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-rw-r--r--src/core/Camera.cpp91
1 files changed, 53 insertions, 38 deletions
diff --git a/src/core/Camera.cpp b/src/core/Camera.cpp
index 660be333..c06ee48b 100644
--- a/src/core/Camera.cpp
+++ b/src/core/Camera.cpp
@@ -18,10 +18,12 @@ const float DefaultFOV = 70.0f; // beta: 80.0f
CCamera &TheCamera = *(CCamera*)0x6FACF8;
bool &CCamera::m_bUseMouse3rdPerson = *(bool *)0x5F03D8;
+WRAPPER void CCamera::CamShake(float strength, float x, float y, float z) { EAXJMP(0x46B200); }
WRAPPER void CCamera::DrawBordersForWideScreen(void) { EAXJMP(0x46B430); }
WRAPPER void CCamera::CalculateDerivedValues(void) { EAXJMP(0x46EEA0); }
WRAPPER void CCamera::Restore(void) { EAXJMP(0x46F990); }
WRAPPER void CCamera::SetWidescreenOff(void) { EAXJMP(0x46FF10); }
+WRAPPER void CCamera::CamShake(float) { EAXJMP(0x46B100); }
bool
CCamera::IsSphereVisible(const CVector &center, float radius, const CMatrix *mat)
@@ -136,6 +138,15 @@ CCamera::RenderMotionBlur(void)
m_motionBlur, m_BlurType, m_imotionBlurAddAlpha);
}
+void
+CCamera::ClearPlayerWeaponMode()
+{
+ PlayerWeaponMode.Mode = 0;
+ PlayerWeaponMode.MaxZoom = 1;
+ PlayerWeaponMode.MinZoom = -1;
+ PlayerWeaponMode.Duration = 0.0f;
+}
+
/*
*
@@ -159,9 +170,9 @@ WellBufferMe(float Target, float *CurrentValue, float *CurrentSpeed, float MaxSp
float TargetSpeed = Delta * MaxSpeed;
// Add or subtract absolute depending on sign, genius!
// if(TargetSpeed - *CurrentSpeed > 0.0f)
-// *CurrentSpeed += Acceleration * fabs(TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep();
+// *CurrentSpeed += Acceleration * Abs(TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep();
// else
-// *CurrentSpeed -= Acceleration * fabs(TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep();
+// *CurrentSpeed -= Acceleration * Abs(TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep();
// this is simpler:
*CurrentSpeed += Acceleration * (TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep();
@@ -238,14 +249,14 @@ CCam::GetPedBetaAngleForClearView(const CVector &Target, float Dist, float BetaO
for(a = 0.0f; a <= PI; a += DEGTORAD(5.0f)){
if(BetaOffset <= 0.0f){
- ToSource = CVector(cos(Beta + BetaOffset + a), sin(Beta + BetaOffset + a), 0.0f)*Dist;
+ ToSource = CVector(Cos(Beta + BetaOffset + a), Sin(Beta + BetaOffset + a), 0.0f)*Dist;
if(!CWorld::ProcessLineOfSight(Target, Target + ToSource,
point, ent, checkBuildings, checkVehicles, checkPeds,
checkObjects, checkDummies, true, true))
return a;
}
if(BetaOffset >= 0.0f){
- ToSource = CVector(cos(Beta + BetaOffset - a), sin(Beta + BetaOffset - a), 0.0f)*Dist;
+ ToSource = CVector(Cos(Beta + BetaOffset - a), Sin(Beta + BetaOffset - a), 0.0f)*Dist;
if(!CWorld::ProcessLineOfSight(Target, Target + ToSource,
point, ent, checkBuildings, checkVehicles, checkPeds,
checkObjects, checkDummies, true, true))
@@ -344,8 +355,8 @@ CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, fl
// TODO: what's transition beta?
if(TheCamera.m_bUseTransitionBeta && ResetStatics){
CVector VecDistance;
- IdealSource.x = TargetCoors.x + GroundDist*cos(m_fTransitionBeta);
- IdealSource.y = TargetCoors.y + GroundDist*sin(m_fTransitionBeta);
+ IdealSource.x = TargetCoors.x + GroundDist*Cos(m_fTransitionBeta);
+ IdealSource.y = TargetCoors.y + GroundDist*Sin(m_fTransitionBeta);
Beta = CGeneral::GetATanOfXY(IdealSource.x - TargetCoors.x, IdealSource.y - TargetCoors.y);
}else
Beta = CGeneral::GetATanOfXY(Source.x - TargetCoors.x, Source.y - TargetCoors.y);
@@ -489,7 +500,7 @@ CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, fl
CVector PlayerPos = FindPlayerPed()->GetPosition();
float RotationDist = (AngleToGoTo == Center ? CenterDist : LateralDist) * RealGroundDist;
// What's going on here? - AngleToGoTo?
- CVector RotatedSource = PlayerPos + CVector(cos(Beta - AngleToGoTo), sin(Beta - AngleToGoTo), 0.0f) * RotationDist;
+ CVector RotatedSource = PlayerPos + CVector(Cos(Beta - AngleToGoTo), Sin(Beta - AngleToGoTo), 0.0f) * RotationDist;
CColPoint colpoint;
CEntity *entity;
@@ -573,9 +584,9 @@ CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, fl
float ReqSpeed = DeltaBeta * MaxSpeed;
// Add or subtract absolute depending on sign, genius!
if(ReqSpeed - BetaSpeed > 0.0f)
- BetaSpeed += SpeedStep * fabs(ReqSpeed - BetaSpeed) * CTimer::GetTimeStep();
+ BetaSpeed += SpeedStep * Abs(ReqSpeed - BetaSpeed) * CTimer::GetTimeStep();
else
- BetaSpeed -= SpeedStep * fabs(ReqSpeed - BetaSpeed) * CTimer::GetTimeStep();
+ BetaSpeed -= SpeedStep * Abs(ReqSpeed - BetaSpeed) * CTimer::GetTimeStep();
// this would be simpler:
// BetaSpeed += SpeedStep * (ReqSpeed - BetaSpeed) * CTimer::ms_fTimeStep;
@@ -593,14 +604,14 @@ CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, fl
BetaSpeed = 0.0f;
}
- Source.x = TargetCoors.x + Distance * cos(Beta);
- Source.y = TargetCoors.y + Distance * sin(Beta);
+ Source.x = TargetCoors.x + Distance * Cos(Beta);
+ Source.y = TargetCoors.y + Distance * Sin(Beta);
// Check if we can stop rotating
DeltaBeta = FixedTargetOrientation - Beta;
while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
while(DeltaBeta < -PI) DeltaBeta += 2*PI;
- if(fabs(DeltaBeta) < DEGTORAD(1.0f) && !bBehindPlayerDesired){
+ if(Abs(DeltaBeta) < DEGTORAD(1.0f) && !bBehindPlayerDesired){
// Stop rotation
PickedASide = false;
Rotating = false;
@@ -613,18 +624,18 @@ CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, fl
HackPlayerOnStoppingTrain || Rotating){
if(TheCamera.m_bCamDirectlyBehind){
Beta = TargetOrientation + PI;
- Source.x = TargetCoors.x + Distance * cos(Beta);
- Source.y = TargetCoors.y + Distance * sin(Beta);
+ Source.x = TargetCoors.x + Distance * Cos(Beta);
+ Source.y = TargetCoors.y + Distance * Sin(Beta);
}
if(TheCamera.m_bCamDirectlyInFront){
Beta = TargetOrientation;
- Source.x = TargetCoors.x + Distance * cos(Beta);
- Source.y = TargetCoors.y + Distance * sin(Beta);
+ Source.x = TargetCoors.x + Distance * Cos(Beta);
+ Source.y = TargetCoors.y + Distance * Sin(Beta);
}
if(HackPlayerOnStoppingTrain){
Beta = TargetOrientation + PI;
- Source.x = TargetCoors.x + Distance * cos(Beta);
- Source.y = TargetCoors.y + Distance * sin(Beta);
+ Source.x = TargetCoors.x + Distance * Cos(Beta);
+ Source.y = TargetCoors.y + Distance * Sin(Beta);
m_fDimensionOfHighestNearCar = 0.0f;
m_fCamBufferedHeight = 0.0f;
m_fCamBufferedHeightSpeed = 0.0f;
@@ -669,9 +680,13 @@ CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, fl
else if(TargetZOffSet == m_fUnknownZOffSet && TargetZOffSet > m_fCamBufferedHeight){
// TODO: figure this out
bool foo = false;
- switch(((CPhysical*)CamTargetEntity)->m_nLastCollType)
- case 2: case 3: case 5:
- case 11: case 23: case 26:
+ switch(((CPhysical*)CamTargetEntity)->m_nSurfaceTouched)
+ case SURFACE_GRASS:
+ case SURFACE_DIRT:
+ case SURFACE_PAVEMENT:
+ case SURFACE_STEEL:
+ case SURFACE_TIRE:
+ case SURFACE_STONE:
foo = true;
if(foo)
WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.4f, 0.05f, false);
@@ -784,7 +799,7 @@ CCam::WorkOutCamHeightWeeCar(CVector &TargetCoors, float TargetOrientation)
if(CCullZones::CamNoRain() || CCullZones::PlayerNoRain())
AlphaTarget = DEGTORAD(14.0f);
WellBufferMe(AlphaTarget, &Alpha, &AlphaSpeed, 0.1f, 0.05f, true);
- Source.z = TargetCoors.z + CA_MAX_DISTANCE*sin(Alpha);
+ Source.z = TargetCoors.z + CA_MAX_DISTANCE*Sin(Alpha);
if(FindPlayerVehicle()){
m_fUnknownZOffSet = 0.0f;
@@ -889,7 +904,7 @@ CCam::WorkOutCamHeight(const CVector &TargetCoors, float TargetOrientation, floa
while(deltaBeta >= PI) deltaBeta -= 2*PI;
while(deltaBeta < -PI) deltaBeta += 2*PI;
- float BehindCarNess = cos(deltaBeta); // 1 if behind car, 0 if side, -1 if in front
+ float BehindCarNess = Cos(deltaBeta); // 1 if behind car, 0 if side, -1 if in front
CarAlpha = -CarAlpha * BehindCarNess;
if(CarAlpha < -0.01f)
CarAlpha = -0.01f;
@@ -924,13 +939,13 @@ CCam::WorkOutCamHeight(const CVector &TargetCoors, float TargetOrientation, floa
Forward = CamTargetEntity->GetForward(); // we actually still have that...
Forward.Normalise(); // shouldn't be necessary
float CarSideAngle = CGeneral::GetATanOfXY(Forward.x, Forward.y) + PI/2.0f;
- float SideX = 2.5f * cos(CarSideAngle);
- float SideY = 2.5f * sin(CarSideAngle);
+ float SideX = 2.5f * Cos(CarSideAngle);
+ float SideY = 2.5f * Sin(CarSideAngle);
CWorld::FindRoofZFor3DCoord(TargetCoors.x + SideX, TargetCoors.y + SideY, CarBottom, &FoundRoofSide1);
CWorld::FindRoofZFor3DCoord(TargetCoors.x - SideX, TargetCoors.y - SideY, CarBottom, &FoundRoofSide2);
// Now find out at what height we'd like to place the camera
- float CamGround = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, TargetCoors.z + Length*sin(Alpha + ModeAlpha) + m_fCloseInCarHeightOffset, &FoundCamGround);
+ float CamGround = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, TargetCoors.z + Length*Sin(Alpha + ModeAlpha) + m_fCloseInCarHeightOffset, &FoundCamGround);
float CamTargetZ = 0.0f;
if(FoundCamGround){
// This is the normal case
@@ -977,7 +992,7 @@ CCam::WorkOutCamHeight(const CVector &TargetCoors, float TargetOrientation, floa
}
// Now do things if CamClear...but what is that anyway?
- float CamZ = TargetCoors.z + Length*sin(Alpha + DeltaAlpha + ModeAlpha) + m_fCloseInCarHeightOffset;
+ float CamZ = TargetCoors.z + Length*Sin(Alpha + DeltaAlpha + ModeAlpha) + m_fCloseInCarHeightOffset;
bool FoundGround, FoundRoof;
float CamGround2 = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, CamZ, &FoundGround);
if(FoundGround){
@@ -1027,7 +1042,7 @@ CCam::WorkOutCamHeight(const CVector &TargetCoors, float TargetOrientation, floa
WellBufferMe(LastTargetAlphaWithCollisionOn, &Alpha, &AlphaSpeed, LastTopAlphaSpeed, LastAlphaSpeedStep, true);
- Source.z = TargetCoors.z + sin(Alpha + ModeAlpha)*Length + m_fCloseInCarHeightOffset;
+ Source.z = TargetCoors.z + Sin(Alpha + ModeAlpha)*Length + m_fCloseInCarHeightOffset;
}
// Rotate cam behind the car when the car is moving forward
@@ -1047,7 +1062,7 @@ CCam::RotCamIfInFrontCar(CVector &TargetCoors, float TargetOrientation)
while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
while(DeltaBeta < -PI) DeltaBeta += 2*PI;
- if(fabs(DeltaBeta) > DEGTORAD(20.0f) && MovingForward && TheCamera.m_uiTransitionState == 0)
+ if(Abs(DeltaBeta) > DEGTORAD(20.0f) && MovingForward && TheCamera.m_uiTransitionState == 0)
m_bFixingBeta = true;
CPad *pad = CPad::GetPad(0);
@@ -1073,14 +1088,14 @@ CCam::RotCamIfInFrontCar(CVector &TargetCoors, float TargetOrientation)
if(TheCamera.m_bUseTransitionBeta && &TheCamera.Cams[TheCamera.ActiveCam] == this)
Beta = m_fTransitionBeta;
- Source.x = TargetCoors.x - cos(Beta)*Dist;
- Source.y = TargetCoors.y - sin(Beta)*Dist;
+ Source.x = TargetCoors.x - Cos(Beta)*Dist;
+ Source.y = TargetCoors.y - Sin(Beta)*Dist;
// Check if we're done
DeltaBeta = TargetOrientation - Beta;
while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
while(DeltaBeta < -PI) DeltaBeta += 2*PI;
- if(fabs(DeltaBeta) < DEGTORAD(2.0f))
+ if(Abs(DeltaBeta) < DEGTORAD(2.0f))
m_bFixingBeta = false;
}
TheCamera.m_bCamDirectlyBehind = false;
@@ -1123,8 +1138,8 @@ CCam::FixCamIfObscured(CVector &TargetCoors, float TargetHeight, float TargetOri
Obscured1 = CWorld::ProcessLineOfSight(EntityPos, TempSource, colPoint, ent, true, false, false, true, false, true, true);
}else if(m_bFixingBeta){
float d = (TempSource - Target).Magnitude();
- TempSource.x = Target.x - d*cos(TargetOrientation);
- TempSource.y = Target.y - d*sin(TargetOrientation);
+ TempSource.x = Target.x - d*Cos(TargetOrientation);
+ TempSource.y = Target.y - d*Sin(TargetOrientation);
// same check again
Obscured2 = CWorld::ProcessLineOfSight(Target, TempSource, colPoint, ent, true, false, false, true, false, true, true);
@@ -1142,14 +1157,14 @@ CCam::FixCamIfObscured(CVector &TargetCoors, float TargetHeight, float TargetOri
return false;
if(Fix1){
- Source.x = Target.x - cos(Beta)*Dist1;
- Source.y = Target.y - sin(Beta)*Dist1;
+ Source.x = Target.x - Cos(Beta)*Dist1;
+ Source.y = Target.y - Sin(Beta)*Dist1;
if(Mode == MODE_BEHINDCAR)
Source = colPoint.point;
}else{
WellBufferMe(Dist2, &m_fDistanceBeforeChanges, &DistanceSpeed, 0.2f, 0.025f, false);
- Source.x = Target.x - cos(Beta)*m_fDistanceBeforeChanges;
- Source.y = Target.y - sin(Beta)*m_fDistanceBeforeChanges;
+ Source.x = Target.x - Cos(Beta)*m_fDistanceBeforeChanges;
+ Source.y = Target.y - Sin(Beta)*m_fDistanceBeforeChanges;
}
if(ResetStatics){