mirror of
https://github.com/GTAmodding/re3.git
synced 2024-11-16 20:39:01 +00:00
312 lines
9.9 KiB
C++
312 lines
9.9 KiB
C++
#include "common.h"
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#include "patcher.h"
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#include "CarGen.h"
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#include "Automobile.h"
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#include "Boat.h"
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#include "Camera.h"
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#include "CarCtrl.h"
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#include "CutsceneMgr.h"
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#include "General.h"
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#include "Pools.h"
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#include "Streaming.h"
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#include "Timer.h"
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#include "Vehicle.h"
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#include "World.h"
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uint8 &CTheCarGenerators::ProcessCounter = *(uint8*)0x95CDAF;
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uint32 &CTheCarGenerators::NumOfCarGenerators = *(uint32*)0x8E2C1C;
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CCarGenerator (&CTheCarGenerators::CarGeneratorArray)[NUM_CARGENS] = *(CCarGenerator(*)[NUM_CARGENS])*(uintptr*)0x87CB18;
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uint8 &CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter = *(uint8*)0x95CDC6;
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uint32 &CTheCarGenerators::CurrentActiveCount = *(uint32*)0x8F2C5C;
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void CCarGenerator::SwitchOff()
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{
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m_nUsesRemaining = 0;
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--CTheCarGenerators::CurrentActiveCount;
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}
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void CCarGenerator::SwitchOn()
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{
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m_nUsesRemaining = -1;
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m_nTimer = CalcNextGen();
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++CTheCarGenerators::CurrentActiveCount;
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}
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uint32 CCarGenerator::CalcNextGen()
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{
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return CTimer::GetTimeInMilliseconds() + 4;
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}
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void CCarGenerator::DoInternalProcessing()
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{
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if (CheckForBlockage()) {
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m_nTimer += 4;
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if (m_nUsesRemaining == 0)
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--CTheCarGenerators::CurrentActiveCount;
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return;
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}
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if (CCarCtrl::NumParkedCars >= 10)
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return;
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CStreaming::RequestModel(m_nModelIndex, STREAMFLAGS_DEPENDENCY);
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if (!CStreaming::HasModelLoaded(m_nModelIndex))
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return;
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if (CModelInfo::IsBoatModel(m_nModelIndex)){
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CBoat* pBoat = new CBoat(m_nModelIndex, PARKED_VEHICLE);
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pBoat->bIsStatic = false;
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pBoat->bEngineOn = false;
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CVector pos = m_vecPos;
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if (pos.z <= -100.0f)
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pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
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pos.z += pBoat->GetDistanceFromCentreOfMassToBaseOfModel();
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pBoat->GetPosition() = pos;
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pBoat->SetOrientation(0.0f, 0.0f, DEGTORAD(m_fAngle));
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pBoat->m_status = STATUS_ABANDONED;
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pBoat->m_nDoorLock = CARLOCK_UNLOCKED;
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CWorld::Add(pBoat);
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if (CGeneral::GetRandomNumberInRange(0, 100) < m_nAlarm)
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pBoat->m_nAlarmState = -1;
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if (CGeneral::GetRandomNumberInRange(0, 100) < m_nDoorlock)
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pBoat->m_nDoorLock = CARLOCK_LOCKED;
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if (m_nColor1 != -1 && m_nColor2){
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pBoat->m_currentColour1 = m_nColor1;
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pBoat->m_currentColour2 = m_nColor2;
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}
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m_nVehicleHandle = CPools::GetVehiclePool()->GetIndex(pBoat);
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}else{
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bool groundFound = false;
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CVector pos = m_vecPos;
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if (pos.z > -100.0f){
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pos.z = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z, &groundFound);
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}else{
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CColPoint cp;
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CEntity* pEntity;
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groundFound = CWorld::ProcessVerticalLine(CVector(pos.x, pos.y, 1000.0f), -1000.0f,
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cp, pEntity, true, false, false, false, false, false, nil);
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if (groundFound)
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pos.z = cp.point.z;
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}
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if (!groundFound) {
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debug("CCarGenerator::DoInternalProcessing - can't find ground z for new car x = %f y = %f \n", m_vecPos.x, m_vecPos.y);
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}else{
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CAutomobile* pCar = new CAutomobile(m_nModelIndex, PARKED_VEHICLE);
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pCar->bIsStatic = false;
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pCar->bEngineOn = false;
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pos.z += pCar->GetDistanceFromCentreOfMassToBaseOfModel();
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pCar->GetPosition() = pos;
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pCar->SetOrientation(0.0f, 0.0f, DEGTORAD(m_fAngle));
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pCar->m_status = STATUS_ABANDONED;
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pCar->bLightsOn = false;
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pCar->m_nDoorLock = CARLOCK_UNLOCKED;
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CWorld::Add(pCar);
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if (CGeneral::GetRandomNumberInRange(0, 100) < m_nAlarm)
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pCar->m_nAlarmState = -1;
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if (CGeneral::GetRandomNumberInRange(0, 100) < m_nDoorlock)
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pCar->m_nDoorLock = CARLOCK_LOCKED;
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if (m_nColor1 != -1 && m_nColor2) {
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pCar->m_currentColour1 = m_nColor1;
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pCar->m_currentColour2 = m_nColor2;
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}
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m_nVehicleHandle = CPools::GetVehiclePool()->GetIndex(pCar);
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}
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}
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if (m_nUsesRemaining < -1) /* I don't think this is a correct comparasion */
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--m_nUsesRemaining;
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m_nTimer = CalcNextGen();
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if (m_nUsesRemaining == 0)
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--CTheCarGenerators::CurrentActiveCount;
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}
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void CCarGenerator::Process()
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{
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if (m_nVehicleHandle == -1 &&
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(CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter || CTimer::GetTimeInMilliseconds() >= m_nTimer) &&
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m_nUsesRemaining != 0 && CheckIfWithinRangeOfAnyPlayer())
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DoInternalProcessing();
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if (m_nVehicleHandle == -1)
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return;
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CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(m_nVehicleHandle);
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if (!pVehicle){
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m_nVehicleHandle = -1;
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return;
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}
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if (pVehicle->m_status != STATUS_PLAYER)
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return;
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m_nTimer += 60000;
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m_nVehicleHandle = -1;
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m_bIsBlocking = true;
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pVehicle->bExtendedRange = false;
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}
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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)
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{
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CMatrix m1, m2, m3; /* Unused but present on stack, so I'll leave them. */
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m_vecPos = CVector(x, y, z);
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m_fAngle = angle;
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m_nModelIndex = mi;
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m_nColor1 = color1;
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m_nColor2 = color2;
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m_bForceSpawn = force;
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m_nAlarm = alarm;
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m_nDoorlock = lock;
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m_nMinDelay = min_delay;
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m_nMaxDelay = max_delay;
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m_nVehicleHandle = -1;
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m_nTimer = CTimer::GetTimeInMilliseconds() + 1;
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m_nUsesRemaining = 0;
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m_bIsBlocking = false;
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m_vecInf = CModelInfo::GetModelInfo(m_nModelIndex)->GetColModel()->boundingBox.min;
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m_vecSup = CModelInfo::GetModelInfo(m_nModelIndex)->GetColModel()->boundingBox.max;
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m_fSize = max(m_vecInf.Magnitude(), m_vecSup.Magnitude());
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}
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bool CCarGenerator::CheckForBlockage()
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{
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int16 entities;
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CWorld::FindObjectsKindaColliding(CVector(m_vecPos), m_fSize, 1, &entities, 2, nil, false, true, true, false, false);
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return entities > 0;
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}
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bool CCarGenerator::CheckIfWithinRangeOfAnyPlayer()
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{
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CVector2D direction = FindPlayerCentreOfWorld(CWorld::PlayerInFocus) - m_vecPos;
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float distance = direction.Magnitude();
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float farclip = 120.0f * TheCamera.GenerationDistMultiplier;
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float nearclip = farclip - 20.0f;
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if (distance >= farclip){
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if (m_bIsBlocking)
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m_bIsBlocking = false;
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return false;
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}
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if (CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter)
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return true;
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if (m_bIsBlocking)
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return false;
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if (distance < nearclip)
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return false;
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return DotProduct2D(direction, FindPlayerSpeed()) <= 0;
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}
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void CCarGenerator::Save(uint8 *&buffer)
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{
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WriteSaveBuf(buffer, m_nModelIndex);
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WriteSaveBuf(buffer, m_vecPos);
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WriteSaveBuf(buffer, m_fAngle);
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WriteSaveBuf(buffer, m_nColor1);
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WriteSaveBuf(buffer, m_nColor2);
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WriteSaveBuf(buffer, m_bForceSpawn);
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WriteSaveBuf(buffer, m_nAlarm);
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WriteSaveBuf(buffer, m_nDoorlock);
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WriteSaveBuf(buffer, (uint8)0);
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WriteSaveBuf(buffer, m_nMinDelay);
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WriteSaveBuf(buffer, m_nMaxDelay);
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WriteSaveBuf(buffer, m_nTimer);
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WriteSaveBuf(buffer, m_nVehicleHandle);
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WriteSaveBuf(buffer, m_nUsesRemaining);
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WriteSaveBuf(buffer, m_bIsBlocking);
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WriteSaveBuf(buffer, (uint8)0);
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WriteSaveBuf(buffer, m_vecInf);
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WriteSaveBuf(buffer, m_vecSup);
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WriteSaveBuf(buffer, m_fSize);
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// or
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//WriteSaveBuf(buffer, *this);
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}
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void CCarGenerator::Load(uint8 *&buffer)
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{
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m_nModelIndex = ReadSaveBuf<uint32>(buffer);
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m_vecPos = ReadSaveBuf<CVector>(buffer);
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m_fAngle = ReadSaveBuf<float>(buffer);
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m_nColor1 = ReadSaveBuf<int16>(buffer);
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m_nColor2 = ReadSaveBuf<int16>(buffer);
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m_bForceSpawn = ReadSaveBuf<uint8>(buffer);
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m_nAlarm = ReadSaveBuf<uint8>(buffer);
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m_nDoorlock = ReadSaveBuf<uint8>(buffer);
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ReadSaveBuf<uint8>(buffer);
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m_nMinDelay = ReadSaveBuf<uint16>(buffer);
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m_nMaxDelay = ReadSaveBuf<uint16>(buffer);
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m_nTimer = ReadSaveBuf<uint32>(buffer);
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m_nVehicleHandle = ReadSaveBuf<int32>(buffer);
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m_nUsesRemaining = ReadSaveBuf<uint16>(buffer);
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m_bIsBlocking = ReadSaveBuf<bool>(buffer);
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ReadSaveBuf<uint8>(buffer);
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m_vecInf = ReadSaveBuf<CVector>(buffer);
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m_vecSup = ReadSaveBuf<CVector>(buffer);
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m_fSize = ReadSaveBuf<float>(buffer);
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// or
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//*this = ReadSaveBuf<CCarGenerator>(buffer);
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}
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void CTheCarGenerators::Process()
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{
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if (FindPlayerTrain() || CCutsceneMgr::IsRunning())
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return;
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if (++CTheCarGenerators::ProcessCounter == 4)
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CTheCarGenerators::ProcessCounter = 0;
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for (uint32 i = ProcessCounter; i < NumOfCarGenerators; i += 4)
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CTheCarGenerators::CarGeneratorArray[i].Process();
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if (GenerateEvenIfPlayerIsCloseCounter)
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GenerateEvenIfPlayerIsCloseCounter--;
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}
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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)
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{
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CarGeneratorArray[NumOfCarGenerators].Setup(x, y, z, angle, mi, color1, color2, force, alarm, lock, min_delay, max_delay);
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return NumOfCarGenerators++;
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}
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void CTheCarGenerators::Init()
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{
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GenerateEvenIfPlayerIsCloseCounter = 0;
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NumOfCarGenerators = 0;
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ProcessCounter = 0;
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CurrentActiveCount = 0;
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}
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void CTheCarGenerators::SaveAllCarGenerators(uint8 *buffer, uint32 *size)
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{
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*size = 20 + sizeof(CarGeneratorArray) + SAVE_HEADER_SIZE;
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INITSAVEBUF
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WriteSaveHeader(buffer, 'C','G','N','\0', *size - SAVE_HEADER_SIZE);
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WriteSaveBuf(buffer, 12); /* what is this? */
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WriteSaveBuf(buffer, NumOfCarGenerators);
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WriteSaveBuf(buffer, CurrentActiveCount);
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WriteSaveBuf(buffer, ProcessCounter);
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WriteSaveBuf(buffer, GenerateEvenIfPlayerIsCloseCounter);
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WriteSaveBuf(buffer, (int16)0);
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WriteSaveBuf(buffer, sizeof(CarGeneratorArray));
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for (int i = 0; i < NUM_CARGENS; i++){
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CarGeneratorArray[i].Save(buffer);
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}
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VALIDATESAVEBUF(*size)
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}
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void CTheCarGenerators::LoadAllCarGenerators(uint8* buffer, uint32 size)
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{
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Init();
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INITSAVEBUF
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assert(size == 20 + sizeof(CarGeneratorArray) + SAVE_HEADER_SIZE);
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CheckSaveHeader(buffer, 'C','G','N','\0', size - SAVE_HEADER_SIZE);
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ReadSaveBuf<uint32>(buffer);
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NumOfCarGenerators = ReadSaveBuf<uint32>(buffer);
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CurrentActiveCount = ReadSaveBuf<uint32>(buffer);
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ProcessCounter = ReadSaveBuf<uint8>(buffer);
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GenerateEvenIfPlayerIsCloseCounter = ReadSaveBuf<uint8>(buffer);
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ReadSaveBuf<int16>(buffer);
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assert(ReadSaveBuf<uint32>(buffer) == sizeof(CarGeneratorArray));
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for (int i = 0; i < NUM_CARGENS; i++) {
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CarGeneratorArray[i].Load(buffer);
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}
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VALIDATESAVEBUF(size)
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}
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STARTPATCHES
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InjectHook(0x543020, CTheCarGenerators::Init, PATCH_JUMP);
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InjectHook(0x542F40, CTheCarGenerators::Process, PATCH_JUMP);
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InjectHook(0x543050, CTheCarGenerators::SaveAllCarGenerators, PATCH_JUMP);
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InjectHook(0x5431E0, CTheCarGenerators::LoadAllCarGenerators, PATCH_JUMP);
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ENDPATCHES
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