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authoraap <aap@papnet.eu>2019-05-19 21:28:10 +0200
committeraap <aap@papnet.eu>2019-05-19 21:28:10 +0200
commitc4f9b9573f1535d3297946fbb5c73393594ffa24 (patch)
tree47acb1934d86d3ab220035258a2345f526c9b922 /src/entities/Physical.cpp
parentmore work on CPhysical (diff)
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Diffstat (limited to '')
-rw-r--r--src/entities/Physical.cpp677
1 files changed, 629 insertions, 48 deletions
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp
index 947ac47c..dada5072 100644
--- a/src/entities/Physical.cpp
+++ b/src/entities/Physical.cpp
@@ -12,6 +12,7 @@
#include "SurfaceTable.h"
#include "CarCtrl.h"
#include "DMAudio.h"
+#include "Automobile.h"
#include "Physical.h"
void
@@ -176,11 +177,11 @@ CPhysical::RemoveFromMovingList(void)
void
CPhysical::SetDamagedPieceRecord(uint16 piece, float impulse, CEntity *entity, CVector dir)
{
- m_nCollisionPieceType = piece;
- m_fCollisionImpulse = impulse;
- m_pCollidingEntity = entity;
- entity->RegisterReference(&m_pCollidingEntity);
- m_vecCollisionDirection = dir;
+ m_nDamagePieceType = piece;
+ m_fDamageImpulse = impulse;
+ m_pDamageEntity = entity;
+ entity->RegisterReference(&m_pDamageEntity);
+ m_vecDamageNormal = dir;
}
void
@@ -282,9 +283,9 @@ CPhysical::ProcessControl(void)
m_nCollisionRecords = 0;
bHasCollided = false;
- m_nCollisionPieceType = 0;
- m_fCollisionImpulse = 0.0f;
- m_pCollidingEntity = nil;
+ m_nDamagePieceType = 0;
+ m_fDamageImpulse = 0.0f;
+ m_pDamageEntity = nil;
if(!bIsStuck){
if(IsObject() ||
@@ -927,18 +928,6 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
return false;
}
-
-// ProcessCollision calls
-// CheckCollision
-// CheckCollision_SimpleCar
-// CheckCollision calls
-// ProcessCollisionSectorList
-// CheckCollision_SimpleCar
-// ProcessCollisionSectorList_SimpleCar
-// ProcessShift calls
-// ProcessCollisionSectorList
-// ProcessShiftSectorList
-
bool
CPhysical::ProcessShiftSectorList(CPtrList *lists)
{
@@ -996,21 +985,22 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
B->GetUp().z < 0.66f &&
IsTrafficLight(B->GetModelIndex()))
skipShift = true;
+// TODO: maybe flip some ifs here
else if(A->IsObject() && B->IsVehicle()){
CObject *Aobj = (CObject*)A;
if(Aobj->ObjectCreatedBy != TEMP_OBJECT &&
!Aobj->bHasBeenDamaged &&
Aobj->bIsStatic){
- if(Aobj->m_pCollidingVehicle == B)
- Aobj->m_pCollidingVehicle = nil;
- }else if(Aobj->m_pCollidingVehicle != B){
+ if(Aobj->m_pCollidingEntity == B)
+ Aobj->m_pCollidingEntity = nil;
+ }else if(Aobj->m_pCollidingEntity != B){
CMatrix inv;
CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize();
size = A->GetMatrix() * size;
if(size.z < B->GetPosition().z ||
(Invert(B->GetMatrix(), inv) * size).z < 0.0f){
skipShift = true;
- Aobj->m_pCollidingVehicle = (CVehicle*)B;
+ Aobj->m_pCollidingEntity = B;
}
}
}else if(B->IsObject() && A->IsVehicle()){
@@ -1018,24 +1008,22 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
if(Bobj->ObjectCreatedBy != TEMP_OBJECT &&
!Bobj->bHasBeenDamaged &&
Bobj->bIsStatic){
- if(Bobj->m_pCollidingVehicle == A)
- Bobj->m_pCollidingVehicle = nil;
- }else if(Bobj->m_pCollidingVehicle != A){
+ if(Bobj->m_pCollidingEntity == A)
+ Bobj->m_pCollidingEntity = nil;
+ }else if(Bobj->m_pCollidingEntity != A){
CMatrix inv;
CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize();
size = B->GetMatrix() * size;
if(size.z < A->GetPosition().z ||
- (Invert(A->GetMatrix(), inv) * size).z < 0.0f){
+ (Invert(A->GetMatrix(), inv) * size).z < 0.0f)
skipShift = true;
- Bobj->m_pCollidingVehicle = (CVehicle*)A;
- }
}
}else if(IsBodyPart(A->GetModelIndex()) && B->IsPed())
skipShift = true;
else if(A->IsPed() && IsBodyPart(B->GetModelIndex()))
skipShift = true;
- else if(A->IsPed() && ((CPed*)A)->m_pCollidingVehicle == B ||
- B->IsPed() && ((CPed*)B)->m_pCollidingVehicle == A ||
+ else if(A->IsPed() && ((CPed*)A)->m_pCollidingEntity == B ||
+ B->IsPed() && ((CPed*)B)->m_pCollidingEntity == A ||
A->GetModelIndex() == MI_RCBANDIT && B->IsVehicle() ||
B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle()))
skipShift = true;
@@ -1154,16 +1142,16 @@ collision:
if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
continue;
- if(impulseA > A->m_fCollisionImpulse)
+ if(impulseA > A->m_fDamageImpulse)
A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
- if(impulseB > B->m_fCollisionImpulse)
- A->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
+ if(impulseB > B->m_fDamageImpulse)
+ B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();
- cDMAudio::ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));
+ DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));
}
}else if(A->bHasContacted){
CVector savedMoveFriction = A->m_vecMoveFriction;
@@ -1176,16 +1164,16 @@ collision:
if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
continue;
- if(impulseA > A->m_fCollisionImpulse)
+ if(impulseA > A->m_fDamageImpulse)
A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
- if(impulseB > B->m_fCollisionImpulse)
- A->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
+ if(impulseB > B->m_fDamageImpulse)
+ B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();
- cDMAudio::ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));
+ DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));
if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){
A->bHasContacted = true;
@@ -1209,16 +1197,16 @@ collision:
if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
continue;
- if(impulseA > A->m_fCollisionImpulse)
+ if(impulseA > A->m_fDamageImpulse)
A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
- if(impulseB > B->m_fCollisionImpulse)
- A->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
+ if(impulseB > B->m_fDamageImpulse)
+ B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();
- cDMAudio::ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));
+ DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));
if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){
A->bHasContacted = true;
@@ -1236,16 +1224,16 @@ collision:
if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
continue;
- if(impulseA > A->m_fCollisionImpulse)
+ if(impulseA > A->m_fDamageImpulse)
A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
- if(impulseB > B->m_fCollisionImpulse)
- A->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
+ if(impulseB > B->m_fDamageImpulse)
+ B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();
- cDMAudio::ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));
+ DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));
if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){
A->bHasContacted = true;
@@ -1263,12 +1251,602 @@ collision:
return true;
}
+bool
+CPhysical::ProcessCollisionSectorList(CPtrList *lists)
+{
+ static CColPoint aColPoints[32];
+ float radius;
+ CVector center;
+ CPtrList *list;
+ CPhysical *A, *B;
+ CObject *Aobj, *Bobj;
+ CPed *Aped, *Bped;
+ int numCollisions;
+ int numResponses;
+ int i, j;
+ bool skipCollision, altcollision;
+ float impulseA = -1.0f;
+ float impulseB = -1.0f;
+
+ A = (CPhysical*)this;
+ Aobj = (CObject*)A;
+ Aped = (CPed*)A;
+
+ radius = A->GetBoundRadius();
+ A->GetBoundCentre(center);
+
+ for(j = 0; j <= ENTITYLIST_PEDS_OVERLAP; j++){
+ list = &lists[j];
+
+ CPtrNode *listnode;
+ for(listnode = list->first; listnode; listnode = listnode->next){
+ B = (CPhysical*)listnode->item;
+ Bobj = (CObject*)B;
+ Bped = (CPed*)B;
+
+ bool isTouching = true;
+ if(B == A ||
+ B->m_scanCode == CWorld::GetCurrentScanCode() ||
+ !B->bUsesCollision ||
+ !(isTouching = B->GetIsTouching(center, radius))){
+ if(!isTouching){
+ if(A->IsObject() && Aobj->m_pCollidingEntity == B)
+ Aobj->m_pCollidingEntity = nil;
+ else if(B->IsObject() && Bobj->m_pCollidingEntity == A)
+ Bobj->m_pCollidingEntity = nil;
+ else if(A->IsPed() && Aped->m_pCollidingEntity == B)
+ Aped->m_pCollidingEntity = nil;
+ else if(B->IsPed() && Bped->m_pCollidingEntity == A)
+ Bped->m_pCollidingEntity = nil;
+ }
+ continue;
+ }
+
+ A->m_phy_flagA80 = false;
+ skipCollision = false;
+ altcollision = false;
+
+ if(B->IsBuilding())
+ skipCollision = false;
+ else if(IsTrafficLight(A->GetModelIndex()) &&
+ (B->IsVehicle() || B->IsPed()) &&
+ A->GetUp().z < 0.66f){
+ skipCollision = true;
+ A->m_phy_flagA80 = true;
+ Aobj->m_pCollidingEntity = B;
+ }else if((A->IsVehicle() || A->IsPed()) &&
+ B->GetUp().z < 0.66f &&
+ IsTrafficLight(B->GetModelIndex())){
+ skipCollision = true;
+ A->m_phy_flagA80 = true;
+ Bobj->m_pCollidingEntity = A;
+ }else if(A->IsObject() && B->IsVehicle()){
+ if(A->GetModelIndex() == MI_CAR_BUMPER || A->GetModelIndex() == MI_FILES)
+ skipCollision = true;
+ else if(Aobj->ObjectCreatedBy == TEMP_OBJECT ||
+ Aobj->bHasBeenDamaged ||
+ !Aobj->bIsStatic){
+ if(Aobj->m_pCollidingEntity == B)
+ skipCollision = true;
+ else{
+ CMatrix inv;
+ CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize();
+ size = A->GetMatrix() * size;
+ if(size.z < B->GetPosition().z ||
+ (Invert(B->GetMatrix(), inv) * size).z < 0.0f){
+ skipCollision = true;
+ Aobj->m_pCollidingEntity = B;
+ }
+ }
+ }
+ }else if(B->IsObject() && A->IsVehicle()){
+ if(B->GetModelIndex() == MI_CAR_BUMPER || B->GetModelIndex() == MI_FILES)
+ skipCollision = true;
+ else if(Bobj->ObjectCreatedBy == TEMP_OBJECT ||
+ Bobj->bHasBeenDamaged ||
+ !Bobj->bIsStatic){
+ if(Bobj->m_pCollidingEntity == A)
+ skipCollision = true;
+ else{
+ CMatrix inv;
+ CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize();
+ size = B->GetMatrix() * size;
+ if(size.z < A->GetPosition().z ||
+ (Invert(A->GetMatrix(), inv) * size).z < 0.0f){
+ skipCollision = true;
+ }
+ }
+ }
+ }else if(IsBodyPart(A->GetModelIndex()) && B->IsPed()){
+ skipCollision = true;
+ }else if(A->IsPed() && IsBodyPart(B->GetModelIndex())){
+ skipCollision = true;
+ A->m_phy_flagA80 = true;
+ }else if(A->IsPed() && Aped->m_pCollidingEntity == B){
+ skipCollision = true;
+ if(!Aped->m_ped_flagH1)
+ A->m_phy_flagA80 = true;
+ }else if(B->IsPed() && Bped->m_pCollidingEntity == A){
+ skipCollision = true;
+ A->m_phy_flagA80 = true;
+ }else if(A->GetModelIndex() == MI_RCBANDIT && (B->IsPed() || B->IsVehicle()) ||
+ B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle())){
+ skipCollision = true;
+ A->m_phy_flagA80 = true;
+ }else if(A->IsPed() && B->IsObject() && Bobj->m_fUprootLimit > 0.0f)
+ altcollision = true;
+
+
+ if(!A->bUsesCollision || skipCollision){
+ B->m_scanCode = CWorld::GetCurrentScanCode();
+ A->ProcessEntityCollision(B, aColPoints);
+ }else if(B->IsBuilding() || B->bIsStuck || B->bInfiniteMass || altcollision){
+
+ // This is the case where B doesn't move
+
+ B->m_scanCode = CWorld::GetCurrentScanCode();
+ numCollisions = A->ProcessEntityCollision(B, aColPoints);
+ if(numCollisions <= 0)
+ continue;
+
+ CVector moveSpeed = { 0.0f, 0.0f, 0.0f };
+ CVector turnSpeed = { 0.0f, 0.0f, 0.0f };
+ numResponses = 0;
+ if(A->bHasContacted){
+ for(i = 0; i < numCollisions; i++){
+ if(!A->ApplyCollisionAlt(B, aColPoints[i], impulseA, moveSpeed, turnSpeed))
+ continue;
+
+ numResponses++;
+
+ if(impulseA > A->m_fDamageImpulse)
+ A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
+
+ float imp = impulseA;
+ if(A->IsVehicle() && A->GetUp().z < -0.6f &&
+ fabs(A->m_vecMoveSpeed.x) < 0.05f &&
+ fabs(A->m_vecMoveSpeed.y) < 0.05f)
+ imp *= 0.1f;
+
+ float turnSpeedDiff = A->m_vecTurnSpeed.MagnitudeSqr();
+ float moveSpeedDiff = A->m_vecMoveSpeed.MagnitudeSqr();
+
+ DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, imp, max(turnSpeedDiff, moveSpeedDiff));
+ }
+ }else{
+ for(i = 0; i < numCollisions; i++){
+ if(!A->ApplyCollisionAlt(B, aColPoints[i], impulseA, moveSpeed, turnSpeed))
+ continue;
+
+ numResponses++;
+
+ if(impulseA > A->m_fDamageImpulse)
+ A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
+
+ float imp = impulseA;
+ if(A->IsVehicle() && A->GetUp().z < -0.6f &&
+ fabs(A->m_vecMoveSpeed.x) < 0.05f &&
+ fabs(A->m_vecMoveSpeed.y) < 0.05f)
+ imp *= 0.1f;
+
+ float turnSpeedDiff = A->m_vecTurnSpeed.MagnitudeSqr();
+ float moveSpeedDiff = A->m_vecMoveSpeed.MagnitudeSqr();
+
+ DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, imp, max(turnSpeedDiff, moveSpeedDiff));
+
+ float adhesion = CSurfaceTable::GetAdhesiveLimit(aColPoints[i]) / numCollisions;
+
+ if(A->GetModelIndex() == MI_RCBANDIT)
+ adhesion *= 0.2f;
+ else if(IsBoatModel(A->GetModelIndex())){
+ if(aColPoints[i].normal.z > 0.6f){
+ if(CSurfaceTable::GetAdhesionGroup(aColPoints[i].surfaceB) == ADHESIVE_LOOSE)
+ adhesion *= 3.0f;
+ }else
+ adhesion = 0.0f;
+ }else if(A->IsVehicle()){
+ if(A->m_status == STATUS_WRECKED)
+ adhesion *= 3.0f;
+ else if(A->GetUp().z > 0.3f)
+ adhesion = 0.0f;
+ else
+ adhesion *= max(5.0f, 0.03f*impulseA + 1.0f);
+ }
+
+ if(A->ApplyFriction(adhesion, aColPoints[i]))
+ A->bHasContacted = true;
+ }
+ }
+
+ if(numResponses){
+ m_vecMoveSpeed += moveSpeed / numResponses;
+ m_vecTurnSpeed += turnSpeed / numResponses;
+ if(!CWorld::bNoMoreCollisionTorque &&
+ A->m_status == STATUS_PLAYER && A->IsVehicle() &&
+ fabs(A->m_vecMoveSpeed.x) > 0.2f &&
+ fabs(A->m_vecMoveSpeed.y) > 0.2f){
+ A->m_vecMoveFriction.x += moveSpeed.x * -0.3f / numCollisions;
+ A->m_vecMoveFriction.y += moveSpeed.y * -0.3f / numCollisions;
+ A->m_vecTurnFriction += turnSpeed * -0.3f / numCollisions;
+ }
+ return true;
+ }
+ }else{
+
+ // B can move
+
+ B->m_scanCode = CWorld::GetCurrentScanCode();
+ numCollisions = A->ProcessEntityCollision(B, aColPoints);
+ if(numCollisions <= 0)
+ continue;
+
+ float maxImpulseA = 0.0f;
+ float maxImpulseB = 0.0f;
+ if(A->bHasContacted && B->bHasContacted){
+ for(i = 0; i < numCollisions; i++){
+ if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
+ continue;
+
+ if(impulseA > maxImpulseA) maxImpulseA = impulseA;
+ if(impulseB > maxImpulseB) maxImpulseB = impulseB;
+
+ if(impulseA > A->m_fDamageImpulse)
+ A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
+
+ if(impulseB > B->m_fDamageImpulse)
+ B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
+
+ float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
+ float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();
+
+ DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));
+ }
+ }else if(A->bHasContacted){
+ CVector savedMoveFriction = A->m_vecMoveFriction;
+ CVector savedTurnFriction = A->m_vecTurnFriction;
+ A->m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
+ A->m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
+ A->bHasContacted = false;
+
+ for(i = 0; i < numCollisions; i++){
+ if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
+ continue;
+
+ if(impulseA > maxImpulseA) maxImpulseA = impulseA;
+ if(impulseB > maxImpulseB) maxImpulseB = impulseB;
+
+ if(impulseA > A->m_fDamageImpulse)
+ A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
+
+ if(impulseB > B->m_fDamageImpulse)
+ B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
+
+ float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
+ float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();
+
+ DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));
+
+ if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){
+ A->bHasContacted = true;
+ B->bHasContacted = true;
+ }
+ }
+
+ if(!A->bHasContacted){
+ A->bHasContacted = true;
+ A->m_vecMoveFriction = savedMoveFriction;
+ A->m_vecTurnFriction = savedTurnFriction;
+ }
+ }else if(B->bHasContacted){
+ CVector savedMoveFriction = B->m_vecMoveFriction;
+ CVector savedTurnFriction = B->m_vecTurnFriction;
+ B->m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
+ B->m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
+ B->bHasContacted = false;
+
+ for(i = 0; i < numCollisions; i++){
+ if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
+ continue;
+
+ if(impulseA > maxImpulseA) maxImpulseA = impulseA;
+ if(impulseB > maxImpulseB) maxImpulseB = impulseB;
+
+ if(impulseA > A->m_fDamageImpulse)
+ A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
+
+ if(impulseB > B->m_fDamageImpulse)
+ B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
+
+ float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
+ float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();
+
+ DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));
+
+ if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){
+ A->bHasContacted = true;
+ B->bHasContacted = true;
+ }
+ }
+
+ if(!B->bHasContacted){
+ B->bHasContacted = true;
+ B->m_vecMoveFriction = savedMoveFriction;
+ B->m_vecTurnFriction = savedTurnFriction;
+ }
+ }else{
+ for(i = 0; i < numCollisions; i++){
+ if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
+ continue;
+
+ if(impulseA > maxImpulseA) maxImpulseA = impulseA;
+ if(impulseB > maxImpulseB) maxImpulseB = impulseB;
+
+ if(impulseA > A->m_fDamageImpulse)
+ A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
+
+ if(impulseB > B->m_fDamageImpulse)
+ B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
+
+ float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
+ float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();
+
+ DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));
+
+ if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){
+ A->bHasContacted = true;
+ B->bHasContacted = true;
+ }
+ }
+ }
+
+ if(B->IsPed() && A->IsVehicle() &&
+ (!Bped->IsPlayer() || B->bHasHitWall && A->m_vecMoveSpeed.MagnitudeSqr() > 0.0025f))
+ Bped->KillPedWithCar((CVehicle*)A, maxImpulseB);
+ else if(B->GetModelIndex() == MI_TRAIN && A->IsPed() &&
+ (!Aped->IsPlayer() || A->bHasHitWall))
+ Aped->KillPedWithCar((CVehicle*)B, maxImpulseA*2.0f);
+ else if(B->IsObject() && B->bUsesCollision && A->IsVehicle()){
+ if(Bobj->m_nCollisionDamageEffect && maxImpulseB > 20.0f)
+ Bobj->ObjectDamage(maxImpulseB);
+ }else if(A->IsObject() && A->bUsesCollision && B->IsVehicle()){
+ // BUG? not impulseA?
+ if(Aobj->m_nCollisionDamageEffect && maxImpulseB > 20.0f)
+ Aobj->ObjectDamage(maxImpulseB);
+ }
+
+ if(B->m_status == STATUS_SIMPLE){
+ B->m_status = STATUS_PHYSICS;
+ if(B->IsVehicle())
+ CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)B);
+ }
+
+ return true;
+ }
+
+ }
+ }
+
+ return false;
+}
+
+bool
+CPhysical::CheckCollision(void)
+{
+ CEntryInfoNode *node;
+
+ bCollisionProcessed = false;
+ CWorld::AdvanceCurrentScanCode();
+ for(node = m_entryInfoList.first; node; node = node->next)
+ if(ProcessCollisionSectorList(node->sector->m_lists))
+ return true;
+ return false;
+}
+
+bool
+CPhysical::CheckCollision_SimpleCar(void)
+{
+ CEntryInfoNode *node;
+
+ bCollisionProcessed = false;
+ CWorld::AdvanceCurrentScanCode();
+ for(node = m_entryInfoList.first; node; node = node->next)
+ if(ProcessCollisionSectorList_SimpleCar(node->sector->m_lists))
+ return true;
+ return false;
+}
+
+void
+CPhysical::ProcessShift(void)
+{
+ m_fDistanceTravelled = 0.0f;
+ if(m_status == STATUS_SIMPLE){
+ bIsStuck = false;
+ bIsInSafePosition = true;
+ RemoveAndAdd();
+ }else{
+ CMatrix matrix(GetMatrix());
+ ApplyMoveSpeed();
+ ApplyTurnSpeed();
+ GetMatrix().Reorthogonalise();
+
+ CWorld::AdvanceCurrentScanCode();
+
+ if(IsVehicle())
+ field_EF = true;
+
+ CEntryInfoNode *node;
+ bool hasshifted = false; // whatever that means...
+ for(node = m_entryInfoList.first; node; node = node->next)
+ hasshifted |= ProcessShiftSectorList(node->sector->m_lists);
+ field_EF = false;
+ if(hasshifted){
+ CWorld::AdvanceCurrentScanCode();
+ for(node = m_entryInfoList.first; node; node = node->next)
+ if(ProcessCollisionSectorList(node->sector->m_lists)){
+ GetMatrix() = matrix;
+ return;
+ }
+ }
+ bIsStuck = false;
+ bIsInSafePosition = true;
+ m_fDistanceTravelled = (GetPosition() - *matrix.GetPosition()).Magnitude();
+ RemoveAndAdd();
+ }
+}
+
+// x is the number of units (m) we would like to step
+#define NUMSTEPS(x) ceil(sqrt(distSq) * (1.0f/(x)))
+
+void
+CPhysical::ProcessCollision(void)
+{
+ int i;
+ CPed *ped = (CPed*)this;
+
+ m_fDistanceTravelled = 0.0f;
+ field_EF = 0;
+ m_phy_flagA80 = false;
+
+ if(!bUsesCollision){
+ bIsStuck = false;
+ bIsInSafePosition = true;
+ RemoveAndAdd();
+ return;
+ }
+
+ if(m_status == STATUS_SIMPLE){
+ if(CheckCollision_SimpleCar() && m_status == STATUS_SIMPLE){
+ m_status = STATUS_PHYSICS;
+ if(IsVehicle())
+ CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)this);
+ }
+ bIsStuck = false;
+ bIsInSafePosition = true;
+ RemoveAndAdd();
+ return;
+ }
+
+ // Save current state
+ CMatrix savedMatrix(GetMatrix());
+ float savedTimeStep = CTimer::GetTimeStep();
+
+ int8 n = 1; // The number of steps we divide the time step into
+ float step = 0.0f; // divided time step
+ float distSq = GetDistanceSq();
+
+ if(IsPed() && (distSq >= sq(0.2f) || ped->IsPlayer())){
+ if(ped->IsPlayer())
+ n = min(NUMSTEPS(0.2f), 2.0);
+ else
+ n = NUMSTEPS(0.3f);
+ step = savedTimeStep / n;
+ }else if(IsVehicle() && distSq >= sq(0.4f)){
+ if(m_status == STATUS_PLAYER)
+ n = NUMSTEPS(0.2f);
+ else
+ n = distSq > 0.32f ? NUMSTEPS(0.3f) : NUMSTEPS(0.4f);
+ step = savedTimeStep / n;
+ }else if(IsObject()){
+ int responsecase = ((CObject*)this)->m_bSpecialCollisionResponseCases;
+ if(responsecase == 1){
+ CVector speedUp = { 0.0f, 0.0f, 0.0f };
+ CVector speedDown = { 0.0f, 0.0f, 0.0f };
+ speedUp.z = GetBoundRadius();
+ speedDown.z = -speedUp.z;
+ speedUp = Multiply3x3(GetMatrix(), speedUp);
+ speedDown = Multiply3x3(GetMatrix(), speedDown);
+ speedUp = GetSpeed(speedUp);
+ speedDown = GetSpeed(speedDown);
+ distSq = max(speedUp.MagnitudeSqr(), speedDown.MagnitudeSqr()) * sq(CTimer::GetTimeStep());
+ if(distSq >= sq(0.3f)){
+ n = NUMSTEPS(0.3f);
+ step = savedTimeStep / n;
+ }
+ }else if(responsecase == 5){
+ if(distSq >= 0.009f){
+ n = NUMSTEPS(0.09f);
+ step = savedTimeStep / n;
+ }
+ }else if(responsecase == 2 || responsecase == 4){
+ if(distSq >= sq(0.15f)){
+ n = NUMSTEPS(0.15f);
+ step = savedTimeStep / n;
+ }
+ }else{
+ if(distSq >= sq(0.3f)){
+ n = NUMSTEPS(0.3f);
+ step = savedTimeStep / n;
+ }
+ }
+ }
+
+ for(i = 1; i < n; i++){
+ CTimer::SetTimeStep(i * step);
+ ApplyMoveSpeed();
+ ApplyTurnSpeed();
+ // TODO: get rid of copy paste?
+ if(CheckCollision()){
+ if(IsPed() && m_vecMoveSpeed.z == 0.0f &&
+ !ped->m_ped_flagA2 &&
+ ped->m_ped_flagA1)
+ savedMatrix.GetPosition()->z = GetPosition().z;
+ GetMatrix() = savedMatrix;
+ CTimer::SetTimeStep(savedTimeStep);
+ return;
+ }
+ if(IsPed() && m_vecMoveSpeed.z == 0.0f &&
+ !ped->m_ped_flagA2 &&
+ ped->m_ped_flagA1)
+ savedMatrix.GetPosition()->z = GetPosition().z;
+ GetMatrix() = savedMatrix;
+ CTimer::SetTimeStep(savedTimeStep);
+ if(IsVehicle()){
+ CVehicle *veh = (CVehicle*)this;
+ if(veh->m_vehType == VEHICLE_TYPE_CAR){
+ CAutomobile *car = (CAutomobile*)this;
+ car->m_afWheelSuspDist[0] = 1.0f;
+ car->m_afWheelSuspDist[1] = 1.0f;
+ car->m_afWheelSuspDist[2] = 1.0f;
+ car->m_afWheelSuspDist[3] = 1.0f;
+ }else if(veh->m_vehType == VEHICLE_TYPE_BIKE){
+ assert(0 && "TODO - but unused");
+ }
+ }
+ }
+
+ ApplyMoveSpeed();
+ ApplyTurnSpeed();
+ GetMatrix().Reorthogonalise();
+ field_EF = 0;
+ m_phy_flagA80 = false;
+ if(!m_vecMoveSpeed.IsZero() ||
+ !m_vecTurnSpeed.IsZero() ||
+ m_phy_flagA40 ||
+ m_status == STATUS_PLAYER || IsPed() && ped->IsPlayer()){
+ if(IsVehicle())
+ ((CVehicle*)this)->m_veh_flagD4 = true;
+ if(CheckCollision()){
+ GetMatrix() = savedMatrix;
+ return;
+ }
+ }
+ m_phy_flagA40 = false;
+ m_fDistanceTravelled = (GetPosition() - *savedMatrix.GetPosition()).Magnitude();
+ m_phy_flagA80 = false;
+
+ bIsStuck = false;
+ bIsInSafePosition = true;
+ RemoveAndAdd();
+}
+
STARTPATCHES
InjectHook(0x4951F0, &CPhysical::Add_, PATCH_JUMP);
InjectHook(0x4954B0, &CPhysical::Remove_, PATCH_JUMP);
InjectHook(0x495540, &CPhysical::RemoveAndAdd, PATCH_JUMP);
InjectHook(0x495F10, &CPhysical::ProcessControl_, PATCH_JUMP);
+ InjectHook(0x496F10, &CPhysical::ProcessShift_, PATCH_JUMP);
+ InjectHook(0x4961A0, &CPhysical::ProcessCollision_, PATCH_JUMP);
InjectHook(0x49F790, &CPhysical::ProcessEntityCollision_, PATCH_JUMP);
InjectHook(0x4958F0, &CPhysical::AddToMovingList, PATCH_JUMP);
InjectHook(0x495940, &CPhysical::RemoveFromMovingList, PATCH_JUMP);
@@ -1296,4 +1874,7 @@ STARTPATCHES
InjectHook(0x49DA10, &CPhysical::ProcessShiftSectorList, PATCH_JUMP);
InjectHook(0x49E790, &CPhysical::ProcessCollisionSectorList_SimpleCar, PATCH_JUMP);
+ InjectHook(0x49B620, &CPhysical::ProcessCollisionSectorList, PATCH_JUMP);
+ InjectHook(0x496E50, &CPhysical::CheckCollision, PATCH_JUMP);
+ InjectHook(0x496EB0, &CPhysical::CheckCollision_SimpleCar, PATCH_JUMP);
ENDPATCHES