refactor(Teleport): Fixed and optimised code

This commit is contained in:
Yimura 2021-02-06 00:33:59 +01:00
parent 337ac85200
commit 1d631a86ce
2 changed files with 33 additions and 64 deletions

View File

@ -1,41 +1,20 @@
#include "teleport.hpp" #include "teleport.hpp"
#include "functions.hpp"
#include "natives.hpp" #include "natives.hpp"
#include "notify.hpp" #include "notify.hpp"
#include "script.hpp" #include "script.hpp"
namespace big namespace big
{ {
bool teleport::load_ground_at_3dcoord(Vector3 location) bool teleport::load_ground_at_3dcoord(Vector3& location)
{ {
float groundZ; float groundZ;
uint8_t attempts = 10; uint8_t attempts = 10;
for (uint8_t i = 0; i < attempts; i++) for (uint8_t i = 0; i < attempts; i++)
{ {
// Only request a collision after the first try failed because the location might already be loaded on first attempt. // Only request a collision after the first try failed because the location might already be loaded on first attempt.
for (uint8_t z = 0; i && z < 1000; z += 100) for (uint16_t z = 0; i && z < 1000; z += 100)
{
STREAMING::REQUEST_COLLISION_AT_COORD(location.x, location.y, z);
script::get_current()->yield();
}
if (MISC::GET_GROUND_Z_FOR_3D_COORD(location.x, location.y, 1000.f, &groundZ, false, false))
return true;
script::get_current()->yield();
}
return false;
}
Vector3 teleport::get_ground_at_3dcoord(Vector3 location)
{
float groundZ;
uint8_t attempts = 10;
for (uint8_t i = 0; i < attempts; i++)
{
// Only request a collision after the first try failed because the location might already be loaded on first attempt.
for (uint8_t z = 0; i && z < 1000; z += 100)
{ {
STREAMING::REQUEST_COLLISION_AT_COORD(location.x, location.y, (float)z); STREAMING::REQUEST_COLLISION_AT_COORD(location.x, location.y, (float)z);
@ -46,42 +25,36 @@ namespace big
{ {
location.z = groundZ + 1.f; location.z = groundZ + 1.f;
break; return true;
} }
if (i == attempts - 1) location.z = 1000.f;
script::get_current()->yield(); script::get_current()->yield();
} }
return location; location.z = 1000.f;
return false;
} }
bool teleport::bring_blip(int blipSprite, int blipColor, int flag) bool teleport::bring_blip(int blipSprite, int blipColor, int flag)
{ {
Blip blipHandle = HUD::GET_FIRST_BLIP_INFO_ID(blipSprite); Blip blip;
while (HUD::DOES_BLIP_EXIST(blipHandle) && (blipColor != -1 && HUD::GET_BLIP_COLOUR(blipHandle) != blipColor)) for (blip = HUD::GET_FIRST_BLIP_INFO_ID(blipSprite);
{ HUD::DOES_BLIP_EXIST(blip) &&
blipHandle = HUD::GET_NEXT_BLIP_INFO_ID(blipSprite); blipColor != -1 && HUD::GET_BLIP_COLOUR(blip);
blip = HUD::GET_NEXT_BLIP_INFO_ID(blipSprite)
) script::get_current()->yield();
if (!HUD::DOES_BLIP_EXIST(blip) || (blipColor != -1 && HUD::GET_BLIP_COLOUR(blip) != blipColor)) return false;
script::get_current()->yield(); Vector3 location = HUD::GET_BLIP_COORDS(blip);
}
if (!HUD::DOES_BLIP_EXIST(blipHandle) || (blipColor != -1 && HUD::GET_BLIP_COLOUR(blipHandle) != blipColor)) return false;
Vector3 location = HUD::GET_BLIP_COORDS(blipHandle);
Entity veh = VEHICLE::GET_CLOSEST_VEHICLE(location.x, location.y, location.z, 5.f, 0, flag); Entity veh = VEHICLE::GET_CLOSEST_VEHICLE(location.x, location.y, location.z, 5.f, 0, flag);
if (!ENTITY::DOES_ENTITY_EXIST(veh)) return false; if (!ENTITY::DOES_ENTITY_EXIST(veh)) return false;
while (!NETWORK::NETWORK_HAS_CONTROL_OF_ENTITY(veh)) func::take_control_of_entity(veh);
{
NETWORK::NETWORK_REQUEST_CONTROL_OF_ENTITY(veh);
script::get_current()->yield(); Ped player = PLAYER::PLAYER_PED_ID();
}
Ped player = PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_player.id);
location = ENTITY::GET_ENTITY_COORDS(player, true); location = ENTITY::GET_ENTITY_COORDS(player, true);
ENTITY::SET_ENTITY_COORDS(veh, location.x, location.y, location.z + 1.f, 0, 0, 0, true); ENTITY::SET_ENTITY_COORDS(veh, location.x, location.y, location.z + 1.f, 0, 0, 0, true);
@ -93,7 +66,8 @@ namespace big
} }
else else
{ {
PED::SET_PED_INTO_VEHICLE(player, veh, -2); int seatIndex = VEHICLE::IS_VEHICLE_SEAT_FREE(veh, -1, false) ? -1 : -2;
PED::SET_PED_INTO_VEHICLE(player, veh, seatIndex);
} }
return true; return true;
@ -103,17 +77,16 @@ namespace big
{ {
Ped player = PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_player.id); Ped player = PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_player.id);
Blip blipHandle = HUD::GET_FIRST_BLIP_INFO_ID(blipSprite); Blip blip;
while (HUD::DOES_BLIP_EXIST(blipHandle) && (blipColor != -1 && HUD::GET_BLIP_COLOUR(blipHandle) != blipColor)) for (blip = HUD::GET_FIRST_BLIP_INFO_ID(blipSprite);
{ HUD::DOES_BLIP_EXIST(blip) &&
blipHandle = HUD::GET_NEXT_BLIP_INFO_ID(blipSprite); blipColor != -1 && HUD::GET_BLIP_COLOUR(blip);
blip = HUD::GET_NEXT_BLIP_INFO_ID(blipSprite)
) script::get_current()->yield();
if (!HUD::DOES_BLIP_EXIST(blip) || (blipColor != -1 && HUD::GET_BLIP_COLOUR(blip) != blipColor)) return false;
script::get_current()->yield(); Vector3 location = HUD::GET_BLIP_COORDS(blip);
} load_ground_at_3dcoord(location);
if (!HUD::DOES_BLIP_EXIST(blipHandle) || (blipColor != -1 && HUD::GET_BLIP_COLOUR(blipHandle) != blipColor)) return false;
Vector3 location = HUD::GET_BLIP_COORDS(blipHandle);
location = get_ground_at_3dcoord(location);
PED::SET_PED_COORDS_KEEP_VEHICLE(player, location.x, location.y, location.z); PED::SET_PED_COORDS_KEEP_VEHICLE(player, location.x, location.y, location.z);
@ -133,8 +106,7 @@ namespace big
Vector3 location = ENTITY::GET_ENTITY_COORDS(target, true); Vector3 location = ENTITY::GET_ENTITY_COORDS(target, true);
for (uint8_t i = 0; !load_ground_at_3dcoord(location); i++) load_ground_at_3dcoord(location);
if (i == 5) break;
Ped current = PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_player.id); Ped current = PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_player.id);
@ -158,8 +130,7 @@ namespace big
} }
} }
int seatIndex = -2; int seatIndex = VEHICLE::IS_VEHICLE_SEAT_FREE(veh, -1, false) ? -1 : -2;
if (VEHICLE::IS_VEHICLE_SEAT_FREE(veh, -1, 0)) seatIndex = -1;
PED::SET_PED_INTO_VEHICLE(current, veh, seatIndex); PED::SET_PED_INTO_VEHICLE(current, veh, seatIndex);
} }
@ -183,8 +154,7 @@ namespace big
if (!HUD::DOES_BLIP_EXIST(blipHandle)) return false; if (!HUD::DOES_BLIP_EXIST(blipHandle)) return false;
Vector3 location = HUD::GET_BLIP_COORDS(blipHandle); Vector3 location = HUD::GET_BLIP_COORDS(blipHandle);
load_ground_at_3dcoord(location);
location = get_ground_at_3dcoord(location);
PED::SET_PED_COORDS_KEEP_VEHICLE(player, location.x, location.y, location.z); PED::SET_PED_COORDS_KEEP_VEHICLE(player, location.x, location.y, location.z);

View File

@ -6,9 +6,8 @@ namespace big
class teleport class teleport
{ {
public: public:
static bool load_ground_at_3dcoord(Vector3& location);
static bool bring_blip(int blipSprite, int blipColor, int flag = 70); static bool bring_blip(int blipSprite, int blipColor, int flag = 70);
static bool load_ground_at_3dcoord(Vector3 location);
static Vector3 get_ground_at_3dcoord(Vector3 location);
static bool teleport_to_blip(int blipSprite, int blipColor = -1); static bool teleport_to_blip(int blipSprite, int blipColor = -1);
static void teleport_into_player_vehicle(Player player); static void teleport_into_player_vehicle(Player player);
static void teleport_to_player(Player player); static void teleport_to_player(Player player);