Example #1
0
void matrix_vect3_mult ( const float matrix[16], const float in[3], float out[3] )
{
	const float in4[4] = { in[0], in[1], in[2], 1.0f };
	float		out4[4];

	matrix_vect4_mult( matrix, in4, out4 );
	vect3_copy( out4, out );
}
Example #2
0
void cheat_handle_stick ( struct vehicle_info *vehicle_info, struct actor_info *actor_info, float time_diff )
{
	traceLastFunc( "cheat_handle_stick()" );

	struct object_base	*base_stick, *base_self;
	struct actor_info	*actor_stick;
	struct vehicle_info *vehicle_stick;
	float				*speed_stick, *speed_self;
	float				*spin_stick, *spin_self;
	static int			id = -1;
	int					i;

	if ( KEY_PRESSED(set.key_stick) )
	{
		if ( vehicle_info != NULL )
			cheat_state->vehicle.stick ^= 1;
		else
			cheat_state->actor.stick ^= 1;
		id = actor_find( id - 1, 1, ACTOR_ALIVE | ACTOR_NOT_SAME_VEHICLE );
	}

	if ( KEY_PRESSED(set.key_stick_nearest) )
	{
		if ( vehicle_info != NULL )
			cheat_state->vehicle.stick ^= 1;
		else
			cheat_state->actor.stick ^= 1;
		id = actor_find_nearest( ACTOR_ALIVE | ACTOR_NOT_SAME_VEHICLE );
	}

	if ( (vehicle_info != NULL && cheat_state->vehicle.stick) || (actor_info != NULL && cheat_state->actor.stick) )
	{
		// remove any bad vehicle or actor stuffs
		if ( isBadPtr_GTA_pVehicle(vehicle_info) )
			vehicle_info = NULL;
		if ( isBadPtr_GTA_pPed(actor_info) )
			actor_info = NULL;

		/* check if actor has disappeared.. and if it has, switch to teh nearest */
		if ( id != -1 && actor_info_get(id, ACTOR_ALIVE) == NULL )
			id = actor_find_nearest( ACTOR_ALIVE | ACTOR_NOT_SAME_VEHICLE );

		if ( KEY_PRESSED(set.key_stick_prev) )
			id = actor_find( id, -1, ACTOR_ALIVE | ACTOR_NOT_SAME_VEHICLE );

		if ( KEY_PRESSED(set.key_stick_next) )
			id = actor_find( id, 1, ACTOR_ALIVE | ACTOR_NOT_SAME_VEHICLE );

		/* no actors to stick to */
		if ( id == -1 )
		{
			cheat_state_text( "No players found; stick disabled." );
			cheat_state->vehicle.stick = 0;
			cheat_state->actor.stick = 0;
			return;
		}

		/* get actor struct for the actor we're sticking to */
		actor_stick = actor_info_get( id, ACTOR_ALIVE | ACTOR_NOT_SAME_VEHICLE );
		if ( actor_stick == NULL )
			return;

		/* is this actor in a vehicle? */
		vehicle_stick = actor_vehicle_get( actor_stick );

		base_stick = vehicle_stick ? &vehicle_stick->base : &actor_stick->base;
		base_self = vehicle_info ? &vehicle_info->base : &actor_info->base;

		speed_stick = vehicle_stick ? vehicle_stick->speed : actor_stick->speed;
		speed_self = vehicle_info ? vehicle_info->speed : actor_info->speed;

		spin_stick = vehicle_stick ? vehicle_stick->spin : actor_stick->spin;
		spin_self = vehicle_info ? vehicle_info->spin : actor_info->spin;

		/* allow warping to work + always warp towards whatever we're sticking to...
         but only when we're in a vehicle */
		if ( KEY_PRESSED(set.key_warp_mod) && vehicle_info != NULL )
		{
			float	out[4];

			/* multiply the matrix of whatever we're sticking to with the user supplied vector */
			matrix_vect4_mult( base_stick->matrix, set.stick_vect, out );

			/* multiply the result with the negative warp-speed value, and put it in the speed vector
            (negative because we want to warp towards teh target, not away from it */
			vect3_mult( out, -set.warp_speed, speed_self );
		}

		if ( !KEY_DOWN(set.key_warp_mod) )
		{
			float	d[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
			float	accel_mult = 1.0f;
			float	out[4];

			/* handle stick movement keys */
			if ( KEY_DOWN(set.key_stick_forward) )
				d[1] += 1.0f;
			if ( KEY_DOWN(set.key_stick_backward) )
				d[1] -= 1.0f;
			if ( KEY_DOWN(set.key_stick_left) )
				d[0] -= 1.0f;
			if ( KEY_DOWN(set.key_stick_right) )
				d[0] += 1.0f;
			if ( KEY_DOWN(set.key_stick_up) )
				d[2] += 1.0f;
			if ( KEY_DOWN(set.key_stick_down) )
				d[2] -= 1.0f;
			if ( KEY_DOWN(set.key_stick_in) )
				d[3] -= 1.0f;
			if ( KEY_DOWN(set.key_stick_out) )
				d[3] += 1.0f;

			if ( !near_zero(set.stick_accel_time) )
			{
				static uint32_t time_start;

				if ( !vect4_near_zero(d) )
					time_start = ( time_start == 0 ) ? time_get() : time_start;
				else
					time_start = 0;			/* no keys pressed */

				/* acceleration */
				if ( time_start != 0 )
				{
					float	t = TIME_TO_FLOAT( time_get() - time_start );
					if ( t < set.stick_accel_time )
						accel_mult *= t / set.stick_accel_time;
				}
			}

			/* calculate new vector + dist */
			if ( !vect3_near_zero(d) && !vect3_near_zero(set.stick_vect) )
			{
				for ( i = 0; i < 3; i++ )
				{
					d[i] = set.stick_vect[i] * set.stick_vect_dist + d[i] * time_diff * 8.0f * accel_mult;
				}

				set.stick_vect_dist = vect3_length( d );
				vect3_normalize( d, set.stick_vect );
			}

			/* move towards/away from the center */
			if ( !near_zero(d[3]) )
				set.stick_vect_dist += d[3] * time_diff * 40.0f * accel_mult;

			/* Teleport vehicle detachables */
			if ( vehicle_info != NULL )
				vehicle_detachables_teleport( vehicle_info, &base_self->matrix[4 * 3], &base_stick->matrix[4 * 3] );

			matrix_copy( base_stick->matrix, base_self->matrix );
			vect3_copy( speed_stick, speed_self );
			vect3_copy( spin_stick, spin_self );

			/*base_self->interior_id = base_stick->interior_id;
         gta_interior_id_set(base_stick->interior_id);*/
			/* multiply the matrix of the target with the user supplied vector */
			matrix_vect4_mult( base_stick->matrix, set.stick_vect, out );

			/* multiply the result with the user supplied vector distance */
			vect3_mult( out, set.stick_vect_dist, out );

			/* and add it to our position */
			vect3_vect3_add( &base_self->matrix[4 * 3], out, &base_self->matrix[4 * 3] );

			if ( vehicle_info != NULL )
			{
				/* Teleport detachables again :p */
				vehicle_detachables_teleport( vehicle_info, &base_stick->matrix[4 * 3], &base_self->matrix[4 * 3] );
				vehicle_prevent_below_height( vehicle_info, set.stick_min_height );
			}
			else if ( actor_info != NULL )
			{
				// new pedFlags
				actor_info->pedFlags.bIsStanding = true;
				actor_info->pedFlags.bWasStanding = true;
				actor_info->pedFlags.bStayInSamePlace = true;
			}
		}
	}
}
Example #3
0
void cheat_handle_actor_air_brake ( struct actor_info *info, double time_diff )
{
	traceLastFunc( "cheat_handle_actor_air_brake()" );

	static float	orig_pos[3];
	static float	fall_speed_mult;
	static int		was_enabled;

	if ( set.air_brake_toggle )
	{
		if ( KEY_PRESSED(set.key_air_brake_foot_mod) ) 
		{
			if(cheat_state->actor.air_brake) 
			{
				cheat_state->actor.air_brake = 0;
			}
			else
			{
				cheat_state->actor.air_brake = 1;
			}
		}

		if ( KEY_PRESSED(set.key_air_brake_mod2) && cheat_state->actor.air_brake )
		{
			if(cheat_state->actor.air_brake_slowmo) 
			{
				cheat_state->actor.air_brake_slowmo = 0;
			}
			else
			{
				cheat_state->actor.air_brake_slowmo = 1;
			}
		}
	}
	else
	{
		if ( KEY_PRESSED(set.key_air_brake_foot_mod) )
			cheat_state->actor.air_brake = 1;
		else if ( KEY_RELEASED(set.key_air_brake_foot_mod) )
			cheat_state->actor.air_brake = 0;

		if ( KEY_PRESSED(set.key_air_brake_mod2) && cheat_state->actor.air_brake )
			cheat_state->actor.air_brake_slowmo = 1;
		else if ( KEY_RELEASED(set.key_air_brake_mod2) && cheat_state->actor.air_brake )
			cheat_state->actor.air_brake_slowmo = 0;
	}

	if ( !was_enabled && cheat_state->actor.air_brake )
	{
		vect3_copy( &info->base.matrix[4 * 3], orig_pos );
		fall_speed_mult = 1.0f;
		was_enabled = 1;
	}

	if ( !cheat_state->actor.air_brake )
	{
		was_enabled = 0;
		cheat_state->actor.air_brake_slowmo = 0;
	}
	else
	{
		float	*matrix = info->base.matrix;

		// if there's no parachute
		if ( !(info->weapon_slot == 11 && info->weapon[11].id == 46) )
		{
			vect3_copy( orig_pos, &info->base.matrix[4 * 3] );
			vect3_zero( info->speed );

			// new pedFlags
			info->pedFlags.bIsStanding = true;
			info->pedFlags.bWasStanding = true;
			info->pedFlags.bStayInSamePlace = true;

			static uint32_t time_start;
			float			d[4] = { 0.0f, 0.0f, 0.0f, time_diff * set.air_brake_speed };

			if ( cheat_state->actor.air_brake_slowmo )
				d[3] /= 10.0f;

			if ( KEY_DOWN(set.key_air_brake_forward) )
				d[0] += 1.0f;
			if ( KEY_DOWN(set.key_air_brake_backward) )
				d[0] -= 1.0f;
			if ( KEY_DOWN(set.key_air_brake_left) )
				d[1] += 1.0f;
			if ( KEY_DOWN(set.key_air_brake_right) )
				d[1] -= 1.0f;
			if ( KEY_DOWN(set.key_air_brake_up) )
				d[2] += 1.0f;
			if ( KEY_DOWN(set.key_air_brake_down) )
				d[2] -= 1.0f;

			if ( !near_zero(set.air_brake_accel_time) )
			{
				if ( !vect3_near_zero(d) )
					time_start = ( time_start == 0 ) ? time_get() : time_start;
				else
					time_start = 0; /* no keys pressed */

				/* acceleration */
				if ( time_start != 0 )
				{
					float	t = TIME_TO_FLOAT( time_get() - time_start );
					if ( t < set.air_brake_accel_time )
						d[3] *= t / set.air_brake_accel_time;
				}
			}

			if ( !vect3_near_zero(d) )
			{
				float	vect[4] = { -d[1], d[0], d[2], 0.0f };
				float	out[4];

				/* out = matrix * norm(d) */
				vect3_normalize( vect, vect );
				matrix_vect4_mult( matrix, vect, out );

				matrix[4 * 3 + 0] += out[0] * d[3];
				matrix[4 * 3 + 1] += out[1] * d[3];
				matrix[4 * 3 + 2] += out[2] * d[3];
			}
		}

		// parachute
		else
		{
			if ( KEY_DOWN(set.key_air_brake_up) )
				fall_speed_mult += time_diff / 2.0f;
			if ( KEY_DOWN(set.key_air_brake_down) )
				fall_speed_mult -= time_diff / 2.0f;

			if ( fall_speed_mult < 0.0f )
				fall_speed_mult = 0.0f;
			else if ( fall_speed_mult > 2.0f )
				fall_speed_mult = 2.0f;

			matrix[4 * 3 + 0] += info->speed[0] * time_diff * set.air_brake_speed;
			matrix[4 * 3 + 1] += info->speed[1] * time_diff * set.air_brake_speed;
			matrix[4 * 3 + 2] -= ( matrix[4 * 3 + 2] - orig_pos[2] ) * fall_speed_mult;
		}

		vect3_copy( &matrix[4 * 3], orig_pos );

		// heh
		int		gonadsMult = 1000;
		float	strifeMult = 0.00001f;
		int		gonads = rand() % gonadsMult;
		float	strife = (double)gonads * strifeMult;
		if ( strife < strifeMult * gonadsMult / 2 )
			strife -= strifeMult * gonadsMult;
		info->m_SpeedVec.fX = strife;
		gonads = rand() % gonadsMult;
		strife = (double)gonads * strifeMult;
		if ( strife < strifeMult * gonadsMult / 2 )
			strife -= strifeMult * gonadsMult;
		info->m_SpeedVec.fY = strife;
	}
}