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Copy pathparkSys.cpp
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320 lines (309 loc) · 10.1 KB
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///////////////////////////////////////////////////////////////
//
// gtaParkSys: GTA parking system
//
//
// 10.07.2016 19:07 - created (moved from gssMain)
// 12.07.2016 21:44 - moving park system into a class (and refactoring a little)
//
// (partial source) //
void SSPSX::parkSysUpdateRegistry(void)
{
DWORD iPark;
PARKINGLOT* pPark;
for(iPark = 0; iPark < this->numParks; iPark++)
{
pPark = &this->park[iPark];
memcpy(pPark->pVehInfoRegistry, pPark->vehLicense, pPark->vehInfoRegistrySize);
}
fileStore(this->srcDataPtr, this->strDataFileName.c_str(), this->srcDataSize);
}
void SSPSX::parkingSpaceTestVehicle(PARKSPACEINFO* pSpace, Vehicle hVehicle)
{
DWORD model;
BYTE vehTypes;
model = VehicleGetModel(hVehicle);
vehTypes = VehicleGetTypes(model);
if((vehTypes & pSpace->vehTypesAllowed) != 0)
{
pSpace->hVehicleSaving = hVehicle; // temporary save player vehicle [no release need]
pSpace->state = PSS_STORING_ALLOWED;
}
else
{
pSpace->state = PSS_STORING_DENIED;
}
}
void SSPSX::parkingSpaceScanVehicle(PARKSPACEINFO* pSpace, VEHLIC31* pVehLicense)
{
VehicleLicenseFill(pVehLicense, pSpace->hVehicleSaving);
this->parkSysUpdateRegistry();
if(VehicleModelHasAlarm(pVehLicense->model) != FALSE)
{
VehicleDoAlarmShort(pSpace->hVehicleSaving);
}
pSpace->hVehicleSaving = NULL;
pSpace->hVehicleStored = NULL; // no need to release -> no need to save handle
pSpace->state = PSS_RESERVED;
}
void SSPSX::parkingSpaceClear(PARKSPACEINFO* pSpace, VEHLIC31* pVehLicense)
{
VehicleSafeRelease(&pSpace->hVehicleStored); // release vehicle if it was created by parking lot (NULL value is okay)
if(pVehLicense != NULL)
{
VehicleLicenseClear(pVehLicense);
this->parkSysUpdateRegistry();
}
pSpace->hVehicleSaving = NULL;
pSpace->state = PSS_EMPTY;
}
void SSPSX::parkingSpaceFSM(AStringStream& display, DWORD iSpace, GtaPlayerState& playerState)
{
PARKSPACEINFO* pSpace;
VEHLIC31* pVehLicense;
FLOAT dist;
FLOAT parkSpaceRadius;// = 1.875f;
BOOL bCancelClear = TRUE;
//
pSpace = &this->pParkActive->space[iSpace];
pVehLicense = &this->pParkActive->vehLicense[iSpace];
//
parkSpaceRadius = 1.0f * pSpace->markerRadiusMultiplier;
//
switch(pSpace->state)
{
case PSS_EMPTY:
if(playerState.bIsInCar)
{
// if player arrived to marker in a vehicle...
parkingDrawMarker(PSM_AVAILABLE, pSpace->markerRadiusMultiplier, iSpace, &pSpace->pos);
dist = distance3d(pSpace->pos, playerState.fvPosVehicle);
if(dist < parkSpaceRadius)
{
// can it be stor'd heer?
this->parkingSpaceTestVehicle(pSpace, playerState.vehiclePlayer);
}
}
break;
case PSS_STORING_ALLOWED:
if(playerState.bIsInCar)
{
// if player leaved our marker in a vehicle...
parkingDrawMarker(PSM_VEH_APPROVED, pSpace->markerRadiusMultiplier, iSpace, &pSpace->pos);
dist = distance3d(pSpace->pos, playerState.fvPosVehicle);
if(dist >= parkSpaceRadius)
{
this->parkingSpaceClear(pSpace, NULL);
}
}
else // ...or he got out and leaved vehicle for us to scan?
{
this->parkingSpaceScanVehicle(pSpace, pVehLicense);
}
break;
case PSS_STORING_DENIED:
if(playerState.bIsInCar)
{
// player is in inappropriate vehicle... is he leaved (in a vehicle)?
parkingDrawMarker(PSM_VEH_REJECTED, pSpace->markerRadiusMultiplier, iSpace, &pSpace->pos);
dist = distance3d(pSpace->pos, playerState.fvPosVehicle);
if(dist >= parkSpaceRadius)
{
this->parkingSpaceClear(pSpace, NULL);
}
}
else // ...or he got out and we won't scan this definitely inappropriate vehicle?
{
this->parkingSpaceClear(pSpace, NULL);
}
break;
case PSS_RESERVED:
if(playerState.bIsInCar)
{
// the player is in car on a place that has a vehicle scanned... player wants to clear it?
dist = distance3d(pSpace->pos, playerState.fvPosVehicle);
if(dist < parkSpaceRadius)
{
parkingDrawMarker(PSM_CLEAR_START, pSpace->markerRadiusMultiplier, iSpace, &pSpace->pos);
if(gtaIsPlayerPressingHorn() != FALSE)
{
pSpace->state = PSS_CLEARING1;
}
}
}
break;
case PSS_CLEARING1:
if(playerState.bIsInCar)
{
// the player is still in car on a place that has a vehicle scanned... player wants to clear it for sure?
dist = distance3d(pSpace->pos, playerState.fvPosVehicle);
if(dist < parkSpaceRadius)
{
bCancelClear = FALSE;
if(gtaIsPlayerPressingHorn() == FALSE)
{
pSpace->state = PSS_CLEARING2;
}
}
}
if(bCancelClear != FALSE) // ...or he changed his mind?
{
pSpace->state = PSS_RESERVED;
}
break;
case PSS_CLEARING2:
if(playerState.bIsInCar)
{
// the player is still in car on a place that has a vehicle scanned & wants to clear it...
dist = distance3d(pSpace->pos, playerState.fvPosVehicle);
if(dist < parkSpaceRadius)
{
bCancelClear = FALSE;
parkingDrawMarker(PSM_CLEAR_CONFIRM, pSpace->markerRadiusMultiplier, iSpace, &pSpace->pos);
if(gtaIsPlayerPressingHorn() != FALSE)
{
this->parkingSpaceClear(pSpace, pVehLicense);
}
}
}
if(bCancelClear != FALSE) // ...or he changed his mind in a last second?
{
pSpace->state = PSS_RESERVED;
}
break;
}
}
void SSPSX::parkingLotInitializeActivation(void)
{
// request all models
PARKINGLOT* pPark;
DWORD iSpace;
PARKSPACEINFO* pSpace;
DWORD model;
DWORD spaceState;
// pps->iParkActive = iParkingLot;
// pps->mdlQueue.mqLength = 0;
lss << UL::DEBUG << L("plInit: mqInit") << UL::ENDL;
mqInit(&this->mdlQueue);
lss << UL::DEBUG << L("plInit: clearArea") << UL::ENDL;
this->parkingLotClearArea();
lss << UL::DEBUG << L("plInit: queue models") << UL::ENDL;
pPark = &this->park[this->iParkActive];
for(iSpace = 0; iSpace < pPark->numSpaces; iSpace++)
{
pSpace = &pPark->space[iSpace];
model = pPark->vehLicense[iSpace].model;
spaceState = PSS_EMPTY;
if(model != 0)
{
lss << UL::DEBUG << L("plInit: ") << iSpace << " : " << ulhex(model) << UL::ENDL;
spaceState = PSS_RESERVED;
pSpace->mqIndex = mqEnqueueModel(&this->mdlQueue, model);
}
pSpace->state = spaceState;
pSpace->hVehicleSaving = NULL;
pSpace->hVehicleStored = NULL;
}
lss << UL::DEBUG << L("plInit: done") << UL::ENDL;
this->pParkActive = pPark;
this->state = PLS_ACTIVATING;
}
BOOL SSPSX::parkingLotFinalizeActivation(void)
{
PARKINGLOT* pPark;
DWORD iSpace;
PARKSPACEINFO* pSpace;
VEHLIC31* pVehLicense;
BOOL bFinishedLoading;
lss << UL::DEBUG << L("plFinInit: 1") << UL::ENDL;
pPark = this->pParkActive;
bFinishedLoading = (mqAreModelsStillLoading(&this->mdlQueue) == FALSE);
for(iSpace = 0; iSpace < pPark->numSpaces; iSpace++)
{
pSpace = &pPark->space[iSpace];
pVehLicense = &pPark->vehLicense[iSpace];
if(pSpace->state == PSS_RESERVED)
{
if(this->mdlQueue.mqEntry[pSpace->mqIndex].state == MDS_LOADED)
{
pSpace->hVehicleStored = VehicleCreate(pVehLicense, &pSpace->pos, pSpace->angle);
}
}
}
lss << UL::DEBUG << L("plFinInit: 2") << UL::ENDL;
if(bFinishedLoading == FALSE)
{
mqReleaseLoadedModels(&this->mdlQueue);
}
else
{
this->state = PLS_ACTIVE;
}
return bFinishedLoading;
}
void SSPSX::parkingLotDeactivate(void)
{
PARKINGLOT* pPark;
DWORD iSpace;
PARKSPACEINFO* pSpace;
pPark = this->pParkActive;
for(iSpace = 0; iSpace < pPark->numSpaces; iSpace++)
{
pSpace = &pPark->space[iSpace];
switch(pSpace->state)
{
case PSS_RESERVED:
this->parkingSpaceClear(pSpace, NULL); // release all created vehicles, so they can be destroyed by the game
break;
}
}
this->pParkActive = NULL;
this->iParkActive = 0;
this->state = PLS_INACTIVE;
}
void SSPSX::parkFSM(AStringStream& display, GtaPlayerState& playerState)
{
DWORD iPark;
DWORD iSpace;
PARKINGLOT* pPark;
DWORD numParkSpaces;
switch(this->state)
{
case PLS_INACTIVE:
display << " inactive";
for(iPark = 0; iPark < this->numParks; iPark++)
{
pPark = &this->park[iPark];
if(zobbInside3d(playerState.fvPosChar, pPark->bbEnter))
{
lss << UL::INFO << L("player entered spawn zone [") << iPark << L("]") << UL::ENDL;
this->iParkActive = iPark;
this->parkingLotInitializeActivation();
}
}
break;
case PLS_ACTIVATING:
if(this->parkingLotFinalizeActivation() != FALSE)
{
lss << UL::INFO << L("spawn finished") << UL::ENDL;
}
break;
case PLS_ACTIVE:
display << " active(" << this->iParkActive << ")";
pPark = this->pParkActive;
if(zobbInside3d(playerState.fvPosChar, pPark->bbLeave))
{
numParkSpaces = pPark->numSpaces;
for(iSpace = 0; iSpace < numParkSpaces; iSpace++)
{
this->parkingSpaceFSM(display, iSpace, playerState);
}
}
else
{
lss << UL::INFO << L("player left park zone") << UL::ENDL;
this->parkingLotDeactivate();
}
break;
}
}