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Add removeAllGameBuildings / restoreAllGameBuildings API (#3275)
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/***************************************************************************** | ||
* | ||
* PROJECT: Multi Theft Auto v1.0 | ||
* LICENSE: See LICENSE in the top level directory | ||
* FILE: game_sa/CBuildingsPoolSA.cpp | ||
* PURPOSE: Buildings pool class | ||
* | ||
* Multi Theft Auto is available from http://www.multitheftauto.com/ | ||
* | ||
*****************************************************************************/ | ||
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#include "StdInc.h" | ||
#include "CBuildingsPoolSA.h" | ||
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#include "CFileLoaderSA.h" | ||
#include <game/CWorld.h> | ||
#include "CGameSA.h" | ||
#include "CPtrNodeSingleListSA.h" | ||
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extern CGameSA* pGame; | ||
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class CClientEntity; | ||
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CBuildingsPoolSA::CBuildingsPoolSA() : m_pOriginalBuildingsBackup(nullptr) | ||
{ | ||
m_ppBuildingPoolInterface = (CPoolSAInterface<CBuildingSAInterface>**)0xB74498; | ||
} | ||
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inline bool CBuildingsPoolSA::AddBuildingToPool(CClientBuilding* pClientBuilding, CBuildingSA* pBuilding) | ||
{ | ||
// Grab the new object interface | ||
CBuildingSAInterface* pInterface = pBuilding->GetBuildingInterface(); | ||
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if (!pInterface) | ||
return false; | ||
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uint32_t dwElementIndexInPool = (*m_ppBuildingPoolInterface)->GetObjectIndexSafe(pInterface); | ||
if (dwElementIndexInPool == UINT_MAX) | ||
return false; | ||
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m_buildingPool.arrayOfClientEntities[dwElementIndexInPool] = {pBuilding, (CClientEntity*)pClientBuilding}; | ||
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// Increase the count of objects | ||
++m_buildingPool.ulCount; | ||
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return true; | ||
} | ||
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CBuilding* CBuildingsPoolSA::AddBuilding(CClientBuilding* pClientBuilding, uint16_t modelId, CVector* vPos, CVector4D* vRot, uint8_t interior) | ||
{ | ||
if (!HasFreeBuildingSlot()) | ||
return nullptr; | ||
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// Load building | ||
SFileObjectInstance instance; | ||
instance.modelID = modelId; | ||
instance.lod = -1; | ||
instance.interiorID = interior; | ||
instance.position = *vPos; | ||
instance.rotation = *vRot; | ||
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// Fix strange SA rotation | ||
instance.rotation.fW = -instance.rotation.fW; | ||
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auto pBuilding = static_cast<CBuildingSAInterface*>(CFileLoaderSA::LoadObjectInstance(&instance)); | ||
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// Disable lod and ipl | ||
pBuilding->m_pLod = nullptr; | ||
pBuilding->m_iplIndex = 0; | ||
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// Always stream model collosion | ||
// TODO We can setup collison bounding box and use GTA streamer for it | ||
auto modelInfo = pGame->GetModelInfo(modelId); | ||
modelInfo->AddColRef(); | ||
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// Add building in world | ||
auto pBuildingSA = new CBuildingSA(pBuilding); | ||
pGame->GetWorld()->Add(pBuildingSA, CBuildingPool_Constructor); | ||
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// Add CBuildingSA object in pool | ||
AddBuildingToPool(pClientBuilding, pBuildingSA); | ||
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return pBuildingSA; | ||
} | ||
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void CBuildingsPoolSA::RemoveBuilding(CBuilding* pBuilding) | ||
{ | ||
assert(NULL != pBuilding); | ||
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CBuildingSAInterface* pInterface = pBuilding->GetBuildingInterface(); | ||
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uint32_t dwElementIndexInPool = (*m_ppBuildingPoolInterface)->GetObjectIndexSafe(pInterface); | ||
if (dwElementIndexInPool == UINT_MAX) | ||
return; | ||
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// Remove building from world | ||
pGame->GetWorld()->Remove(pInterface, CBuildingPool_Destructor); | ||
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// Remove building from cover list | ||
CPtrNodeSingleListSAInterface<CBuildingSAInterface>* coverList = reinterpret_cast<CPtrNodeSingleListSAInterface<CBuildingSAInterface>*>(0xC1A2B8); | ||
coverList->RemoveItem(pInterface); | ||
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// Remove plant | ||
using CPlantColEntry_Remove = CEntitySAInterface* (*)(CEntitySAInterface*); | ||
((CPlantColEntry_Remove)0x5DBEF0)(pInterface); | ||
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// Remove col reference | ||
auto modelInfo = pGame->GetModelInfo(pBuilding->GetModelIndex()); | ||
modelInfo->RemoveColRef(); | ||
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// Remove from BuildingSA pool | ||
auto* pBuildingSA = m_buildingPool.arrayOfClientEntities[dwElementIndexInPool].pEntity; | ||
m_buildingPool.arrayOfClientEntities[dwElementIndexInPool] = {nullptr, nullptr}; | ||
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// Delete it from memory | ||
delete pBuildingSA; | ||
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// Remove building from SA pool | ||
(*m_ppBuildingPoolInterface)->Release(dwElementIndexInPool); | ||
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// Decrease the count of elements in the pool | ||
--m_buildingPool.ulCount; | ||
} | ||
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void CBuildingsPoolSA::RemoveAllBuildings() | ||
{ | ||
if (m_pOriginalBuildingsBackup) | ||
return; | ||
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m_pOriginalBuildingsBackup = std::make_unique<std::array<std::pair<bool, CBuildingSAInterface>, MAX_BUILDINGS>>(); | ||
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auto pBuildsingsPool = (*m_ppBuildingPoolInterface); | ||
for (size_t i = 0; i < MAX_BUILDINGS; i++) | ||
{ | ||
if (pBuildsingsPool->IsContains(i)) | ||
{ | ||
auto building = pBuildsingsPool->GetObject(i); | ||
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pGame->GetWorld()->Remove(building, CBuildingPool_Destructor); | ||
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pBuildsingsPool->Release(i); | ||
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(*m_pOriginalBuildingsBackup)[i].first = true; | ||
(*m_pOriginalBuildingsBackup)[i].second = *building; | ||
} | ||
else | ||
{ | ||
(*m_pOriginalBuildingsBackup)[i].first = false; | ||
} | ||
} | ||
} | ||
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void CBuildingsPoolSA::RestoreAllBuildings() | ||
{ | ||
if (!m_pOriginalBuildingsBackup) | ||
return; | ||
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auto& originalData = *m_pOriginalBuildingsBackup; | ||
auto pBuildsingsPool = (*m_ppBuildingPoolInterface); | ||
for (size_t i = 0; i < MAX_BUILDINGS; i++) | ||
{ | ||
if (originalData[i].first) | ||
{ | ||
pBuildsingsPool->AllocateAt(i); | ||
auto building = pBuildsingsPool->GetObject(i); | ||
*building = originalData[i].second; | ||
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pGame->GetWorld()->Add(building, CBuildingPool_Constructor); | ||
} | ||
} | ||
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m_pOriginalBuildingsBackup.release(); | ||
} | ||
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bool CBuildingsPoolSA::HasFreeBuildingSlot() | ||
{ | ||
return (*m_ppBuildingPoolInterface)->GetFreeSlot() != -1; | ||
} |
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@@ -0,0 +1,38 @@ | ||
/***************************************************************************** | ||
* | ||
* PROJECT: Multi Theft Auto v1.0 | ||
* LICENSE: See LICENSE in the top level directory | ||
* FILE: game_sa/CBuildingsPoolSA.h | ||
* PURPOSE: Buildings pool class | ||
* | ||
* Multi Theft Auto is available from http://www.multitheftauto.com/ | ||
* | ||
*****************************************************************************/ | ||
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#include <game/CBuildingsPool.h> | ||
#include <CVector.h> | ||
#include "CPoolSAInterface.h" | ||
#include "CBuildingSA.h" | ||
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class CBuildingsPoolSA : public CBuildingsPool | ||
{ | ||
public: | ||
CBuildingsPoolSA(); | ||
~CBuildingsPoolSA() = default; | ||
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CBuilding* AddBuilding(CClientBuilding*, uint16_t modelId, CVector* vPos, CVector4D* vRot, uint8_t interior); | ||
void RemoveBuilding(CBuilding* pBuilding); | ||
bool HasFreeBuildingSlot(); | ||
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void RemoveAllBuildings(); | ||
void RestoreAllBuildings(); | ||
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private: | ||
bool AddBuildingToPool(CClientBuilding* pClientBuilding, CBuildingSA* pBuilding); | ||
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private: | ||
SPoolData<CBuildingSA, CBuildingSAInterface, MAX_BUILDINGS> m_buildingPool; | ||
CPoolSAInterface<CBuildingSAInterface>** m_ppBuildingPoolInterface; | ||
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std::unique_ptr<std::array<std::pair<bool, CBuildingSAInterface>, MAX_BUILDINGS>> m_pOriginalBuildingsBackup; | ||
}; |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,37 @@ | ||
/***************************************************************************** | ||
* | ||
* PROJECT: Multi Theft Auto v1.0 | ||
* LICENSE: See LICENSE in the top level directory | ||
* FILE: game_sa/CIplSA.h | ||
* PURPOSE: Header file for game IPL class | ||
* | ||
* Multi Theft Auto is available from http://www.multitheftauto.com/ | ||
* | ||
*****************************************************************************/ | ||
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#pragma once | ||
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#include <cstdint> | ||
#include "CRect.h" | ||
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class CIplSAInterface | ||
{ | ||
public: | ||
CRect rect; | ||
char name[16]; | ||
uint16_t unk; | ||
uint16_t minBuildId; | ||
uint16_t maxBuildId; | ||
uint16_t minBummyId; | ||
uint16_t maxDummyId; | ||
uint16_t relatedIpl; | ||
uint8_t interior; | ||
uint8_t unk2; | ||
uint8_t bLoadReq; | ||
uint8_t bDisabledStreaming; | ||
uint8_t unk3; | ||
uint8_t unk4; | ||
uint8_t unk5; | ||
uint8_t unk6; | ||
}; | ||
static_assert(sizeof(CIplSAInterface) == 0x34, "Wrong CIplSAInterface size"); |
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