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Merge branch 'lcs-dev' into lcs

This commit is contained in:
Nikolay Korolev 2021-01-08 18:59:14 +03:00
commit 613d08d3e2
9 changed files with 440 additions and 239 deletions

View file

@ -33,6 +33,7 @@ public:
static void RequestCollision(const CVector2D &pos);
static void EnsureCollisionIsInMemory(const CVector2D &pos);
static bool HasCollisionLoaded(const CVector2D &pos);
static bool HasCollisionLoaded(eLevelName level) { return true; }; // TODO
static ColDef *GetSlot(int slot) {
assert(slot >= 0);

View file

@ -4,6 +4,7 @@
#include "Accident.h"
#include "AutoPilot.h"
#include "Bridge.h"
#include "CarCtrl.h"
#include "General.h"
#include "HandlingMgr.h"
@ -74,6 +75,18 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
case STATUS_PLAYER_DISABLED:
break;
case STATUS_SIMPLE:
{
if (pVehicle->m_pCurGroundEntity && CBridge::ThisIsABridgeObjectMovingUp(pVehicle->m_pCurGroundEntity->GetModelIndex()))
pVehicle->SetStatus(STATUS_PHYSICS);
CColPoint colPoint;
CEntity* pEntity;
if ((pVehicle->m_randomSeed & 0x3F) == (CTimer::GetFrameCounter() & 0x3F) &&
!CWorld::ProcessVerticalLine(pVehicle->GetPosition(), -2.0f, colPoint, pEntity, true, false, false, false, true, false, nil)) {
debug("FLOATING CAR TURNED INTO PHYSICS CAR!\n");
pVehicle->SetStatus(STATUS_PHYSICS);
}
}
// fallthough
case STATUS_PHYSICS:
switch (pVehicle->AutoPilot.m_nCarMission) {
case MISSION_RAMPLAYER_FARAWAY:

View file

@ -11,6 +11,7 @@
#include "Cranes.h"
#include "Curves.h"
#include "CutsceneMgr.h"
#include "Frontend.h"
#include "Gangs.h"
#include "Game.h"
#include "Garages.h"
@ -76,10 +77,11 @@
#define DISTANCE_BETWEEN_CAR_AND_DEAD_PED (6.0f)
#define PROBABILITY_OF_PASSENGER_IN_VEHICLE (0.125f)
#define ONSCREEN_DESPAWN_RANGE (120.0f)
#define MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN (100.0f)
#define REQUEST_ONSCREEN_DISTANCE ((ONSCREEN_DESPAWN_RANGE + MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN) / 2)
#define OFFSCREEN_DESPAWN_RANGE (40.0f)
#define ONSCREEN_DESPAWN_RANGE (190.0f)
#define MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN (130.0f)
#define REQUEST_ONSCREEN_DISTANCE (140.0f)
#define OFFSCREEN_DESPAWN_RANGE (60.0f)
#define MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN (40.0f)
#define EXTENDED_RANGE_DESPAWN_MULTIPLIER (1.5f)
//--MIAMI: file done
@ -95,7 +97,7 @@ int32 CCarCtrl::NumRandomCars;
int32 CCarCtrl::NumParkedCars;
int32 CCarCtrl::NumPermanentCars;
int8 CCarCtrl::CountDownToCarsAtStart;
int32 CCarCtrl::MaxNumberOfCarsInUse = 12;
int32 CCarCtrl::MaxNumberOfCarsInUse = 30;
uint32 CCarCtrl::LastTimeLawEnforcerCreated;
uint32 CCarCtrl::LastTimeFireTruckCreated;
uint32 CCarCtrl::LastTimeAmbulanceCreated;
@ -161,14 +163,19 @@ CCarCtrl::GenerateOneRandomCar()
carClass = COPS;
carModel = ChoosePoliceCarModel();
}else{
carModel = ChooseModel(&zone, &carClass);
if (carModel == -1 || (carClass == COPS && pWanted->m_nWantedLevel >= 1))
/* All cop spawns with wanted level are handled by condition above. */
/* In particular it means that cop cars never spawn if player has wanted level of 1. */
return;
for (int i = 0; i < 5; i++) {
carModel = ChooseModel(&zone, &carClass);
if (carModel == -1)
return;
if (!(carClass == COPS && pWanted->m_nWantedLevel >= 1))
/* All cop spawns with wanted level are handled by condition above. */
/* In particular it means that cop cars never spawn if player has wanted level of 1. */
break;
}
}
float frontX, frontY;
float preferredDistance, angleLimit;
float requestMultiplier;
bool invertAngleLimitTest;
CVector spawnPosition;
int32 curNodeId, nextNodeId;
@ -188,11 +195,14 @@ CCarCtrl::GenerateOneRandomCar()
angleLimit = -1.0f;
bTopDownCamera = true;
invertAngleLimitTest = true;
preferredDistance = OFFSCREEN_DESPAWN_RANGE + 15.0f;
preferredDistance = MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN + 15.0f;
/* BUG: testForCollision not initialized in original game. */
testForCollision = false;
}else if (!pPlayerVehicle){
/* Player is not in vehicle. */
requestMultiplier = 13.0f / 20.0f;
if (FrontEndMenuManager.m_PrefsUseWideScreen) // TODO(LCS): static
requestMultiplier *= 4.0f / 3.0f;
testForCollision = true;
frontX = TheCamera.CamFrontXNorm;
frontY = TheCamera.CamFrontYNorm;
@ -202,95 +212,105 @@ CCarCtrl::GenerateOneRandomCar()
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * TheCamera.GenerationDistMultiplier;
break;
case 1:
/* Spawn a vehicle close to player to his side. */
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
preferredDistance = OFFSCREEN_DESPAWN_RANGE;
preferredDistance = MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN;
break;
}
}else if (fPlayerVehicleSpeed > 0.4f){ /* 72 km/h */
}
else {
requestMultiplier = 13.0f / 20.0f;
if (TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON && !FrontEndMenuManager.m_PrefsUseWideScreen)
requestMultiplier *= 0.9f;
if (FrontEndMenuManager.m_PrefsUseWideScreen) // TODO(LCS): static
requestMultiplier *= 4.0f / 3.0f;
if (fPlayerVehicleSpeed > 0.4f) { /* 72 km/h */
/* Player is moving fast in vehicle */
/* Prefer spawning vehicles very far away from him. */
frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed;
frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed;
testForCollision = false;
switch (CTimer::GetFrameCounter() & 3) {
case 0:
case 1:
/* Spawn a vehicle in a very narrow gap in front of a player */
angleLimit = 0.85f; /* approx 30 degrees */
invertAngleLimitTest = true;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
break;
case 2:
/* Spawn a vehicle relatively far away from player. */
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
break;
case 3:
/* Spawn a vehicle close to player to his side. */
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
preferredDistance = OFFSCREEN_DESPAWN_RANGE;
break;
frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed;
frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed;
testForCollision = false;
switch (CTimer::GetFrameCounter() & 3) {
case 0:
case 1:
/* Spawn a vehicle in a very narrow gap in front of a player */
angleLimit = 0.85f; /* approx 30 degrees */
invertAngleLimitTest = true;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * TheCamera.GenerationDistMultiplier;
break;
case 2:
/* Spawn a vehicle relatively far away from player. */
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * TheCamera.GenerationDistMultiplier;
break;
case 3:
/* Spawn a vehicle close to player to his side. */
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
preferredDistance = MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN;
break;
}
}
}else if (fPlayerVehicleSpeed > 0.1f){ /* 18 km/h */
/* Player is moving moderately fast in vehicle */
/* Spawn more vehicles to player's side. */
frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed;
frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed;
testForCollision = false;
switch (CTimer::GetFrameCounter() & 3) {
case 0:
/* Spawn a vehicle in a very narrow gap in front of a player */
angleLimit = 0.85f; /* approx 30 degrees */
invertAngleLimitTest = true;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
break;
case 1:
/* Spawn a vehicle relatively far away from player. */
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
break;
case 2:
case 3:
/* Spawn a vehicle close to player to his side. */
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
preferredDistance = OFFSCREEN_DESPAWN_RANGE;
break;
else if (fPlayerVehicleSpeed > 0.1f) { /* 18 km/h */
/* Player is moving moderately fast in vehicle */
/* Spawn more vehicles to player's side. */
frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed;
frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed;
testForCollision = false;
switch (CTimer::GetFrameCounter() & 3) {
case 0:
/* Spawn a vehicle in a very narrow gap in front of a player */
angleLimit = 0.85f; /* approx 30 degrees */
invertAngleLimitTest = true;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * TheCamera.GenerationDistMultiplier;
break;
case 1:
/* Spawn a vehicle relatively far away from player. */
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * TheCamera.GenerationDistMultiplier;
break;
case 2:
case 3:
/* Spawn a vehicle close to player to his side. */
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
preferredDistance = MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN;
break;
}
}
}else{
/* Player is in vehicle but moving very slow. */
/* Then use camera direction instead of vehicle direction. */
testForCollision = true;
frontX = TheCamera.CamFrontXNorm;
frontY = TheCamera.CamFrontYNorm;
switch (CTimer::GetFrameCounter() & 1) {
case 0:
/* Spawn a vehicle relatively far away from player. */
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
break;
case 1:
/* Spawn a vehicle close to player to his side. */
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
preferredDistance = OFFSCREEN_DESPAWN_RANGE;
break;
else {
/* Player is in vehicle but moving very slow. */
/* Then use camera direction instead of vehicle direction. */
testForCollision = true;
frontX = TheCamera.CamFrontXNorm;
frontY = TheCamera.CamFrontYNorm;
switch (CTimer::GetFrameCounter() & 1) {
case 0:
/* Spawn a vehicle relatively far away from player. */
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * TheCamera.GenerationDistMultiplier;
break;
case 1:
/* Spawn a vehicle close to player to his side. */
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
preferredDistance = MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN;
break;
}
}
}
if (!ThePaths.GenerateCarCreationCoors(vecTargetPos.x, vecTargetPos.y, frontX, frontY,
@ -300,6 +320,8 @@ CCarCtrl::GenerateOneRandomCar()
CPathNode* pCurNode = &ThePaths.m_pathNodes[curNodeId];
CPathNode* pNextNode = &ThePaths.m_pathNodes[nextNodeId];
bool bBoatGenerated = false;
if (!OkToCreateVehicleAtThisPosition(spawnPosition))
return;
if ((CGeneral::GetRandomNumber() & 0xF) > Min(pCurNode->spawnRate, pNextNode->spawnRate))
return;
if (pCurNode->bWaterPath) {
@ -599,12 +621,12 @@ CCarCtrl::GenerateOneRandomCar()
return;
}
}else{
if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * (pVehicle->bExtendedRange ? EXTENDED_RANGE_DESPAWN_MULTIPLIER : 1.0f) * ONSCREEN_DESPAWN_RANGE ||
(vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN) {
if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * requestMultiplier * (pVehicle->bExtendedRange ? EXTENDED_RANGE_DESPAWN_MULTIPLIER : 1.0f) * ONSCREEN_DESPAWN_RANGE ||
(vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * requestMultiplier * MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN) {
delete pVehicle;
return;
}
if ((TheCamera.GetPosition() - pVehicle->GetPosition()).Magnitude2D() < 82.5f * TheCamera.GenerationDistMultiplier || bTopDownCamera) {
if ((TheCamera.GetPosition() - pVehicle->GetPosition()).Magnitude2D() < 105.0f * requestMultiplier * TheCamera.GenerationDistMultiplier || bTopDownCamera) {
delete pVehicle;
return;
}
@ -654,13 +676,13 @@ CCarCtrl::GenerateOneRandomCar()
int nMadDrivers;
switch (pVehicle->GetVehicleAppearance()) {
case VEHICLE_APPEARANCE_BIKE:
nMadDrivers = 30;
nMadDrivers = 20;
break;
case VEHICLE_APPEARANCE_BOAT:
nMadDrivers = 40;
break;
default:
nMadDrivers = 6;
nMadDrivers = 3;
break;
}
if ((CGeneral::GetRandomNumber() & 0x7F) < nMadDrivers || bMadDriversCheat) {
@ -719,12 +741,6 @@ CCarCtrl::GenerateOneRandomCar()
}
}
bool
CCarCtrl::BoatWithTallMast(int32 mi)
{
return mi == MI_RIO || mi == MI_TROPIC || mi == MI_MARQUIS;
}
int32
CCarCtrl::ChooseBoatModel(int32 rating)
{
@ -944,6 +960,7 @@ CCarCtrl::RemoveCarsIfThePoolGetsFull(void)
}
}
if (pClosestVehicle) {
debug(":::::::::::\'Nearest removed\' cause pools was full -> NumRandomCars %d\n", NumRandomCars);
CWorld::Remove(pClosestVehicle);
delete pClosestVehicle;
}
@ -966,7 +983,10 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
return;
}
float distanceToPlayer = (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D();
float threshold = OFFSCREEN_DESPAWN_RANGE;
float despawnMultiplier = 1.0f;
if (FindPlayerVehicle() && TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON && !FrontEndMenuManager.m_PrefsUseWideScreen)
despawnMultiplier = 0.75f;
float threshold = OFFSCREEN_DESPAWN_RANGE * despawnMultiplier;
if (pVehicle->GetIsOnScreen() ||
TheCamera.Cams[TheCamera.ActiveCam].LookingLeft ||
TheCamera.Cams[TheCamera.ActiveCam].LookingRight ||
@ -979,7 +999,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
pVehicle->bIsCarParkVehicle ||
CTimer::GetTimeInMilliseconds() < pVehicle->m_nSetPieceExtendedRangeTime
){
threshold = ONSCREEN_DESPAWN_RANGE * TheCamera.GenerationDistMultiplier;
threshold = ONSCREEN_DESPAWN_RANGE * despawnMultiplier * TheCamera.GenerationDistMultiplier;
}
if (TheCamera.GetForward().z < -0.9f)
threshold = 70.0f;
@ -1572,7 +1592,7 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float
if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMCAR_CLOSE && pOtherEntity == pVehicle->AutoPilot.m_pTargetCar)
return;
CVector2D vecDiff = pOtherCar->GetPosition() - pVehicle->GetPosition();
float angleBetweenVehicles = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
float angleBetweenVehicles = GetATanOfXY(vecDiff.x, vecDiff.y);
float distance = vecDiff.Magnitude();
if (distance < 1.0f)
return;
@ -1582,7 +1602,7 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float
return;
CVector2D forward = pVehicle->GetForward();
forward.Normalise();
float forwardAngle = CGeneral::GetATanOfXY(forward.x, forward.y);
float forwardAngle = GetATanOfXY(forward.x, forward.y);
float angleDiff = angleBetweenVehicles - forwardAngle;
float lenProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.y * sin(angleDiff));
float widthProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.x * cos(angleDiff));
@ -1591,16 +1611,12 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float
diffToLeftAngle = ABS(diffToLeftAngle);
float angleToWeave = lengthToEvade / 2;
if (diffToLeftAngle < angleToWeave){
*pAngleToWeaveLeft = angleBetweenVehicles - angleToWeave;
while (*pAngleToWeaveLeft < -PI)
*pAngleToWeaveLeft += TWOPI;
*pAngleToWeaveLeft = LimitRadianAngle(angleBetweenVehicles - angleToWeave);
}
float diffToRightAngle = LimitRadianAngle(angleBetweenVehicles - *pAngleToWeaveRight);
diffToRightAngle = ABS(diffToRightAngle);
if (diffToRightAngle < angleToWeave){
*pAngleToWeaveRight = angleBetweenVehicles + angleToWeave;
while (*pAngleToWeaveRight > PI)
*pAngleToWeaveRight -= TWOPI;
*pAngleToWeaveRight = LimitRadianAngle(angleBetweenVehicles + angleToWeave);
}
}
@ -1632,23 +1648,19 @@ void CCarCtrl::WeaveForPed(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAn
return;
CPed* pPed = (CPed*)pOtherEntity;
CVector2D vecDiff = pPed->GetPosition() - pVehicle->GetPosition();
float angleBetweenVehicleAndPed = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
float angleBetweenVehicleAndPed = GetATanOfXY(vecDiff.x, vecDiff.y);
float distance = vecDiff.Magnitude();
float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + PED_WIDTH_TO_WEAVE) / distance;
float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveLeft);
diffToLeftAngle = ABS(diffToLeftAngle);
float angleToWeave = lengthToEvade / 2;
if (diffToLeftAngle < angleToWeave) {
*pAngleToWeaveLeft = angleBetweenVehicleAndPed - angleToWeave;
while (*pAngleToWeaveLeft < -PI)
*pAngleToWeaveLeft += TWOPI;
*pAngleToWeaveLeft = LimitRadianAngle(angleBetweenVehicleAndPed - angleToWeave);
}
float diffToRightAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveRight);
diffToRightAngle = ABS(diffToRightAngle);
if (diffToRightAngle < angleToWeave) {
*pAngleToWeaveRight = angleBetweenVehicleAndPed + angleToWeave;
while (*pAngleToWeaveRight > PI)
*pAngleToWeaveRight -= TWOPI;
*pAngleToWeaveRight = LimitRadianAngle(angleBetweenVehicleAndPed + angleToWeave);
}
}
@ -1704,23 +1716,19 @@ void CCarCtrl::WeaveForObject(CEntity* pOtherEntity, CVehicle* pVehicle, float*
rightCoef * pObject->GetRight() +
forwardCoef * pObject->GetForward() -
pVehicle->GetPosition();
float angleBetweenVehicleAndObject = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
float angleBetweenVehicleAndObject = GetATanOfXY(vecDiff.x, vecDiff.y);
float distance = vecDiff.Magnitude();
float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + OBJECT_WIDTH_TO_WEAVE) / distance;
float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveLeft);
diffToLeftAngle = ABS(diffToLeftAngle);
float angleToWeave = lengthToEvade / 2;
if (diffToLeftAngle < angleToWeave) {
*pAngleToWeaveLeft = angleBetweenVehicleAndObject - angleToWeave;
while (*pAngleToWeaveLeft < -PI)
*pAngleToWeaveLeft += TWOPI;
*pAngleToWeaveLeft = LimitRadianAngle(angleBetweenVehicleAndObject - angleToWeave);
}
float diffToRightAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveRight);
diffToRightAngle = ABS(diffToRightAngle);
if (diffToRightAngle < angleToWeave) {
*pAngleToWeaveRight = angleBetweenVehicleAndObject + angleToWeave;
while (*pAngleToWeaveRight > PI)
*pAngleToWeaveRight -= TWOPI;
*pAngleToWeaveRight = LimitRadianAngle(angleBetweenVehicleAndObject + angleToWeave);
}
}
@ -1762,7 +1770,7 @@ bool CCarCtrl::PickNextNodeAccordingStrategy(CVehicle* pVehicle)
void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
{
if (pVehicle->m_nRouteSeed)
CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed);
CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed++);
int32 prevNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
int32 curNode = pVehicle->AutoPilot.m_nNextRouteNode;
uint8 totalLinks = ThePaths.m_pathNodes[curNode].numLinks;
@ -1848,13 +1856,15 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
if ((!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) &&
(!pNextPathNode->bBetweenLevels || pPrevPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel))
/* Nice way to exit loop but this will fail because this is used for indexing! */
nextLink = 1000;
break;
}
}
if (nextLink < 999)
if (nextLink >= totalLinks) {
/* If everything else failed, turn vehicle around */
nextLink = 0;
debug("Couldn\'t find ANYTHING. Just go back from where we came.\n");
pVehicle->AutoPilot.m_nNextRouteNode = prevNode;
}
}
pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
@ -1967,7 +1977,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
#endif
{
if (pVehicle->m_nRouteSeed)
CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed);
CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed++);
int prevNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
int curNode = pVehicle->AutoPilot.m_nNextRouteNode;
CPathNode* pPrevNode = &ThePaths.m_pathNodes[prevNode];
@ -1987,7 +1997,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
int nextLink;
if (numNodes != 1 && numNodes != 2 || pTargetNode[0] == pCurNode){
if (numNodes != 2 || pTargetNode[1] == pCurNode) {
float currentAngle = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
float currentAngle = GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
nextLink = 0;
float lowestAngleChange = 10.0f;
int numLinks = pCurNode->numLinks;
@ -1997,7 +2007,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
if (conNode == prevNode && i > 1)
continue;
CPathNode* pTestNode = &ThePaths.m_pathNodes[conNode];
float angle = CGeneral::GetATanOfXY(pTestNode->GetX() - pCurNode->GetX(), pTestNode->GetY() - pCurNode->GetY());
float angle = GetATanOfXY(pTestNode->GetX() - pCurNode->GetX(), pTestNode->GetY() - pCurNode->GetY());
angle = LimitRadianAngle(angle - currentAngle);
angle = ABS(angle);
if (angle < lowestAngleChange) {
@ -2415,6 +2425,16 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
*pHandbrake = true;
return;
case MISSION_CRUISE:
if (CTrafficLights::ShouldCarStopForBridge(pVehicle)) {
*pAccel = 0.0f;
*pBrake = 1.0f;
*pHandbrake = true;
#ifdef FIX_BUGS
*pSwerve = 0.0f;
#endif
break;
}
// fallthough
case MISSION_RAMPLAYER_FARAWAY:
case MISSION_BLOCKPLAYER_FARAWAY:
case MISSION_GOTOCOORDS:
@ -2485,11 +2505,19 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
*pHandbrake = false;
return;
case MISSION_RAMCAR_CLOSE:
if (!pVehicle->AutoPilot.m_pTargetCar) {
debug("NO TARGET VEHICLE FOR MISSION_RAMCAR_CLOSE\n");
return;
}
SteerAICarWithPhysicsHeadingForTarget(pVehicle, pVehicle->AutoPilot.m_pTargetCar,
pVehicle->AutoPilot.m_pTargetCar->GetPosition().x, pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
pSwerve, pAccel, pBrake, pHandbrake);
return;
case MISSION_BLOCKCAR_CLOSE:
if (!pVehicle->AutoPilot.m_pTargetCar) {
debug("NO TARGET VEHICLE FOR MISSION_BLOCKCAR_CLOSE\n");
return;
}
SteerAICarWithPhysicsTryingToBlockTarget(pVehicle,
pVehicle->AutoPilot.m_pTargetCar->GetPosition().x,
pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
@ -2498,6 +2526,9 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
pSwerve, pAccel, pBrake, pHandbrake);
return;
case MISSION_BLOCKCAR_HANDBRAKESTOP:
if (!pVehicle->AutoPilot.m_pTargetCar) {
return;
}
SteerAICarWithPhysicsTryingToBlockTarget_Stop(pVehicle,
pVehicle->AutoPilot.m_pTargetCar->GetPosition().x,
pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
@ -2575,8 +2606,8 @@ void CCarCtrl::SteerAIBoatWithPhysicsHeadingForTarget(CVehicle* pVehicle, float
{
CVector2D forward = pVehicle->GetForward();
forward.Normalise();
float angleToTarget = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
float angleToTarget = GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
float angleForward = GetATanOfXY(forward.x, forward.y);
float steerAngle = LimitRadianAngle(angleToTarget - angleForward);
steerAngle = clamp(steerAngle, -DEFAULT_MAX_STEER_ANGLE, DEFAULT_MAX_STEER_ANGLE);
#ifdef FIX_BUGS
@ -2607,8 +2638,8 @@ void CCarCtrl::SteerAIBoatWithPhysicsAttackingPlayer(CVehicle* pVehicle, float*
CVector2D forward = pVehicle->GetForward();
forward.Normalise();
CVector2D vecToProjection = FindPlayerCoors() + FindPlayerSpeed() * projection * GAME_SPEED_TO_CARAI_SPEED;
float angleToTarget = CGeneral::GetATanOfXY(vecToProjection.x - pVehicle->GetPosition().x, vecToProjection.y - pVehicle->GetPosition().y);
float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
float angleToTarget = GetATanOfXY(vecToProjection.x - pVehicle->GetPosition().x, vecToProjection.y - pVehicle->GetPosition().y);
float angleForward = GetATanOfXY(forward.x, forward.y);
float steerAngle = LimitRadianAngle(angleToTarget - angleForward);
#ifdef FIX_BUGS
float speedTarget = pVehicle->AutoPilot.GetCruiseSpeed();
@ -2696,7 +2727,7 @@ void CCarCtrl::SteerAIHeliTowardsTargetCoors(CAutomobile* pHeli)
if (distanceToTarget < 8.0f && pHeli->m_fHeliOrientation < 0.0f)
ZTurnSpeedTarget = 0.0f;
else {
float fAngleTarget = CGeneral::GetATanOfXY(vecToTarget.x, vecToTarget.y) + PI;
float fAngleTarget = GetATanOfXY(vecToTarget.x, vecToTarget.y) + PI;
if (pHeli->m_fHeliOrientation >= 0.0f)
fAngleTarget = pHeli->m_fHeliOrientation;
fAngleTarget -= pHeli->m_fOrientation;
@ -2739,7 +2770,7 @@ void CCarCtrl::SteerAIPlaneTowardsTargetCoors(CAutomobile* pPlane)
CVector2D vecToTarget = pPlane->AutoPilot.m_vecDestinationCoors - pPlane->GetPosition();
float fForwardZ = (pPlane->AutoPilot.m_vecDestinationCoors.z - pPlane->GetPosition().z) / vecToTarget.Magnitude();
fForwardZ = clamp(fForwardZ, -0.3f, 0.3f);
float angle = CGeneral::GetATanOfXY(vecToTarget.x, vecToTarget.y);
float angle = GetATanOfXY(vecToTarget.x, vecToTarget.y);
while (angle > TWOPI)
angle -= TWOPI;
float difference = LimitRadianAngle(angle - pPlane->m_fOrientation);
@ -2836,8 +2867,8 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv
projectedPosition.y = positionOnCurrentLinkIncludingLane.y;
}
CVector2D distanceToProjectedPosition = projectedPosition - pVehicle->GetPosition();
float angleCurrentLink = CGeneral::GetATanOfXY(distanceToProjectedPosition.x, distanceToProjectedPosition.y);
float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
float angleCurrentLink = GetATanOfXY(distanceToProjectedPosition.x, distanceToProjectedPosition.y);
float angleForward = GetATanOfXY(forward.x, forward.y);
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS)
angleCurrentLink = FindAngleToWeaveThroughTraffic(pVehicle, nil, angleCurrentLink, angleForward);
float steerAngle = LimitRadianAngle(angleCurrentLink - angleForward);
@ -2882,11 +2913,11 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv
pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x);
trajectory -= pVehicle->GetPosition();
float speedAngleMultiplier = FindSpeedMultiplier(
CGeneral::GetATanOfXY(trajectory.x, trajectory.y) - angleForward,
GetATanOfXY(trajectory.x, trajectory.y) - angleForward,
MIN_ANGLE_FOR_SPEED_LIMITING, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT);
float tmpWideMultiplier = FindSpeedMultiplier(
CGeneral::GetATanOfXY(currentPathLinkForward.x, currentPathLinkForward.y) -
CGeneral::GetATanOfXY(nextPathLinkForwardX, nextPathLinkForwardY),
GetATanOfXY(currentPathLinkForward.x, currentPathLinkForward.y) -
GetATanOfXY(nextPathLinkForwardX, nextPathLinkForwardY),
MIN_ANGLE_FOR_SPEED_LIMITING_BETWEEN_NODES, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT);
float speedNodesMultiplier;
if (scalarDistanceToNextNode > DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN || pVehicle->AutoPilot.m_nCruiseSpeed < 12)
@ -2920,8 +2951,8 @@ void CCarCtrl::SteerAICarWithPhysicsHeadingForTarget(CVehicle* pVehicle, CPhysic
*pHandbrake = false;
CVector2D forward = pVehicle->GetForward();
forward.Normalise();
float angleToTarget = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
float angleToTarget = GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
float angleForward = GetATanOfXY(forward.x, forward.y);
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS)
angleToTarget = FindAngleToWeaveThroughTraffic(pVehicle, pTarget, angleToTarget, angleForward);
float steerAngle = LimitRadianAngle(angleToTarget - angleForward);
@ -3127,7 +3158,7 @@ bool CCarCtrl::JoinCarWithRoadSystemGotoCoors(CVehicle* pVehicle, CVector vecTar
void CCarCtrl::FindLinksToGoWithTheseNodes(CVehicle* pVehicle)
{
if (pVehicle->m_nRouteSeed)
CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed);
CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed++);
int nextLink;
CPathNode* pCurNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nCurrentRouteNode];
for (nextLink = 0; nextLink < 12; nextLink++)
@ -3169,10 +3200,12 @@ void CCarCtrl::GenerateEmergencyServicesCar(void)
return;
if (CGame::IsInInterior())
return;
if (TheCamera.m_WideScreenOn) // TODO(LCS): verify
return;
if (NumFiretrucksOnDuty + NumAmbulancesOnDuty + NumParkedCars + NumMissionCars +
NumLawEnforcerCars + NumRandomCars > MaxNumberOfCarsInUse)
return;
if (NumAmbulancesOnDuty == 0){
if (NumAmbulancesOnDuty == 0 /* TODO(LCS): && gbEmergencyVehiclesEnabled */){
if (gAccidentManager.CountActiveAccidents() < 2){
if (CStreaming::HasModelLoaded(MI_AMBULAN))
CStreaming::SetModelIsDeletable(MI_MEDIC);
@ -3191,7 +3224,7 @@ void CCarCtrl::GenerateEmergencyServicesCar(void)
}
}
}
if (NumFiretrucksOnDuty == 0){
if (NumFiretrucksOnDuty == 0 /* TODO(LCS): && gbEmergencyVehiclesEnabled */){
if (gFireManager.GetTotalActiveFires() < 3){
if (CStreaming::HasModelLoaded(MI_FIRETRUCK))
CStreaming::SetModelIsDeletable(MI_FIREMAN);
@ -3348,6 +3381,17 @@ bool CCarCtrl::MapCouldMoveInThisArea(float x, float y)
#endif
}
bool
CCarCtrl::BoatWithTallMast(int32 mi)
{
return mi == MI_RIO || mi == MI_TROPIC || mi == MI_MARQUIS;
}
bool CCarCtrl::OkToCreateVehicleAtThisPosition(const CVector& pos)
{
return true;
}
float CCarCtrl::FindSpeedMultiplierWithSpeedFromNodes(int8 type)
{
switch (type)
@ -3357,3 +3401,8 @@ float CCarCtrl::FindSpeedMultiplierWithSpeedFromNodes(int8 type)
}
return 1.0f;
}
void CCarCtrl::RenderDebugInfo(CVehicle*)
{
//TODO(LCS)
}

View file

@ -1,6 +1,7 @@
#pragma once
#include "PathFind.h"
#include "Boat.h"
#include "General.h"
#include "Vehicle.h"
#define GAME_SPEED_TO_METERS_PER_SECOND 50.0f
@ -130,6 +131,10 @@ public:
static void SteerAIBoatWithPhysicsAttackingPlayer(CVehicle*, float*, float*, float*, bool*);
static void SteerAICarBlockingPlayerForwardAndBack(CVehicle*, float*, float*, float*, bool*);
static bool OkToCreateVehicleAtThisPosition(const CVector&);
static void RenderDebugInfo(CVehicle*);
static float GetATanOfXY(float x, float y) { float t = CGeneral::GetATanOfXY(x, y); if (t < 0.0f) t += TWOPI; return t; }
static float GetPositionAlongCurrentCurve(CVehicle* pVehicle)
{
uint32 timeInCurve = CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeEnteredCurve;
@ -138,11 +143,7 @@ public:
static float LimitRadianAngle(float angle)
{
while (angle < -PI)
angle += TWOPI;
while (angle > PI)
angle -= TWOPI;
return angle;
return CGeneral::LimitRadianAngle(angle);
}
static bool bMadDriversCheat;

View file

@ -100,6 +100,7 @@ bool CTheScripts::bPlayerIsInTheStatium;
int16 CTheScripts::CardStack[CARDS_IN_DECK * MAX_DECKS];
int16 CTheScripts::CardStackPosition;
#endif
int CTheScripts::AllowedCollision[MAX_ALLOWED_COLLISIONS];
#ifdef MISSION_REPLAY
@ -1659,11 +1660,13 @@ const uint32 CRunningScript::nSaveStructSize =
sizeof(CRunningScript);
#endif
// done(LCS)
CMissionCleanup::CMissionCleanup()
{
Init();
}
// done(LCS)
void CMissionCleanup::Init()
{
m_nCount = 0;
@ -1673,6 +1676,7 @@ void CMissionCleanup::Init()
}
}
// done(LCS)
cleanup_entity_struct* CMissionCleanup::FindFree()
{
for (int i = 0; i < MAX_CLEANUP; i++){
@ -1683,6 +1687,26 @@ cleanup_entity_struct* CMissionCleanup::FindFree()
return nil;
}
// done(LCS)
void SleepThisPed(cleanup_entity_struct* pCleanup, CPed* pPed)
{
printf("*** SLEEPING PED %i %i\n", pCleanup->id, pPed->GetModelIndex());
if (!pPed->GetIsStatic())
pPed->RemoveFromMovingList();
pPed->bIsStaticWaitingForCollision = true;
}
// done(LCS)
void WakeThisPed(cleanup_entity_struct* pCleanup, CPed* pPed)
{
printf("*** WAKING UP PED %i %i\n", pCleanup->id, pPed->GetModelIndex());
pPed->bIsStaticWaitingForCollision = false;
if (!pPed->bIsStatic)
pPed->AddToMovingList();
}
// done(LCS)
void CMissionCleanup::AddEntityToList(int32 id, uint8 type)
{
cleanup_entity_struct* pNew = FindFree();
@ -1693,6 +1717,7 @@ void CMissionCleanup::AddEntityToList(int32 id, uint8 type)
m_nCount++;
}
// done(LCS)
void CMissionCleanup::RemoveEntityFromList(int32 id, uint8 type)
{
for (int i = 0; i < MAX_CLEANUP; i++){
@ -1744,6 +1769,7 @@ void CMissionCleanup::RemoveEntityFromList(int32 id, uint8 type)
}
}
// done(LCS)
void CMissionCleanup::CheckIfCollisionHasLoadedForMissionObjects()
{
for (int i = 0; i < MAX_CLEANUP; i++) {
@ -1752,50 +1778,105 @@ void CMissionCleanup::CheckIfCollisionHasLoadedForMissionObjects()
{
CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(m_sEntities[i].id);
if (pVehicle) {
if (pVehicle->bIsStaticWaitingForCollision) {
if (CColStore::HasCollisionLoaded(pVehicle->GetPosition())) {
pVehicle->bIsStaticWaitingForCollision = false;
eLevelName level = CTheZones::GetLevelFromPosition(&pVehicle->GetPosition());
if (level == LEVEL_GENERIC)
level = CGame::currLevel;
if (!CColStore::HasCollisionLoaded(level)) {
if (!pVehicle->bIsStaticWaitingForCollision) {
if (!pVehicle->IsHeli() && !pVehicle->IsPlane() && pVehicle->GetVehicleAppearance() == VEHICLE_APPEARANCE_HELI &&
pVehicle->GetVehicleAppearance() == VEHICLE_APPEARANCE_BOAT && pVehicle->GetVehicleAppearance() == VEHICLE_APPEARANCE_PLANE) {
printf("*** SLEEPING VEHICLE %i %i\n", m_sEntities[i].id, pVehicle->GetModelIndex());
if (!pVehicle->GetIsStatic())
pVehicle->AddToMovingList();
pVehicle->RemoveFromMovingList();
pVehicle->bIsStaticWaitingForCollision = true;
}
}
}
else {
if (pVehicle->bIsStaticWaitingForCollision) {
printf("*** WAKING UP VEHICLE %i %i\n", m_sEntities[i].id, pVehicle->GetModelIndex());
pVehicle->bIsStaticWaitingForCollision = false;
if (!pVehicle->bIsStatic)
pVehicle->AddToMovingList();
}
}
}
break;
}
case CLEANUP_CHAR:
{
CPed* pPed = CPools::GetPedPool()->GetAt(m_sEntities[i].id);
if (pPed) {
if (pPed->bIsStaticWaitingForCollision) {
if (CColStore::HasCollisionLoaded(pPed->GetPosition())) {
pPed->bIsStaticWaitingForCollision = false;
if (!pPed->GetIsStatic())
pPed->AddToMovingList();
}
}
}
break;
}
break;
case CLEANUP_OBJECT:
{
CObject* pObject = CPools::GetObjectPool()->GetAt(m_sEntities[i].id);
if (pObject) {
if (pObject->bIsStaticWaitingForCollision) {
if (CColStore::HasCollisionLoaded(pObject->GetPosition())) {
pObject->bIsStaticWaitingForCollision = false;
eLevelName level = CTheZones::GetLevelFromPosition(&pObject->GetPosition());
if (level == LEVEL_GENERIC)
level = CGame::currLevel;
if (!CColStore::HasCollisionLoaded(level)) {
if (!pObject->bIsStaticWaitingForCollision) {
if (!pObject->GetIsStatic())
pObject->RemoveFromMovingList();
pObject->bIsStaticWaitingForCollision = true;
}
}
else {
if (pObject->bIsStaticWaitingForCollision) {
pObject->bIsStaticWaitingForCollision = false;
if (!pObject->bIsStatic)
pObject->AddToMovingList();
}
}
}
break;
}
default:
break;
}
for (int i = 0; i < MAX_CLEANUP; i++) {
switch (m_sEntities[i].type) {
case CLEANUP_CHAR:
{
CPed* pPed = CPools::GetPedPool()->GetAt(m_sEntities[i].id);
if (pPed) {
eLevelName level = CTheZones::GetLevelFromPosition(&pPed->GetPosition());
if (level == LEVEL_GENERIC)
level = CGame::currLevel;
if (!pPed->bIsStaticWaitingForCollision) {
if (pPed->bInVehicle) {
if (pPed->m_pMyVehicle->GetIsStatic()) {
SleepThisPed(&m_sEntities[i], pPed);
continue;
}
}
if (!CColStore::HasCollisionLoaded(level)) {
if (pPed->bInVehicle && pPed->m_pMyVehicle->GetIsStatic() ||
pPed->m_attachedTo && pPed->m_attachedTo->GetIsStatic())
SleepThisPed(&m_sEntities[i], pPed);
}
}
else {
if (!pPed->bInVehicle) {
if (CColStore::HasCollisionLoaded(level)) {
if (!(pPed->bInVehicle && pPed->m_pMyVehicle->GetIsStatic() ||
pPed->m_attachedTo && pPed->m_attachedTo->GetIsStatic()))
WakeThisPed(&m_sEntities[i], pPed);
}
}
else {
if (!pPed->m_pMyVehicle->GetIsStatic()) {
WakeThisPed(&m_sEntities[i], pPed);
continue;
}
if (CColStore::HasCollisionLoaded(level)) {
if (!(pPed->bInVehicle && pPed->m_pMyVehicle->GetIsStatic() ||
pPed->m_attachedTo && pPed->m_attachedTo->GetIsStatic()))
WakeThisPed(&m_sEntities[i], pPed);
}
}
}
}
}
break;
}
}
}
// done(LCS) except TODO
void CMissionCleanup::Process()
{
CPopulation::m_AllRandomPedsThisType = -1;
@ -1803,6 +1884,8 @@ void CMissionCleanup::Process()
CCarCtrl::CarDensityMultiplier = 1.0f;
CPed::nThreatReactionRangeMultiplier = 1;
CPed::nEnterCarRangeMultiplier = 1;
for (int i = 0; i < MAX_ALLOWED_COLLISIONS; i++)
CTheScripts::AllowedCollision[i] = 0;
FindPlayerPed()->m_pWanted->m_fCrimeSensitivity = 1.0f;
CRoadBlocks::ClearScriptRoadBlocks();
CRouteNode::Initialise();
@ -1810,20 +1893,19 @@ void CMissionCleanup::Process()
TheCamera.Restore();
TheCamera.SetWideScreenOff();
CSpecialFX::bLiftCam = false;
CSpecialFX::bVideoCam = false;
CTimeCycle::StopExtraColour(0);
// TODO(LCS): CHud::m_ClockEventWarningMinutes = 0;
// TODO(LCS): CHud::m_ClockEventFlashTimer = 0;
CTimeCycle::StopExtraColour(0); // TODO: thiscall
for (int i = 0; i < MISSION_AUDIO_SLOTS; i++)
DMAudio.ClearMissionAudio(i);
CWeather::ReleaseWeather();
for (int i = 0; i < NUM_OF_SPECIAL_CHARS; i++)
CStreaming::SetMissionDoesntRequireSpecialChar(i);
for (int i = 0; i < NUM_OF_CUTSCENE_OBJECTS; i++)
CStreaming::SetMissionDoesntRequireModel(MI_CUTOBJ01 + i);
CStreaming::ms_disableStreaming = false;
CHud::m_ItemToFlash = -1;
CHud::SetHelpMessage(nil, false);
if (CHud::m_ItemToFlash != ITEM_ARMOUR && CHud::m_ItemToFlash != ITEM_HEALTH)
CHud::m_ItemToFlash = -1;
CHud::SetHelpMessage(nil, false); // nil, false, false, true TODO(LCS)
CUserDisplay::OnscnTimer.m_bDisabled = false;
CTheScripts::RemoveScriptTextureDictionary();
CWorld::Players[0].m_pPed->m_pWanted->m_bIgnoredByCops = false;
CWorld::Players[0].m_pPed->m_pWanted->m_bIgnoredByEveryone = false;
CWorld::Players[0].MakePlayerSafe(false);
@ -1831,10 +1913,11 @@ void CMissionCleanup::Process()
CWorld::Players[0].m_pPed->m_nDrunkCountdown = 0;
CPad::GetPad(0)->SetDrunkInputDelay(0);
CWorld::Players[0].m_bDriveByAllowed = true;
CPad::GetPad(0)->unk_B4 = 1.0f;
CPad::GetPad(0)->unk_B8 = 0.5f;
DMAudio.ShutUpPlayerTalking(0);
CVehicle::bDisableRemoteDetonation = false;
CVehicle::bDisableRemoteDetonationOnContact = false;
CGameLogic::ClearShortCut();
CTheScripts::RiotIntensity = 0;
CTheScripts::StoreVehicleIndex = -1;
CTheScripts::StoreVehicleWasRandom = true;
@ -1872,12 +1955,17 @@ void CMissionCleanup::Process()
m_sEntities[i].type = CLEANUP_UNUSED;
m_nCount--;
}
for (int i = 1; i < NUMSTREAMINFO; i++) {
if (CStreaming::IsScriptOwnedModel(i))
CStreaming::SetMissionDoesntRequireModel(i);
}
}
/* NB: CUpsideDownCarCheck is not used by actual script at all
* It has a weird usage: AreAnyCarsUpsideDown would fail any mission
* just like death or arrest. */
// done(LCS) except TODO
void CUpsideDownCarCheck::Init()
{
for (int i = 0; i < MAX_UPSIDEDOWN_CAR_CHECKS; i++){
@ -1886,12 +1974,14 @@ void CUpsideDownCarCheck::Init()
}
}
// done(LCS)
bool CUpsideDownCarCheck::IsCarUpsideDown(int32 id)
{
CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(id);
return IsCarUpsideDown(pVehicle);
}
// done(LCS)
bool CUpsideDownCarCheck::IsCarUpsideDown(CVehicle* pVehicle)
{
assert(pVehicle);
@ -1900,6 +1990,7 @@ bool CUpsideDownCarCheck::IsCarUpsideDown(CVehicle* pVehicle)
pVehicle->GetTurnSpeed().Magnitude() < UPSIDEDOWN_TURN_SPEED_THRESHOLD;
}
// done(LCS)
void CUpsideDownCarCheck::UpdateTimers()
{
uint32 timeStep = CTimer::GetTimeStepInMilliseconds();
@ -1917,6 +2008,7 @@ void CUpsideDownCarCheck::UpdateTimers()
}
}
// done(LCS)
bool CUpsideDownCarCheck::AreAnyCarsUpsideDown()
{
for (int i = 0; i < MAX_UPSIDEDOWN_CAR_CHECKS; i++){
@ -1926,6 +2018,7 @@ bool CUpsideDownCarCheck::AreAnyCarsUpsideDown()
return false;
}
// done(LCS)
void CUpsideDownCarCheck::AddCarToCheck(int32 id)
{
uint16 index = 0;
@ -1939,6 +2032,7 @@ void CUpsideDownCarCheck::AddCarToCheck(int32 id)
m_sCars[index].m_nUpsideDownTimer = 0;
}
// done(LCS)
void CUpsideDownCarCheck::RemoveCarFromCheck(int32 id)
{
for (int i = 0; i < MAX_UPSIDEDOWN_CAR_CHECKS; i++){
@ -1949,6 +2043,7 @@ void CUpsideDownCarCheck::RemoveCarFromCheck(int32 id)
}
}
// done(LCS)
bool CUpsideDownCarCheck::HasCarBeenUpsideDownForAWhile(int32 id)
{
for (int i = 0; i < MAX_UPSIDEDOWN_CAR_CHECKS; i++){
@ -1958,6 +2053,7 @@ bool CUpsideDownCarCheck::HasCarBeenUpsideDownForAWhile(int32 id)
return false;
}
// done(LCS)
void stuck_car_data::Reset()
{
m_nVehicleIndex = -1;
@ -1968,6 +2064,7 @@ void stuck_car_data::Reset()
m_bStuck = false;
}
// done(LCS)
void CStuckCarCheck::Init()
{
for (int i = 0; i < MAX_STUCK_CAR_CHECKS; i++) {
@ -1975,6 +2072,7 @@ void CStuckCarCheck::Init()
}
}
// done(LCS)
void CStuckCarCheck::Process()
{
uint32 timer = CTimer::GetTimeInMilliseconds();
@ -1995,6 +2093,7 @@ void CStuckCarCheck::Process()
}
}
// done(LCS)
void CStuckCarCheck::AddCarToCheck(int32 id, float radius, uint32 time)
{
CVehicle* pv = CPools::GetVehiclePool()->GetAt(id);
@ -2015,6 +2114,7 @@ void CStuckCarCheck::AddCarToCheck(int32 id, float radius, uint32 time)
m_sCars[index].m_bStuck = false;
}
// done(LCS)
void CStuckCarCheck::RemoveCarFromCheck(int32 id)
{
for (int i = 0; i < MAX_STUCK_CAR_CHECKS; i++){
@ -2024,6 +2124,7 @@ void CStuckCarCheck::RemoveCarFromCheck(int32 id)
}
}
// done(LCS)
bool CStuckCarCheck::HasCarBeenStuckForAWhile(int32 id)
{
for (int i = 0; i < MAX_STUCK_CAR_CHECKS; i++){
@ -2033,36 +2134,45 @@ bool CStuckCarCheck::HasCarBeenStuckForAWhile(int32 id)
return false;
}
void CRunningScript::CollectParameters(uint32* pIp, int16 total)
void CRunningScript::CollectParameters(uint32* pIp, int16 total, int* pParameters)
{
for (int16 i = 0; i < total; i++){
while (total--){
uint16 varIndex;
switch (CTheScripts::Read1ByteFromScript(pIp))
{
case ARGUMENT_END:
return;
case ARGUMENT_INT_ZERO:
*pParameters = 0;
break;
case ARGUMENT_FLOAT_ZERO:
*pParameters = 0;
break;
case ARGUMENT_FLOAT_1BYTE:
*pParameters = (uint32)(uint8)CTheScripts::Read1ByteFromScript(pIp) << 24;
break;
case ARGUMENT_FLOAT_2BYTES:
*pParameters = (uint32)(uint8)CTheScripts::Read2BytesFromScript(pIp) << 16;
break;
case ARGUMENT_FLOAT_3BYTES:
*pParameters = (uint32)(uint8)CTheScripts::Read1ByteFromScript(pIp) << 8;
*pParameters |= (uint32)(uint16)CTheScripts::Read2BytesFromScript(pIp) << 16;
break;
case ARGUMENT_INT32:
case ARGUMENT_FLOAT:
ScriptParams[i] = CTheScripts::Read4BytesFromScript(pIp);
break;
case ARGUMENT_GLOBALVAR:
varIndex = CTheScripts::Read2BytesFromScript(pIp);
script_assert(varIndex >= 8 && varIndex < CTheScripts::GetSizeOfVariableSpace());
ScriptParams[i] = *((int32*)&CTheScripts::ScriptSpace[varIndex]);
break;
case ARGUMENT_LOCALVAR:
varIndex = CTheScripts::Read2BytesFromScript(pIp);
script_assert(varIndex >= 0 && varIndex < ARRAY_SIZE(m_anLocalVariables));
ScriptParams[i] = m_anLocalVariables[varIndex];
*pParameters = CTheScripts::Read4BytesFromScript(pIp);
break;
case ARGUMENT_INT8:
ScriptParams[i] = CTheScripts::Read1ByteFromScript(pIp);
*pParameters = CTheScripts::Read1ByteFromScript(pIp);
break;
case ARGUMENT_INT16:
ScriptParams[i] = CTheScripts::Read2BytesFromScript(pIp);
*pParameters = CTheScripts::Read2BytesFromScript(pIp);
break;
default:
script_assert(0);
*pParameters = *GetPointerToScriptVariable(pIp, 0);
break;
}
pParameters++;
}
}
@ -2072,11 +2182,24 @@ int CRunningScript::CollectParameterForDebug(char* buf, bool& var)
uint16 varIndex;
char tmpstr[24];
var = false;
int tmp;
switch (CTheScripts::Read1ByteFromScript(&m_nIp))
{
case ARGUMENT_INT32:
case ARGUMENT_FLOAT:
return CTheScripts::Read4BytesFromScript(&m_nIp);
case ARGUMENT_END:
return 0; // TODO(LCS)
case ARGUMENT_INT_ZERO:
return 0;
case ARGUMENT_FLOAT_ZERO:
return 0;
case ARGUMENT_FLOAT_1BYTE:
return (uint32)(uint8)CTheScripts::Read1ByteFromScript(&m_nIp) << 24;
case ARGUMENT_FLOAT_2BYTES:
return (uint32)(uint8)CTheScripts::Read2BytesFromScript(&m_nIp) << 16;
case ARGUMENT_FLOAT_3BYTES:
tmp = (uint32)(uint8)CTheScripts::Read1ByteFromScript(&m_nIp) << 8;
tmp |= (uint32)(uint16)CTheScripts::Read2BytesFromScript(&m_nIp) << 16;
return tmp;
/*
case ARGUMENT_GLOBALVAR:
varIndex = CTheScripts::Read2BytesFromScript(&m_nIp);
script_assert(varIndex >= 8 && varIndex < CTheScripts::GetSizeOfVariableSpace());
@ -2091,13 +2214,19 @@ int CRunningScript::CollectParameterForDebug(char* buf, bool& var)
sprintf(tmpstr, " %d@", varIndex);
strcat(buf, tmpstr);
return m_anLocalVariables[varIndex];
*/
case ARGUMENT_INT32:
case ARGUMENT_FLOAT:
return CTheScripts::Read4BytesFromScript(&m_nIp);
break;
case ARGUMENT_INT8:
return CTheScripts::Read1ByteFromScript(&m_nIp);
break;
case ARGUMENT_INT16:
return CTheScripts::Read2BytesFromScript(&m_nIp);
break;
default:
PrintToLog("%s - script assertion failed in CollectParameterForDebug", buf);
script_assert(0);
// TODO(LCS): GetPointerToScriptVariableForDebug();
break;
}
return 0;
@ -2108,6 +2237,7 @@ void CRunningScript::GetStoredParameterForDebug(char* buf)
uint16 varIndex;
char tmpstr[24];
switch (CTheScripts::Read1ByteFromScript(&m_nIp)) {
/*
case ARGUMENT_GLOBALVAR:
varIndex = CTheScripts::Read2BytesFromScript(&m_nIp);
sprintf(tmpstr, " $%d", varIndex / 4);
@ -2118,6 +2248,7 @@ void CRunningScript::GetStoredParameterForDebug(char* buf)
sprintf(tmpstr, " %d@", varIndex);
strcat(buf, tmpstr);
break;
*/
default:
PrintToLog("%s - script_assertion failed in GetStoredParameterForDebug", buf);
script_assert(0);
@ -2128,14 +2259,25 @@ void CRunningScript::GetStoredParameterForDebug(char* buf)
int32 CRunningScript::CollectNextParameterWithoutIncreasingPC(uint32 ip)
{
uint32* pIp = &ip;
int tmp;
switch (CTheScripts::Read1ByteFromScript(pIp))
{
case ARGUMENT_END:
return 0; // TODO(LCS)
case ARGUMENT_INT_ZERO:
return 0;
case ARGUMENT_FLOAT_ZERO:
return 0;
case ARGUMENT_FLOAT_1BYTE:
return (uint32)(uint8)CTheScripts::Read1ByteFromScript(&m_nIp) << 24;
case ARGUMENT_FLOAT_2BYTES:
return (uint32)(uint8)CTheScripts::Read2BytesFromScript(&m_nIp) << 16;
case ARGUMENT_FLOAT_3BYTES:
tmp = (uint32)(uint8)CTheScripts::Read1ByteFromScript(&m_nIp) << 8;
tmp |= (uint32)(uint16)CTheScripts::Read2BytesFromScript(&m_nIp) << 16;
return tmp;
case ARGUMENT_INT32:
return CTheScripts::Read4BytesFromScript(pIp);
case ARGUMENT_GLOBALVAR:
return *((int32*)&CTheScripts::ScriptSpace[(uint16)CTheScripts::Read2BytesFromScript(pIp)]);
case ARGUMENT_LOCALVAR:
return m_anLocalVariables[CTheScripts::Read2BytesFromScript(pIp)];
case ARGUMENT_INT8:
return CTheScripts::Read1ByteFromScript(pIp);
case ARGUMENT_INT16:
@ -2143,7 +2285,7 @@ int32 CRunningScript::CollectNextParameterWithoutIncreasingPC(uint32 ip)
case ARGUMENT_FLOAT:
return CTheScripts::Read4BytesFromScript(pIp);
default:
script_assert(0);
return *GetPointerToScriptVariable(pIp, 0);
}
return -1;
}
@ -2151,33 +2293,17 @@ int32 CRunningScript::CollectNextParameterWithoutIncreasingPC(uint32 ip)
void CRunningScript::StoreParameters(uint32* pIp, int16 number)
{
for (int16 i = 0; i < number; i++){
switch (CTheScripts::Read1ByteFromScript(pIp)) {
case ARGUMENT_GLOBALVAR:
*(int32*)&CTheScripts::ScriptSpace[(uint16)CTheScripts::Read2BytesFromScript(pIp)] = ScriptParams[i];
break;
case ARGUMENT_LOCALVAR:
m_anLocalVariables[CTheScripts::Read2BytesFromScript(pIp)] = ScriptParams[i];
break;
default:
script_assert(0);
}
*GetPointerToScriptVariable(pIp, 0) = ScriptParams[i];
}
}
int32* GetPointerToScriptVariable(CRunningScript* pScript, uint32* pIp)
{
}
int32 *CRunningScript::GetPointerToScriptVariable(uint32* pIp, int16 type)
{
switch (CTheScripts::Read1ByteFromScript(pIp))
{
case ARGUMENT_GLOBALVAR:
script_assert(type == VAR_GLOBAL);
return (int32*)&CTheScripts::ScriptSpace[(uint16)CTheScripts::Read2BytesFromScript(pIp)];
case ARGUMENT_LOCALVAR:
script_assert(type == VAR_LOCAL);
return &m_anLocalVariables[CTheScripts::Read2BytesFromScript(pIp)];
default:
script_assert(0);
}
return nil;
return ::GetPointerToScriptVariable(this, pIp);
}
void CRunningScript::Init()

View file

@ -216,9 +216,12 @@ public:
enum {
ARGUMENT_END = 0,
ARGUMENT_INT_ZERO,
ARGUMENT_FLOAT_ZERO,
ARGUMENT_FLOAT_1BYTE,
ARGUMENT_FLOAT_2BYTES,
ARGUMENT_FLOAT_3BYTES,
ARGUMENT_INT32,
ARGUMENT_GLOBALVAR,
ARGUMENT_LOCALVAR,
ARGUMENT_INT8,
ARGUMENT_INT16,
ARGUMENT_FLOAT
@ -273,7 +276,8 @@ enum {
MAX_NUM_MISSION_SCRIPTS = 120,
MAX_NUM_BUILDING_SWAPS = 25,
MAX_NUM_INVISIBILITY_SETTINGS = 20,
MAX_NUM_STORED_LINES = 1024
MAX_NUM_STORED_LINES = 1024,
MAX_ALLOWED_COLLISIONS = 2
};
class CTheScripts
@ -324,6 +328,8 @@ public:
#define CARDS_IN_STACK (CARDS_IN_DECK * MAX_DECKS)
static int16 CardStack[CARDS_IN_STACK];
static int16 CardStackPosition;
static int AllowedCollision[MAX_ALLOWED_COLLISIONS];
#endif
static bool bPlayerIsInTheStatium;
static uint8 RiotIntensity;
@ -448,6 +454,8 @@ enum {
NUM_TIMERS = 2
};
extern int ScriptParams[32];
class CRunningScript
{
enum {
@ -509,7 +517,7 @@ public:
static const uint32 nSaveStructSize;
void CollectParameters(uint32*, int16);
void CollectParameters(uint32*, int16, int* pParams = (int*)&ScriptParams);
int32 CollectNextParameterWithoutIncreasingPC(uint32);
int32* GetPointerToScriptVariable(uint32*, int16);
void StoreParameters(uint32*, int16);

View file

@ -10,7 +10,7 @@
// --MIAMI: file done
float CIniFile::PedNumberMultiplier = 0.6f;
float CIniFile::CarNumberMultiplier = 0.6f;
float CIniFile::CarNumberMultiplier = 0.8f;
void CIniFile::LoadIniFile()
{
@ -27,5 +27,5 @@ void CIniFile::LoadIniFile()
}
CPopulation::MaxNumberOfPedsInUse = 25.0f * PedNumberMultiplier;
CPopulation::MaxNumberOfPedsInUseInterior = 40.0f * PedNumberMultiplier;
CCarCtrl::MaxNumberOfCarsInUse = 12.0f * CarNumberMultiplier;
CCarCtrl::MaxNumberOfCarsInUse = 30.0f * CarNumberMultiplier;
}

View file

@ -164,6 +164,8 @@ public:
int32 LastTimeTouched;
int32 AverageWeapon;
int32 AverageEntries;
float unk_B4;
float unk_B8;
#ifdef DETECT_PAD_INPUT_SWITCH
static bool IsAffectedByController;

View file

@ -123,6 +123,7 @@ public:
static bool HasColLoaded(int32 id) { return HasModelLoaded(id+STREAM_OFFSET_COL); }
static bool HasAnimLoaded(int32 id) { return HasModelLoaded(id+STREAM_OFFSET_ANIM); }
static bool CanRemoveModel(int32 id) { return (ms_aInfoForModel[id].m_flags & STREAMFLAGS_CANT_REMOVE) == 0; }
static bool IsScriptOwnedModel(int32 id) { return (ms_aInfoForModel[id].m_flags & STREAMFLAGS_SCRIPTOWNED); }
static bool CanRemoveTxd(int32 id) { return CanRemoveModel(id+STREAM_OFFSET_TXD); }
static bool CanRemoveCol(int32 id) { return CanRemoveModel(id+STREAM_OFFSET_COL); }
static bool CanRemoveAnim(int32 id) { return CanRemoveModel(id+STREAM_OFFSET_ANIM); }