mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-10 18:09:16 +00:00
set pieces
This commit is contained in:
parent
9c6046455e
commit
607175f02a
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@ -350,6 +350,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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if (!FindPlayerVehicle() || DotProduct2D(CVector2D(diff.x / distance, diff.y / distance), FindPlayerSpeed()) > 0.05f)
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pVehicle->AutoPilot.m_nCarMission = MISSION_BLOCKPLAYER_CLOSE;
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BackToCruisingIfNoWantedLevel(pVehicle);
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break;
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}
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default:
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if (pVehicle->bIsLawEnforcer && FindPlayerPed()->m_pWanted->m_nWantedLevel > 0 && !CCullZones::NoPolice()){
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@ -971,7 +971,8 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
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pVehicle->GetModelIndex() == MI_AMBULAN ||
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pVehicle->GetModelIndex() == MI_FIRETRUCK ||
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pVehicle->bIsLawEnforcer ||
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pVehicle->bIsCarParkVehicle
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pVehicle->bIsCarParkVehicle ||
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CTimer::GetTimeInMilliseconds() < pVehicle->m_nSetPieceExtendedRangeTime
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){
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threshold = ONSCREEN_DESPAWN_RANGE * TheCamera.GenerationDistMultiplier;
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}
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@ -2515,7 +2516,7 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
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pSwerve, pAccel, pBrake, pHandbrake);
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return;
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case MISSION_BLOCKPLAYER_FORWARDANDBACK:
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//SteerAICarBlockingPlayerForwardAndBack(pVehicle, pSwerve, pAccel, pBrake, pHandbrake);
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SteerAICarBlockingPlayerForwardAndBack(pVehicle, pSwerve, pAccel, pBrake, pHandbrake);
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return;
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default:
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assert(0);
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@ -2523,6 +2524,45 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
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}
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}
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void CCarCtrl::SteerAICarBlockingPlayerForwardAndBack(CVehicle* pVehicle, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
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{
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*pSwerve = 0.0f;
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*pHandbrake = false;
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CVector player = FindPlayerSpeed() + 0.1f * FindPlayerEntity()->GetForward();
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player.z = 0.0f;
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CVector right(pVehicle->GetRight().x, pVehicle->GetRight().y, 0.0f);
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right.Normalise();
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CVector forward(pVehicle->GetForward().x, pVehicle->GetForward().y, 0.0f);
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forward.Normalise();
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float dpPlayerAndRight = DotProduct(player, right);
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if (dpPlayerAndRight == 0.0f)
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dpPlayerAndRight = 0.01f;
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float dpDiffAndRight = -DotProduct((FindPlayerCoors() - pVehicle->GetPosition()), right) / dpPlayerAndRight;
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if (dpDiffAndRight < 0.0f) {
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*pAccel = 0.0f;
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*pBrake = 0.0f;
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return;
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}
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float dpSpeedAndForward = DotProduct(pVehicle->GetMoveSpeed(), forward);
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float dpPlayerAndForward = DotProduct(player, forward);
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float dpDiffAndForward = DotProduct((FindPlayerCoors() - pVehicle->GetPosition()), forward);
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float multiplier = dpPlayerAndForward * dpDiffAndRight + dpDiffAndForward - dpSpeedAndForward * dpDiffAndRight;
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if (multiplier > 0) {
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*pAccel = Min(1.0f, 0.1f * multiplier);
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*pBrake = 0.0f;
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}
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else if (dpSpeedAndForward > 0) {
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*pAccel = 0.0f;
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*pBrake = Min(1.0f, -0.1f * multiplier);
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if (*pBrake > 0.95f)
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*pHandbrake = true;
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}
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else {
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*pAccel = Max(-1.0f, 0.1f * multiplier);
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*pBrake = 0.0f;
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}
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}
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void CCarCtrl::SteerAIBoatWithPhysicsHeadingForTarget(CVehicle* pVehicle, float targetX, float targetY, float* pSwerve, float* pAccel, float* pBrake)
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{
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CVector2D forward = pVehicle->GetForward();
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@ -59,6 +59,7 @@
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#include "RpAnimBlend.h"
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#include "Rubbish.h"
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#include "SimpleModelInfo.h"
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#include "SetPieces.h"
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#include "Shadows.h"
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#include "SpecialFX.h"
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#include "Sprite.h"
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@ -10900,7 +10901,10 @@ int8 CRunningScript::ProcessCommands1200To1299(int32 command)
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case COMMAND_ADD_SET_PIECE:
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{
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CollectParameters(&m_nIp, 13);
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debug("ADD_SET_PIECE not implemented, skipping\n");
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CSetPieces::AddOne(ScriptParams[0],
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*(CVector2D*)&ScriptParams[1], *(CVector2D*)&ScriptParams[3],
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*(CVector2D*)&ScriptParams[5], *(CVector2D*)&ScriptParams[7],
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*(CVector2D*)&ScriptParams[9], *(CVector2D*)&ScriptParams[11]);
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return 0;
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}
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case COMMAND_SET_EXTRA_COLOURS:
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319
src/control/SetPieces.cpp
Normal file
319
src/control/SetPieces.cpp
Normal file
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@ -0,0 +1,319 @@
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#include "common.h"
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#include "SetPieces.h"
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#include "Automobile.h"
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#include "CarAI.h"
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#include "CopPed.h"
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#include "GenericGameStorage.h"
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#include "PlayerPed.h"
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#include "Timer.h"
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#include "Vehicle.h"
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#include "Wanted.h"
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#include "World.h"
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#define TIME_BETWEEN_SETPIECE_SPAWNS 20000
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// MIAMI: file done
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bool CSetPieces::bDebug;
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uint32 CSetPieces::NumSetPieces;
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CSetPiece CSetPieces::aSetPieces[NUM_SETPIECES];
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void CSetPieces::Init(void)
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{
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bDebug = false;
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NumSetPieces = 0;
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}
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void CSetPieces::AddOne(uint8 type, CVector2D vTriggerInf, CVector2D vTriggerSup, CVector2D vSpawn1, CVector2D vTarget1, CVector2D vSpawn2, CVector2D vTarget2)
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{
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if (NumSetPieces >= NUM_SETPIECES)
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return;
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aSetPieces[NumSetPieces].m_nType = (eSetPieceType)type;
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aSetPieces[NumSetPieces].m_vTriggerInf.x = Min(vTriggerInf.x, vTriggerSup.x);
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aSetPieces[NumSetPieces].m_vTriggerInf.y = Min(vTriggerInf.y, vTriggerSup.y);
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aSetPieces[NumSetPieces].m_vTriggerSup.x = Max(vTriggerInf.x, vTriggerSup.x);
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aSetPieces[NumSetPieces].m_vTriggerSup.y = Max(vTriggerInf.y, vTriggerSup.y);
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aSetPieces[NumSetPieces].m_vSpawn1 = vSpawn1;
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aSetPieces[NumSetPieces].m_vSpawn2 = vSpawn2;
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aSetPieces[NumSetPieces].m_vTarget1 = vTarget1;
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aSetPieces[NumSetPieces].m_vTarget2 = vTarget2;
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++NumSetPieces;
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}
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void CSetPieces::Update(void)
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{
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int nFirst = NumSetPieces * (CTimer::GetFrameCounter() % 8) / 8;
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int nLast = NumSetPieces * (CTimer::GetFrameCounter() % 8 + 1) / 8;
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for (int i = nFirst; i < nLast; i++)
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aSetPieces[i].Update();
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}
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void CSetPieces::Save(uint8* buf, uint32* size)
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{
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INITSAVEBUF
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WriteSaveBuf(buf, NumSetPieces);
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for (int i = 0; i < NUM_SETPIECES; i++)
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WriteSaveBuf(buf, aSetPieces[i]);
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*size = sizeof(NumSetPieces) + NUM_SETPIECES * sizeof(CSetPiece);
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VALIDATESAVEBUF(*size)
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}
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void CSetPieces::Load(uint8* buf, uint32 size)
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{
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INITSAVEBUF
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NumSetPieces = ReadSaveBuf<uint32>(buf);
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for (int i = 0; i < NUM_SETPIECES; i++)
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aSetPieces[i] = ReadSaveBuf<CSetPiece>(buf);
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VALIDATESAVEBUF(size)
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}
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void CSetPiece::Update(void)
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{
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if (m_nLastTimeCreated != 0 && CTimer::GetTimeInMilliseconds() <= m_nLastTimeCreated + TIME_BETWEEN_SETPIECE_SPAWNS)
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return;
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CVector pos = FindPlayerCoors();
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if (pos.x < m_vTriggerInf.x || pos.x > m_vTriggerSup.x ||
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pos.y < m_vTriggerInf.y || pos.y > m_vTriggerSup.y)
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return;
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switch (m_nType) {
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case SETPIECE_TWOCOPCARSINALLEY:
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{
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel < 1 || FindPlayerVehicle())
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return;
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CVehicle* pVehicle1 = TryToGenerateCopCar(m_vSpawn1, m_vTarget1);
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if (!pVehicle1)
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return;
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CVehicle* pVehicle2 = TryToGenerateCopCar(m_vSpawn2, m_vTarget2);
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if (!pVehicle2) {
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CWorld::Remove(pVehicle1);
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delete pVehicle1;
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return;
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}
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pVehicle1->SetStatus(STATUS_PHYSICS);
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pVehicle1->AutoPilot.m_fMaxTrafficSpeed = pVehicle1->AutoPilot.m_nCruiseSpeed = 4;
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pVehicle1->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_SLOW_DOWN_FOR_CARS;
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pVehicle1->AutoPilot.m_nCarMission = MISSION_SLOWLY_DRIVE_TOWARDS_PLAYER_1;
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pVehicle1->AutoPilot.m_vecDestinationCoors.x = m_vTarget1.x;
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pVehicle1->AutoPilot.m_vecDestinationCoors.y = m_vTarget1.y;
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pVehicle1->AutoPilot.m_vecDestinationCoors.z = 0.0f;
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pVehicle1->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 25000;
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CCarAI::AddPoliceCarOccupants(pVehicle1);
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pVehicle2->SetStatus(STATUS_PHYSICS);
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pVehicle2->AutoPilot.m_fMaxTrafficSpeed = pVehicle2->AutoPilot.m_nCruiseSpeed = 4;
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pVehicle2->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_SLOW_DOWN_FOR_CARS;
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pVehicle2->AutoPilot.m_nCarMission = MISSION_SLOWLY_DRIVE_TOWARDS_PLAYER_1;
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pVehicle2->AutoPilot.m_vecDestinationCoors.x = m_vTarget2.x;
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pVehicle2->AutoPilot.m_vecDestinationCoors.y = m_vTarget2.y;
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pVehicle2->AutoPilot.m_vecDestinationCoors.z = 0.0f;
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pVehicle2->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 25000;
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CCarAI::AddPoliceCarOccupants(pVehicle2);
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m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
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break;
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}
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case SETPIECE_CARBLOCKINGPLAYERFROMSIDE:
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{
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel < 2)
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return;
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if (!FindPlayerVehicle())
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return;
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if (DotProduct2D(FindPlayerSpeed(), (CVector2D)FindPlayerCoors() - m_vSpawn1) >= 0.0f)
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return;
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CVehicle* pVehicle1 = TryToGenerateCopCar(m_vSpawn1, m_vTarget1);
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if (!pVehicle1)
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return;
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pVehicle1->SetStatus(STATUS_PHYSICS);
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pVehicle1->AutoPilot.m_fMaxTrafficSpeed = pVehicle1->AutoPilot.m_nCruiseSpeed = 16;
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pVehicle1->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_PLOUGH_THROUGH;
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pVehicle1->AutoPilot.m_nCarMission = MISSION_BLOCKPLAYER_FORWARDANDBACK;
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pVehicle1->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD;
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pVehicle1->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 100;
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pVehicle1->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 10000;
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pVehicle1->SetMoveSpeed(2.0f * pVehicle1->GetForward() / 3.0f);
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CCarAI::AddPoliceCarOccupants(pVehicle1);
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m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
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return;
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}
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case SETPIECE_CARRAMMINGPLAYERFROMSIDE:
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{
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel < 2)
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return;
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if (!FindPlayerVehicle())
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return;
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if (DotProduct2D(FindPlayerSpeed(), (CVector2D)FindPlayerCoors() - m_vSpawn1) >= 0.0f)
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return;
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CVehicle* pVehicle1 = TryToGenerateCopCar(m_vSpawn1, m_vTarget1);
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if (!pVehicle1)
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return;
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pVehicle1->SetStatus(STATUS_PHYSICS);
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pVehicle1->AutoPilot.m_fMaxTrafficSpeed = pVehicle1->AutoPilot.m_nCruiseSpeed = 16;
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pVehicle1->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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pVehicle1->AutoPilot.m_nCarMission = MISSION_RAMCAR_CLOSE;
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pVehicle1->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD;
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pVehicle1->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 100;
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pVehicle1->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 10000;
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pVehicle1->SetMoveSpeed(2.0f * pVehicle1->GetForward() / 3.0f);
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CCarAI::AddPoliceCarOccupants(pVehicle1);
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m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
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return;
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}
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case SETPIECE_CREATECOPPERONFOOT:
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{
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel < 1 || FindPlayerVehicle())
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return;
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CCopPed* pCop = TryToGenerateCopPed(m_vSpawn1);
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if (!pCop)
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return;
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float z = CWorld::FindGroundZForCoord(m_vTarget1.x, m_vTarget1.y);
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pCop->bScriptObjectiveCompleted = false;
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pCop->SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, CVector(m_vTarget1.x, m_vTarget1.y, z));
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pCop->m_nExtendedRangeTimer = CTimer::GetTimeInMilliseconds() + 10000;
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m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
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return;
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}
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case SETPIECE_CREATETWOCOPPERSONFOOT:
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{
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel < 1 || FindPlayerVehicle())
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return;
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CCopPed* pCop = TryToGenerateCopPed(m_vSpawn1);
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if (!pCop)
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return;
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float z = CWorld::FindGroundZForCoord(m_vTarget1.x, m_vTarget1.y);
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pCop->bScriptObjectiveCompleted = false;
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pCop->SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, CVector(m_vTarget1.x, m_vTarget1.y, z));
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pCop->m_nExtendedRangeTimer = CTimer::GetTimeInMilliseconds() + 10000;
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CCopPed* pCop2 = TryToGenerateCopPed(m_vSpawn2);
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if (!pCop2) {
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CWorld::Remove(pCop);
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delete pCop;
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return;
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}
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z = CWorld::FindGroundZForCoord(m_vTarget2.x, m_vTarget2.y);
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pCop2->bScriptObjectiveCompleted = false;
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pCop2->SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, CVector(m_vTarget2.x, m_vTarget2.y, z));
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pCop2->m_nExtendedRangeTimer = CTimer::GetTimeInMilliseconds() + 10000;
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m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
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return;
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}
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case SETPIECE_TWOCARSBLOCKINGPLAYERFROMSIDE:
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{
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel < 2)
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return;
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if (!FindPlayerVehicle())
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return;
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if (DotProduct2D(FindPlayerSpeed(), (CVector2D)FindPlayerCoors() - m_vSpawn1) >= 0.0f)
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return;
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CVehicle* pVehicle1 = TryToGenerateCopCar(m_vSpawn1, m_vTarget1);
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if (!pVehicle1)
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return;
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pVehicle1->SetStatus(STATUS_PHYSICS);
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pVehicle1->AutoPilot.m_fMaxTrafficSpeed = pVehicle1->AutoPilot.m_nCruiseSpeed = 16;
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pVehicle1->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_PLOUGH_THROUGH;
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pVehicle1->AutoPilot.m_nCarMission = MISSION_BLOCKPLAYER_FORWARDANDBACK;
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pVehicle1->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD;
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pVehicle1->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 100;
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pVehicle1->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 10000;
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pVehicle1->SetMoveSpeed(2.0f * pVehicle1->GetForward() / 3.0f);
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CCarAI::AddPoliceCarOccupants(pVehicle1);
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CVehicle* pVehicle2 = TryToGenerateCopCar(m_vSpawn2, m_vTarget2);
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if (!pVehicle2) {
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CWorld::Remove(pVehicle1);
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delete pVehicle1;
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return;
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}
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pVehicle2->SetStatus(STATUS_PHYSICS);
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pVehicle2->AutoPilot.m_fMaxTrafficSpeed = pVehicle1->AutoPilot.m_nCruiseSpeed = 16;
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pVehicle2->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_PLOUGH_THROUGH;
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pVehicle2->AutoPilot.m_nCarMission = MISSION_BLOCKPLAYER_FORWARDANDBACK;
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pVehicle2->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD;
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pVehicle2->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 100;
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pVehicle2->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 10000;
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pVehicle2->SetMoveSpeed(2.0f * pVehicle2->GetForward() / 3.0f);
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CCarAI::AddPoliceCarOccupants(pVehicle2);
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m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
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return;
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}
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case SETPIECE_TWOCARSRAMMINGPLAYERFROMSIDE:
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{
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel < 2)
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return;
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if (!FindPlayerVehicle())
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return;
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if (DotProduct2D(FindPlayerSpeed(), (CVector2D)FindPlayerCoors() - m_vSpawn1) >= 0.0f)
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return;
|
||||
CVehicle* pVehicle1 = TryToGenerateCopCar(m_vSpawn1, m_vTarget1);
|
||||
if (!pVehicle1)
|
||||
return;
|
||||
pVehicle1->SetStatus(STATUS_PHYSICS);
|
||||
pVehicle1->AutoPilot.m_fMaxTrafficSpeed = pVehicle1->AutoPilot.m_nCruiseSpeed = 16;
|
||||
pVehicle1->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
||||
pVehicle1->AutoPilot.m_nCarMission = MISSION_RAMCAR_CLOSE;
|
||||
pVehicle1->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD;
|
||||
pVehicle1->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 100;
|
||||
pVehicle1->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 10000;
|
||||
pVehicle1->SetMoveSpeed(2.0f * pVehicle1->GetForward() / 3.0f);
|
||||
CCarAI::AddPoliceCarOccupants(pVehicle1);
|
||||
CVehicle* pVehicle2 = TryToGenerateCopCar(m_vSpawn2, m_vTarget2);
|
||||
if (!pVehicle2) {
|
||||
CWorld::Remove(pVehicle2);
|
||||
delete pVehicle2;
|
||||
return;
|
||||
}
|
||||
pVehicle2->SetStatus(STATUS_PHYSICS);
|
||||
pVehicle2->AutoPilot.m_fMaxTrafficSpeed = pVehicle2->AutoPilot.m_nCruiseSpeed = 16;
|
||||
pVehicle2->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
||||
pVehicle2->AutoPilot.m_nCarMission = MISSION_RAMCAR_CLOSE;
|
||||
pVehicle2->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD;
|
||||
pVehicle2->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 100;
|
||||
pVehicle2->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 10000;
|
||||
pVehicle2->SetMoveSpeed(2.0f * pVehicle2->GetForward() / 3.0f);
|
||||
CCarAI::AddPoliceCarOccupants(pVehicle2);
|
||||
m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CVehicle* CSetPiece::TryToGenerateCopCar(CVector2D vSpawn, CVector2D vTarget)
|
||||
{
|
||||
CVehicle* pVehicle = new CAutomobile(MI_POLICE, RANDOM_VEHICLE);
|
||||
CVector pos(vSpawn.x, vSpawn.y, 1000.0f);
|
||||
CColPoint point;
|
||||
CEntity* pEntity;
|
||||
if (CWorld::ProcessVerticalLine(pos, -1000.0f, point, pEntity, true, false, false, false, true, false, nil))
|
||||
pos.z = point.point.z + pVehicle->GetHeightAboveRoad();
|
||||
CVector vDirection(vTarget.x - vSpawn.x, vTarget.y - vSpawn.y, 0.0f);
|
||||
vDirection.Normalise();
|
||||
pVehicle->GetForward() = CVector(vDirection.x, vDirection.y, 0.0f);
|
||||
pVehicle->GetRight() = CVector(vDirection.y, -vDirection.x, 0.0f);
|
||||
pVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f);
|
||||
pVehicle->SetPosition(pos);
|
||||
int16 total;
|
||||
CWorld::FindObjectsKindaColliding(pos, pVehicle->GetColModel()->spheres->radius, false, &total, 16, nil, false, true, true, false, false);
|
||||
if (total != 0) {
|
||||
delete pVehicle;
|
||||
return nil;
|
||||
}
|
||||
pVehicle->ChangeLawEnforcerState(true);
|
||||
CWorld::Add(pVehicle);
|
||||
return pVehicle;
|
||||
}
|
||||
|
||||
CCopPed* CSetPiece::TryToGenerateCopPed(CVector2D vSpawn)
|
||||
{
|
||||
CCopPed* pCop = new CCopPed(COP_STREET);
|
||||
CVector pos(vSpawn.x, vSpawn.y, 1000.0f);
|
||||
CColPoint point;
|
||||
CEntity* pEntity;
|
||||
if (CWorld::ProcessVerticalLine(pos, -1000.0f, point, pEntity, true, false, false, false, true, false, nil))
|
||||
pos.z = point.point.z + 0.9f;
|
||||
pCop->SetPosition(pos);
|
||||
int16 total;
|
||||
CWorld::FindObjectsKindaColliding(pos, pCop->GetColModel()->spheres->radius, false, &total, 16, nil, false, true, true, false, false);
|
||||
if (total != 0) {
|
||||
delete pCop;
|
||||
return nil;
|
||||
}
|
||||
CWorld::Add(pCop);
|
||||
return pCop;
|
||||
}
|
48
src/control/SetPieces.h
Normal file
48
src/control/SetPieces.h
Normal file
|
@ -0,0 +1,48 @@
|
|||
#pragma once
|
||||
|
||||
#include "config.h"
|
||||
|
||||
class CVehicle;
|
||||
class CCopPed;
|
||||
|
||||
enum eSetPieceType : uint8
|
||||
{
|
||||
SETPIECE_NONE = 0,
|
||||
SETPIECE_TWOCOPCARSINALLEY,
|
||||
SETPIECE_CARBLOCKINGPLAYERFROMSIDE,
|
||||
SETPIECE_CARRAMMINGPLAYERFROMSIDE,
|
||||
SETPIECE_CREATECOPPERONFOOT,
|
||||
SETPIECE_CREATETWOCOPPERSONFOOT,
|
||||
SETPIECE_TWOCARSBLOCKINGPLAYERFROMSIDE,
|
||||
SETPIECE_TWOCARSRAMMINGPLAYERFROMSIDE
|
||||
};
|
||||
|
||||
class CSetPiece
|
||||
{
|
||||
public:
|
||||
eSetPieceType m_nType;
|
||||
uint32 m_nLastTimeCreated;
|
||||
CVector2D m_vTriggerInf;
|
||||
CVector2D m_vTriggerSup;
|
||||
CVector2D m_vSpawn1;
|
||||
CVector2D m_vSpawn2;
|
||||
CVector2D m_vTarget1;
|
||||
CVector2D m_vTarget2;
|
||||
|
||||
CVehicle* TryToGenerateCopCar(CVector2D, CVector2D);
|
||||
CCopPed* TryToGenerateCopPed(CVector2D);
|
||||
void Update(void);
|
||||
};
|
||||
|
||||
class CSetPieces
|
||||
{
|
||||
static bool bDebug;
|
||||
static uint32 NumSetPieces;
|
||||
static CSetPiece aSetPieces[NUM_SETPIECES];
|
||||
public:
|
||||
static void Init(void);
|
||||
static void AddOne(uint8 type, CVector2D, CVector2D, CVector2D, CVector2D, CVector2D, CVector2D);
|
||||
static void Save(uint8*, uint32*);
|
||||
static void Load(uint8*, uint32);
|
||||
static void Update(void);
|
||||
};
|
|
@ -64,6 +64,7 @@
|
|||
#include "Script.h"
|
||||
#include "Shadows.h"
|
||||
#include "Skidmarks.h"
|
||||
#include "SetPieces.h"
|
||||
#include "SpecialFX.h"
|
||||
#include "Sprite2d.h"
|
||||
#include "Stats.h"
|
||||
|
@ -275,6 +276,7 @@ bool CGame::Initialise(const char* datFile)
|
|||
CCullZones::Init();
|
||||
COcclusion::Init();
|
||||
CCollision::Init();
|
||||
CSetPieces::Init();
|
||||
CTheZones::Init();
|
||||
CUserDisplay::Init();
|
||||
CMessages::Init();
|
||||
|
@ -529,6 +531,7 @@ void CGame::ShutDownForRestart(void)
|
|||
CRadar::RemoveRadarSections();
|
||||
FrontEndMenuManager.UnloadTextures();
|
||||
CParticleObject::RemoveAllParticleObjects();
|
||||
CSetPieces::Init();
|
||||
CPedType::Shutdown();
|
||||
CSpecialFX::Shutdown();
|
||||
TidyUpMemory(true, false);
|
||||
|
@ -622,6 +625,7 @@ void CGame::Process(void)
|
|||
CAntennas::Update();
|
||||
CGlass::Update();
|
||||
CSceneEdit::Update();
|
||||
CSetPieces::Update();
|
||||
CEventList::Update();
|
||||
CParticle::Update();
|
||||
gFireManager.Update();
|
||||
|
|
|
@ -135,6 +135,8 @@ enum Config {
|
|||
NUM_CRANES = 8,
|
||||
|
||||
NUM_EXPLOSIONS = 48,
|
||||
|
||||
NUM_SETPIECES = 96
|
||||
};
|
||||
|
||||
// We'll use this once we're ready to become independent of the game
|
||||
|
|
|
@ -670,6 +670,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
|
|||
m_nPedMoney = random % 25;
|
||||
if (m_nPedMoney == 23)
|
||||
m_nPedMoney = 400;
|
||||
m_nExtendedRangeTimer = 0;
|
||||
m_bleedCounter = 0;
|
||||
#ifdef PED_SKIN
|
||||
m_pWeaponModel = nil;
|
||||
|
|
|
@ -523,6 +523,7 @@ public:
|
|||
CPathNode *m_pNextPathNode;
|
||||
float m_fHealth;
|
||||
float m_fArmour;
|
||||
uint32 m_nExtendedRangeTimer;
|
||||
int16 m_routeLastPoint;
|
||||
uint16 m_routeStartPoint;
|
||||
int16 m_routePointsPassed;
|
||||
|
|
|
@ -110,6 +110,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
|
|||
bTyresDontBurst = false;
|
||||
bCreatedAsPoliceVehicle = false;
|
||||
bParking = false;
|
||||
m_nSetPieceExtendedRangeTime = 0;
|
||||
m_nAlarmState = 0;
|
||||
m_nDoorLock = CARLOCK_UNLOCKED;
|
||||
m_nLastWeaponDamage = -1;
|
||||
|
|
|
@ -205,6 +205,7 @@ public:
|
|||
float m_fChangeGearTime;
|
||||
CEntity* m_pBombRigger;
|
||||
uint32 m_nGunFiringTime; // last time when gun on vehicle was fired (used on boats)
|
||||
uint32 m_nSetPieceExtendedRangeTime;
|
||||
uint32 m_nTimeOfDeath;
|
||||
uint16 m_nTimeBlocked;
|
||||
int16 m_nBombTimer; // goes down with each frame
|
||||
|
|
Loading…
Reference in a new issue