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PlayerInfo functions reordered into original order, FindPlayer... functions moved to PlayerInfo, improved CVector <-> RwV3d conversion, small fixes

This commit is contained in:
Sergeanur 2020-12-18 02:57:54 +02:00
parent cc5af26417
commit e9a5670348
28 changed files with 470 additions and 476 deletions

View file

@ -665,7 +665,7 @@ CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColMod
// transform line to model space
Invert(matrix, matTransform);
CVuVector newline[2];
TransformPoints(newline, 2, matTransform, (RwV3d*)&line.p0, sizeof(CColLine)/2);
TransformPoints(newline, 2, matTransform, &line.p0, sizeof(CColLine)/2);
// If we don't intersect with the bounding box, no chance on the rest
if(!TestLineBox(*(CColLine*)newline, model.boundingBox))
@ -1474,7 +1474,7 @@ CCollision::ProcessLineOfSight(const CColLine &line,
// transform line to model space
Invert(matrix, matTransform);
CVuVector newline[2];
TransformPoints(newline, 2, matTransform, (RwV3d*)&line.p0, sizeof(CColLine)/2);
TransformPoints(newline, 2, matTransform, &line.p0, sizeof(CColLine)/2);
if(mindist < 1.0f)
newline[1] = newline[0] + (newline[1] - newline[0])*mindist;
@ -1606,7 +1606,7 @@ CCollision::ProcessVerticalLine(const CColLine &line,
// transform line to model space
Invert(matrix, matTransform);
CVuVector newline[2];
TransformPoints(newline, 2, matTransform, (RwV3d*)&line.p0, sizeof(CColLine)/2);
TransformPoints(newline, 2, matTransform, &line.p0, sizeof(CColLine)/2);
if(mindist < 1.0f)
newline[1] = newline[0] + (newline[1] - newline[0])*mindist;
@ -1806,16 +1806,16 @@ CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA,
matAB *= matrixA;
CVuVector bsphereAB; // bounding sphere of A in B space
TransformPoint(bsphereAB, matAB, *(RwV3d*)modelA.boundingSphere.center); // inlined
TransformPoint(bsphereAB, matAB, modelA.boundingSphere.center); // inlined
bsphereAB.w = modelA.boundingSphere.radius;
if(!TestSphereBox(*(CColSphere*)&bsphereAB, modelB.boundingBox))
return 0;
// transform modelA's spheres and lines to B space
TransformPoints(aSpheresA, modelA.numSpheres, matAB, (RwV3d*)&modelA.spheres->center, sizeof(CColSphere));
TransformPoints(aSpheresA, modelA.numSpheres, matAB, &modelA.spheres->center, sizeof(CColSphere));
for(i = 0; i < modelA.numSpheres; i++)
aSpheresA[i].w = modelA.spheres[i].radius;
TransformPoints(aLinesA, modelA.numLines*2, matAB, (RwV3d*)&modelA.lines->p0, sizeof(CColLine)/2);
TransformPoints(aLinesA, modelA.numLines*2, matAB, &modelA.lines->p0, sizeof(CColLine)/2);
// Test them against model B's bounding volumes
int numSpheresA = 0;
@ -1832,7 +1832,7 @@ CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA,
matBA *= matrixB;
// transform modelB's spheres to A space
TransformPoints(aSpheresB, modelB.numSpheres, matBA, (RwV3d*)&modelB.spheres->center, sizeof(CColSphere));
TransformPoints(aSpheresB, modelB.numSpheres, matBA, &modelB.spheres->center, sizeof(CColSphere));
for(i = 0; i < modelB.numSpheres; i++)
aSpheresB[i].w = modelB.spheres[i].radius;

View file

@ -1038,10 +1038,10 @@ void CReplay::ProcessReplayCamera(void)
TheCamera.GetUp() = CVector(0.0f, 1.0f, 0.0f);
TheCamera.GetRight() = CVector(1.0f, 0.0f, 0.0f);
RwMatrix* pm = RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera));
pm->pos = *(RwV3d*)&TheCamera.GetPosition();
pm->at = *(RwV3d*)&TheCamera.GetForward();
pm->up = *(RwV3d*)&TheCamera.GetUp();
pm->right = *(RwV3d*)&TheCamera.GetRight();
pm->pos = TheCamera.GetPosition();
pm->at = TheCamera.GetForward();
pm->up = TheCamera.GetUp();
pm->right = TheCamera.GetRight();
break;
}
case REPLAYCAMMODE_FIXED:
@ -1057,10 +1057,10 @@ void CReplay::ProcessReplayCamera(void)
TheCamera.GetMatrix().GetUp() = up;
TheCamera.GetMatrix().GetRight() = right;
RwMatrix* pm = RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera));
pm->pos = *(RwV3d*)&TheCamera.GetMatrix().GetPosition();
pm->at = *(RwV3d*)&TheCamera.GetMatrix().GetForward();
pm->up = *(RwV3d*)&TheCamera.GetMatrix().GetUp();
pm->right = *(RwV3d*)&TheCamera.GetMatrix().GetRight();
pm->pos = TheCamera.GetMatrix().GetPosition();
pm->at = TheCamera.GetMatrix().GetForward();
pm->up = TheCamera.GetMatrix().GetUp();
pm->right = TheCamera.GetMatrix().GetRight();
break;
}
default:
@ -1581,10 +1581,10 @@ void CReplay::ProcessLookAroundCam(void)
TheCamera.GetRight() = right;
TheCamera.SetPosition(camera_pt);
RwMatrix* pm = RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera));
pm->pos = *(RwV3d*)&TheCamera.GetPosition();
pm->at = *(RwV3d*)&TheCamera.GetForward();
pm->up = *(RwV3d*)&TheCamera.GetUp();
pm->right = *(RwV3d*)&TheCamera.GetRight();
pm->pos = TheCamera.GetPosition();
pm->at = TheCamera.GetForward();
pm->up = TheCamera.GetUp();
pm->right = TheCamera.GetRight();
TheCamera.CalculateDerivedValues();
RwMatrixUpdate(RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera)));
RwFrameUpdateObjects(RwCameraGetFrame(TheCamera.m_pRwCamera));

View file

@ -2472,7 +2472,7 @@ CCam::Process_Rocket(const CVector &CameraTarget, float, float, float)
ResetStatics = false;
}
((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD);
((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(HeadPos, PED_HEAD);
Source = HeadPos;
Source.z += 0.1f;
Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation);
@ -2573,7 +2573,7 @@ CCam::Process_M16_1stPerson(const CVector &CameraTarget, float, float, float)
}
#if GTA_VERSION < GTA3_PC_11
((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD);
((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(HeadPos, PED_HEAD);
Source = HeadPos;
Source.z += 0.1f;
Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation);
@ -2611,7 +2611,7 @@ CCam::Process_M16_1stPerson(const CVector &CameraTarget, float, float, float)
HeadPos.x = 0.0f;
HeadPos.y = 0.0f;
HeadPos.z = 0.0f;
((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD);
((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(HeadPos, PED_HEAD);
Source = HeadPos;
Source.z += 0.1f;
Source.x -= 0.19f * Cos(m_fInitialPlayerOrientation);
@ -2700,7 +2700,7 @@ CCam::Process_1stPerson(const CVector &CameraTarget, float TargetOrientation, fl
ResetStatics = false;
}
((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD);
((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(HeadPos, PED_HEAD);
Source = HeadPos;
Source.z += 0.1f;
Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation);
@ -2868,7 +2868,7 @@ CCam::Process_1rstPersonPedOnPC(const CVector&, float TargetOrientation, float,
Source = HeadPos;
// unused:
// ((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&MidPos, PED_MID);
// ((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(MidPos, PED_MID);
// Source - MidPos;
// Look around
@ -2963,7 +2963,7 @@ CCam::Process_Sniper(const CVector &CameraTarget, float TargetOrientation, float
ResetStatics = false;
}
((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD);
((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(HeadPos, PED_HEAD);
Source = HeadPos;
Source.z += 0.1f;
Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation);

View file

@ -3,6 +3,7 @@
#include "Automobile.h"
#include "Bridge.h"
#include "Camera.h"
#include "CarCtrl.h"
#include "Cranes.h"
#include "Darkel.h"
#include "Explosion.h"
@ -31,83 +32,6 @@
#include "ZoneCull.h"
#include "main.h"
void
CPlayerInfo::SetPlayerSkin(char *skin)
{
strncpy(m_aSkinName, skin, 32);
LoadPlayerSkin();
}
const CVector &
CPlayerInfo::GetPos()
{
#ifdef FIX_BUGS
if (!m_pPed)
return TheCamera.GetPosition();
#endif
if (m_pPed->InVehicle())
return m_pPed->m_pMyVehicle->GetPosition();
return m_pPed->GetPosition();
}
void
CPlayerInfo::LoadPlayerSkin()
{
DeletePlayerSkin();
m_pSkinTexture = CPlayerSkin::GetSkinTexture(m_aSkinName);
if (!m_pSkinTexture)
m_pSkinTexture = CPlayerSkin::GetSkinTexture(DEFAULT_SKIN_NAME);
}
void
CPlayerInfo::DeletePlayerSkin()
{
if (m_pSkinTexture) {
RwTextureDestroy(m_pSkinTexture);
m_pSkinTexture = nil;
}
}
void
CPlayerInfo::KillPlayer()
{
if (m_WBState != WBSTATE_PLAYING) return;
m_WBState = WBSTATE_WASTED;
m_nWBTime = CTimer::GetTimeInMilliseconds();
CDarkel::ResetOnPlayerDeath();
CMessages::AddBigMessage(TheText.Get("DEAD"), 4000, 2);
CStats::TimesDied++;
}
void
CPlayerInfo::ArrestPlayer()
{
if (m_WBState != WBSTATE_PLAYING) return;
m_WBState = WBSTATE_BUSTED;
m_nWBTime = CTimer::GetTimeInMilliseconds();
CDarkel::ResetOnPlayerDeath();
CMessages::AddBigMessage(TheText.Get("BUSTED"), 5000, 2);
CStats::TimesArrested++;
}
bool
CPlayerInfo::IsPlayerInRemoteMode()
{
return m_pRemoteVehicle || m_bInRemoteMode;
}
void
CPlayerInfo::PlayerFailedCriticalMission()
{
if (m_WBState != WBSTATE_PLAYING)
return;
m_WBState = WBSTATE_FAILED_CRITICAL_MISSION;
m_nWBTime = CTimer::GetTimeInMilliseconds();
CDarkel::ResetOnPlayerDeath();
}
void
CPlayerInfo::Clear(void)
@ -146,197 +70,6 @@ CPlayerInfo::Clear(void)
m_nExplosionsSinceLastReward = 0;
}
void
CPlayerInfo::BlowUpRCBuggy(void)
{
if (!m_pRemoteVehicle || m_pRemoteVehicle->bRemoveFromWorld)
return;
CRemote::TakeRemoteControlledCarFromPlayer();
m_pRemoteVehicle->BlowUpCar(FindPlayerPed());
}
void
CPlayerInfo::CancelPlayerEnteringCars(CVehicle *car)
{
if (!car || car == m_pPed->m_pMyVehicle) {
if (m_pPed->EnteringCar())
m_pPed->QuitEnteringCar();
}
if (m_pPed->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || m_pPed->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)
m_pPed->ClearObjective();
}
void
CPlayerInfo::MakePlayerSafe(bool toggle)
{
if (toggle) {
CTheScripts::ResetCountdownToMakePlayerUnsafe();
m_pPed->m_pWanted->m_bIgnoredByEveryone = true;
CWorld::StopAllLawEnforcersInTheirTracks();
CPad::GetPad(0)->SetDisablePlayerControls(PLAYERCONTROL_PLAYERINFO);
CPad::StopPadsShaking();
m_pPed->bBulletProof = true;
m_pPed->bFireProof = true;
m_pPed->bCollisionProof = true;
m_pPed->bMeleeProof = true;
m_pPed->bOnlyDamagedByPlayer = true;
m_pPed->bExplosionProof = true;
m_pPed->m_bCanBeDamaged = false;
((CPlayerPed*)m_pPed)->ClearAdrenaline();
CancelPlayerEnteringCars(nil);
gFireManager.ExtinguishPoint(GetPos(), 4000.0f);
CExplosion::RemoveAllExplosionsInArea(GetPos(), 4000.0f);
CProjectileInfo::RemoveAllProjectiles();
CWorld::SetAllCarsCanBeDamaged(false);
CWorld::ExtinguishAllCarFiresInArea(GetPos(), 4000.0f);
CReplay::DisableReplays();
} else if (!CGame::playingIntro && !CTheScripts::IsCountdownToMakePlayerUnsafeOn()) {
m_pPed->m_pWanted->m_bIgnoredByEveryone = false;
CPad::GetPad(0)->SetEnablePlayerControls(PLAYERCONTROL_PLAYERINFO);
m_pPed->bBulletProof = false;
m_pPed->bFireProof = false;
m_pPed->bCollisionProof = false;
m_pPed->bMeleeProof = false;
m_pPed->bOnlyDamagedByPlayer = false;
m_pPed->bExplosionProof = false;
m_pPed->m_bCanBeDamaged = true;
CWorld::SetAllCarsCanBeDamaged(true);
CReplay::EnableReplays();
}
}
bool
CPlayerInfo::IsRestartingAfterDeath()
{
return m_WBState == WBSTATE_WASTED;
}
bool
CPlayerInfo::IsRestartingAfterArrest()
{
return m_WBState == WBSTATE_BUSTED;
}
// lastCloseness is passed to other calls of this function
void
CPlayerInfo::EvaluateCarPosition(CEntity *carToTest, CPed *player, float carBoundCentrePedDist, float *lastCloseness, CVehicle **closestCarOutput)
{
// This dist used for determining the angle to face
CVector2D dist(carToTest->GetPosition() - player->GetPosition());
float neededTurn = CGeneral::GetATanOfXY(player->GetForward().x, player->GetForward().y) - CGeneral::GetATanOfXY(dist.x, dist.y);
while (neededTurn >= PI) {
neededTurn -= 2 * PI;
}
while (neededTurn < -PI) {
neededTurn += 2 * PI;
}
// This dist used for evaluating cars' distances, weird...
// Accounts inverted needed turn (or needed turn in long way) and car dist.
float closeness = (1.0f - Abs(neededTurn) / TWOPI) * (10.0f - carBoundCentrePedDist);
if (closeness > *lastCloseness) {
*lastCloseness = closeness;
*closestCarOutput = (CVehicle*)carToTest;
}
}
// There is something unfinished in here... Sadly all IDBs we have have it unfinished.
void
CPlayerInfo::AwardMoneyForExplosion(CVehicle *wreckedCar)
{
if (CTimer::GetTimeInMilliseconds() - m_nPreviousTimeRewardedForExplosion < 6000)
++m_nExplosionsSinceLastReward;
else
m_nExplosionsSinceLastReward = 1;
m_nPreviousTimeRewardedForExplosion = CTimer::GetTimeInMilliseconds();
int award = wreckedCar->pHandling->nMonetaryValue * 0.002f;
sprintf(gString, "$%d", award);
#ifdef MONEY_MESSAGES
// This line is a leftover from PS2, I don't know what it was meant to be.
// CVector sth(TheCamera.GetPosition() * 4.0f);
CMoneyMessages::RegisterOne(wreckedCar->GetPosition() + CVector(0.0f, 0.0f, 2.0f), gString, 0, 255, 0, 2.0f, 0.5f);
#endif
CWorld::Players[CWorld::PlayerInFocus].m_nMoney += award;
for (int i = m_nExplosionsSinceLastReward; i > 1; --i) {
CGeneral::GetRandomNumber();
CWorld::Players[CWorld::PlayerInFocus].m_nMoney += award;
}
}
void
CPlayerInfo::SavePlayerInfo(uint8 *buf, uint32 *size)
{
// Interesting
*size = sizeof(CPlayerInfo);
#define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); buf += sizeof(data);
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nMoney);
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_WBState);
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nWBTime);
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTrafficMultiplier);
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_fRoadDensity);
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney);
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nCollectedPackages);
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTotalPackages);
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bInfiniteSprint);
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bFastReload);
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfJailFree);
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfHospitalFree);
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_aPlayerName);
#undef CopyToBuf
}
void
CPlayerInfo::LoadPlayerInfo(uint8 *buf, uint32 size)
{
#define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); buf += sizeof(data);
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nMoney);
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_WBState);
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nWBTime);
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTrafficMultiplier);
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_fRoadDensity);
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney);
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nCollectedPackages);
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTotalPackages);
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bInfiniteSprint);
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bFastReload);
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfJailFree);
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfHospitalFree);
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_aPlayerName)
#undef CopyFromBuf
}
void
CPlayerInfo::FindClosestCarSectorList(CPtrList& carList, CPed* ped, float unk1, float unk2, float unk3, float unk4, float* lastCloseness, CVehicle** closestCarOutput)
{
for (CPtrNode* node = carList.first; node; node = node->next) {
CVehicle *car = (CVehicle*)node->item;
if(car->m_scanCode != CWorld::GetCurrentScanCode()) {
if (!car->bUsesCollision || !car->IsVehicle())
continue;
car->m_scanCode = CWorld::GetCurrentScanCode();
if (car->GetStatus() != STATUS_WRECKED && car->GetStatus() != STATUS_TRAIN_MOVING
&& (car->GetUp().z > 0.3f || (car->IsVehicle() && ((CVehicle*)car)->m_vehType == VEHICLE_TYPE_BIKE))) {
CVector carCentre = car->GetBoundCentre();
if (Abs(ped->GetPosition().z - carCentre.z) < 2.0f) {
float dist = (ped->GetPosition() - carCentre).Magnitude2D();
if (dist <= 10.0f && !CCranes::IsThisCarBeingCarriedByAnyCrane(car)) {
EvaluateCarPosition(car, ped, dist, lastCloseness, closestCarOutput);
}
}
}
}
}
}
void
CPlayerInfo::Process(void)
{
@ -503,13 +236,13 @@ CPlayerInfo::Process(void)
uint32 timeWithoutRemoteCar = CTimer::GetTimeInMilliseconds() - m_nTimeLostRemoteCar;
if (CTimer::GetPreviousTimeInMilliseconds() - m_nTimeLostRemoteCar < 1000 && timeWithoutRemoteCar >= 1000 && m_WBState == WBSTATE_PLAYING) {
TheCamera.SetFadeColour(0, 0, 0);
TheCamera.Fade(1.0f, 0);
TheCamera.Fade(1.0f, FADE_OUT);
}
if (timeWithoutRemoteCar > 2000) {
if (m_WBState == WBSTATE_PLAYING) {
TheCamera.RestoreWithJumpCut();
TheCamera.SetFadeColour(0, 0, 0);
TheCamera.Fade(1.0f, 1);
TheCamera.Fade(1.0f, FADE_IN);
TheCamera.Process();
CTimer::Stop();
CCullZones::ForceCullZoneCoors(TheCamera.GetPosition());
@ -560,3 +293,370 @@ CPlayerInfo::Process(void)
CStats::DistanceTravelledOnFoot += FindPlayerPed()->m_fDistanceTravelled;
}
}
bool
CPlayerInfo::IsPlayerInRemoteMode()
{
return m_pRemoteVehicle || m_bInRemoteMode;
}
void
CPlayerInfo::SavePlayerInfo(uint8 *buf, uint32 *size)
{
// Interesting
*size = sizeof(CPlayerInfo);
#define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); buf += sizeof(data);
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nMoney);
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_WBState);
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nWBTime);
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTrafficMultiplier);
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_fRoadDensity);
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney);
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nCollectedPackages);
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTotalPackages);
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bInfiniteSprint);
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bFastReload);
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfJailFree);
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfHospitalFree);
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_aPlayerName);
#undef CopyToBuf
}
void
CPlayerInfo::LoadPlayerInfo(uint8 *buf, uint32 size)
{
#define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); buf += sizeof(data);
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nMoney);
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_WBState);
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nWBTime);
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTrafficMultiplier);
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_fRoadDensity);
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney);
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nCollectedPackages);
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTotalPackages);
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bInfiniteSprint);
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bFastReload);
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfJailFree);
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfHospitalFree);
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_aPlayerName)
#undef CopyFromBuf
}
void
CPlayerInfo::FindClosestCarSectorList(CPtrList& carList, CPed* ped, float unk1, float unk2, float unk3, float unk4, float* lastCloseness, CVehicle** closestCarOutput)
{
for (CPtrNode* node = carList.first; node; node = node->next) {
CVehicle *car = (CVehicle*)node->item;
if(car->m_scanCode != CWorld::GetCurrentScanCode()) {
if (!car->bUsesCollision || !car->IsVehicle())
continue;
car->m_scanCode = CWorld::GetCurrentScanCode();
if (car->GetStatus() != STATUS_WRECKED && car->GetStatus() != STATUS_TRAIN_MOVING
&& (car->GetUp().z > 0.3f || (car->IsVehicle() && ((CVehicle*)car)->m_vehType == VEHICLE_TYPE_BIKE))) {
CVector carCentre = car->GetBoundCentre();
if (Abs(ped->GetPosition().z - carCentre.z) < 2.0f) {
float dist = (ped->GetPosition() - carCentre).Magnitude2D();
if (dist <= 10.0f && !CCranes::IsThisCarBeingCarriedByAnyCrane(car)) {
EvaluateCarPosition(car, ped, dist, lastCloseness, closestCarOutput);
}
}
}
}
}
}
// lastCloseness is passed to other calls of this function
void
CPlayerInfo::EvaluateCarPosition(CEntity *carToTest, CPed *player, float carBoundCentrePedDist, float *lastCloseness, CVehicle **closestCarOutput)
{
// This dist used for determining the angle to face
CVector2D dist(carToTest->GetPosition() - player->GetPosition());
float neededTurn = CGeneral::GetATanOfXY(player->GetForward().x, player->GetForward().y) - CGeneral::GetATanOfXY(dist.x, dist.y);
while (neededTurn >= PI) {
neededTurn -= 2 * PI;
}
while (neededTurn < -PI) {
neededTurn += 2 * PI;
}
// This dist used for evaluating cars' distances, weird...
// Accounts inverted needed turn (or needed turn in long way) and car dist.
float closeness = (1.0f - Abs(neededTurn) / TWOPI) * (10.0f - carBoundCentrePedDist);
if (closeness > *lastCloseness) {
*lastCloseness = closeness;
*closestCarOutput = (CVehicle*)carToTest;
}
}
const CVector &
CPlayerInfo::GetPos()
{
#ifdef FIX_BUGS
if (!m_pPed)
return TheCamera.GetPosition();
#endif
if (m_pPed->InVehicle())
return m_pPed->m_pMyVehicle->GetPosition();
return m_pPed->GetPosition();
}
CVector
FindPlayerCoors(void)
{
#ifdef FIX_BUGS
if (CReplay::IsPlayingBack())
return TheCamera.GetPosition();
#endif
CPlayerPed *ped = FindPlayerPed();
if(ped->InVehicle())
return ped->m_pMyVehicle->GetPosition();
else
return ped->GetPosition();
}
const CVector &
FindPlayerSpeed(void)
{
#ifdef FIX_BUGS
static CVector vecTmpVector(0.0f, 0.0f, 0.0f);
if (CReplay::IsPlayingBack())
return vecTmpVector;
#endif
CPlayerPed *ped = FindPlayerPed();
if(ped->InVehicle())
return ped->m_pMyVehicle->m_vecMoveSpeed;
else
return ped->m_vecMoveSpeed;
}
CVehicle *
FindPlayerVehicle(void)
{
CPlayerPed *ped = FindPlayerPed();
if(ped && ped->InVehicle()) return ped->m_pMyVehicle;
return nil;
}
CEntity *
FindPlayerEntity(void)
{
CPlayerPed *ped = FindPlayerPed();
if(ped->InVehicle())
return ped->m_pMyVehicle;
else
return ped;
}
CVehicle *
FindPlayerTrain(void)
{
if(FindPlayerVehicle() && FindPlayerVehicle()->IsTrain())
return FindPlayerVehicle();
else
return nil;
}
CPlayerPed *
FindPlayerPed(void)
{
return CWorld::Players[CWorld::PlayerInFocus].m_pPed;
}
const CVector &
FindPlayerCentreOfWorld(int32 player)
{
#ifdef FIX_BUGS
if(CReplay::IsPlayingBack()) return TheCamera.GetPosition();
#endif
if(CCarCtrl::bCarsGeneratedAroundCamera) return TheCamera.GetPosition();
if(CWorld::Players[player].m_pRemoteVehicle) return CWorld::Players[player].m_pRemoteVehicle->GetPosition();
if(FindPlayerVehicle()) return FindPlayerVehicle()->GetPosition();
return CWorld::Players[player].m_pPed->GetPosition();
}
const CVector &
FindPlayerCentreOfWorld_NoSniperShift(void)
{
#ifdef FIX_BUGS
if (CReplay::IsPlayingBack()) return TheCamera.GetPosition();
#endif
if(CCarCtrl::bCarsGeneratedAroundCamera) return TheCamera.GetPosition();
if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle)
return CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->GetPosition();
if(FindPlayerVehicle()) return FindPlayerVehicle()->GetPosition();
return FindPlayerPed()->GetPosition();
}
float
FindPlayerHeading(void)
{
if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle)
return CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->GetForward().Heading();
if(FindPlayerVehicle()) return FindPlayerVehicle()->GetForward().Heading();
return FindPlayerPed()->GetForward().Heading();
}
bool
CPlayerInfo::IsRestartingAfterDeath()
{
return m_WBState == WBSTATE_WASTED;
}
bool
CPlayerInfo::IsRestartingAfterArrest()
{
return m_WBState == WBSTATE_BUSTED;
}
void
CPlayerInfo::KillPlayer()
{
if (m_WBState != WBSTATE_PLAYING) return;
m_WBState = WBSTATE_WASTED;
m_nWBTime = CTimer::GetTimeInMilliseconds();
CDarkel::ResetOnPlayerDeath();
CMessages::AddBigMessage(TheText.Get("DEAD"), 4000, 2);
CStats::TimesDied++;
}
void
CPlayerInfo::ArrestPlayer()
{
if (m_WBState != WBSTATE_PLAYING) return;
m_WBState = WBSTATE_BUSTED;
m_nWBTime = CTimer::GetTimeInMilliseconds();
CDarkel::ResetOnPlayerDeath();
CMessages::AddBigMessage(TheText.Get("BUSTED"), 5000, 2);
CStats::TimesArrested++;
}
void
CPlayerInfo::PlayerFailedCriticalMission()
{
if (m_WBState != WBSTATE_PLAYING)
return;
m_WBState = WBSTATE_FAILED_CRITICAL_MISSION;
m_nWBTime = CTimer::GetTimeInMilliseconds();
CDarkel::ResetOnPlayerDeath();
}
void
CPlayerInfo::CancelPlayerEnteringCars(CVehicle *car)
{
if (!car || car == m_pPed->m_pMyVehicle) {
if (m_pPed->EnteringCar())
m_pPed->QuitEnteringCar();
}
if (m_pPed->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || m_pPed->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)
m_pPed->ClearObjective();
}
void
CPlayerInfo::MakePlayerSafe(bool toggle)
{
if (toggle) {
CTheScripts::ResetCountdownToMakePlayerUnsafe();
m_pPed->m_pWanted->m_bIgnoredByEveryone = true;
CWorld::StopAllLawEnforcersInTheirTracks();
CPad::GetPad(0)->SetDisablePlayerControls(PLAYERCONTROL_PLAYERINFO);
CPad::StopPadsShaking();
m_pPed->bBulletProof = true;
m_pPed->bFireProof = true;
m_pPed->bCollisionProof = true;
m_pPed->bMeleeProof = true;
m_pPed->bOnlyDamagedByPlayer = true;
m_pPed->bExplosionProof = true;
m_pPed->m_bCanBeDamaged = false;
((CPlayerPed*)m_pPed)->ClearAdrenaline();
CancelPlayerEnteringCars(nil);
gFireManager.ExtinguishPoint(GetPos(), 4000.0f);
CExplosion::RemoveAllExplosionsInArea(GetPos(), 4000.0f);
CProjectileInfo::RemoveAllProjectiles();
CWorld::SetAllCarsCanBeDamaged(false);
CWorld::ExtinguishAllCarFiresInArea(GetPos(), 4000.0f);
CReplay::DisableReplays();
} else if (!CGame::playingIntro && !CTheScripts::IsCountdownToMakePlayerUnsafeOn()) {
m_pPed->m_pWanted->m_bIgnoredByEveryone = false;
CPad::GetPad(0)->SetEnablePlayerControls(PLAYERCONTROL_PLAYERINFO);
m_pPed->bBulletProof = false;
m_pPed->bFireProof = false;
m_pPed->bCollisionProof = false;
m_pPed->bMeleeProof = false;
m_pPed->bOnlyDamagedByPlayer = false;
m_pPed->bExplosionProof = false;
m_pPed->m_bCanBeDamaged = true;
CWorld::SetAllCarsCanBeDamaged(true);
CReplay::EnableReplays();
}
}
void
CPlayerInfo::BlowUpRCBuggy(void)
{
if (!m_pRemoteVehicle || m_pRemoteVehicle->bRemoveFromWorld)
return;
CRemote::TakeRemoteControlledCarFromPlayer();
m_pRemoteVehicle->BlowUpCar(FindPlayerPed());
}
// There is something unfinished in here... Sadly all IDBs we have have it unfinished.
void
CPlayerInfo::AwardMoneyForExplosion(CVehicle *wreckedCar)
{
if (CTimer::GetTimeInMilliseconds() - m_nPreviousTimeRewardedForExplosion < 6000)
++m_nExplosionsSinceLastReward;
else
m_nExplosionsSinceLastReward = 1;
m_nPreviousTimeRewardedForExplosion = CTimer::GetTimeInMilliseconds();
int award = wreckedCar->pHandling->nMonetaryValue * 0.002f;
sprintf(gString, "$%d", award);
#ifdef MONEY_MESSAGES
// This line is a leftover from PS2, I don't know what it was meant to be.
// CVector sth(TheCamera.GetPosition() * 4.0f);
CMoneyMessages::RegisterOne(wreckedCar->GetPosition() + CVector(0.0f, 0.0f, 2.0f), gString, 0, 255, 0, 2.0f, 0.5f);
#endif
CWorld::Players[CWorld::PlayerInFocus].m_nMoney += award;
for (int i = m_nExplosionsSinceLastReward; i > 1; --i) {
CGeneral::GetRandomNumber();
CWorld::Players[CWorld::PlayerInFocus].m_nMoney += award;
}
}
#ifdef GTA_PC
void
CPlayerInfo::SetPlayerSkin(const char *skin)
{
strncpy(m_aSkinName, skin, 32);
LoadPlayerSkin();
}
void
CPlayerInfo::LoadPlayerSkin()
{
DeletePlayerSkin();
m_pSkinTexture = CPlayerSkin::GetSkinTexture(m_aSkinName);
if (!m_pSkinTexture)
m_pSkinTexture = CPlayerSkin::GetSkinTexture(DEFAULT_SKIN_NAME);
}
void
CPlayerInfo::DeletePlayerSkin()
{
if (m_pSkinTexture) {
RwTextureDestroy(m_pSkinTexture);
m_pSkinTexture = nil;
}
}
#endif

View file

@ -54,14 +54,13 @@ public:
bool m_bFastReload;
bool m_bGetOutOfJailFree;
bool m_bGetOutOfHospitalFree;
#ifdef GTA_PC
char m_aSkinName[32];
RwTexture *m_pSkinTexture;
#endif
void MakePlayerSafe(bool);
void LoadPlayerSkin();
void DeletePlayerSkin();
void AwardMoneyForExplosion(CVehicle *vehicle);
void SetPlayerSkin(char* skin);
const CVector &GetPos();
void Process(void);
void KillPlayer(void);
@ -78,7 +77,21 @@ public:
void SavePlayerInfo(uint8 *buf, uint32* size);
void FindClosestCarSectorList(CPtrList&, CPed*, float, float, float, float, float*, CVehicle**);
~CPlayerInfo() { };
#ifdef GTA_PC
void LoadPlayerSkin();
void SetPlayerSkin(const char *skin);
void DeletePlayerSkin();
#endif
};
CPlayerPed *FindPlayerPed(void);
CVehicle *FindPlayerVehicle(void);
CVehicle *FindPlayerTrain(void);
CEntity *FindPlayerEntity(void);
CVector FindPlayerCoors(void);
const CVector &FindPlayerSpeed(void);
const CVector &FindPlayerCentreOfWorld(int32 player);
const CVector &FindPlayerCentreOfWorld_NoSniperShift(void);
float FindPlayerHeading(void);
VALIDATE_SIZE(CPlayerInfo, 0x13C);

View file

@ -1361,102 +1361,6 @@ CWorld::FindMissionEntitiesIntersectingCubeSectorList(CPtrList &list, const CVec
}
}
CPlayerPed *
FindPlayerPed(void)
{
return CWorld::Players[CWorld::PlayerInFocus].m_pPed;
}
CVehicle *
FindPlayerVehicle(void)
{
CPlayerPed *ped = FindPlayerPed();
if(ped && ped->InVehicle()) return ped->m_pMyVehicle;
return nil;
}
CVehicle *
FindPlayerTrain(void)
{
if(FindPlayerVehicle() && FindPlayerVehicle()->IsTrain())
return FindPlayerVehicle();
else
return nil;
}
CEntity *
FindPlayerEntity(void)
{
CPlayerPed *ped = FindPlayerPed();
if(ped->InVehicle())
return ped->m_pMyVehicle;
else
return ped;
}
CVector
FindPlayerCoors(void)
{
#ifdef FIX_BUGS
if (CReplay::IsPlayingBack())
return TheCamera.GetPosition();
#endif
CPlayerPed *ped = FindPlayerPed();
if(ped->InVehicle())
return ped->m_pMyVehicle->GetPosition();
else
return ped->GetPosition();
}
CVector &
FindPlayerSpeed(void)
{
#ifdef FIX_BUGS
static CVector vecTmpVector(0.0f, 0.0f, 0.0f);
if (CReplay::IsPlayingBack())
return vecTmpVector;
#endif
CPlayerPed *ped = FindPlayerPed();
if(ped->InVehicle())
return ped->m_pMyVehicle->m_vecMoveSpeed;
else
return ped->m_vecMoveSpeed;
}
const CVector &
FindPlayerCentreOfWorld(int32 player)
{
#ifdef FIX_BUGS
if(CReplay::IsPlayingBack()) return TheCamera.GetPosition();
#endif
if(CCarCtrl::bCarsGeneratedAroundCamera) return TheCamera.GetPosition();
if(CWorld::Players[player].m_pRemoteVehicle) return CWorld::Players[player].m_pRemoteVehicle->GetPosition();
if(FindPlayerVehicle()) return FindPlayerVehicle()->GetPosition();
return CWorld::Players[player].m_pPed->GetPosition();
}
const CVector &
FindPlayerCentreOfWorld_NoSniperShift(void)
{
#ifdef FIX_BUGS
if (CReplay::IsPlayingBack()) return TheCamera.GetPosition();
#endif
if(CCarCtrl::bCarsGeneratedAroundCamera) return TheCamera.GetPosition();
if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle)
return CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->GetPosition();
if(FindPlayerVehicle()) return FindPlayerVehicle()->GetPosition();
return FindPlayerPed()->GetPosition();
}
float
FindPlayerHeading(void)
{
if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle)
return CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->GetForward().Heading();
if(FindPlayerVehicle()) return FindPlayerVehicle()->GetForward().Heading();
return FindPlayerPed()->GetForward().Heading();
}
void
CWorld::ClearCarsFromArea(float x1, float y1, float z1, float x2, float y2, float z2)
{

View file

@ -157,14 +157,3 @@ public:
extern CColPoint gaTempSphereColPoints[MAX_COLLISION_POINTS];
class CPlayerPed;
class CVehicle;
CPlayerPed *FindPlayerPed(void);
CVehicle *FindPlayerVehicle(void);
CVehicle *FindPlayerTrain(void);
CEntity *FindPlayerEntity(void);
CVector FindPlayerCoors(void);
CVector &FindPlayerSpeed(void);
const CVector &FindPlayerCentreOfWorld(int32 player);
const CVector &FindPlayerCentreOfWorld_NoSniperShift(void);
float FindPlayerHeading(void);

View file

@ -384,9 +384,9 @@ ScreenDroplets::ProcessCameraMovement(void)
ms_prevCamUp = camUp;
ms_prevCamPos = camPos;
ms_screenMoveDelta.x = -RwV3dDotProduct(&camMat->right, (RwV3d*)&ms_camMoveDelta);
ms_screenMoveDelta.y = RwV3dDotProduct(&camMat->up, (RwV3d*)&ms_camMoveDelta);
ms_screenMoveDelta.z = RwV3dDotProduct(&camMat->at, (RwV3d*)&ms_camMoveDelta);
ms_screenMoveDelta.x = -RwV3dDotProduct(&camMat->right, &ms_camMoveDelta);
ms_screenMoveDelta.y = RwV3dDotProduct(&camMat->up, &ms_camMoveDelta);
ms_screenMoveDelta.z = RwV3dDotProduct(&camMat->at, &ms_camMoveDelta);
ms_screenMoveDelta *= 10.0f;
ms_screenMoveDist = ms_screenMoveDelta.Magnitude2D();

View file

@ -1,23 +1,22 @@
#pragma once
class CVector
class CVector : public RwV3d
{
public:
float x, y, z;
CVector(void) {}
CVector(float x, float y, float z) : x(x), y(y), z(z) {}
#ifdef RWCORE_H
CVector(const RwV3d &v) : x(v.x), y(v.y), z(v.z) {}
CVector(float x, float y, float z)
{
this->x = x;
this->y = y;
this->z = z;
}
operator RwV3d (void) const {
RwV3d vecRw = { this->x, this->y, this->z };
return vecRw;
CVector(const RwV3d &v)
{
x = v.x;
y = v.y;
z = v.z;
}
operator RwV3d *(void) {
return (RwV3d*)this;
}
#endif
// (0,1,0) means no rotation. So get right vector and its atan
float Heading(void) const { return Atan2(-x, y); }
float Magnitude(void) const { return Sqrt(x*x + y*y + z*z); }

View file

@ -8,18 +8,7 @@ public:
CVuVector(float x, float y, float z) : CVector(x, y, z) {}
CVuVector(float x, float y, float z, float w) : CVector(x, y, z), w(w) {}
CVuVector(const CVector &v) : CVector(v.x, v.y, v.z) {}
#ifdef RWCORE_H
CVuVector(const RwV3d &v) : CVector(v.x, v.y, v.z) {}
operator RwV3d (void) const {
RwV3d vecRw = { this->x, this->y, this->z };
return vecRw;
}
operator RwV3d *(void) {
return (RwV3d*)this;
}
#endif
CVuVector(const RwV3d &v) : CVector(v) {}
/*
void Normalise(void) {
float sq = MagnitudeSqr();

View file

@ -471,7 +471,7 @@ CVehicleModelInfo::PreprocessHierarchy(void)
if(desc[i].flags & VEHICLE_FLAG_POS){
f = assoc.frame;
rwvec = (RwV3d*)&m_positions[desc[i].hierId];
rwvec = &m_positions[desc[i].hierId];
*rwvec = *RwMatrixGetPos(RwFrameGetMatrix(f));
for(f = RwFrameGetParent(f); f; f = RwFrameGetParent(f))
RwV3dTransformPoints(rwvec, rwvec, 1, RwFrameGetMatrix(f));

View file

@ -244,7 +244,7 @@ CCopPed::ArrestPlayer(void)
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ARREST_GUN, 4.0f);
CVector suspMidPos;
suspect->m_pedIK.GetComponentPosition((RwV3d*)suspMidPos, PED_MID);
suspect->m_pedIK.GetComponentPosition(suspMidPos, PED_MID);
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(suspMidPos.x, suspMidPos.y,
GetPosition().x, GetPosition().y);

View file

@ -234,8 +234,8 @@ CEmergencyPed::MedicAI(void)
if (nearestAccident) {
m_pRevivedPed = nearestAccident->m_pVictim;
m_pRevivedPed->RegisterReference((CEntity**)&m_pRevivedPed);
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&midPos, PED_MID);
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&headPos, PED_HEAD);
m_pRevivedPed->m_pedIK.GetComponentPosition(midPos, PED_MID);
m_pRevivedPed->m_pedIK.GetComponentPosition(headPos, PED_HEAD);
SetSeek((headPos + midPos) * 0.5f, 1.0f);
SetObjective(OBJECTIVE_NONE);
bIsRunning = true;
@ -274,8 +274,8 @@ CEmergencyPed::MedicAI(void)
m_nEmergencyPedState = EMERGENCY_PED_STOP;
break;
}
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&midPos, PED_MID);
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&headPos, PED_HEAD);
m_pRevivedPed->m_pedIK.GetComponentPosition(midPos, PED_MID);
m_pRevivedPed->m_pedIK.GetComponentPosition(headPos, PED_HEAD);
SetSeek((headPos + midPos) * 0.5f, nearestAccident->m_nMedicsPerformingCPR * 0.5f + 1.0f);
SetObjective(OBJECTIVE_NONE);
bIsRunning = true;
@ -329,8 +329,8 @@ CEmergencyPed::MedicAI(void)
if (!m_pRevivedPed || m_pRevivedPed->m_fHealth > 0.0f)
m_nEmergencyPedState = EMERGENCY_PED_DETERMINE_NEXT_STATE;
else {
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&midPos, PED_MID);
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&headPos, PED_HEAD);
m_pRevivedPed->m_pedIK.GetComponentPosition(midPos, PED_MID);
m_pRevivedPed->m_pedIK.GetComponentPosition(headPos, PED_HEAD);
midPos = (headPos + midPos) * 0.5f;
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
midPos.x, midPos.y,
@ -351,8 +351,8 @@ CEmergencyPed::MedicAI(void)
m_nEmergencyPedState = EMERGENCY_PED_DETERMINE_NEXT_STATE;
break;
}
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&midPos, PED_MID);
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&headPos, PED_HEAD);
m_pRevivedPed->m_pedIK.GetComponentPosition(midPos, PED_MID);
m_pRevivedPed->m_pedIK.GetComponentPosition(headPos, PED_HEAD);
midPos = (headPos + midPos) * 0.5f;
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
midPos.x, midPos.y,

View file

@ -960,7 +960,7 @@ CPed::MoveHeadToLook(void)
}
if (m_pLookTarget->IsPed()) {
((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition((RwV3d*) &lookPos, PED_MID);
((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition(lookPos, PED_MID);
} else {
lookPos = m_pLookTarget->GetPosition();
}

View file

@ -898,13 +898,13 @@ public:
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID);
RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
RwV3dTransformPoints((RwV3d*)&pos, (RwV3d*)&pos, 1, &mats[idx]);
RwV3dTransformPoints(&pos, &pos, 1, &mats[idx]);
}else
#endif
{
RwFrame *frame;
for (frame = m_pFrames[node]->frame; frame; frame = RwFrameGetParent(frame))
RwV3dTransformPoints((RwV3d*)&pos, (RwV3d*)&pos, 1, RwFrameGetMatrix(frame));
RwV3dTransformPoints(&pos, &pos, 1, RwFrameGetMatrix(frame));
}
}

View file

@ -1141,7 +1141,7 @@ CPed::ProcessObjective(void)
CVector target;
CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f);
if (m_pedInObjective->IsPed())
m_pedInObjective->m_pedIK.GetComponentPosition((RwV3d*)&target, PED_MID);
m_pedInObjective->m_pedIK.GetComponentPosition(target, PED_MID);
else
target = m_pedInObjective->GetPosition();

View file

@ -1690,7 +1690,7 @@ CPed::FightStrike(CVector &touchedNodePos)
if (m_fightState == FIGHTSTATE_NO_MOVE)
m_fightState = FIGHTSTATE_1;
m_vecHitLastPos = *touchedNodePos;
m_vecHitLastPos = touchedNodePos;
return false;
}

View file

@ -137,28 +137,28 @@ CPedIK::RotateTorso(AnimBlendFrameData *node, LimbOrientation *limb, bool change
}
void
CPedIK::GetComponentPosition(RwV3d *pos, uint32 node)
CPedIK::GetComponentPosition(RwV3d &pos, uint32 node)
{
RwFrame *f;
RwMatrix *mat;
#ifdef PED_SKIN
if(IsClumpSkinned(m_ped->GetClump())){
pos->x = 0.0f;
pos->y = 0.0f;
pos->z = 0.0f;
pos.x = 0.0f;
pos.y = 0.0f;
pos.z = 0.0f;
mat = GetComponentMatrix(m_ped, node);
// could just copy the position out of the matrix...
RwV3dTransformPoints(pos, pos, 1, mat);
RwV3dTransformPoints(&pos, &pos, 1, mat);
}else
#endif
{
f = m_ped->m_pFrames[node]->frame;
mat = RwFrameGetMatrix(f);
*pos = mat->pos;
pos = mat->pos;
for (f = RwFrameGetParent(f); f; f = RwFrameGetParent(f))
RwV3dTransformPoints(pos, pos, 1, RwFrameGetMatrix(f));
RwV3dTransformPoints(&pos, &pos, 1, RwFrameGetMatrix(f));
}
}

View file

@ -51,7 +51,7 @@ public:
bool PointGunInDirection(float targetYaw, float targetPitch);
bool PointGunInDirectionUsingArm(float targetYaw, float targetPitch);
bool PointGunAtPosition(CVector const& position);
void GetComponentPosition(RwV3d *pos, uint32 node);
void GetComponentPosition(RwV3d &pos, uint32 node);
static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination);
void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
void ExtractYawAndPitchLocal(RwMatrix *mat, float *yaw, float *pitch);

View file

@ -1146,7 +1146,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
#else
CVector markPos;
if (m_pPointGunAt->IsPed()) {
((CPed*)m_pPointGunAt)->m_pedIK.GetComponentPosition((RwV3d*)markPos, PED_MID);
((CPed*)m_pPointGunAt)->m_pedIK.GetComponentPosition(markPos, PED_MID);
} else {
markPos = m_pPointGunAt->GetPosition();
}

View file

@ -133,7 +133,7 @@ CClouds::Render(void)
CSprite::InitSpriteBuffer();
int minute = CClock::GetHours()*60 + CClock::GetMinutes();
RwV3d campos = *(RwV3d*)&TheCamera.GetPosition();
RwV3d campos = TheCamera.GetPosition();
// Moon
int moonfadeout = Abs(minute - 180); // fully visible at 3AM

View file

@ -255,7 +255,7 @@ CCoronas::Render(void)
CVector spriteCoors;
float spritew, spriteh;
if(!CSprite::CalcScreenCoors(aCoronas[i].coors, spriteCoors, &spritew, &spriteh, true)){
if(!CSprite::CalcScreenCoors(aCoronas[i].coors, &spriteCoors, &spritew, &spriteh, true)){
aCoronas[i].offScreen = true;
aCoronas[i].sightClear = false;
}else{
@ -464,7 +464,7 @@ CCoronas::RenderReflections(void)
CVector spriteCoors;
float spritew, spriteh;
if(CSprite::CalcScreenCoors(coors, spriteCoors, &spritew, &spriteh, true)){
if(CSprite::CalcScreenCoors(coors, &spriteCoors, &spritew, &spriteh, true)){
float drawDist = 0.75f * aCoronas[i].drawDist;
drawDist = Min(drawDist, 55.0f);
if(spriteCoors.z < drawDist){
@ -531,7 +531,7 @@ CCoronas::DoSunAndMoon(void)
CVector spriteCoors;
float spritew, spriteh;
if(CSprite::CalcScreenCoors(sunCoors, spriteCoors, &spritew, &spriteh, true)){
if(CSprite::CalcScreenCoors(sunCoors, &spriteCoors, &spritew, &spriteh, true)){
SunScreenX = spriteCoors.x;
SunScreenY = spriteCoors.y;
}else{

View file

@ -655,7 +655,7 @@ void CScrollBar::Render()
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
CVector coronaCoord, screenCoord;
float screenW, screenH;
float screenW, screenH;
for (int i = 1; i < ARRAY_SIZE(m_MessageBar); ++i)
{
for (int j = 0; j < 5; ++j)
@ -667,7 +667,7 @@ void CScrollBar::Render()
// Render main coronas
if (m_MessageBar[i] & (1 << j))
{
if (CSprite::CalcScreenCoors(coronaCoord, screenCoord, &screenW, &screenH, true))
if (CSprite::CalcScreenCoors(coronaCoord, &screenCoord, &screenW, &screenH, true))
{
CSprite::RenderBufferedOneXLUSprite(
screenCoord.x, screenCoord.y, screenCoord.z,
@ -679,7 +679,7 @@ void CScrollBar::Render()
// Render smaller and faded coronas for a trailing effect
else if (m_MessageBar[i - 1] & (1 << j))
{
if (CSprite::CalcScreenCoors(coronaCoord, screenCoord, &screenW, &screenH, true))
if (CSprite::CalcScreenCoors(coronaCoord, &screenCoord, &screenW, &screenH, true))
{
CSprite::RenderBufferedOneXLUSprite(
screenCoord.x, screenCoord.y, screenCoord.z,
@ -834,7 +834,7 @@ void CDigitalClock::Render()
const char* clockMessage = FindDigitalClockMessage();
CVector coronaCoord, screenCoord;
float screenW, screenH;
float screenW, screenH;
for (int c = 0; c < 5; ++c) // for each char to be displayed
{
for (int i = 0; i < 5; ++i) // for each column of coronas
@ -847,7 +847,7 @@ void CDigitalClock::Render()
coronaCoord.y = m_Position.y + (8 * c + i) * m_Size.y * m_fScale / 8.0f;
coronaCoord.z = m_Position.z + j * m_fScale / 8.0f;
if (CSprite::CalcScreenCoors(coronaCoord, screenCoord, &screenW, &screenH, true))
if (CSprite::CalcScreenCoors(coronaCoord, &screenCoord, &screenW, &screenH, true))
{
CSprite::RenderBufferedOneXLUSprite(
screenCoord.x, screenCoord.y, screenCoord.z,

View file

@ -1570,7 +1570,7 @@ void CParticle::Render()
float w;
float h;
if ( CSprite::CalcScreenCoors(particle->m_vecPosition, coors, &w, &h, true) )
if ( CSprite::CalcScreenCoors(particle->m_vecPosition, &coors, &w, &h, true) )
{
#ifdef PC_PARTICLE
if ( (!particleBanned || SCREEN_WIDTH * fParticleScaleLimit >= w)
@ -1650,7 +1650,7 @@ void CParticle::Render()
float fRotation;
float fTrailLength;
if ( CSprite::CalcScreenCoors(vecPrevPos, particle->m_vecScreenPosition, &fTrailLength, &fRotation, true) )
if ( CSprite::CalcScreenCoors(vecPrevPos, &particle->m_vecScreenPosition, &fTrailLength, &fRotation, true) )
{
CVector2D vecDist
(

View file

@ -218,7 +218,7 @@ CPointLights::RenderFogEffect(void)
// more intensity the closer to line
intensity *= 1.0f - sq(Sqrt(linedistsq) / FOG_AREA_WIDTH);
if(CSprite::CalcScreenCoors(fogcoors, spriteCoors, &spritew, &spriteh, true)){
if(CSprite::CalcScreenCoors(fogcoors, &spriteCoors, &spritew, &spriteh, true)){
float rotation = (CTimer::GetTimeInMilliseconds()&0x1FFF) * 2*3.14f / 0x2000;
float size = FogSizes[r>>1];
CSprite::RenderOneXLUSprite_Rotate_Aspect(spriteCoors.x, spriteCoors.y, spriteCoors.z,
@ -267,7 +267,7 @@ CPointLights::RenderFogEffect(void)
intensity *= 1.0f - sq(lightdist / FOG_AREA_RADIUS);
CVector fogcoors(xi, yi, point.point.z + 1.6f);
if(CSprite::CalcScreenCoors(fogcoors, spriteCoors, &spritew, &spriteh, true)){
if(CSprite::CalcScreenCoors(fogcoors, &spriteCoors, &spritew, &spriteh, true)){
float rotation = (CTimer::GetTimeInMilliseconds()&0x3FFF) * 2*3.14f / 0x4000;
float size = FogSizes[r>>1];
CSprite::RenderOneXLUSprite_Rotate_Aspect(spriteCoors.x, spriteCoors.y, spriteCoors.z,

View file

@ -741,7 +741,7 @@ CRenderer::ScanWorld(void)
vectors[CORNER_PRIO_RIGHT].x = vectors[CORNER_LOD_RIGHT].x * 0.2f;
vectors[CORNER_PRIO_RIGHT].y = vectors[CORNER_LOD_RIGHT].y * 0.2f;
vectors[CORNER_PRIO_RIGHT].z = vectors[CORNER_LOD_RIGHT].z;
RwV3dTransformPoints((RwV3d*)vectors, (RwV3d*)vectors, 9, cammatrix);
RwV3dTransformPoints(vectors, vectors, 9, cammatrix);
m_loadingPriority = false;
if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN ||
@ -881,7 +881,7 @@ CRenderer::RequestObjectsInFrustum(void)
vectors[CORNER_PRIO_RIGHT].x = vectors[CORNER_LOD_RIGHT].x * 0.2f;
vectors[CORNER_PRIO_RIGHT].y = vectors[CORNER_LOD_RIGHT].y * 0.2f;
vectors[CORNER_PRIO_RIGHT].z = vectors[CORNER_LOD_RIGHT].z;
RwV3dTransformPoints((RwV3d*)vectors, (RwV3d*)vectors, 9, cammatrix);
RwV3dTransformPoints(vectors, vectors, 9, cammatrix);
if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN ||
#ifdef FIX_BUGS

View file

@ -359,7 +359,7 @@ void CWeather::AddRain()
RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
splash_points[3] = 4.0f * CVector(RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) *
RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
RwV3dTransformPoints((RwV3d*)splash_points, (RwV3d*)splash_points, 4, RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera)));
RwV3dTransformPoints(splash_points, splash_points, 4, RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera)));
CVector fp = (splash_points[0] + splash_points[1] + splash_points[2] + splash_points[3]) / 4;
for (int i = 0; i < num_splash_attempts; i++) {
CColPoint point;

View file

@ -385,7 +385,7 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
if ( victimPed->bUsesCollision || victimPed->Dead() || victimPed->Driving() )
{
CVector victimPedPos = victimPed->GetPosition();
if ( SQR(victimPedRadius) > (victimPedPos-(*fireSource)).MagnitudeSqr() )
if ( SQR(victimPedRadius) > (victimPedPos-fireSource).MagnitudeSqr() )
{
CVector collisionDist;
@ -393,7 +393,7 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
while ( s < victimPedCol->numSpheres )
{
CColSphere *sphere = &victimPedCol->spheres[s];
collisionDist = victimPedPos+sphere->center-(*fireSource);
collisionDist = victimPedPos+sphere->center-fireSource;
if ( SQR(sphere->radius + info->m_fRadius) > collisionDist.MagnitudeSqr() )
{