re3/src/control/Cranes.cpp

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#include "common.h"
#include "patcher.h"
#include "Cranes.h"
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#include "Camera.h"
#include "DMAudio.h"
#include "Entity.h"
#include "ModelIndices.h"
#include "Replay.h"
#include "Object.h"
#include "World.h"
#define MAX_DISTANCE_TO_FIND_CRANE (10.0f)
#define CRANE_UPDATE_RADIUS (300.0f)
#define CRANE_MOVEMENT_PROCESSING_RADIUS (150.0f)
#define CRUSHER_Z (-0.951f)
#define MILITARY_Z (10.7862f)
void CCranes::InitCranes(void)
{
CarsCollectedMilitaryCrane = 0;
NumCranes = 0;
for (int i = 0; i < NUMSECTORS_X; i++) {
for (int j = 0; j < NUMSECTORS_Y; j++) {
for (CPtrNode* pNode = CWorld::GetSector(i, j)->m_lists[ENTITYLIST_BUILDINGS].first; pNode; pNode = pNode->next) {
CEntity* pEntity = (CEntity*)pNode->item;
if (MODELID_CRANE_1 == pEntity->GetModelIndex() ||
MODELID_CRANE_2 == pEntity->GetModelIndex() ||
MODELID_CRANE_3 == pEntity->GetModelIndex())
AddThisOneCrane(pEntity);
}
}
}
for (CPtrNode* pNode = CWorld::GetBigBuildingList(LEVEL_INDUSTRIAL).first; pNode; pNode->next) {
CEntity* pEntity = (CEntity*)pNode->item;
if (MODELID_CRANE_1 == pEntity->GetModelIndex() ||
MODELID_CRANE_2 == pEntity->GetModelIndex() ||
MODELID_CRANE_3 == pEntity->GetModelIndex())
AddThisOneCrane(pEntity);
}
}
void CCranes::AddThisOneCrane(CEntity* pEntity)
{
pEntity->GetMatrix().ResetOrientation();
if (NumCranes >= NUM_CRANES)
return;
CCrane* pCrane = &aCranes[NumCranes];
pCrane->Init();
pCrane->m_pObject = pEntity;
pCrane->m_bCraneStatus = CCrane::NONE;
pCrane->m_fHeight = NumCranes; // lol wtf
while (pCrane->m_fHeight > TWOPI)
pCrane->m_fHeight -= TWOPI;
pCrane->m_fHookOffset = 20.0f;
pCrane->m_fHookHeight = 20.0f;
pCrane->m_nUpdateTimer = 0;
pCrane->m_bCraneState = CCrane::IDLE;
pCrane->m_bWasMilitaryCrane = 0;
pCrane->m_nAudioEntity = DMAudio.CreateEntity(AUDIOTYPE_CRANE, &aCranes[NumCranes]);
if (pCrane->m_nAudioEntity >= 0)
DMAudio.SetEntityStatus(pCrane->m_nAudioEntity, 1);
pCrane->m_bIsTop = (MODELID_CRANE_1 != pEntity->GetModelIndex());
// W T F ? ? ?
// Is this used to avoid military crane?
if (pCrane->m_bIsTop || pEntity->GetPosition().y > 0.0f) {
CObject* pMagnet = new CObject(MI_MAGNET, false);
pMagnet->ObjectCreatedBy = MISSION_OBJECT;
pMagnet->bUsesCollision = false;
pMagnet->bExplosionProof = true;
pMagnet->bAffectedByGravity = false;
pCrane->m_pMagnet = pMagnet;
pCrane->CalcHookCoordinates(&pCrane->m_vecHookCurPos.x, &pCrane->m_vecHookCurPos.y, &pCrane->m_vecHookCurPos.z);
pCrane->SetHookMatrix();
}
else
pCrane->m_pMagnet = nil;
NumCranes++;
}
void CCranes::ActivateCrane(float fInfX, float fSupX, float fInfY, float fSupY, float fDropOffX, float fDropOffY, float fDropOffZ, float fHeading, bool bIsCrusher, bool bIsMilitary, float fPosX, float fPosY)
{
float fMinDistance = 99999.9f;
float X = fPosX, Y = fPosY;
if (X <= -10000.0f || Y <= -10000.0f) {
X = fDropOffX;
Y = fDropOffY;
}
int index = 0;
for (int i = 0; i < NumCranes; i++) {
float distance = (CVector2D(X, Y) - aCranes[i].m_pObject->GetPosition()).Magnitude();
if (distance < fMinDistance && distance < MAX_DISTANCE_TO_FIND_CRANE) {
fMinDistance = distance;
index = i;
}
}
#ifdef FIX_BUGS // classic
if (fMinDistance == 99999.9f)
return;
#endif
CCrane* pCrane = &aCranes[NumCranes];
pCrane->m_fPickupX1 = fInfX;
pCrane->m_fPickupX2 = fSupX;
pCrane->m_fPickupY1 = fInfY;
pCrane->m_fPickupY2 = fSupY;
pCrane->m_vecDropoffTarget.x = fDropOffX;
pCrane->m_vecDropoffTarget.y = fDropOffY;
pCrane->m_vecDropoffTarget.z = fDropOffZ;
pCrane->m_bCraneStatus = CCrane::ACTIVATED;
pCrane->m_pVehiclePickedUp = nil;
pCrane->m_bVehiclesCollected = 0;
pCrane->m_bIsCrusher = bIsCrusher;
pCrane->m_bIsMilitaryCrane = bIsMilitary;
bool military = true;
if (!bIsMilitary && !pCrane->m_bWasMilitaryCrane)
military = false;
pCrane->m_bWasMilitaryCrane = military;
pCrane->m_nUpdateTimer = 0;
pCrane->m_bCraneState = CCrane::IDLE;
float Z;
if (bIsCrusher)
Z = CRUSHER_Z;
else if (bIsMilitary)
Z = MILITARY_Z;
else
Z = CWorld::FindGroundZForCoord((fInfX + fSupY) / 2, (fInfY + fSupY) / 2);
pCrane->FindParametersForTarget((fInfX + fSupY) / 2, (fInfY + fSupY) / 2, Z, &pCrane->m_fPickupAngle, &pCrane->m_fPickupDistance, &pCrane->m_fAngle);
pCrane->FindParametersForTarget(fDropOffX, fDropOffY, fDropOffZ, &pCrane->m_fDropoffAngle, &pCrane->m_fDropoffDistance, &pCrane->m_fDistance);
}
void CCranes::DeActivateCrane(float X, float Y)
{
float fMinDistance = 99999.9f;
int index = 0;
for (int i = 0; i < NumCranes; i++) {
float distance = (CVector2D(X, Y) - aCranes[i].m_pObject->GetPosition()).Magnitude();
if (distance < fMinDistance && distance < MAX_DISTANCE_TO_FIND_CRANE) {
fMinDistance = distance;
index = i;
}
}
#ifdef FIX_BUGS // classic
if (fMinDistance == 99999.9f)
return;
#endif
aCranes[index].m_bCraneStatus = CCrane::DEACTIVATED;
aCranes[index].m_bCraneState = CCrane::IDLE;
}
bool CCranes::IsThisCarPickedUp(float X, float Y, CVehicle* pVehicle)
{
int index = 0;
bool result = false;
for (int i = 0; i < NumCranes; i++) {
float distance = (CVector2D(X, Y) - aCranes[i].m_pObject->GetPosition()).Magnitude();
if (distance < MAX_DISTANCE_TO_FIND_CRANE && aCranes[i].m_pVehiclePickedUp == pVehicle) {
if (aCranes[i].m_bCraneStatus == CCrane::LIFTING_TARGET || aCranes[i].m_bCraneStatus == CCrane::ROTATING_TARGET)
result = true;
}
}
return true;
}
void CCranes::UpdateCranes(void)
{
for (int i = 0; i < NumCranes; i++) {
if (aCranes[i].m_bIsTop || aCranes[i].m_bIsCrusher ||
(TheCamera.GetPosition().x + CRANE_UPDATE_RADIUS > aCranes[i].m_pObject->GetPosition().x &&
TheCamera.GetPosition().x - CRANE_UPDATE_RADIUS < aCranes[i].m_pObject->GetPosition().x &&
TheCamera.GetPosition().y + CRANE_UPDATE_RADIUS > aCranes[i].m_pObject->GetPosition().y &&
TheCamera.GetPosition().y + CRANE_UPDATE_RADIUS < aCranes[i].m_pObject->GetPosition().y))
aCranes[i].Update();
}
}
void CCrane::Update(void)
{
if (CReplay::IsPlayingBack())
return;
if ((m_bCraneStatus == ACTIVATED || m_bCraneStatus == DEACTIVATED) &&
Abs(TheCamera.GetGameCamPosition().x - m_pObject->GetPosition().x) < CRANE_MOVEMENT_PROCESSING_RADIUS &&
Abs(TheCamera.GetGameCamPosition().y - m_pObject->GetPosition().y) < CRANE_MOVEMENT_PROCESSING_RADIUS) {
switch (m_bCraneState) {
case IDLE:
if (GoTowardsTarget(m_fPickupAngle, m_fPickupDistance, 4.0f + m_fAngle + m_bIsCrusher ? 4.5f : 0.0f, 1.0f) &&
CTimer::GetTimeInMilliseconds() > m_nUpdateTimer) {
CWorld::AdvanceCurrentScanCode();
#ifdef FIX_BUGS
int xstart = max(0, CWorld::GetSectorIndexX(m_fPickupX1));
int xend = min(NUMSECTORS_X - 1, CWorld::GetSectorIndexX(m_fPickupX2));
int ystart = max(0, CWorld::GetSectorIndexY(m_fPickupY1));
int yend = min(NUMSECTORS_Y - 1, CWorld::GetSectorIndexY(m_fPickupY2));
#else
int xstart = CWorld::GetSectorIndexX(m_fPickupX1);
int xend = CWorld::GetSectorIndexX(m_fPickupX2);
int ystart = CWorld::GetSectorIndexY(m_fPickupY1);
int yend = CWorld::GetSectorIndexY(m_fPickupY1);
#endif
assert(xstart <= xend);
assert(ystart <= yend);
for (int i = xstart; i <= xend; i++) {
for (int j = ystart; j <= yend; j++) {
FindCarInSectorList(&CWorld::GetSector(i, j)->m_lists[ENTITYLIST_VEHICLES]);
FindCarInSectorList(&CWorld::GetSector(i, j)->m_lists[ENTITYLIST_VEHICLES_OVERLAP]);
}
}
}
break;
case GOING_TOWARDS_TARGET:
if (!m_pVehiclePickedUp) {
m_bCraneState = IDLE;
break;
}
if (m_pVehiclePickedUp->GetPosition().x < m_fPickupX1 ||
m_pVehiclePickedUp->GetPosition().x > m_fPickupX2 ||
m_pVehiclePickedUp->GetPosition().y > m_fPickupY1 ||
m_pVehiclePickedUp->GetPosition().y > m_fPickupY2 ||
m_pVehiclePickedUp->pDriver ||
Abs(m_pVehiclePickedUp->GetMoveSpeed().x) > 0.01f ||
Abs(m_pVehiclePickedUp->GetMoveSpeed().y) > 0.01f ||
Abs(m_pVehiclePickedUp->GetMoveSpeed().z) > 0.01f ||
FindPlayerPed()->GetPedState() == PED_ENTER_CAR &&
FindPlayerPed()->m_pSeekTarget == m_pVehiclePickedUp) {
m_pVehiclePickedUp = nil;
m_bCraneState = IDLE;
break;
}
}
}
}
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WRAPPER bool CCranes::IsThisCarBeingTargettedByAnyCrane(CVehicle*) { EAXJMP(0x5451E0); }
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WRAPPER bool CCranes::IsThisCarBeingCarriedByAnyCrane(CVehicle*) { EAXJMP(0x545190); }
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WRAPPER bool CCranes::HaveAllCarsBeenCollectedByMilitaryCrane() { EAXJMP(0x544BE0); }
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WRAPPER void CCranes::Save(uint8*, uint32*) { EAXJMP(0x545210); }
WRAPPER void CranesLoad(uint8*, uint32) { EAXJMP(0x5454d0); }