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https://github.com/GTAmodding/re3.git
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598 lines
20 KiB
C++
598 lines
20 KiB
C++
#include "common.h"
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#include "patcher.h"
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#include "Entity.h"
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#include "Ped.h"
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#include "Object.h"
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#include "Garages.h"
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#include "TempColModels.h"
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#include "World.h"
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WRAPPER void CWorld::Add(CEntity *entity) { EAXJMP(0x4AE930); }
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CPtrList *CWorld::ms_bigBuildingsList = (CPtrList*)0x6FAB60;
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CPtrList &CWorld::ms_listMovingEntityPtrs = *(CPtrList*)0x8F433C;
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CSector (*CWorld::ms_aSectors)[NUMSECTORS_X] = (CSector (*)[NUMSECTORS_Y])0x665608;
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uint16 &CWorld::ms_nCurrentScanCode = *(uint16*)0x95CC64;
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uint8 &CWorld::PlayerInFocus = *(uint8 *)0x95CD61;
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CPlayerInfo *CWorld::Players = (CPlayerInfo *)0x9412F0;
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bool &CWorld::bNoMoreCollisionTorque = *(bool*)0x95CDCC;
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CEntity *&CWorld::pIgnoreEntity = *(CEntity**)0x8F6494;
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bool &CWorld::bIncludeDeadPeds = *(bool*)0x95CD8F;
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bool &CWorld::bSecondShift = *(bool*)0x95CD54;
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bool &CWorld::bForceProcessControl = *(bool*)0x95CD6C;
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bool &CWorld::bProcessCutsceneOnly = *(bool*)0x95CD8B;
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void
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CWorld::ClearScanCodes(void)
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{
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CPtrNode *node;
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for(int i = 0; i < NUMSECTORS_Y; i++)
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for(int j = 0; j < NUMSECTORS_X; j++){
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CSector *s = &ms_aSectors[i][j];
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for(node = s->m_lists[ENTITYLIST_BUILDINGS].first; node; node = node->next)
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((CEntity*)node->item)->m_scanCode = 0;
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for(node = s->m_lists[ENTITYLIST_VEHICLES].first; node; node = node->next)
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((CEntity*)node->item)->m_scanCode = 0;
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for(node = s->m_lists[ENTITYLIST_PEDS].first; node; node = node->next)
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((CEntity*)node->item)->m_scanCode = 0;
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for(node = s->m_lists[ENTITYLIST_OBJECTS].first; node; node = node->next)
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((CEntity*)node->item)->m_scanCode = 0;
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for(node = s->m_lists[ENTITYLIST_DUMMIES].first; node; node = node->next)
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((CEntity*)node->item)->m_scanCode = 0;
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}
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}
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bool
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CWorld::CameraToIgnoreThisObject(CEntity *ent)
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{
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if(CGarages::IsModelIndexADoor(ent->GetModelIndex()))
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return false;
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return ((CObject*)ent)->m_bCameraToAvoidThisObject != 1;
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}
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bool
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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)
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{
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int x, xstart, xend;
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int y, ystart, yend;
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int y1, y2;
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float dist;
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AdvanceCurrentScanCode();
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entity = nil;
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dist = 1.0f;
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xstart = GetSectorIndexX(point1.x);
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ystart = GetSectorIndexX(point1.y);
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xend = GetSectorIndexX(point2.x);
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yend = GetSectorIndexX(point2.y);
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#define LOSARGS CColLine(point1, point2), point, dist, entity, checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, ignoreSeeThrough, ignoreSomeObjects
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if(xstart == xend && ystart == yend){
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// Only one sector
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return ProcessLineOfSightSector(*GetSector(xstart, ystart), LOSARGS);
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}else if(xstart == xend){
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// Only step in y
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if(ystart < yend)
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for(y = ystart; y <= yend; y++)
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ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
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else
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for(y = ystart; y >= yend; y--)
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ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
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return dist < 1.0f;
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}else if(ystart == yend){
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// Only step in x
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if(xstart < xend)
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for(x = xstart; x <= xend; x++)
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ProcessLineOfSightSector(*GetSector(x, ystart), LOSARGS);
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else
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for(x = xstart; x >= xend; x--)
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ProcessLineOfSightSector(*GetSector(x, ystart), LOSARGS);
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return dist < 1.0f;
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}else{
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if(point1.x < point2.x){
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// Step from left to right
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float m = (point2.y - point1.y) / (point2.x - point1.x);
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y1 = ystart;
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y2 = GetSectorIndexY((GetWorldX(xstart+1) - point1.x)*m + point1.y);
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if(y1 < y2)
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for(y = y1; y <= y2; y++)
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ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
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else
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for(y = y1; y >= y2; y--)
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ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
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for(x = xstart+1; x < xend; x++){
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y1 = y2;
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y2 = GetSectorIndexY((GetWorldX(x+1) - point1.x)*m + point1.y);
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if(y1 < y2)
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for(y = y1; y <= y2; y++)
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ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
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else
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for(y = y1; y >= y2; y--)
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ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
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}
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y1 = y2;
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y2 = yend;
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if(y1 < y2)
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for(y = y1; y <= y2; y++)
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ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
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else
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for(y = y1; y >= y2; y--)
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ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
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}else{
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// Step from right to left
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float m = (point2.y - point1.y) / (point2.x - point1.x);
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y1 = ystart;
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y2 = GetSectorIndexY((GetWorldX(xstart) - point1.x)*m + point1.y);
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if(y1 < y2)
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for(y = y1; y <= y2; y++)
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ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
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else
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for(y = y1; y >= y2; y--)
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ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
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for(x = xstart-1; x > xend; x--){
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y1 = y2;
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y2 = GetSectorIndexY((GetWorldX(x) - point1.x)*m + point1.y);
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if(y1 < y2)
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for(y = y1; y <= y2; y++)
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ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
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else
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for(y = y1; y >= y2; y--)
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ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
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}
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y1 = y2;
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y2 = yend;
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if(y1 < y2)
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for(y = y1; y <= y2; y++)
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ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
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else
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for(y = y1; y >= y2; y--)
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ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
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}
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return dist < 1.0f;
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}
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#undef LOSARGS
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}
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bool
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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)
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{
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float mindist = dist;
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bool deadPeds = !!bIncludeDeadPeds;
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bIncludeDeadPeds = false;
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if(checkBuildings){
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS], line, point, mindist, entity, ignoreSeeThrough);
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough);
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}
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if(checkVehicles){
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_VEHICLES], line, point, mindist, entity, ignoreSeeThrough);
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line, point, mindist, entity, ignoreSeeThrough);
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}
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if(checkPeds){
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if(deadPeds)
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bIncludeDeadPeds = true;
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS], line, point, mindist, entity, ignoreSeeThrough);
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough);
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bIncludeDeadPeds = false;
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}
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if(checkObjects){
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_OBJECTS], line, point, mindist, entity, ignoreSeeThrough, ignoreSomeObjects);
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, ignoreSomeObjects);
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}
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if(checkDummies){
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_DUMMIES], line, point, mindist, entity, ignoreSeeThrough);
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_DUMMIES_OVERLAP], line, point, mindist, entity, ignoreSeeThrough);
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}
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bIncludeDeadPeds = deadPeds;
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if(mindist < dist){
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dist = mindist;
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return true;
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}else
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return false;
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}
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bool
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CWorld::ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects)
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{
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bool deadPeds = false;
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float mindist = dist;
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CPtrNode *node;
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CEntity *e;
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CColModel *colmodel;
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if(list.first && bIncludeDeadPeds && ((CEntity*)list.first->item)->IsPed())
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deadPeds = true;
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for(node = list.first; node; node = node->next){
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e = (CEntity*)node->item;
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if(e->m_scanCode != GetCurrentScanCode() &&
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e != pIgnoreEntity &&
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(e->bUsesCollision || deadPeds) &&
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!(ignoreSomeObjects && CameraToIgnoreThisObject(e))){
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colmodel = nil;
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e->m_scanCode = GetCurrentScanCode();
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if(e->IsPed()){
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if(e->bUsesCollision ||
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deadPeds && ((CPed*)e)->m_nPedState == PED_DEAD){
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if(((CPed*)e)->UseGroundColModel())
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colmodel = &CTempColModels::ms_colModelPedGroundHit;
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else
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colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
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}else
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colmodel = nil;
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}else if(e->bUsesCollision)
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colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
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if(colmodel &&
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CCollision::ProcessLineOfSight(line, e->GetMatrix(), *colmodel, point, dist, ignoreSeeThrough))
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entity = e;
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}
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}
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if(mindist < dist){
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dist = mindist;
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return true;
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}else
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return false;
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}
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bool
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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)
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{
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AdvanceCurrentScanCode();
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CVector point2(point1.x, point1.y, z2);
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return CWorld::ProcessVerticalLineSector(*GetSector(GetSectorIndexX(point1.x), GetSectorIndexX(point1.y)),
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CColLine(point1, point2), point, entity,
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checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, ignoreSeeThrough, poly);
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}
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bool
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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)
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{
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float mindist = 1.0f;
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if(checkBuildings){
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ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_BUILDINGS], line, point, mindist, entity, ignoreSeeThrough, poly);
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ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, poly);
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}
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if(checkVehicles){
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ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_VEHICLES], line, point, mindist, entity, ignoreSeeThrough, poly);
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ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, poly);
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}
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if(checkPeds){
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ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_PEDS], line, point, mindist, entity, ignoreSeeThrough, poly);
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ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, poly);
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}
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if(checkObjects){
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ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_OBJECTS], line, point, mindist, entity, ignoreSeeThrough, poly);
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ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, poly);
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}
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if(checkDummies){
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ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_DUMMIES], line, point, mindist, entity, ignoreSeeThrough, poly);
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ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_DUMMIES_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, poly);
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}
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return mindist < 1.0f;
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}
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bool
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CWorld::ProcessVerticalLineSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool ignoreSeeThrough, CStoredCollPoly *poly)
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{
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float mindist = dist;
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CPtrNode *node;
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CEntity *e;
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CColModel *colmodel;
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for(node = list.first; node; node = node->next){
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e = (CEntity*)node->item;
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if(e->m_scanCode != GetCurrentScanCode() &&
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e->bUsesCollision){
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e->m_scanCode = GetCurrentScanCode();
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colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
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if(CCollision::ProcessVerticalLine(line, e->GetMatrix(), *colmodel, point, dist, ignoreSeeThrough, poly))
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entity = e;
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}
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}
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if(mindist < dist){
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dist = mindist;
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return true;
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}else
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return false;
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}
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bool
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CWorld::GetIsLineOfSightClear(const CVector &point1, const CVector &point2, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects)
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{
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int x, xstart, xend;
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int y, ystart, yend;
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int y1, y2;
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AdvanceCurrentScanCode();
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xstart = GetSectorIndexX(point1.x);
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ystart = GetSectorIndexX(point1.y);
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xend = GetSectorIndexX(point2.x);
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yend = GetSectorIndexX(point2.y);
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#define LOSARGS CColLine(point1, point2), checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, ignoreSeeThrough, ignoreSomeObjects
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if(xstart == xend && ystart == yend){
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// Only one sector
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return GetIsLineOfSightSectorClear(*GetSector(xstart, ystart), LOSARGS);
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}else if(xstart == xend){
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// Only step in y
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if(ystart < yend){
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for(y = ystart; y <= yend; y++)
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if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS))
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return false;
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}else{
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for(y = ystart; y >= yend; y--)
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if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS))
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return false;
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}
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}else if(ystart == yend){
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// Only step in x
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if(xstart < xend){
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for(x = xstart; x <= xend; x++)
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if(!GetIsLineOfSightSectorClear(*GetSector(x, ystart), LOSARGS))
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return false;
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}else{
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for(x = xstart; x >= xend; x--)
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if(!GetIsLineOfSightSectorClear(*GetSector(x, ystart), LOSARGS))
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return false;
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}
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}else{
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if(point1.x < point2.x){
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// Step from left to right
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float m = (point2.y - point1.y) / (point2.x - point1.x);
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y1 = ystart;
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y2 = GetSectorIndexY((GetWorldX(xstart+1) - point1.x)*m + point1.y);
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if(y1 < y2){
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for(y = y1; y <= y2; y++)
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if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS))
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return false;
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}else{
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for(y = y1; y >= y2; y--)
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if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS))
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return false;
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}
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for(x = xstart+1; x < xend; x++){
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y1 = y2;
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y2 = GetSectorIndexY((GetWorldX(x+1) - point1.x)*m + point1.y);
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if(y1 < y2){
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for(y = y1; y <= y2; y++)
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if(!GetIsLineOfSightSectorClear(*GetSector(x, y), LOSARGS))
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return false;
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}else{
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for(y = y1; y >= y2; y--)
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if(!GetIsLineOfSightSectorClear(*GetSector(x, y), LOSARGS))
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return false;
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}
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}
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y1 = y2;
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y2 = yend;
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if(y1 < y2){
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for(y = y1; y <= y2; y++)
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if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS))
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return false;
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}else{
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for(y = y1; y >= y2; y--)
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if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS))
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return false;
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}
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}else{
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// Step from right to left
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float m = (point2.y - point1.y) / (point2.x - point1.x);
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y1 = ystart;
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y2 = GetSectorIndexY((GetWorldX(xstart) - point1.x)*m + point1.y);
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if(y1 < y2){
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for(y = y1; y <= y2; y++)
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if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS))
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return false;
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}else{
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for(y = y1; y >= y2; y--)
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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 CPed *FindPlayerPed(void) { EAXJMP(0x4A1150); }
|
|
WRAPPER CVector &FindPlayerCoors(CVector &v) { EAXJMP(0x4A1030); }
|
|
WRAPPER CVehicle *FindPlayerVehicle(void) { EAXJMP(0x4A10C0); }
|
|
WRAPPER CVehicle *FindPlayerTrain(void) { EAXJMP(0x4A1120); }
|
|
WRAPPER CVector FindPlayerSpeed(void) { EAXJMP(0x4A1090); }
|
|
WRAPPER CVector FindPlayerCentreOfWorld_NoSniperShift(void) { EAXJMP(0x4A11C0); }
|
|
WRAPPER float FindPlayerHeading(void) { EAXJMP(0x4A1220); }
|