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-rw-r--r--src/core/World.h2
-rw-r--r--src/entities/Entity.h2
-rw-r--r--src/entities/Physical.cpp336
-rw-r--r--src/entities/Physical.h14
-rw-r--r--src/modelinfo/ModelIndices.h9
5 files changed, 226 insertions, 137 deletions
diff --git a/src/core/World.h b/src/core/World.h
index 8da080b5..cecbf71d 100644
--- a/src/core/World.h
+++ b/src/core/World.h
@@ -29,7 +29,7 @@ enum
{
ENTITYLIST_BUILDINGS,
ENTITYLIST_BUILDINGS_OVERLAP,
- ENTITYLIST_UNKNOWN,
+ ENTITYLIST_MULTIPLAYER,
ENTITYLIST_OBJECTS,
ENTITYLIST_OBJECTS_OVERLAP,
ENTITYLIST_VEHICLES,
diff --git a/src/entities/Entity.h b/src/entities/Entity.h
index dbe8c6e2..6f948d49 100644
--- a/src/entities/Entity.h
+++ b/src/entities/Entity.h
@@ -14,6 +14,7 @@ enum eEntityType
ENTITY_TYPE_PED,
ENTITY_TYPE_OBJECT,
ENTITY_TYPE_DUMMY,
+ ENTITY_TYPE_MULTIPLAYER
};
enum eEntityStatus
@@ -153,6 +154,7 @@ public:
bool IsPed(void) { return m_type == ENTITY_TYPE_PED; }
bool IsObject(void) { return m_type == ENTITY_TYPE_OBJECT; }
bool IsDummy(void) { return m_type == ENTITY_TYPE_DUMMY; }
+ bool IsMultiplayer(void) { return m_type == ENTITY_TYPE_MULTIPLAYER; }
RpAtomic *GetAtomic(void) {
assert(RwObjectGetType(m_rwObject) == rpATOMIC);
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp
index fd635b90..35856914 100644
--- a/src/entities/Physical.cpp
+++ b/src/entities/Physical.cpp
@@ -21,6 +21,8 @@
#include "Pickups.h"
#include "Physical.h"
+//--LCS: mostly done
+
bool gGravityCheat;
@@ -80,6 +82,9 @@ CPhysical::CPhysical(void)
bIsFrozen = false;
bDontLoadCollision = false;
+
+ phys_lcs_unk1 = true;
+ phys_lcs_unk2 = 0;
}
CPhysical::~CPhysical(void)
@@ -120,6 +125,9 @@ CPhysical::Add(void)
case ENTITY_TYPE_OBJECT:
list = &s->m_lists[ENTITYLIST_OBJECTS];
break;
+ case ENTITY_TYPE_MULTIPLAYER:
+ list = &s->m_lists[ENTITYLIST_MULTIPLAYER];
+ break;
default:
assert(0);
}else switch(m_type){
@@ -132,6 +140,9 @@ CPhysical::Add(void)
case ENTITY_TYPE_OBJECT:
list = &s->m_lists[ENTITYLIST_OBJECTS_OVERLAP];
break;
+ case ENTITY_TYPE_MULTIPLAYER:
+ list = &s->m_lists[ENTITYLIST_MULTIPLAYER];
+ break;
default:
assert(0);
}
@@ -172,6 +183,8 @@ CPhysical::RemoveAndAdd(void)
assert(ystart >= 0);
assert(yend < NUMSECTORS_Y);
+ // TODO(LCS): there's a bunch of weird code in this function
+
// we'll try to recycle nodes from here
CEntryInfoNode *next = m_entryInfoList.first;
@@ -188,6 +201,9 @@ CPhysical::RemoveAndAdd(void)
case ENTITY_TYPE_OBJECT:
list = &s->m_lists[ENTITYLIST_OBJECTS];
break;
+ case ENTITY_TYPE_MULTIPLAYER:
+ list = &s->m_lists[ENTITYLIST_MULTIPLAYER];
+ break;
}else switch(m_type){
case ENTITY_TYPE_VEHICLE:
list = &s->m_lists[ENTITYLIST_VEHICLES_OVERLAP];
@@ -198,6 +214,9 @@ CPhysical::RemoveAndAdd(void)
case ENTITY_TYPE_OBJECT:
list = &s->m_lists[ENTITYLIST_OBJECTS_OVERLAP];
break;
+ case ENTITY_TYPE_MULTIPLAYER:
+ list = &s->m_lists[ENTITYLIST_MULTIPLAYER];
+ break;
}
if(next){
// If we still have old nodes, use them
@@ -224,22 +243,20 @@ 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)
{
- if (!bIsStaticWaitingForCollision)
+ if (m_movingListNode == nil && !bIsStaticWaitingForCollision)
m_movingListNode = CWorld::GetMovingEntityList().InsertItem(this);
}
-// --MIAMI: Proof-read once
void
CPhysical::RemoveFromMovingList(void)
{
@@ -259,7 +276,6 @@ CPhysical::SetDamagedPieceRecord(uint16 piece, float impulse, CEntity *entity, C
m_vecDamageNormal = dir;
}
-// --MIAMI: Proof-read once
void
CPhysical::AddCollisionRecord(CEntity *ent)
{
@@ -283,7 +299,6 @@ CPhysical::AddCollisionRecord(CEntity *ent)
}
}
-// --MIAMI: Proof-read once
void
CPhysical::AddCollisionRecord_Treadable(CEntity *ent)
{
@@ -291,7 +306,6 @@ CPhysical::AddCollisionRecord_Treadable(CEntity *ent)
}
}
-// --MIAMI: Proof-read once
bool
CPhysical::GetHasCollidedWith(CEntity *ent)
{
@@ -303,7 +317,6 @@ CPhysical::GetHasCollidedWith(CEntity *ent)
return false;
}
-// --MIAMI: Proof-read once
void
CPhysical::RemoveRefsToEntity(CEntity *ent)
{
@@ -319,7 +332,6 @@ CPhysical::RemoveRefsToEntity(CEntity *ent)
}
}
-// --MIAMI: Proof-read once
void
CPhysical::PlacePhysicalRelativeToOtherPhysical(CPhysical *other, CPhysical *phys, CVector localPos)
{
@@ -336,10 +348,11 @@ CPhysical::PlacePhysicalRelativeToOtherPhysical(CPhysical *other, CPhysical *phy
CWorld::Add(phys);
}
-// --MIAMI: Proof-read once
int32
CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
{
+ if(!GetIsTouching(ent))
+ return 0;
int32 numSpheres = CCollision::ProcessColModels(
GetMatrix(), *GetColModel(),
ent->GetMatrix(), *ent->GetColModel(),
@@ -355,7 +368,6 @@ CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
return numSpheres;
}
-//--LCS: done
void
CPhysical::ProcessControl(void)
{
@@ -423,7 +435,6 @@ CPhysical::GetSpeed(const CVector &r)
return m_vecMoveSpeed + m_vecMoveFriction + CrossProduct(m_vecTurnFriction + m_vecTurnSpeed, r);
}
-//--LCS: done
void
CPhysical::ApplyMoveSpeed(void)
{
@@ -433,7 +444,6 @@ CPhysical::ApplyMoveSpeed(void)
GetMatrix().Translate(m_vecMoveSpeed * CTimer::GetTimeStep());
}
-//--LCS: done
void
CPhysical::ApplyTurnSpeed(void)
{
@@ -449,7 +459,6 @@ CPhysical::ApplyTurnSpeed(void)
}
}
-//--LCS: done
void
CPhysical::ApplyMoveForce(float jx, float jy, float jz)
{
@@ -459,7 +468,6 @@ CPhysical::ApplyMoveForce(float jx, float jy, float jz)
m_vecTurnSpeed.z = Clamp(m_vecTurnSpeed.z, -4.0f, 4.0f);
}
-//--LCS: done
void
CPhysical::ApplyTurnForce(float jx, float jy, float jz, float px, float py, float pz)
{
@@ -471,14 +479,26 @@ CPhysical::ApplyTurnForce(float jx, float jy, float jz, float px, float py, floa
m_vecTurnSpeed.z = Clamp(m_vecTurnSpeed.z, -4.0f, 4.0f);
}
-//--LCS: done
+void
+CPhysical::ApplyTurnForceMultiplayer(const CVector &j, const CVector &p)
+{
+ CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
+ CVector turnimpulse = CrossProduct(p-com, j);
+ turnimpulse *= (1.0f/m_fTurnMass);
+ m_vecTurnSpeed.x += Clamp(turnimpulse.x, -0.1f, 0.1f);
+ m_vecTurnSpeed.y += Clamp(turnimpulse.y, -0.1f, 0.1f);
+ m_vecTurnSpeed.z += Clamp(turnimpulse.z, -0.1f, 0.1f);
+ m_vecTurnSpeed.x = Clamp(m_vecTurnSpeed.x, -1.0f, 1.0f);
+ m_vecTurnSpeed.y = Clamp(m_vecTurnSpeed.y, -1.0f, 1.0f);
+ m_vecTurnSpeed.z = Clamp(m_vecTurnSpeed.z, -1.0f, 1.0f);
+}
+
void
CPhysical::ApplyFrictionMoveForce(float jx, float jy, float jz)
{
m_vecMoveFriction += CVector(jx, jy, jz)*(1.0f/m_fMass);
}
-//--LCS: done
void
CPhysical::ApplyFrictionTurnForce(float jx, float jy, float jz, float px, float py, float pz)
{
@@ -487,7 +507,6 @@ CPhysical::ApplyFrictionTurnForce(float jx, float jy, float jz, float px, float
m_vecTurnFriction += turnimpulse*(1.0f/m_fTurnMass);
}
-//--LCS: done
bool
CPhysical::ApplySpringCollision(float springConst, CVector &springDir, CVector &point, float springRatio, float bias)
{
@@ -501,7 +520,6 @@ CPhysical::ApplySpringCollision(float springConst, CVector &springDir, CVector &
return true;
}
-//--LCS: done
bool
CPhysical::ApplySpringCollisionAlt(float springConst, CVector &springDir, CVector &point, float springRatio, float bias, CVector &forceDir, float &impulse)
{
@@ -522,7 +540,6 @@ CPhysical::ApplySpringCollisionAlt(float springConst, CVector &springDir, CVecto
float DAMPING_LIMIT_OF_SPRING_FORCE = 0.999f;
float DAMPING_LIMIT_IN_FRAME= 0.25f;
-//--LCS: done
// What exactly is speed?
bool
CPhysical::ApplySpringDampening(float damping, float dampingLimit, CVector &springDir, CVector &point, CVector &speed)
@@ -564,7 +581,6 @@ CPhysical::ApplySpringDampening(float damping, float dampingLimit, CVector &spri
return true;
}
-//--LCS: done
void
CPhysical::ApplyGravity(void)
{
@@ -591,7 +607,6 @@ CPhysical::ApplyGravity(void)
m_vecMoveSpeed.z -= GRAVITY * CTimer::GetTimeStep();
}
-//--LCS: done
void
CPhysical::ApplyFriction(void)
{
@@ -601,7 +616,6 @@ CPhysical::ApplyFriction(void)
m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
}
-//--LCS: done
void
CPhysical::ApplyAirResistance(void)
{
@@ -653,6 +667,14 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
foo = true;
}
+ CVector comA, comB;
+ comA = Multiply3x3(A->GetMatrix(), A->m_vecCentreOfMass);
+ comB = Multiply3x3(B->GetMatrix(), B->m_vecCentreOfMass);
+
+ if(A->IsVehicle() && B->IsObject() && ((CObject*)B)->bIsStreetLight ||
+ B->IsVehicle() && A->IsObject() && ((CObject*)A)->bIsStreetLight)
+ colpoint.normal.z = 0.0f;
+
float speedA, speedB;
if(B->GetIsStatic() && !foo){
if(A->bPedPhysics){
@@ -673,6 +695,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
if(IsGlass(B->GetModelIndex()))
CGlass::WindowRespondsToSoftCollision(B, impulseA);
if(!A->bInfiniteMass)
+//TODO(LCS): inline without clamp
A->ApplyMoveForce(colpoint.GetNormal() * (1.0f + A->m_fElasticity) * impulseA);
return true;
}
@@ -683,6 +706,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
impulseA = -speedA * A->m_fMass;
impulseB = 0.0f;
if(!A->bInfiniteMass)
+//TODO(LCS): inline without clamp
A->ApplyMoveForce(colpoint.normal*(1.0f + A->m_fElasticity)*impulseA);
return true;
}
@@ -696,7 +720,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
eA = -1.0f;
else
eA = -(1.0f + A->m_fElasticity);
- impulseA = eA * speedA * A->GetMass(pointposA, colpoint.normal);
+ impulseA = eA * speedA * A->GetMass(pointposA-comA, colpoint.normal);
impulseB = impulseA;
if(Bobj->m_nCollisionDamageEffect && impulseA > 20.0f){
@@ -721,7 +745,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
CParticleObject::AddObject(POBJECT_FIRE_HYDRANT, B->GetPosition() - CVector(0.0f, 0.0f, 0.5f), true);
CParticleObject::AddObject(POBJECT_FIRE_HYDRANT_STEAM, 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))
@@ -739,14 +763,17 @@ 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();
}
@@ -756,13 +783,13 @@ 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){
+ if(A->IsPed() && ((CPed*)A)->GetPedState() == PED_FOLLOW_PATH){
affectB = true;
speedSum = (2.0f*mA*speedA + mB*speedB)/(2.0f*mA + mB);
}else{
@@ -794,7 +821,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
speedB = DotProduct(B->GetSpeed(pointposB), colpoint.normal);
float mA = A->m_fMass*massFactorA;
- float mB = B->GetMassTweak(pointposB, colpoint.normal, massFactorB);
+ float mB = B->GetMassTweak(pointposB-comB, colpoint.normal, massFactorB);
float speedSum;
if(foo)
speedSum = speedB;
@@ -832,7 +859,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
speedA = DotProduct(A->GetSpeed(pointposA), colpoint.normal);
speedB = DotProduct(B->m_vecMoveSpeed, colpoint.normal);
- float mA = A->GetMassTweak(pointposA, colpoint.normal, massFactorA);
+ float mA = A->GetMassTweak(pointposA-comA, colpoint.normal, massFactorA);
float mB = B->m_fMass*massFactorB;
float speedSum = (mB*speedB + mA*speedA)/(mA + mB);
if(speedA < speedSum){
@@ -872,8 +899,8 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
CVector pointposB = colpoint.point - B->GetPosition();
speedA = DotProduct(A->GetSpeed(pointposA), colpoint.normal);
speedB = DotProduct(B->GetSpeed(pointposB), colpoint.normal);
- float mA = A->GetMassTweak(pointposA, colpoint.normal, massFactorA);
- float mB = B->GetMassTweak(pointposB, colpoint.normal, massFactorB);
+ float mA = A->GetMassTweak(pointposA-comA, colpoint.normal, massFactorA);
+ float mB = B->GetMassTweak(pointposB-comB, colpoint.normal, massFactorB);
float speedSum = (mB*speedB + mA*speedA)/(mA + mB);
if(speedA < speedSum){
if(A->bHasHitWall)
@@ -889,8 +916,8 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
CVector fA = colpoint.normal*(impulseA/massFactorA);
CVector fB = colpoint.normal*(-impulseB/massFactorB);
if(A->IsVehicle() && !A->bHasHitWall){
- fA.x *= 1.4f;
- fA.y *= 1.4f;
+// fA.x *= 1.4f;
+// fA.y *= 1.4f;
if(colpoint.normal.z < 0.7f)
fA.z *= 0.3f;
if(A->GetStatus() == STATUS_PLAYER)
@@ -901,8 +928,8 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
}
}
if(B->IsVehicle() && !B->bHasHitWall){
- fB.x *= 1.4f;
- fB.y *= 1.4f;
+// fB.x *= 1.4f;
+// fB.y *= 1.4f;
if(-colpoint.normal.z < 0.7f)
fB.z *= 0.3f;
if(B->GetStatus() == STATUS_PLAYER)
@@ -953,8 +980,8 @@ CPhysical::ApplyCollision(CColPoint &colpoint, float &impulse)
impulse = -(m_fElasticity + 1.0f) * speed * mass;
CVector f = colpoint.normal*impulse;
if(IsVehicle()){
- f.x *= 1.4f;
- f.y *= 1.4f;
+// f.x *= 1.4f;
+// f.y *= 1.4f;
if(colpoint.normal.z < 0.7f)
f.z *= 0.3f;
}
@@ -1032,7 +1059,7 @@ 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;
@@ -1060,7 +1087,7 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV
return false;
}
-// --MIAMI: Proof-read once
+//LCS: the div by 0 is fixed differently. probably should use their fix?
bool
CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
{
@@ -1210,7 +1237,6 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
return false;
}
-// --MIAMI: Proof-read once
bool
CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
{
@@ -1276,7 +1302,6 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
return false;
}
-// --MIAMI: Proof-read once
bool
CPhysical::ProcessShiftSectorList(CPtrList *lists)
{
@@ -1302,6 +1327,10 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
A->GetBoundCentre(center);
radius = A->GetBoundRadius();
+
+ if(A->IsMultiplayer())
+ return false;
+
for(i = 0; i <= ENTITYLIST_PEDS_OVERLAP; i++){
list = &lists[i];
for(node = list->first; node; node = node->next){
@@ -1309,12 +1338,13 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
Bobj = (CObject*)B;
skipShift = false;
- if(B->IsBuilding() ||
- B->IsObject() && B->bInfiniteMass)
+ if(B->IsMultiplayer() || B->IsBuilding() ||
+ 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 ||
@@ -1343,7 +1373,7 @@ 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){
@@ -1361,7 +1391,7 @@ 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)
@@ -1373,10 +1403,11 @@ 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)
continue;
@@ -1418,6 +1449,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
dir.Normalise();
B->GetMatrix().Translate(dir * colpoints[mostColliding].GetDepth() / (1.0f - f));
// BUG? how can that ever happen? A is a Ped
+ // LCS: gone or just optimized away?
if(B->IsVehicle())
B->ProcessEntityCollision(A, colpoints);
}else{
@@ -1439,7 +1471,6 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
return true;
}
-// --MIAMI: Proof-read once
bool
CPhysical::ProcessCollisionSectorList_SimpleCar(CPtrList *lists)
{
@@ -1481,6 +1512,10 @@ CPhysical::ProcessCollisionSectorList_SimpleCar(CPtrList *lists)
B->bUsesCollision &&
B->GetIsTouching(center, radius)){
B->m_scanCode = CWorld::GetCurrentScanCode();
+#ifndef FIX_BUGS
+ // surely they didn't mean to call this twice?
+ numCollisions = A->ProcessEntityCollision(B, aColPoints);
+#endif
numCollisions = A->ProcessEntityCollision(B, aColPoints);
if(numCollisions > 0)
goto collision;
@@ -1606,7 +1641,6 @@ collision:
return true;
}
-// --MIAMI: Proof-read once
bool
CPhysical::ProcessCollisionSectorList(CPtrList *lists)
{
@@ -1632,7 +1666,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
radius = A->GetBoundRadius();
A->GetBoundCentre(center);
- for(j = 0; j <= ENTITYLIST_PEDS_OVERLAP; j++){
+ for(j = A->IsMultiplayer() ? 1 : 0; j <= ENTITYLIST_PEDS_OVERLAP; j++){
list = &lists[j];
CPtrNode *listnode;
@@ -1641,21 +1675,19 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
Bobj = (CObject*)B;
Bped = (CPed*)B;
- 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;
}
@@ -1677,6 +1709,18 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
skipCollision = true;
A->bSkipLineCol = true;
Bobj->m_pCollidingEntity = A;
+ }else if(A->IsObject() && Aobj->m_nSpecialCollisionResponseCases == COLLRESPONSE_FENCEPART &&
+ B->IsObject() && Bobj->m_nSpecialCollisionResponseCases == COLLRESPONSE_FENCEPART){
+ skipCollision = true;
+ A->bSkipLineCol = true;
+ }else if(A->IsObject() && Aobj->bIsStreetLight && !B->IsBuilding() && IsLCSTrafficLight(A->GetModelIndex())){
+ skipCollision = true;
+ A->bSkipLineCol = true;
+ Aobj->m_pCollidingEntity = B;
+ }else if(B->IsObject() && Bobj->bIsStreetLight && !A->IsBuilding() && IsLCSTrafficLight(B->GetModelIndex())){
+ skipCollision = true;
+ B->bSkipLineCol = true;
+ Bobj->m_pCollidingEntity = A;
}else if(A->IsObject() && B->IsVehicle()){
if(A->GetModelIndex() == MI_CAR_BUMPER)
skipCollision = true;
@@ -1687,7 +1731,7 @@ 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){
@@ -1706,7 +1750,7 @@ 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){
@@ -1721,20 +1765,39 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
B->GetPosition().z < A->GetPosition().z){
skipCollision = true;
A->bSkipLineCol = true;
- }else if(A->IsPed() && Aped->m_pCollidingEntity == B){
+ }else if(A->IsPed() && (Aped->m_pCollidingEntity == B || !A->phys_lcs_unk1)){
skipCollision = true;
if(!Aped->bKnockedUpIntoAir || Aped->bKnockedOffBike)
A->bSkipLineCol = true;
- }else if(B->IsPed() && Bped->m_pCollidingEntity == A){
- skipCollision = true;
- A->bSkipLineCol = true;
- }else if(A->GetModelIndex() == MI_RCBANDIT && (B->IsPed() || B->IsVehicle()) ||
- B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle())){
+ }else if(B->IsPed() && (Bped->m_pCollidingEntity == A || !B->phys_lcs_unk1)){
skipCollision = true;
A->bSkipLineCol = true;
+// }else if(A->GetModelIndex() == MI_RCBANDIT && (B->IsPed() || B->IsVehicle()) ||
+// B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle())){
+// skipCollision = true;
+// A->bSkipLineCol = true;
}else if(A->IsPed() && B->IsObject() && Bobj->m_fUprootLimit > 0.0f)
altcollision = true;
+ if(A->IsObject() && !B->IsBuilding()){
+ if(!A->phys_lcs_unk1){
+ A->bSkipLineCol = true;
+ skipCollision = true;
+#ifdef FIX_BUGS
+ // looks correct below
+ Aobj->m_pCollidingEntity = B;
+#else
+ Aobj->m_pCollidingEntity = A;
+#endif
+ }
+ }
+ if(B->IsObject() && !A->IsBuilding()){
+ if(!B->phys_lcs_unk1){
+ B->bSkipLineCol = true;
+ skipCollision = true;
+ Bobj->m_pCollidingEntity = A;
+ }
+ }
if(!A->bUsesCollision || skipCollision){
B->m_scanCode = CWorld::GetCurrentScanCode();
@@ -1764,6 +1827,8 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
if(impulseA > maxImpulseA) maxImpulseA = impulseA;
if(A->IsVehicle()){
+ if(B->IsMultiplayer())
+ A->SendMuliVehicleCollision(B, &aColPoints[i], impulseA);
if(!(((CVehicle*)A)->IsBoat() && aColPoints[i].surfaceB == SURFACE_WOOD_SOLID) &&
impulseA > A->m_fDamageImpulse)
A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
@@ -1801,6 +1866,8 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
float adhesion = CSurfaceTable::GetAdhesiveLimit(aColPoints[i]) / numCollisions;
if(A->IsVehicle()){
+ if(B->IsMultiplayer())
+ A->SendMuliVehicleCollision(B, &aColPoints[i], impulseA);
if(((CVehicle*)A)->IsBoat() && aColPoints[i].surfaceB == SURFACE_WOOD_SOLID)
adhesion = 0.0f;
else if(impulseA > A->m_fDamageImpulse)
@@ -1856,7 +1923,7 @@ 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;
@@ -2009,7 +2076,7 @@ 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)
@@ -2024,7 +2091,7 @@ 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)
@@ -2077,7 +2144,6 @@ CPhysical::CheckCollision_SimpleCar(void)
float PHYSICAL_SHIFT_SPEED_DAMP = 0.707f;
-// --MIAMI: Proof-read once
void
CPhysical::ProcessShift(void)
{
@@ -2133,7 +2199,7 @@ 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;
@@ -2148,7 +2214,7 @@ CPhysical::ProcessCollision(void)
m_bIsVehicleBeingShifted = false;
bSkipLineCol = false;
- if(!bUsesCollision){
+ if(!bUsesCollision || IsMultiplayer()){
bIsStuck = false;
bIsInSafePosition = true;
RemoveAndAdd();
@@ -2178,60 +2244,66 @@ CPhysical::ProcessCollision(void)
float distSq = m_vecMoveSpeed.MagnitudeSqr() * sq(CTimer::GetTimeStep());
if(IsPed() && (distSq >= sq(0.3f) || ped->IsPlayer())){
- if(ped->IsPlayer()){
- if(ped->m_pCurrentPhysSurface)
- n = Max(NUMSTEPS(0.15f), 4.0f);
- else
- n = Max(NUMSTEPS(0.3f), 2.0f);
- }else
- n = NUMSTEPS(0.45f);
+ if(ped->IsPlayer() && ped->m_pCurrentPhysSurface)
+ n = Max(NUMSTEPS(0.15f), 4.0f);
+ else
+ n = Max(NUMSTEPS(0.3f), 2.0f);
+ if(ped->IsPlayer() && ped->bHasHitWall)
+ n *= 2;
step = savedTimeStep / n;
if(!ped->IsPlayer())
ped->m_fElasticity *= HIGHSPEED_ELASTICITY_MULT_PED;
- }else if(IsVehicle() && distSq >= sq(0.4f)){
+ }else if(IsVehicle()){
if(GetStatus() == STATUS_PLAYER)
- n = NUMSTEPS(0.2f);
+ n = NUMSTEPS(0.3f);
else
- n = distSq > 0.32f ? NUMSTEPS(0.3f) : NUMSTEPS(0.4f);
+ n = NUMSTEPS(0.4f);
+ if(n == 0)
+ n = 1;
step = savedTimeStep / n;
-
- CVector bbox = GetColModel()->boundingBox.GetSize();
- float relDistX = Abs(DotProduct(m_vecMoveSpeed, GetRight())) * CTimer::GetTimeStep() / bbox.x;
- float relDistY = Abs(DotProduct(m_vecMoveSpeed, GetForward())) * CTimer::GetTimeStep() / bbox.y;
- float relDistZ = Abs(DotProduct(m_vecMoveSpeed, GetUp())) * CTimer::GetTimeStep() / bbox.z;
- if(Max(relDistX, Max(relDistY, relDistZ)) < 1.0f){
- // check if we can get away with simplified processing
-
- ApplyMoveSpeed();
- ApplyTurnSpeed();
- GetMatrix().Reorthogonalise();
- bSkipLineCol = false;
- m_bIsVehicleBeingShifted = false;
-
- bJustCheckCollision = true;
- bUsesCollision = false;
- if(!CheckCollision()){
- bJustCheckCollision = false;
- bUsesCollision = true;
- if(IsVehicle())
- ((CVehicle*)this)->bVehicleColProcessed = true;
-
- bHitByTrain = false;
- m_fDistanceTravelled = (GetPosition() - savedMatrix.GetPosition()).Magnitude();
+ if(n > 2){
+ CVector bbox = GetColModel()->boundingBox.GetSize();
+ float relDistX = Abs(DotProduct(m_vecMoveSpeed, GetRight())) * CTimer::GetTimeStep() / bbox.x;
+ float relDistY = Abs(DotProduct(m_vecMoveSpeed, GetForward())) * CTimer::GetTimeStep() / bbox.y;
+ float relDistZ = Abs(DotProduct(m_vecMoveSpeed, GetUp())) * CTimer::GetTimeStep() / bbox.z;
+ float relDist = Max(relDistX, Max(relDistY, relDistZ));
+ if(((CVehicle*)this)->GetVehicleAppearance() == VEHICLE_APPEARANCE_BIKE)
+ relDist *= 2.0f;
+ if(relDist < 1.0f){
+ // check if we can get away with simplified processing
+
+ ApplyMoveSpeed();
+ ApplyTurnSpeed();
+ GetMatrix().Reorthogonalise();
bSkipLineCol = false;
-
- bIsStuck = false;
- bIsInSafePosition = true;
- m_fElasticity = savedElasticity;
- RemoveAndAdd();
- return;
+ m_bIsVehicleBeingShifted = false;
+
+ bJustCheckCollision = true;
+ bool savedUsesCollision = bUsesCollision;
+ bUsesCollision = false;
+ if(!CheckCollision()){
+ bJustCheckCollision = false;
+ bUsesCollision = savedUsesCollision;
+ if(IsVehicle())
+ ((CVehicle*)this)->bVehicleColProcessed = true;
+
+ bHitByTrain = false;
+ m_fDistanceTravelled = (GetPosition() - savedMatrix.GetPosition()).Magnitude();
+ bSkipLineCol = false;
+
+ bIsStuck = false;
+ bIsInSafePosition = true;
+ m_fElasticity = savedElasticity;
+ RemoveAndAdd();
+ return;
+ }
+ bJustCheckCollision = false;
+ bUsesCollision = savedUsesCollision;
+ GetMatrix() = savedMatrix;
+ m_vecMoveSpeed = savedMoveSpeed;
+ if(IsVehicle() && ((CVehicle*)this)->bIsLawEnforcer)
+ m_fElasticity *= HIGHSPEED_ELASTICITY_MULT_COPCAR;
}
- bJustCheckCollision = false;
- bUsesCollision = true;
- GetMatrix() = savedMatrix;
- m_vecMoveSpeed = savedMoveSpeed;
- if(IsVehicle() && ((CVehicle*)this)->bIsLawEnforcer)
- m_fElasticity *= HIGHSPEED_ELASTICITY_MULT_COPCAR;
}
}else if(IsObject() && ((CObject*)this)->ObjectCreatedBy != TEMP_OBJECT){
int responsecase = ((CObject*)this)->m_nSpecialCollisionResponseCases;
@@ -2314,7 +2386,7 @@ CPhysical::ProcessCollision(void)
bSkipLineCol = false;
if(!m_vecMoveSpeed.IsZero() ||
!m_vecTurnSpeed.IsZero() ||
- bHitByTrain ||
+// bHitByTrain ||
GetStatus() == STATUS_PLAYER ||
IsVehicle() && ((CVehicle*)this)->bRestingOnPhysical ||
IsPed() && ped->IsPlayer()){
diff --git a/src/entities/Physical.h b/src/entities/Physical.h
index 290c267c..71e30485 100644
--- a/src/entities/Physical.h
+++ b/src/entities/Physical.h
@@ -15,8 +15,6 @@ class CTreadable;
class CPhysical : public CEntity
{
public:
- // The not properly indented fields haven't been checked properly yet
-
int32 m_audioEntityId;
float m_phys_unused1;
uint32 m_nLastTimeCollided;
@@ -63,9 +61,13 @@ public:
uint8 m_bIsVehicleBeingShifted : 1; // wrong name - also used on but never set for peds
uint8 bJustCheckCollision : 1; // just see if there is a collision
+bool phys_lcs_unk1;
+
uint8 m_nSurfaceTouched;
int8 m_nZoneLevel;
+int8 phys_lcs_unk2;
+
CPhysical(void);
~CPhysical(void);
@@ -77,6 +79,9 @@ public:
void ProcessShift(void);
void ProcessCollision(void);
+ // these two are virtual in LCS...why?
+ virtual void ApplyMoveSpeed(void);
+ virtual void ApplyTurnSpeed(void);
virtual int32 ProcessEntityCollision(CEntity *ent, CColPoint *colpoints);
void RemoveAndAdd(void);
@@ -143,8 +148,6 @@ public:
m_vecCentreOfMass.z = z;
}
- void ApplyMoveSpeed(void);
- void ApplyTurnSpeed(void);
// Force actually means Impulse here
void ApplyMoveForce(float jx, float jy, float jz);
void ApplyMoveForce(const CVector &j) { ApplyMoveForce(j.x, j.y, j.z); }
@@ -152,6 +155,7 @@ public:
void ApplyTurnForce(float jx, float jy, float jz, float px, float py, float pz);
// j is direction of force, p is point relative to model center where force is applied
void ApplyTurnForce(const CVector &j, const CVector &p) { ApplyTurnForce(j.x, j.y, j.z, p.x, p.y, p.z); }
+ void ApplyTurnForceMultiplayer(const CVector &j, const CVector &p);
void ApplyFrictionMoveForce(float jx, float jy, float jz);
void ApplyFrictionMoveForce(const CVector &j) { ApplyFrictionMoveForce(j.x, j.y, j.z); }
void ApplyFrictionTurnForce(float jx, float jy, float jz, float rx, float ry, float rz);
@@ -175,6 +179,8 @@ public:
bool CheckCollision(void);
bool CheckCollision_SimpleCar(void);
+ void SendMuliVehicleCollision(CEntity *,CColPoint *,float) {}
+
// TEMP
bool ApplySpringCollisionAlt(float springConst, CVector &springDir, CVector &point, float springRatio, float bias, CVector &forceDir);
bool ApplySpringDampening(float damping, CVector &springDir, CVector &point, CVector &speed);
diff --git a/src/modelinfo/ModelIndices.h b/src/modelinfo/ModelIndices.h
index 317ac679..ebb07c7a 100644
--- a/src/modelinfo/ModelIndices.h
+++ b/src/modelinfo/ModelIndices.h
@@ -1293,6 +1293,15 @@ IsLampPost(int16 id)
}
inline bool
+IsLCSTrafficLight(int16 id)
+{
+ return id == MI_TLIGHT_POST ||
+ id == MI_TLIGHT_WALK ||
+ id == MI_TLIGHT_BOX1 ||
+ id == MI_TLIGHT_BOX2;
+}
+
+inline bool
IsBodyPart(int16 id)
{
return id == MI_BODYPARTA || id == MI_BODYPARTB;