diff options
Diffstat (limited to '')
-rw-r--r-- | src/World.cpp | 545 |
1 files changed, 545 insertions, 0 deletions
diff --git a/src/World.cpp b/src/World.cpp index c657be78..58dee174 100644 --- a/src/World.cpp +++ b/src/World.cpp @@ -1,6 +1,10 @@ #include "common.h" #include "patcher.h" #include "Entity.h" +#include "Ped.h" +#include "Object.h" +#include "Garages.h" +#include "TempColModels.h" #include "World.h" CPtrList *CWorld::ms_bigBuildingsList = (CPtrList*)0x6FAB60; @@ -10,6 +14,7 @@ uint16 &CWorld::ms_nCurrentScanCode = *(uint16*)0x95CC64; bool &CWorld::bNoMoreCollisionTorque = *(bool*)0x95CDCC; CEntity *&CWorld::pIgnoreEntity = *(CEntity**)0x8F6494; +bool &CWorld::bIncludeDeadPeds = *(bool*)0x95CD8F; bool &CWorld::bSecondShift = *(bool*)0x95CD54; bool &CWorld::bForceProcessControl = *(bool*)0x95CD6C; bool &CWorld::bProcessCutsceneOnly = *(bool*)0x95CD8B; @@ -35,8 +40,548 @@ CWorld::ClearScanCodes(void) } } +bool +CWorld::CameraToIgnoreThisObject(CEntity *ent) +{ + if(CGarages::IsModelIndexADoor(ent->GetModelIndex())) + return false; + return ((CObject*)ent)->m_bCameraToAvoidThisObject != 1; +} + +bool +CWorld::ProcessLineOfSight(const CVector &point1, const CVector &point2, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects) +{ + int x, xstart, xend; + int y, ystart, yend; + int y1, y2; + float dist; + + AdvanceCurrentScanCode(); + + entity = nil; + dist = 1.0f; + + xstart = GetSectorIndexX(point1.x); + ystart = GetSectorIndexX(point1.y); + xend = GetSectorIndexX(point2.x); + yend = GetSectorIndexX(point2.y); + +#define LOSARGS CColLine(point1, point2), point, dist, entity, checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, ignoreSeeThrough, ignoreSomeObjects + + if(xstart == xend && ystart == yend){ + // Only one sector + return ProcessLineOfSightSector(*GetSector(xstart, ystart), LOSARGS); + }else if(xstart == xend){ + // Only step in y + if(ystart < yend) + for(y = ystart; y <= yend; y++) + ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS); + else + for(y = ystart; y >= yend; y--) + ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS); + return dist < 1.0f; + }else if(ystart == yend){ + // Only step in x + if(xstart < xend) + for(x = xstart; x <= xend; x++) + ProcessLineOfSightSector(*GetSector(x, ystart), LOSARGS); + else + for(x = xstart; x >= xend; x--) + ProcessLineOfSightSector(*GetSector(x, ystart), LOSARGS); + return dist < 1.0f; + }else{ + if(point1.x < point2.x){ + // Step from left to right + float m = (point2.y - point1.y) / (point2.x - point1.x); + + y1 = ystart; + y2 = GetSectorIndexY((GetWorldX(xstart+1) - point1.x)*m + point1.y); + if(y1 < y2) + for(y = y1; y <= y2; y++) + ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS); + else + for(y = y1; y >= y2; y--) + ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS); + + for(x = xstart+1; x < xend; x++){ + y1 = y2; + y2 = GetSectorIndexY((GetWorldX(x+1) - point1.x)*m + point1.y); + if(y1 < y2) + for(y = y1; y <= y2; y++) + ProcessLineOfSightSector(*GetSector(x, y), LOSARGS); + else + for(y = y1; y >= y2; y--) + ProcessLineOfSightSector(*GetSector(x, y), LOSARGS); + } + + y1 = y2; + y2 = yend; + if(y1 < y2) + for(y = y1; y <= y2; y++) + ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS); + else + for(y = y1; y >= y2; y--) + ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS); + }else{ + // Step from right to left + float m = (point2.y - point1.y) / (point2.x - point1.x); + + y1 = ystart; + y2 = GetSectorIndexY((GetWorldX(xstart) - point1.x)*m + point1.y); + if(y1 < y2) + for(y = y1; y <= y2; y++) + ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS); + else + for(y = y1; y >= y2; y--) + ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS); + + for(x = xstart-1; x > xend; x--){ + y1 = y2; + y2 = GetSectorIndexY((GetWorldX(x) - point1.x)*m + point1.y); + if(y1 < y2) + for(y = y1; y <= y2; y++) + ProcessLineOfSightSector(*GetSector(x, y), LOSARGS); + else + for(y = y1; y >= y2; y--) + ProcessLineOfSightSector(*GetSector(x, y), LOSARGS); + } + + y1 = y2; + y2 = yend; + if(y1 < y2) + for(y = y1; y <= y2; y++) + ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS); + else + for(y = y1; y >= y2; y--) + ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS); + } + return dist < 1.0f; + } + +#undef LOSARGS +} + +bool +CWorld::ProcessLineOfSightSector(CSector §or, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects) +{ + float mindist = dist; + bool deadPeds = !!bIncludeDeadPeds; + bIncludeDeadPeds = false; + + if(checkBuildings){ + ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS], line, point, mindist, entity, ignoreSeeThrough); + ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough); + } + + if(checkVehicles){ + ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_VEHICLES], line, point, mindist, entity, ignoreSeeThrough); + ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line, point, mindist, entity, ignoreSeeThrough); + } + + if(checkPeds){ + if(deadPeds) + bIncludeDeadPeds = true; + ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS], line, point, mindist, entity, ignoreSeeThrough); + ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough); + bIncludeDeadPeds = false; + } + + if(checkObjects){ + ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_OBJECTS], line, point, mindist, entity, ignoreSeeThrough, ignoreSomeObjects); + ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, ignoreSomeObjects); + } + + if(checkDummies){ + ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_DUMMIES], line, point, mindist, entity, ignoreSeeThrough); + ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_DUMMIES_OVERLAP], line, point, mindist, entity, ignoreSeeThrough); + } + + bIncludeDeadPeds = deadPeds; + + if(mindist < dist){ + dist = mindist; + return true; + }else + return false; +} + +bool +CWorld::ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects) +{ + bool deadPeds = false; + float mindist = dist; + CPtrNode *node; + CEntity *e; + CColModel *colmodel; + + if(list.first && bIncludeDeadPeds && ((CEntity*)list.first->item)->IsPed()) + deadPeds = true; + + for(node = list.first; node; node = node->next){ + e = (CEntity*)node->item; + if(e->m_scanCode != GetCurrentScanCode() && + e != pIgnoreEntity && + (e->bUsesCollision || deadPeds) && + !(ignoreSomeObjects && CameraToIgnoreThisObject(e))){ + colmodel = nil; + e->m_scanCode = GetCurrentScanCode(); + + if(e->IsPed()){ + if(e->bUsesCollision || + deadPeds && ((CPed*)e)->m_nPedState == PED_DEAD){ + if(((CPed*)e)->UseGroundColModel()) + colmodel = &CTempColModels::ms_colModelPedGroundHit; + else + colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel(); + }else + colmodel = nil; + }else if(e->bUsesCollision) + colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel(); + + if(colmodel && + CCollision::ProcessLineOfSight(line, e->GetMatrix(), *colmodel, point, dist, ignoreSeeThrough)) + entity = e; + } + } + + if(mindist < dist){ + dist = mindist; + return true; + }else + return false; +} + +bool +CWorld::ProcessVerticalLine(const CVector &point1, float z2, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, CStoredCollPoly *poly) +{ + AdvanceCurrentScanCode(); + CVector point2(point1.x, point1.y, z2); + return CWorld::ProcessVerticalLineSector(*GetSector(GetSectorIndexX(point1.x), GetSectorIndexX(point1.y)), + CColLine(point1, point2), point, entity, + checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, ignoreSeeThrough, poly); +} + +bool +CWorld::ProcessVerticalLineSector(CSector §or, const CColLine &line, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, CStoredCollPoly *poly) +{ + float mindist = 1.0f; + + if(checkBuildings){ + ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_BUILDINGS], line, point, mindist, entity, ignoreSeeThrough, poly); + ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, poly); + } + + if(checkVehicles){ + ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_VEHICLES], line, point, mindist, entity, ignoreSeeThrough, poly); + ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, poly); + } + + if(checkPeds){ + ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_PEDS], line, point, mindist, entity, ignoreSeeThrough, poly); + ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, poly); + } + + if(checkObjects){ + ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_OBJECTS], line, point, mindist, entity, ignoreSeeThrough, poly); + ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, poly); + } + + if(checkDummies){ + ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_DUMMIES], line, point, mindist, entity, ignoreSeeThrough, poly); + ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_DUMMIES_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, poly); + } + + return mindist < 1.0f; +} + +bool +CWorld::ProcessVerticalLineSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool ignoreSeeThrough, CStoredCollPoly *poly) +{ + float mindist = dist; + CPtrNode *node; + CEntity *e; + CColModel *colmodel; + + for(node = list.first; node; node = node->next){ + e = (CEntity*)node->item; + if(e->m_scanCode != GetCurrentScanCode() && + e->bUsesCollision){ + e->m_scanCode = GetCurrentScanCode(); + + colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel(); + if(CCollision::ProcessVerticalLine(line, e->GetMatrix(), *colmodel, point, dist, ignoreSeeThrough, poly)) + entity = e; + } + } + + if(mindist < dist){ + dist = mindist; + return true; + }else + return false; +} + +bool +CWorld::GetIsLineOfSightClear(const CVector &point1, const CVector &point2, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects) +{ + int x, xstart, xend; + int y, ystart, yend; + int y1, y2; + + AdvanceCurrentScanCode(); + + xstart = GetSectorIndexX(point1.x); + ystart = GetSectorIndexX(point1.y); + xend = GetSectorIndexX(point2.x); + yend = GetSectorIndexX(point2.y); + +#define LOSARGS CColLine(point1, point2), checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, ignoreSeeThrough, ignoreSomeObjects + + if(xstart == xend && ystart == yend){ + // Only one sector + return GetIsLineOfSightSectorClear(*GetSector(xstart, ystart), LOSARGS); + }else if(xstart == xend){ + // Only step in y + if(ystart < yend){ + for(y = ystart; y <= yend; y++) + if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS)) + return false; + }else{ + for(y = ystart; y >= yend; y--) + if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS)) + return false; + } + }else if(ystart == yend){ + // Only step in x + if(xstart < xend){ + for(x = xstart; x <= xend; x++) + if(!GetIsLineOfSightSectorClear(*GetSector(x, ystart), LOSARGS)) + return false; + }else{ + for(x = xstart; x >= xend; x--) + if(!GetIsLineOfSightSectorClear(*GetSector(x, ystart), LOSARGS)) + return false; + } + }else{ + if(point1.x < point2.x){ + // Step from left to right + float m = (point2.y - point1.y) / (point2.x - point1.x); + + y1 = ystart; + y2 = GetSectorIndexY((GetWorldX(xstart+1) - point1.x)*m + point1.y); + if(y1 < y2){ + for(y = y1; y <= y2; y++) + if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS)) + return false; + }else{ + for(y = y1; y >= y2; y--) + if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS)) + return false; + } + + for(x = xstart+1; x < xend; x++){ + y1 = y2; + y2 = GetSectorIndexY((GetWorldX(x+1) - point1.x)*m + point1.y); + if(y1 < y2){ + for(y = y1; y <= y2; y++) + if(!GetIsLineOfSightSectorClear(*GetSector(x, y), LOSARGS)) + return false; + }else{ + for(y = y1; y >= y2; y--) + if(!GetIsLineOfSightSectorClear(*GetSector(x, y), LOSARGS)) + return false; + } + } + + y1 = y2; + y2 = yend; + if(y1 < y2){ + for(y = y1; y <= y2; y++) + if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS)) + return false; + }else{ + for(y = y1; y >= y2; y--) + if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS)) + return false; + } + }else{ + // Step from right to left + float m = (point2.y - point1.y) / (point2.x - point1.x); + + y1 = ystart; + y2 = GetSectorIndexY((GetWorldX(xstart) - point1.x)*m + point1.y); + if(y1 < y2){ + for(y = y1; y <= y2; y++) + if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS)) + return false; + }else{ + for(y = y1; y >= y2; y--) + if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS)) + return false; + } + + for(x = xstart-1; x > xend; x--){ + y1 = y2; + y2 = GetSectorIndexY((GetWorldX(x) - point1.x)*m + point1.y); + if(y1 < y2){ + for(y = y1; y <= y2; y++) + if(!GetIsLineOfSightSectorClear(*GetSector(x, y), LOSARGS)) + return false; + }else{ + for(y = y1; y >= y2; y--) + if(!GetIsLineOfSightSectorClear(*GetSector(x, y), LOSARGS)) + return false; + } + } + + y1 = y2; + y2 = yend; + if(y1 < y2){ + for(y = y1; y <= y2; y++) + if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS)) + return false; + }else{ + for(y = y1; y >= y2; y--) + if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS)) + return false; + } + } + } + + return true; + +#undef LOSARGS +} + +bool +CWorld::GetIsLineOfSightSectorClear(CSector §or, const CColLine &line, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects) +{ + if(checkBuildings){ + if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_BUILDINGS], line, ignoreSeeThrough)) + return false; + if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line, ignoreSeeThrough)) + return false; + } + + if(checkVehicles){ + if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_VEHICLES], line, ignoreSeeThrough)) + return false; + if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line, ignoreSeeThrough)) + return false; + } + + if(checkPeds){ + if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_PEDS], line, ignoreSeeThrough)) + return false; + if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, ignoreSeeThrough)) + return false; + } + + if(checkObjects){ + if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_OBJECTS], line, ignoreSeeThrough, ignoreSomeObjects)) + return false; + if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, ignoreSeeThrough, ignoreSomeObjects)) + return false; + } + + if(checkDummies){ + if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_DUMMIES], line, ignoreSeeThrough)) + return false; + if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_DUMMIES_OVERLAP], line, ignoreSeeThrough)) + return false; + } + + return true; +} + +bool +CWorld::GetIsLineOfSightSectorListClear(CPtrList &list, const CColLine &line, bool ignoreSeeThrough, bool ignoreSomeObjects) +{ + CPtrNode *node; + CEntity *e; + CColModel *colmodel; + + for(node = list.first; node; node = node->next){ + e = (CEntity*)node->item; + if(e->m_scanCode != GetCurrentScanCode() && + e->bUsesCollision){ + + e->m_scanCode = GetCurrentScanCode(); + + if(e != pIgnoreEntity && + !(ignoreSomeObjects && CameraToIgnoreThisObject(e))){ + + colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel(); + + if(CCollision::TestLineOfSight(line, e->GetMatrix(), *colmodel, ignoreSeeThrough)) + return false; + } + } + } + + return true; +} + +float +CWorld::FindGroundZForCoord(float x, float y) +{ + CColPoint point; + CEntity *ent; + if(ProcessVerticalLine(CVector(x, y, 1000.0f), -1000.0f, point, ent, true, false, false, false, true, false, nil)) + return point.point.z; + else + return 20.0f; +} + +float +CWorld::FindGroundZFor3DCoord(float x, float y, float z, bool *found) +{ + CColPoint point; + CEntity *ent; + if(ProcessVerticalLine(CVector(x, y, z), -1000.0f, point, ent, true, false, false, false, false, false, nil)){ + if(found) + *found = true; + return point.point.z; + }else{ + if(found) + *found = false; + return 0.0f; + } +} + +float +CWorld::FindRoofZFor3DCoord(float x, float y, float z, bool *found) +{ + CColPoint point; + CEntity *ent; + if(ProcessVerticalLine(CVector(x, y, z), 1000.0f, point, ent, true, false, false, false, true, false, nil)){ + if(found) + *found = true; + return point.point.z; + }else{ + if(found == nil) + printf("THERE IS NO MAP BELOW THE FOLLOWING COORS:%f %f %f. (FindGroundZFor3DCoord)\n", x, y, z); + if(found) + *found = false; + return 20.0f; + } +} + STARTPATCHES InjectHook(0x4B1F60, CWorld::ClearScanCodes, PATCH_JUMP); + InjectHook(0x4AF970, CWorld::ProcessLineOfSight, PATCH_JUMP); + InjectHook(0x4B0A80, CWorld::ProcessLineOfSightSector, PATCH_JUMP); + InjectHook(0x4B0C70, CWorld::ProcessLineOfSightSectorList, PATCH_JUMP); + InjectHook(0x4B0DE0, CWorld::ProcessVerticalLine, PATCH_JUMP); + InjectHook(0x4B0EF0, CWorld::ProcessVerticalLineSector, PATCH_JUMP); + InjectHook(0x4B1090, CWorld::ProcessVerticalLineSectorList, PATCH_JUMP); + InjectHook(0x4AEAA0, CWorld::GetIsLineOfSightClear, PATCH_JUMP); + InjectHook(0x4B2000, CWorld::GetIsLineOfSightSectorClear, PATCH_JUMP); + InjectHook(0x4B2160, CWorld::GetIsLineOfSightSectorListClear, PATCH_JUMP); + + InjectHook(0x4B3A80, CWorld::FindGroundZForCoord, PATCH_JUMP); + InjectHook(0x4B3AE0, CWorld::FindGroundZFor3DCoord, PATCH_JUMP); + InjectHook(0x4B3B50, CWorld::FindRoofZFor3DCoord, PATCH_JUMP); ENDPATCHES WRAPPER CVector &FindPlayerCoors(CVector &v) { EAXJMP(0x4A1030); } |