re3/src/control/CarGen.cpp

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#include "common.h"
#include "patcher.h"
#include "CarGen.h"
#include "Automobile.h"
#include "Boat.h"
#include "Camera.h"
#include "CarCtrl.h"
#include "CutsceneMgr.h"
#include "General.h"
#include "Pools.h"
#include "Streaming.h"
#include "Timer.h"
#include "Vehicle.h"
#include "World.h"
uint8 &CTheCarGenerators::ProcessCounter = *(uint8*)0x95CDAF;
uint32 &CTheCarGenerators::NumOfCarGenerators = *(uint32*)0x8E2C1C;
CCarGenerator (&CTheCarGenerators::CarGeneratorArray)[NUM_CARGENS] = *(CCarGenerator(*)[NUM_CARGENS])*(uintptr*)0x87CB18;
uint8 &CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter = *(uint8*)0x95CDC6;
uint32 &CTheCarGenerators::CurrentActiveCount = *(uint32*)0x8F2C5C;
void CCarGenerator::SwitchOff()
{
m_nUsesRemaining = 0;
--CTheCarGenerators::CurrentActiveCount;
}
void CCarGenerator::SwitchOn()
{
m_nUsesRemaining = -1;
m_nTimer = CalcNextGen();
++CTheCarGenerators::CurrentActiveCount;
}
uint32 CCarGenerator::CalcNextGen()
{
return CTimer::GetTimeInMilliseconds() + 4;
}
void CCarGenerator::DoInternalProcessing()
{
if (CheckForBlockage()) {
m_nTimer += 4;
if (m_nUsesRemaining == 0)
--CTheCarGenerators::CurrentActiveCount;
return;
}
if (CCarCtrl::NumParkedCars >= 10)
return;
CStreaming::RequestModel(m_nModelIndex, STREAMFLAGS_DEPENDENCY);
if (!CStreaming::HasModelLoaded(m_nModelIndex))
return;
if (CModelInfo::IsBoatModel(m_nModelIndex)){
CBoat* pBoat = new CBoat(m_nModelIndex, PARKED_VEHICLE);
pBoat->bIsStatic = false;
pBoat->bEngineOn = false;
CVector pos = m_vecPos;
if (pos.z <= -100.0f)
pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
pos.z += pBoat->GetDistanceFromCentreOfMassToBaseOfModel();
pBoat->GetPosition() = pos;
pBoat->SetOrientation(0.0f, 0.0f, DEGTORAD(m_fAngle));
pBoat->m_status = STATUS_ABANDONED;
pBoat->m_nDoorLock = CARLOCK_UNLOCKED;
CWorld::Add(pBoat);
if (CGeneral::GetRandomNumberInRange(0, 100) < m_nAlarm)
pBoat->m_nAlarmState = -1;
if (CGeneral::GetRandomNumberInRange(0, 100) < m_nDoorlock)
pBoat->m_nDoorLock = CARLOCK_LOCKED;
if (m_nColor1 != -1 && m_nColor2){
pBoat->m_currentColour1 = m_nColor1;
pBoat->m_currentColour2 = m_nColor2;
}
m_nVehicleHandle = CPools::GetVehiclePool()->GetIndex(pBoat);
}else{
bool groundFound = false;
CVector pos = m_vecPos;
if (pos.z > -100.0f){
pos.z = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z, &groundFound);
}else{
CColPoint cp;
CEntity* pEntity;
groundFound = CWorld::ProcessVerticalLine(CVector(pos.x, pos.y, 1000.0f), -1000.0f,
cp, pEntity, true, false, false, false, false, false, nil);
if (groundFound)
pos.z = cp.point.z;
}
if (!groundFound) {
debug("CCarGenerator::DoInternalProcessing - can't find ground z for new car x = %f y = %f \n", m_vecPos.x, m_vecPos.y);
}else{
CAutomobile* pCar = new CAutomobile(m_nModelIndex, PARKED_VEHICLE);
pCar->bIsStatic = false;
pCar->bEngineOn = false;
pos.z += pCar->GetDistanceFromCentreOfMassToBaseOfModel();
pCar->GetPosition() = pos;
pCar->SetOrientation(0.0f, 0.0f, DEGTORAD(m_fAngle));
pCar->m_status = STATUS_ABANDONED;
pCar->bLightsOn = false;
pCar->m_nDoorLock = CARLOCK_UNLOCKED;
CWorld::Add(pCar);
if (CGeneral::GetRandomNumberInRange(0, 100) < m_nAlarm)
pCar->m_nAlarmState = -1;
if (CGeneral::GetRandomNumberInRange(0, 100) < m_nDoorlock)
pCar->m_nDoorLock = CARLOCK_LOCKED;
if (m_nColor1 != -1 && m_nColor2) {
pCar->m_currentColour1 = m_nColor1;
pCar->m_currentColour2 = m_nColor2;
}
m_nVehicleHandle = CPools::GetVehiclePool()->GetIndex(pCar);
}
}
if (m_nUsesRemaining < -1) /* I don't think this is a correct comparasion */
--m_nUsesRemaining;
m_nTimer = CalcNextGen();
if (m_nUsesRemaining == 0)
--CTheCarGenerators::CurrentActiveCount;
}
void CCarGenerator::Process()
{
if (m_nVehicleHandle == -1 &&
(CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter || CTimer::GetTimeInMilliseconds() >= m_nTimer) &&
m_nUsesRemaining != 0 && CheckIfWithinRangeOfAnyPlayer())
DoInternalProcessing();
if (m_nVehicleHandle == -1)
return;
CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(m_nVehicleHandle);
if (!pVehicle){
m_nVehicleHandle = -1;
return;
}
if (pVehicle->m_status != STATUS_PLAYER)
return;
m_nTimer += 60000;
m_nVehicleHandle = -1;
m_bIsBlocking = true;
pVehicle->bExtendedRange = false;
}
void CCarGenerator::Setup(float x, float y, float z, float angle, int32 mi, int16 color1, int16 color2, uint8 force, uint8 alarm, uint8 lock, uint16 min_delay, uint16 max_delay)
{
CMatrix m1, m2, m3; /* Unused but present on stack, so I'll leave them. */
m_vecPos = CVector(x, y, z);
m_fAngle = angle;
m_nModelIndex = mi;
m_nColor1 = color1;
m_nColor2 = color2;
m_bForceSpawn = force;
m_nAlarm = alarm;
m_nDoorlock = lock;
m_nMinDelay = min_delay;
m_nMaxDelay = max_delay;
m_nVehicleHandle = -1;
m_nTimer = CTimer::GetTimeInMilliseconds() + 1;
m_nUsesRemaining = 0;
m_bIsBlocking = false;
m_vecInf = CModelInfo::GetModelInfo(m_nModelIndex)->GetColModel()->boundingBox.min;
m_vecSup = CModelInfo::GetModelInfo(m_nModelIndex)->GetColModel()->boundingBox.max;
m_fSize = max(m_vecInf.Magnitude(), m_vecSup.Magnitude());
}
bool CCarGenerator::CheckForBlockage()
{
int16 entities;
CWorld::FindObjectsKindaColliding(CVector(m_vecPos), m_fSize, 1, &entities, 2, nil, false, true, true, false, false);
return entities > 0;
}
bool CCarGenerator::CheckIfWithinRangeOfAnyPlayer()
{
CVector2D direction = FindPlayerCentreOfWorld(CWorld::PlayerInFocus) - m_vecPos;
float distance = direction.Magnitude();
float farclip = 120.0f * TheCamera.GenerationDistMultiplier;
float nearclip = farclip - 20.0f;
if (distance >= farclip){
if (m_bIsBlocking)
m_bIsBlocking = false;
return false;
}
if (CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter)
return true;
if (m_bIsBlocking)
return false;
if (distance < nearclip)
return false;
return DotProduct2D(direction, FindPlayerSpeed()) <= 0;
}
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void CCarGenerator::Save(uint8 *&buffer)
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{
WriteSaveBuf(buffer, m_nModelIndex);
WriteSaveBuf(buffer, m_vecPos);
WriteSaveBuf(buffer, m_fAngle);
WriteSaveBuf(buffer, m_nColor1);
WriteSaveBuf(buffer, m_nColor2);
WriteSaveBuf(buffer, m_bForceSpawn);
WriteSaveBuf(buffer, m_nAlarm);
WriteSaveBuf(buffer, m_nDoorlock);
WriteSaveBuf(buffer, (uint8)0);
WriteSaveBuf(buffer, m_nMinDelay);
WriteSaveBuf(buffer, m_nMaxDelay);
WriteSaveBuf(buffer, m_nTimer);
WriteSaveBuf(buffer, m_nVehicleHandle);
WriteSaveBuf(buffer, m_nUsesRemaining);
WriteSaveBuf(buffer, m_bIsBlocking);
WriteSaveBuf(buffer, (uint8)0);
WriteSaveBuf(buffer, m_vecInf);
WriteSaveBuf(buffer, m_vecSup);
WriteSaveBuf(buffer, m_fSize);
// or
//WriteSaveBuf(buffer, *this);
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}
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void CCarGenerator::Load(uint8 *&buffer)
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{
m_nModelIndex = ReadSaveBuf<uint32>(buffer);
m_vecPos = ReadSaveBuf<CVector>(buffer);
m_fAngle = ReadSaveBuf<float>(buffer);
m_nColor1 = ReadSaveBuf<int16>(buffer);
m_nColor2 = ReadSaveBuf<int16>(buffer);
m_bForceSpawn = ReadSaveBuf<uint8>(buffer);
m_nAlarm = ReadSaveBuf<uint8>(buffer);
m_nDoorlock = ReadSaveBuf<uint8>(buffer);
ReadSaveBuf<uint8>(buffer);
m_nMinDelay = ReadSaveBuf<uint16>(buffer);
m_nMaxDelay = ReadSaveBuf<uint16>(buffer);
m_nTimer = ReadSaveBuf<uint32>(buffer);
m_nVehicleHandle = ReadSaveBuf<int32>(buffer);
m_nUsesRemaining = ReadSaveBuf<uint16>(buffer);
m_bIsBlocking = ReadSaveBuf<bool>(buffer);
ReadSaveBuf<uint8>(buffer);
m_vecInf = ReadSaveBuf<CVector>(buffer);
m_vecSup = ReadSaveBuf<CVector>(buffer);
m_fSize = ReadSaveBuf<float>(buffer);
// or
//*this = ReadSaveBuf<CCarGenerator>(buffer);
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}
void CTheCarGenerators::Process()
{
if (FindPlayerTrain() || CCutsceneMgr::IsRunning())
return;
if (++CTheCarGenerators::ProcessCounter == 4)
CTheCarGenerators::ProcessCounter = 0;
for (uint32 i = ProcessCounter; i < NumOfCarGenerators; i += 4)
CTheCarGenerators::CarGeneratorArray[i].Process();
if (GenerateEvenIfPlayerIsCloseCounter)
GenerateEvenIfPlayerIsCloseCounter--;
}
int32 CTheCarGenerators::CreateCarGenerator(float x, float y, float z, float angle, int32 mi, int16 color1, int16 color2, uint8 force, uint8 alarm, uint8 lock, uint16 min_delay, uint16 max_delay)
{
CarGeneratorArray[NumOfCarGenerators].Setup(x, y, z, angle, mi, color1, color2, force, alarm, lock, min_delay, max_delay);
return NumOfCarGenerators++;
}
void CTheCarGenerators::Init()
{
GenerateEvenIfPlayerIsCloseCounter = 0;
NumOfCarGenerators = 0;
ProcessCounter = 0;
CurrentActiveCount = 0;
}
void CTheCarGenerators::SaveAllCarGenerators(uint8 *buffer, uint32 *size)
{
*size = 20 + sizeof(CarGeneratorArray) + SAVE_HEADER_SIZE;
INITSAVEBUF
WriteSaveHeader(buffer, 'C','G','N','\0', *size - SAVE_HEADER_SIZE);
WriteSaveBuf(buffer, 12); /* what is this? */
WriteSaveBuf(buffer, NumOfCarGenerators);
WriteSaveBuf(buffer, CurrentActiveCount);
WriteSaveBuf(buffer, ProcessCounter);
WriteSaveBuf(buffer, GenerateEvenIfPlayerIsCloseCounter);
WriteSaveBuf(buffer, (int16)0);
WriteSaveBuf(buffer, sizeof(CarGeneratorArray));
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for (int i = 0; i < NUM_CARGENS; i++){
CarGeneratorArray[i].Save(buffer);
}
VALIDATESAVEBUF(*size)
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}
void CTheCarGenerators::LoadAllCarGenerators(uint8* buffer, uint32 size)
{
Init();
INITSAVEBUF
assert(size == 20 + sizeof(CarGeneratorArray) + SAVE_HEADER_SIZE);
CheckSaveHeader(buffer, 'C','G','N','\0', size - SAVE_HEADER_SIZE);
ReadSaveBuf<uint32>(buffer);
NumOfCarGenerators = ReadSaveBuf<uint32>(buffer);
CurrentActiveCount = ReadSaveBuf<uint32>(buffer);
ProcessCounter = ReadSaveBuf<uint8>(buffer);
GenerateEvenIfPlayerIsCloseCounter = ReadSaveBuf<uint8>(buffer);
ReadSaveBuf<int16>(buffer);
assert(ReadSaveBuf<uint32>(buffer) == sizeof(CarGeneratorArray));
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for (int i = 0; i < NUM_CARGENS; i++) {
CarGeneratorArray[i].Load(buffer);
}
VALIDATESAVEBUF(size)
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}
STARTPATCHES
InjectHook(0x543020, CTheCarGenerators::Init, PATCH_JUMP);
InjectHook(0x542F40, CTheCarGenerators::Process, PATCH_JUMP);
InjectHook(0x543050, CTheCarGenerators::SaveAllCarGenerators, PATCH_JUMP);
InjectHook(0x5431E0, CTheCarGenerators::LoadAllCarGenerators, PATCH_JUMP);
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ENDPATCHES