Merge remote-tracking branch 'upstream/master'

This commit is contained in:
Nikolay Korolev
2020-04-30 21:41:20 +03:00
46 changed files with 328 additions and 287 deletions

View File

@ -6,7 +6,7 @@
struct CReference;
class CPtrList;
enum eEntityType
enum eEntityType : uint8
{
ENTITY_TYPE_NOTHING = 0,
ENTITY_TYPE_BUILDING,
@ -16,7 +16,7 @@ enum eEntityType
ENTITY_TYPE_DUMMY,
};
enum eEntityStatus
enum eEntityStatus : uint8
{
STATUS_PLAYER,
STATUS_PLAYER_PLAYBACKFROMBUFFER,
@ -36,9 +36,11 @@ class CEntity : public CPlaceable
{
public:
RwObject *m_rwObject;
protected:
uint32 m_type : 3;
private:
uint32 m_status : 5;
public:
// flagsA
uint32 bUsesCollision : 1; // does entity use collision
uint32 bCollisionProcessed : 1; // has object been processed by a ProcessEntityCollision function
@ -90,6 +92,11 @@ public:
uint16 m_level; // int16
CReference *m_pFirstReference;
public:
eEntityType GetType() const { return (eEntityType)m_type; }
void SetType(eEntityType type) { m_type = type; }
eEntityStatus GetStatus() const { return (eEntityStatus)m_status; }
void SetStatus(eEntityStatus status) { m_status = status; }
CColModel *GetColModel(void) { return CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(); }
#ifndef COMPATIBLE_SAVES
uint32* GetAddressOfEntityProperties() { /* AWFUL */ return (uint32*)((char*)&m_rwObject + sizeof(m_rwObject)); }

View File

@ -54,7 +54,7 @@ CPhysical::CPhysical(void)
bInfiniteMass = false;
bIsInWater = false;
bHitByTrain = false;
m_phy_flagA80 = false;
bSkipLineCol = false;
m_fDistanceTravelled = 0.0f;
m_treadable[PATH_CAR] = nil;
@ -350,7 +350,7 @@ CPhysical::ProcessControl(void)
bWasPostponed = false;
bHasHitWall = false;
if(m_status == STATUS_SIMPLE)
if(GetStatus() == STATUS_SIMPLE)
return;
m_nCollisionRecords = 0;
@ -538,7 +538,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
float timestepB;
if(A->bPedPhysics){
if(A->IsPed() && ((CPed*)A)->IsPlayer() && B->IsVehicle() &&
(B->m_status == STATUS_ABANDONED || B->m_status == STATUS_WRECKED || A->bHasHitWall))
(B->GetStatus() == STATUS_ABANDONED || B->GetStatus() == STATUS_WRECKED || A->bHasHitWall))
timestepB = 2200.0f / B->m_fMass;
else
timestepB = 10.0f;
@ -757,7 +757,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
fA.y *= 1.4f;
if(colpoint.normal.z < 0.7f)
fA.z *= 0.3f;
if(A->m_status == STATUS_PLAYER)
if(A->GetStatus() == STATUS_PLAYER)
pointposA *= 0.8f;
if(CWorld::bNoMoreCollisionTorque){
A->ApplyFrictionMoveForce(fA*-0.3f);
@ -769,7 +769,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
fB.y *= 1.4f;
if(colpoint.normal.z < 0.7f)
fB.z *= 0.3f;
if(B->m_status == STATUS_PLAYER)
if(B->GetStatus() == STATUS_PLAYER)
pointposB *= 0.8f;
if(CWorld::bNoMoreCollisionTorque){
// BUG: the game actually uses A here, but this can't be right
@ -815,7 +815,7 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV
if(normalSpeed < 0.0f){
float minspeed = 0.0104f * CTimer::GetTimeStep();
#ifdef GTA3_1_1_PATCH
if ((IsObject() || IsVehicle() && (GetUp().z < -0.3f || ((CVehicle*)this)->IsBike() && (m_status == STATUS_ABANDONED || m_status == STATUS_WRECKED))) &&
if ((IsObject() || IsVehicle() && (GetUp().z < -0.3f || ((CVehicle*)this)->IsBike() && (GetStatus() == STATUS_ABANDONED || GetStatus() == STATUS_WRECKED))) &&
#else
if((IsObject() || IsVehicle() && GetUp().z < -0.3f) &&
#endif
@ -1341,8 +1341,8 @@ collision:
}
}
if(B->m_status == STATUS_SIMPLE){
B->m_status = STATUS_PHYSICS;
if(B->GetStatus() == STATUS_SIMPLE){
B->SetStatus(STATUS_PHYSICS);
if(B->IsVehicle())
CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)B);
}
@ -1401,7 +1401,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
continue;
}
A->m_phy_flagA80 = false;
A->bSkipLineCol = false;
skipCollision = false;
altcollision = false;
@ -1411,13 +1411,13 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
(B->IsVehicle() || B->IsPed()) &&
A->GetUp().z < 0.66f){
skipCollision = true;
A->m_phy_flagA80 = true;
A->bSkipLineCol = true;
Aobj->m_pCollidingEntity = B;
}else if((A->IsVehicle() || A->IsPed()) &&
B->GetUp().z < 0.66f &&
IsTrafficLight(B->GetModelIndex())){
skipCollision = true;
A->m_phy_flagA80 = true;
A->bSkipLineCol = true;
Bobj->m_pCollidingEntity = A;
}else if(A->IsObject() && B->IsVehicle()){
if(A->GetModelIndex() == MI_CAR_BUMPER || A->GetModelIndex() == MI_FILES)
@ -1460,18 +1460,18 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
skipCollision = true;
}else if(A->IsPed() && IsBodyPart(B->GetModelIndex())){
skipCollision = true;
A->m_phy_flagA80 = true;
A->bSkipLineCol = true;
}else if(A->IsPed() && Aped->m_pCollidingEntity == B){
skipCollision = true;
if(!Aped->bKnockedUpIntoAir)
A->m_phy_flagA80 = true;
A->bSkipLineCol = true;
}else if(B->IsPed() && Bped->m_pCollidingEntity == A){
skipCollision = true;
A->m_phy_flagA80 = 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->m_phy_flagA80 = true;
A->bSkipLineCol = true;
}else if(A->IsPed() && B->IsObject() && Bobj->m_fUprootLimit > 0.0f)
altcollision = true;
@ -1544,7 +1544,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
}else
adhesion = 0.0f;
}else if(A->IsVehicle()){
if(A->m_status == STATUS_WRECKED)
if(A->GetStatus() == STATUS_WRECKED)
adhesion *= 3.0f;
else if(A->GetUp().z > 0.3f)
adhesion = 0.0f;
@ -1561,7 +1561,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
m_vecMoveSpeed += moveSpeed / numResponses;
m_vecTurnSpeed += turnSpeed / numResponses;
if(!CWorld::bNoMoreCollisionTorque &&
A->m_status == STATUS_PLAYER && A->IsVehicle() &&
A->GetStatus() == STATUS_PLAYER && A->IsVehicle() &&
Abs(A->m_vecMoveSpeed.x) > 0.2f &&
Abs(A->m_vecMoveSpeed.y) > 0.2f){
A->m_vecMoveFriction.x += moveSpeed.x * -0.3f / numCollisions;
@ -1713,8 +1713,8 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
Aobj->ObjectDamage(maxImpulseB);
}
if(B->m_status == STATUS_SIMPLE){
B->m_status = STATUS_PHYSICS;
if(B->GetStatus() == STATUS_SIMPLE){
B->SetStatus(STATUS_PHYSICS);
if(B->IsVehicle())
CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)B);
}
@ -1758,7 +1758,7 @@ void
CPhysical::ProcessShift(void)
{
m_fDistanceTravelled = 0.0f;
if(m_status == STATUS_SIMPLE){
if(GetStatus() == STATUS_SIMPLE){
bIsStuck = false;
bIsInSafePosition = true;
RemoveAndAdd();
@ -1804,7 +1804,7 @@ CPhysical::ProcessCollision(void)
m_fDistanceTravelled = 0.0f;
m_bIsVehicleBeingShifted = false;
m_phy_flagA80 = false;
bSkipLineCol = false;
if(!bUsesCollision){
bIsStuck = false;
@ -1813,9 +1813,9 @@ CPhysical::ProcessCollision(void)
return;
}
if(m_status == STATUS_SIMPLE){
if(CheckCollision_SimpleCar() && m_status == STATUS_SIMPLE){
m_status = STATUS_PHYSICS;
if(GetStatus() == STATUS_SIMPLE){
if(CheckCollision_SimpleCar() && GetStatus() == STATUS_SIMPLE){
SetStatus(STATUS_PHYSICS);
if(IsVehicle())
CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)this);
}
@ -1840,7 +1840,7 @@ CPhysical::ProcessCollision(void)
n = NUMSTEPS(0.3f);
step = savedTimeStep / n;
}else if(IsVehicle() && distSq >= sq(0.4f)){
if(m_status == STATUS_PLAYER)
if(GetStatus() == STATUS_PLAYER)
n = NUMSTEPS(0.2f);
else
n = distSq > 0.32f ? NUMSTEPS(0.3f) : NUMSTEPS(0.4f);
@ -1886,7 +1886,7 @@ CPhysical::ProcessCollision(void)
// TODO: get rid of copy paste?
if(CheckCollision()){
if(IsPed() && m_vecMoveSpeed.z == 0.0f &&
!ped->m_ped_flagA2 &&
!ped->bWasStanding &&
ped->bIsStanding)
savedMatrix.GetPosition().z = GetPosition().z;
GetMatrix() = savedMatrix;
@ -1894,7 +1894,7 @@ CPhysical::ProcessCollision(void)
return;
}
if(IsPed() && m_vecMoveSpeed.z == 0.0f &&
!ped->m_ped_flagA2 &&
!ped->bWasStanding &&
ped->bIsStanding)
savedMatrix.GetPosition().z = GetPosition().z;
GetMatrix() = savedMatrix;
@ -1917,11 +1917,11 @@ CPhysical::ProcessCollision(void)
ApplyTurnSpeed();
GetMatrix().Reorthogonalise();
m_bIsVehicleBeingShifted = false;
m_phy_flagA80 = false;
bSkipLineCol = false;
if(!m_vecMoveSpeed.IsZero() ||
!m_vecTurnSpeed.IsZero() ||
bHitByTrain ||
m_status == STATUS_PLAYER || IsPed() && ped->IsPlayer()){
GetStatus() == STATUS_PLAYER || IsPed() && ped->IsPlayer()){
if(IsVehicle())
((CVehicle*)this)->bVehicleColProcessed = true;
if(CheckCollision()){
@ -1931,7 +1931,7 @@ CPhysical::ProcessCollision(void)
}
bHitByTrain = false;
m_fDistanceTravelled = (GetPosition() - savedMatrix.GetPosition()).Magnitude();
m_phy_flagA80 = false;
bSkipLineCol = false;
bIsStuck = false;
bIsInSafePosition = true;

View File

@ -58,7 +58,7 @@ public:
uint8 m_phy_flagA10 : 1; // unused
uint8 m_phy_flagA20 : 1; // unused
uint8 bHitByTrain : 1;
uint8 m_phy_flagA80 : 1;
uint8 bSkipLineCol : 1;
uint8 m_nSurfaceTouched;
int8 m_nZoneLevel;