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https://github.com/GTAmodding/re3.git
synced 2024-11-15 12:29:01 +00:00
Merge pull request #114 from Nick007J/master
Added CUpsideDownCarCheck and CStuckCarCheck
This commit is contained in:
commit
b515ce4730
4 changed files with 163 additions and 8 deletions
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@ -29,6 +29,7 @@ public:
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static inline void SetPreviousTimeInMilliseconds(uint32 t) { m_snPreviousTimeInMilliseconds = t; }
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static float GetTimeScale(void) { return ms_fTimeScale; }
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static inline void SetTimeScale(float ts) { ms_fTimeScale = ts; }
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static inline float GetFrameTimeStepInMilliseconds() { return ms_fTimeStep / 50.0f * 1000.0f; }
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static bool GetIsPaused() { return m_UserPause || m_CodePause; }
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static bool GetIsUserPaused() { return m_UserPause; }
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@ -129,6 +129,10 @@ void CMissionCleanup::Process()
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}
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}
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/* NB: CUpsideDownCarCheck is not used by actual script at all
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* It has a weird usage: AreAnyCarsUpsideDown would fail any mission
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* just like death or arrest. */
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void CUpsideDownCarCheck::Init()
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{
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for (int i = 0; i < MAX_UPSIDEDOWN_CAR_CHECKS; i++){
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@ -137,18 +141,142 @@ void CUpsideDownCarCheck::Init()
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}
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}
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bool CUpsideDownCarCheck::IsCarUpsideDown(int32 id)
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{
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CVehicle* v = CPools::GetVehiclePool()->GetAt(id);
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return v->GetMatrix().GetUp()->z <= -0.97f &&
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v->GetMoveSpeed().Magnitude() < 0.01f &&
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v->GetTurnSpeed().Magnitude() < 0.02f;
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}
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void CUpsideDownCarCheck::UpdateTimers()
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{
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uint32 timeStep = CTimer::GetFrameTimeStepInMilliseconds();
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for (int i = 0; i < MAX_UPSIDEDOWN_CAR_CHECKS; i++){
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CVehicle* v = CPools::GetVehiclePool()->GetAt(m_sCars[i].m_nVehicleIndex);
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if (v){
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if (IsCarUpsideDown(m_sCars[i].m_nVehicleIndex))
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m_sCars[i].m_nUpsideDownTimer += timeStep;
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else
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m_sCars[i].m_nUpsideDownTimer = 0;
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}else{
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m_sCars[i].m_nVehicleIndex = -1;
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m_sCars[i].m_nUpsideDownTimer = 0;
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}
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}
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}
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bool CUpsideDownCarCheck::AreAnyCarsUpsideDown()
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{
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for (int i = 0; i < MAX_UPSIDEDOWN_CAR_CHECKS; i++){
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if (m_sCars[i].m_nVehicleIndex >= 0 && m_sCars[i].m_nUpsideDownTimer > 1000)
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return true;
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}
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return false;
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}
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void CUpsideDownCarCheck::AddCarToCheck(int32 id)
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{
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uint16 index = 0;
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while (index < MAX_UPSIDEDOWN_CAR_CHECKS && m_sCars[index].m_nVehicleIndex >= 0)
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index++;
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if (index >= MAX_UPSIDEDOWN_CAR_CHECKS)
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return;
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m_sCars[index].m_nVehicleIndex = id;
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m_sCars[index].m_nUpsideDownTimer = 0;
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}
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void CUpsideDownCarCheck::RemoveCarFromCheck(int32 id)
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{
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for (int i = 0; i < MAX_UPSIDEDOWN_CAR_CHECKS; i++){
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if (m_sCars[i].m_nVehicleIndex == id){
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m_sCars[i].m_nVehicleIndex = -1;
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m_sCars[i].m_nUpsideDownTimer = 0;
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}
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}
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}
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bool CUpsideDownCarCheck::HasCarBeenUpsideDownForAWhile(int32 id)
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{
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for (int i = 0; i < MAX_UPSIDEDOWN_CAR_CHECKS; i++){
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if (m_sCars[i].m_nVehicleIndex == id)
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return m_sCars[i].m_nUpsideDownTimer > 1000;
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}
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return false;
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}
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void CStuckCarCheckEntry::Reset()
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{
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m_nVehicleIndex = -1;
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m_vecPos = CVector(-5000.0f, -5000.0f, -5000.0f);
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m_nLastCheck = -1;
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m_fRadius = 0.0f;
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m_nStuckTime = 0;
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m_bStuck = false;
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}
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void CStuckCarCheck::Init()
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{
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for (int i = 0; i < MAX_STUCK_CAR_CHECKS; i++) {
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m_sCars[i].m_nVehicleIndex = -1;
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m_sCars[i].m_vecPos = CVector(-5000.0f, -5000.0f, -5000.0f);
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m_sCars[i].m_nStartTime = -1;
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m_sCars[i].m_fDistance = 0.0f;
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m_sCars[i].m_nStuckTime = 0;
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m_sCars[i].m_bStuck = false;
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m_sCars[i].Reset();
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}
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}
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void CStuckCarCheck::Process()
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{
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uint32 timer = CTimer::GetTimeInMilliseconds();
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for (int i = 0; i < MAX_STUCK_CAR_CHECKS; i++){
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if (m_sCars[i].m_nVehicleIndex < 0)
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continue;
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if (timer <= m_sCars[i].m_nStuckTime + m_sCars[i].m_nLastCheck)
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continue;
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CVehicle* pv = CPools::GetVehiclePool()->GetAt(m_sCars[i].m_nVehicleIndex);
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if (!pv){
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m_sCars[i].Reset();
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continue;
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}
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float distance = (pv->GetPosition() - m_sCars[i].m_vecPos).Magnitude();
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m_sCars[i].m_bStuck = distance < m_sCars[i].m_fRadius;
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m_sCars[i].m_vecPos = pv->GetPosition();
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m_sCars[i].m_nLastCheck = timer;
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}
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}
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void CStuckCarCheck::AddCarToCheck(int32 id, float radius, uint32 time)
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{
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CVehicle* pv = CPools::GetVehiclePool()->GetAt(id);
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if (!pv)
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return;
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int index = 0;
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while (index < MAX_STUCK_CAR_CHECKS && m_sCars[index].m_nVehicleIndex >= 0)
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index++;
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/* Would be nice to return if index >= MAX_STUCK_CAR_CHECKS... */
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m_sCars[index].m_nVehicleIndex = id;
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m_sCars[index].m_vecPos = pv->GetPosition();
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m_sCars[index].m_nLastCheck = CTimer::GetTimeInMilliseconds();
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m_sCars[index].m_fRadius = radius;
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m_sCars[index].m_nStuckTime = time;
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m_sCars[index].m_bStuck = false;
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}
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void CStuckCarCheck::RemoveCarFromCheck(int32 id)
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{
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for (int i = 0; i < MAX_STUCK_CAR_CHECKS; i++){
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if (m_sCars[i].m_nVehicleIndex == id){
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m_sCars[i].Reset();
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}
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}
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}
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bool CStuckCarCheck::HasCarBeenStuckForAWhile(int32 id)
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{
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for (int i = 0; i < MAX_STUCK_CAR_CHECKS; i++){
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if (m_sCars[i].m_nVehicleIndex == id)
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return m_sCars[i].m_bStuck;
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}
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return false;
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}
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WRAPPER void CTheScripts::CleanUpThisVehicle(CVehicle*) { EAXJMP(0x4548D0); }
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WRAPPER void CTheScripts::CleanUpThisPed(CPed*) { EAXJMP(0x4547A0); }
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WRAPPER void CTheScripts::CleanUpThisObject(CObject*) { EAXJMP(0x454910); }
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@ -160,4 +288,15 @@ InjectHook(0x437AE0, &CMissionCleanup::Init, PATCH_JUMP);
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InjectHook(0x437BA0, &CMissionCleanup::AddEntityToList, PATCH_JUMP);
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InjectHook(0x437BD0, &CMissionCleanup::RemoveEntityFromList, PATCH_JUMP);
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InjectHook(0x437C10, &CMissionCleanup::Process, PATCH_JUMP);
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InjectHook(0x437DC0, &CUpsideDownCarCheck::Init, PATCH_JUMP);
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InjectHook(0x437EE0, &CUpsideDownCarCheck::UpdateTimers, PATCH_JUMP);
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InjectHook(0x437F80, &CUpsideDownCarCheck::AreAnyCarsUpsideDown, PATCH_JUMP);
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InjectHook(0x437FB0, &CUpsideDownCarCheck::AddCarToCheck, PATCH_JUMP);
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InjectHook(0x437FE0, &CUpsideDownCarCheck::RemoveCarFromCheck, PATCH_JUMP);
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InjectHook(0x438010, &CUpsideDownCarCheck::HasCarBeenUpsideDownForAWhile, PATCH_JUMP);
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InjectHook(0x438050, &CStuckCarCheck::Init, PATCH_JUMP);
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InjectHook(0x4380A0, &CStuckCarCheck::Process, PATCH_JUMP);
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InjectHook(0x4381C0, &CStuckCarCheck::AddCarToCheck, PATCH_JUMP);
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InjectHook(0x438240, &CStuckCarCheck::RemoveCarFromCheck, PATCH_JUMP);
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InjectHook(0x4382A0, &CStuckCarCheck::HasCarBeenStuckForAWhile, PATCH_JUMP);
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ENDPATCHES
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@ -101,16 +101,24 @@ class CUpsideDownCarCheck
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public:
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void Init();
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bool IsCarUpsideDown(int32);
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void UpdateTimers();
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bool AreAnyCarsUpsideDown();
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void AddCarToCheck(int32);
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void RemoveCarFromCheck(int32);
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bool HasCarBeenUpsideDownForAWhile(int32);
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};
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struct CStuckCarCheckEntry
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{
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int32 m_nVehicleIndex;
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CVector m_vecPos;
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int32 m_nStartTime;
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float m_fDistance;
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int32 m_nLastCheck;
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float m_fRadius;
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uint32 m_nStuckTime;
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bool m_bStuck;
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inline void Reset();
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};
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class CStuckCarCheck
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public:
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void Init();
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void Process();
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void AddCarToCheck(int32, float, uint32);
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void RemoveCarFromCheck(int32);
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bool HasCarBeenStuckForAWhile(int32);
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};
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class CTheScripts
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@ -104,6 +104,9 @@ public:
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bIsInSafePosition = false;
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}
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const CVector& GetMoveSpeed() { return m_vecMoveSpeed; }
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const CVector& GetTurnSpeed() { return m_vecTurnSpeed; }
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void ApplyMoveSpeed(void);
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void ApplyTurnSpeed(void);
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// Force actually means Impulse here
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