Set DKCR game mode to check for InternalState5/6 + fixed an infinite recursion issue

This commit is contained in:
parax0 2016-02-17 02:40:17 -07:00
parent c36c09a674
commit 63bdc1def7
2 changed files with 23 additions and 6 deletions

View File

@ -11,6 +11,7 @@ CScriptObject::CScriptObject(CGameArea *pArea, CScriptLayer *pLayer, CScriptTemp
, mpDisplayModel(nullptr) , mpDisplayModel(nullptr)
, mpCollision(nullptr) , mpCollision(nullptr)
, mHasInGameModel(false) , mHasInGameModel(false)
, mIsCheckingNearVisibleActivation(false)
{ {
mpTemplate->AddObject(this); mpTemplate->AddObject(this);
mpProperties = (CPropertyStruct*) pTemplate->BaseStruct()->InstantiateProperty(nullptr); mpProperties = (CPropertyStruct*) pTemplate->BaseStruct()->InstantiateProperty(nullptr);
@ -86,31 +87,38 @@ bool CScriptObject::HasNearVisibleActivation() const
* decorative actors when the player isn't close to them as an optimization. This means a lot of them are inactive by * decorative actors when the player isn't close to them as an optimization. This means a lot of them are inactive by
* default but should render in game mode anyway. To get around this, we'll check the links to find out whether this * default but should render in game mode anyway. To get around this, we'll check the links to find out whether this
* instance has a "Near Visible" activation, which is typically done via a trigger that activates the object on * instance has a "Near Visible" activation, which is typically done via a trigger that activates the object on
* InternalState04 (usually through a relay). */ * InternalState04/05/06 (usually through a relay). */
std::list<CScriptObject*> Relays; std::list<CScriptObject*> Relays;
bool IsRelay = (ObjectTypeID() == 0x53524C59);
if (mIsCheckingNearVisibleActivation) return false;
mIsCheckingNearVisibleActivation = true;
for (u32 iLink = 0; iLink < mInConnections.size(); iLink++) for (u32 iLink = 0; iLink < mInConnections.size(); iLink++)
{ {
const SLink& rkLink = mInConnections[iLink]; const SLink& rkLink = mInConnections[iLink];
// Check for trigger activation // Check for trigger activation
if (rkLink.State == 0x49533034) // "IS04" if (rkLink.State == 0x49533034 || rkLink.State == 0x49533035 || rkLink.State == 0x49533036) // "IS04", "IS05", or "IS06"
{ {
if ( (rkLink.Message == 0x41435456) || // "ACTV" if ( (!IsRelay && rkLink.Message == 0x41435456) || // "ACTV"
(ObjectTypeID() == 0x53524C59 && rkLink.Message == 0x4143544E) ) // If type is "SRLY" and message is "ACTN" (IsRelay && rkLink.Message == 0x4143544E) ) // "ACTN"
{ {
CScriptObject *pObj = mpArea->GetInstanceByID(rkLink.ObjectID); CScriptObject *pObj = mpArea->GetInstanceByID(rkLink.ObjectID);
if (pObj->ObjectTypeID() == 0x54524752) // "TRGR" if (pObj->ObjectTypeID() == 0x54524752) // "TRGR"
{
mIsCheckingNearVisibleActivation = false;
return true; return true;
} }
} }
}
// Check for relay activation // Check for relay activation
else if (rkLink.State == 0x524C4159) // "RLAY" else if (rkLink.State == 0x524C4159) // "RLAY"
{ {
if ( (rkLink.Message == 0x41435456) || // "ACTV" if ( (!IsRelay && rkLink.Message == 0x41435456) || // "ACTV"
(ObjectTypeID() == 0x53524C59 && rkLink.Message == 0x4143544E) ) // If type is "SRLY" and message is "ACTN" (IsRelay && rkLink.Message == 0x4143544E) ) // "ACTN"
{ {
CScriptObject *pObj = mpArea->GetInstanceByID(rkLink.ObjectID); CScriptObject *pObj = mpArea->GetInstanceByID(rkLink.ObjectID);
@ -122,9 +130,15 @@ bool CScriptObject::HasNearVisibleActivation() const
// Check whether any of the relays have a near visible activation // Check whether any of the relays have a near visible activation
for (auto it = Relays.begin(); it != Relays.end(); it++) for (auto it = Relays.begin(); it != Relays.end(); it++)
{
if ((*it)->HasNearVisibleActivation()) if ((*it)->HasNearVisibleActivation())
{
mIsCheckingNearVisibleActivation = false;
return true; return true;
}
}
mIsCheckingNearVisibleActivation = false;
return false; return false;
} }

View File

@ -40,6 +40,9 @@ class CScriptObject
EVolumeShape mVolumeShape; EVolumeShape mVolumeShape;
float mVolumeScale; float mVolumeScale;
// Recursion guard
mutable bool mIsCheckingNearVisibleActivation;
public: public:
CScriptObject(CGameArea *pArea, CScriptLayer *pLayer, CScriptTemplate *pTemplate); CScriptObject(CGameArea *pArea, CScriptLayer *pLayer, CScriptTemplate *pTemplate);
~CScriptObject(); ~CScriptObject();