colstore support in script

This commit is contained in:
Nikolay Korolev 2020-05-06 00:21:26 +03:00
parent f0896ceba7
commit 35bf340401
10 changed files with 43 additions and 43 deletions

View File

@ -171,6 +171,17 @@ void CMissionCleanup::AddEntityToList(int32 id, uint8 type)
m_nCount++;
}
static void PossiblyWakeThisEntity(CPhysical* pEntity)
{
if (!pEntity->bIsStaticWaitingForCollision)
return;
if (CColStore::HasCollisionLoaded(pEntity->GetPosition())) {
pEntity->bIsStaticWaitingForCollision = false;
if (!pEntity->IsStatic())
pEntity->AddToMovingList();
}
}
void CMissionCleanup::RemoveEntityFromList(int32 id, uint8 type)
{
for (int i = 0; i < MAX_CLEANUP; i++){
@ -207,17 +218,6 @@ void CMissionCleanup::RemoveEntityFromList(int32 id, uint8 type)
}
}
static void PossiblyWakeThisEntity(CPhysical* pEntity)
{
if (!pEntity->m_bIsStaticWaitingForCollision)
return;
if (CColStore::HasCollisionLoaded(pEntity->GetPosition())) {
pEntity->m_bIsStaticWaitingForCollision = false;
if (!pEntity->IsStatic())
pEntity->AddToMovingList();
}
}
void CMissionCleanup::CheckIfCollisionHasLoadedForMissionObject()
{
for (int i = 0; i < MAX_CLEANUP; i++) {
@ -1798,7 +1798,7 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
ped->SetOrientation(0.0f, 0.0f, 0.0f);
CTheScripts::ClearSpaceForMissionEntity(pos, ped);
if (m_bIsMissionScript)
ped->m_bIsStaticWaitingForCollision = true;
ped->bIsStaticWaitingForCollision = true;
CWorld::Add(ped);
ped->m_nZoneLevel = CTheZones::GetLevelFromPosition(pos);
CPopulation::ms_nTotalMissionPeds++;
@ -2018,7 +2018,7 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
boat->AutoPilot.m_nTempAction = TEMPACT_NONE; /* Animation ID? */
boat->AutoPilot.m_nCruiseSpeed = boat->AutoPilot.m_fMaxTrafficSpeed = 20.0f;
if (m_bIsMissionScript)
boat->m_bIsStaticWaitingForCollision = true;
boat->bIsStaticWaitingForCollision = true;
CWorld::Add(boat);
handle = CPools::GetVehiclePool()->GetIndex(boat);
}
@ -2044,7 +2044,7 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
car->m_nZoneLevel = CTheZones::GetLevelFromPosition(pos);
car->bHasBeenOwnedByPlayer = true;
if (m_bIsMissionScript)
car->m_bIsStaticWaitingForCollision = true;
car->bIsStaticWaitingForCollision = true;
CWorld::Add(car);
handle = CPools::GetVehiclePool()->GetIndex(car);
}
@ -7422,7 +7422,7 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
ped->SetOrientation(0.0f, 0.0f, 0.0f);
CTheScripts::ClearSpaceForMissionEntity(pos, ped);
if (m_bIsMissionScript)
ped->m_bIsStaticWaitingForCollision = true;
ped->bIsStaticWaitingForCollision = true;
CWorld::Add(ped);
ped->m_nZoneLevel = CTheZones::GetLevelFromPosition(pos);
CPopulation::ms_nTotalMissionPeds++;

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@ -75,7 +75,7 @@ CWorld::Add(CEntity *ent)
if(ent->IsBuilding() || ent->IsDummy()) return;
if(!ent->bIsStatic) ((CPhysical *)ent)->AddToMovingList();
if(!ent->IsStatic()) ((CPhysical *)ent)->AddToMovingList();
}
void
@ -90,7 +90,7 @@ CWorld::Remove(CEntity *ent)
if(ent->IsBuilding() || ent->IsDummy()) return;
if(!ent->bIsStatic) ((CPhysical *)ent)->RemoveFromMovingList();
if(!ent->IsStatic()) ((CPhysical *)ent)->RemoveFromMovingList();
}
void
@ -1951,7 +1951,7 @@ CWorld::Process(void)
RemoveEntityInsteadOfProcessingIt(movingEnt);
} else {
movingEnt->ProcessControl();
if(movingEnt->bIsStatic) { movingEnt->RemoveFromMovingList(); }
if(movingEnt->IsStatic()) { movingEnt->RemoveFromMovingList(); }
}
}
bForceProcessControl = true;
@ -1962,7 +1962,7 @@ CWorld::Process(void)
RemoveEntityInsteadOfProcessingIt(movingEnt);
} else {
movingEnt->ProcessControl();
if(movingEnt->bIsStatic) { movingEnt->RemoveFromMovingList(); }
if(movingEnt->IsStatic()) { movingEnt->RemoveFromMovingList(); }
}
}
}
@ -2115,7 +2115,7 @@ CWorld::TriggerExplosionSectorList(CPtrList &list, const CVector &position, floa
CObject *pObject = (CObject *)pEntity;
CVehicle *pVehicle = (CVehicle *)pEntity;
if(!pEntity->bExplosionProof && (!pEntity->IsPed() || !pPed->bInVehicle)) {
if(pEntity->bIsStatic) {
if(pEntity->IsStatic()) {
if(pEntity->IsObject()) {
if (fPower > pObject->m_fUprootLimit || IsFence(pObject->GetModelIndex())) {
if (IsGlass(pObject->GetModelIndex())) {
@ -2139,7 +2139,7 @@ CWorld::TriggerExplosionSectorList(CPtrList &list, const CVector &position, floa
}
}
}
if(pEntity->bIsStatic) {
if(pEntity->IsStatic()) {
float fDamageMultiplier =
(fRadius - fMagnitude) * 2.0f / fRadius;
float fDamage = 300.0f * Min(fDamageMultiplier, 1.0f);
@ -2150,7 +2150,7 @@ CWorld::TriggerExplosionSectorList(CPtrList &list, const CVector &position, floa
pEntity->AddToMovingList();
}
}
if(!pEntity->bIsStatic) {
if(!pEntity->IsStatic()) {
float fDamageMultiplier = Min((fRadius - fMagnitude) * 2.0f / fRadius, 1.0f);
CVector vecForceDir =
vecDistance * (fPower * pEntity->m_fMass * 0.00071429f * fDamageMultiplier /

View File

@ -74,7 +74,7 @@ CEntity::CEntity(void)
bDistanceFade = false;
m_flagE2 = false;
m_bIsStaticWaitingForCollision = false;
bIsStaticWaitingForCollision = false;
m_scanCode = 0;
m_modelIndex = -1;

View File

@ -84,7 +84,7 @@ public:
// flagsE
uint32 m_flagE2 : 1;
// TODO(MIAMI)
uint32 m_bIsStaticWaitingForCollision : 1; // this is used by script created entities - they are static until the collision is loaded below them
uint32 bIsStaticWaitingForCollision : 1; // this is used by script created entities - they are static until the collision is loaded below them
uint16 m_scanCode;
uint16 m_randomSeed;
@ -99,7 +99,7 @@ public:
eEntityStatus GetStatus() const { return (eEntityStatus)m_status; }
void SetStatus(eEntityStatus status) { m_status = status; }
CColModel *GetColModel(void) { return CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(); }
bool IsStatic(void) { return bIsStatic && m_bIsStaticWaitingForCollision; }
bool IsStatic(void) { return bIsStatic || bIsStaticWaitingForCollision; }
#ifdef COMPATIBLE_SAVES
void SaveEntityFlags(uint8*& buf);
void LoadEntityFlags(uint8*& buf);

View File

@ -324,7 +324,7 @@ CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
AddCollisionRecord(ent);
if(!ent->IsBuilding()) // Can't this catch dummies too?
((CPhysical*)ent)->AddCollisionRecord(this);
if(ent->IsBuilding() || ent->bIsStatic)
if(ent->IsBuilding() || ent->IsStatic())
this->bHasHitWall = true;
}
return numSpheres;
@ -539,7 +539,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
timestepB = B->bIsHeavy ? 2.0f : 1.0f;
float speedA, speedB;
if(B->bIsStatic){
if(B->IsStatic()){
if(A->bPedPhysics){
speedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
if(speedA < 0.0f){
@ -622,7 +622,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
}
}
if(B->bIsStatic)
if(B->IsStatic())
return false;
if(!B->bInfiniteMass)
B->AddToMovingList();
@ -1079,7 +1079,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
CObject *Aobj = (CObject*)A;
if(Aobj->ObjectCreatedBy != TEMP_OBJECT &&
!Aobj->bHasBeenDamaged &&
Aobj->bIsStatic){
Aobj->IsStatic()){
if(Aobj->m_pCollidingEntity == B)
Aobj->m_pCollidingEntity = nil;
}else if(Aobj->m_pCollidingEntity != B){
@ -1096,7 +1096,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
CObject *Bobj = (CObject*)B;
if(Bobj->ObjectCreatedBy != TEMP_OBJECT &&
!Bobj->bHasBeenDamaged &&
Bobj->bIsStatic){
Bobj->IsStatic()){
if(Bobj->m_pCollidingEntity == A)
Bobj->m_pCollidingEntity = nil;
}else if(Bobj->m_pCollidingEntity != A){
@ -1414,7 +1414,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
skipCollision = true;
else if(Aobj->ObjectCreatedBy == TEMP_OBJECT ||
Aobj->bHasBeenDamaged ||
!Aobj->bIsStatic){
!Aobj->IsStatic()){
if(Aobj->m_pCollidingEntity == B)
skipCollision = true;
else{
@ -1433,7 +1433,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
skipCollision = true;
else if(Bobj->ObjectCreatedBy == TEMP_OBJECT ||
Bobj->bHasBeenDamaged ||
!Bobj->bIsStatic){
!Bobj->IsStatic()){
if(Bobj->m_pCollidingEntity == A)
skipCollision = true;
else{

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@ -14853,11 +14853,11 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
if (!collidingEnt->IsBuilding())
((CPhysical*)collidingEnt)->AddCollisionRecord(this);
if (ourCollidedSpheres > 0 && (collidingEnt->IsBuilding() || collidingEnt->bIsStatic)) {
if (ourCollidedSpheres > 0 && (collidingEnt->IsBuilding() || collidingEnt->IsStatic())) {
bHasHitWall = true;
}
}
if (collidingEnt->IsBuilding() || collidingEnt->bIsStatic) {
if (collidingEnt->IsBuilding() || collidingEnt->IsStatic()) {
if (bWasStanding) {
CVector sphereNormal;

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@ -1213,7 +1213,7 @@ CRenderer::IsEntityCullZoneVisible(CEntity *ent)
return !(ped->m_pCurSurface && ped->m_pCurSurface->bZoneCulled2);
case ENTITY_TYPE_OBJECT:
obj = (CObject*)ent;
if(!obj->bIsStatic)
if(!obj->IsStatic())
return true;
return !(obj->m_pCurSurface && obj->m_pCurSurface->bZoneCulled2);
}

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@ -2190,7 +2190,7 @@ CAutomobile::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
}
// move body cast
if(phys->bIsStatic){
if(phys->IsStatic()){
phys->bIsStatic = false;
phys->m_nStaticFrames = 0;
phys->ApplyMoveForce(m_vecMoveSpeed / Sqrt(speed));

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@ -156,11 +156,11 @@ void CBulletInfo::Update(void)
if (pHitEntity->IsObject()) {
CObject* pObject = (CObject*)pHitEntity;
if (!pObject->bInfiniteMass) {
if (pObject->bIsStatic && pObject->m_fUprootLimit <= 0.0f) {
if (pObject->IsStatic() && pObject->m_fUprootLimit <= 0.0f) {
pObject->bIsStatic = false;
pObject->AddToMovingList();
}
if (!pObject->bIsStatic)
if (!pObject->IsStatic())
pObject->ApplyMoveForce(-BULLET_HIT_FORCE * point.normal);
}
}

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@ -1047,13 +1047,13 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
if ( !victimObject->bInfiniteMass )
{
if ( victimObject->bIsStatic && victimObject->m_fUprootLimit <= 0.0f )
if ( victimObject->IsStatic() && victimObject->m_fUprootLimit <= 0.0f )
{
victimObject->bIsStatic = false;
victimObject->AddToMovingList();
}
if ( !victimObject->bIsStatic )
if ( !victimObject->IsStatic())
{
CVector moveForce = point->normal*-4.0f;
victimObject->ApplyMoveForce(moveForce.x, moveForce.y, moveForce.z);
@ -1296,13 +1296,13 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
if ( !victimObject->bInfiniteMass )
{
if ( victimObject->bIsStatic && victimObject->m_fUprootLimit <= 0.0f )
if ( victimObject->IsStatic() && victimObject->m_fUprootLimit <= 0.0f )
{
victimObject->bIsStatic = false;
victimObject->AddToMovingList();
}
if ( !victimObject->bIsStatic )
if ( !victimObject->IsStatic())
{
CVector moveForce = point.normal*-5.0f;
victimObject->ApplyMoveForce(moveForce.x, moveForce.y, moveForce.z);
@ -2232,7 +2232,7 @@ CWeapon::BlowUpExplosiveThings(CEntity *thing)
object->m_vecMoveSpeed.x += float((CGeneral::GetRandomNumber()&255) - 128) * 0.0002f;
object->m_vecMoveSpeed.y += float((CGeneral::GetRandomNumber()&255) - 128) * 0.0002f;
if ( object->bIsStatic )
if ( object->IsStatic())
{
object->bIsStatic = false;
object->AddToMovingList();