, false, true, true)){ + Source.z += 5.5f; + TargetCoors += CVector(-0.8f*ToCamera.x, -0.8f*ToCamera.y, 2.2f); + m_cvecTargetCoorsForFudgeInter = TargetCoors; + Front = TargetCoors - Source; + ResetStatics = false; + GetVectorsReadyForRW(); + return true; + } + } + return false; +} + +STARTPATCHES + InjectHook(0x456F40, WellBufferMe, PATCH_JUMP); + InjectHook(0x458410, &CCam::Init, PATCH_JUMP); + InjectHook(0x4582F0, &CCam::GetVectorsReadyForRW, PATCH_JUMP); + InjectHook(0x457710, &CCam::DoAverageOnVector, PATCH_JUMP); + InjectHook(0x458060, &CCam::GetPedBetaAngleForClearView, PATCH_JUMP); + InjectHook(0x457210, &CCam::Cam_On_A_String_Unobscured, PATCH_JUMP); + InjectHook(0x457A80, &CCam::FixCamWhenObscuredByVehicle, PATCH_JUMP); + InjectHook(0x457B90, &CCam::FixCamIfObscured, PATCH_JUMP); + InjectHook(0x465DA0, &CCam::RotCamIfInFrontCar, PATCH_JUMP); + InjectHook(0x4662D0, &CCam::WorkOutCamHeightWeeCar, PATCH_JUMP); + InjectHook(0x466650, &CCam::WorkOutCamHeight, PATCH_JUMP); + InjectHook(0x458600, &CCam::LookBehind, PATCH_JUMP); + InjectHook(0x458C40, &CCam::LookLeft, PATCH_JUMP); + InjectHook(0x458FB0, &CCam::LookRight, PATCH_JUMP); + InjectHook(0x4574C0, &CCam::ClipIfPedInFrontOfPlayer, PATCH_JUMP); + InjectHook(0x459300, &CCam::KeepTrackOfTheSpeed, PATCH_JUMP); + InjectHook(0x458580, &CCam::IsTargetInWater, PATCH_JUMP); + InjectHook(0x4570C0, &CCam::AvoidWallsTopDownPed, PATCH_JUMP); + InjectHook(0x4595B0, &CCam::PrintMode, PATCH_JUMP); + + InjectHook(0x467400, &CCam::ProcessSpecialHeightRoutines, PATCH_JUMP); + InjectHook(0x4596A0, &CCam::Process, PATCH_JUMP); + InjectHook(0x45E3A0, &CCam::Process_FollowPed, PATCH_JUMP); + InjectHook(0x45FF70, &CCam::Process_FollowPedWithMouse, PATCH_JUMP); + InjectHook(0x45BE60, &CCam::Process_BehindCar, PATCH_JUMP); + InjectHook(0x45C090, &CCam::Process_Cam_On_A_String, PATCH_JUMP); + InjectHook(0x463EB0, &CCam::Process_TopDown, PATCH_JUMP); + InjectHook(0x464390, &CCam::Process_TopDownPed, PATCH_JUMP); + InjectHook(0x461AF0, &CCam::Process_Rocket, PATCH_JUMP); + InjectHook(0x460E00, &CCam::Process_M16_1stPerson, PATCH_JUMP); + InjectHook(0x459FA0, &CCam::Process_1stPerson, PATCH_JUMP); + InjectHook(0x462420, &CCam::Process_Sniper, PATCH_JUMP); + InjectHook(0x463130, &CCam::Process_Syphon, PATCH_JUMP); + InjectHook(0x463A70, &CCam::Process_Syphon_Crim_In_Front, PATCH_JUMP); + InjectHook(0x45B470, &CCam::Process_BehindBoat, PATCH_JUMP); + InjectHook(0x45D2F0, &CCam::Process_Fight_Cam, PATCH_JUMP); + InjectHook(0x45DC20, &CCam::Process_FlyBy, PATCH_JUMP); + InjectHook(0x464D10, &CCam::Process_WheelCam, PATCH_JUMP); + InjectHook(0x45DA20, &CCam::Process_Fixed, PATCH_JUMP); + InjectHook(0x461940, &CCam::Process_Player_Fallen_Water, PATCH_JUMP); + InjectHook(0x45C400, &CCam::Process_Circle, PATCH_JUMP); + InjectHook(0x462FC0, &CCam::Process_SpecialFixedForSyphon, PATCH_JUMP); + InjectHook(0x45CCC0, &CCam::Process_Debug, PATCH_JUMP); + InjectHook(0x4656C0, &CCam::ProcessPedsDeadBaby, PATCH_JUMP); + InjectHook(0x465000, &CCam::ProcessArrestCamOne, PATCH_JUMP); + InjectHook(0x4653C0, &CCam::ProcessArrestCamTwo, PATCH_JUMP); + + InjectHook(0x456CE0, &FindSplinePathPositionFloat, PATCH_JUMP); + InjectHook(0x4569A0, &FindSplinePathPositionVector, PATCH_JUMP); + + InjectHook(0x473250, &CCamera::dtor, PATCH_JUMP); +ENDPATCHES |