reversed CPhysical::ProcessShiftSectorList

This commit is contained in:
aap 2019-05-17 14:08:18 +02:00
parent e9e72523d5
commit 5b8f20b08e
10 changed files with 235 additions and 7 deletions

View file

@ -787,6 +787,17 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
}
// ProcessCollision calls
// CheckCollision
// CheckCollision_SimpleCar
// CheckCollision calls
// ProcessCollisionSectorList
// CheckCollision_SimpleCar
// ProcessCollisionSectorList_SimpleCar
// ProcessShift calls
// ProcessCollisionSectorList
// ProcessShiftSectorList
void
CPhysical::AddCollisionRecord(CEntity *ent)
{
@ -839,6 +850,168 @@ CPhysical::GetHasCollidedWith(CEntity *ent)
return false;
}
bool
CPhysical::ProcessShiftSectorList(CPtrList *lists)
{
int i, j;
CPtrList *list;
CPtrNode *node;
CPhysical *A, *B;
CObject *Bobj;
bool canshift;
CVector center;
float radius;
int numCollisions;
int mostColliding;
CColPoint colpoints[32];
CVector shift = { 0.0f, 0.0f, 0.0f };
bool doShift = false;
CEntity *boat = nil;
bool skipShift;
A = this;
A->GetBoundCentre(center);
radius = A->GetBoundRadius();
for(i = 0; i <= ENTITYLIST_PEDS_OVERLAP; i++){
list = &lists[i];
for(node = list->first; node; node = node->next){
B = (CPhysical*)node->item;
Bobj = (CObject*)B;
skipShift = false;
if(B->IsBuilding() ||
B->IsObject() && B->bInfiniteMass)
canshift = true;
else
canshift = A->IsPed() &&
B->IsObject() && B->bInfiniteMass && !Bobj->bHasBeenDamaged;
if(B == A ||
B->m_scanCode == CWorld::GetCurrentScanCode() ||
!B->bUsesCollision ||
(A->bHasHitWall && !canshift) ||
!B->GetIsTouching(center, radius))
continue;
// This could perhaps be done a bit nicer
if(B->IsBuilding())
skipShift = false;
else if(IsTrafficLight(A->GetModelIndex()) &&
(B->IsVehicle() || B->IsPed()) &&
A->GetUp().z < 0.66f)
skipShift = true;
else if((A->IsVehicle() || A->IsPed()) &&
B->GetUp().z < 0.66f &&
IsTrafficLight(B->GetModelIndex()))
skipShift = true;
else if(A->IsObject() && B->IsVehicle()){
CObject *Aobj = (CObject*)A;
if(Aobj->ObjectCreatedBy != TEMP_OBJECT &&
!Aobj->bHasBeenDamaged &&
Aobj->bIsStatic){
if(Aobj->m_pCollidingVehicle == B)
Aobj->m_pCollidingVehicle = nil;
}else if(Aobj->m_pCollidingVehicle != B){
CMatrix inv;
CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize();
size = A->GetMatrix() * size;
if(size.z < B->GetPosition().z ||
(Invert(B->GetMatrix(), inv) * size).z < 0.0f){
skipShift = true;
Aobj->m_pCollidingVehicle = (CVehicle*)B;
}
}
}else if(B->IsObject() && A->IsVehicle()){
CObject *Bobj = (CObject*)B;
if(Bobj->ObjectCreatedBy != TEMP_OBJECT &&
!Bobj->bHasBeenDamaged &&
Bobj->bIsStatic){
if(Bobj->m_pCollidingVehicle == A)
Bobj->m_pCollidingVehicle = nil;
}else if(Bobj->m_pCollidingVehicle != A){
CMatrix inv;
CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize();
size = B->GetMatrix() * size;
if(size.z < A->GetPosition().z ||
(Invert(A->GetMatrix(), inv) * size).z < 0.0f){
skipShift = true;
Bobj->m_pCollidingVehicle = (CVehicle*)A;
}
}
}else if(IsBodyPart(A->GetModelIndex()) && B->IsPed())
skipShift = true;
else if(A->IsPed() && IsBodyPart(B->GetModelIndex()))
skipShift = true;
else if(A->IsPed() && ((CPed*)A)->m_pCollidingVehicle == B ||
B->IsPed() && ((CPed*)B)->m_pCollidingVehicle == A ||
A->GetModelIndex() == MI_RCBANDIT && B->IsVehicle() ||
B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle()))
skipShift = true;
if(skipShift)
continue;
B->m_scanCode = CWorld::GetCurrentScanCode();
numCollisions = A->ProcessEntityCollision(B, colpoints);
if(numCollisions <= 0)
continue;
mostColliding = 0;
for(j = 1; j < numCollisions; j++)
if(colpoints[j].depth > colpoints[mostColliding].depth)
mostColliding = j;
if(CWorld::bSecondShift)
for(j = 0; j < numCollisions; j++)
shift += colpoints[j].normal * colpoints[j].depth * 1.5f/numCollisions;
else
for(j = 0; j < numCollisions; j++)
shift += colpoints[j].normal * colpoints[j].depth * 1.2f/numCollisions;
if(A->IsVehicle() && B->IsVehicle()){
CVector dir = A->GetPosition() - B->GetPosition();
dir.Normalise();
if(dir.z < 0.0f && dir.z < A->GetForward().z && dir.z < A->GetRight().z)
dir.z = min(0.0f, min(A->GetForward().z, A->GetRight().z));
shift += dir * colpoints[mostColliding].depth * 0.5f;
}else if(A->IsPed() && B->IsVehicle() && ((CVehicle*)B)->IsBoat()){
CVector dir = colpoints[mostColliding].normal;
float f = min(fabs(dir.z), 0.9f);
dir.z = 0.0f;
dir.Normalise();
shift += dir * colpoints[mostColliding].depth / (1.0f - f);
boat = B;
}else if(B->IsPed() && A->IsVehicle() && ((CVehicle*)A)->IsBoat()){
CVector dir = colpoints[mostColliding].normal * -1.0f;
float f = min(fabs(dir.z), 0.9f);
dir.z = 0.0f;
dir.Normalise();
B->GetPosition() += dir * colpoints[mostColliding].depth / (1.0f - f);
// BUG? how can that ever happen? A is a Ped
if(B->IsVehicle())
B->ProcessEntityCollision(A, colpoints);
}else{
if(CWorld::bSecondShift)
shift += colpoints[mostColliding].normal * colpoints[mostColliding].depth * 0.4f;
else
shift += colpoints[mostColliding].normal * colpoints[mostColliding].depth * 0.2f;
}
doShift = true;
}
}
if(!doShift)
return false;
GetPosition() += shift;
if(boat)
ProcessEntityCollision(boat, colpoints);
return true;
}
void
CPhysical::ProcessControl(void)
{
@ -897,6 +1070,8 @@ STARTPATCHES
InjectHook(0x4970C0, &CPhysical::AddCollisionRecord_Treadable, PATCH_JUMP);
InjectHook(0x497240, &CPhysical::GetHasCollidedWith, PATCH_JUMP);
InjectHook(0x49DA10, &CPhysical::ProcessShiftSectorList, PATCH_JUMP);
#define F3 float, float, float
InjectHook(0x495B10, &CPhysical::ApplyMoveSpeed, PATCH_JUMP);
InjectHook(0x497280, &CPhysical::ApplyTurnSpeed, PATCH_JUMP);