diff options
Diffstat (limited to '')
-rw-r--r-- | src/entities/Physical.cpp | 75 |
1 files changed, 53 insertions, 22 deletions
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp index acf9c702..706b469c 100644 --- a/src/entities/Physical.cpp +++ b/src/entities/Physical.cpp @@ -235,6 +235,7 @@ CPhysical::GetBoundRect(void) return CRect(center.x-radius, center.y-radius, center.x+radius, center.y+radius); } +// --MIAMI: Proof-read once void CPhysical::AddToMovingList(void) { @@ -242,6 +243,7 @@ CPhysical::AddToMovingList(void) m_movingListNode = CWorld::GetMovingEntityList().InsertItem(this); } +// --MIAMI: Proof-read once void CPhysical::RemoveFromMovingList(void) { @@ -261,12 +263,14 @@ CPhysical::SetDamagedPieceRecord(uint16 piece, float impulse, CEntity *entity, C m_vecDamageNormal = dir; } +// --MIAMI: Proof-read once void CPhysical::AddCollisionRecord(CEntity *ent) { AddCollisionRecord_Treadable(ent); this->bHasCollided = true; ent->bHasCollided = true; + this->m_nLastTimeCollided = CTimer::GetTimeInMilliseconds(); if(IsVehicle() && ent->IsVehicle()){ if(((CVehicle*)this)->m_nAlarmState == -1) ((CVehicle*)this)->m_nAlarmState = 15000; @@ -280,10 +284,10 @@ CPhysical::AddCollisionRecord(CEntity *ent) return; if(m_nCollisionRecords < PHYSICAL_MAX_COLLISIONRECORDS) m_aCollisionRecords[m_nCollisionRecords++] = ent; - m_nLastTimeCollided = CTimer::GetTimeInMilliseconds(); } } +// --MIAMI: Proof-read once void CPhysical::AddCollisionRecord_Treadable(CEntity *ent) { @@ -291,6 +295,7 @@ CPhysical::AddCollisionRecord_Treadable(CEntity *ent) } } +// --MIAMI: Proof-read once bool CPhysical::GetHasCollidedWith(CEntity *ent) { @@ -302,20 +307,23 @@ CPhysical::GetHasCollidedWith(CEntity *ent) return false; } +// --MIAMI: Proof-read once void CPhysical::RemoveRefsToEntity(CEntity *ent) { - int i, j; + int i = 0, j; - for(i = 0; i < m_nCollisionRecords; i++){ + while (i < m_nCollisionRecords){ if(m_aCollisionRecords[i] == ent){ for(j = i; j < m_nCollisionRecords-1; j++) m_aCollisionRecords[j] = m_aCollisionRecords[j+1]; m_nCollisionRecords--; - } + } else + i++; } } +// --MIAMI: Proof-read once void CPhysical::PlacePhysicalRelativeToOtherPhysical(CPhysical *other, CPhysical *phys, CVector localPos) { @@ -332,6 +340,7 @@ CPhysical::PlacePhysicalRelativeToOtherPhysical(CPhysical *other, CPhysical *phy CWorld::Add(phys); } +// --MIAMI: Proof-read once int32 CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints) { @@ -350,6 +359,7 @@ CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints) return numSpheres; } +// --MIAMI: Proof-read once void CPhysical::ProcessControl(void) { @@ -417,6 +427,7 @@ CPhysical::GetSpeed(const CVector &r) return m_vecMoveSpeed + m_vecMoveFriction + CrossProduct(m_vecTurnFriction + m_vecTurnSpeed, r); } +// --MIAMI: Proof-read once void CPhysical::ApplyMoveSpeed(void) { @@ -426,7 +437,7 @@ CPhysical::ApplyMoveSpeed(void) GetMatrix().Translate(m_vecMoveSpeed * CTimer::GetTimeStep()); } - +// --MIAMI: Proof-read once void CPhysical::ApplyTurnSpeed(void) { @@ -442,12 +453,14 @@ CPhysical::ApplyTurnSpeed(void) } } +// --MIAMI: Proof-read once void CPhysical::ApplyMoveForce(float jx, float jy, float jz) { m_vecMoveSpeed += CVector(jx, jy, jz)*(1.0f/m_fMass); } +// --MIAMI: Proof-read once void CPhysical::ApplyTurnForce(float jx, float jy, float jz, float px, float py, float pz) { @@ -462,6 +475,7 @@ CPhysical::ApplyFrictionMoveForce(float jx, float jy, float jz) m_vecMoveFriction += CVector(jx, jy, jz)*(1.0f/m_fMass); } +// --MIAMI: Proof-read once void CPhysical::ApplyFrictionTurnForce(float jx, float jy, float jz, float px, float py, float pz) { @@ -470,6 +484,7 @@ CPhysical::ApplyFrictionTurnForce(float jx, float jy, float jz, float px, float m_vecTurnFriction += turnimpulse*(1.0f/m_fTurnMass); } +// --MIAMI: Proof-read once bool CPhysical::ApplySpringCollision(float springConst, CVector &springDir, CVector &point, float springRatio, float bias) { @@ -483,6 +498,7 @@ CPhysical::ApplySpringCollision(float springConst, CVector &springDir, CVector & return true; } +// --MIAMI: Proof-read once bool CPhysical::ApplySpringCollisionAlt(float springConst, CVector &springDir, CVector &point, float springRatio, float bias, CVector &forceDir) { @@ -500,6 +516,7 @@ CPhysical::ApplySpringCollisionAlt(float springConst, CVector &springDir, CVecto return true; } +// --MIAMI: Proof-read once // What exactly is speed? bool CPhysical::ApplySpringDampening(float damping, CVector &springDir, CVector &point, CVector &speed) @@ -560,17 +577,16 @@ CPhysical::ApplyFriction(void) m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f); } +// --MIAMI: Proof-read once void CPhysical::ApplyAirResistance(void) { if(m_fAirResistance > 0.1f){ - if(GetStatus() != STATUS_GHOST){ - float f = Pow(m_fAirResistance, CTimer::GetTimeStep()); - m_vecMoveSpeed *= f; - m_vecTurnSpeed *= f; - } - }else{ - float f = Pow(1.0f/(m_fAirResistance*0.5f*m_vecMoveSpeed.MagnitudeSqr() + 1.0f), CTimer::GetTimeStep()); + float f = Pow(m_fAirResistance, CTimer::GetTimeStep()); + m_vecMoveSpeed *= f; + m_vecTurnSpeed *= f; + }else if(GetStatus() != STATUS_GHOST){ + float f = Pow(1.0f/Abs(1.0f + m_fAirResistance*0.5f*m_vecMoveSpeed.MagnitudeSqr()), CTimer::GetTimeStep()); m_vecMoveSpeed *= f; m_vecTurnSpeed *= 0.99f; } @@ -1015,6 +1031,7 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV return false; } +// --MIAMI: Proof-read once bool CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint) { @@ -1044,7 +1061,11 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint) impulseB = (speedSum - fOtherSpeedB) * B->m_fMass; impulseLimit = adhesiveLimit*CTimer::GetTimeStep(); if(impulseA < -impulseLimit) impulseA = -impulseLimit; - if(impulseB > impulseLimit) impulseB = impulseLimit; // BUG: game has A's clamp again here, but this can't be right +#ifdef FIX_BUGS + if(impulseB > impulseLimit) impulseB = impulseLimit; +#else + if(impulseA < -impulseLimit) impulseA = -impulseLimit; // duplicate +#endif A->ApplyFrictionMoveForce(frictionDir*impulseA); B->ApplyFrictionMoveForce(frictionDir*impulseB); return true; @@ -1139,6 +1160,7 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint) return false; } +// --MIAMI: Proof-read once bool CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint) { @@ -1176,7 +1198,7 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint) if(fOtherSpeed > 0.0f){ frictionDir = vOtherSpeed * (1.0f/fOtherSpeed); fImpulse = -fOtherSpeed * m_fMass; - impulseLimit = adhesiveLimit*CTimer::GetTimeStep() * 1.5f; + impulseLimit = adhesiveLimit*CTimer::GetTimeStep() * 1.5; if(fImpulse < -impulseLimit) fImpulse = -impulseLimit; ApplyFrictionMoveForce(frictionDir*fImpulse); ApplyFrictionTurnForce(frictionDir*fImpulse, pointpos); @@ -1194,6 +1216,7 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint) return false; } +// --MIAMI: Proof-read once bool CPhysical::ProcessShiftSectorList(CPtrList *lists) { @@ -1267,7 +1290,8 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists) skipShift = true; Aobj->m_pCollidingEntity = B; } - } + } else + skipShift = true; }else if(B->IsObject() && A->IsVehicle()){ CObject *Bobj = (CObject*)B; if(Bobj->ObjectCreatedBy != TEMP_OBJECT && @@ -1282,7 +1306,8 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists) if(size.z < A->GetPosition().z || (Invert(A->GetMatrix(), inv) * size).z < 0.0f) skipShift = true; - } + } else + skipShift = true; }else if(IsBodyPart(A->GetModelIndex()) && B->IsPed()) skipShift = true; else if(A->IsPed() && IsBodyPart(B->GetModelIndex())) @@ -1354,6 +1379,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists) return true; } +// --MIAMI: Proof-read once bool CPhysical::ProcessCollisionSectorList_SimpleCar(CPtrList *lists) { @@ -1520,6 +1546,7 @@ collision: return true; } +// --MIAMI: Proof-read once bool CPhysical::ProcessCollisionSectorList(CPtrList *lists) { @@ -1656,8 +1683,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists) return true; if(numCollisions == 0 && A == (CEntity*)FindPlayerPed() && Aped->m_pCollidingEntity == B) Aped->m_pCollidingEntity = nil; - }else if(B->IsBuilding() || B->bIsStuck || B->bInfiniteMass || altcollision){ - + }else if(B->IsBuilding() || B->bIsStuck || B->m_phy_flagA08 || altcollision){ // This is the case where B doesn't move B->m_scanCode = CWorld::GetCurrentScanCode(); @@ -1925,18 +1951,22 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists) CMatrix inv; CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize(); size = B->GetMatrix() * size; - if(size.z < B->GetPosition().z || + if(size.z < A->GetPosition().z || (Invert(A->GetMatrix(), inv) * size).z < 0.0f) Bobj->ObjectDamage(50.0f); } }else if(A->IsObject() && A->bUsesCollision && B->IsVehicle()){ if(Aobj->m_nCollisionDamageEffect && maxImpulseB > 20.0f) Aobj->ObjectDamage(maxImpulseB); +#ifdef FIX_BUGS else if(Aobj->m_nCollisionDamageEffect >= DAMAGE_EFFECT_SMASH_COMPLETELY){ +#else + else if(Bobj->m_nCollisionDamageEffect >= DAMAGE_EFFECT_SMASH_COMPLETELY){ +#endif CMatrix inv; CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize(); size = A->GetMatrix() * size; - if(size.z < A->GetPosition().z || + if(size.z < B->GetPosition().z || (Invert(B->GetMatrix(), inv) * size).z < 0.0f) Aobj->ObjectDamage(50.0f); } @@ -1987,6 +2017,7 @@ CPhysical::CheckCollision_SimpleCar(void) float PHYSICAL_SHIFT_SPEED_DAMP = 0.707f; +// --MIAMI: Proof-read once void CPhysical::ProcessShift(void) { @@ -1997,8 +2028,8 @@ CPhysical::ProcessShift(void) RemoveAndAdd(); }else{ CPhysical *surf; - if(bHasHitWall && IsPed() && (surf = ((CPed*)this)->m_pCurrentPhysSurface, surf == nil || !surf->bInfiniteMass || surf->m_phy_flagA08) || - CWorld::bSecondShift){ + if(bHasHitWall && (IsPed() && (surf = ((CPed*)this)->m_pCurrentPhysSurface, surf == nil || !surf->bInfiniteMass || surf->m_phy_flagA08) || + CWorld::bSecondShift)){ m_vecMoveSpeed *= Pow(PHYSICAL_SHIFT_SPEED_DAMP, CTimer::GetTimeStep()); m_vecTurnSpeed *= Pow(PHYSICAL_SHIFT_SPEED_DAMP, CTimer::GetTimeStep()); } |