Merge pull request #1 from OpenDriver2/develop-SoapyMan

Develop soapy man
This commit is contained in:
VinnyVynce 2021-01-16 19:27:09 -05:00 committed by GitHub
commit deba1190f0
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10 changed files with 1126 additions and 1722 deletions

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@ -607,7 +607,12 @@ int CarBuildingCollision(CAR_DATA *cp, BUILDING_BOX *building, CELL_OBJECT *cop,
model = modelpointers[cop->type];
player_id = GetPlayerId(cp);
cd[1].isCameraOrTanner = (cp->controlType == CONTROL_TYPE_TANNERCOLLIDER || cp->controlType == CONTROL_TYPE_CAMERACOLLIDER);
cd[0].isCameraOrTanner = (cp->controlType == CONTROL_TYPE_TANNERCOLLIDER || cp->controlType == CONTROL_TYPE_CAMERACOLLIDER);
if (cp->controlType == CONTROL_TYPE_TANNERCOLLIDER)
cd[0].isCameraOrTanner += 2;
cd[1].isCameraOrTanner = (flags & CollisionCheckFlag_MightBeABarrier) == 0;
boxDiffY = cp->hd.oBox.location.vy + building->pos.vy;
boxDiffY = ABS(boxDiffY);
@ -838,7 +843,7 @@ int CarBuildingCollision(CAR_DATA *cp, BUILDING_BOX *building, CELL_OBJECT *cop,
pointVel[1] = FIXEDH(cp->st.n.angularVelocity[2] * lever[0] - cp->st.n.angularVelocity[0] * lever[2]) + cp->st.n.linearVelocity[1];
pointVel[2] = FIXEDH(cp->st.n.angularVelocity[0] * lever[1] - cp->st.n.angularVelocity[1] * lever[0]) + cp->st.n.linearVelocity[2];
if (flags & 0x2) // [A] Vegas train velocity - added here
if (flags & CollisionCheckFlag_IsVegasMovingTrain) // [A] Vegas train velocity - added here
{
pointVel[2] += 700000;
}

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@ -1,6 +1,12 @@
#ifndef BCOLLIDE_H
#define BCOLLIDE_H
enum CollisionCheckFlags
{
CollisionCheckFlag_MightBeABarrier = 0x1,
CollisionCheckFlag_IsVegasMovingTrain = 0x2,
};
extern int bcollided2d(CDATA2D *body, int* boxOverlap = NULL); // 0x0001C51C
extern void bFindCollisionPoint(CDATA2D *body, CRET2D *collisionResult); // 0x0001C8C0

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@ -1776,7 +1776,7 @@ int CreateCivCarWotDrivesABitThenStops(int direction, LONGVECTOR4* startPos, LON
carCnt++;
slot++;
} while (carCnt < &car_data[MAX_TRAFFIC_CARS]);
} while (carCnt < &car_data[MAX_CARS]);
if (pNewCar == NULL)
return -1;
@ -1869,7 +1869,7 @@ int CreateStationaryCivCar(int direction, long orientX, long orientZ, LONGVECTOR
carCnt++;
slot++;
} while (carCnt < &car_data[MAX_TRAFFIC_CARS]);
} while (carCnt < &car_data[MAX_CARS]);
}
if (newCar)
@ -2086,7 +2086,7 @@ int PingInCivCar(int minPingInDist)
carCnt++;
slot++;
} while (carCnt < &car_data[MAX_TRAFFIC_CARS]);
} while (carCnt < &car_data[MAX_CARS]);
if (newCar == NULL)
{

File diff suppressed because it is too large Load Diff

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@ -705,7 +705,7 @@ void CheckScenaryCollisions(CAR_DATA *cp)
{
if (count >= mdcount && cop->pad != 0)
{
if (CarBuildingCollision(cp, &bbox, cop, 0) != 0)
if (CarBuildingCollision(cp, &bbox, cop, 0))
{
if (!bKillTanner)
player[0].dying = 1;
@ -754,7 +754,7 @@ void CheckScenaryCollisions(CAR_DATA *cp)
{
cp->st.n.linearVelocity[2] = ExBoxDamage + cp->st.n.linearVelocity[2];
if (CarBuildingCollision(cp, &bbox, cop, (cop->pad == 1) ? 0x2 : 0) != 0)
if (CarBuildingCollision(cp, &bbox, cop, (cop->pad == 1) ? CollisionCheckFlag_IsVegasMovingTrain : 0))
{
cp->ap.needsDenting = 1;
}
@ -763,7 +763,7 @@ void CheckScenaryCollisions(CAR_DATA *cp)
}
else
{
if (CarBuildingCollision(cp, &bbox, cop, (model->flags2 >> 10) & 1) != 0)
if (CarBuildingCollision(cp, &bbox, cop, (model->flags2 & MODEL_FLAG_BARRIER) ? CollisionCheckFlag_MightBeABarrier : 0))
cp->ap.needsDenting = 1;
}
}

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@ -473,6 +473,12 @@ void DisplayMoon(DVECTOR* pos, CVECTOR* col, int flip)
}
extern VECTOR dummy;
RECT16 sun_source = {
1008,
456,
16,
10
};
// [D] [T]
void DrawLensFlare(void)
@ -507,12 +513,7 @@ void DrawLensFlare(void)
RECT16 source;
CVECTOR col;
source = {
1008,
456,
16,
10
};
source = sun_source;
if (gWeather - 1U <= 1 || gTimeOfDay == 0 || gTimeOfDay == 2)
return;
@ -675,11 +676,16 @@ void DrawLensFlare(void)
source.x = sun_pers_conv_position.vx;
source.y = sun_pers_conv_position.vy + last->disp.disp.y;
#if 1//def PSX
sample_sun = (DR_MOVE*)current->primptr;
SetDrawMove(sample_sun, &source, 1008, 456);
addPrim(current->ot + 0x20, sample_sun);
current->primptr += sizeof(DR_MOVE);
#else
// to avoid delays and uploads to GPU we're simply going to directly request from screen VRAM area
sun_source = source;
#endif
}
else
{

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@ -86,7 +86,12 @@ extern DB MPBuff[2][2];
extern DB* last;
extern DB* current;
#define OTSIZE 0x1080 /* ordering table size */
// ordering table size
#ifdef PSX
#define OTSIZE 0x1080
#else
#define OTSIZE 0x2000
#endif
#ifdef USE_EXTENDED_PRIM_POINTERS
# define PRIMTAB_SIZE 0x50000

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@ -11,7 +11,6 @@
#define MAX_PEDESTRIANS 28
#define MAX_SEATED_PEDS 20
#define MAX_PLACED_PEDS 15
#define MAX_TRAFFIC_CARS 19
#define MAX_EXPLOSION_OBJECTS 5
#define MAX_THROWN_BOMBS 5
#define MAX_MOTION_CAPTURE 24

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@ -363,6 +363,7 @@ enum ModelFlags2
MODEL_FLAG_ALLEY = 0x80,
MODEL_FLAG_HASROOF = 0x100,
MODEL_FLAG_NOCOL_200 = 0x200,
MODEL_FLAG_BARRIER = 0x400,
MODEL_FLAG_SMASHABLE = 0x800,
MODEL_FLAG_LAMP = 0x1000,
MODEL_FLAG_TREE = 0x2000,

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@ -310,8 +310,8 @@ void GameDebugKeys(int nKey, bool down)
else if (nKey == SDL_SCANCODE_2)
{
gShowCollisionDebug++;
if (gShowCollisionDebug > 3)
gShowCollisionDebug = 0;
gShowCollisionDebug %= 5;
printf("Collision debug: %d\n", gShowCollisionDebug);
}
else if (nKey == SDL_SCANCODE_3)