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-rw-r--r--src/entities/Physical.cpp103
1 files changed, 42 insertions, 61 deletions
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp
index e9ae3065..fb796fcd 100644
--- a/src/entities/Physical.cpp
+++ b/src/entities/Physical.cpp
@@ -226,14 +226,13 @@ CPhysical::RemoveAndAdd(void)
CRect
CPhysical::GetBoundRect(void)
{
- CVUVECTOR center;
+ CVector center;
float radius;
- GetBoundCentre(center);
+ center = GetBoundCentre();
radius = GetBoundRadius();
return CRect(center.x-radius, center.y-radius, center.x+radius, center.y+radius);
}
-// --MIAMI: Proof-read once
void
CPhysical::AddToMovingList(void)
{
@@ -241,7 +240,6 @@ CPhysical::AddToMovingList(void)
m_movingListNode = CWorld::GetMovingEntityList().InsertItem(this);
}
-// --MIAMI: Proof-read once
void
CPhysical::RemoveFromMovingList(void)
{
@@ -261,7 +259,6 @@ CPhysical::SetDamagedPieceRecord(uint16 piece, float impulse, CEntity *entity, C
m_vecDamageNormal = dir;
}
-// --MIAMI: Proof-read once
void
CPhysical::AddCollisionRecord(CEntity *ent)
{
@@ -285,7 +282,6 @@ CPhysical::AddCollisionRecord(CEntity *ent)
}
}
-// --MIAMI: Proof-read once
void
CPhysical::AddCollisionRecord_Treadable(CEntity *ent)
{
@@ -293,7 +289,6 @@ CPhysical::AddCollisionRecord_Treadable(CEntity *ent)
}
}
-// --MIAMI: Proof-read once
bool
CPhysical::GetHasCollidedWith(CEntity *ent)
{
@@ -305,7 +300,6 @@ CPhysical::GetHasCollidedWith(CEntity *ent)
return false;
}
-// --MIAMI: Proof-read once
void
CPhysical::RemoveRefsToEntity(CEntity *ent)
{
@@ -321,7 +315,6 @@ CPhysical::RemoveRefsToEntity(CEntity *ent)
}
}
-// --MIAMI: Proof-read once
void
CPhysical::PlacePhysicalRelativeToOtherPhysical(CPhysical *other, CPhysical *phys, CVector localPos)
{
@@ -338,7 +331,6 @@ CPhysical::PlacePhysicalRelativeToOtherPhysical(CPhysical *other, CPhysical *phy
CWorld::Add(phys);
}
-// --MIAMI: Proof-read once
int32
CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
{
@@ -357,7 +349,6 @@ CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
return numSpheres;
}
-// --MIAMI: Proof-read once
void
CPhysical::ProcessControl(void)
{
@@ -425,7 +416,6 @@ CPhysical::GetSpeed(const CVector &r)
return m_vecMoveSpeed + m_vecMoveFriction + CrossProduct(m_vecTurnFriction + m_vecTurnSpeed, r);
}
-// --MIAMI: Proof-read once
void
CPhysical::ApplyMoveSpeed(void)
{
@@ -435,7 +425,6 @@ CPhysical::ApplyMoveSpeed(void)
GetMatrix().Translate(m_vecMoveSpeed * CTimer::GetTimeStep());
}
-// --MIAMI: Proof-read once
void
CPhysical::ApplyTurnSpeed(void)
{
@@ -451,14 +440,12 @@ 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)
{
@@ -473,7 +460,6 @@ 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)
{
@@ -482,7 +468,6 @@ 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)
{
@@ -496,7 +481,6 @@ 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)
{
@@ -514,7 +498,6 @@ 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)
@@ -579,7 +562,6 @@ CPhysical::ApplyFriction(void)
m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
}
-// --MIAMI: Proof-read once
void
CPhysical::ApplyAirResistance(void)
{
@@ -698,7 +680,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
if(model == MI_FIRE_HYDRANT && !Bobj->bHasBeenDamaged){
CParticleObject::AddObject(POBJECT_FIRE_HYDRANT, B->GetPosition() - CVector(0.0f, 0.0f, 0.5f), true);
Bobj->bHasBeenDamaged = true;
- }else if(model == MI_PARKINGMETER || model == MI_PARKINGMETER2){
+ }else if((model == MI_PARKINGMETER || model == MI_PARKINGMETER2) && !Bobj->bHasBeenDamaged){
CPickups::CreateSomeMoney(GetPosition(), CGeneral::GetRandomNumber()%100);
Bobj->bHasBeenDamaged = true;
}else if(B->IsObject() && !IsExplosiveThingModel(model))
@@ -716,14 +698,17 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
}
return true;
}
- }else if(!B->bInfiniteMass)
+ }else if(!B->bInfiniteMass){
B->SetIsStatic(false);
+ CWorld::Players[CWorld::PlayerInFocus].m_nHavocLevel += 2;
+ CStats::PropertyDestroyed += CGeneral::GetRandomNumberInRange(30, 60);
+ }
}
}
if(B->GetIsStatic())
return false;
- if(!B->bInfiniteMass && !B->m_phy_flagA08)
+ if(!B->bInfiniteMass && !B->bIsStaticWaitingForCollision)
B->AddToMovingList();
}
@@ -733,11 +718,11 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
// negative if A is moving towards B
speedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
// positive if B is moving towards A
- float speedB = DotProduct(B->m_vecMoveSpeed, colpoint.normal);
+ speedB = DotProduct(B->m_vecMoveSpeed, colpoint.normal);
bool affectB = false;
- float mA = A->m_fMass;;
- float mB = B->m_fMass;;
+ float mA = A->m_fMass;
+ float mB = B->m_fMass;
float speedSum;
if(((CPed*)A)->GetPedState() == PED_FOLLOW_PATH){
affectB = true;
@@ -1009,7 +994,7 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV
Abs(m_vecMoveSpeed.z) < minspeed*2.0f)
impulse = -0.8f * normalSpeed * mass;
else if(IsVehicle() && ((CVehicle*)this)->IsBoat() &&
- colpoint.surfaceB == SURFACE_WOOD_SOLID && colpoint.normal.z < 0.5f)
+ (colpoint.surfaceB == SURFACE_WOOD_SOLID || colpoint.normal.z < 0.5f))
impulse = -(2.0f * m_fElasticity + 1.0f) * normalSpeed * mass;
else
impulse = -(m_fElasticity + 1.0f) * normalSpeed * mass;
@@ -1037,7 +1022,6 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV
return false;
}
-// --MIAMI: Proof-read once
bool
CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
{
@@ -1187,7 +1171,6 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
return false;
}
-// --MIAMI: Proof-read once
bool
CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
{
@@ -1253,7 +1236,6 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
return false;
}
-// --MIAMI: Proof-read once
bool
CPhysical::ProcessShiftSectorList(CPtrList *lists)
{
@@ -1287,11 +1269,12 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
skipShift = false;
if(B->IsBuilding() ||
- B->IsObject() && B->bInfiniteMass)
+ B->IsObject() && B->bInfiniteMass ||
+ A->IsPed() && B->IsObject() && B->GetIsStatic() && !Bobj->bHasBeenDamaged)
canshift = true;
else
- canshift = A->IsPed() &&
- B->IsObject() && B->GetIsStatic() && !Bobj->bHasBeenDamaged;
+ canshift = false;
+
if(B == A ||
B->m_scanCode == CWorld::GetCurrentScanCode() ||
!B->bUsesCollision ||
@@ -1320,7 +1303,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
Aobj->m_pCollidingEntity = nil;
}else if(Aobj->m_pCollidingEntity != B){
CMatrix inv;
- CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize();
+ CVector size = CModelInfo::GetColModel(A->GetModelIndex())->boundingBox.GetSize();
size = A->GetMatrix() * size;
if(size.z < B->GetPosition().z ||
(Invert(B->GetMatrix(), inv) * size).z < 0.0f){
@@ -1338,7 +1321,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
Bobj->m_pCollidingEntity = nil;
}else if(Bobj->m_pCollidingEntity != A){
CMatrix inv;
- CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize();
+ CVector size = CModelInfo::GetColModel(B->GetModelIndex())->boundingBox.GetSize();
size = B->GetMatrix() * size;
if(size.z < A->GetPosition().z ||
(Invert(A->GetMatrix(), inv) * size).z < 0.0f)
@@ -1350,9 +1333,10 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
else if(A->IsPed() && IsBodyPart(B->GetModelIndex()))
skipShift = true;
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()))
+ B->IsPed() && ((CPed*)B)->m_pCollidingEntity == A)
+ skipShift = true;
+ else if(A->GetModelIndex() == MI_RCBANDIT && B->IsVehicle() ||
+ B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle()))
skipShift = true;
if(skipShift)
@@ -1416,7 +1400,6 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
return true;
}
-// --MIAMI: Proof-read once
bool
CPhysical::ProcessCollisionSectorList_SimpleCar(CPtrList *lists)
{
@@ -1583,7 +1566,6 @@ collision:
return true;
}
-// --MIAMI: Proof-read once
bool
CPhysical::ProcessCollisionSectorList(CPtrList *lists)
{
@@ -1621,18 +1603,17 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
bool isTouching = true;
if(!B->bUsesCollision ||
B->m_scanCode == CWorld::GetCurrentScanCode() ||
- B == A ||
- !(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;
- }
+ B == A)
+ continue;
+ if(!B->GetIsTouching(center, radius)){
+ 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;
}
@@ -1664,7 +1645,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
skipCollision = true;
else if(Aobj->m_nCollisionDamageEffect < DAMAGE_EFFECT_SMASH_COMPLETELY){
CMatrix inv;
- CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize();
+ CVector size = CModelInfo::GetColModel(A->GetModelIndex())->boundingBox.GetSize();
size = A->GetMatrix() * size;
if(size.z < B->GetPosition().z ||
(Invert(B->GetMatrix(), inv) * size).z < 0.0f){
@@ -1683,7 +1664,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
skipCollision = true;
else if(Bobj->m_nCollisionDamageEffect < DAMAGE_EFFECT_SMASH_COMPLETELY){
CMatrix inv;
- CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize();
+ CVector size = CModelInfo::GetColModel(B->GetModelIndex())->boundingBox.GetSize();
size = B->GetMatrix() * size;
if(size.z < A->GetPosition().z ||
(Invert(A->GetMatrix(), inv) * size).z < 0.0f){
@@ -1833,7 +1814,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
if(!CWorld::bNoMoreCollisionTorque &&
A->GetStatus() == STATUS_PLAYER && A->IsVehicle() &&
Abs(A->m_vecMoveSpeed.x) > 0.2f &&
- Abs(A->m_vecMoveSpeed.y) > 0.2f){
+ Abs(A->m_vecMoveSpeed.y) > 0.2f && !A->bIsInWater){
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;
@@ -1986,7 +1967,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
Bobj->ObjectDamage(maxImpulseB);
else if(Bobj->m_nCollisionDamageEffect >= DAMAGE_EFFECT_SMASH_COMPLETELY){
CMatrix inv;
- CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize();
+ CVector size = CModelInfo::GetColModel(B->GetModelIndex())->boundingBox.GetSize();
size = B->GetMatrix() * size;
if(size.z < A->GetPosition().z ||
(Invert(A->GetMatrix(), inv) * size).z < 0.0f)
@@ -2001,7 +1982,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
else if(Bobj->m_nCollisionDamageEffect >= DAMAGE_EFFECT_SMASH_COMPLETELY){
#endif
CMatrix inv;
- CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize();
+ CVector size = CModelInfo::GetColModel(A->GetModelIndex())->boundingBox.GetSize();
size = A->GetMatrix() * size;
if(size.z < B->GetPosition().z ||
(Invert(B->GetMatrix(), inv) * size).z < 0.0f)
@@ -2054,7 +2035,6 @@ CPhysical::CheckCollision_SimpleCar(void)
float PHYSICAL_SHIFT_SPEED_DAMP = 0.707f;
-// --MIAMI: Proof-read once
void
CPhysical::ProcessShift(void)
{
@@ -2110,7 +2090,7 @@ CPhysical::ProcessShift(void)
}
// x is the number of units (m) we would like to step
-#define NUMSTEPS(x) ceil(Sqrt(distSq) * (1.0f/(x)))
+#define NUMSTEPS(x) Ceil(Sqrt(distSq) * (1.0f/(x)))
float HIGHSPEED_ELASTICITY_MULT_PED = 2.0f;
float HIGHSPEED_ELASTICITY_MULT_COPCAR = 2.0f;
@@ -2186,10 +2166,11 @@ CPhysical::ProcessCollision(void)
m_bIsVehicleBeingShifted = false;
bJustCheckCollision = true;
+ bool savedUsesCollision = bUsesCollision;
bUsesCollision = false;
if(!CheckCollision()){
bJustCheckCollision = false;
- bUsesCollision = true;
+ bUsesCollision = savedUsesCollision;
if(IsVehicle())
((CVehicle*)this)->bVehicleColProcessed = true;
@@ -2204,7 +2185,7 @@ CPhysical::ProcessCollision(void)
return;
}
bJustCheckCollision = false;
- bUsesCollision = true;
+ bUsesCollision = savedUsesCollision;
GetMatrix() = savedMatrix;
m_vecMoveSpeed = savedMoveSpeed;
if(IsVehicle() && ((CVehicle*)this)->bIsLawEnforcer)