From 0338d4c393f45cd6aede7bc24190f9558c4a6f94 Mon Sep 17 00:00:00 2001 From: aap Date: Mon, 2 Aug 2021 20:04:15 +0200 Subject: CPhysical almost done --- src/entities/Entity.h | 2 + src/entities/Physical.cpp | 336 ++++++++++++++++++++++++++++------------------ src/entities/Physical.h | 14 +- 3 files changed, 216 insertions(+), 136 deletions(-) (limited to 'src/entities') 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); -- cgit v1.2.3