diff options
author | aap <aap@papnet.eu> | 2019-07-07 13:09:11 +0200 |
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committer | aap <aap@papnet.eu> | 2019-07-07 13:09:11 +0200 |
commit | 53023eb65bdcde43e341c1ecb7cf0c7f8ee524fb (patch) | |
tree | fc65a6c40fa719f9d43be9e0e15be79c490135e0 /src/core/World.cpp | |
parent | 219a65b81a1141d6475fc48bdc6251bd20e44a70 (diff) |
the great reorganization
Diffstat (limited to 'src/core/World.cpp')
-rw-r--r-- | src/core/World.cpp | 718 |
1 files changed, 718 insertions, 0 deletions
diff --git a/src/core/World.cpp b/src/core/World.cpp new file mode 100644 index 00000000..538e15c5 --- /dev/null +++ b/src/core/World.cpp @@ -0,0 +1,718 @@ +#include "common.h" +#include "patcher.h" +#include "Entity.h" +#include "Ped.h" +#include "PlayerPed.h" +#include "Vehicle.h" +#include "Object.h" +#include "Camera.h" +#include "DMAudio.h" +#include "CarCtrl.h" +#include "Garages.h" +#include "TempColModels.h" +#include "World.h" + +CPtrList *CWorld::ms_bigBuildingsList = (CPtrList*)0x6FAB60; +CPtrList &CWorld::ms_listMovingEntityPtrs = *(CPtrList*)0x8F433C; +CSector (*CWorld::ms_aSectors)[NUMSECTORS_X] = (CSector (*)[NUMSECTORS_Y])0x665608; +uint16 &CWorld::ms_nCurrentScanCode = *(uint16*)0x95CC64; + +uint8 &CWorld::PlayerInFocus = *(uint8 *)0x95CD61; +CPlayerInfo *CWorld::Players = (CPlayerInfo *)0x9412F0; +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; + +void +CWorld::Add(CEntity *ent) +{ + if(ent->IsVehicle() || ent->IsPed()) + DMAudio.SetEntityStatus(((CPhysical*)ent)->m_audioEntityId, true); + + if(ent->bIsBIGBuilding) + ms_bigBuildingsList[ent->m_level].InsertItem(ent); + else + ent->Add(); + + if(ent->IsBuilding() || ent->IsDummy()) + return; + + if(!ent->bIsStatic) + ((CPhysical*)ent)->AddToMovingList(); +} + +void +CWorld::Remove(CEntity *ent) +{ + if(ent->IsVehicle() || ent->IsPed()) + DMAudio.SetEntityStatus(((CPhysical*)ent)->m_audioEntityId, false); + + if(ent->bIsBIGBuilding) + ms_bigBuildingsList[ent->m_level].RemoveItem(ent); + else + ent->Remove(); + + if(ent->IsBuilding() || ent->IsDummy()) + return; + + if(!ent->bIsStatic) + ((CPhysical*)ent)->RemoveFromMovingList(); +} + +void +CWorld::ClearScanCodes(void) +{ + CPtrNode *node; + for(int i = 0; i < NUMSECTORS_Y; i++) + for(int j = 0; j < NUMSECTORS_X; j++){ + CSector *s = &ms_aSectors[i][j]; + for(node = s->m_lists[ENTITYLIST_BUILDINGS].first; node; node = node->next) + ((CEntity*)node->item)->m_scanCode = 0; + for(node = s->m_lists[ENTITYLIST_VEHICLES].first; node; node = node->next) + ((CEntity*)node->item)->m_scanCode = 0; + for(node = s->m_lists[ENTITYLIST_PEDS].first; node; node = node->next) + ((CEntity*)node->item)->m_scanCode = 0; + for(node = s->m_lists[ENTITYLIST_OBJECTS].first; node; node = node->next) + ((CEntity*)node->item)->m_scanCode = 0; + for(node = s->m_lists[ENTITYLIST_DUMMIES].first; node; node = node->next) + ((CEntity*)node->item)->m_scanCode = 0; + } +} + +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 = ((CPedModelInfo*)CModelInfo::GetModelInfo(e->GetModelIndex()))->GetHitColModel(); + }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; + } +} + +CPlayerPed* +FindPlayerPed(void) +{ + return CWorld::Players[CWorld::PlayerInFocus].m_pPed; +} + +CVehicle* +FindPlayerVehicle(void) +{ + CPlayerPed *ped = CWorld::Players[CWorld::PlayerInFocus].m_pPed; + if(ped->bInVehicle && ped->m_pMyVehicle) + return ped->m_pMyVehicle; + else + return nil; +} + +CVehicle* +FindPlayerTrain(void) +{ + if(FindPlayerVehicle() && FindPlayerVehicle()->IsTrain()) + return FindPlayerVehicle(); + else + return nil; +} + +CEntity* +FindPlayerEntity(void) +{ + CPlayerPed *ped = CWorld::Players[CWorld::PlayerInFocus].m_pPed; + if(ped->bInVehicle && ped->m_pMyVehicle) + return ped->m_pMyVehicle; + else + return ped; +} + +CVector +FindPlayerCoors(void) +{ + CPlayerPed *ped = CWorld::Players[CWorld::PlayerInFocus].m_pPed; + if(ped->bInVehicle && ped->m_pMyVehicle) + return ped->m_pMyVehicle->GetPosition(); + else + return ped->GetPosition(); +} + +CVector& +FindPlayerSpeed(void) +{ + CPlayerPed *ped = CWorld::Players[CWorld::PlayerInFocus].m_pPed; + if(ped->bInVehicle && ped->m_pMyVehicle) + return ped->m_pMyVehicle->m_vecMoveSpeed; + else + return ped->m_vecMoveSpeed; +} + +CVector& +FindPlayerCentreOfWorld(int32 player) +{ + if(CCarCtrl::bCarsGeneratedAroundCamera) + return TheCamera.GetPosition(); + if(CWorld::Players[player].m_pRemoteVehicle) + return CWorld::Players[player].m_pRemoteVehicle->GetPosition(); + if(FindPlayerVehicle()) + return FindPlayerVehicle()->GetPosition(); + return CWorld::Players[player].m_pPed->GetPosition(); +} + +CVector& +FindPlayerCentreOfWorld_NoSniperShift(void) +{ + if(CCarCtrl::bCarsGeneratedAroundCamera) + return TheCamera.GetPosition(); + if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle) + return CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->GetPosition(); + if(FindPlayerVehicle()) + return FindPlayerVehicle()->GetPosition(); + return CWorld::Players[CWorld::PlayerInFocus].m_pPed->GetPosition(); +} + +float +FindPlayerHeading(void) +{ + if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle) + return CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->GetForward().Heading(); + if(FindPlayerVehicle()) + return FindPlayerVehicle()->GetForward().Heading(); + return CWorld::Players[CWorld::PlayerInFocus].m_pPed->GetForward().Heading(); +} + +STARTPATCHES + InjectHook(0x4AE930, CWorld::Add, PATCH_JUMP); + InjectHook(0x4AE9D0, CWorld::Remove, PATCH_JUMP); + 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 |