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) diff --git a/src/entities/Physical.h b/src/entities/Physical.h index 926b9762..f552da6c 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;