#include "common.h" #include "main.h" #include "Draw.h" #include "World.h" #include "Vehicle.h" #include "Train.h" #include "Automobile.h" #include "Ped.h" #include "PlayerPed.h" #include "Wanted.h" #include "Pad.h" #include "ControllerConfig.h" #include "General.h" #include "ZoneCull.h" #include "SurfaceTable.h" #include "WaterLevel.h" #include "World.h" #include "Garages.h" #include "Replay.h" #include "CutsceneMgr.h" #include "Renderer.h" #include "MBlur.h" #include "Text.h" #include "Hud.h" #include "DMAudio.h" #include "FileMgr.h" #include "Frontend.h" #include "SceneEdit.h" #include "Pools.h" #include "Debug.h" #include "GenericGameStorage.h" #include "MemoryCard.h" #include "Camera.h" enum { // car OBBE_WHEEL, OBBE_1, OBBE_2, OBBE_3, OBBE_1STPERSON, // unused OBBE_5, OBBE_ONSTRING, OBBE_COPCAR, OBBE_COPCAR_WHEEL, // ped OBBE_9, OBBE_10, OBBE_11, OBBE_12, OBBE_13, OBBE_INVALID }; // abbreviate a few things #define PLAYER (CWorld::Players[CWorld::PlayerInFocus].m_pPed) // NB: removed explicit TheCamera from all functions CCamera TheCamera; bool CCamera::m_bUseMouse3rdPerson = true; bool bDidWeProcessAnyCinemaCam; #ifdef IMPROVED_CAMERA #define KEYJUSTDOWN(k) ControlsManager.GetIsKeyboardKeyJustDown((RsKeyCodes)k) #define KEYDOWN(k) ControlsManager.GetIsKeyboardKeyDown((RsKeyCodes)k) #define CTRLJUSTDOWN(key) \ ((KEYDOWN(rsLCTRL) || KEYDOWN(rsRCTRL)) && KEYJUSTDOWN((RsKeyCodes)key) || \ (KEYJUSTDOWN(rsLCTRL) || KEYJUSTDOWN(rsRCTRL)) && KEYDOWN((RsKeyCodes)key)) #define CTRLDOWN(key) ((KEYDOWN(rsLCTRL) || KEYDOWN(rsRCTRL)) && KEYDOWN((RsKeyCodes)key)) #endif CCamera::CCamera(void) { #ifdef GTA3_1_1_PATCH m_fMouseAccelHorzntl = 0.0025f; m_fMouseAccelVertical = 0.003f; #endif Init(); } CCamera::CCamera(float) { } void CCamera::Init(void) { #ifdef GTA3_1_1_PATCH float fMouseAccelHorzntl = m_fMouseAccelHorzntl; float fMouseAccelVertical = m_fMouseAccelVertical; #endif #ifdef PS2_MENU if ( !TheMemoryCard.m_bWantToLoad && !FrontEndMenuManager.m_bWantToRestart ) { #endif #ifdef FIX_BUGS static const CCamera DummyCamera = CCamera(0.f); *this = DummyCamera; #else memset(this, 0, sizeof(CCamera)); // getting rid of vtable, eh? #endif #ifdef GTA3_1_1_PATCH m_fMouseAccelHorzntl = fMouseAccelHorzntl; m_fMouseAccelVertical = fMouseAccelVertical; #endif m_pRwCamera = nil; #ifdef PS2_MENU } #endif m_1rstPersonRunCloseToAWall = false; m_fPositionAlongSpline = 0.0f; m_bCameraJustRestored = false; Cams[0].Init(); Cams[1].Init(); Cams[2].Init(); Cams[0].Mode = CCam::MODE_FOLLOWPED; Cams[1].Mode = CCam::MODE_FOLLOWPED; unknown = 0; m_bJustJumpedOutOf1stPersonBecauseOfTarget = false; ClearPlayerWeaponMode(); m_bInATunnelAndABigVehicle = false; m_iModeObbeCamIsInForCar = OBBE_INVALID; Cams[0].CamTargetEntity = nil; Cams[1].CamTargetEntity = nil; Cams[2].CamTargetEntity = nil; Cams[0].m_fCamBufferedHeight = 0.0f; Cams[0].m_fCamBufferedHeightSpeed = 0.0f; Cams[1].m_fCamBufferedHeight = 0.0f; Cams[1].m_fCamBufferedHeightSpeed = 0.0f; Cams[0].m_bCamLookingAtVector = false; Cams[1].m_bCamLookingAtVector = false; Cams[2].m_bCamLookingAtVector = false; Cams[0].m_fPlayerVelocity = 0.0f; Cams[1].m_fPlayerVelocity = 0.0f; Cams[2].m_fPlayerVelocity = 0.0f; m_bHeadBob = false; m_fFractionInterToStopMoving = 0.25f; m_fFractionInterToStopCatchUp = 0.75f; m_fGaitSwayBuffer = 0.85f; m_bScriptParametersSetForInterPol = false; m_uiCamShakeStart = 0; m_fCamShakeForce = 0.0f; m_iModeObbeCamIsInForCar = OBBE_INVALID; m_bIgnoreFadingStuffForMusic = false; m_bWaitForInterpolToFinish = false; pToGarageWeAreIn = nil; pToGarageWeAreInForHackAvoidFirstPerson = nil; m_bPlayerIsInGarage = false; m_bJustCameOutOfGarage = false; m_fNearClipScript = DEFAULT_NEAR; m_bUseNearClipScript = false; m_vecDoingSpecialInterPolation = false; m_bAboveGroundTrainNodesLoaded = false; m_bBelowGroundTrainNodesLoaded = false; m_WideScreenOn = false; m_fFOV_Wide_Screen = 0.0f; m_bRestoreByJumpCut = false; CarZoomIndicator = CAM_ZOOM_2; PedZoomIndicator = CAM_ZOOM_2; CarZoomValueSmooth = 0.0f; m_fPedZoomValueSmooth = 0.0f; pTargetEntity = nil; if(FindPlayerVehicle()) pTargetEntity = FindPlayerVehicle(); else pTargetEntity = CWorld::Players[CWorld::PlayerInFocus].m_pPed; m_bInitialNodeFound = false; m_ScreenReductionPercentage = 0.0f; m_ScreenReductionSpeed = 0.0f; m_WideScreenOn = false; m_bWantsToSwitchWidescreenOff = false; WorldViewerBeingUsed = false; PlayerExhaustion = 1.0f; DebugCamMode = CCam::MODE_NONE; m_PedOrientForBehindOrInFront = 0.0f; #ifdef PS2_MENU if ( !TheMemoryCard.m_bWantToLoad && !FrontEndMenuManager.m_bWantToRestart ) #else if(!FrontEndMenuManager.m_bWantToRestart) #endif { m_bFading = false; CDraw::FadeValue = 0; m_fFLOATingFade = 0.0f; m_bMusicFading = false; m_fTimeToFadeMusic = 0.0f; m_fFLOATingFadeMusic = 0.0f; } m_bMoveCamToAvoidGeom = false; #ifdef PS2_MENU if ( TheMemoryCard.m_bWantToLoad || FrontEndMenuManager.m_bWantToRestart ) #else if(FrontEndMenuManager.m_bWantToRestart) #endif m_bMoveCamToAvoidGeom = true; m_bStartingSpline = false; m_iTypeOfSwitch = INTERPOLATION; m_bUseScriptZoomValuePed = false; m_bUseScriptZoomValueCar = false; m_fPedZoomValueScript = 0.0f; m_fCarZoomValueScript = 0.0f; m_bUseSpecialFovTrain = false; m_fFovForTrain = 70.0f; // or DefaultFOV from Cam.cpp m_iModeToGoTo = CCam::MODE_FOLLOWPED; m_bJust_Switched = false; m_bUseTransitionBeta = false; m_matrix.SetScale(1.0f); m_bTargetJustBeenOnTrain = false; m_bInitialNoNodeStaticsSet = false; m_uiLongestTimeInMill = 5000; m_uiTimeLastChange = 0; m_uiTimeWeEnteredIdle = 0; m_bIdleOn = false; LODDistMultiplier = 1.0f; m_bCamDirectlyBehind = false; m_bCamDirectlyInFront = false; m_motionBlur = 0; m_bGarageFixedCamPositionSet = false; SetMotionBlur(255, 255, 255, 0, 0); m_bCullZoneChecksOn = false; m_bFailedCullZoneTestPreviously = false; m_iCheckCullZoneThisNumFrames = 6; m_iZoneCullFrameNumWereAt = 0; m_CameraAverageSpeed = 0.0f; m_CameraSpeedSoFar = 0.0f; m_PreviousCameraPosition = CVector(0.0f, 0.0f, 0.0f); m_iWorkOutSpeedThisNumFrames = 4; m_iNumFramesSoFar = 0; m_bJustInitalised = true; m_uiTransitionState = 0; m_uiTimeTransitionStart = 0; m_bLookingAtPlayer = true; #ifndef GTA3_1_1_PATCH m_fMouseAccelHorzntl = 0.0025f; m_fMouseAccelVertical = 0.003f; #endif m_f3rdPersonCHairMultX = 0.53f; m_f3rdPersonCHairMultY = 0.4f; } void CCamera::Process(void) { // static bool InterpolatorNotInitialised = true; // unused static CVector PreviousFudgedTargetCoors; // only PS2 static float PlayerMinDist = 1.6f; // not on PS2 static bool WasPreviouslyInterSyhonFollowPed = false; // only used on PS2 float FOV = 0.0f; float oldBeta, newBeta; float deltaBeta = 0.0f; bool lookLRBVehicle = false; CVector CamFront, CamUp, CamRight, CamSource, Target; m_bJust_Switched = false; m_RealPreviousCameraPosition = GetPosition(); // Update target entity if(m_bLookingAtPlayer || m_bTargetJustBeenOnTrain || WhoIsInControlOfTheCamera == CAMCONTROL_OBBE) UpdateTargetEntity(); if(pTargetEntity == nil) pTargetEntity = FindPlayerPed(); if(Cams[ActiveCam].CamTargetEntity == nil) Cams[ActiveCam].CamTargetEntity = pTargetEntity; if(Cams[(ActiveCam+1)%2].CamTargetEntity == nil) Cams[(ActiveCam+1)%2].CamTargetEntity = pTargetEntity; CamControl(); if(m_bFading) ProcessFade(); if(m_bMusicFading) ProcessMusicFade(); if(m_WideScreenOn) ProcessWideScreenOn(); #ifdef IMPROVED_CAMERA if(CPad::GetPad(1)->GetCircleJustDown() || CTRLJUSTDOWN('B')){ #else if(CPad::GetPad(1)->GetCircleJustDown()){ #endif WorldViewerBeingUsed = !WorldViewerBeingUsed; if(WorldViewerBeingUsed) InitialiseCameraForDebugMode(); else CPad::m_bMapPadOneToPadTwo = false; } RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR); if(Cams[ActiveCam].Front.x == 0.0f && Cams[ActiveCam].Front.y == 0.0f) oldBeta = 0.0f; else oldBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y); Cams[ActiveCam].Process(); Cams[ActiveCam].ProcessSpecialHeightRoutines(); if(Cams[ActiveCam].Front.x == 0.0f && Cams[ActiveCam].Front.y == 0.0f) newBeta = 0.0f; else newBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y); // Stop transition when it's done if(m_uiTransitionState != 0){ #ifdef PS2_CAM_TRANSITION if(!m_bWaitForInterpolToFinish){ Cams[(ActiveCam+1)%2].Process(); Cams[(ActiveCam+1)%2].ProcessSpecialHeightRoutines(); } #else // done in CamControl on PS2 it seems if(CTimer::GetTimeInMilliseconds() > m_uiTransitionDuration+m_uiTimeTransitionStart){ m_uiTransitionState = 0; m_vecDoingSpecialInterPolation = false; m_bWaitForInterpolToFinish = false; } #endif } if(m_bUseNearClipScript) RwCameraSetNearClipPlane(Scene.camera, m_fNearClipScript); deltaBeta = newBeta - oldBeta; while(deltaBeta >= PI) deltaBeta -= 2*PI; while(deltaBeta < -PI) deltaBeta += 2*PI; if(Abs(deltaBeta) > 0.3f) m_bJust_Switched = true; // Debug stuff if(!gbModelViewer) Cams[ActiveCam].PrintMode(); if(WorldViewerBeingUsed) Cams[2].Process(); if(Cams[ActiveCam].DirectionWasLooking != LOOKING_FORWARD && pTargetEntity->IsVehicle()) lookLRBVehicle = true; if(m_uiTransitionState != 0 && !lookLRBVehicle){ // Process transition #ifdef PS2_CAM_TRANSITION bool lookingAtPlayerNow = false; bool wasLookingAtPlayer = false; bool transitionPedMode = false; bool setWait = false; if(Cams[ActiveCam].CamTargetEntity == Cams[(ActiveCam+1)%2].CamTargetEntity){ if(Cams[ActiveCam].Mode == CCam::MODE_SYPHON || Cams[ActiveCam].Mode == CCam::MODE_SYPHON_CRIM_IN_FRONT || Cams[ActiveCam].Mode == CCam::MODE_FOLLOWPED || Cams[ActiveCam].Mode == CCam::MODE_SPECIAL_FIXED_FOR_SYPHON) lookingAtPlayerNow = true; if(Cams[(ActiveCam+1)%2].Mode == CCam::MODE_SYPHON || Cams[(ActiveCam+1)%2].Mode == CCam::MODE_SYPHON_CRIM_IN_FRONT || Cams[(ActiveCam+1)%2].Mode == CCam::MODE_FOLLOWPED || Cams[(ActiveCam+1)%2].Mode == CCam::MODE_SPECIAL_FIXED_FOR_SYPHON) // checked twice for some reason wasLookingAtPlayer = true; if(!m_vecDoingSpecialInterPolation && (Cams[ActiveCam].Mode == CCam::MODE_FOLLOWPED || Cams[ActiveCam].Mode == CCam::MODE_FIGHT_CAM) && (Cams[(ActiveCam+1)%2].Mode == CCam::MODE_FOLLOWPED || Cams[(ActiveCam+1)%2].Mode == CCam::MODE_FIGHT_CAM)) transitionPedMode = true; } if(lookingAtPlayerNow && wasLookingAtPlayer){ CVector playerDist; playerDist.x = FindPlayerPed()->GetPosition().x - GetPosition().x; playerDist.y = FindPlayerPed()->GetPosition().y - GetPosition().y; playerDist.z = FindPlayerPed()->GetPosition().z - GetPosition().z; if(playerDist.Magnitude() > 17.5f && (Cams[ActiveCam].Mode == CCam::MODE_SYPHON || Cams[ActiveCam].Mode == CCam::MODE_SYPHON_CRIM_IN_FRONT)) setWait = true; } if(setWait) m_bWaitForInterpolToFinish = true; uint32 currentTime = CTimer::GetTimeInMilliseconds() - m_uiTimeTransitionStart; if(currentTime >= m_uiTransitionDuration) currentTime = m_uiTransitionDuration; float inter = (float) currentTime / m_uiTransitionDuration; inter = 0.5f - 0.5*Cos(inter*PI); // smooth it if(m_vecDoingSpecialInterPolation){ Cams[(ActiveCam+1)%2].Source = m_vecOldSourceForInter; Cams[(ActiveCam+1)%2].Front = m_vecOldFrontForInter; Cams[(ActiveCam+1)%2].Up = m_vecOldUpForInter; Cams[(ActiveCam+1)%2].FOV = m_vecOldFOVForInter; if(WasPreviouslyInterSyhonFollowPed) Cams[(ActiveCam+1)%2].m_cvecTargetCoorsForFudgeInter.z = PreviousFudgedTargetCoors.z; } CamSource = inter*Cams[ActiveCam].Source + (1.0f-inter)*Cams[(ActiveCam+1)%2].Source; FOV = inter*Cams[ActiveCam].FOV + (1.0f-inter)*Cams[(ActiveCam+1)%2].FOV; CVector tmpFront = Cams[(ActiveCam+1)%2].Front; float Alpha_other = CGeneral::GetATanOfXY(tmpFront.Magnitude2D(), tmpFront.z); if(Alpha_other > PI) Alpha_other -= TWOPI; float Beta_other = 0.0f; if(tmpFront.x != 0.0f || tmpFront.y != 0.0f) Beta_other = CGeneral::GetATanOfXY(-tmpFront.y, tmpFront.x); tmpFront = Cams[ActiveCam].Front; float Alpha_active = CGeneral::GetATanOfXY(tmpFront.Magnitude2D(), tmpFront.z); if(Alpha_active > PI) Alpha_active -= TWOPI; float Beta_active = 0.0f; if(tmpFront.x != 0.0f || tmpFront.y != 0.0f) Beta_active = CGeneral::GetATanOfXY(-tmpFront.y, tmpFront.x); float DeltaBeta = Beta_active - Beta_other; float Alpha = inter*Alpha_active + (1.0f-inter)*Alpha_other; if(m_uiTransitionJUSTStarted){ while(DeltaBeta > PI) DeltaBeta -= TWOPI; while(DeltaBeta <= -PI) DeltaBeta += TWOPI; m_uiTransitionJUSTStarted = false; }else{ if(DeltaBeta < m_fOldBetaDiff) while(Abs(DeltaBeta - m_fOldBetaDiff) > PI) DeltaBeta += TWOPI; else while(Abs(DeltaBeta - m_fOldBetaDiff) > PI) DeltaBeta -= TWOPI; } m_fOldBetaDiff = DeltaBeta; float Beta = inter*DeltaBeta + Beta_other; CVector FudgedTargetCoors; if(lookingAtPlayerNow && wasLookingAtPlayer){ // BUG? how is this interpolation ever used when values are overwritten below? float PlayerDist = (pTargetEntity->GetPosition() - CamSource).Magnitude2D(); float MinDist = Min(Cams[(ActiveCam+1)%2].m_fMinDistAwayFromCamWhenInterPolating, Cams[ActiveCam].m_fMinDistAwayFromCamWhenInterPolating); if(PlayerDist < MinDist){ CamSource.x = pTargetEntity->GetPosition().x - MinDist*Cos(Beta - HALFPI); CamSource.y = pTargetEntity->GetPosition().y - MinDist*Sin(Beta - HALFPI); }else{ CamSource.x = pTargetEntity->GetPosition().x - PlayerDist*Cos(Beta - HALFPI); CamSource.y = pTargetEntity->GetPosition().y - PlayerDist*Sin(Beta - HALFPI); } CColPoint colpoint; CEntity *entity = nil; if(CWorld::ProcessLineOfSight(pTargetEntity->GetPosition(), CamSource, colpoint, entity, true, false, false, true, false, true, true)){ CamSource = colpoint.point; RwCameraSetNearClipPlane(Scene.camera, 0.05f); } CamFront = pTargetEntity->GetPosition() - CamSource; FudgedTargetCoors = inter*Cams[ActiveCam].m_cvecTargetCoorsForFudgeInter + (1.0f-inter)*Cams[(ActiveCam+1)%2].m_cvecTargetCoorsForFudgeInter; PreviousFudgedTargetCoors = FudgedTargetCoors; CamFront.Normalise(); CamUp = CVector(0.0f, 0.0f, 1.0f); CamRight = CrossProduct(CamFront, CamUp); CamRight.Normalise(); CamUp = CrossProduct(CamRight, CamFront); WasPreviouslyInterSyhonFollowPed = true; }else WasPreviouslyInterSyhonFollowPed = false; if(transitionPedMode){ FudgedTargetCoors = inter*Cams[ActiveCam].m_cvecTargetCoorsForFudgeInter + (1.0f-inter)*Cams[(ActiveCam+1)%2].m_cvecTargetCoorsForFudgeInter; PreviousFudgedTargetCoors = FudgedTargetCoors; CVector CamToTarget = pTargetEntity->GetPosition() - CamSource; float tmpBeta = CGeneral::GetATanOfXY(CamToTarget.x, CamToTarget.y); float PlayerDist = (pTargetEntity->GetPosition() - CamSource).Magnitude2D(); float MinDist = Min(Cams[(ActiveCam+1)%2].m_fMinDistAwayFromCamWhenInterPolating, Cams[ActiveCam].m_fMinDistAwayFromCamWhenInterPolating); if(PlayerDist < MinDist){ CamSource.x = pTargetEntity->GetPosition().x - MinDist*Cos(tmpBeta - HALFPI); CamSource.y = pTargetEntity->GetPosition().y - MinDist*Sin(tmpBeta - HALFPI); } CamFront = FudgedTargetCoors - CamSource; CamFront.Normalise(); CamUp = CVector(0.0f, 0.0f, 1.0f); CamUp.Normalise(); CamRight = CrossProduct(CamFront, CamUp); CamRight.Normalise(); CamUp = CrossProduct(CamRight, CamFront); CamUp.Normalise(); }else{ CamFront.x = Cos(Alpha) * Sin(Beta); CamFront.y = Cos(Alpha) * -Cos(Beta); CamFront.z = Sin(Alpha); CamFront.Normalise(); CamUp = inter*Cams[ActiveCam].Up + (1.0f-inter)*Cams[(ActiveCam+1)%2].Up; CamUp.Normalise(); CamRight = CrossProduct(CamFront, CamUp); CamRight.Normalise(); CamUp = CrossProduct(CamRight, CamFront); CamUp.Normalise(); } #else uint32 currentTime = CTimer::GetTimeInMilliseconds() - m_uiTimeTransitionStart; if(currentTime >= m_uiTransitionDuration) currentTime = m_uiTransitionDuration; float fractionInter = (float) currentTime / m_uiTransitionDuration; if(fractionInter <= m_fFractionInterToStopMoving){ float inter; if(m_fFractionInterToStopMoving == 0.0f) inter = 0.0f; else inter = (m_fFractionInterToStopMoving - fractionInter)/m_fFractionInterToStopMoving; inter = 0.5f - 0.5*Cos(inter*PI); // smooth it m_vecSourceWhenInterPol = m_cvecStartingSourceForInterPol + inter*m_cvecSourceSpeedAtStartInter; m_vecTargetWhenInterPol = m_cvecStartingTargetForInterPol + inter*m_cvecTargetSpeedAtStartInter; m_vecUpWhenInterPol = m_cvecStartingUpForInterPol + inter*m_cvecUpSpeedAtStartInter; m_fFOVWhenInterPol = m_fStartingFOVForInterPol + inter*m_fFOVSpeedAtStartInter; CamSource = m_vecSourceWhenInterPol; if(m_bItsOkToLookJustAtThePlayer){ m_vecTargetWhenInterPol.x = FindPlayerPed()->GetPosition().x; m_vecTargetWhenInterPol.y = FindPlayerPed()->GetPosition().y; m_fBetaWhenInterPol = m_fStartingBetaForInterPol + inter*m_fBetaSpeedAtStartInter; float dist = (CamSource - m_vecTargetWhenInterPol).Magnitude2D(); if(dist < PlayerMinDist){ if(dist > 0.0f){ CamSource.x = m_vecTargetWhenInterPol.x + PlayerMinDist*Cos(m_fBetaWhenInterPol); CamSource.y = m_vecTargetWhenInterPol.y + PlayerMinDist*Sin(m_fBetaWhenInterPol); }else{ // can only be 0.0 now... float beta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y); CamSource.x = m_vecTargetWhenInterPol.x + PlayerMinDist*Cos(beta); CamSource.y = m_vecTargetWhenInterPol.y + PlayerMinDist*Sin(beta); } }else{ CamSource.x = m_vecTargetWhenInterPol.x + dist*Cos(m_fBetaWhenInterPol); CamSource.y = m_vecTargetWhenInterPol.y + dist*Sin(m_fBetaWhenInterPol); } } CamFront = m_vecTargetWhenInterPol - CamSource; StoreValuesDuringInterPol(CamSource, m_vecTargetWhenInterPol, m_vecUpWhenInterPol, m_fFOVWhenInterPol); Target = m_vecTargetWhenInterPol; CamFront.Normalise(); if(m_bLookingAtPlayer) CamUp = CVector(0.0f, 0.0f, 1.0f); else CamUp = m_vecUpWhenInterPol; CamUp.Normalise(); if(Cams[ActiveCam].Mode == CCam::MODE_TOPDOWN || Cams[ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED){ CamFront.Normalise(); CamRight = CVector(-1.0f, 0.0f, 0.0f); CamUp = CrossProduct(CamFront, CamRight); CamUp.Normalise(); }else{ CamFront.Normalise(); CamUp.Normalise(); CamRight = CrossProduct(CamFront, CamUp); CamRight.Normalise(); CamUp = CrossProduct(CamRight, CamFront); CamUp.Normalise(); } FOV = m_fFOVWhenInterPol; }else if(fractionInter > m_fFractionInterToStopMoving && fractionInter <= 1.0f){ float inter; if(m_fFractionInterToStopCatchUp == 0.0f) inter = 0.0f; else inter = (fractionInter - m_fFractionInterToStopMoving)/m_fFractionInterToStopCatchUp; inter = 0.5f - 0.5*Cos(inter*PI); // smooth it CamSource = m_vecSourceWhenInterPol + inter*(Cams[ActiveCam].Source - m_vecSourceWhenInterPol); FOV = m_fFOVWhenInterPol + inter*(Cams[ActiveCam].FOV - m_fFOVWhenInterPol); Target = m_vecTargetWhenInterPol + inter*(Cams[ActiveCam].m_cvecTargetCoorsForFudgeInter - m_vecTargetWhenInterPol); CamUp = m_vecUpWhenInterPol + inter*(Cams[ActiveCam].Up - m_vecUpWhenInterPol); deltaBeta = Cams[ActiveCam].m_fTrueBeta - m_fBetaWhenInterPol; MakeAngleLessThan180(deltaBeta); float interpBeta = m_fBetaWhenInterPol + inter*deltaBeta; if(m_bItsOkToLookJustAtThePlayer){ Target.x = FindPlayerPed()->GetPosition().x; Target.y = FindPlayerPed()->GetPosition().y; float dist = (CamSource - Target).Magnitude2D(); if(dist < PlayerMinDist){ if(dist > 0.0f){ CamSource.x = Target.x + PlayerMinDist*Cos(interpBeta); CamSource.y = Target.y + PlayerMinDist*Sin(interpBeta); }else{ // can only be 0.0 now... float beta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y); CamSource.x = Target.x + PlayerMinDist*Cos(beta); CamSource.y = Target.y + PlayerMinDist*Sin(beta); } }else{ CamSource.x = Target.x + dist*Cos(interpBeta); CamSource.y = Target.y + dist*Sin(interpBeta); } } CamFront = Target - CamSource; StoreValuesDuringInterPol(CamSource, Target, CamUp, FOV); CamFront.Normalise(); if(m_bLookingAtPlayer) CamUp = CVector(0.0f, 0.0f, 1.0f); if(Cams[ActiveCam].Mode == CCam::MODE_TOPDOWN || Cams[ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED){ CamFront.Normalise(); CamRight = CVector(-1.0f, 0.0f, 0.0f); CamUp = CrossProduct(CamFront, CamRight); CamUp.Normalise(); }else{ CamFront.Normalise(); CamUp.Normalise(); CamRight = CrossProduct(CamFront, CamUp); CamRight.Normalise(); CamUp = CrossProduct(CamRight, CamFront); CamUp.Normalise(); } #ifndef FIX_BUGS // BUG: FOV was already interpolated but m_fFOVWhenInterPol was not FOV = m_fFOVWhenInterPol; #endif } CVector Dist = CamSource - Target; float DistOnGround = Dist.Magnitude2D(); float Alpha = CGeneral::GetATanOfXY(DistOnGround, Dist.z); float Beta = CGeneral::GetATanOfXY(Dist.x, Dist.y); Cams[ActiveCam].KeepTrackOfTheSpeed(CamSource, Target, CamUp, Alpha, Beta, FOV); #endif }else{ // No transition, take Cam values directly if(WorldViewerBeingUsed){ CamSource = Cams[2].Source; CamFront = Cams[2].Front; CamUp = Cams[2].Up; FOV = Cams[2].FOV; }else{ CamSource = Cams[ActiveCam].Source; CamFront = Cams[ActiveCam].Front; CamUp = Cams[ActiveCam].Up; FOV = Cams[ActiveCam].FOV; } WasPreviouslyInterSyhonFollowPed = false; // only used on PS2 } if(m_uiTransitionState != 0) if(!m_bLookingAtVector && m_bLookingAtPlayer && !CCullZones::CamStairsForPlayer() && !m_bPlayerIsInGarage){ CEntity *entity = nil; CColPoint colPoint; if(CWorld::ProcessLineOfSight(pTargetEntity->GetPosition(), CamSource, colPoint, entity, true, false, false, true, false, true, true)){ CamSource = colPoint.point; RwCameraSetNearClipPlane(Scene.camera, 0.05f); } } GetMatrix().GetRight() = CrossProduct(CamUp, CamFront); // actually Left GetMatrix().GetForward() = CamFront; GetMatrix().GetUp() = CamUp; GetMatrix().GetPosition() = CamSource; // Process Shake float shakeStrength = m_fCamShakeForce - 0.28f*(CTimer::GetTimeInMilliseconds()-m_uiCamShakeStart)/1000.0f; shakeStrength = clamp(shakeStrength, 0.0f, 2.0f); int shakeRand = CGeneral::GetRandomNumber(); float shakeOffset = shakeStrength*0.1f; GetMatrix().GetPosition().x += shakeOffset * ((shakeRand & 0xF) - 7); GetMatrix().GetPosition().y += shakeOffset * (((shakeRand & 0xF0) >> 4) - 7); GetMatrix().GetPosition().z += shakeOffset * (((shakeRand & 0xF00) >> 8) - 7); if(shakeOffset > 0.0f && m_BlurType != MOTION_BLUR_SNIPER) SetMotionBlurAlpha(Min((int)(shakeStrength*255.0f) + 25, 150)); if(Cams[ActiveCam].Mode == CCam::MODE_1STPERSON && FindPlayerVehicle() && FindPlayerVehicle()->GetUp().z < 0.2f) SetMotionBlur(230, 230, 230, 215, MOTION_BLUR_LIGHT_SCENE); CalculateDerivedValues(); CDraw::SetFOV(FOV); // Set RW camera if(WorldViewerBeingUsed){ RwFrame *frame = RwCameraGetFrame(m_pRwCamera); CVector Source = Cams[2].Source; CVector Front = Cams[2].Front; CVector Up = Cams[2].Up; GetMatrix().GetRight() = CrossProduct(Up, Front); GetMatrix().GetForward() = Front; GetMatrix().GetUp() = Up; GetMatrix().GetPosition() = Source; CDraw::SetFOV(Cams[2].FOV); m_vecGameCamPos = Cams[ActiveCam].Source; *RwMatrixGetPos(RwFrameGetMatrix(frame)) = GetPosition(); *RwMatrixGetAt(RwFrameGetMatrix(frame)) = GetForward(); *RwMatrixGetUp(RwFrameGetMatrix(frame)) = GetUp(); *RwMatrixGetRight(RwFrameGetMatrix(frame)) = GetRight(); RwMatrixUpdate(RwFrameGetMatrix(frame)); RwFrameUpdateObjects(frame); }else{ RwFrame *frame = RwCameraGetFrame(m_pRwCamera); m_vecGameCamPos = GetPosition(); *RwMatrixGetPos(RwFrameGetMatrix(frame)) = GetPosition(); *RwMatrixGetAt(RwFrameGetMatrix(frame)) = GetForward(); *RwMatrixGetUp(RwFrameGetMatrix(frame)) = GetUp(); *RwMatrixGetRight(RwFrameGetMatrix(frame)) = GetRight(); RwMatrixUpdate(RwFrameGetMatrix(frame)); RwFrameUpdateObjects(frame); } CDraw::SetNearClipZ(RwCameraGetNearClipPlane(m_pRwCamera)); CDraw::SetFarClipZ(RwCameraGetFarClipPlane(m_pRwCamera)); UpdateSoundDistances(); if((CTimer::GetFrameCounter()&0xF) == 3) DistanceToWater = CWaterLevel::CalcDistanceToWater(GetPosition().x, GetPosition().y); // LOD dist if(!CCutsceneMgr::IsRunning() || CCutsceneMgr::UseLodMultiplier()) LODDistMultiplier = 70.0f/CDraw::GetFOV() * CDraw::GetAspectRatio()/(4.0f/3.0f); else LODDistMultiplier = 1.0f; // missing on PS2 GenerationDistMultiplier = LODDistMultiplier; LODDistMultiplier *= CRenderer::ms_lodDistScale; // // Keep track of speed if(m_bJustInitalised || m_bJust_Switched){ m_PreviousCameraPosition = GetPosition(); m_bJustInitalised = false; } m_CameraSpeedSoFar += (GetPosition() - m_PreviousCameraPosition).Magnitude(); m_iNumFramesSoFar++; if(m_iNumFramesSoFar == m_iWorkOutSpeedThisNumFrames){ m_CameraAverageSpeed = m_CameraSpeedSoFar / m_iWorkOutSpeedThisNumFrames; m_CameraSpeedSoFar = 0.0f; m_iNumFramesSoFar = 0; } m_PreviousCameraPosition = GetPosition(); // PS2 normalizes a CVector2D GetForward() here. is it used anywhere? if(Cams[ActiveCam].DirectionWasLooking != LOOKING_FORWARD && Cams[ActiveCam].Mode != CCam::MODE_TOP_DOWN_PED){ Cams[ActiveCam].Source = Cams[ActiveCam].SourceBeforeLookBehind; Orientation += PI; } if(m_uiTransitionState != 0){ int OtherCam = (ActiveCam+1)%2; if(Cams[OtherCam].CamTargetEntity && pTargetEntity && pTargetEntity->IsPed() && !Cams[OtherCam].CamTargetEntity->IsVehicle() && Cams[ActiveCam].Mode != CCam::MODE_TOP_DOWN_PED && Cams[ActiveCam].DirectionWasLooking != LOOKING_FORWARD){ Cams[OtherCam].Source = Cams[ActiveCam%2].SourceBeforeLookBehind; Orientation += PI; } } m_bCameraJustRestored = false; } void CCamera::CamControl(void) { static bool PlaceForFixedWhenSniperFound = false; static int16 ReqMode; bool disableGarageCam = false; bool switchByJumpCut = false; bool stairs = false; bool boatTarget = false; CVector targetPos; CVector garageCenter, garageDoorPos1, garageDoorPos2; CVector garageCenterToDoor, garageCamPos; int whichDoor; m_bObbeCinematicPedCamOn = false; m_bObbeCinematicCarCamOn = false; m_bUseTransitionBeta = false; m_bUseSpecialFovTrain = false; m_bJustCameOutOfGarage = false; m_bTargetJustCameOffTrain = false; m_bInATunnelAndABigVehicle = false; if(Cams[ActiveCam].CamTargetEntity == nil && pTargetEntity == nil) pTargetEntity = PLAYER; #ifdef PS2_CAM_TRANSITION // Stop transition when it's done if(m_uiTransitionState != 0) if(CTimer::GetTimeInMilliseconds() > m_uiTransitionDuration+m_uiTimeTransitionStart){ m_uiTransitionState = 0; m_vecDoingSpecialInterPolation = false; m_bWaitForInterpolToFinish = false; } #endif m_iZoneCullFrameNumWereAt++; if(m_iZoneCullFrameNumWereAt > m_iCheckCullZoneThisNumFrames) m_iZoneCullFrameNumWereAt = 1; m_bCullZoneChecksOn = m_iZoneCullFrameNumWereAt == m_iCheckCullZoneThisNumFrames; if(m_bCullZoneChecksOn) m_bFailedCullZoneTestPreviously = CCullZones::CamCloseInForPlayer(); if(m_bLookingAtPlayer){ CPad::GetPad(0)->SetEnablePlayerControls(PLAYERCONTROL_CAMERA); FindPlayerPed()->bIsVisible = true; } if(!CTimer::GetIsPaused()){ float CloseInCarHeightTarget = 0.0f; float CloseInPedHeightTarget = 0.0f; if(m_bTargetJustBeenOnTrain){ // Getting off train if(!pTargetEntity->IsVehicle() || !((CVehicle*)pTargetEntity)->IsTrain()){ Restore(); m_bTargetJustCameOffTrain = true; m_bTargetJustBeenOnTrain = false; SetWideScreenOff(); } } // Vehicle target if(pTargetEntity->IsVehicle()){ if(((CVehicle*)pTargetEntity)->IsTrain()){ if(!m_bTargetJustBeenOnTrain){ m_bInitialNodeFound = false; m_bInitialNoNodeStaticsSet = false; } Process_Train_Camera_Control(); }else{ if(((CVehicle*)pTargetEntity)->IsBoat()) boatTarget = true; // Change user selected mode if(CPad::GetPad(0)->CycleCameraModeUpJustDown() && !CReplay::IsPlayingBack() && (m_bLookingAtPlayer || WhoIsInControlOfTheCamera == CAMCONTROL_OBBE) && !m_WideScreenOn) CarZoomIndicator--; if(CPad::GetPad(0)->CycleCameraModeDownJustDown() && !CReplay::IsPlayingBack() && (m_bLookingAtPlayer || WhoIsInControlOfTheCamera == CAMCONTROL_OBBE) && !m_WideScreenOn) CarZoomIndicator++; if(!m_bFailedCullZoneTestPreviously){ if(CarZoomIndicator < CAM_ZOOM_1STPRS) CarZoomIndicator = CAM_ZOOM_CINEMATIC; else if(CarZoomIndicator > CAM_ZOOM_CINEMATIC) CarZoomIndicator = CAM_ZOOM_1STPRS; } if(m_bFailedCullZoneTestPreviously) if(CarZoomIndicator != CAM_ZOOM_1STPRS && CarZoomIndicator != CAM_ZOOM_TOPDOWN) ReqMode = CCam::MODE_CAM_ON_A_STRING; switch(((CVehicle*)pTargetEntity)->m_vehType){ case VEHICLE_TYPE_CAR: case VEHICLE_TYPE_BIKE: if(CGarages::IsPointInAGarageCameraZone(pTargetEntity->GetPosition())){ if(!m_bGarageFixedCamPositionSet && m_bLookingAtPlayer || WhoIsInControlOfTheCamera == CAMCONTROL_OBBE){ if(pToGarageWeAreIn){ float ground; bool foundGround; // This is all very strange.... // targetPos = pTargetEntity->GetPosition(); // unused if(pToGarageWeAreIn->m_pDoor1){ whichDoor = 1; garageDoorPos1.x = pToGarageWeAreIn->m_fDoor1X; garageDoorPos1.y = pToGarageWeAreIn->m_fDoor1Y; garageDoorPos1.z = 0.0f; // targetPos.z = 0.0f; // unused // (targetPos - doorPos1).Magnitude(); // unused }else if(pToGarageWeAreIn->m_pDoor2){ whichDoor = 2; #ifdef FIX_BUGS garageDoorPos2.x = pToGarageWeAreIn->m_fDoor2X; garageDoorPos2.y = pToGarageWeAreIn->m_fDoor2Y; garageDoorPos2.z = 0.0f; #endif }else{ whichDoor = 1; garageDoorPos1.x = pTargetEntity->GetPosition().x; garageDoorPos1.y = pTargetEntity->GetPosition().y; #ifdef FIX_BUGS garageDoorPos1.z = 0.0f; #else garageDoorPos2.z = 0.0f; #endif } garageCenter.x = (pToGarageWeAreIn->m_fX1 + pToGarageWeAreIn->m_fX2)/2.0f; garageCenter.y = (pToGarageWeAreIn->m_fY1 + pToGarageWeAreIn->m_fY2)/2.0f; garageCenter.z = 0.0f; if(whichDoor == 1) garageCenterToDoor = garageDoorPos1 - garageCenter; else garageCenterToDoor = garageDoorPos2 - garageCenter; targetPos = pTargetEntity->GetPosition(); ground = CWorld::FindGroundZFor3DCoord(targetPos.x, targetPos.y, targetPos.z, &foundGround); if(!foundGround) ground = targetPos.z - 0.2f; garageCenterToDoor.z = 0.0f; garageCenterToDoor.Normalise(); if(whichDoor == 1) garageCamPos = garageDoorPos1 + 13.0f*garageCenterToDoor; else garageCamPos = garageDoorPos2 + 13.0f*garageCenterToDoor; garageCamPos.z = ground + 3.1f; SetCamPositionForFixedMode(garageCamPos, CVector(0.0f, 0.0f, 0.0f)); m_bGarageFixedCamPositionSet = true; } } if(CGarages::CameraShouldBeOutside() && m_bGarageFixedCamPositionSet && (m_bLookingAtPlayer || WhoIsInControlOfTheCamera == CAMCONTROL_OBBE)){ if(pToGarageWeAreIn){ ReqMode = CCam::MODE_FIXED; m_bPlayerIsInGarage = true; } }else{ if(m_bPlayerIsInGarage){ m_bJustCameOutOfGarage = true; m_bPlayerIsInGarage = false; } ReqMode = CCam::MODE_CAM_ON_A_STRING; } }else{ if(m_bPlayerIsInGarage){ m_bJustCameOutOfGarage = true; m_bPlayerIsInGarage = false; } m_bGarageFixedCamPositionSet = false; ReqMode = CCam::MODE_CAM_ON_A_STRING; } break; case VEHICLE_TYPE_BOAT: ReqMode = CCam::MODE_BEHINDBOAT; break; default: break; } // Car zoom value if(CarZoomIndicator == CAM_ZOOM_1STPRS && !m_bPlayerIsInGarage){ CarZoomValue = 0.0f; ReqMode = CCam::MODE_1STPERSON; } #ifdef FREE_CAM else if (bFreeCam) { if (CarZoomIndicator == CAM_ZOOM_1) CarZoomValue = ((CVehicle*)pTargetEntity)->IsBoat() ? FREE_BOAT_ZOOM_VALUE_1 : FREE_CAR_ZOOM_VALUE_1; else if (CarZoomIndicator == CAM_ZOOM_2) CarZoomValue = ((CVehicle*)pTargetEntity)->IsBoat() ? FREE_BOAT_ZOOM_VALUE_2 : FREE_CAR_ZOOM_VALUE_2; else if (CarZoomIndicator == CAM_ZOOM_3) CarZoomValue = ((CVehicle*)pTargetEntity)->IsBoat() ? FREE_BOAT_ZOOM_VALUE_3 : FREE_CAR_ZOOM_VALUE_3; } #endif else if(CarZoomIndicator == CAM_ZOOM_1) CarZoomValue = DEFAULT_CAR_ZOOM_VALUE_1; else if(CarZoomIndicator == CAM_ZOOM_2) CarZoomValue = DEFAULT_CAR_ZOOM_VALUE_2; else if(CarZoomIndicator == CAM_ZOOM_3) CarZoomValue = DEFAULT_CAR_ZOOM_VALUE_3; if(CarZoomIndicator == CAM_ZOOM_TOPDOWN && !m_bPlayerIsInGarage){ CarZoomValue = 1.0f; ReqMode = CCam::MODE_TOPDOWN; } // Check if we have to go into first person if(((CVehicle*)pTargetEntity)->IsCar() && !m_bPlayerIsInGarage){ if(CCullZones::Cam1stPersonForPlayer() && pTargetEntity->GetColModel()->boundingBox.GetSize().z >= 3.026f && pToGarageWeAreInForHackAvoidFirstPerson == nil){ ReqMode = CCam::MODE_1STPERSON; m_bInATunnelAndABigVehicle = true; } } if(ReqMode == CCam::MODE_TOPDOWN && (CCullZones::Cam1stPersonForPlayer() || CCullZones::CamNoRain() || CCullZones::PlayerNoRain())) ReqMode = CCam::MODE_1STPERSON; // Smooth zoom value - ugly code if(m_bUseScriptZoomValueCar){ if(CarZoomValueSmooth < m_fCarZoomValueScript){ CarZoomValueSmooth += 0.12f * CTimer::GetTimeStep(); CarZoomValueSmooth = Min(CarZoomValueSmooth, m_fCarZoomValueScript); }else{ CarZoomValueSmooth -= 0.12f * CTimer::GetTimeStep(); CarZoomValueSmooth = Max(CarZoomValueSmooth, m_fCarZoomValueScript); } }else if(m_bFailedCullZoneTestPreviously){ CloseInCarHeightTarget = 0.65f; if(CarZoomValueSmooth < -0.65f){ CarZoomValueSmooth += 0.12f * CTimer::GetTimeStep(); CarZoomValueSmooth = Min(CarZoomValueSmooth, -0.65f); }else{ CarZoomValueSmooth -= 0.12f * CTimer::GetTimeStep(); CarZoomValueSmooth = Max(CarZoomValueSmooth, -0.65f); } }else{ if(CarZoomValueSmooth < CarZoomValue){ CarZoomValueSmooth += 0.12f * CTimer::GetTimeStep(); CarZoomValueSmooth = Min(CarZoomValueSmooth, CarZoomValue); }else{ CarZoomValueSmooth -= 0.12f * CTimer::GetTimeStep(); CarZoomValueSmooth = Max(CarZoomValueSmooth, CarZoomValue); } } WellBufferMe(CloseInCarHeightTarget, &Cams[ActiveCam].m_fCloseInCarHeightOffset, &Cams[ActiveCam].m_fCloseInCarHeightOffsetSpeed, 0.1f, 0.25f, false); // Fallen into water if(Cams[ActiveCam].IsTargetInWater(Cams[ActiveCam].Source) && !boatTarget && !Cams[ActiveCam].CamTargetEntity->IsPed()) ReqMode = CCam::MODE_PLAYER_FALLEN_WATER; } } // Ped target else if(pTargetEntity->IsPed()){ // Change user selected mode if(CPad::GetPad(0)->CycleCameraModeUpJustDown() && !CReplay::IsPlayingBack() && (m_bLookingAtPlayer || WhoIsInControlOfTheCamera == CAMCONTROL_OBBE) && !m_WideScreenOn && !m_bFailedCullZoneTestPreviously){ if(FrontEndMenuManager.m_ControlMethod == CONTROL_STANDARD){ if(PedZoomIndicator == CAM_ZOOM_TOPDOWN) PedZoomIndicator = CAM_ZOOM_1; else PedZoomIndicator = CAM_ZOOM_TOPDOWN; }else PedZoomIndicator--; } if(CPad::GetPad(0)->CycleCameraModeDownJustDown() && !CReplay::IsPlayingBack() && (m_bLookingAtPlayer || WhoIsInControlOfTheCamera == CAMCONTROL_OBBE) && !m_WideScreenOn && !m_bFailedCullZoneTestPreviously){ if(FrontEndMenuManager.m_ControlMethod == CONTROL_STANDARD){ if(PedZoomIndicator == CAM_ZOOM_TOPDOWN) PedZoomIndicator = CAM_ZOOM_1; else PedZoomIndicator = CAM_ZOOM_TOPDOWN; }else PedZoomIndicator++; } // disabled obbe's cam here if(PedZoomIndicator < CAM_ZOOM_1) PedZoomIndicator = CAM_ZOOM_TOPDOWN; else if(PedZoomIndicator > CAM_ZOOM_TOPDOWN) PedZoomIndicator = CAM_ZOOM_1; ReqMode = CCam::MODE_FOLLOWPED; // Check 1st person mode if(m_bLookingAtPlayer && pTargetEntity->IsPed() && !m_WideScreenOn && !Cams[0].Using3rdPersonMouseCam() #ifdef FREE_CAM && !CCamera::bFreeCam #endif ){ // See if we want to enter first person mode if(CPad::GetPad(0)->LookAroundLeftRight() || CPad::GetPad(0)->LookAroundUpDown()){ m_uiFirstPersonCamLastInputTime = CTimer::GetTimeInMilliseconds(); m_bFirstPersonBeingUsed = true; }else if(m_bFirstPersonBeingUsed){ // Or if we want to go back to 3rd person if(CPad::GetPad(0)->GetPedWalkLeftRight() || CPad::GetPad(0)->GetPedWalkUpDown() || CPad::GetPad(0)->GetSquare() || CPad::GetPad(0)->GetTriangle() || CPad::GetPad(0)->GetCross() || CPad::GetPad(0)->GetCircle() || CTimer::GetTimeInMilliseconds() - m_uiFirstPersonCamLastInputTime > 2850.0f) m_bFirstPersonBeingUsed = false; } }else m_bFirstPersonBeingUsed = false; if(!FindPlayerPed()->IsPedInControl() || FindPlayerPed()->m_fMoveSpeed > 0.0f) m_bFirstPersonBeingUsed = false; if(m_bFirstPersonBeingUsed){ ReqMode = CCam::MODE_1STPERSON; CPad::GetPad(0)->SetDisablePlayerControls(PLAYERCONTROL_CAMERA); } // Zoom value if(PedZoomIndicator == CAM_ZOOM_1) m_fPedZoomValue = 0.25f; else if(PedZoomIndicator == CAM_ZOOM_2) m_fPedZoomValue = 1.5f; else if(PedZoomIndicator == CAM_ZOOM_3) m_fPedZoomValue = 2.9f; // Smooth zoom value - ugly code if(m_bUseScriptZoomValuePed){ if(m_fPedZoomValueSmooth < m_fPedZoomValueScript){ m_fPedZoomValueSmooth += 0.12f * CTimer::GetTimeStep(); m_fPedZoomValueSmooth = Min(m_fPedZoomValueSmooth, m_fPedZoomValueScript); }else{ m_fPedZoomValueSmooth -= 0.12f * CTimer::GetTimeStep(); m_fPedZoomValueSmooth = Max(m_fPedZoomValueSmooth, m_fPedZoomValueScript); } }else if(m_bFailedCullZoneTestPreviously){ static float PedZoomedInVal = 0.5f; CloseInPedHeightTarget = 0.7f; if(m_fPedZoomValueSmooth < PedZoomedInVal){ m_fPedZoomValueSmooth += 0.12f * CTimer::GetTimeStep(); m_fPedZoomValueSmooth = Min(m_fPedZoomValueSmooth, PedZoomedInVal); }else{ m_fPedZoomValueSmooth -= 0.12f * CTimer::GetTimeStep(); m_fPedZoomValueSmooth = Max(m_fPedZoomValueSmooth, PedZoomedInVal); } }else{ if(m_fPedZoomValueSmooth < m_fPedZoomValue){ m_fPedZoomValueSmooth += 0.12f * CTimer::GetTimeStep(); m_fPedZoomValueSmooth = Min(m_fPedZoomValueSmooth, m_fPedZoomValue); }else{ m_fPedZoomValueSmooth -= 0.12f * CTimer::GetTimeStep(); m_fPedZoomValueSmooth = Max(m_fPedZoomValueSmooth, m_fPedZoomValue); } } WellBufferMe(CloseInPedHeightTarget, &Cams[ActiveCam].m_fCloseInPedHeightOffset, &Cams[ActiveCam].m_fCloseInPedHeightOffsetSpeed, 0.1f, 0.025f, false); // Check if entering fight cam if(!m_bFirstPersonBeingUsed){ if(FindPlayerPed()->GetPedState() == PED_FIGHT && !m_bUseMouse3rdPerson) ReqMode = CCam::MODE_FIGHT_CAM; if(((CPed*)pTargetEntity)->GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT && FindPlayerPed()->GetPedState() == PED_ATTACK && !m_bUseMouse3rdPerson) ReqMode = CCam::MODE_FIGHT_CAM; } // Garage cam if(CCullZones::CamStairsForPlayer() && CCullZones::FindZoneWithStairsAttributeForPlayer()) stairs = true; // Some hack for Mr Whoopee in a bomb shop if(Cams[ActiveCam].Using3rdPersonMouseCam() && CCollision::ms_collisionInMemory == LEVEL_COMMERCIAL){ if(pTargetEntity->GetPosition().x < 83.0f && pTargetEntity->GetPosition().x > 18.0f && pTargetEntity->GetPosition().y < -305.0f && pTargetEntity->GetPosition().y > -390.0f) disableGarageCam = true; } if(!disableGarageCam && (CGarages::IsPointInAGarageCameraZone(pTargetEntity->GetPosition()) || stairs)){ if(!m_bGarageFixedCamPositionSet && m_bLookingAtPlayer){ if(pToGarageWeAreIn || stairs){ float ground; bool foundGround; if(pToGarageWeAreIn){ // targetPos = pTargetEntity->GetPosition(); // unused if(pToGarageWeAreIn->m_pDoor1){ whichDoor = 1; garageDoorPos1.x = pToGarageWeAreIn->m_fDoor1X; garageDoorPos1.y = pToGarageWeAreIn->m_fDoor1Y; garageDoorPos1.z = 0.0f; // targetPos.z = 0.0f; // unused // (targetPos - doorPos1).Magnitude(); // unused }else if(pToGarageWeAreIn->m_pDoor2){ whichDoor = 2; #ifdef FIX_BUGS garageDoorPos2.x = pToGarageWeAreIn->m_fDoor2X; garageDoorPos2.y = pToGarageWeAreIn->m_fDoor2Y; garageDoorPos2.z = 0.0f; #endif }else{ whichDoor = 1; garageDoorPos1.x = pTargetEntity->GetPosition().x; garageDoorPos1.y = pTargetEntity->GetPosition().y; #ifdef FIX_BUGS garageDoorPos1.z = 0.0f; #else garageDoorPos2.z = 0.0f; #endif } }else{ whichDoor = 1; garageDoorPos1 = Cams[ActiveCam].Source; } if(pToGarageWeAreIn){ garageCenter.x = (pToGarageWeAreIn->m_fX1 + pToGarageWeAreIn->m_fX2)/2.0f; garageCenter.y = (pToGarageWeAreIn->m_fY1 + pToGarageWeAreIn->m_fY2)/2.0f; garageCenter.z = 0.0f; }else{ garageDoorPos1.z = 0.0f; if(stairs){ CAttributeZone *az = CCullZones::FindZoneWithStairsAttributeForPlayer(); garageCenter.x = (az->minx + az->maxx)/2.0f; garageCenter.y = (az->miny + az->maxy)/2.0f; garageCenter.z = 0.0f; }else garageCenter = CVector(pTargetEntity->GetPosition().x, pTargetEntity->GetPosition().y, 0.0f); } if(whichDoor == 1) garageCenterToDoor = garageDoorPos1 - garageCenter; else garageCenterToDoor = garageDoorPos2 - garageCenter; targetPos = pTargetEntity->GetPosition(); ground = CWorld::FindGroundZFor3DCoord(targetPos.x, targetPos.y, targetPos.z, &foundGround); if(!foundGround) ground = targetPos.z - 0.2f; garageCenterToDoor.z = 0.0f; garageCenterToDoor.Normalise(); if(whichDoor == 1){ if(pToGarageWeAreIn == nil && stairs) garageCamPos = garageDoorPos1 + 3.75f*garageCenterToDoor; else garageCamPos = garageDoorPos1 + 13.0f*garageCenterToDoor; }else{ garageCamPos = garageDoorPos2 + 13.0f*garageCenterToDoor; } if(PedZoomIndicator == CAM_ZOOM_TOPDOWN && !stairs){ garageCamPos = garageCenter; garageCamPos.z += FindPlayerPed()->GetPosition().z + 2.1f; if(pToGarageWeAreIn && garageCamPos.z > pToGarageWeAreIn->m_fX2) // What? garageCamPos.z = pToGarageWeAreIn->m_fX2; }else garageCamPos.z = ground + 3.1f; SetCamPositionForFixedMode(garageCamPos, CVector(0.0f, 0.0f, 0.0f)); m_bGarageFixedCamPositionSet = true; } } if((CGarages::CameraShouldBeOutside() || stairs) && m_bLookingAtPlayer && m_bGarageFixedCamPositionSet){ if(pToGarageWeAreIn || stairs){ ReqMode = CCam::MODE_FIXED; m_bPlayerIsInGarage = true; } }else{ if(m_bPlayerIsInGarage){ m_bJustCameOutOfGarage = true; m_bPlayerIsInGarage = false; } ReqMode = CCam::MODE_FOLLOWPED; } }else{ if(m_bPlayerIsInGarage){ m_bJustCameOutOfGarage = true; m_bPlayerIsInGarage = false; } m_bGarageFixedCamPositionSet = false; } // Fallen into water if(Cams[ActiveCam].IsTargetInWater(Cams[ActiveCam].Source) && Cams[ActiveCam].CamTargetEntity->IsPed()) ReqMode = CCam::MODE_PLAYER_FALLEN_WATER; // Set top down if(PedZoomIndicator == CAM_ZOOM_TOPDOWN && !CCullZones::Cam1stPersonForPlayer() && !CCullZones::CamNoRain() && !CCullZones::PlayerNoRain() && !m_bFirstPersonBeingUsed && !m_bPlayerIsInGarage) ReqMode = CCam::MODE_TOP_DOWN_PED; // Weapon mode if(!CPad::GetPad(0)->GetTarget() && PlayerWeaponMode.Mode != CCam::MODE_HELICANNON_1STPERSON) ClearPlayerWeaponMode(); if(m_PlayerMode.Mode != CCam::MODE_NONE) ReqMode = m_PlayerMode.Mode; if(PlayerWeaponMode.Mode != CCam::MODE_NONE && !stairs){ if(PlayerWeaponMode.Mode == CCam::MODE_SNIPER || PlayerWeaponMode.Mode == CCam::MODE_ROCKETLAUNCHER || PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON || PlayerWeaponMode.Mode == CCam::MODE_HELICANNON_1STPERSON || Cams[ActiveCam].GetWeaponFirstPersonOn()){ // First person weapon mode if(PLAYER->GetPedState() == PED_SEEK_CAR){ if(ReqMode == CCam::MODE_TOP_DOWN_PED || Cams[ActiveCam].GetWeaponFirstPersonOn()) ReqMode = PlayerWeaponMode.Mode; else ReqMode = CCam::MODE_FOLLOWPED; }else ReqMode = PlayerWeaponMode.Mode; }else if(ReqMode != CCam::MODE_TOP_DOWN_PED){ // Syphon mode float playerTargetDist; float deadPedDist = 4.0f; static float alivePedDist = 2.0f; // original name lost float pedDist; // actually only used on dead target bool targetDead = false; float camAngle, targetAngle; CVector playerToTarget = m_cvecAimingTargetCoors - pTargetEntity->GetPosition(); CVector playerToCam = Cams[ActiveCam].Source - pTargetEntity->GetPosition(); if(PedZoomIndicator == CAM_ZOOM_1) deadPedDist = 2.25f; if(FindPlayerPed()->m_pPointGunAt){ // BUG: this need not be a ped! if(((CPed*)FindPlayerPed()->m_pPointGunAt)->DyingOrDead()){ targetDead = true; pedDist = deadPedDist; }else pedDist = alivePedDist; playerTargetDist = playerToTarget.Magnitude2D(); camAngle = CGeneral::GetATanOfXY(playerToCam.x, playerToCam.y); targetAngle = CGeneral::GetATanOfXY(playerToTarget.x, playerToTarget.y); ReqMode = PlayerWeaponMode.Mode; // Check whether to start aiming in crim-in-front mode if(Cams[ActiveCam].Mode != CCam::MODE_SYPHON){ float angleDiff = camAngle - targetAngle; while(angleDiff >= PI) angleDiff -= 2*PI; while(angleDiff < -PI) angleDiff += 2*PI; if(Abs(angleDiff) < HALFPI && playerTargetDist < 3.5f && playerToTarget.z > -1.0f) ReqMode = CCam::MODE_SYPHON_CRIM_IN_FRONT; } // Check whether to go to special fixed mode float fixedModeDist = 0.0f; if((ReqMode == CCam::MODE_SYPHON_CRIM_IN_FRONT || ReqMode == CCam::MODE_SYPHON) && (m_uiTransitionState == 0 || Cams[ActiveCam].Mode == CCam::MODE_SPECIAL_FIXED_FOR_SYPHON) && playerTargetDist < pedDist && targetDead){ if(ReqMode == CCam::MODE_SYPHON_CRIM_IN_FRONT) fixedModeDist = 5.0f; else fixedModeDist = 3.0f; ReqMode = CCam::MODE_SPECIAL_FIXED_FOR_SYPHON; } if(ReqMode == CCam::MODE_SPECIAL_FIXED_FOR_SYPHON){ if(!PlaceForFixedWhenSniperFound){ // Find position CEntity *entity; CColPoint colPoint; CVector fixedPos = pTargetEntity->GetPosition(); fixedPos.x += fixedModeDist*Cos(camAngle); fixedPos.y += fixedModeDist*Sin(camAngle); fixedPos.z += 1.15f; if(CWorld::ProcessLineOfSight(pTargetEntity->GetPosition(), fixedPos, colPoint, entity, true, false, false, true, false, true, true)) SetCamPositionForFixedMode(colPoint.point, CVector(0.0f, 0.0f, 0.0f)); else SetCamPositionForFixedMode(fixedPos, CVector(0.0f, 0.0f, 0.0f)); PlaceForFixedWhenSniperFound = true; } }else PlaceForFixedWhenSniperFound = false; } } } } } m_bIdleOn = false; if(DebugCamMode) ReqMode = DebugCamMode; // Process arrested player static int ThePickedArrestMode; static int LastPedState; bool startArrestCam = false; if(LastPedState != PED_ARRESTED && PLAYER->GetPedState() == PED_ARRESTED){ if(CarZoomIndicator != CAM_ZOOM_1STPRS && pTargetEntity->IsVehicle()) startArrestCam = true; }else startArrestCam = false; LastPedState = PLAYER->GetPedState(); if(startArrestCam){ if(m_uiTransitionState) ReqMode = Cams[ActiveCam].Mode; else{ bool valid; if(pTargetEntity->IsPed()){ // How can this happen if arrest cam is only done in cars? Cams[(ActiveCam+1)%2].ResetStatics = true; valid = Cams[(ActiveCam+1)%2].ProcessArrestCamOne(); ReqMode = CCam::MODE_ARRESTCAM_ONE; }else{ Cams[(ActiveCam+1)%2].ResetStatics = true; valid = Cams[(ActiveCam+1)%2].ProcessArrestCamTwo(); ReqMode = CCam::MODE_ARRESTCAM_TWO; } if(!valid) ReqMode = Cams[ActiveCam].Mode; } } ThePickedArrestMode = ReqMode; if(PLAYER->GetPedState() == PED_ARRESTED) ReqMode = ThePickedArrestMode; // this is rather useless... // Process dead player if(PLAYER->GetPedState() == PED_DEAD){ if(Cams[ActiveCam].Mode == CCam::MODE_PED_DEAD_BABY) ReqMode = CCam::MODE_PED_DEAD_BABY; else{ bool foundRoof; CVector pos = FindPlayerPed()->GetPosition(); CWorld::FindRoofZFor3DCoord(pos.x, pos.y, pos.z, &foundRoof); if(!foundRoof) ReqMode = CCam::MODE_PED_DEAD_BABY; } } // Restore with a jump cut if(m_bRestoreByJumpCut){ // PS2 just sets m_bCamDirectlyBehind here if(ReqMode != CCam::MODE_FOLLOWPED && ReqMode != CCam::MODE_M16_1STPERSON && ReqMode != CCam::MODE_SNIPER && ReqMode != CCam::MODE_ROCKETLAUNCHER || !m_bUseMouse3rdPerson) SetCameraDirectlyBehindForFollowPed_CamOnAString(); ReqMode = m_iModeToGoTo; Cams[ActiveCam].Mode = ReqMode; m_bJust_Switched = true; Cams[ActiveCam].ResetStatics = true; Cams[ActiveCam].m_cvecCamFixedModeVector = m_vecFixedModeVector; Cams[ActiveCam].CamTargetEntity = pTargetEntity; Cams[ActiveCam].m_cvecCamFixedModeSource = m_vecFixedModeSource; Cams[ActiveCam].m_cvecCamFixedModeUpOffSet = m_vecFixedModeUpOffSet; // PS2 sets this to m_bLookingAtVector Cams[ActiveCam].m_bCamLookingAtVector = false; Cams[ActiveCam].m_vecLastAboveWaterCamPosition = Cams[(ActiveCam+1)%2].m_vecLastAboveWaterCamPosition; m_bRestoreByJumpCut = false; Cams[ActiveCam].ResetStatics = true; pTargetEntity->RegisterReference(&pTargetEntity); Cams[ActiveCam].CamTargetEntity->RegisterReference(&Cams[ActiveCam].CamTargetEntity); CarZoomValueSmooth = CarZoomValue; m_fPedZoomValueSmooth = m_fPedZoomValue; m_uiTransitionState = 0; m_vecDoingSpecialInterPolation = false; } if(gbModelViewer) ReqMode = CCam::MODE_MODELVIEW; // Turn on Obbe's cam bool canUseObbeCam = true; if(pTargetEntity){ if(pTargetEntity->IsVehicle()){ if(CarZoomIndicator == CAM_ZOOM_CINEMATIC) m_bObbeCinematicCarCamOn = true; }else{ if(PedZoomIndicator == CAM_ZOOM_CINEMATIC) m_bObbeCinematicPedCamOn = true; } } if(m_bTargetJustBeenOnTrain || ReqMode == CCam::MODE_SYPHON || ReqMode == CCam::MODE_SYPHON_CRIM_IN_FRONT || ReqMode == CCam::MODE_SPECIAL_FIXED_FOR_SYPHON || ReqMode == CCam::MODE_PED_DEAD_BABY || ReqMode == CCam::MODE_ARRESTCAM_ONE || ReqMode == CCam::MODE_ARRESTCAM_TWO || ReqMode == CCam::MODE_FIGHT_CAM || ReqMode == CCam::MODE_PLAYER_FALLEN_WATER || ReqMode == CCam::MODE_SNIPER || ReqMode == CCam::MODE_ROCKETLAUNCHER || ReqMode == CCam::MODE_M16_1STPERSON || ReqMode == CCam::MODE_SNIPER_RUNABOUT || ReqMode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || ReqMode == CCam::MODE_1STPERSON_RUNABOUT || ReqMode == CCam::MODE_M16_1STPERSON_RUNABOUT || ReqMode == CCam::MODE_FIGHT_CAM_RUNABOUT || ReqMode == CCam::MODE_HELICANNON_1STPERSON || WhoIsInControlOfTheCamera == CAMCONTROL_SCRIPT || m_bJustCameOutOfGarage || m_bPlayerIsInGarage) canUseObbeCam = false; if(m_bObbeCinematicPedCamOn && canUseObbeCam) ProcessObbeCinemaCameraPed(); else if(m_bObbeCinematicCarCamOn && canUseObbeCam) ProcessObbeCinemaCameraCar(); else{ if(m_bPlayerIsInGarage && m_bObbeCinematicCarCamOn) switchByJumpCut = true; canUseObbeCam = false; DontProcessObbeCinemaCamera(); } // Start the transition or do a jump cut if(m_bLookingAtPlayer){ // Going into top down modes normally needs a jump cut (but see below) if(ReqMode == CCam::MODE_TOPDOWN || ReqMode == CCam::MODE_1STPERSON || ReqMode == CCam::MODE_TOP_DOWN_PED){ switchByJumpCut = true; } // Going from top down to vehicle else if(ReqMode == CCam::MODE_CAM_ON_A_STRING || ReqMode == CCam::MODE_BEHINDBOAT){ if(Cams[ActiveCam].Mode == CCam::MODE_TOPDOWN || Cams[ActiveCam].Mode == CCam::MODE_1STPERSON || Cams[ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED) switchByJumpCut = true; }else if(ReqMode == CCam::MODE_FIXED){ if(Cams[ActiveCam].Mode == CCam::MODE_TOPDOWN) switchByJumpCut = true; } // Top down modes can interpolate between each other if(ReqMode == CCam::MODE_TOPDOWN){ if(Cams[ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED || Cams[ActiveCam].Mode == CCam::MODE_PED_DEAD_BABY) switchByJumpCut = false; }else if(ReqMode == CCam::MODE_TOP_DOWN_PED){ if(Cams[ActiveCam].Mode == CCam::MODE_TOPDOWN || Cams[ActiveCam].Mode == CCam::MODE_PED_DEAD_BABY) switchByJumpCut = false; } if(ReqMode == CCam::MODE_1STPERSON || ReqMode == CCam::MODE_M16_1STPERSON || ReqMode == CCam::MODE_SNIPER || ReqMode == CCam::MODE_ROCKETLAUNCHER || ReqMode == CCam::MODE_SNIPER_RUNABOUT || ReqMode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || ReqMode == CCam::MODE_1STPERSON_RUNABOUT || ReqMode == CCam::MODE_M16_1STPERSON_RUNABOUT || ReqMode == CCam::MODE_FIGHT_CAM_RUNABOUT || ReqMode == CCam::MODE_HELICANNON_1STPERSON || ReqMode == CCam::MODE_ARRESTCAM_ONE || ReqMode == CCam::MODE_ARRESTCAM_TWO){ // Going into any 1st person mode is a jump cut if(pTargetEntity->IsPed()) switchByJumpCut = true; }else if(ReqMode == CCam::MODE_FIXED && m_bPlayerIsInGarage){ // Going from 1st peron mode into garage if(Cams[ActiveCam].Mode == CCam::MODE_SNIPER || Cams[ActiveCam].Mode == CCam::MODE_HELICANNON_1STPERSON || Cams[ActiveCam].Mode == CCam::MODE_ROCKETLAUNCHER || Cams[ActiveCam].Mode == CCam::MODE_M16_1STPERSON || Cams[ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED || stairs || Cams[ActiveCam].Mode == CCam::MODE_1STPERSON || Cams[ActiveCam].Mode == CCam::MODE_SNIPER_RUNABOUT || Cams[ActiveCam].Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || Cams[ActiveCam].Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Cams[ActiveCam].Mode == CCam::MODE_FIGHT_CAM_RUNABOUT || Cams[ActiveCam].Mode == CCam::MODE_1STPERSON_RUNABOUT){ if(pTargetEntity && pTargetEntity->IsVehicle()) switchByJumpCut = true; } }else if(ReqMode == CCam::MODE_FOLLOWPED){ if(Cams[ActiveCam].Mode == CCam::MODE_1STPERSON || Cams[ActiveCam].Mode == CCam::MODE_SNIPER || Cams[ActiveCam].Mode == CCam::MODE_ROCKETLAUNCHER || Cams[ActiveCam].Mode == CCam::MODE_ARRESTCAM_ONE || Cams[ActiveCam].Mode == CCam::MODE_ARRESTCAM_TWO || Cams[ActiveCam].Mode == CCam::MODE_M16_1STPERSON || Cams[ActiveCam].Mode == CCam::MODE_PED_DEAD_BABY || Cams[ActiveCam].Mode == CCam::MODE_PILLOWS_PAPS || Cams[ActiveCam].Mode == CCam::MODE_SNIPER_RUNABOUT || Cams[ActiveCam].Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || Cams[ActiveCam].Mode == CCam::MODE_1STPERSON_RUNABOUT || Cams[ActiveCam].Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Cams[ActiveCam].Mode == CCam::MODE_FIGHT_CAM_RUNABOUT || Cams[ActiveCam].Mode == CCam::MODE_HELICANNON_1STPERSON || Cams[ActiveCam].Mode == CCam::MODE_TOPDOWN || Cams[ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED){ if(!m_bJustCameOutOfGarage){ if(Cams[ActiveCam].Mode == CCam::MODE_1STPERSON || Cams[ActiveCam].Mode == CCam::MODE_SNIPER || Cams[ActiveCam].Mode == CCam::MODE_ROCKETLAUNCHER || Cams[ActiveCam].Mode == CCam::MODE_M16_1STPERSON || Cams[ActiveCam].Mode == CCam::MODE_SNIPER_RUNABOUT || Cams[ActiveCam].Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || Cams[ActiveCam].Mode == CCam::MODE_1STPERSON_RUNABOUT || Cams[ActiveCam].Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Cams[ActiveCam].Mode == CCam::MODE_FIGHT_CAM_RUNABOUT || Cams[ActiveCam].Mode == CCam::MODE_HELICANNON_1STPERSON){ float angle = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y) - HALFPI; ((CPed*)pTargetEntity)->m_fRotationCur = angle; ((CPed*)pTargetEntity)->m_fRotationDest = angle; } m_bUseTransitionBeta = true; switchByJumpCut = true; if(Cams[ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED){ CVector front = Cams[ActiveCam].Source - FindPlayerPed()->GetPosition(); front.z = 0.0f; // missing on PS2 front.Normalise(); #ifdef FIX_BUGS // this is almost as bad as the bugged code if(front.x == 0.001f && front.y == 0.001f) front.y = 1.0f; #else // someone used = instead of == in the above check by accident front.x = 0.001f; front.y = 1.0f; #endif Cams[ActiveCam].m_fTransitionBeta = CGeneral::GetATanOfXY(front.x, front.y); }else Cams[ActiveCam].m_fTransitionBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y) + PI; } } }else if(ReqMode == CCam::MODE_FIGHT_CAM){ if(Cams[ActiveCam].Mode == CCam::MODE_1STPERSON) switchByJumpCut = true; } if(ReqMode != Cams[ActiveCam].Mode && Cams[ActiveCam].CamTargetEntity == nil) switchByJumpCut = true; if(m_bPlayerIsInGarage && pToGarageWeAreIn){ if(pToGarageWeAreIn->m_eGarageType == GARAGE_BOMBSHOP1 || pToGarageWeAreIn->m_eGarageType == GARAGE_BOMBSHOP2 || pToGarageWeAreIn->m_eGarageType == GARAGE_BOMBSHOP3){ if(pTargetEntity->IsVehicle() && pTargetEntity->GetModelIndex() == MI_MRWHOOP && ReqMode != Cams[ActiveCam].Mode) switchByJumpCut = true; } } if(CSceneEdit::m_bEditOn) ReqMode = CCam::MODE_EDITOR; if((m_uiTransitionState == 0 || switchByJumpCut) && ReqMode != Cams[ActiveCam].Mode){ if(switchByJumpCut){ // PS2 just sets m_bCamDirectlyBehind here if(!m_bPlayerIsInGarage || m_bJustCameOutOfGarage){ if(ReqMode != CCam::MODE_FOLLOWPED && ReqMode != CCam::MODE_M16_1STPERSON && ReqMode != CCam::MODE_SNIPER && ReqMode != CCam::MODE_ROCKETLAUNCHER || !m_bUseMouse3rdPerson) SetCameraDirectlyBehindForFollowPed_CamOnAString(); } Cams[ActiveCam].Mode = ReqMode; m_bJust_Switched = true; Cams[ActiveCam].m_cvecCamFixedModeVector = m_vecFixedModeVector; Cams[ActiveCam].CamTargetEntity = pTargetEntity; Cams[ActiveCam].m_cvecCamFixedModeSource = m_vecFixedModeSource; Cams[ActiveCam].m_cvecCamFixedModeUpOffSet = m_vecFixedModeUpOffSet; Cams[ActiveCam].m_bCamLookingAtVector = m_bLookingAtVector; Cams[ActiveCam].m_vecLastAboveWaterCamPosition = Cams[(ActiveCam+1)%2].m_vecLastAboveWaterCamPosition; CarZoomValueSmooth = CarZoomValue; m_fPedZoomValueSmooth = m_fPedZoomValue; m_uiTransitionState = 0; m_vecDoingSpecialInterPolation = false; m_bStartInterScript = false; Cams[ActiveCam].ResetStatics = true; pTargetEntity->RegisterReference(&pTargetEntity); Cams[ActiveCam].CamTargetEntity->RegisterReference(&Cams[ActiveCam].CamTargetEntity); }else if(!m_bWaitForInterpolToFinish){ StartTransition(ReqMode); pTargetEntity->RegisterReference(&pTargetEntity); Cams[ActiveCam].CamTargetEntity->RegisterReference(&Cams[ActiveCam].CamTargetEntity); } }else if(m_uiTransitionState != 0 && ReqMode != Cams[ActiveCam].Mode){ bool startTransition = true; if(ReqMode == CCam::MODE_FIGHT_CAM || Cams[ActiveCam].Mode == CCam::MODE_FIGHT_CAM) startTransition = false; if(ReqMode == CCam::MODE_FOLLOWPED && Cams[ActiveCam].Mode == CCam::MODE_FIGHT_CAM) startTransition = false; #ifndef PS2_CAM_TRANSITION // done in Process on PS2 if(!m_bWaitForInterpolToFinish && m_bLookingAtPlayer && m_uiTransitionState != 0){ CVector playerDist; playerDist.x = FindPlayerPed()->GetPosition().x - GetPosition().x; playerDist.y = FindPlayerPed()->GetPosition().y - GetPosition().y; playerDist.z = FindPlayerPed()->GetPosition().z - GetPosition().z; // if player is too far away, keep interpolating and don't transition if(pTargetEntity && pTargetEntity->IsPed()){ if(playerDist.Magnitude() > 17.5f && (ReqMode == CCam::MODE_SYPHON || ReqMode == CCam::MODE_SYPHON_CRIM_IN_FRONT)) m_bWaitForInterpolToFinish = true; } } #endif if(m_bWaitForInterpolToFinish) startTransition = false; if(startTransition){ StartTransitionWhenNotFinishedInter(ReqMode); pTargetEntity->RegisterReference(&pTargetEntity); Cams[ActiveCam].CamTargetEntity->RegisterReference(&Cams[ActiveCam].CamTargetEntity); } }else if(ReqMode == CCam::MODE_FIXED && pTargetEntity != Cams[ActiveCam].CamTargetEntity && m_bPlayerIsInGarage){ #ifdef PS2_CAM_TRANSITION StartTransitionWhenNotFinishedInter(ReqMode); #else if(m_uiTransitionState != 0) StartTransitionWhenNotFinishedInter(ReqMode); else StartTransition(ReqMode); #endif pTargetEntity->RegisterReference(&pTargetEntity); Cams[ActiveCam].CamTargetEntity->RegisterReference(&Cams[ActiveCam].CamTargetEntity); } }else{ // not following player if(m_uiTransitionState == 0 && m_bStartInterScript && m_iTypeOfSwitch == INTERPOLATION){ ReqMode = m_iModeToGoTo; StartTransition(ReqMode); pTargetEntity->RegisterReference(&pTargetEntity); Cams[ActiveCam].CamTargetEntity->RegisterReference(&Cams[ActiveCam].CamTargetEntity); }else if(m_uiTransitionState != 0 && m_bStartInterScript && m_iTypeOfSwitch == INTERPOLATION){ ReqMode = m_iModeToGoTo; StartTransitionWhenNotFinishedInter(ReqMode); pTargetEntity->RegisterReference(&pTargetEntity); Cams[ActiveCam].CamTargetEntity->RegisterReference(&Cams[ActiveCam].CamTargetEntity); }else if(m_bStartInterScript && m_iTypeOfSwitch == JUMP_CUT){ m_uiTransitionState = 0; m_vecDoingSpecialInterPolation = false; Cams[ActiveCam].Mode = m_iModeToGoTo; m_bJust_Switched = true; Cams[ActiveCam].ResetStatics = true; Cams[ActiveCam].m_cvecCamFixedModeVector = m_vecFixedModeVector; Cams[ActiveCam].CamTargetEntity = pTargetEntity; Cams[ActiveCam].m_cvecCamFixedModeSource = m_vecFixedModeSource; Cams[ActiveCam].m_cvecCamFixedModeUpOffSet = m_vecFixedModeUpOffSet; Cams[ActiveCam].m_bCamLookingAtVector = m_bLookingAtVector; Cams[ActiveCam].m_vecLastAboveWaterCamPosition = Cams[(ActiveCam+1)%2].m_vecLastAboveWaterCamPosition; m_bJust_Switched = true; pTargetEntity->RegisterReference(&pTargetEntity); Cams[ActiveCam].CamTargetEntity->RegisterReference(&Cams[ActiveCam].CamTargetEntity); CarZoomValueSmooth = CarZoomValue; m_fPedZoomValueSmooth = m_fPedZoomValue; } } m_bStartInterScript = false; if(Cams[ActiveCam].CamTargetEntity == nil) Cams[ActiveCam].CamTargetEntity = pTargetEntity; // Ped visibility if((Cams[ActiveCam].Mode == CCam::MODE_1STPERSON || Cams[ActiveCam].Mode == CCam::MODE_SNIPER || Cams[ActiveCam].Mode == CCam::MODE_M16_1STPERSON || Cams[ActiveCam].Mode == CCam::MODE_ROCKETLAUNCHER) && pTargetEntity->IsPed() || Cams[ActiveCam].Mode == CCam::MODE_FLYBY) FindPlayerPed()->bIsVisible = false; else FindPlayerPed()->bIsVisible = true; if(!canUseObbeCam && WhoIsInControlOfTheCamera == CAMCONTROL_OBBE) Restore(); } // What a mess! void CCamera::UpdateTargetEntity(void) { bool enteringCar = false; // not on PS2 but only used as && !enteringCar so we can keep it bool obbeCam = false; if(WhoIsInControlOfTheCamera == CAMCONTROL_OBBE){ obbeCam = true; if(m_iModeObbeCamIsInForCar == OBBE_COPCAR_WHEEL || m_iModeObbeCamIsInForCar == OBBE_COPCAR){ if(FindPlayerPed()->GetPedState() != PED_ARRESTED) obbeCam = false; if(FindPlayerVehicle() == nil) pTargetEntity = FindPlayerPed(); } } if((m_bLookingAtPlayer || obbeCam) && m_uiTransitionState == 0 || pTargetEntity == nil || m_bTargetJustBeenOnTrain){ if(FindPlayerVehicle()) pTargetEntity = FindPlayerVehicle(); else{ pTargetEntity = FindPlayerPed(); #ifndef GTA_PS2_STUFF // this keeps the camera on the player while entering cars if(PLAYER->GetPedState() == PED_ENTER_CAR || PLAYER->GetPedState() == PED_CARJACK || PLAYER->GetPedState() == PED_OPEN_DOOR) enteringCar = true; if(!enteringCar) if(Cams[ActiveCam].CamTargetEntity != pTargetEntity) Cams[ActiveCam].CamTargetEntity = pTargetEntity; #endif } bool cantOpen = true; if(PLAYER && PLAYER->m_pMyVehicle && PLAYER->m_pMyVehicle->CanPedOpenLocks(PLAYER)) cantOpen = false; if(PLAYER->GetPedState() == PED_ENTER_CAR && !cantOpen){ if(!enteringCar && CarZoomIndicator != CAM_ZOOM_1STPRS){ pTargetEntity = PLAYER->m_pMyVehicle; if(PLAYER->m_pMyVehicle == nil) pTargetEntity = PLAYER; } } if((PLAYER->GetPedState() == PED_CARJACK || PLAYER->GetPedState() == PED_OPEN_DOOR) && !cantOpen){ if(!enteringCar && CarZoomIndicator != CAM_ZOOM_1STPRS) #ifdef GTA_PS2_STUFF // dunno if this has any amazing effects { #endif pTargetEntity = PLAYER->m_pMyVehicle; if(PLAYER->m_pMyVehicle == nil) pTargetEntity = PLAYER; #ifdef GTA_PS2_STUFF } #endif } if(PLAYER->GetPedState() == PED_EXIT_CAR) pTargetEntity = FindPlayerPed(); if(PLAYER->GetPedState() == PED_DRAG_FROM_CAR) pTargetEntity = FindPlayerPed(); if(pTargetEntity->IsVehicle() && CarZoomIndicator == CAM_ZOOM_1STPRS && FindPlayerPed()->GetPedState() == PED_ARRESTED) pTargetEntity = FindPlayerPed(); } } const float SOUND_DIST = 20.0f; void CCamera::UpdateSoundDistances(void) { CVector center, end; CEntity *entity; CColPoint colPoint; float f; int n; if((Cams[ActiveCam].Mode == CCam::MODE_1STPERSON || Cams[ActiveCam].Mode == CCam::MODE_SNIPER || Cams[ActiveCam].Mode == CCam::MODE_SNIPER_RUNABOUT || Cams[ActiveCam].Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || Cams[ActiveCam].Mode == CCam::MODE_1STPERSON_RUNABOUT || Cams[ActiveCam].Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Cams[ActiveCam].Mode == CCam::MODE_FIGHT_CAM_RUNABOUT || Cams[ActiveCam].Mode == CCam::MODE_HELICANNON_1STPERSON || Cams[ActiveCam].Mode == CCam::MODE_M16_1STPERSON || Cams[ActiveCam].Mode == CCam::MODE_ROCKETLAUNCHER) && pTargetEntity->IsPed()) center = GetPosition() + 0.5f*GetForward(); else center = GetPosition() + 5.0f*GetForward(); // check up n = CTimer::GetFrameCounter() % 12; if(n == 0){ SoundDistUpAsReadOld = SoundDistUpAsRead; if(CWorld::ProcessVerticalLine(center, center.z+SOUND_DIST, colPoint, entity, true, false, false, false, true, false, nil)) SoundDistUpAsRead = colPoint.point.z - center.z; else SoundDistUpAsRead = SOUND_DIST; } f = (n + 1) / 6.0f; SoundDistUp = (1.0f-f)*SoundDistUpAsReadOld + f*SoundDistUpAsRead; // check left n = (CTimer::GetFrameCounter()+2) % 12; if(n == 0){ SoundDistLeftAsReadOld = SoundDistLeftAsRead; end = center + SOUND_DIST*GetRight(); if(CWorld::ProcessLineOfSight(center, end, colPoint, entity, true, false, false, false, true, true, true)) SoundDistLeftAsRead = (colPoint.point - center).Magnitude(); else SoundDistLeftAsRead = SOUND_DIST; } f = (n + 1) / 6.0f; SoundDistLeft = (1.0f-f)*SoundDistLeftAsReadOld + f*SoundDistLeftAsRead; // check right // end = center - SOUND_DIST*GetRight(); // useless n = (CTimer::GetFrameCounter()+4) % 12; if(n == 0){ SoundDistRightAsReadOld = SoundDistRightAsRead; end = center - SOUND_DIST*GetRight(); if(CWorld::ProcessLineOfSight(center, end, colPoint, entity, true, false, false, false, true, true, true)) SoundDistRightAsRead = (colPoint.point - center).Magnitude(); else SoundDistRightAsRead = SOUND_DIST; } f = (n + 1) / 6.0f; SoundDistRight = (1.0f-f)*SoundDistRightAsReadOld + f*SoundDistRightAsRead; } void CCamera::InitialiseCameraForDebugMode(void) { if(FindPlayerVehicle()) Cams[2].Source = FindPlayerVehicle()->GetPosition(); else if(FindPlayerPed()) Cams[2].Source = FindPlayerPed()->GetPosition(); Cams[2].Alpha = 0.0f; Cams[2].Beta = 0.0f; Cams[2].Mode = CCam::MODE_DEBUG; } void CCamera::CamShake(float strength, float x, float y, float z) { CVector Dist = Cams[ActiveCam].Source - CVector(x, y, z); // a bit complicated... float dist2d = Sqrt(SQR(Dist.x) + SQR(Dist.y)); float dist3d = Sqrt(SQR(dist2d) + SQR(Dist.z)); if(dist3d > 100.0f) dist3d = 100.0f; if(dist3d < 0.0f) dist3d = 0.0f; float mult = 1.0f - dist3d/100.0f; float curForce = mult*(m_fCamShakeForce - (CTimer::GetTimeInMilliseconds() - m_uiCamShakeStart)/1000.0f); strength = mult*strength; if(clamp(curForce, 0.0f, 2.0f) < strength){ m_fCamShakeForce = strength; m_uiCamShakeStart = CTimer::GetTimeInMilliseconds(); } } // This seems to be CCamera::CamShake(float) on PS2 void CamShakeNoPos(CCamera *cam, float strength) { float curForce = cam->m_fCamShakeForce - (CTimer::GetTimeInMilliseconds() - cam->m_uiCamShakeStart)/1000.0f; if(clamp(curForce, 0.0f, 2.0f) < strength){ cam->m_fCamShakeForce = strength; cam->m_uiCamShakeStart = CTimer::GetTimeInMilliseconds(); } } void CCamera::TakeControl(CEntity *target, int16 mode, int16 typeOfSwitch, int32 controller) { bool doSwitch = true; if(controller == CAMCONTROL_OBBE && WhoIsInControlOfTheCamera == CAMCONTROL_SCRIPT) doSwitch = false; if(doSwitch){ WhoIsInControlOfTheCamera = controller; if(target){ if(mode == CCam::MODE_NONE){ // Why are we checking the old entity? if(pTargetEntity->IsPed()) mode = CCam::MODE_FOLLOWPED; else if(pTargetEntity->IsVehicle()) mode = CCam::MODE_CAM_ON_A_STRING; } }else if(FindPlayerVehicle()) target = FindPlayerVehicle(); else target = PLAYER; m_bLookingAtVector = false; pTargetEntity = target; m_iModeToGoTo = mode; m_iTypeOfSwitch = typeOfSwitch; m_bLookingAtPlayer = false; m_bStartInterScript = true; // FindPlayerPed(); // unused } } void CCamera::TakeControlNoEntity(const CVector &position, int16 typeOfSwitch, int32 controller) { bool doSwitch = true; if(controller == CAMCONTROL_OBBE && WhoIsInControlOfTheCamera == CAMCONTROL_SCRIPT) doSwitch = false; if(doSwitch){ WhoIsInControlOfTheCamera = controller; m_bLookingAtVector = true; m_bLookingAtPlayer = false; m_iModeToGoTo = CCam::MODE_FIXED; m_vecFixedModeVector = position; m_iTypeOfSwitch = typeOfSwitch; m_bStartInterScript = true; } } void CCamera::TakeControlWithSpline(int16 typeOfSwitch) { m_iModeToGoTo = CCam::MODE_FLYBY; m_bLookingAtPlayer = false; m_bLookingAtVector = false; m_bcutsceneFinished = false; m_iTypeOfSwitch = typeOfSwitch; m_bStartInterScript = true; //FindPlayerPed(); // unused }; void CCamera::Restore(void) { m_bLookingAtPlayer = true; m_bLookingAtVector = false; m_iTypeOfSwitch = INTERPOLATION; m_bUseNearClipScript = false; m_iModeObbeCamIsInForCar = OBBE_INVALID; m_fPositionAlongSpline = 0.0; m_bStartingSpline = false; m_bScriptParametersSetForInterPol = false; WhoIsInControlOfTheCamera = CAMCONTROL_GAME; if(FindPlayerVehicle()){ m_iModeToGoTo = CCam::MODE_CAM_ON_A_STRING; pTargetEntity = FindPlayerVehicle(); }else{ m_iModeToGoTo = CCam::MODE_FOLLOWPED; pTargetEntity = PLAYER; } if(PLAYER->GetPedState() == PED_ENTER_CAR || PLAYER->GetPedState() == PED_CARJACK || PLAYER->GetPedState() == PED_OPEN_DOOR){ m_iModeToGoTo = CCam::MODE_CAM_ON_A_STRING; pTargetEntity = PLAYER->m_pSeekTarget; } if(PLAYER->GetPedState() == PED_EXIT_CAR){ m_iModeToGoTo = CCam::MODE_FOLLOWPED; pTargetEntity = PLAYER; } m_bUseScriptZoomValuePed = false; m_bUseScriptZoomValueCar = false; m_bStartInterScript = true; m_bCameraJustRestored = true; } void CCamera::RestoreWithJumpCut(void) { m_bRestoreByJumpCut = true; m_bLookingAtPlayer = true; m_bLookingAtVector = false; m_iTypeOfSwitch = JUMP_CUT; m_bUseNearClipScript = false; m_iModeObbeCamIsInForCar = OBBE_INVALID; m_fPositionAlongSpline = 0.0; m_bStartingSpline = false; m_bScriptParametersSetForInterPol = false; WhoIsInControlOfTheCamera = CAMCONTROL_GAME; m_bCameraJustRestored = true; if(FindPlayerVehicle()){ m_iModeToGoTo = CCam::MODE_CAM_ON_A_STRING; pTargetEntity = FindPlayerVehicle(); }else{ m_iModeToGoTo = CCam::MODE_FOLLOWPED; pTargetEntity = PLAYER; } if(PLAYER->GetPedState() == PED_ENTER_CAR || PLAYER->GetPedState() == PED_CARJACK || PLAYER->GetPedState() == PED_OPEN_DOOR){ m_iModeToGoTo = CCam::MODE_CAM_ON_A_STRING; pTargetEntity = PLAYER->m_pSeekTarget; } if(PLAYER->GetPedState() == PED_EXIT_CAR){ m_iModeToGoTo = CCam::MODE_FOLLOWPED; pTargetEntity = PLAYER; } m_bUseScriptZoomValuePed = false; m_bUseScriptZoomValueCar = false; } void CCamera::SetCamPositionForFixedMode(const CVector &Source, const CVector &UpOffSet) { m_vecFixedModeSource = Source; m_vecFixedModeUpOffSet = UpOffSet; } /* * On PS2 the transition happens between Cams[0] and Cams[1]. * On PC the whole system has been changed. */ void CCamera::StartTransition(int16 newMode) { bool switchSyphonMode = false; bool switchPedToCar = false; bool switchFromFight = false; bool switchFromFixed = false; bool switch1stPersonToVehicle = false; float betaOffset, targetBeta, camBeta, deltaBeta; int door; bool vehicleVertical; #ifndef PS2_CAM_TRANSITION m_bItsOkToLookJustAtThePlayer = false; m_fFractionInterToStopMoving = 0.25f; m_fFractionInterToStopCatchUp = 0.75f; if(Cams[ActiveCam].Mode == CCam::MODE_SYPHON_CRIM_IN_FRONT || Cams[ActiveCam].Mode == CCam::MODE_FOLLOWPED || Cams[ActiveCam].Mode == CCam::MODE_SYPHON || Cams[ActiveCam].Mode == CCam::MODE_SPECIAL_FIXED_FOR_SYPHON){ if(newMode == CCam::MODE_SYPHON_CRIM_IN_FRONT || newMode == CCam::MODE_FOLLOWPED || newMode == CCam::MODE_SYPHON || newMode == CCam::MODE_SPECIAL_FIXED_FOR_SYPHON) m_bItsOkToLookJustAtThePlayer = true; if(newMode == CCam::MODE_CAM_ON_A_STRING) switchPedToCar = true; } #endif if(Cams[ActiveCam].Mode == CCam::MODE_SYPHON_CRIM_IN_FRONT && newMode == CCam::MODE_SYPHON) switchSyphonMode = true; if(Cams[ActiveCam].Mode == CCam::MODE_FIGHT_CAM && newMode == CCam::MODE_FOLLOWPED) switchFromFight = true; #ifndef PS2_CAM_TRANSITION if(Cams[ActiveCam].Mode == CCam::MODE_FIXED) switchFromFixed = true; #endif m_bUseTransitionBeta = false; if((Cams[ActiveCam].Mode == CCam::MODE_SNIPER || Cams[ActiveCam].Mode == CCam::MODE_ROCKETLAUNCHER || Cams[ActiveCam].Mode == CCam::MODE_M16_1STPERSON || Cams[ActiveCam].Mode == CCam::MODE_SNIPER_RUNABOUT || Cams[ActiveCam].Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || Cams[ActiveCam].Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Cams[ActiveCam].Mode == CCam::MODE_FIGHT_CAM_RUNABOUT || Cams[ActiveCam].Mode == CCam::MODE_HELICANNON_1STPERSON || Cams[ActiveCam].Mode == CCam::MODE_1STPERSON_RUNABOUT) && pTargetEntity->IsPed()){ float angle = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y) - HALFPI; ((CPed*)pTargetEntity)->m_fRotationCur = angle; ((CPed*)pTargetEntity)->m_fRotationDest = angle; } #ifdef PS2_CAM_TRANSITION ActiveCam = (ActiveCam+1)%2; Cams[ActiveCam].Init(); Cams[ActiveCam].Mode = newMode; #endif Cams[ActiveCam].m_cvecCamFixedModeVector = m_vecFixedModeVector; Cams[ActiveCam].CamTargetEntity = pTargetEntity; Cams[ActiveCam].m_cvecCamFixedModeSource = m_vecFixedModeSource; Cams[ActiveCam].m_cvecCamFixedModeUpOffSet = m_vecFixedModeUpOffSet; Cams[ActiveCam].m_bCamLookingAtVector = m_bLookingAtVector; if(newMode == CCam::MODE_SNIPER || newMode == CCam::MODE_ROCKETLAUNCHER || newMode == CCam::MODE_M16_1STPERSON || newMode == CCam::MODE_SNIPER_RUNABOUT || newMode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || newMode == CCam::MODE_1STPERSON_RUNABOUT || newMode == CCam::MODE_M16_1STPERSON_RUNABOUT || newMode == CCam::MODE_FIGHT_CAM_RUNABOUT || newMode == CCam::MODE_HELICANNON_1STPERSON) Cams[ActiveCam].Alpha = 0.0f; // PS2 also copies values to ActiveCam here switch(Cams[ActiveCam].Mode) case CCam::MODE_SNIPER_RUNABOUT: case CCam::MODE_ROCKETLAUNCHER_RUNABOUT: case CCam::MODE_1STPERSON_RUNABOUT: case CCam::MODE_M16_1STPERSON_RUNABOUT: case CCam::MODE_FIGHT_CAM_RUNABOUT: if(newMode == CCam::MODE_CAM_ON_A_STRING || newMode == CCam::MODE_BEHINDBOAT) switch1stPersonToVehicle = true; switch(newMode){ case CCam::MODE_BEHINDCAR: #ifdef PS2_CAM_TRANSITION Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source; Cams[ActiveCam].Beta = Cams[(ActiveCam+1)%2].Beta; #endif Cams[ActiveCam].BetaSpeed = 0.0f; break; case CCam::MODE_BEHINDBOAT: #ifdef PS2_CAM_TRANSITION Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source; Cams[ActiveCam].Beta = Cams[(ActiveCam+1)%2].Beta; #endif Cams[ActiveCam].BetaSpeed = 0.0f; break; case CCam::MODE_FOLLOWPED: // Getting out of vehicle normally betaOffset = DEGTORAD(55.0f); #ifdef PS2_CAM_TRANSITION Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source; #endif if(m_bJustCameOutOfGarage){ m_bUseTransitionBeta = true; /* // weird logic... if(CMenuManager::m_ControlMethod == CONTROL_CLASSIC) Cams[ActiveCam].m_fTransitionBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y) + PI; else if(Cams[ActiveCam].Front.x != 0.0f && Cams[ActiveCam].Front.y != 0.0f) // && is wrong here Cams[ActiveCam].m_fTransitionBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y) + PI; else Cams[ActiveCam].m_fTransitionBeta = 0.0f; */ // this is better: if(Cams[ActiveCam].Front.x != 0.0f || Cams[ActiveCam].Front.y != 0.0f) #ifdef PS2_CAM_TRANSITION Cams[ActiveCam].m_fTransitionBeta = CGeneral::GetATanOfXY(Cams[(ActiveCam+1)%2].Front.x, Cams[(ActiveCam+1)%2].Front.y) + PI; #else Cams[ActiveCam].m_fTransitionBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y) + PI; #endif else Cams[ActiveCam].m_fTransitionBeta = 0.0f; } if(m_bTargetJustCameOffTrain) m_bCamDirectlyInFront = true; #ifdef PS2_CAM_TRANSITION if(Cams[(ActiveCam+1)%2].Mode != CCam::MODE_CAM_ON_A_STRING) #else if(Cams[ActiveCam].Mode != CCam::MODE_CAM_ON_A_STRING) #endif break; m_bUseTransitionBeta = true; vehicleVertical = false; if(((CPed*)pTargetEntity)->m_carInObjective && ((CPed*)pTargetEntity)->m_carInObjective->GetForward().x == 0.0f && ((CPed*)pTargetEntity)->m_carInObjective->GetForward().y == 0.0f) vehicleVertical = true; if(vehicleVertical){ Cams[ActiveCam].m_fTransitionBeta = 0.0f; break; } #ifdef PS2_CAM_TRANSITION camBeta = CGeneral::GetATanOfXY(Cams[(ActiveCam+1)%2].Front.x, Cams[(ActiveCam+1)%2].Front.y); #else camBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y); #endif if(((CPed*)pTargetEntity)->m_carInObjective) targetBeta = CGeneral::GetATanOfXY(((CPed*)pTargetEntity)->m_carInObjective->GetForward().x, ((CPed*)pTargetEntity)->m_carInObjective->GetForward().y); else targetBeta = camBeta; deltaBeta = targetBeta - camBeta; while(deltaBeta >= PI) deltaBeta -= 2*PI; while(deltaBeta < -PI) deltaBeta += 2*PI; deltaBeta = Abs(deltaBeta); door = FindPlayerPed()->m_vehEnterType; if(deltaBeta > HALFPI){ if(((CPed*)pTargetEntity)->m_carInObjective){ if(((CPed*)pTargetEntity)->m_carInObjective->IsUpsideDown()){ if(door == CAR_DOOR_LF || door == CAR_DOOR_LR) betaOffset = -DEGTORAD(95.0f); }else{ if(door == CAR_DOOR_RF || door == CAR_DOOR_RR) betaOffset = -DEGTORAD(95.0f); } } Cams[ActiveCam].m_fTransitionBeta = targetBeta + betaOffset; }else{ if(((CPed*)pTargetEntity)->m_carInObjective){ if(((CPed*)pTargetEntity)->m_carInObjective->IsUpsideDown()){ if(door == CAR_DOOR_RF || door == CAR_DOOR_RR) betaOffset = -DEGTORAD(55.0f); else if(door == CAR_DOOR_LF || door == CAR_DOOR_LR) betaOffset = DEGTORAD(95.0f); }else{ if(door == CAR_DOOR_LF || door == CAR_DOOR_LR) betaOffset = -DEGTORAD(55.0f); else if(door == CAR_DOOR_RF || door == CAR_DOOR_RR) betaOffset = DEGTORAD(95.0f); } } Cams[ActiveCam].m_fTransitionBeta = targetBeta + betaOffset + PI; } break; case CCam::MODE_SNIPER: case CCam::MODE_ROCKETLAUNCHER: case CCam::MODE_M16_1STPERSON: case CCam::MODE_SNIPER_RUNABOUT: case CCam::MODE_ROCKETLAUNCHER_RUNABOUT: case CCam::MODE_1STPERSON_RUNABOUT: case CCam::MODE_M16_1STPERSON_RUNABOUT: case CCam::MODE_FIGHT_CAM_RUNABOUT: case CCam::MODE_HELICANNON_1STPERSON: if(FindPlayerVehicle()) Cams[ActiveCam].Beta = Atan2(FindPlayerVehicle()->GetForward().x, FindPlayerVehicle()->GetForward().y); else Cams[ActiveCam].Beta = Atan2(PLAYER->GetForward().x, PLAYER->GetForward().y); break; case CCam::MODE_SYPHON: #ifdef PS2_CAM_TRANSITION Cams[ActiveCam].Beta = Cams[(ActiveCam+1)%2].Beta; Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source; #endif Cams[ActiveCam].Alpha = 0.0f; Cams[ActiveCam].AlphaSpeed = 0.0f; break; case CCam::MODE_CAM_ON_A_STRING: // Get into vehicle betaOffset = DEGTORAD(57.0f); #ifdef PS2_CAM_TRANSITION Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source; #endif if(!m_bLookingAtPlayer || m_bJustCameOutOfGarage) break; m_bUseTransitionBeta = true; targetBeta = CGeneral::GetATanOfXY(pTargetEntity->GetForward().x, pTargetEntity->GetForward().y); #ifdef PS2_CAM_TRANSITION camBeta = CGeneral::GetATanOfXY(Cams[(ActiveCam+1)%2].Front.x, Cams[(ActiveCam+1)%2].Front.y); #else camBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y); #endif deltaBeta = targetBeta - camBeta; while(deltaBeta >= PI) deltaBeta -= 2*PI; while(deltaBeta < -PI) deltaBeta += 2*PI; deltaBeta = Abs(deltaBeta); #ifndef PS2_CAM_TRANSITION switchFromFixed = Cams[ActiveCam].Mode == CCam::MODE_FIXED; if(switchFromFixed){ Cams[ActiveCam].m_fTransitionBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y); break; } #endif door = FindPlayerPed()->m_vehEnterType; if(deltaBeta > HALFPI){ if(((CVehicle*)pTargetEntity)->IsUpsideDown()){ if(door == CAR_DOOR_LF || door == CAR_DOOR_LR) // BUG: game checks LF twice betaOffset = -DEGTORAD(57.0f); }else{ if(door == CAR_DOOR_RF || door == CAR_DOOR_RR) betaOffset = -DEGTORAD(57.0f); } Cams[ActiveCam].m_fTransitionBeta = targetBeta + betaOffset + PI; }else{ if(((CVehicle*)pTargetEntity)->IsUpsideDown()){ if(door == CAR_DOOR_RF || door == CAR_DOOR_RR) betaOffset = -DEGTORAD(57.0f); else if(door == CAR_DOOR_LF || door == CAR_DOOR_LR) betaOffset = DEGTORAD(57.0f); }else{ if(door == CAR_DOOR_LF || door == CAR_DOOR_LR) betaOffset = -DEGTORAD(57.0f); else if(door == CAR_DOOR_RF || door == CAR_DOOR_RR) betaOffset = DEGTORAD(57.0f); } Cams[ActiveCam].m_fTransitionBeta = targetBeta + betaOffset; } break; case CCam::MODE_PED_DEAD_BABY: #ifdef PS2_CAM_TRANSITION Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source; #endif Cams[ActiveCam].Alpha = DEGTORAD(15.0f); break; #ifdef PS2_CAM_TRANSITION case CCam::MODE_PLAYER_FALLEN_WATER: Cams[ActiveCam].m_vecLastAboveWaterCamPosition = Cams[(ActiveCam+1)%2].m_vecLastAboveWaterCamPosition; break; #endif case CCam::MODE_FIGHT_CAM: #ifdef PS2_CAM_TRANSITION Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source; #endif Cams[ActiveCam].Beta = 0.0f; Cams[ActiveCam].BetaSpeed = 0.0f; Cams[ActiveCam].Alpha = 0.0f; Cams[ActiveCam].AlphaSpeed = 0.0f; break; } #ifndef PS2_CAM_TRANSITION Cams[ActiveCam].Init(); Cams[ActiveCam].Mode = newMode; m_uiTransitionDuration = 1350; if(switchSyphonMode) m_uiTransitionDuration = 1800; else if(switchFromFight) m_uiTransitionDuration = 750; else if(switchPedToCar){ m_fFractionInterToStopMoving = 0.2f; m_fFractionInterToStopCatchUp = 0.8f; m_uiTransitionDuration = 950; }else if(switchFromFixed){ m_fFractionInterToStopMoving = 0.05f; m_fFractionInterToStopCatchUp = 0.95f; }else if(switch1stPersonToVehicle){ m_fFractionInterToStopMoving = 0.0f; m_fFractionInterToStopCatchUp = 1.0f; m_uiTransitionDuration = 1; }else m_uiTransitionDuration = 1350; // already set above #else if(switchSyphonMode) m_uiTransitionDuration = 1800; else if(switchFromFight) m_uiTransitionDuration = 750; else m_uiTransitionDuration = 1350; #endif m_uiTransitionState = 1; m_uiTimeTransitionStart = CTimer::GetTimeInMilliseconds(); m_uiTransitionJUSTStarted = 1; #ifndef PS2_CAM_TRANSITION if(m_vecDoingSpecialInterPolation){ m_cvecStartingSourceForInterPol = SourceDuringInter; m_cvecStartingTargetForInterPol = TargetDuringInter; m_cvecStartingUpForInterPol = UpDuringInter; m_fStartingAlphaForInterPol = m_fAlphaDuringInterPol; m_fStartingBetaForInterPol = m_fBetaDuringInterPol; }else{ m_cvecStartingSourceForInterPol = Cams[ActiveCam].Source; m_cvecStartingTargetForInterPol = Cams[ActiveCam].m_cvecTargetCoorsForFudgeInter; m_cvecStartingUpForInterPol = Cams[ActiveCam].Up; m_fStartingAlphaForInterPol = Cams[ActiveCam].m_fTrueAlpha; m_fStartingBetaForInterPol = Cams[ActiveCam].m_fTrueBeta; } Cams[ActiveCam].m_bCamLookingAtVector = m_bLookingAtVector; Cams[ActiveCam].m_cvecCamFixedModeVector = m_vecFixedModeVector; Cams[ActiveCam].m_cvecCamFixedModeSource = m_vecFixedModeSource; Cams[ActiveCam].m_cvecCamFixedModeUpOffSet = m_vecFixedModeUpOffSet; Cams[ActiveCam].Mode = newMode; // already done above Cams[ActiveCam].CamTargetEntity = pTargetEntity; m_uiTransitionState = 1; // these three already done above m_uiTimeTransitionStart = CTimer::GetTimeInMilliseconds(); m_uiTransitionJUSTStarted = 1; m_fStartingFOVForInterPol = Cams[ActiveCam].FOV; m_cvecSourceSpeedAtStartInter = Cams[ActiveCam].m_cvecSourceSpeedOverOneFrame; m_cvecTargetSpeedAtStartInter = Cams[ActiveCam].m_cvecTargetSpeedOverOneFrame; m_cvecUpSpeedAtStartInter = Cams[ActiveCam].m_cvecUpOverOneFrame; m_fAlphaSpeedAtStartInter = Cams[ActiveCam].m_fAlphaSpeedOverOneFrame; m_fBetaSpeedAtStartInter = Cams[ActiveCam].m_fBetaSpeedOverOneFrame; m_fFOVSpeedAtStartInter = Cams[ActiveCam].m_fFovSpeedOverOneFrame; Cams[ActiveCam].ResetStatics = true; if(!m_bLookingAtPlayer && m_bScriptParametersSetForInterPol){ m_fFractionInterToStopMoving = m_fScriptPercentageInterToStopMoving; m_fFractionInterToStopCatchUp = m_fScriptPercentageInterToCatchUp; m_uiTransitionDuration = m_fScriptTimeForInterPolation; } #endif } void CCamera::StartTransitionWhenNotFinishedInter(int16 mode) { #ifdef PS2_CAM_TRANSITION m_vecOldSourceForInter = GetPosition(); m_vecOldFrontForInter = GetForward(); m_vecOldUpForInter = GetUp(); m_vecOldFOVForInter = CDraw::GetFOV(); #endif m_vecDoingSpecialInterPolation = true; StartTransition(mode); } #ifndef PS2_CAM_TRANSITION void CCamera::StoreValuesDuringInterPol(CVector &source, CVector &target, CVector &up, float &FOV) { SourceDuringInter = source; TargetDuringInter = target; UpDuringInter = up; FOVDuringInter = FOV; CVector Dist = source - TargetDuringInter; float DistOnGround = Dist.Magnitude2D(); m_fBetaDuringInterPol = CGeneral::GetATanOfXY(Dist.x, Dist.y); m_fAlphaDuringInterPol = CGeneral::GetATanOfXY(DistOnGround, Dist.z); } #endif void CCamera::SetWideScreenOn(void) { m_WideScreenOn = true; } void CCamera::SetWideScreenOff(void) { m_bWantsToSwitchWidescreenOff = m_WideScreenOn; } void CCamera::ProcessWideScreenOn(void) { if(m_bWantsToSwitchWidescreenOff){ m_bWantsToSwitchWidescreenOff = false; m_WideScreenOn = false; m_ScreenReductionPercentage = 0.0f; m_fFOV_Wide_Screen = 0.0f; m_fWideScreenReductionAmount = 0.0f; }else{ m_fFOV_Wide_Screen = 0.3f*Cams[ActiveCam].FOV; m_fWideScreenReductionAmount = 1.0f; m_ScreenReductionPercentage = 30.0f; } } void CCamera::DrawBordersForWideScreen(void) { if(m_BlurType == MOTION_BLUR_NONE || m_BlurType == MOTION_BLUR_LIGHT_SCENE) SetMotionBlurAlpha(80); CSprite2d::DrawRect( #ifdef FIX_BUGS CRect(0.0f, (SCREEN_HEIGHT/2) * m_ScreenReductionPercentage/100.0f - SCREEN_SCALE_Y(8.0f), #else CRect(0.0f, (SCREEN_HEIGHT/2) * m_ScreenReductionPercentage/100.0f - 8.0f, #endif SCREEN_WIDTH, 0.0f), CRGBA(0, 0, 0, 255)); CSprite2d::DrawRect( CRect(0.0f, SCREEN_HEIGHT, #ifdef FIX_BUGS SCREEN_WIDTH, SCREEN_HEIGHT - (SCREEN_HEIGHT/2) * m_ScreenReductionPercentage/100.0f - SCREEN_SCALE_Y(8.0f)), #else SCREEN_WIDTH, SCREEN_HEIGHT - (SCREEN_HEIGHT/2) * m_ScreenReductionPercentage/100.0f - 8.0f), #endif CRGBA(0, 0, 0, 255)); } bool CCamera::IsItTimeForNewcam(int32 obbeMode, int32 time) { CVehicle *veh; uint32 t = time; // no annoying compiler warnings CVector fwd; if(obbeMode < 0) return true; switch(obbeMode){ case OBBE_WHEEL: veh = FindPlayerVehicle(); if(veh){ if(veh->IsBoat() || veh->GetModelIndex() == MI_RHINO) return true; if(!CWorld::GetIsLineOfSightClear(pTargetEntity->GetPosition(), Cams[ActiveCam].Source, true, false, false, false, false, false, false)) return true; } if(CTimer::GetTimeInMilliseconds() > t+5000) return true; SetNearClipScript(0.6f); return false; case OBBE_1: if(FindPlayerVehicle() && FindPlayerVehicle()->IsBoat()) return true; if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false)) return true; fwd = FindPlayerCoors() - m_vecFixedModeSource; fwd.z = 0.0f; // too far and driving away from cam if(fwd.Magnitude() > 20.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f) return true; // too close if(fwd.Magnitude() < 1.6f) return true; return false; case OBBE_2: if(FindPlayerVehicle() && FindPlayerVehicle()->IsBoat()) return true; if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false)) return true; fwd = FindPlayerCoors() - m_vecFixedModeSource; fwd.z = 0.0f; if(fwd.Magnitude() < 2.0f) // very close, fix near clip SetNearClipScript(Max(fwd.Magnitude()*0.5f, 0.05f)); // too far and driving away from cam if(fwd.Magnitude() > 19.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f) return true; // too close if(fwd.Magnitude() < 1.6f) return true; return false; case OBBE_3: if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false)) return true; fwd = FindPlayerCoors() - m_vecFixedModeSource; fwd.z = 0.0f; // too far and driving away from cam if(fwd.Magnitude() > 28.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f) return true; return false; case OBBE_1STPERSON: return CTimer::GetTimeInMilliseconds() > t+3000; case OBBE_5: if(FindPlayerVehicle() && FindPlayerVehicle()->IsBoat()) return true; if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false)) return true; fwd = FindPlayerCoors() - m_vecFixedModeSource; fwd.z = 0.0f; // too far and driving away from cam if(fwd.Magnitude() > 28.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f) return true; return false; case OBBE_ONSTRING: return CTimer::GetTimeInMilliseconds() > t+3000; case OBBE_COPCAR: return CTimer::GetTimeInMilliseconds() > t+2000 && !FindPlayerVehicle()->GetIsOnScreen(); case OBBE_COPCAR_WHEEL: if(FindPlayerVehicle() && FindPlayerVehicle()->IsBoat()) return true; if(!CWorld::GetIsLineOfSightClear(pTargetEntity->GetPosition(), Cams[ActiveCam].Source, true, false, false, false, false, false, false)) return true; if(CTimer::GetTimeInMilliseconds() > t+1000) return true; SetNearClipScript(0.6f); return false; // Ped modes case OBBE_9: if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false)) return true; fwd = FindPlayerCoors() - m_vecFixedModeSource; fwd.z = 0.0f; // too far and driving away from cam if(fwd.Magnitude() > 20.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f) return true; return false; case OBBE_10: if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false)) return true; fwd = FindPlayerCoors() - m_vecFixedModeSource; fwd.z = 0.0f; // too far and driving away from cam if(fwd.Magnitude() > 8.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f) return true; return false; case OBBE_11: if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false)) return true; fwd = FindPlayerCoors() - m_vecFixedModeSource; fwd.z = 0.0f; // too far and driving away from cam if(fwd.Magnitude() > 25.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f) return true; return false; case OBBE_12: if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false)) return true; fwd = FindPlayerCoors() - m_vecFixedModeSource; fwd.z = 0.0f; // too far and driving away from cam if(fwd.Magnitude() > 8.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f) return true; return false; case OBBE_13: return CTimer::GetTimeInMilliseconds() > t+5000; default: return false; } } bool CCamera::TryToStartNewCamMode(int obbeMode) { CVehicle *veh; CVector target, camPos, playerSpeed, fwd; float ground; bool foundGround; int i; if(obbeMode < 0) return true; switch(obbeMode){ case OBBE_WHEEL: veh = FindPlayerVehicle(); if(veh == nil || veh->IsBoat() || veh->GetModelIndex() == MI_RHINO) return false; target = Multiply3x3(FindPlayerVehicle()->GetMatrix(), CVector(-1.4f, -2.3f, 0.3f)); target += FindPlayerVehicle()->GetPosition(); if(!CWorld::GetIsLineOfSightClear(veh->GetPosition(), target, true, false, false, false, false, false, false)) return false; TakeControl(veh, CCam::MODE_WHEELCAM, JUMP_CUT, CAMCONTROL_OBBE); return true; case OBBE_1: camPos = FindPlayerCoors(); playerSpeed = FindPlayerSpeed(); playerSpeed.z = 0.0f; playerSpeed.Normalise(); camPos += 20.0f*playerSpeed; camPos += 3.0f*CVector(playerSpeed.y, -playerSpeed.x, 0.0f); if(FindPlayerVehicle() && FindPlayerVehicle()->IsBoat()) return false; ground = CWorld::FindGroundZFor3DCoord(camPos.x, camPos.y, camPos.z+5.0f, &foundGround); if(foundGround) camPos.z = ground + 1.5f; else{ ground = CWorld::FindRoofZFor3DCoord(camPos.x, camPos.y, camPos.z-5.0f, &foundGround); if(foundGround) camPos.z = ground + 1.5f; } if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), camPos, true, false, false, false, false, false, false)) return false; fwd = FindPlayerCoors() - camPos; fwd.z = 0.0f; // too far and driving away from cam if(fwd.Magnitude() > 20.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f) return false; // too close if(fwd.Magnitude() < 1.6f) return true; SetCamPositionForFixedMode(camPos, CVector(0.0f, 0.0f, 0.0f)); TakeControl(FindPlayerEntity(), CCam::MODE_FIXED, JUMP_CUT, CAMCONTROL_OBBE); return true; case OBBE_2: if(FindPlayerVehicle() && FindPlayerVehicle()->IsBoat()) return false; camPos = FindPlayerCoors(); playerSpeed = FindPlayerSpeed(); playerSpeed.z = 0.0f; playerSpeed.Normalise(); camPos += 16.0f*playerSpeed; camPos += 2.5f*CVector(playerSpeed.y, -playerSpeed.x, 0.0f); ground = CWorld::FindGroundZFor3DCoord(camPos.x, camPos.y, camPos.z+5.0f, &foundGround); if(foundGround) camPos.z = ground + 0.5f; else{ ground = CWorld::FindRoofZFor3DCoord(camPos.x, camPos.y, camPos.z-5.0f, &foundGround); if(foundGround) camPos.z = ground + 0.5f; } if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), camPos, true, false, false, false, false, false, false)) return false; fwd = FindPlayerCoors() - camPos; fwd.z = 0.0f; // too far and driving away from cam if(fwd.Magnitude() > 19.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f) return false; // too close if(fwd.Magnitude() < 1.6f) return true; SetCamPositionForFixedMode(camPos, CVector(0.0f, 0.0f, 0.0f)); TakeControl(FindPlayerEntity(), CCam::MODE_FIXED, JUMP_CUT, CAMCONTROL_OBBE); return true; case OBBE_3: camPos = FindPlayerCoors(); playerSpeed = FindPlayerSpeed(); playerSpeed.z = 0.0f; playerSpeed.Normalise(); camPos += 30.0f*playerSpeed; camPos += 8.0f*CVector(playerSpeed.y, -playerSpeed.x, 0.0f); if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), camPos, true, false, false, false, false, false, false)) return false; SetCamPositionForFixedMode(camPos, CVector(0.0f, 0.0f, 0.0f)); TakeControl(FindPlayerEntity(), CCam::MODE_FIXED, JUMP_CUT, CAMCONTROL_OBBE); return true; case OBBE_1STPERSON: TakeControl(FindPlayerEntity(), CCam::MODE_FIXED, JUMP_CUT, CAMCONTROL_OBBE); return true; case OBBE_5: camPos = FindPlayerCoors(); playerSpeed = FindPlayerSpeed(); playerSpeed.z = 0.0f; playerSpeed.Normalise(); camPos += 30.0f*playerSpeed; camPos += 6.0f*CVector(playerSpeed.y, -playerSpeed.x, 0.0f); ground = CWorld::FindGroundZFor3DCoord(camPos.x, camPos.y, camPos.z+5.0f, &foundGround); if(foundGround) camPos.z = ground + 3.5f; else{ ground = CWorld::FindRoofZFor3DCoord(camPos.x, camPos.y, camPos.z-5.0f, &foundGround); if(foundGround) camPos.z = ground + 3.5f; } if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), camPos, true, false, false, false, false, false, false)) return false; SetCamPositionForFixedMode(camPos, CVector(0.0f, 0.0f, 0.0f)); TakeControl(FindPlayerEntity(), CCam::MODE_FIXED, JUMP_CUT, CAMCONTROL_OBBE); return true; case OBBE_ONSTRING: TakeControl(FindPlayerEntity(), CCam::MODE_CAM_ON_A_STRING, JUMP_CUT, CAMCONTROL_OBBE); return true; case OBBE_COPCAR: #ifdef FIX_BUGS if (CReplay::IsPlayingBack()) return false; #endif if(FindPlayerPed()->m_pWanted->m_nWantedLevel < 1) return false; if(FindPlayerVehicle() == nil) return false; if(FindPlayerVehicle() && FindPlayerVehicle()->IsBoat()) return false; i = CPools::GetVehiclePool()->GetSize(); while(--i >= 0){ veh = CPools::GetVehiclePool()->GetSlot(i); if(veh && veh->IsCar() && veh != FindPlayerVehicle() && veh->bIsLawEnforcer){ float dx = veh->GetPosition().x - FindPlayerCoors().x; float dy = veh->GetPosition().y - FindPlayerCoors().y; float dist = (veh->GetPosition() - FindPlayerCoors()).Magnitude(); if(dist < 30.0f){ if(dx*FindPlayerVehicle()->GetForward().x + dy*FindPlayerVehicle()->GetForward().y < 0.0f && veh->GetForward().x*FindPlayerVehicle()->GetForward().x + veh->GetForward().y*FindPlayerVehicle()->GetForward().y > 0.8f){ TakeControl(veh, CCam::MODE_CAM_ON_A_STRING, JUMP_CUT, CAMCONTROL_OBBE); return true; } } } } return false; case OBBE_COPCAR_WHEEL: #ifdef FIX_BUGS if (CReplay::IsPlayingBack()) return false; #endif if(FindPlayerPed()->m_pWanted->m_nWantedLevel < 1) return false; if(FindPlayerVehicle() == nil) return false; if(FindPlayerVehicle() && FindPlayerVehicle()->IsBoat()) return false; i = CPools::GetVehiclePool()->GetSize(); while(--i >= 0){ veh = CPools::GetVehiclePool()->GetSlot(i); if(veh && veh->IsCar() && veh != FindPlayerVehicle() && veh->bIsLawEnforcer){ float dx = veh->GetPosition().x - FindPlayerCoors().x; float dy = veh->GetPosition().y - FindPlayerCoors().y; float dist = (veh->GetPosition() - FindPlayerCoors()).Magnitude(); if(dist < 30.0f){ if(dx*FindPlayerVehicle()->GetForward().x + dy*FindPlayerVehicle()->GetForward().y < 0.0f && veh->GetForward().x*FindPlayerVehicle()->GetForward().x + veh->GetForward().y*FindPlayerVehicle()->GetForward().y > 0.8f){ target = Multiply3x3(veh->GetMatrix(), CVector(-1.4f, -2.3f, 0.3f)); target += veh->GetPosition(); if(!CWorld::GetIsLineOfSightClear(veh->GetPosition(), target, true, false, false, false, false, false, false)) return false; TakeControl(veh, CCam::MODE_WHEELCAM, JUMP_CUT, CAMCONTROL_OBBE); return true; } } } } return false; case OBBE_9: camPos = FindPlayerCoors(); playerSpeed = FindPlayerSpeed(); playerSpeed.z = 0.0f; playerSpeed.Normalise(); camPos += 15.0f*playerSpeed; camPos += CVector(2.0f, 1.0f, 0.0f); ground = CWorld::FindGroundZFor3DCoord(camPos.x, camPos.y, camPos.z+5.0f, &foundGround); if(foundGround) camPos.z = ground + 0.5f; else{ ground = CWorld::FindRoofZFor3DCoord(camPos.x, camPos.y, camPos.z-5.0f, &foundGround); if(foundGround) camPos.z = ground + 0.5f; } if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), camPos, true, false, false, false, false, false, false)) return false; SetCamPositionForFixedMode(camPos, CVector(0.0f, 0.0f, 0.0f)); TakeControl(FindPlayerEntity(), CCam::MODE_FIXED, JUMP_CUT, CAMCONTROL_OBBE); return true; case OBBE_10: camPos = FindPlayerCoors(); playerSpeed = FindPlayerSpeed(); playerSpeed.z = 0.0f; playerSpeed.Normalise(); camPos += 5.0f*playerSpeed; camPos += CVector(2.0f, 1.0f, 0.5f); if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), camPos, true, false, false, false, false, false, false)) return false; SetCamPositionForFixedMode(camPos, CVector(0.0f, 0.0f, 0.0f)); TakeControl(FindPlayerEntity(), CCam::MODE_FIXED, JUMP_CUT, CAMCONTROL_OBBE); return true; case OBBE_11: camPos = FindPlayerCoors(); playerSpeed = FindPlayerSpeed(); playerSpeed.z = 0.0f; playerSpeed.Normalise(); camPos += 20.0f*playerSpeed; camPos += CVector(2.0f, 1.0f, 20.0f); if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), camPos, true, false, false, false, false, false, false)) return false; SetCamPositionForFixedMode(camPos, CVector(0.0f, 0.0f, 0.0f)); TakeControl(FindPlayerEntity(), CCam::MODE_FIXED, JUMP_CUT, CAMCONTROL_OBBE); return true; case OBBE_12: camPos = FindPlayerCoors(); playerSpeed = FindPlayerSpeed(); playerSpeed.z = 0.0f; playerSpeed.Normalise(); camPos += 5.0f*playerSpeed; camPos += CVector(2.0f, 1.0f, 10.5f); if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), camPos, true, false, false, false, false, false, false)) return false; SetCamPositionForFixedMode(camPos, CVector(0.0f, 0.0f, 0.0f)); TakeControl(FindPlayerEntity(), CCam::MODE_FIXED, JUMP_CUT, CAMCONTROL_OBBE); return true; case OBBE_13: #ifdef FIX_BUGS TakeControl(FindPlayerEntity(), CCam::MODE_TOP_DOWN_PED, JUMP_CUT, CAMCONTROL_OBBE); #else TakeControl(FindPlayerEntity(), CCam::MODE_TOPDOWN, JUMP_CUT, CAMCONTROL_OBBE); #endif return true; default: return false; } } int32 SequenceOfCams[16] = { OBBE_WHEEL, OBBE_COPCAR, OBBE_3, OBBE_1, OBBE_3, OBBE_COPCAR_WHEEL, OBBE_2, OBBE_3, OBBE_COPCAR_WHEEL, OBBE_COPCAR, OBBE_2, OBBE_3, OBBE_5, OBBE_3, OBBE_ONSTRING // actually unused... }; void CCamera::ProcessObbeCinemaCameraCar(void) { static int OldMode = -1; static int32 TimeForNext = 0; int i = 0; if(!bDidWeProcessAnyCinemaCam){ OldMode = -1; CHud::SetHelpMessage(TheText.Get("CINCAM"), true); } if(!bDidWeProcessAnyCinemaCam || IsItTimeForNewcam(SequenceOfCams[OldMode], TimeForNext)){ // This is very strange code... for(OldMode = (OldMode+1) % 14; !TryToStartNewCamMode(SequenceOfCams[OldMode]) && i <= 14; OldMode = (OldMode+1) % 14) i++; TimeForNext = CTimer::GetTimeInMilliseconds(); if(i >= 14){ OldMode = 14; TryToStartNewCamMode(SequenceOfCams[14]); } } m_iModeObbeCamIsInForCar = OldMode; bDidWeProcessAnyCinemaCam = true; } int32 SequenceOfPedCams[5] = { OBBE_9, OBBE_10, OBBE_11, OBBE_12, OBBE_13 }; void CCamera::ProcessObbeCinemaCameraPed(void) { // static bool bObbePedProcessed = false; // unused static int PedOldMode = -1; static int32 PedTimeForNext = 0; if(!bDidWeProcessAnyCinemaCam) PedOldMode = -1; if(!bDidWeProcessAnyCinemaCam || IsItTimeForNewcam(SequenceOfPedCams[PedOldMode], PedTimeForNext)){ for(PedOldMode = (PedOldMode+1) % 5; !TryToStartNewCamMode(SequenceOfPedCams[PedOldMode]); PedOldMode = (PedOldMode+1) % 5); PedTimeForNext = CTimer::GetTimeInMilliseconds(); } bDidWeProcessAnyCinemaCam = true; } void CCamera::DontProcessObbeCinemaCamera(void) { bDidWeProcessAnyCinemaCam = false; } void CCamera::LoadTrainCamNodes(char const *name) { CFileMgr::SetDir("data"); char token[16] = { 0 }; char filename[16] = { 0 }; uint8 *buf; int bufpos = 0; int field = 0; int tokpos = 0; char c; int i; int len; strcpy(filename, name); len = strlen(filename); filename[len] = '.'; filename[len+1] = 'd'; filename[len+2] = 'a'; filename[len+3] = 't'; m_uiNumberOfTrainCamNodes = 0; buf = new uint8[20000]; len = CFileMgr::LoadFile(filename, buf, 20000, "r"); for(i = 0; i < MAX_NUM_OF_NODES; i++){ m_arrTrainCamNode[i].m_cvecPointToLookAt = CVector(0.0f, 0.0f, 0.0f); m_arrTrainCamNode[i].m_cvecMinPointInRange = CVector(0.0f, 0.0f, 0.0f); m_arrTrainCamNode[i].m_cvecMaxPointInRange = CVector(0.0f, 0.0f, 0.0f); m_arrTrainCamNode[i].m_fDesiredFOV = 0.0f; m_arrTrainCamNode[i].m_fNearClip = 0.0f; } while(bufpos <= len){ c = buf[bufpos]; switch(c){ case '-': case '.': case '0': case '1': case '2': case '3': case '4': case '5': case '6': case '7': case '8': case '9': // case '10': case '11': case '12': case '13': // ahem... token[tokpos++] = c; bufpos++; break; case ',': case ';': // game has the code for this duplicated but we handle both under the same case switch((field+14)%14){ case 0: m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_cvecCamPosition.x = atof(token); break; case 1: m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_cvecCamPosition.y = atof(token); break; case 2: m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_cvecCamPosition.z = atof(token); break; case 3: m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_cvecPointToLookAt.x = atof(token); break; case 4: m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_cvecPointToLookAt.y = atof(token); break; case 5: m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_cvecPointToLookAt.z = atof(token); break; case 6: m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_cvecMinPointInRange.x = atof(token); break; case 7: m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_cvecMinPointInRange.y = atof(token); break; case 8: m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_cvecMinPointInRange.z = atof(token); break; case 9: m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_cvecMaxPointInRange.x = atof(token); break; case 10: m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_cvecMaxPointInRange.y = atof(token); break; case 11: m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_cvecMaxPointInRange.z = atof(token); break; case 12: m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_fDesiredFOV = atof(token); break; case 13: m_arrTrainCamNode[m_uiNumberOfTrainCamNodes].m_fNearClip = atof(token); m_uiNumberOfTrainCamNodes++; break; } field++; bufpos++; memset(token, 0, sizeof(token)); tokpos = 0; break; default: bufpos++; break; } } delete[] buf; CFileMgr::SetDir(""); } void CCamera::Process_Train_Camera_Control(void) { bool found = false; CTrain *target = (CTrain*)pTargetEntity; m_bUseSpecialFovTrain = true; static bool OKtoGoBackToNodeCam = true; // only ever set to true uint32 i; if(target->m_nTrackId == TRACK_ELTRAIN && !m_bAboveGroundTrainNodesLoaded){ m_bAboveGroundTrainNodesLoaded = true; m_bBelowGroundTrainNodesLoaded = false; LoadTrainCamNodes("Train"); m_uiTimeLastChange = CTimer::GetTimeInMilliseconds(); OKtoGoBackToNodeCam = true; m_iCurrentTrainCamNode = 0; } if(target->m_nTrackId == TRACK_SUBWAY && !m_bBelowGroundTrainNodesLoaded){ m_bBelowGroundTrainNodesLoaded = true; m_bAboveGroundTrainNodesLoaded = false; LoadTrainCamNodes("Train2"); m_uiTimeLastChange = CTimer::GetTimeInMilliseconds(); OKtoGoBackToNodeCam = true; m_iCurrentTrainCamNode = 0; } m_bTargetJustBeenOnTrain = true; uint32 node = m_iCurrentTrainCamNode; for(i = 0; i < m_uiNumberOfTrainCamNodes && !found; i++){ if(target->IsWithinArea(m_arrTrainCamNode[node].m_cvecMinPointInRange.x, m_arrTrainCamNode[node].m_cvecMinPointInRange.y, m_arrTrainCamNode[node].m_cvecMinPointInRange.z, m_arrTrainCamNode[node].m_cvecMaxPointInRange.x, m_arrTrainCamNode[node].m_cvecMaxPointInRange.y, m_arrTrainCamNode[node].m_cvecMaxPointInRange.z)){ m_iCurrentTrainCamNode = node; found = true; } node++; if(node >= m_uiNumberOfTrainCamNodes) node = 0; } #ifdef FIX_BUGS // Not really a bug but be nice and respect the debug mode if(DebugCamMode){ TakeControl(target, DebugCamMode, JUMP_CUT, CAMCONTROL_SCRIPT); return; } #endif if(found){ SetWideScreenOn(); if(DotProduct(((CTrain*)pTargetEntity)->GetMoveSpeed(), pTargetEntity->GetForward()) < 0.001f){ TakeControl(FindPlayerPed(), CCam::MODE_FOLLOWPED, JUMP_CUT, CAMCONTROL_SCRIPT); if(target->Doors[0].IsFullyOpen()) SetWideScreenOff(); }else{ SetCamPositionForFixedMode(m_arrTrainCamNode[m_iCurrentTrainCamNode].m_cvecCamPosition, CVector(0.0f, 0.0f, 0.0f)); if(m_arrTrainCamNode[m_iCurrentTrainCamNode].m_cvecPointToLookAt.x == 999.0f && m_arrTrainCamNode[m_iCurrentTrainCamNode].m_cvecPointToLookAt.y == 999.0f && m_arrTrainCamNode[m_iCurrentTrainCamNode].m_cvecPointToLookAt.z == 999.0f) TakeControl(target, CCam::MODE_FIXED, JUMP_CUT, CAMCONTROL_SCRIPT); else TakeControlNoEntity(m_arrTrainCamNode[m_iCurrentTrainCamNode].m_cvecPointToLookAt, JUMP_CUT, CAMCONTROL_SCRIPT); RwCameraSetNearClipPlane(Scene.camera, m_arrTrainCamNode[m_iCurrentTrainCamNode].m_fNearClip); } }else{ if(DotProduct(((CTrain*)pTargetEntity)->GetMoveSpeed(), pTargetEntity->GetForward()) < 0.001f){ TakeControl(FindPlayerPed(), CCam::MODE_FOLLOWPED, JUMP_CUT, CAMCONTROL_SCRIPT); if(target->Doors[0].IsFullyOpen()) SetWideScreenOff(); } } } void CCamera::LoadPathSplines(int file) { bool reading = true; char c, token[32] = { 0 }; int i, j, n; n = 0; for(i = 0; i < MAX_NUM_OF_SPLINETYPES; i++) for(j = 0; j < CCamPathSplines::MAXPATHLENGTH; j++) m_arrPathArray[i].m_arr_PathData[j] = 0.0f; m_bStartingSpline = false; i = 0; j = 0; while(reading){ CFileMgr::Read(file, &c, 1); switch(c){ case '\0': reading = false; break; case '+': case '-': case '.': case '0': case '1': case '2': case '3': case '4': case '5': case '6': case '7': case '8': case '9': case 'e': case 'E': token[n++] = c; break; case ',': #ifdef FIX_BUGS if(i < MAX_NUM_OF_SPLINETYPES && j < CCamPathSplines::MAXPATHLENGTH) #endif m_arrPathArray[i].m_arr_PathData[j] = atof(token); j++; memset(token, 0, 32); n = 0; break; case ';': #ifdef FIX_BUGS if(i < MAX_NUM_OF_SPLINETYPES && j < CCamPathSplines::MAXPATHLENGTH) #endif m_arrPathArray[i].m_arr_PathData[j] = atof(token); i++; j = 0; memset(token, 0, 32); n = 0; } } } void CCamera::FinishCutscene(void) { SetPercentAlongCutScene(100.0f); m_fPositionAlongSpline = 1.0f; m_bcutsceneFinished = true; } uint32 CCamera::GetCutSceneFinishTime(void) { int cam = ActiveCam; if (Cams[cam].Mode == CCam::MODE_FLYBY) return Cams[cam].m_uiFinishTime; cam = (cam + 1) % 2; if (Cams[cam].Mode == CCam::MODE_FLYBY) return Cams[cam].m_uiFinishTime; return 0; } void CCamera::SetCamCutSceneOffSet(const CVector &pos) { m_vecCutSceneOffset = pos; }; void CCamera::SetPercentAlongCutScene(float percent) { if(Cams[ActiveCam].Mode == CCam::MODE_FLYBY) Cams[ActiveCam].m_fTimeElapsedFloat = percent/100.0f * Cams[ActiveCam].m_uiFinishTime; else if(Cams[(ActiveCam+1)%2].Mode == CCam::MODE_FLYBY) Cams[(ActiveCam+1)%2].m_fTimeElapsedFloat = percent/100.0f * Cams[(ActiveCam+1)%2].m_uiFinishTime; } void CCamera::SetParametersForScriptInterpolation(float stopMoving, float catchUp, int32 time) { m_fScriptPercentageInterToStopMoving = stopMoving * 0.01f; m_fScriptPercentageInterToCatchUp = catchUp * 0.01f; m_fScriptTimeForInterPolation = time; m_bScriptParametersSetForInterPol = true; } void CCamera::SetZoomValueFollowPedScript(int16 dist) { switch (dist) { case 0: m_fPedZoomValueScript = 0.25f; break; case 1: m_fPedZoomValueScript = 1.5f; break; case 2: m_fPedZoomValueScript = 2.9f; break; default: break; } m_bUseScriptZoomValuePed = true; } void CCamera::SetZoomValueCamStringScript(int16 dist) { #ifdef FREE_CAM if (bFreeCam) { switch (dist) { case 0: m_fCarZoomValueScript = ((CVehicle*)Cams[ActiveCam].CamTargetEntity)->IsBoat() ? FREE_BOAT_ZOOM_VALUE_1 : FREE_CAR_ZOOM_VALUE_1; break; case 1: m_fCarZoomValueScript = ((CVehicle*)Cams[ActiveCam].CamTargetEntity)->IsBoat() ? FREE_BOAT_ZOOM_VALUE_2 : FREE_CAR_ZOOM_VALUE_2; break; case 2: m_fCarZoomValueScript = ((CVehicle*)Cams[ActiveCam].CamTargetEntity)->IsBoat() ? FREE_BOAT_ZOOM_VALUE_3 : FREE_CAR_ZOOM_VALUE_3; break; default: break; } } else #endif { switch (dist) { case 0: m_fCarZoomValueScript = DEFAULT_CAR_ZOOM_VALUE_1; break; case 1: m_fCarZoomValueScript = DEFAULT_CAR_ZOOM_VALUE_2; break; case 2: m_fCarZoomValueScript = DEFAULT_CAR_ZOOM_VALUE_3; break; default: break; } } m_bUseScriptZoomValueCar = true; } void CCamera::SetNearClipScript(float clip) { m_fNearClipScript = clip; m_bUseNearClipScript = true; } void CCamera::ProcessFade(void) { float fade = (CTimer::GetTimeInMilliseconds() - m_uiFadeTimeStarted)/1000.0f; // Why even set CDraw::FadeValue if m_fFLOATingFade sets it anyway? if(m_bFading){ if(m_iFadingDirection == FADE_IN){ if(m_fTimeToFadeOut != 0.0f){ m_fFLOATingFade = 255.0f - 255.0f*fade/m_fTimeToFadeOut; if(m_fFLOATingFade <= 0.0f){ m_bFading = false; CDraw::FadeValue = 0; m_fFLOATingFade = 0.0f; } }else{ m_bFading = false; CDraw::FadeValue = 0; m_fFLOATingFade = 0.0f; } }else if(m_iFadingDirection == FADE_OUT){ if(m_fTimeToFadeOut != 0.0f){ m_fFLOATingFade = 255.0f*fade/m_fTimeToFadeOut; if(m_fFLOATingFade >= 255.0f){ m_bFading = false; CDraw::FadeValue = 255; m_fFLOATingFade = 255.0f; } }else{ m_bFading = false; CDraw::FadeValue = 255; m_fFLOATingFade = 255.0f; } } CDraw::FadeValue = m_fFLOATingFade; } } void CCamera::ProcessMusicFade(void) { float fade = (CTimer::GetTimeInMilliseconds() - m_uiFadeTimeStartedMusic)/1000.0f; if(m_bMusicFading){ if(m_iMusicFadingDirection == FADE_IN){ if(m_fTimeToFadeMusic == 0.0f) m_fTimeToFadeMusic = 1.0f; m_fFLOATingFadeMusic = 255.0f*fade/m_fTimeToFadeMusic; if(m_fFLOATingFadeMusic > 255.0f){ m_bMusicFading = false; m_fFLOATingFadeMusic = 0.0f; DMAudio.SetEffectsFadeVol(127); DMAudio.SetMusicFadeVol(127); }else{ DMAudio.SetEffectsFadeVol(m_fFLOATingFadeMusic/255.0f * 127); DMAudio.SetMusicFadeVol(m_fFLOATingFadeMusic/255.0f * 127); } }else if(m_iMusicFadingDirection == FADE_OUT){ if(m_fTimeToFadeMusic == 0.0f) m_fTimeToFadeMusic = 1.0f; #ifdef PS2_MENU if(m_bMoveCamToAvoidGeom || TheMemoryCard.StillToFadeOut){ #else if(m_bMoveCamToAvoidGeom || StillToFadeOut){ #endif m_fFLOATingFadeMusic = 256.0f; m_bMoveCamToAvoidGeom = false; }else m_fFLOATingFadeMusic = 255.0f*fade/m_fTimeToFadeMusic; if(m_fFLOATingFadeMusic > 255.0f){ m_bMusicFading = false; m_fFLOATingFadeMusic = 255.0f; DMAudio.SetEffectsFadeVol(0); DMAudio.SetMusicFadeVol(0); }else{ DMAudio.SetEffectsFadeVol(127 - m_fFLOATingFadeMusic/255.0f * 127); DMAudio.SetMusicFadeVol(127 - m_fFLOATingFadeMusic/255.0f * 127); } } } } void CCamera::Fade(float timeout, int16 direction) { m_bFading = true; m_iFadingDirection = direction; m_fTimeToFadeOut = timeout; m_uiFadeTimeStarted = CTimer::GetTimeInMilliseconds(); if(!m_bIgnoreFadingStuffForMusic){ m_bMusicFading = true; m_iMusicFadingDirection = direction; m_fTimeToFadeMusic = timeout; m_uiFadeTimeStartedMusic = CTimer::GetTimeInMilliseconds(); // Not on PS2 if(!m_bJustJumpedOutOf1stPersonBecauseOfTarget && m_iMusicFadingDirection == FADE_OUT){ unknown++; if(unknown >= 2){ m_bJustJumpedOutOf1stPersonBecauseOfTarget = true; unknown = 0; }else m_bMoveCamToAvoidGeom = true; } } } void CCamera::SetFadeColour(uint8 r, uint8 g, uint8 b) { m_FadeTargetIsSplashScreen = r == 0 && g == 0 && b == 0; CDraw::FadeRed = r; CDraw::FadeGreen = g; CDraw::FadeBlue = b; } bool CCamera::GetFading(void) { return m_bFading; } int CCamera::GetFadingDirection(void) { if(m_bFading) return m_iFadingDirection == FADE_IN ? FADE_IN : FADE_OUT; else return FADE_NONE; } int CCamera::GetScreenFadeStatus(void) { if(m_fFLOATingFade == 0.0f) return FADE_0; if(m_fFLOATingFade == 255.0f) return FADE_2; return FADE_1; } void CCamera::RenderMotionBlur(void) { if(m_BlurType == 0) return; CMBlur::MotionBlurRender(m_pRwCamera, m_BlurRed, m_BlurGreen, m_BlurBlue, m_motionBlur, m_BlurType, m_imotionBlurAddAlpha); } void CCamera::SetMotionBlur(int r, int g, int b, int a, int type) { m_BlurRed = r; m_BlurGreen = g; m_BlurBlue = b; m_motionBlur = a; m_BlurType = type; } void CCamera::SetMotionBlurAlpha(int a) { m_imotionBlurAddAlpha = a; } int CCamera::GetLookDirection(void) { if(Cams[ActiveCam].Mode == CCam::MODE_CAM_ON_A_STRING || Cams[ActiveCam].Mode == CCam::MODE_1STPERSON || Cams[ActiveCam].Mode == CCam::MODE_BEHINDBOAT || Cams[ActiveCam].Mode == CCam::MODE_FOLLOWPED) return Cams[ActiveCam].DirectionWasLooking; return LOOKING_FORWARD; } bool CCamera::GetLookingForwardFirstPerson(void) { return Cams[ActiveCam].Mode == CCam::MODE_1STPERSON && Cams[ActiveCam].DirectionWasLooking == LOOKING_FORWARD; } bool CCamera::GetLookingLRBFirstPerson(void) { return Cams[ActiveCam].Mode == CCam::MODE_1STPERSON && Cams[ActiveCam].DirectionWasLooking != LOOKING_FORWARD; } void CCamera::SetCameraDirectlyBehindForFollowPed_CamOnAString(void) { m_bCamDirectlyBehind = true; CPlayerPed *player = FindPlayerPed(); if (player) m_PedOrientForBehindOrInFront = CGeneral::GetATanOfXY(player->GetForward().x, player->GetForward().y); } void CCamera::SetCameraDirectlyInFrontForFollowPed_CamOnAString(void) { m_bCamDirectlyInFront = true; CPlayerPed *player = FindPlayerPed(); if (player) m_PedOrientForBehindOrInFront = CGeneral::GetATanOfXY(player->GetForward().x, player->GetForward().y); } void CCamera::SetNewPlayerWeaponMode(int16 mode, int16 minZoom, int16 maxZoom) { PlayerWeaponMode.Mode = mode; PlayerWeaponMode.MaxZoom = maxZoom; PlayerWeaponMode.MinZoom = minZoom; PlayerWeaponMode.Duration = 0.0f; } void CCamera::ClearPlayerWeaponMode(void) { PlayerWeaponMode.Mode = 0; PlayerWeaponMode.MaxZoom = 1; PlayerWeaponMode.MinZoom = -1; PlayerWeaponMode.Duration = 0.0f; } void CCamera::UpdateAimingCoors(CVector const &coors) { m_cvecAimingTargetCoors = coors; } bool CCamera::Find3rdPersonCamTargetVector(float dist, CVector pos, CVector &source, CVector &target) { if(CPad::GetPad(0)->GetLookBehindForPed()){ source = pos; target = dist*Cams[ActiveCam].CamTargetEntity->GetForward() + source; return false; }else{ float angleX = DEGTORAD((m_f3rdPersonCHairMultX-0.5f) * 1.8f * 0.5f * Cams[ActiveCam].FOV * CDraw::GetAspectRatio()); float angleY = DEGTORAD((0.5f-m_f3rdPersonCHairMultY) * 1.8f * 0.5f * Cams[ActiveCam].FOV); source = Cams[ActiveCam].Source; target = Cams[ActiveCam].Front; target += Cams[ActiveCam].Up * Tan(angleY); target += CrossProduct(Cams[ActiveCam].Front, Cams[ActiveCam].Up) * Tan(angleX); target.Normalise(); source += DotProduct(pos - source, target)*target; target = dist*target + source; return true; } } float CCamera::Find3rdPersonQuickAimPitch(void) { float clampedFrontZ = clamp(Cams[ActiveCam].Front.z, -1.0f, 1.0f); float rot = Asin(clampedFrontZ); return -(DEGTORAD(((0.5f - m_f3rdPersonCHairMultY) * 1.8f * 0.5f * Cams[ActiveCam].FOV)) + rot); } void CCamera::SetRwCamera(RwCamera *cam) { m_pRwCamera = cam; m_viewMatrix.Attach(RwCameraGetViewMatrix(m_pRwCamera), false); CMBlur::MotionBlurOpen(m_pRwCamera); } void CCamera::CalculateDerivedValues(void) { m_cameraMatrix = Invert(m_matrix); float hfov = DEGTORAD(CDraw::GetScaledFOV()/2.0f); float c = cos(hfov); float s = sin(hfov); // right plane m_vecFrustumNormals[0] = CVector(c, -s, 0.0f); // left plane m_vecFrustumNormals[1] = CVector(-c, -s, 0.0f); c /= CDraw::FindAspectRatio(); s /= CDraw::FindAspectRatio(); // bottom plane m_vecFrustumNormals[2] = CVector(0.0f, -s, -c); // top plane m_vecFrustumNormals[3] = CVector(0.0f, -s, c); if(GetForward().x == 0.0f && GetForward().y == 0.0f) GetForward().x = 0.0001f; else Orientation = Atan2(GetForward().x, GetForward().y); CamFrontXNorm = GetForward().x; CamFrontYNorm = GetForward().y; float l = Sqrt(SQR(CamFrontXNorm) + SQR(CamFrontYNorm)); if(l == 0.0f) CamFrontXNorm = 1.0f; else{ CamFrontXNorm /= l; CamFrontYNorm /= l; } } bool CCamera::IsPointVisible(const CVector ¢er, const CMatrix *mat) { RwV3d c; c = *(RwV3d*)¢er; RwV3dTransformPoints(&c, &c, 1, &mat->m_matrix); if(c.y < CDraw::GetNearClipZ()) return false; if(c.y > CDraw::GetFarClipZ()) return false; if(c.x*m_vecFrustumNormals[0].x + c.y*m_vecFrustumNormals[0].y > 0.0f) return false; if(c.x*m_vecFrustumNormals[1].x + c.y*m_vecFrustumNormals[1].y > 0.0f) return false; if(c.y*m_vecFrustumNormals[2].y + c.z*m_vecFrustumNormals[2].z > 0.0f) return false; if(c.y*m_vecFrustumNormals[3].y + c.z*m_vecFrustumNormals[3].z > 0.0f) return false; return true; } bool CCamera::IsSphereVisible(const CVector ¢er, float radius, const CMatrix *mat) { RwV3d c; c = *(RwV3d*)¢er; RwV3dTransformPoints(&c, &c, 1, &mat->m_matrix); if(c.y + radius < CDraw::GetNearClipZ()) return false; if(c.y - radius > CDraw::GetFarClipZ()) return false; if(c.x*m_vecFrustumNormals[0].x + c.y*m_vecFrustumNormals[0].y > radius) return false; if(c.x*m_vecFrustumNormals[1].x + c.y*m_vecFrustumNormals[1].y > radius) return false; if(c.y*m_vecFrustumNormals[2].y + c.z*m_vecFrustumNormals[2].z > radius) return false; if(c.y*m_vecFrustumNormals[3].y + c.z*m_vecFrustumNormals[3].z > radius) return false; return true; } bool CCamera::IsSphereVisible(const CVector ¢er, float radius) { CMatrix mat = m_cameraMatrix; return IsSphereVisible(center, radius, &mat); } bool CCamera::IsBoxVisible(RwV3d *box, const CMatrix *mat) { int i; int frustumTests[6] = { 0 }; RwV3dTransformPoints(box, box, 8, &mat->m_matrix); for(i = 0; i < 8; i++){ if(box[i].y < CDraw::GetNearClipZ()) frustumTests[0]++; if(box[i].y > CDraw::GetFarClipZ()) frustumTests[1]++; if(box[i].x*m_vecFrustumNormals[0].x + box[i].y*m_vecFrustumNormals[0].y > 0.0f) frustumTests[2]++; if(box[i].x*m_vecFrustumNormals[1].x + box[i].y*m_vecFrustumNormals[1].y > 0.0f) frustumTests[3]++; // Why not test z? // if(box[i].y*m_vecFrustumNormals[2].y + box[i].z*m_vecFrustumNormals[2].z > 0.0f) frustumTests[4]++; // if(box[i].y*m_vecFrustumNormals[3].y + box[i].z*m_vecFrustumNormals[3].z > 0.0f) frustumTests[5]++; } for(i = 0; i < 6; i++) if(frustumTests[i] == 8) return false; // Box is completely outside of one plane return true; } CCamPathSplines::CCamPathSplines(void) { int i; for(i = 0; i < MAXPATHLENGTH; i++) m_arr_PathData[i] = 0.0f; }