diff options
-rw-r--r-- | src/core/Cam.cpp | 896 | ||||
-rw-r--r-- | src/core/Camera.h | 23 | ||||
-rw-r--r-- | src/core/World.cpp | 34 | ||||
-rw-r--r-- | src/core/World.h | 4 | ||||
-rw-r--r-- | src/modelinfo/ModelIndices.h | 15 |
5 files changed, 452 insertions, 520 deletions
diff --git a/src/core/Cam.cpp b/src/core/Cam.cpp index 954e8282..62ea950e 100644 --- a/src/core/Cam.cpp +++ b/src/core/Cam.cpp @@ -39,6 +39,7 @@ bool CCamera::bFreeCam; int nPreviousMode = -1; #endif +//--MIAMI: done void CCam::Init(void) { @@ -86,9 +87,12 @@ CCam::Init(void) m_fBufferedTargetOrientation = 0.0f; m_fBufferedTargetOrientationSpeed = 0.0f; m_fDimensionOfHighestNearCar = 0.0f; - m_fRoadOffSet = 0.0f; } +float PLAYERPED_LEVEL_SMOOTHING_CONST_INV = 0.6f; +float PLAYERPED_TREND_SMOOTHING_CONST_INV = 0.8f; + +//--MIAMI: done void CCam::Process(void) { @@ -96,6 +100,9 @@ CCam::Process(void) float TargetSpeedVar = 0.0f; float TargetOrientation = 0.0f; + static CVector SmoothedPos(0.0f, 0.0f, 10000.0f); + static CVector SmoothedSpeed(0.0f, 0.0f, 0.0f); + if(CamTargetEntity == nil) CamTargetEntity = TheCamera.pTargetEntity; @@ -118,7 +125,11 @@ CCam::Process(void) Fwd.x = CamTargetEntity->GetForward().x; Fwd.y = CamTargetEntity->GetForward().y; Fwd.Normalise(); - // Game normalizes again here manually. useless, so skipped + float FwdLength = Fwd.Magnitude2D(); + if(FwdLength != 0.0f){ + Fwd.x /= FwdLength; + Fwd.y /= FwdLength; + } float FwdSpeedX = ((CVehicle*)CamTargetEntity)->GetMoveSpeed().x * Fwd.x; float FwdSpeedY = ((CVehicle*)CamTargetEntity)->GetMoveSpeed().y * Fwd.y; @@ -128,7 +139,27 @@ CCam::Process(void) TargetSpeedVar = -Min(Sqrt(SQR(FwdSpeedX) + SQR(FwdSpeedY))/1.8f, 0.5f); SpeedVar = 0.895f*SpeedVar + 0.105*TargetSpeedVar; }else{ - CameraTarget = CamTargetEntity->GetPosition(); + if(CamTargetEntity == FindPlayerPed()){ + // Some fancy smoothing of player position and speed + float LevelSmoothing = 1.0f - Pow(PLAYERPED_LEVEL_SMOOTHING_CONST_INV, CTimer::GetTimeStep()); + float TrendSmoothing = 1.0f - Pow(PLAYERPED_TREND_SMOOTHING_CONST_INV, CTimer::GetTimeStep()); + + CVector NewSmoothedPos, NewSmoothedSpeed; + if((SmoothedPos - CamTargetEntity->GetPosition()).MagnitudeSqr() > SQR(3.0f) || + CTimer::GetTimeStep() < 0.2f || Using3rdPersonMouseCam()){ + // Reset values + NewSmoothedPos = CamTargetEntity->GetPosition(); + NewSmoothedSpeed = CVector(0.0f, 0.0f, 0.0f); + }else{ + NewSmoothedPos = LevelSmoothing*CamTargetEntity->GetPosition() + (1.0f-LevelSmoothing)*(SmoothedPos + SmoothedSpeed*CTimer::GetTimeStep()); + NewSmoothedSpeed = TrendSmoothing*(NewSmoothedPos-SmoothedPos)/CTimer::GetTimeStep() + (1.0f-TrendSmoothing)*SmoothedSpeed; + } + + CameraTarget = NewSmoothedPos; + SmoothedPos = NewSmoothedPos; + SmoothedSpeed = NewSmoothedSpeed; + }else + CameraTarget = CamTargetEntity->GetPosition(); if(CamTargetEntity->GetForward().x == 0.0f && CamTargetEntity->GetForward().y == 0.0f) TargetOrientation = 0.0f; @@ -141,7 +172,7 @@ CCam::Process(void) switch(Mode){ case MODE_TOPDOWN: case MODE_GTACLASSIC: - Process_TopDown(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + // Process_TopDown(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; case MODE_BEHINDCAR: Process_BehindCar(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); @@ -162,6 +193,7 @@ CCam::Process(void) Process_Debug(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; case MODE_SNIPER: + case MODE_CAMERA: Process_Sniper(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; case MODE_ROCKETLAUNCHER: @@ -175,7 +207,7 @@ CCam::Process(void) Process_Syphon(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; case MODE_CIRCLE: - Process_Circle(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); +// Process_Circle(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; // case MODE_CHEESYZOOM: case MODE_WHEELCAM: @@ -198,15 +230,9 @@ CCam::Process(void) #endif Process_Cam_On_A_String(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; - case MODE_REACTION: - Process_ReactionCam(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); - break; - case MODE_FOLLOW_PED_WITH_BIND: - Process_FollowPed_WithBinding(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); - break; - case MODE_CHRIS: - Process_Chris_With_Binding_PlusRotation(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); - break; +// case MODE_REACTION: +// case MODE_FOLLOW_PED_WITH_BIND: +// case MODE_CHRIS: case MODE_BEHINDBOAT: #ifdef FREE_CAM if (CCamera::bFreeCam) @@ -246,8 +272,11 @@ CCam::Process(void) case MODE_FIGHT_CAM: Process_Fight_Cam(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; + case MODE_LIGHTHOUSE: + Process_LightHouse(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + break; case MODE_TOP_DOWN_PED: - Process_TopDownPed(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); + // Process_TopDownPed(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; case MODE_SNIPER_RUNABOUT: case MODE_ROCKETLAUNCHER_RUNABOUT: @@ -271,7 +300,7 @@ CCam::Process(void) CVector TargetToCam = Source - m_cvecTargetCoorsForFudgeInter; float DistOnGround = TargetToCam.Magnitude2D(); m_fTrueBeta = CGeneral::GetATanOfXY(TargetToCam.x, TargetToCam.y); - m_fTrueAlpha = CGeneral::GetATanOfXY(TargetToCam.z, DistOnGround); + m_fTrueAlpha = CGeneral::GetATanOfXY(DistOnGround, TargetToCam.z); if(TheCamera.m_uiTransitionState == 0) KeepTrackOfTheSpeed(Source, m_cvecTargetCoorsForFudgeInter, Up, m_fTrueAlpha, m_fTrueBeta, FOV); @@ -281,19 +310,25 @@ CCam::Process(void) LookingRight = false; SourceBeforeLookBehind = Source; if(&TheCamera.Cams[TheCamera.ActiveCam] == this){ - if((Mode == MODE_CAM_ON_A_STRING || Mode == MODE_1STPERSON || Mode == MODE_BEHINDBOAT) && + if((Mode == MODE_CAM_ON_A_STRING || Mode == MODE_1STPERSON || Mode == MODE_BEHINDBOAT || Mode == MODE_BEHINDCAR) && CamTargetEntity->IsVehicle()){ + bool bDisableLR = CamTargetEntity && + (((CVehicle*)CamTargetEntity)->GetVehicleAppearance() == VEHICLE_APPEARANCE_HELI || CamTargetEntity->GetModelIndex() == MI_RCBARON); if(CPad::GetPad(0)->GetLookBehindForCar()){ LookBehind(); if(DirectionWasLooking != LOOKING_BEHIND) TheCamera.m_bJust_Switched = true; DirectionWasLooking = LOOKING_BEHIND; - }else if(!((CVehicle*)CamTargetEntity)->IsRealHeli() && CPad::GetPad(0)->GetLookLeft()){ + }else if(bDisableLR){ + if(DirectionWasLooking != LOOKING_FORWARD) + TheCamera.m_bJust_Switched = true; + DirectionWasLooking = LOOKING_FORWARD; + }else if(CPad::GetPad(0)->GetLookLeft()){ LookLeft(); if(DirectionWasLooking != LOOKING_LEFT) TheCamera.m_bJust_Switched = true; DirectionWasLooking = LOOKING_LEFT; - }else if(!((CVehicle*)CamTargetEntity)->IsRealHeli() && CPad::GetPad(0)->GetLookRight()){ + }else if(CPad::GetPad(0)->GetLookRight()){ LookRight(); if(DirectionWasLooking != LOOKING_RIGHT) TheCamera.m_bJust_Switched = true; @@ -388,7 +423,7 @@ CCam::ProcessSpecialHeightRoutines(void) StandingOnBoat = true; // Move up the camera if there is a ped close to it - if(Mode == MODE_FOLLOWPED || Mode == MODE_FIGHT_CAM){ + if(Mode == MODE_FOLLOWPED || Mode == MODE_FIGHT_CAM || Mode == MODE_PILLOWS_PAPS){ // Find ped closest to camera while(i < Player->m_numNearPeds){ if(Player->m_nearPeds[i] && Player->m_nearPeds[i]->GetPedState() != PED_DEAD){ @@ -503,96 +538,9 @@ CCam::ProcessSpecialHeightRoutines(void) }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_GRAVEL: - case SURFACE_MUD_DRY: - case SURFACE_THICK_METAL_PLATE: - case SURFACE_RUBBER: - case SURFACE_STEEP_CLIFF: - 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_GRAVEL && - colPoint.surfaceB != SURFACE_MUD_DRY && - colPoint.surfaceB != SURFACE_STEEP_CLIFF){ - if(m_fRoadOffSet > 1.4f) - m_fRoadOffSet = 1.4f; - }else{ - if(Mode == MODE_FOLLOWPED){ - if(TheCamera.PedZoomIndicator == CAM_ZOOM_1) - m_fRoadOffSet += 0.2f; - if(TheCamera.PedZoomIndicator == CAM_ZOOM_2) - m_fRoadOffSet += 0.5f; - if(TheCamera.PedZoomIndicator == CAM_ZOOM_3) - m_fRoadOffSet += 0.95f; - } - } - } } if(StandingOnBoat){ - m_fRoadOffSet = 0.0f; m_fDimensionOfHighestNearCar = 1.0f; m_fPedBetweenCameraHeightOffset = 0.0f; } @@ -1400,6 +1348,7 @@ CCam::Process_FollowPedWithMouse(const CVector &CameraTarget, float TargetOrient BetaOffset = TargetOrientation + PI; else BetaOffset = Atan2(ToCam.y, ToCam.x); + BetaOffset -= Beta; AlphaOffset = 0.0f; }else{ // Look around @@ -1466,8 +1415,8 @@ CCam::Process_FollowPedWithMouse(const CVector &CameraTarget, float TargetOrient if(OnTrain) Beta = TargetOrientation; - Front.x = Cos(Alpha) * Cos(Beta); - Front.y = Cos(Alpha) * Sin(Beta); + Front.x = Cos(Alpha) * -Cos(Beta); + Front.y = Cos(Alpha) * -Sin(Beta); Front.z = Sin(Alpha); Source = TargetCoors - Front*CamDist; m_cvecTargetCoorsForFudgeInter = TargetCoors; @@ -2277,7 +2226,7 @@ CCam::Process_Rocket(const CVector &CameraTarget, float, float, float) 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); + else 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; @@ -2385,7 +2334,7 @@ CCam::Process_M16_1stPerson(const CVector &CameraTarget, float, float, float) 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); + else if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f); if(((CPed*)CamTargetEntity)->bIsDucking) BackOffset = 0.8f; @@ -2834,17 +2783,16 @@ CCam::Process_1rstPersonPedOnPC(const CVector&, float TargetOrientation, float, RwCameraSetNearClipPlane(Scene.camera, 0.05f); } +float fCameraNearClipMult = 0.15f; + +//--MIAMI: done 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 + float BackOffset = 0.19f; static bool FailedTestTwelveFramesAgo = false; RwV3d HeadPos; CVector TargetCoors; @@ -2853,9 +2801,9 @@ CCam::Process_Sniper(const CVector &CameraTarget, float TargetOrientation, float static float TargetFOV = 0.0f; if(ResetStatics){ - Beta = TargetOrientation; + Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI; Alpha = 0.0f; - m_fInitialPlayerOrientation = TargetOrientation; + m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI; FailedTestTwelveFramesAgo = false; // static DPadVertical unused // static DPadHorizontal unused @@ -2865,11 +2813,23 @@ CCam::Process_Sniper(const CVector &CameraTarget, float TargetOrientation, float ResetStatics = false; } + if(((CPed*)CamTargetEntity)->bIsDucking) + BackOffset = 0.8f; + CamTargetEntity->GetMatrix().UpdateRW(); + CamTargetEntity->UpdateRwFrame(); + CamTargetEntity->UpdateRpHAnim(); ((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); + if(((CPed*)CamTargetEntity)->bIsDucking){ + Source.x -= fDuckingBackOffset*CamTargetEntity->GetForward().x; + Source.y -= fDuckingBackOffset*CamTargetEntity->GetForward().y; + Source.x -= fDuckingRightOffset*CamTargetEntity->GetRight().x; + Source.y -= fDuckingRightOffset*CamTargetEntity->GetRight().y; + }else{ + Source.x -= BackOffset*CamTargetEntity->GetForward().x; + Source.y -= BackOffset*CamTargetEntity->GetForward().y; + } // Look around bool UseMouse = false; @@ -2896,7 +2856,7 @@ CCam::Process_Sniper(const CVector &CameraTarget, float TargetOrientation, float 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); + else 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; @@ -2939,8 +2899,13 @@ CCam::Process_Sniper(const CVector &CameraTarget, float TargetOrientation, float if(FOV > DefaultFOV) FOV = DefaultFOV; - if(FOV < 15.0f) - FOV = 15.0f; + if(Mode == MODE_CAMERA){ + if(FOV < 3.0f) + FOV = 3.0f; + }else{ + if(FOV < 15.0f) + FOV = 15.0f; + } Front = TargetCoors - Source; Front.Normalise(); @@ -2973,6 +2938,8 @@ CCam::Process_Sniper(const CVector &CameraTarget, float TargetOrientation, float if(FailedTestTwelveFramesAgo) RwCameraSetNearClipPlane(Scene.camera, 0.4f); + else if(Mode == MODE_CAMERA) + RwCameraSetNearClipPlane(Scene.camera, ((15.0f - Min(FOV, 15.0f))*fCameraNearClipMult + 1.0f)*DEFAULT_NEAR); Source -= Front*0.4f; GetVectorsReadyForRW(); @@ -3295,6 +3262,10 @@ CCam::Process_BehindBoat(const CVector &CameraTarget, float TargetOrientation, f ResetStatics = false; } +float FIGHT_HORIZ_DIST = 3.0f; +float FIGHT_VERT_DIST = 1.0f; +float FIGHT_BETA_ANGLE = 125.0f; + void CCam::Process_Fight_Cam(const CVector &CameraTarget, float TargetOrientation, float, float) { @@ -3302,26 +3273,25 @@ CCam::Process_Fight_Cam(const CVector &CameraTarget, float TargetOrientation, fl return; FOV = DefaultFOV; + float HorizDist = FIGHT_HORIZ_DIST; + float VertDist = FIGHT_VERT_DIST; 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; + m_fMinDistAwayFromCamWhenInterPolating = FIGHT_HORIZ_DIST; Front = Source - CameraTarget; - Beta = CGeneral::GetATanOfXY(Front.x, Front.y); + if(ResetStatics) + 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; + BetaLeft = TargetOrientation - DEGTORAD(FIGHT_BETA_ANGLE); + BetaRight = TargetOrientation + DEGTORAD(FIGHT_BETA_ANGLE); DeltaBetaLeft = Beta - BetaLeft; DeltaBetaRight = Beta - BetaRight; while(DeltaBetaLeft >= PI) DeltaBetaLeft -= 2*PI; @@ -3345,32 +3315,15 @@ CCam::Process_Fight_Cam(const CVector &CameraTarget, float TargetOrientation, fl 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); + WellBufferMe(m_fTargetBeta, &Beta, &BetaSpeed, 0.015f, 0.007f, true); - Source = CameraTarget + 4.0f*CVector(Cos(Beta), Sin(Beta), 0.0f); - Source.z -= 0.5f; + Source = CameraTarget + HorizDist*CVector(Cos(Beta), Sin(Beta), 0.0f); + Source.z += VertDist; WellBufferMe(TargetOrientation, &m_fBufferedTargetOrientation, &m_fBufferedTargetOrientationSpeed, 0.07f, 0.004f, true); - TargetCoors = CameraTarget + 0.5f*CVector(Cos(m_fBufferedTargetOrientation), Sin(m_fBufferedTargetOrientation), 0.0f); + TargetCoors = CameraTarget + 0.1f*CVector(Cos(m_fBufferedTargetOrientation), Sin(m_fBufferedTargetOrientation), 0.0f); - TargetCamHeight = CameraTarget.z - Source.z + Max(m_fPedBetweenCameraHeightOffset, m_fRoadOffSet + m_fDimensionOfHighestNearCar) - 0.5f; + TargetCamHeight = CameraTarget.z - Source.z + Max(m_fPedBetweenCameraHeightOffset, m_fDimensionOfHighestNearCar) + VertDist; if(TargetCamHeight > m_fCamBufferedHeight) WellBufferMe(TargetCamHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.15f, 0.04f, false); else @@ -3378,6 +3331,8 @@ CCam::Process_Fight_Cam(const CVector &CameraTarget, float TargetOrientation, fl Source.z += m_fCamBufferedHeight; m_cvecTargetCoorsForFudgeInter = TargetCoors; + CVector OrigSource = Source; + TheCamera.AvoidTheGeometry(OrigSource, TargetCoors, Source, FOV); Front = TargetCoors - Source; Front.Normalise(); GetVectorsReadyForRW(); @@ -3592,12 +3547,12 @@ CCam::Process_WheelCam(const CVector&, float, float, float) } CVector NewUp(0.0f, 0.0f, 1.0f); - CVector Left = CrossProduct(Front, NewUp); - Left.Normalise(); - NewUp = CrossProduct(Left, Front); + CVector Right = CrossProduct(Front, NewUp); + Right.Normalise(); + NewUp = CrossProduct(Right, Front); float Roll = Cos((CTimer::GetTimeInMilliseconds()&0x1FFFF)/(float)0x1FFFF * TWOPI); - Up = Cos(Roll*0.4f)*NewUp + Sin(Roll*0.4f)*Left; + Up = Cos(Roll*0.4f)*NewUp + Sin(Roll*0.4f)*Right; return true; } @@ -3653,20 +3608,6 @@ CCam::Process_Player_Fallen_Water(const CVector &CameraTarget, float TargetOrien 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) { @@ -3687,6 +3628,12 @@ CCam::Process_SpecialFixedForSyphon(const CVector &CameraTarget, float, float, f FOV = DefaultFOV; } +void +CCam::Process_LightHouse(const CVector &CameraTarget, float, float, float) +{ + // TODO +} + #ifdef IMPROVED_CAMERA #define KEYJUSTDOWN(k) ControlsManager.GetIsKeyboardKeyJustDown((RsKeyCodes)k) @@ -3719,7 +3666,7 @@ CCam::Process_Debug(const CVector&, float, float, float) 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); + else if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f); if(CPad::GetPad(1)->GetSquare() || KEYDOWN('W')) Speed += 0.1f; @@ -3812,7 +3759,7 @@ CCam::Process_Debug(const CVector&, float, float, float) 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); + else if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f); if(CPad::GetPad(1)->GetSquare() || CPad::GetPad(1)->GetLeftMouse()) Speed += 0.1f; @@ -3891,7 +3838,7 @@ CCam::Process_Editor(const CVector&, float, float, float) CSceneEdit::m_vecCamHeading = TargetCoors - Source; if(Alpha > DEGTORAD(89.5f)) Alpha = DEGTORAD(89.5f); - if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f); + else if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f); if(CPad::GetPad(1)->GetSquare() || CPad::GetPad(1)->GetLeftMouse()) Speed += 0.1f; @@ -4018,55 +3965,308 @@ CCam::ProcessPedsDeadBaby(void) GetVectorsReadyForRW(); } +float ARRESTDIST_BEHIND_COP = 5.0f; +float ARRESTDIST_RIGHTOF_COP = 3.0f; +float ARRESTDIST_ABOVE_COP = 1.4f; // unused +float ARRESTDIST_MINFROM_PLAYER = 8.0f; +float ARRESTCAM_LAMP_BEST_DIST = 17.0f; +float ARRESTCAM_ROTATION_SPEED = 0.1f; +float ARRESTCAM_ROTATION_UP = 0.05f; +float ARRESTCAM_S_ROTATION_UP = 0.1f; +float ARRESTDIST_ALONG_GROUND = 5.0f; +float ARRESTDIST_SIDE_GROUND = 10.0f; +float ARRESTDIST_ABOVE_GROUND = 0.7f; +float ARRESTCAM_LAMPPOST_ROTATEDIST = 10.0f; +float ARRESTCAM_LAMPPOST_TRANSLATE = 0.1f; + +//--MIAMI: done +bool +CCam::GetLookAlongGroundPos(CEntity *Target, CPed *Cop, CVector &TargetCoors, CVector &SourceOut) +{ + if(Target == nil || Cop == nil) + return false; + CVector CopToTarget = TargetCoors - Cop->GetPosition(); + CopToTarget.z = 0.0f; + CopToTarget.Normalise(); + SourceOut = TargetCoors + ARRESTDIST_ALONG_GROUND*CopToTarget; + CVector Side = CrossProduct(CopToTarget, CVector(0.0f, 0.0f, 1.0f)); + SourceOut += ARRESTDIST_SIDE_GROUND*Side; + SourceOut.z += 5.0f; + bool found = false; + float ground = CWorld::FindGroundZFor3DCoord(SourceOut.x, SourceOut.y, SourceOut.z, &found); + if(found) + SourceOut.z = ground + ARRESTDIST_ABOVE_GROUND; + return true; +} + +//--MIAMI: done +bool +CCam::GetLookFromLampPostPos(CEntity *Target, CPed *Cop, CVector &TargetCoors, CVector &SourceOut) +{ + int i; + int16 NumObjects; + CEntity *Objects[16]; + CEntity *NearestLampPost = nil; + CWorld::FindObjectsInRange(TargetCoors, 30.0f, true, &NumObjects, 15, Objects, false, false, false, true, true); + float NearestDist = 10000.0f; + for(i = 0; i < NumObjects; i++){ + if(Objects[i]->IsStatic() && Objects[i]->GetUp().z > 0.9f && IsLampPost(Objects[i]->GetModelIndex())){ + float Dist = (Objects[i]->GetPosition() - TargetCoors).Magnitude2D(); + if(Abs(ARRESTCAM_LAMP_BEST_DIST - Dist) < NearestDist){ + CVector TestStart = Objects[i]->GetColModel()->boundingBox.max; + TestStart = Objects[i]->GetMatrix() * TestStart; + CVector TestEnd = TestStart - TargetCoors; + TestEnd.Normalise(); + TestEnd += TargetCoors; + if(CWorld::GetIsLineOfSightClear(TestStart, TestEnd, true, false, false, false, false, true, true)){ + NearestDist = Abs(ARRESTCAM_LAMP_BEST_DIST - Dist); + NearestLampPost = Objects[i]; + SourceOut = TestStart; + } + } + } + } + return NearestLampPost != nil; +} + +//--MIAMI: done +bool +CCam::GetLookOverShoulderPos(CEntity *Target, CPed *Cop, CVector &TargetCoors, CVector &SourceOut) +{ + if(Target == nil || Cop == nil) + return false; + CVector CopCoors = Cop->GetPosition(); + CVector CopToTarget = TargetCoors - CopCoors; + CVector Side = CrossProduct(CopToTarget, CVector(0.0f, 0.0f, 1.0f)); + Side.Normalise(); + CopCoors += ARRESTDIST_RIGHTOF_COP * Side; + CopToTarget.Normalise(); + if(CopToTarget.z < -0.7071f){ + CopToTarget.z = -0.7071f; + float GroundDist = CopToTarget.Magnitude2D(); + if(GroundDist > 0.0f){ + CopToTarget.x *= 0.7071f/GroundDist; + CopToTarget.y *= 0.7071f/GroundDist; + } + CopToTarget.Normalise(); + }else{ + if(CopToTarget.z > 0.0f){ + CopToTarget.z = 0.0f; + CopToTarget.Normalise(); + } + } + CopCoors -= ARRESTDIST_BEHIND_COP * CopToTarget; + CopToTarget = TargetCoors - CopCoors; + float Dist = CopToTarget.Magnitude(); + if(Dist < ARRESTDIST_MINFROM_PLAYER && Dist > 0.0f) + CopToTarget *= ARRESTDIST_MINFROM_PLAYER/Dist; + SourceOut = TargetCoors - CopToTarget; + return true; +} + +enum { + ARRESTCAM_OVERSHOULDER = 1, + ARRESTCAM_ALONGGROUND, + ARRESTCAM_ALONGGROUND_RIGHT, + ARRESTCAM_ALONGGROUND_RIGHT_UP, + ARRESTCAM_ALONGGROUND_LEFT, + ARRESTCAM_ALONGGROUND_LEFT_UP, + ARRESTCAM_LAMPPOST, +}; + +int nUsingWhichCamera; +CPed *pStoredCopPed; + +//--MIAMI: done bool CCam::ProcessArrestCamOne(void) { + CVector TargetPos; + CVector CamSource; + CPed *cop = nil; FOV = 45.0f; - if(ResetStatics) - return true; + bool foundPos = false; + int ArrestModes[5] = { -1, -1, -1, -1, -1 }; -#ifdef FIX_BUGS - if(!CamTargetEntity->IsPed()) - return true; -#endif + if(ResetStatics){ + CPed *targetPed = (CPed*)TheCamera.pTargetEntity; + nUsingWhichCamera = 0; + if(TheCamera.pTargetEntity->IsPed()){ + ((CPed*)TheCamera.pTargetEntity)->m_pedIK.GetComponentPosition(*(RwV3d*)&TargetPos, PED_MID); + if(FindPlayerPed() && FindPlayerPed()->m_pArrestingCop) + cop = FindPlayerPed()->m_pArrestingCop; + if(cop && CGeneral::GetRandomNumberInRange(0.0f, 0.1f) > 0.5f){ + ArrestModes[0] = ARRESTCAM_OVERSHOULDER; + ArrestModes[1] = ARRESTCAM_ALONGGROUND; + ArrestModes[2] = ARRESTCAM_OVERSHOULDER; + ArrestModes[3] = ARRESTCAM_LAMPPOST; + }else{ + ArrestModes[0] = ARRESTCAM_ALONGGROUND; + ArrestModes[1] = ARRESTCAM_OVERSHOULDER; + ArrestModes[2] = ARRESTCAM_LAMPPOST; + } + }else if(TheCamera.pTargetEntity->IsVehicle()){ + CVehicle *targetVehicle = (CVehicle*)TheCamera.pTargetEntity; + if(targetVehicle->pDriver && targetVehicle->pDriver->IsPlayer()){ + targetPed = targetVehicle->pDriver; + targetPed->m_pedIK.GetComponentPosition(*(RwV3d*)&TargetPos, PED_MID); + }else{ + targetPed = nil; + TargetPos = targetVehicle->GetPosition(); + } - 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) + if(FindPlayerPed() && FindPlayerPed()->m_pArrestingCop) + cop = FindPlayerPed()->m_pArrestingCop; + if(cop && CGeneral::GetRandomNumberInRange(0.0f, 0.1f) > 0.65f){ + ArrestModes[0] = ARRESTCAM_OVERSHOULDER; + ArrestModes[1] = ARRESTCAM_LAMPPOST; + ArrestModes[2] = ARRESTCAM_ALONGGROUND; + ArrestModes[3] = ARRESTCAM_OVERSHOULDER; + }else{ + ArrestModes[0] = ARRESTCAM_LAMPPOST; + ArrestModes[1] = ARRESTCAM_ALONGGROUND; + ArrestModes[2] = ARRESTCAM_OVERSHOULDER; + } + }else return false; + + for(int i = 0; nUsingWhichCamera == 0 && i < ARRAY_SIZE(ArrestModes) && ArrestModes[i] > 0; i++){ + switch(ArrestModes[i]){ + case ARRESTCAM_OVERSHOULDER: + if(cop){ + foundPos = GetLookOverShoulderPos(TheCamera.pTargetEntity, cop, TargetPos, CamSource); + pStoredCopPed = cop; + cop = nil; + }else if(targetPed){ + for(int j = 0; j < targetPed->m_numNearPeds; j++){ + CPed *nearPed = targetPed->m_nearPeds[j]; + if(nearPed->GetPedState() == PED_ARREST_PLAYER) + foundPos = GetLookOverShoulderPos(TheCamera.pTargetEntity, nearPed, TargetPos, CamSource); + if(foundPos){ + pStoredCopPed = nearPed; + break; + } + } + } + break; + case ARRESTCAM_ALONGGROUND: + if(cop){ + foundPos = GetLookAlongGroundPos(TheCamera.pTargetEntity, cop, TargetPos, CamSource); + pStoredCopPed = cop; + cop = nil; + }else if(targetPed){ + for(int j = 0; j < targetPed->m_numNearPeds; j++){ + CPed *nearPed = targetPed->m_nearPeds[j]; + if(nearPed->GetPedState() == PED_ARREST_PLAYER) + foundPos = GetLookAlongGroundPos(TheCamera.pTargetEntity, nearPed, TargetPos, CamSource); + if(foundPos){ + pStoredCopPed = nearPed; + break; + } + } + } + break; + case ARRESTCAM_LAMPPOST: + foundPos = GetLookFromLampPostPos(TheCamera.pTargetEntity, cop, TargetPos, CamSource); + break; + } + + if(foundPos){ + if(pStoredCopPed) + pStoredCopPed->RegisterReference((CEntity**)&pStoredCopPed); + nUsingWhichCamera = ArrestModes[i]; + if(ArrestModes[i] == ARRESTCAM_ALONGGROUND){ + float rnd = CGeneral::GetRandomNumberInRange(0.0f, 5.0f); + if(rnd < 1.0f) nUsingWhichCamera = ARRESTCAM_ALONGGROUND; + else if(rnd < 2.0f) nUsingWhichCamera = ARRESTCAM_ALONGGROUND_RIGHT; + else if(rnd < 3.0f) nUsingWhichCamera = ARRESTCAM_ALONGGROUND_RIGHT_UP; + else if(rnd < 4.0f) nUsingWhichCamera = ARRESTCAM_ALONGGROUND_LEFT; + else nUsingWhichCamera = ARRESTCAM_ALONGGROUND_LEFT_UP; + } + }else + pStoredCopPed = nil; + } + + CVector OrigSource = Source; + TheCamera.AvoidTheGeometry(OrigSource, TargetPos, Source, FOV); + Front = TargetPos - Source; + Front.Normalise(); + Up = CVector(0.0f, 0.0f, 1.0f); + CVector Right = CrossProduct(Front, Up); + Right.Normalise(); + Up = CrossProduct(Right, Front); + if(nUsingWhichCamera != 0) + ResetStatics = false; + return true; } - 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; + + if(TheCamera.pTargetEntity->IsPed()){ + ((CPed*)TheCamera.pTargetEntity)->m_pedIK.GetComponentPosition(*(RwV3d*)&TargetPos, PED_MID); + }else if(TheCamera.pTargetEntity->IsVehicle()){ + CPed *driver = ((CVehicle*)TheCamera.pTargetEntity)->pDriver; + if(driver && driver->IsPlayer()) + driver->m_pedIK.GetComponentPosition(*(RwV3d*)&TargetPos, PED_MID); + else + TargetPos = TheCamera.pTargetEntity->GetPosition(); + }else + return false; + + if(nUsingWhichCamera == ARRESTCAM_OVERSHOULDER && pStoredCopPed){ + foundPos = GetLookOverShoulderPos(TheCamera.pTargetEntity, pStoredCopPed, TargetPos, CamSource); + if(CamSource.z > Source.z + ARRESTCAM_S_ROTATION_UP*CTimer::GetTimeStep()) + CamSource.z = Source.z + ARRESTCAM_S_ROTATION_UP*CTimer::GetTimeStep(); + }else if(nUsingWhichCamera >= ARRESTCAM_ALONGGROUND_RIGHT && nUsingWhichCamera <= ARRESTCAM_ALONGGROUND_LEFT_UP){ + CamSource = Source; + Front = TargetPos - CamSource; + Front.Normalise(); + Up = CVector(0.0f, 0.0f, 1.0f); + CVector Right = CrossProduct(Front, Up); + if(nUsingWhichCamera == ARRESTCAM_ALONGGROUND_LEFT || nUsingWhichCamera == ARRESTCAM_ALONGGROUND_LEFT_UP) + Right *= -1.0f; + if(CWorld::TestSphereAgainstWorld(CamSource + 0.5f*Right, 0.4f, TheCamera.pTargetEntity, true, true, false, true, false, true) == nil){ + foundPos = true; + CamSource += Right*ARRESTCAM_ROTATION_SPEED*CTimer::GetTimeStep(); + if(nUsingWhichCamera == ARRESTCAM_ALONGGROUND_RIGHT_UP || nUsingWhichCamera == ARRESTCAM_ALONGGROUND_LEFT_UP){ + CamSource.z += ARRESTCAM_ROTATION_UP*CTimer::GetTimeStep(); + }else{ + bool found = false; + float ground = CWorld::FindGroundZFor3DCoord(CamSource.x, CamSource.y, CamSource.z, &found); + if(found) + CamSource.z = ground + ARRESTDIST_ABOVE_GROUND; + } + } + }else if(nUsingWhichCamera == ARRESTCAM_LAMPPOST){ + CamSource = Source; + Front = TargetPos - CamSource; + Front.z = 0.0f; + Front.Normalise(); + Up = CVector(0.0f, 0.0f, 1.0f); + CVector Right = CrossProduct(Front, Up); + Right.Normalise(); + Front = TargetPos - CamSource + Right*ARRESTCAM_LAMPPOST_ROTATEDIST; + Front.z = 0.0f; + Front.Normalise(); + if(CWorld::TestSphereAgainstWorld(CamSource + 0.5f*Front, 0.4f, TheCamera.pTargetEntity, true, true, false, true, false, true) == nil){ + foundPos = true; + CamSource += Front*ARRESTCAM_LAMPPOST_TRANSLATE*CTimer::GetTimeStep(); } - 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; + if(foundPos){ + Source = CamSource; + CVector OrigSource = Source; + TheCamera.AvoidTheGeometry(OrigSource, TargetPos, Source, FOV); + Front = TargetPos - Source; + Front.Normalise(); + Up = CVector(0.0f, 0.0f, 1.0f); + CVector Right = CrossProduct(Front, Up); + Right.Normalise(); + Up = CrossProduct(Right, Front); + }else{ + CVector OrigSource = Source; + TheCamera.AvoidTheGeometry(OrigSource, TargetPos, Source, FOV); } - CopCoors.z += 0.35f; - m_cvecTargetCoorsForFudgeInter = CopCoors; - Front = CopCoors - Source; - ResetStatics = false; - GetVectorsReadyForRW(); + return true; } @@ -4116,276 +4316,6 @@ CCam::ProcessArrestCamTwo(void) } -/* - * Unused PS2 cams - */ - -void -CCam::Process_Chris_With_Binding_PlusRotation(const CVector &CameraTarget, float TargetOrientation, float, float) -{ - static float AngleToBinned = 0.0f; - static float StartingAngleLastChange = 0.0f; - static float FixedTargetOrientation = 0.0f; - static float DeadZoneReachedOnePrevious; - - FOV = DefaultFOV; // missing in game - - bool FixOrientation = true; - if(ResetStatics){ - Rotating = false; - DeadZoneReachedOnePrevious = 0.0f; - FixedTargetOrientation = 0.0f; - ResetStatics = false; - } - - CVector TargetCoors = CameraTarget; - - float StickX = CPad::GetPad(0)->GetRightStickX(); - float StickY = CPad::GetPad(0)->GetRightStickY(); - float StickAngle; - if(StickX != 0.0 || StickY != 0.0f) // BUG: game checks StickX twice - StickAngle = CGeneral::GetATanOfXY(StickX, StickY); // result unused? - else - FixOrientation = false; - - CVector Dist = Source - TargetCoors; - Source.z = TargetCoors.z + 0.75f; - float Length = Dist.Magnitude2D(); - if(Length > 2.5f){ - Source.x = TargetCoors.x + Dist.x/Length * 2.5f; - Source.y = TargetCoors.y + Dist.y/Length * 2.5f; - }else if(Length < 2.4f){ - Source.x = TargetCoors.x + Dist.x/Length * 2.4f; - Source.y = TargetCoors.y + Dist.y/Length * 2.4f; - } - - Beta = CGeneral::GetATanOfXY(Dist.x, Dist.y); - if(CPad::GetPad(0)->GetLeftShoulder1()){ - FixedTargetOrientation = TargetOrientation; - Rotating = true; - } - - if(FixOrientation){ - Rotating = true; - FixedTargetOrientation = StickX/128.0f + Beta - PI; - } - - if(Rotating){ - Dist = Source - TargetCoors; - Length = Dist.Magnitude2D(); - // inlined - WellBufferMe(FixedTargetOrientation+PI, &Beta, &BetaSpeed, 0.1f, 0.06f, true); - - Source.x = TargetCoors.x + Length*Cos(Beta); - Source.y = TargetCoors.y + Length*Sin(Beta); - - float DeltaBeta = FixedTargetOrientation+PI - Beta; - while(DeltaBeta >= PI) DeltaBeta -= 2*PI; - while(DeltaBeta < -PI) DeltaBeta += 2*PI; - if(Abs(DeltaBeta) < 0.06f) - Rotating = false; - } - - Front = TargetCoors - Source; - Front.Normalise(); - CVector Front2 = Front; - Front2.Normalise(); // What? - // FIX: the meaning of this value must have changed somehow - Source -= Front2 * TheCamera.m_fPedZoomValueSmooth*1.5f; -// Source += Front2 * TheCamera.m_fPedZoomValueSmooth; - - GetVectorsReadyForRW(); -} - -void -CCam::Process_ReactionCam(const CVector &CameraTarget, float TargetOrientation, float, float) -{ - static float AngleToBinned = 0.0f; - static float StartingAngleLastChange = 0.0f; - static float FixedTargetOrientation; - static float DeadZoneReachedOnePrevious; - static uint32 TimeOfLastChange; - uint32 Time; - bool DontBind = false; // BUG: left uninitialized - - FOV = DefaultFOV; // missing in game - - if(ResetStatics){ - Rotating = false; - DeadZoneReachedOnePrevious = 0.0f; - FixedTargetOrientation = 0.0f; - ResetStatics = false; - DontBind = false; - } - - CVector TargetCoors = CameraTarget; - - CVector Dist = Source - TargetCoors; - Source.z = TargetCoors.z + 0.75f; - float Length = Dist.Magnitude2D(); - if(Length > 2.5f){ - Source.x = TargetCoors.x + Dist.x/Length * 2.5f; - Source.y = TargetCoors.y + Dist.y/Length * 2.5f; - }else if(Length < 2.4f){ - Source.x = TargetCoors.x + Dist.x/Length * 2.4f; - Source.y = TargetCoors.y + Dist.y/Length * 2.4f; - } - - Beta = CGeneral::GetATanOfXY(Dist.x, Dist.y); - - float StickX = CPad::GetPad(0)->GetLeftStickX(); - float StickY = CPad::GetPad(0)->GetLeftStickY(); - float StickAngle; - if(StickX != 0.0 || StickY != 0.0f){ - StickAngle = CGeneral::GetATanOfXY(StickX, StickY); - while(StickAngle >= PI) StickAngle -= 2*PI; - while(StickAngle < -PI) StickAngle += 2*PI; - }else - StickAngle = 1000.0f; - - if(Abs(StickAngle-AngleToBinned) > DEGTORAD(15.0f)){ - DontBind = true; - Time = CTimer::GetTimeInMilliseconds(); - } - - if(CTimer::GetTimeInMilliseconds()-TimeOfLastChange > 200){ - if(Abs(HALFPI-StickAngle) > DEGTORAD(50.0f)){ - FixedTargetOrientation = TargetOrientation; - Rotating = true; - TimeOfLastChange = CTimer::GetTimeInMilliseconds(); - } - } - - // These two together don't make much sense. - // Only prevents rotation for one frame - AngleToBinned = StickAngle; - if(DontBind) - TimeOfLastChange = Time; - - if(Rotating){ - Dist = Source - TargetCoors; - Length = Dist.Magnitude2D(); - // inlined - WellBufferMe(FixedTargetOrientation+PI, &Beta, &BetaSpeed, 0.1f, 0.06f, true); - - Source.x = TargetCoors.x + Length*Cos(Beta); - Source.y = TargetCoors.y + Length*Sin(Beta); - - float DeltaBeta = FixedTargetOrientation+PI - Beta; - while(DeltaBeta >= PI) DeltaBeta -= 2*PI; - while(DeltaBeta < -PI) DeltaBeta += 2*PI; - if(Abs(DeltaBeta) < 0.06f) - Rotating = false; - } - - Front = TargetCoors - Source; - Front.Normalise(); - CVector Front2 = Front; - Front2.Normalise(); // What? - // FIX: the meaning of this value must have changed somehow - Source -= Front2 * TheCamera.m_fPedZoomValueSmooth*1.5f; -// Source += Front2 * TheCamera.m_fPedZoomValueSmooth; - - GetVectorsReadyForRW(); -} - -void -CCam::Process_FollowPed_WithBinding(const CVector &CameraTarget, float TargetOrientation, float, float) -{ - static float AngleToBinned = 0.0f; - static float StartingAngleLastChange = 0.0f; - static float FixedTargetOrientation; - static float DeadZoneReachedOnePrevious; - static uint32 TimeOfLastChange; - uint32 Time; - bool DontBind = false; - - FOV = DefaultFOV; // missing in game - - if(ResetStatics){ - Rotating = false; - DeadZoneReachedOnePrevious = 0.0f; - FixedTargetOrientation = 0.0f; - ResetStatics = false; - } - - CVector TargetCoors = CameraTarget; - - CVector Dist = Source - TargetCoors; - Source.z = TargetCoors.z + 0.75f; - float Length = Dist.Magnitude2D(); - if(Length > 2.5f){ - Source.x = TargetCoors.x + Dist.x/Length * 2.5f; - Source.y = TargetCoors.y + Dist.y/Length * 2.5f; - }else if(Length < 2.4f){ - Source.x = TargetCoors.x + Dist.x/Length * 2.4f; - Source.y = TargetCoors.y + Dist.y/Length * 2.4f; - } - - Beta = CGeneral::GetATanOfXY(Dist.x, Dist.y); - - float StickX = CPad::GetPad(0)->GetLeftStickX(); - float StickY = CPad::GetPad(0)->GetLeftStickY(); - float StickAngle; - if(StickX != 0.0 || StickY != 0.0f){ - StickAngle = CGeneral::GetATanOfXY(StickX, StickY); - while(StickAngle >= PI) StickAngle -= 2*PI; - while(StickAngle < -PI) StickAngle += 2*PI; - }else - StickAngle = 1000.0f; - - if(Abs(StickAngle-AngleToBinned) > DEGTORAD(15.0f)){ - DontBind = true; - Time = CTimer::GetTimeInMilliseconds(); - } - - if(CTimer::GetTimeInMilliseconds()-TimeOfLastChange > 200){ - if(Abs(HALFPI-StickAngle) > DEGTORAD(50.0f)){ - FixedTargetOrientation = TargetOrientation; - Rotating = true; - TimeOfLastChange = CTimer::GetTimeInMilliseconds(); - } - } - - if(CPad::GetPad(0)->GetLeftShoulder1JustDown()){ - FixedTargetOrientation = TargetOrientation; - Rotating = true; - TimeOfLastChange = CTimer::GetTimeInMilliseconds(); - } - - // These two together don't make much sense. - // Only prevents rotation for one frame - AngleToBinned = StickAngle; - if(DontBind) - TimeOfLastChange = Time; - - if(Rotating){ - Dist = Source - TargetCoors; - Length = Dist.Magnitude2D(); - // inlined - WellBufferMe(FixedTargetOrientation+PI, &Beta, &BetaSpeed, 0.1f, 0.06f, true); - - Source.x = TargetCoors.x + Length*Cos(Beta); - Source.y = TargetCoors.y + Length*Sin(Beta); - - float DeltaBeta = FixedTargetOrientation+PI - Beta; - while(DeltaBeta >= PI) DeltaBeta -= 2*PI; - while(DeltaBeta < -PI) DeltaBeta += 2*PI; - if(Abs(DeltaBeta) < 0.06f) - Rotating = false; - } - - Front = TargetCoors - Source; - Front.Normalise(); - CVector Front2 = Front; - Front2.Normalise(); // What? - // FIX: the meaning of this value must have changed somehow - Source -= Front2 * TheCamera.m_fPedZoomValueSmooth*1.5f; -// Source += Front2 * TheCamera.m_fPedZoomValueSmooth; - - GetVectorsReadyForRW(); -} - #ifdef FREE_CAM void CCam::Process_FollowPed_Rotation(const CVector &CameraTarget, float TargetOrientation, float, float) @@ -4481,7 +4411,7 @@ CCam::Process_FollowPed_Rotation(const CVector &CameraTarget, float TargetOrient while(Beta >= PI) Beta -= 2.0f*PI; while(Beta < -PI) Beta += 2.0f*PI; if(Alpha > DEGTORAD(45.0f)) Alpha = DEGTORAD(45.0f); - if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f); + else if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f); float BetaDiff = TargetOrientation+PI - Beta; diff --git a/src/core/Camera.h b/src/core/Camera.h index 9cb35636..73e1a15f 100644 --- a/src/core/Camera.h +++ b/src/core/Camera.h @@ -121,9 +121,8 @@ public: float f_max_role_angle; //=DEGTORAD(5.0f); float f_Roll; //used for adding a slight roll to the camera in the - float f_rollSpeed; //TODO(MIAMI): remove + float f_rollSpeed; float m_fSyphonModeTargetZOffSet; - float m_fRoadOffSet; float m_fAmountFractionObscured; float m_fAlphaSpeedOverOneFrame; float m_fBetaSpeedOverOneFrame; @@ -246,26 +245,14 @@ public: bool Process_WheelCam(const CVector&, float, float, float); void Process_Fixed(const CVector &CameraTarget, float, float, float); void Process_Player_Fallen_Water(const CVector &CameraTarget, float TargetOrientation, float, float); - void Process_Circle(const CVector &CameraTarget, float, float, float); void Process_SpecialFixedForSyphon(const CVector &CameraTarget, float, float, float); + void Process_LightHouse(const CVector &CameraTarget, float, float, float); void ProcessPedsDeadBaby(void); bool ProcessArrestCamOne(void); bool ProcessArrestCamTwo(void); - - /* Some of the unused PS2 cams */ - void Process_Chris_With_Binding_PlusRotation(const CVector &CameraTarget, float, float, float); - void Process_ReactionCam(const CVector &CameraTarget, float TargetOrientation, float, float); - void Process_FollowPed_WithBinding(const CVector &CameraTarget, float TargetOrientation, float, float); - // TODO: - // CCam::Process_CushyPillows_Arse - // CCam::Process_Look_At_Cars - // CCam::Process_CheesyZoom - // CCam::Process_Aiming - // CCam::Process_Bill // same as BehindCar due to unused variables - // CCam::Process_Im_The_Passenger_Woo_Woo - // CCam::Process_Blood_On_The_Tracks - // CCam::Process_Cam_Running_Side_Train - // CCam::Process_Cam_On_Train_Roof + bool GetLookAlongGroundPos(CEntity *Target, CPed *Cop, CVector &TargetCoors, CVector &SourceOut); + bool GetLookFromLampPostPos(CEntity *Target, CPed *Cop, CVector &TargetCoors, CVector &SourceOut); + bool GetLookOverShoulderPos(CEntity *Target, CPed *Cop, CVector &TargetCoors, CVector &SourceOut); // custom stuff void Process_FollowPed_Rotation(const CVector &CameraTarget, float TargetOrientation, float, float); diff --git a/src/core/World.cpp b/src/core/World.cpp index ecf17575..a44d3efc 100644 --- a/src/core/World.cpp +++ b/src/core/World.cpp @@ -649,8 +649,8 @@ CWorld::GetIsLineOfSightSectorListClear(CPtrList &list, const CColLine &line, bo } void -CWorld::FindObjectsInRangeSectorList(CPtrList &list, Const CVector ¢re, float radius, bool ignoreZ, short *nextObject, - short lastObject, CEntity **objects) +CWorld::FindObjectsInRangeSectorList(CPtrList &list, Const CVector ¢re, float radius, bool ignoreZ, int16 *numObjects, + int16 lastObject, CEntity **objects) { float radiusSqr = radius * radius; float objDistSqr; @@ -666,16 +666,16 @@ CWorld::FindObjectsInRangeSectorList(CPtrList &list, Const CVector ¢re, floa else objDistSqr = diff.MagnitudeSqr(); - if(objDistSqr < radiusSqr && *nextObject < lastObject) { - if(objects) { objects[*nextObject] = object; } - (*nextObject)++; + if(objDistSqr < radiusSqr && *numObjects < lastObject) { + if(objects) { objects[*numObjects] = object; } + (*numObjects)++; } } } } void -CWorld::FindObjectsInRange(Const CVector ¢re, float radius, bool ignoreZ, short *nextObject, short lastObject, +CWorld::FindObjectsInRange(Const CVector ¢re, float radius, bool ignoreZ, int16 *numObjects, int16 lastObject, CEntity **objects, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies) { @@ -701,39 +701,39 @@ CWorld::FindObjectsInRange(Const CVector ¢re, float radius, bool ignoreZ, sh AdvanceCurrentScanCode(); - *nextObject = 0; + *numObjects = 0; for(int curY = minY; curY <= maxY; curY++) { for(int curX = minX; curX <= maxX; curX++) { CSector *sector = GetSector(curX, curY); if(checkBuildings) { FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_BUILDINGS], centre, radius, - ignoreZ, nextObject, lastObject, objects); + ignoreZ, numObjects, lastObject, objects); FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], centre, - radius, ignoreZ, nextObject, lastObject, objects); + radius, ignoreZ, numObjects, lastObject, objects); } if(checkVehicles) { FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_VEHICLES], centre, radius, - ignoreZ, nextObject, lastObject, objects); + ignoreZ, numObjects, lastObject, objects); FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], centre, - radius, ignoreZ, nextObject, lastObject, objects); + radius, ignoreZ, numObjects, lastObject, objects); } if(checkPeds) { FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_PEDS], centre, radius, ignoreZ, - nextObject, lastObject, objects); + numObjects, lastObject, objects); FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_PEDS_OVERLAP], centre, radius, - ignoreZ, nextObject, lastObject, objects); + ignoreZ, numObjects, lastObject, objects); } if(checkObjects) { FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_OBJECTS], centre, radius, - ignoreZ, nextObject, lastObject, objects); + ignoreZ, numObjects, lastObject, objects); FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], centre, - radius, ignoreZ, nextObject, lastObject, objects); + radius, ignoreZ, numObjects, lastObject, objects); } if(checkDummies) { FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_DUMMIES], centre, radius, - ignoreZ, nextObject, lastObject, objects); + ignoreZ, numObjects, lastObject, objects); FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], centre, - radius, ignoreZ, nextObject, lastObject, objects); + radius, ignoreZ, numObjects, lastObject, objects); } } } diff --git a/src/core/World.h b/src/core/World.h index 3da774ba..8d539061 100644 --- a/src/core/World.h +++ b/src/core/World.h @@ -103,8 +103,8 @@ public: static CEntity *TestSphereAgainstWorld(CVector centre, float radius, CEntity *entityToIgnore, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSomeObjects); static CEntity *TestSphereAgainstSectorList(CPtrList&, CVector, float, CEntity*, bool); - static void FindObjectsInRangeSectorList(CPtrList&, Const CVector&, float, bool, short*, short, CEntity**); - static void FindObjectsInRange(Const CVector&, float, bool, short*, short, CEntity**, bool, bool, bool, bool, bool); + static void FindObjectsInRangeSectorList(CPtrList &list, Const CVector ¢re, float radius, bool ignoreZ, int16 *numObjects, int16 lastObject, CEntity **objects); + static void FindObjectsInRange(Const CVector ¢re, float radius, bool ignoreZ, int16 *numObjects, int16 lastObject, CEntity **objects, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies); static void FindObjectsOfTypeInRangeSectorList(uint32 modelId, CPtrList& list, const CVector& position, float radius, bool bCheck2DOnly, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities); static void FindObjectsOfTypeInRange(uint32 modelId, const CVector& position, float radius, bool bCheck2DOnly, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies); static float FindGroundZForCoord(float x, float y); diff --git a/src/modelinfo/ModelIndices.h b/src/modelinfo/ModelIndices.h index ad7b4aaf..7b67c199 100644 --- a/src/modelinfo/ModelIndices.h +++ b/src/modelinfo/ModelIndices.h @@ -437,6 +437,21 @@ IsLightObject(int16 id) } inline bool +IsLampPost(int16 id) +{ + return id == MI_SINGLESTREETLIGHTS1 || + id == MI_SINGLESTREETLIGHTS2 || + id == MI_SINGLESTREETLIGHTS3 || + id == MI_BOLLARDLIGHT || + id == MI_MLAMPPOST || + id == MI_STREETLAMP1 || + id == MI_STREETLAMP2 || + id == MI_TELPOLE02 || + id == MI_TRAFFICLIGHTS_MIAMI || + id == MI_TRAFFICLIGHTS_TWOVERTICAL; +} + +inline bool IsBodyPart(int16 id) { return id == MI_BODYPARTA || id == MI_BODYPARTB; |