mirror of
https://github.com/GTAmodding/re3.git
synced 2025-07-12 14:24:09 +00:00
implemented bits of CWorld
This commit is contained in:
parent
886633293d
commit
cb8993f15e
15 changed files with 915 additions and 44 deletions
545
src/World.cpp
545
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); }
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue