REDRIVER2/src_rebuild/Game/C/bcollide.c
Ilya Shurumov 59751a9295 - PSX bug fixes again
- fix drawing issues caused by some previous commits
2022-01-21 21:00:22 +03:00

1022 lines
23 KiB
C

#include "driver2.h"
#include "bcollide.h"
#include "pad.h"
#include "debris.h"
#include "models.h"
#include "sound.h"
#include "gamesnd.h"
#include "glaunch.h"
#include "mission.h"
#include "felony.h"
#include "wheelforces.h"
#include "handling.h"
#include "camera.h"
#include "objanim.h"
#include "system.h"
extern int gCameraBoxOverlap;
// Checks of two bodies collides (basic check) with Separating Axis Theorem
// also initializes axes
// [D] [T]
int bcollided2d(CDATA2D *body, int* boxOverlap)
{
int dtheta;
int ac,as;
int i, j, k;
int xover, zover;
int tmp;
int FE;
VECTOR delta;
dtheta = body[1].theta - body[0].theta;
// calc axes of each box
for (i = 0; i < 2; i++)
{
as = rcossin_tbl[(body[i].theta & 0xfff) * 2];
ac = rcossin_tbl[(body[i].theta & 0xfff) * 2 + 1];
body[i].axis[0].vx = as;
body[i].axis[0].vz = ac;
body[i].axis[1].vz = -as;
body[i].axis[1].vx = ac;
}
as = rcossin_tbl[(dtheta & 0x7ff) * 2];
ac = rcossin_tbl[(dtheta + 1024 & 0x7ff) * 2];
delta.vx = body[0].x.vx - body[1].x.vx;
delta.vz = body[0].x.vz - body[1].x.vz;
k = 0;
i = 1;
// do SAT tests for each axis
do {
j = 1;
do {
body[i].dist[j] = FIXEDH(body[i].axis[j].vx * delta.vx + body[i].axis[j].vz * delta.vz);
body[i].limit[j] = body[i].length[j] + FIXEDH(body[k].length[j] * ac + body[k].length[1-j] * as);
if (body[i].dist[j] < -body[i].limit[j] ||
body[i].dist[j] > body[i].limit[j])
return 0;
j--;
} while (j >= 0);
k++;
i--;
} while (i >= 0);
// calc overlap if needed
if (boxOverlap)
{
FE = ABS(body[1].dist[0]) - ABS(body[1].limit[0]);
FE = ABS(FE);
tmp = FIXEDH(body->axis[0].vx * body[1].axis[0].vx + body->axis[0].vz * body[1].axis[0].vz);
tmp = ABS(tmp);
if (tmp > 10)
xover = (FE * ONE) / tmp;
else
xover = -1;
FE = ABS(body[1].dist[1]) - ABS(body[1].limit[1]);
FE = ABS(FE);
tmp = FIXEDH(body->axis[0].vx * body[1].axis[1].vx + body->axis[0].vz * body[1].axis[1].vz);
tmp = ABS(tmp);
if (tmp > 10)
zover = (FE * ONE) / tmp;
else
zover = xover;
if (xover <= -1)
*boxOverlap = zover;
else if (zover < xover)
*boxOverlap = zover;
else
*boxOverlap = xover;
}
return 1;
}
// [D] [T]
void bFindCollisionPoint(CDATA2D *body, CRET2D *collisionResult)
{
bool carBarrierCollision;
int lower;
int upper;
int k;
int sign;
int sign0;
int sign1;
int smallest;
int besti;
int bestk;
CDATA2D* cd;
int i;
besti = 0;
bestk = 0;
sign = 0;
carBarrierCollision = false;
smallest = body[0].limit[0] + 1;
if (!body[0].isCameraOrTanner && !body[1].isCameraOrTanner &&
(body[1].length[1] >= body[1].length[0] * 4 || body[1].length[0] >= body[1].length[1] * 4))
{
carBarrierCollision = true;
}
i = 1;
do {
k = 1;
do {
upper = body[i].limit[k] - body[i].dist[k];
lower = body[i].dist[k] + body[i].limit[k];
if (smallest > upper)
{
sign = (i == 1) ? 1 : -1;
smallest = upper;
besti = i;
bestk = k;
}
if (smallest > lower)
{
sign = (i == 1) ? -1 : 1;
smallest = lower;
besti = i;
bestk = k;
}
k--;
} while (k >= 0);
i--;
} while (i >= 0);
// calc push
if (carBarrierCollision)
{
k = 1;
do {
upper = body[1].limit[k] - body[1].dist[k];
lower = body[1].dist[k] + body[1].limit[k];
if (upper < lower && (body[1].length[k] < body[1].length[1-k] * 4))
{
besti = 1;
sign = 1;
bestk = k;
}
if (lower < upper && (body[1].length[k] < body[1].length[1 - k] * 4))
{
besti = 1;
sign = -1;
bestk = k;
}
k--;
} while (k >= 0);
}
cd = &body[(besti ^ 1)];
if (cd->axis[0].vx * body[besti].axis[bestk].vx + cd->axis[0].vz * body[besti].axis[bestk].vz + 2048 > -1)
sign0 = -sign;
else
sign0 = sign;
if (cd->axis[1].vx * body[besti].axis[bestk].vx + cd->axis[1].vz * body[besti].axis[bestk].vz + 2048 > -1)
sign1 = -sign;
else
sign1 = sign;
collisionResult->penetration = smallest;
collisionResult->hit.vx = cd->x.vx + FIXEDH(cd->axis[0].vx * cd->length[0] * sign0 + cd->axis[1].vx * cd->length[1] * sign1);
collisionResult->hit.vz = cd->x.vz + FIXEDH(cd->axis[0].vz * cd->length[0] * sign0 + cd->axis[1].vz * cd->length[1] * sign1);
if (besti != 0)
sign = -sign;
collisionResult->surfNormal.vy = 0;
collisionResult->surfNormal.vx = body[besti].axis[bestk].vx * sign;
collisionResult->surfNormal.vz = body[besti].axis[bestk].vz * sign;
}
// [D] [T]
int bFindCollisionTime(CDATA2D *cd, CRET2D *collisionResult)
{
int hit;
int q;
int time;
int step;
int i;
int neverfree;
CDATA2D original[2];
hit = 1;
neverfree = 1;
time = 4096;
step = 2048;
for (i = 0; i < 2; i++)
original[i] = cd[i];
i = 7;
do {
for (q = 0; q < 2; q++)
{
cd[q].vel.vx /= 2;
cd[q].vel.vz /= 2;
cd[q].avel /= 2;
if (hit)
{
cd[q].x.vx -= cd[q].vel.vx;
cd[q].x.vz -= cd[q].vel.vz;
cd[q].theta -= cd[q].avel;
}
else
{
cd[q].x.vx += cd[q].vel.vx;
cd[q].x.vz += cd[q].vel.vz;
cd[q].theta += cd[q].avel;
}
}
if (hit)
{
time -= step;
}
else
{
neverfree = 0;
time += step;
}
hit = bcollided2d(cd);
if (i != 0)
step /= 2;
i--;
} while (i >= 0);
if (hit == 0)
{
for (i = 0; i < 2; i++)
{
cd[i].x.vx += cd[i].vel.vx;
cd[i].x.vz += cd[i].vel.vz;
cd[i].theta += cd[i].avel;
}
bcollided2d(cd);
time += step;
}
else if (neverfree)
{
for (i = 0; i < 2; i++)
{
cd[i] = original[i];
bcollided2d(cd);
}
time = ONE;
}
collisionResult->neverfree = neverfree;
return time;
}
// [D] [T]
void ApplyDamage(CAR_DATA *cp, char region, int value, char fakeDamage)
{
short *pRegion;
if (cp->controlType == CONTROL_TYPE_PLAYER || cp->controlType == CONTROL_TYPE_LEAD_AI)
value *= FIXEDH(gPlayerDamageFactor);
else
value *= 2;
if (cp->controlType == CONTROL_TYPE_PURSUER_AI)
{
if (gCopDifficultyLevel == 1)
{
value = value * 12 >> 4;
}
else if (gCopDifficultyLevel == 2)
{
value = value * 7 >> 4;
}
}
if (!fakeDamage)
{
if (cp->totalDamage < USHRT_MAX - value)
cp->totalDamage += value;
else
cp->totalDamage = USHRT_MAX;
}
pRegion = &cp->ap.damage[region];
*pRegion += value;
if (*pRegion > 4095)
*pRegion = 4095;
// adjust symmetric regions
if (region == 1)
region = 0;
else if (region == 0)
region = 1;
else if (region == 3)
region = 4;
else if (region == 4)
region = 3;
else
region = -1;
if (region != -1)
{
pRegion = &cp->ap.damage[region];
value >>= 1;
if (*pRegion < value)
{
if (!fakeDamage)
{
if (cp->totalDamage < USHRT_MAX - (value - *pRegion))
cp->totalDamage += (value - *pRegion);
else
cp->totalDamage = USHRT_MAX;
}
*pRegion = value;
}
}
}
// [D] [T]
int DamageCar3D(CAR_DATA *cp, LONGVECTOR4* delta, int strikeVel, CAR_DATA *pOtherCar)
{
char region;
int value;
bool fakeDamage;
int lbody;
int player_id;
int kludge;
int door, nose;
strikeVel *= 375;
lbody = cp->ap.carCos->colBox.vz / 2;
strikeVel >>= 8;
if (strikeVel < 40960)
{
if (cp->totalDamage == 0)
cp->totalDamage = 1;
return 0;
}
nose = FIXEDH(cp->hd.where.m[0][2] * (*delta)[0] + cp->hd.where.m[1][2] * (*delta)[1] + cp->hd.where.m[2][2] * (*delta)[2]);
door = FIXEDH(cp->hd.where.m[0][0] * (*delta)[0] + cp->hd.where.m[1][0] * (*delta)[1] + cp->hd.where.m[2][0] * (*delta)[2]);
if (door < 1)
{
if(nose > lbody)
region = 0;
else if (-lbody < nose)
region = 5;
else
region = 4;
}
else
{
if(nose > lbody)
region = 1;
else if (-lbody < nose)
region = 2;
else
region = 3;
}
if (cp->controlType == CONTROL_TYPE_PLAYER)
{
value = (strikeVel / 350 + 512) * 3;
value >>= 3;
if (value > 1143)
value = 1143;
}
else if (cp->controlType == CONTROL_TYPE_LEAD_AI)
{
if (pOtherCar->controlType == CONTROL_TYPE_PLAYER)
{
value = (strikeVel / 350 + 512) * 3;
value >>= 3;
if (value > 1143)
value = 1143;
cp->ai.l.takeDamage = 50;
}
else
{
value = strikeVel / 350 + 512;
value >>= 3;
if (value > 762)
value = 762;
if (cp->ai.l.takeDamage == 0)
value = 0;
}
}
else
{
value = ((strikeVel / 400 + 1024) * 7) >> 3;
}
// if cop cars colliding with themselves, only apply fake damage
fakeDamage = (cp->controlType == CONTROL_TYPE_PURSUER_AI && pOtherCar->controlType == CONTROL_TYPE_PURSUER_AI);
ApplyDamage(cp, region, value, fakeDamage);
player_id = GetPlayerId(cp);
if (player_id < 0)
player_id = GetPlayerId(pOtherCar);
kludge = GetPlayerId(cp);
if (kludge != 0 || (kludge = 2, pOtherCar->controlType != CONTROL_TYPE_CIV_AI))
{
kludge = 1;
if (GetPlayerId(pOtherCar) == 0 && cp->controlType == CONTROL_TYPE_CIV_AI)
kludge = 2;
}
CollisionSound(player_id, cp, strikeVel / 128, kludge);
return 1;
}
// [D] [T]
void DamageCar(CAR_DATA *cp, CDATA2D *cd, CRET2D *collisionResult, int strikeVel)
{
int impact;
int player_id;
int value;
int nose;
int door;
int region;
int dz;
int dx;
int lbody;
player_id = GetPlayerId(cp);
lbody = cp->ap.carCos->colBox.vz / 2;
impact = strikeVel / 600;
if (strikeVel >= 20480 && cp->hd.speed > 9)
{
dx = collisionResult->hit.vx - cd->x.vx;
dz = collisionResult->hit.vz - cd->x.vz;
nose = FIXEDH(cd->axis[0].vx * dx + cd->axis[0].vz * dz);
door = FIXEDH(cd->axis[1].vx * dx + cd->axis[1].vz * dz);
if (door < 1)
{
if (nose > lbody)
region = 0;
else if (-lbody < nose)
region = 5;
else
region = 4;
}
else
{
if (nose > lbody)
region = 1;
else if (-lbody < nose)
region = 2;
else
region = 3;
}
if (strikeVel > 2048000)
strikeVel = 2048000;
value = ((strikeVel / 300) * 1024) / 1500;
if (value > 2048)
value = 2048;
value -= (value * cp->ap.damage[region] >> 0xd);
if (cp->controlType == CONTROL_TYPE_LEAD_AI)
{
if (cp->ai.l.takeDamage == 0)
value = 0;
else
value = value / 2;
}
ApplyDamage(cp, region, value, 0);
CollisionSound(player_id, cp, impact, 0);
}
}
// [D] [T]
int CarBuildingCollision(CAR_DATA *cp, BUILDING_BOX *building, CELL_OBJECT *cop, int flags)
{
int temp;
int strikeVel;
int boxDiffY;
int collided;
short scale;
int chan;
int player_id;
SMASHABLE_OBJECT *match;
SMASHABLE_OBJECT* sip;
CAR_COSMETICS* car_cos;
MODEL *model;
VECTOR tempwhere;
SVECTOR boxDisp;
VECTOR velocity;
LONGVECTOR4 pointVel;
LONGVECTOR4 reaction;
LONGVECTOR4 lever;
VECTOR LeafPosition;
VECTOR lamp_velocity;
int debris_colour;
int displacement;
int denom;
int buildingHeightY;
#if 0 //def PSX
CDATA2D* cd = (CDATA2D*)(u_char*)getScratchAddr(0);
CRET2D& collisionResult = *(CRET2D*)((u_char*)getScratchAddr(0) + sizeof(CDATA2D) * 2);
memset((u_char*)cd, 0, sizeof(CDATA2D));
memset((u_char*)&collisionResult, 0, sizeof(CRET2D));
#else
static CDATA2D cd[2] = { 0 }; // offset 0x0
static CRET2D collisionResult = { 0 }; // offset 0xd0
#endif
model = modelpointers[cop->type];
player_id = GetPlayerId(cp);
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);
collided = 0;
car_cos = cp->ap.carCos;
// [A] Boat Jump: make player's life easier getting out
if (cop->type == 1246 && gCurrentMissionNumber == 35)
buildingHeightY = building->height / 5;
else
buildingHeightY = building->height / 2;
if (boxDiffY <= buildingHeightY + (cp->hd.oBox.length[1] / 2) && (cop->pos.vx != 0xFD46FEC0) && (model->shape_flags & SHAPE_FLAG_NOCOLLIDE) == 0)
{
tempwhere.vx = cp->hd.where.t[0];
tempwhere.vz = cp->hd.where.t[2];
debris_colour = GetDebrisColour(cp);
cd[0].theta = cp->hd.direction;
if (cp->controlType == CONTROL_TYPE_TANNERCOLLIDER)
{
cd[0].x.vx = cp->hd.where.t[0];
cd[0].x.vy = cp->hd.where.t[1];
cd[0].x.vz = cp->hd.where.t[2];
cd[0].vel.vx = FIXEDH(cp->st.n.linearVelocity[0]);
cd[0].vel.vz = FIXEDH(cp->st.n.linearVelocity[2]);
cp->hd.where.t[0] += cd[0].vel.vx;
cp->hd.where.t[2] += cd[0].vel.vz;
cd[0].length[0] = 80;
cd[0].length[1] = 80;
}
else if (cp->controlType == CONTROL_TYPE_CAMERACOLLIDER)
{
cd[0].x.vx = cp->hd.where.t[0];
cd[0].x.vy = cp->hd.where.t[1];
cd[0].x.vz = cp->hd.where.t[2];
cd[0].vel.vx = 0;
cd[0].vel.vz = 0;
cd[0].length[1] = 5;
cd[0].length[0] = gCameraDistance / 2;
}
else
{
gte_SetRotMatrix(&cp->hd.where);
gte_SetTransMatrix(&cp->hd.where);
boxDisp.vx = -car_cos->cog.vx;
boxDisp.vy = -car_cos->cog.vy;
boxDisp.vz = -car_cos->cog.vz;
gte_ldv0(&boxDisp);
gte_rtv0tr();
gte_stlvnl(&cd[0].x);
cd[0].vel.vx = FIXEDH(cp->st.n.linearVelocity[0]);
cd[0].vel.vz = FIXEDH(cp->st.n.linearVelocity[2]);
cp->hd.where.t[0] += cd[0].vel.vx;
cp->hd.where.t[2] += cd[0].vel.vz;
cd[0].length[0] = car_cos->colBox.vz + 15;
cd[0].length[1] = car_cos->colBox.vx + 15;
if (handlingType[cp->hndType].fourWheelDrive == 1 || cp->hndType == 5)
cd[0].length[1] = (cd[0].length[1] * 13) / 16;
}
cd[0].avel = FIXEDH(cp->st.n.angularVelocity[1]) * 5 >> 5;
cd[1].x.vx = cp->hd.where.t[0] + (((building->pos.vx - cp->hd.where.t[0]) << 0x10) >> 0x10);
cd[1].x.vz = cp->hd.where.t[2] + (((building->pos.vz - cp->hd.where.t[2]) << 0x10) >> 0x10);
cd[1].theta = building->theta;
cd[1].length[0] = building->xsize;
cd[1].length[1] = building->zsize;
cd[1].vel.vx = 0;
cd[1].vel.vz = 0;
cd[1].avel = 0;
if (cp->controlType == CONTROL_TYPE_CAMERACOLLIDER)
{
collided = bcollided2d(cd, &gCameraBoxOverlap);
}
else
{
collided = bcollided2d(cd);
#if defined(COLLISION_DEBUG) && !defined(PSX)
extern int gShowCollisionDebug;
if (gShowCollisionDebug == 1)
{
extern void Debug_AddLine(VECTOR & pointA, VECTOR & pointB, CVECTOR & color);
extern void Debug_AddLineOfs(VECTOR & pointA, VECTOR & pointB, VECTOR & ofs, CVECTOR & color);
CVECTOR bbcv = { 0, 0, 250 };
CVECTOR rrcv = { 250, 0, 0 };
CVECTOR yycv = { 250, 250, 0 };
// show both box axes
{
VECTOR _zero = { 0 };
VECTOR b1p = cd[0].x;
VECTOR b2p = cd[1].x;
b2p.vy = b1p.vy;
// show position to position
//Debug_AddLine(b1p1, b2p1, yycv);
VECTOR b1ax[2] = { {0} , {0} };
b1ax[0].vx = FIXEDH(cd[0].axis[0].vx * cd[0].length[0]);
b1ax[0].vz = FIXEDH(cd[0].axis[0].vz * cd[0].length[0]);
b1ax[1].vx = FIXEDH(cd[0].axis[1].vx * cd[0].length[1]);
b1ax[1].vz = FIXEDH(cd[0].axis[1].vz * cd[0].length[1]);
// show axis of body 1
Debug_AddLineOfs(_zero, b1ax[0], b1p, rrcv);
Debug_AddLineOfs(_zero, b1ax[1], b1p, yycv);
// display 2D box 1
{
int h = b1ax[0].vy;
VECTOR box_points[4] = {
{b1ax[0].vx - b1ax[1].vx, h, b1ax[0].vz - b1ax[1].vz, 0}, // front left
{b1ax[0].vx + b1ax[1].vx, h, b1ax[0].vz + b1ax[1].vz, 0}, // front right
{-b1ax[0].vx + b1ax[1].vx, h, -b1ax[0].vz + b1ax[1].vz, 0}, // back right
{-b1ax[0].vx - b1ax[1].vx, h, -b1ax[0].vz - b1ax[1].vz, 0} // back left
};
Debug_AddLineOfs(box_points[0], box_points[1], b1p, bbcv);
Debug_AddLineOfs(box_points[1], box_points[2], b1p, bbcv);
Debug_AddLineOfs(box_points[2], box_points[3], b1p, bbcv);
Debug_AddLineOfs(box_points[3], box_points[0], b1p, bbcv);
}
VECTOR b2ax[2] = { {0} , {0} };
b2ax[0].vx += FIXEDH(cd[1].axis[0].vx * cd[1].length[0]);
b2ax[0].vz += FIXEDH(cd[1].axis[0].vz * cd[1].length[0]);
b2ax[1].vx += FIXEDH(cd[1].axis[1].vx * cd[1].length[1]);
b2ax[1].vz += FIXEDH(cd[1].axis[1].vz * cd[1].length[1]);
// show axis of body 2
Debug_AddLineOfs(_zero, b2ax[0], b2p, rrcv);
Debug_AddLineOfs(_zero, b2ax[1], b2p, yycv);
CVECTOR& collColor = collided ? rrcv : yycv;
// display 2D box 2
{
int h = b2ax[0].vy;
VECTOR box_points[4] = {
{b2ax[0].vx - b2ax[1].vx, h, b2ax[0].vz - b2ax[1].vz, 0}, // front left
{b2ax[0].vx + b2ax[1].vx, h, b2ax[0].vz + b2ax[1].vz, 0}, // front right
{-b2ax[0].vx + b2ax[1].vx, h, -b2ax[0].vz + b2ax[1].vz, 0}, // back right
{-b2ax[0].vx - b2ax[1].vx, h, -b2ax[0].vz - b2ax[1].vz, 0} // back left
};
Debug_AddLineOfs(box_points[0], box_points[1], b2p, collColor);
Debug_AddLineOfs(box_points[1], box_points[2], b2p, collColor);
Debug_AddLineOfs(box_points[2], box_points[3], b2p, collColor);
Debug_AddLineOfs(box_points[3], box_points[0], b2p, collColor);
}
}
}
#endif
if (collided)
{
bFindCollisionTime(cd, &collisionResult);
bFindCollisionPoint(cd, &collisionResult);
#if defined(COLLISION_DEBUG) && !defined(PSX)
extern int gShowCollisionDebug;
if(gShowCollisionDebug == 1)
{
extern void Debug_AddLine(VECTOR& pointA, VECTOR& pointB, CVECTOR& color);
extern void Debug_AddLineOfs(VECTOR& pointA, VECTOR& pointB, VECTOR& ofs, CVECTOR& color);
CVECTOR bbcv = { 0, 0, 250 };
CVECTOR rrcv = { 250, 0, 0 };
CVECTOR yycv = { 250, 250, 0 };
// show collision point and normal
{
VECTOR pb = collisionResult.hit;
pb.vy += 16;
// display collision point
Debug_AddLine(collisionResult.hit, pb, rrcv);
VECTOR nb = collisionResult.hit;
nb.vx += collisionResult.surfNormal.vx / 16;
nb.vy += collisionResult.surfNormal.vy / 16;
nb.vz += collisionResult.surfNormal.vz / 16;
// show collision normal
Debug_AddLine(collisionResult.hit, nb, bbcv);
}
}
#endif
collisionResult.surfNormal.vx = -collisionResult.surfNormal.vx;
collisionResult.surfNormal.vy = 0;
collisionResult.surfNormal.vz = -collisionResult.surfNormal.vz;
collisionResult.hit.vy = cp->hd.where.t[1] + 41;
// perform error correction
cp->hd.where.t[0] += FIXEDH(collisionResult.penetration * collisionResult.surfNormal.vx);
cp->hd.where.t[2] += FIXEDH(collisionResult.penetration * collisionResult.surfNormal.vz);
lever[0] = collisionResult.hit.vx - cp->hd.where.t[0];
lever[1] = collisionResult.hit.vy - cp->hd.where.t[1];
lever[2] = collisionResult.hit.vz - cp->hd.where.t[2];
pointVel[0] = FIXEDH(cp->st.n.angularVelocity[1] * lever[2] - cp->st.n.angularVelocity[2] * lever[1]) + cp->st.n.linearVelocity[0];
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 & CollisionCheckFlag_IsVegasMovingTrain) // [A] Vegas train velocity - added here
{
pointVel[2] += 700000;
}
strikeVel = -((pointVel[0] / 256) * (collisionResult.surfNormal.vx / 16) +
(pointVel[1] / 256) * (collisionResult.surfNormal.vy / 16) +
(pointVel[2] / 256) * (collisionResult.surfNormal.vz / 16));
if (strikeVel > 0)
{
if (cp->controlType == CONTROL_TYPE_PLAYER)
{
if (strikeVel < 32)
scale = ((strikeVel << 23) >> 16);
else
scale = 4096;
if (model->flags2 & MODEL_FLAG_SMASHABLE)
NoteFelony(&felonyData, 7, scale);
else
NoteFelony(&felonyData, 6, scale);
}
collisionResult.hit.vy = -collisionResult.hit.vy;
velocity.vx = cp->st.n.linearVelocity[0] / ONE;
velocity.vy = -17;
velocity.vz = cp->st.n.linearVelocity[2] / ONE;
if (model->flags2 & MODEL_FLAG_SMASHABLE)
{
// smash object
damage_object(cop, &velocity);
// smash object
if ((model->shape_flags & SHAPE_FLAG_TRANS) == 0)
{
sip = smashable;
match = sip;
while (sip->name != NULL)
{
if (sip->modelIdx == cop->type)
{
match = sip;
break;
}
sip++;
}
chan = GetFreeChannel();
if (NumPlayers > 1 && NoPlayerControl == 0)
SetPlayerOwnsChannel(chan, player_id);
Start3DSoundVolPitch(chan, SOUND_BANK_SFX, match->sound,
collisionResult.hit.vx, -collisionResult.hit.vy, collisionResult.hit.vz,
match->volume, match->pitch + (((velocity.vx ^ velocity.vz) * (collisionResult.hit.vx ^ collisionResult.hit.vz) & 0x3ff) - 0x200));
}
cp->hd.where.t[0] = tempwhere.vx;
cp->hd.where.t[2] = tempwhere.vz;
collisionResult.hit.vy += 30;
Setup_Sparks(&collisionResult.hit, &velocity, 10, 0);
Setup_Debris(&collisionResult.hit, &velocity, 5, 0);
Setup_Debris(&collisionResult.hit, &velocity, 5, debris_colour << 0x10);
if (cp->controlType == CONTROL_TYPE_PLAYER)
SetPadVibration(*cp->ai.padid, 3);
return 0;
}
// add leaves
if (strikeVel > 0x3600 && cp->hd.wheel_speed + 16000U > 32000)
{
if (model->flags2 & MODEL_FLAG_TREE)
{
LeafPosition.vx = collisionResult.hit.vx;
LeafPosition.vy = -((rand() & 0xfe) + 600) - collisionResult.hit.vy;
LeafPosition.vz = collisionResult.hit.vz;
AddLeaf(&LeafPosition, 3, 1);
}
else
{
if (gNight && (model->flags2 & MODEL_FLAG_LAMP))
{
if (damage_lamp(cop))
{
ClearMem((char*)&lamp_velocity, sizeof(lamp_velocity));
collisionResult.hit.vy -= 730;
Setup_Sparks(&collisionResult.hit, &lamp_velocity, 0x14, 0);
collisionResult.hit.vy += 730;
}
}
velocity.vy -= 20;
collisionResult.hit.vy += 30;
Setup_Sparks(&collisionResult.hit, &velocity, 4, 0);
collisionResult.hit.vy -= 30;
velocity.vy += 20;
}
if (strikeVel > 0x1b000)
{
Setup_Debris(&collisionResult.hit, &velocity, 6, debris_colour << 0x10);
if(cp->controlType == CONTROL_TYPE_PLAYER)
SetPadVibration(*cp->ai.padid, 1);
}
}
DamageCar(cp, cd, &collisionResult, strikeVel);
displacement = FIXEDH(lever[0] * collisionResult.surfNormal.vx + lever[1] * collisionResult.surfNormal.vy + lever[2] * collisionResult.surfNormal.vz);
displacement = FIXEDH(((lever[0] * lever[0] + lever[2] * lever[2]) - displacement * displacement) * car_cos->twistRateY) + 4096;
if (strikeVel < 0x7f001)
denom = (strikeVel * 4096) / displacement;
else
denom = (strikeVel / displacement) * 4096;
denom /= 64;
reaction[0] = denom * (collisionResult.surfNormal.vx / 64);
reaction[1] = denom * (collisionResult.surfNormal.vy / 64);
reaction[2] = denom * (collisionResult.surfNormal.vz / 64);
cp->hd.aacc[1] += FIXEDH(lever[2] * reaction[0]) - FIXEDH(lever[0] * reaction[2]);
if (cp->controlType != CONTROL_TYPE_LEAD_AI)
{
temp = FIXEDH(lever[1] * reaction[2]);
if (cp->controlType == CONTROL_TYPE_PURSUER_AI)
temp >>= 1;
cp->hd.aacc[0] += temp;
temp = FIXEDH(lever[2] * reaction[1]);
if (cp->controlType == CONTROL_TYPE_PURSUER_AI)
temp >>= 1;
cp->hd.aacc[0] -= temp;
temp = FIXEDH(lever[0] * reaction[1]);
if (cp->controlType == CONTROL_TYPE_PURSUER_AI)
temp >>= 1;
cp->hd.aacc[2] += temp;
temp = FIXEDH(lever[1] * reaction[0]);
if (cp->controlType == CONTROL_TYPE_PURSUER_AI)
temp >>= 1;
cp->hd.aacc[2] -= temp;
cp->st.n.linearVelocity[1] += reaction[1];
}
cp->st.n.linearVelocity[0] += reaction[0];
cp->st.n.linearVelocity[2] += reaction[2];
}
}
cp->hd.where.t[0] -= FIXEDH(cp->st.n.linearVelocity[0]);
cp->hd.where.t[2] -= FIXEDH(cp->st.n.linearVelocity[2]);
}
}
return collided;
}