#include "common.h" #include "Game.h" #include "General.h" #include "World.h" #include "Population.h" #include "CopPed.h" #include "Wanted.h" #include "FileMgr.h" #include "Gangs.h" #include "ModelIndices.h" #include "Zones.h" #include "CivilianPed.h" #include "EmergencyPed.h" #include "Replay.h" #include "Camera.h" #include "CutsceneMgr.h" #include "CarCtrl.h" #include "IniFile.h" #include "VisibilityPlugins.h" #include "PedPlacement.h" #include "DummyObject.h" #include "Script.h" #include "Shadows.h" #include "Bike.h" #define MIN_CREATION_DIST 40.0f // not for start of the game (look at the GeneratePedsAtStartOfGame) #define CREATION_RANGE 10.0f // added over the MIN_CREATION_DIST. #define OFFSCREEN_CREATION_MULT 0.5f #define PED_REMOVE_DIST (MIN_CREATION_DIST + CREATION_RANGE + 1.0f) #define PED_REMOVE_DIST_SPECIAL (MIN_CREATION_DIST + CREATION_RANGE + 15.0f) // for peds with bCullExtraFarAway flag // Transition areas between zones const RegenerationPoint aSafeZones[] = { LEVEL_INDUSTRIAL, LEVEL_COMMERCIAL, 400.0f, 814.0f, -954.0f, -903.0f, 30.0f, 100.0f, 790.0f, -917.0f, 39.0f, 775.0f, -921.0f, 39.0f, 424.0f, -942.0f, 38.0f, 439.0f, -938.0f, 38.0f, LEVEL_INDUSTRIAL, LEVEL_COMMERCIAL, 555.0f, 711.0f, 118.0f, 186.0f, -30.0f, -10.0f, CVector(698.0f, 182.0f, -20.0f), CVector(681.0f, 178.0f, -20.0f), CVector(586.0f, 144.0f, -20.0f), CVector(577.0f, 135.0f, -20.0f), LEVEL_INDUSTRIAL, LEVEL_COMMERCIAL, 626.0f, 744.0f, -124.0f, -87.0f, -20.0f, -6.0f, CVector(736.0f, -117.0f, -13.0f), CVector(730.0f, -115.0f, -13.0f), CVector(635.0f, -93.0f, -12.5f), CVector(650.0f, -89.0f, -12.5f), LEVEL_INDUSTRIAL, LEVEL_COMMERCIAL, 645.0f, 734.0f, -780.0f, -750.0f, -25.0f, -6.0f, CVector(729.0f, -764.0f, -18.0f), CVector(720.0f, -769.0f, -17.0f), CVector(652.0f, -774.0f, -10.5f), CVector(659.0f, -770.0f, -10.5f), LEVEL_COMMERCIAL, LEVEL_SUBURBAN, -532.0f, -136.0f, -668.0f, -599.0f, 34.0f, 60.0f, CVector(-172.0f, -619.0f, 44.0f), CVector(-183.0f, -623.0f, 44.0f), CVector(-511.0f, -645.0f, 41.0f), CVector(-493.0f, -639.0f, 41.5f), LEVEL_COMMERCIAL, LEVEL_SUBURBAN, -325.0f, -175.0f, 27.0f, 75.0f, -30.0f, -10.0f, CVector(-185.0f, 40.8f, -20.5f), CVector(-202.0f, 37.0f, -20.5f), CVector(-315.0f, 65.5f, -20.5f), CVector(-306.0f, 62.4f, -20.5f), LEVEL_COMMERCIAL, LEVEL_SUBURBAN, -410.0f, -310.0f, -1055.0f, -1030.0f, -20.0f, -6.0f, CVector(-321.0f, -1043.0f, -13.2f), CVector(-328.0f, -1045.0f, -13.2f), CVector(-398.0f, -1044.0f, -13.5f), CVector(-390.0f, -1040.5f, -13.5f), LEVEL_COMMERCIAL, LEVEL_SUBURBAN, -425.0f, -280.0f, -471.0f, -447.0f, -20.0f, -5.0f, CVector(-292.0f, -457.0f, -11.6f), CVector(-310.0f, -461.0f, -11.6f), CVector(-413.0f, -461.0f, -11.5f), CVector(-399.0f, -457.0f, -11.3f) }; PedGroup CPopulation::ms_pPedGroups[NUMPEDGROUPS]; bool CPopulation::ms_bGivePedsWeapons; int32 CPopulation::m_AllRandomPedsThisType = -1; float CPopulation::PedDensityMultiplier = 1.0f; uint32 CPopulation::ms_nTotalMissionPeds; int32 CPopulation::MaxNumberOfPedsInUse = 25; uint32 CPopulation::ms_nNumCivMale; uint32 CPopulation::ms_nNumCivFemale; uint32 CPopulation::ms_nNumCop; bool CPopulation::bZoneChangeHasHappened; uint32 CPopulation::ms_nNumEmergency; int8 CPopulation::m_CountDownToPedsAtStart; uint32 CPopulation::ms_nNumGang1; uint32 CPopulation::ms_nNumGang2; uint32 CPopulation::ms_nTotalPeds; uint32 CPopulation::ms_nNumGang3; uint32 CPopulation::ms_nTotalGangPeds; uint32 CPopulation::ms_nNumGang4; uint32 CPopulation::ms_nTotalCivPeds; uint32 CPopulation::ms_nNumGang5; uint32 CPopulation::ms_nNumDummy; uint32 CPopulation::ms_nNumGang6; uint32 CPopulation::ms_nNumGang9; uint32 CPopulation::ms_nNumGang7; uint32 CPopulation::ms_nNumGang8; CVector CPopulation::RegenerationPoint_a; CVector CPopulation::RegenerationPoint_b; CVector CPopulation::RegenerationFront; void CPopulation::Initialise() { debug("Initialising CPopulation...\n"); ms_nNumCivMale = 0; ms_nNumCivFemale = 0; ms_nNumCop = 0; ms_nNumEmergency = 0; ms_nNumGang1 = 0; ms_nNumGang2 = 0; ms_nNumGang3 = 0; ms_nNumGang4 = 0; ms_nNumGang5 = 0; ms_nNumGang6 = 0; ms_nNumGang7 = 0; ms_nNumGang8 = 0; ms_nNumGang9 = 0; ms_nNumDummy = 0; m_AllRandomPedsThisType = -1; PedDensityMultiplier = 1.0f; bZoneChangeHasHappened = false; m_CountDownToPedsAtStart = 2; ms_nTotalMissionPeds = 0; ms_nTotalPeds = 0; ms_nTotalGangPeds = 0; ms_nTotalCivPeds = 0; LoadPedGroups(); DealWithZoneChange(LEVEL_COMMERCIAL, LEVEL_INDUSTRIAL, true); debug("CPopulation ready\n"); } void CPopulation::RemovePed(CPed *ent) { CWorld::Remove((CEntity*)ent); delete ent; } int32 CPopulation::ChooseCivilianOccupation(int32 group) { return ms_pPedGroups[group].models[CGeneral::GetRandomNumberInRange(0, NUMMODELSPERPEDGROUP)]; } // returns eCopType int32 CPopulation::ChoosePolicePedOccupation() { CGeneral::GetRandomNumber(); return COP_STREET; } void CPopulation::LoadPedGroups() { int fd; char line[1024]; int nextPedGroup = 0; // char unused[16]; // non-existence of that in mobile kinda verifies that char modelName[256]; CFileMgr::ChangeDir("\\DATA\\"); fd = CFileMgr::OpenFile("PEDGRP.DAT", "r"); CFileMgr::ChangeDir("\\"); while (CFileMgr::ReadLine(fd, line, sizeof(line))) { int end; // find end of line for (end = 0; ; end++) { if (line[end] == '\n') break; if (line[end] == ',' || line[end] == '\r') line[end] = ' '; } line[end] = '\0'; int cursor = 0; int i; for (i = 0; i < NUMMODELSPERPEDGROUP; i++) { while (line[cursor] <= ' ' && line[cursor] != '\0') ++cursor; if (line[cursor] == '#') break; // find next whitespace int nextWhitespace; for (nextWhitespace = cursor; line[nextWhitespace] > ' '; ++nextWhitespace) ; if (cursor == nextWhitespace) break; // read until next whitespace strncpy(modelName, &line[cursor], nextWhitespace - cursor); modelName[nextWhitespace - cursor] = '\0'; CModelInfo::GetModelInfo(modelName, &ms_pPedGroups[nextPedGroup].models[i]); cursor = nextWhitespace; } if (i == NUMMODELSPERPEDGROUP) nextPedGroup++; } CFileMgr::CloseFile(fd); } void CPopulation::UpdatePedCount(ePedType pedType, bool decrease) { if (decrease) { switch (pedType) { case PEDTYPE_PLAYER1: case PEDTYPE_PLAYER2: case PEDTYPE_PLAYER3: case PEDTYPE_PLAYER4: case PEDTYPE_UNUSED1: case PEDTYPE_SPECIAL: return; case PEDTYPE_CIVMALE: --ms_nNumCivMale; break; case PEDTYPE_CIVFEMALE: --ms_nNumCivFemale; break; case PEDTYPE_COP: --ms_nNumCop; break; case PEDTYPE_GANG1: --ms_nNumGang1; break; case PEDTYPE_GANG2: --ms_nNumGang2; break; case PEDTYPE_GANG3: --ms_nNumGang3; break; case PEDTYPE_GANG4: --ms_nNumGang4; break; case PEDTYPE_GANG5: --ms_nNumGang5; break; case PEDTYPE_GANG6: --ms_nNumGang6; break; case PEDTYPE_GANG7: --ms_nNumGang7; break; case PEDTYPE_GANG8: --ms_nNumGang8; break; case PEDTYPE_GANG9: --ms_nNumGang9; break; case PEDTYPE_EMERGENCY: case PEDTYPE_FIREMAN: --ms_nNumEmergency; break; case PEDTYPE_CRIMINAL: --ms_nNumCivMale; break; case PEDTYPE_PROSTITUTE: --ms_nNumCivFemale; break; case PEDTYPE_UNUSED2: --ms_nNumDummy; break; default: Error("Unknown ped type, UpdatePedCount, Population.cpp"); break; } } else { switch (pedType) { case PEDTYPE_PLAYER1: case PEDTYPE_PLAYER2: case PEDTYPE_PLAYER3: case PEDTYPE_PLAYER4: case PEDTYPE_UNUSED1: case PEDTYPE_SPECIAL: return; case PEDTYPE_CIVMALE: ++ms_nNumCivMale; break; case PEDTYPE_CIVFEMALE: ++ms_nNumCivFemale; break; case PEDTYPE_COP: ++ms_nNumCop; break; case PEDTYPE_GANG1: ++ms_nNumGang1; break; case PEDTYPE_GANG2: ++ms_nNumGang2; break; case PEDTYPE_GANG3: ++ms_nNumGang3; break; case PEDTYPE_GANG4: ++ms_nNumGang4; break; case PEDTYPE_GANG5: ++ms_nNumGang5; break; case PEDTYPE_GANG6: ++ms_nNumGang6; break; case PEDTYPE_GANG7: ++ms_nNumGang7; break; case PEDTYPE_GANG8: ++ms_nNumGang8; break; case PEDTYPE_GANG9: ++ms_nNumGang9; break; case PEDTYPE_EMERGENCY: case PEDTYPE_FIREMAN: ++ms_nNumEmergency; break; case PEDTYPE_CRIMINAL: ++ms_nNumCivMale; break; case PEDTYPE_PROSTITUTE: ++ms_nNumCivFemale; break; case PEDTYPE_UNUSED2: ++ms_nNumDummy; break; default: Error("Unknown ped type, UpdatePedCount, Population.cpp"); break; } } } int CPopulation::ChooseGangOccupation(int gangId) { int8 modelOverride = CGangs::GetGangPedModelOverride(gangId); // All gangs have 2 models int firstGangModel = 2 * gangId + MI_GANG01; // GetRandomNumberInRange never returns max. value if (modelOverride == -1) return CGeneral::GetRandomNumberInRange(firstGangModel, firstGangModel + 2); if (modelOverride != 0) return firstGangModel + 1; else return firstGangModel; } void CPopulation::DealWithZoneChange(eLevelName oldLevel, eLevelName newLevel, bool forceIndustrialZone) { bZoneChangeHasHappened = true; CVector findSafeZoneAround; int safeZone; if (forceIndustrialZone) { // Commercial to industrial transition area on Callahan Bridge findSafeZoneAround.x = 690.0f; findSafeZoneAround.y = -920.0f; findSafeZoneAround.z = 42.0f; } else { findSafeZoneAround = FindPlayerCoors(); } eLevelName level; FindCollisionZoneForCoors(&findSafeZoneAround, &safeZone, &level); // We aren't in a "safe zone", find closest one if (safeZone < 0) FindClosestZoneForCoors(&findSafeZoneAround, &safeZone, oldLevel, newLevel); // No, there should be one! if (safeZone < 0) { if (newLevel == LEVEL_INDUSTRIAL) { safeZone = 0; } else if (newLevel == LEVEL_SUBURBAN) { safeZone = 4; } } if (aSafeZones[safeZone].srcLevel == newLevel) { CPopulation::RegenerationPoint_a = aSafeZones[safeZone].srcPosA; CPopulation::RegenerationPoint_b = aSafeZones[safeZone].srcPosB; CPopulation::RegenerationFront = aSafeZones[safeZone].destPosA - aSafeZones[safeZone].srcPosA; RegenerationFront.Normalise(); } else if (aSafeZones[safeZone].destLevel == newLevel) { CPopulation::RegenerationPoint_a = aSafeZones[safeZone].destPosA; CPopulation::RegenerationPoint_b = aSafeZones[safeZone].destPosB; CPopulation::RegenerationFront = aSafeZones[safeZone].srcPosA - aSafeZones[safeZone].destPosA; RegenerationFront.Normalise(); } } void CPopulation::FindCollisionZoneForCoors(CVector *coors, int *safeZoneOut, eLevelName *levelOut) { *safeZoneOut = -1; for (int i = 0; i < ARRAY_SIZE(aSafeZones); i++) { if (coors->x > aSafeZones[i].x1 && coors->x < aSafeZones[i].x2) { if (coors->y > aSafeZones[i].y1 && coors->y < aSafeZones[i].y2) { if (coors->z > aSafeZones[i].z1 && coors->z < aSafeZones[i].z2) *safeZoneOut = i; } } } // Then it's transition area if (*safeZoneOut >= 0) *levelOut = LEVEL_GENERIC; else *levelOut = CTheZones::GetLevelFromPosition(coors); } void CPopulation::FindClosestZoneForCoors(CVector *coors, int *safeZoneOut, eLevelName level1, eLevelName level2) { float minDist = 10000000.0f; int closestSafeZone = -1; for (int i = 0; i < ARRAY_SIZE(aSafeZones); i++) { if ((level1 == aSafeZones[i].srcLevel || level1 == aSafeZones[i].destLevel) && (level2 == aSafeZones[i].srcLevel || level2 == aSafeZones[i].destLevel)) { CVector2D safeZoneDistVec(coors->x - (aSafeZones[i].x1 + aSafeZones[i].x2) * 0.5f, coors->y - (aSafeZones[i].y1 + aSafeZones[i].y2) * 0.5f); float safeZoneDist = safeZoneDistVec.Magnitude(); if (safeZoneDist < minDist) { minDist = safeZoneDist; closestSafeZone = i; } } } *safeZoneOut = closestSafeZone; } void CPopulation::Update() { if (!CReplay::IsPlayingBack()) { ManagePopulation(); MoveCarsAndPedsOutOfAbandonedZones(); if (m_CountDownToPedsAtStart != 0) { if (--m_CountDownToPedsAtStart == 0) GeneratePedsAtStartOfGame(); } else { ms_nTotalCivPeds = ms_nNumCivFemale + ms_nNumCivMale; ms_nTotalGangPeds = ms_nNumGang9 + ms_nNumGang8 + ms_nNumGang7 + ms_nNumGang6 + ms_nNumGang5 + ms_nNumGang4 + ms_nNumGang3 + ms_nNumGang2 + ms_nNumGang1; ms_nTotalPeds = ms_nNumDummy + ms_nNumEmergency + ms_nNumCop + ms_nTotalGangPeds + ms_nNumCivFemale + ms_nNumCivMale; if (!CCutsceneMgr::IsRunning()) { float pcdm = PedCreationDistMultiplier(); AddToPopulation(pcdm * (MIN_CREATION_DIST * TheCamera.GenerationDistMultiplier), pcdm * ((MIN_CREATION_DIST + CREATION_RANGE) * TheCamera.GenerationDistMultiplier), pcdm * (MIN_CREATION_DIST + CREATION_RANGE) * OFFSCREEN_CREATION_MULT - CREATION_RANGE, pcdm * (MIN_CREATION_DIST + CREATION_RANGE) * OFFSCREEN_CREATION_MULT); } } } } void CPopulation::GeneratePedsAtStartOfGame() { for (int i = 0; i < 50; i++) { ms_nTotalCivPeds = ms_nNumCivFemale + ms_nNumCivMale; ms_nTotalGangPeds = ms_nNumGang9 + ms_nNumGang8 + ms_nNumGang7 + ms_nNumGang6 + ms_nNumGang5 + ms_nNumGang4 + ms_nNumGang3 + ms_nNumGang2 + ms_nNumGang1; ms_nTotalPeds = ms_nNumDummy + ms_nNumEmergency + ms_nNumCop + ms_nTotalGangPeds + ms_nNumCivFemale + ms_nNumCivMale; // Min dist is 10.0f only for start of the game (naturally) AddToPopulation(10.0f, PedCreationDistMultiplier() * (MIN_CREATION_DIST + CREATION_RANGE), 10.0f, PedCreationDistMultiplier() * (MIN_CREATION_DIST + CREATION_RANGE)); } } bool CPopulation::IsPointInSafeZone(CVector *coors) { for (int i = 0; i < ARRAY_SIZE(aSafeZones); i++) { if (coors->x > aSafeZones[i].x1 && coors->x < aSafeZones[i].x2) { if (coors->y > aSafeZones[i].y1 && coors->y < aSafeZones[i].y2) { if (coors->z > aSafeZones[i].z1 && coors->z < aSafeZones[i].z2) return true; } } } return false; } // More speed = wider area to spawn peds float CPopulation::PedCreationDistMultiplier() { CVehicle *veh = FindPlayerVehicle(); if (!veh) return 1.0f; float vehSpeed = veh->m_vecMoveSpeed.Magnitude2D(); return clamp(vehSpeed - 0.1f + 1.0f, 1.0f, 1.5f); } CPed* CPopulation::AddPed(ePedType pedType, uint32 miOrCopType, CVector const &coors) { switch (pedType) { case PEDTYPE_CIVMALE: case PEDTYPE_CIVFEMALE: { CCivilianPed *ped = new CCivilianPed(pedType, miOrCopType); ped->SetPosition(coors); ped->SetOrientation(0.0f, 0.0f, 0.0f); CWorld::Add(ped); if (ms_bGivePedsWeapons) { eWeaponType weapon = (eWeaponType)CGeneral::GetRandomNumberInRange(WEAPONTYPE_UNARMED, WEAPONTYPE_DETONATOR); if (weapon != WEAPONTYPE_UNARMED) { ped->SetCurrentWeapon(ped->GiveWeapon(weapon, 25001)); } } return ped; } case PEDTYPE_COP: { CCopPed *ped = new CCopPed((eCopType)miOrCopType); ped->SetPosition(coors); ped->SetOrientation(0.0f, 0.0f, 0.0f); CWorld::Add(ped); return ped; } case PEDTYPE_GANG1: case PEDTYPE_GANG2: case PEDTYPE_GANG3: case PEDTYPE_GANG4: case PEDTYPE_GANG5: case PEDTYPE_GANG6: case PEDTYPE_GANG7: case PEDTYPE_GANG8: case PEDTYPE_GANG9: { CCivilianPed *ped = new CCivilianPed(pedType, miOrCopType); ped->SetPosition(coors); ped->SetOrientation(0.0f, 0.0f, 0.0f); CWorld::Add(ped); uint32 weapon; if (CGeneral::GetRandomNumberInRange(0, 100) >= 50) weapon = ped->GiveWeapon((eWeaponType)CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon2, 25001); else weapon = ped->GiveWeapon((eWeaponType)CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon1, 25001); ped->SetCurrentWeapon(weapon); return ped; } case PEDTYPE_EMERGENCY: { CEmergencyPed *ped = new CEmergencyPed(PEDTYPE_EMERGENCY); ped->SetPosition(coors); ped->SetOrientation(0.0f, 0.0f, 0.0f); CWorld::Add(ped); return ped; } case PEDTYPE_FIREMAN: { CEmergencyPed *ped = new CEmergencyPed(PEDTYPE_FIREMAN); ped->SetPosition(coors); ped->SetOrientation(0.0f, 0.0f, 0.0f); CWorld::Add(ped); return ped; } case PEDTYPE_CRIMINAL: case PEDTYPE_PROSTITUTE: { CCivilianPed *ped = new CCivilianPed(pedType, miOrCopType); ped->SetPosition(coors); ped->SetOrientation(0.0f, 0.0f, 0.0f); CWorld::Add(ped); return ped; } default: Error("Unknown ped type, AddPed, Population.cpp"); return nil; } } void CPopulation::AddToPopulation(float minDist, float maxDist, float minDistOffScreen, float maxDistOffScreen) { uint32 pedTypeToAdd; int32 modelToAdd; int pedAmount; CZoneInfo zoneInfo; CPed *gangLeader = nil; bool addCop = false; CPlayerInfo *playerInfo = &CWorld::Players[CWorld::PlayerInFocus]; CVector playerCentreOfWorld = FindPlayerCentreOfWorld(CWorld::PlayerInFocus); CTheZones::GetZoneInfoForTimeOfDay(&playerCentreOfWorld, &zoneInfo); CWanted *wantedInfo = playerInfo->m_pPed->m_pWanted; if (wantedInfo->GetWantedLevel() > 2) { if (ms_nNumCop < wantedInfo->m_MaxCops && !playerInfo->m_pPed->bInVehicle && (CCarCtrl::NumLawEnforcerCars >= wantedInfo->m_MaximumLawEnforcerVehicles || CCarCtrl::NumRandomCars >= playerInfo->m_nTrafficMultiplier * CCarCtrl::CarDensityMultiplier || CCarCtrl::NumFiretrucksOnDuty + CCarCtrl::NumAmbulancesOnDuty + CCarCtrl::NumParkedCars + CCarCtrl::NumMissionCars + CCarCtrl::NumLawEnforcerCars + CCarCtrl::NumRandomCars >= CCarCtrl::MaxNumberOfCarsInUse)) { addCop = true; minDist = PedCreationDistMultiplier() * MIN_CREATION_DIST; maxDist = PedCreationDistMultiplier() * (MIN_CREATION_DIST + CREATION_RANGE); } } // Yeah, float float maxPossiblePedsForArea = (zoneInfo.pedDensity + zoneInfo.carDensity) * playerInfo->m_fRoadDensity * PedDensityMultiplier * CIniFile::PedNumberMultiplier; maxPossiblePedsForArea = Min(maxPossiblePedsForArea, MaxNumberOfPedsInUse); if (ms_nTotalPeds < maxPossiblePedsForArea || addCop) { int decisionThreshold = CGeneral::GetRandomNumberInRange(0, 1000); if (decisionThreshold < zoneInfo.copDensity || addCop) { pedTypeToAdd = PEDTYPE_COP; modelToAdd = ChoosePolicePedOccupation(); } else { int16 density = zoneInfo.copDensity; for (int i = 0; i < NUM_GANGS; i++) { density += zoneInfo.gangDensity[i]; if (decisionThreshold < density) { pedTypeToAdd = PEDTYPE_GANG1 + i; break; } if (i == NUM_GANGS - 1) { modelToAdd = ChooseCivilianOccupation(zoneInfo.pedGroup); if (modelToAdd == -1) return; pedTypeToAdd = ((CPedModelInfo*)CModelInfo::GetModelInfo(modelToAdd))->m_pedType; } } } if (!addCop && m_AllRandomPedsThisType > PEDTYPE_PLAYER1) pedTypeToAdd = m_AllRandomPedsThisType; if (pedTypeToAdd >= PEDTYPE_GANG1 && pedTypeToAdd <= PEDTYPE_GANG9) { int randVal = CGeneral::GetRandomNumber() % 100; if (randVal < 50) return; if (randVal < 57) { pedAmount = 1; } else if (randVal >= 74) { if (randVal >= 85) pedAmount = 4; else pedAmount = 3; } else { pedAmount = 2; } } else pedAmount = 1; CVector generatedCoors; int node1, node2; float randomPos; bool foundCoors = !!ThePaths.GeneratePedCreationCoors(playerCentreOfWorld.x, playerCentreOfWorld.y, minDist, maxDist, minDistOffScreen, maxDistOffScreen, &generatedCoors, &node1, &node2, &randomPos, nil); if (!foundCoors) return; for (int i = 0; i < pedAmount; ++i) { if (pedTypeToAdd >= PEDTYPE_GANG1 && pedTypeToAdd <= PEDTYPE_GANG9) modelToAdd = ChooseGangOccupation(pedTypeToAdd - PEDTYPE_GANG1); if (pedTypeToAdd == PEDTYPE_COP) { // Unused code, ChoosePolicePedOccupation returns COP_STREET. Spawning FBI/SWAT/Army done in somewhere else. if (modelToAdd == COP_STREET) { if (!CModelInfo::GetModelInfo(MI_COP)->GetRwObject()) return; } else if (modelToAdd == COP_FBI) { if (!CModelInfo::GetModelInfo(MI_FBI)->GetRwObject()) return; } else if (modelToAdd == COP_SWAT) { if (!CModelInfo::GetModelInfo(MI_SWAT)->GetRwObject()) return; } else if (modelToAdd == COP_ARMY && !CModelInfo::GetModelInfo(MI_ARMY)->GetRwObject()) { return; } } else if (!CModelInfo::GetModelInfo(modelToAdd)->GetRwObject()) { return; } generatedCoors.z += 0.7f; // What? How can this not be met? if (i < pedAmount) { //rand() if (gangLeader) { // Align gang members in formation. (btw i can't be 0 in here) float offsetMin = i * 0.75f; float offsetMax = (i + 1.0f) * 0.75f - offsetMin; float xOffset = CGeneral::GetRandomNumberInRange(offsetMin, offsetMin + offsetMax); float yOffset = CGeneral::GetRandomNumberInRange(offsetMin, offsetMin + offsetMax); if (CGeneral::GetRandomNumber() & 1) xOffset = -xOffset; if (CGeneral::GetRandomNumber() & 1) yOffset = -yOffset; generatedCoors.x = xOffset + gangLeader->GetPosition().x; generatedCoors.y = yOffset + gangLeader->GetPosition().y; } } if (!CPedPlacement::IsPositionClearForPed(&generatedCoors)) break; // Why no love for last gang member?! if (i + 1 < pedAmount) { bool foundGround; float groundZ = CWorld::FindGroundZFor3DCoord(generatedCoors.x, generatedCoors.y, 2.0f + generatedCoors.z, &foundGround) + 0.7f; if (!foundGround) return; generatedCoors.z = Max(generatedCoors.z, groundZ); } bool farEnoughToAdd = true; CMatrix mat(TheCamera.GetCameraMatrix()); if (TheCamera.IsSphereVisible(generatedCoors, 2.0f, &mat)) { if (PedCreationDistMultiplier() * MIN_CREATION_DIST > (generatedCoors - playerCentreOfWorld).Magnitude2D()) farEnoughToAdd = false; } if (!farEnoughToAdd) break; CPed *newPed = AddPed((ePedType)pedTypeToAdd, modelToAdd, generatedCoors); newPed->SetWanderPath(CGeneral::GetRandomNumberInRange(0, 8)); if (i != 0) { // Gang member newPed->SetLeader(gangLeader); #if !defined(FIX_BUGS) && GTA_VERSION >= GTA3_PC_10 // seems to be a miami leftover (this code is not on PS2) but gang peds end up just being frozen newPed->SetPedState(PED_UNKNOWN); gangLeader->SetPedState(PED_UNKNOWN); newPed->m_fRotationCur = CGeneral::GetRadianAngleBetweenPoints( gangLeader->GetPosition().x, gangLeader->GetPosition().y, newPed->GetPosition().x, newPed->GetPosition().y); newPed->m_fRotationDest = newPed->m_fRotationCur; #endif } else { gangLeader = newPed; } CVisibilityPlugins::SetClumpAlpha(newPed->GetClump(), 0); /* // Pointless, this is already a for loop if (i + 1 > pedAmount) break; if (pedAmount <= 1) break; */ } } } CPed* CPopulation::AddPedInCar(CVehicle* car) { int defaultModel = MI_MALE01; bool imSureThatModelIsLoaded = true; CVector coors = FindPlayerCoors(); CZoneInfo zoneInfo; int pedType; // May be eCopType, model index or non-sense(for medic), AddPed knows that by looking to ped type. int preferredModel; CTheZones::GetZoneInfoForTimeOfDay(&coors, &zoneInfo); switch (car->GetModelIndex()) { case MI_FIRETRUCK: preferredModel = 0; pedType = PEDTYPE_FIREMAN; break; case MI_AMBULAN: preferredModel = 0; pedType = PEDTYPE_EMERGENCY; break; case MI_FBICAR: preferredModel = COP_FBI; pedType = PEDTYPE_COP; break; case MI_POLICE: preferredModel = COP_STREET; pedType = PEDTYPE_COP; break; case MI_ENFORCER: preferredModel = COP_SWAT; pedType = PEDTYPE_COP; break; case MI_RHINO: case MI_BARRACKS: preferredModel = COP_ARMY; pedType = PEDTYPE_COP; break; case MI_TAXI: case MI_CABBIE: case MI_BORGNINE: if (CGeneral::GetRandomTrueFalse()) { pedType = PEDTYPE_CIVMALE; preferredModel = MI_TAXI_D; break; } defaultModel = MI_TAXI_D; // fall through default: int gangOfPed = 0; imSureThatModelIsLoaded = false; while (gangOfPed < NUM_GANGS && CGangs::GetGangInfo(gangOfPed)->m_nVehicleMI != car->GetModelIndex()) gangOfPed++; if (gangOfPed < NUM_GANGS) { pedType = gangOfPed + PEDTYPE_GANG1; preferredModel = ChooseGangOccupation(gangOfPed); } else if (gangOfPed == NUM_GANGS) { CVehicleModelInfo *carModelInfo = ((CVehicleModelInfo *)CModelInfo::GetModelInfo(car->GetModelIndex())); int i = 15; for(; i >= 0; i--) { // Should return random model each time preferredModel = ChooseCivilianOccupation(zoneInfo.pedGroup); if (preferredModel == -1) preferredModel = defaultModel; if (((CPedModelInfo*)CModelInfo::GetModelInfo(preferredModel))->m_carsCanDrive & (1 << carModelInfo->m_vehicleClass)) break; } if (i == -1) preferredModel = defaultModel; pedType = ((CPedModelInfo*)CModelInfo::GetModelInfo(preferredModel))->m_pedType; } break; } if (!imSureThatModelIsLoaded && !((CPedModelInfo*)CModelInfo::GetModelInfo(preferredModel))->GetRwObject()) { preferredModel = defaultModel; pedType = ((CPedModelInfo*)CModelInfo::GetModelInfo(defaultModel))->m_pedType; } CPed *newPed = CPopulation::AddPed((ePedType)pedType, preferredModel, car->GetPosition()); newPed->bUsesCollision = false; // what?? if (pedType != PEDTYPE_COP) { newPed->SetCurrentWeapon(WEAPONTYPE_COLT45); newPed->RemoveWeaponModel(CWeaponInfo::GetWeaponInfo(newPed->GetWeapon()->m_eWeaponType)->m_nModelId); } // Miami leftover if (car->m_vehType == VEHICLE_TYPE_BIKE) { newPed->m_pVehicleAnim = CAnimManager::BlendAnimation(newPed->GetClump(), ASSOCGRP_STD, ((CBike*)car)->m_bikeSitAnimation, 100.0f); } else // FIX: Make peds comfortable while driving car/boat #ifdef FIX_BUGS { newPed->m_pVehicleAnim = CAnimManager::BlendAnimation(newPed->GetClump(), ASSOCGRP_STD, car->GetDriverAnim(), 100.0f); } #else { newPed->m_pVehicleAnim = CAnimManager::BlendAnimation(newPed->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_SIT, 100.0f); } #endif newPed->StopNonPartialAnims(); return newPed; } void CPopulation::MoveCarsAndPedsOutOfAbandonedZones() { eLevelName level; int zone; int frame = CTimer::GetFrameCounter() & 7; if (frame == 1) { int movedVehicleCount = 0; int poolSize = CPools::GetVehiclePool()->GetSize(); for (int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) { CVehicle* veh = CPools::GetVehiclePool()->GetSlot(poolIndex); if (veh && veh->m_nZoneLevel == LEVEL_GENERIC && veh->IsCar()) { if(veh->GetStatus() != STATUS_ABANDONED && veh->GetStatus() != STATUS_WRECKED && veh->GetStatus() != STATUS_PLAYER && veh->GetStatus() != STATUS_PLAYER_REMOTE) { CVector vehPos(veh->GetPosition()); CPopulation::FindCollisionZoneForCoors(&vehPos, &zone, &level); // Level 0 is transition zones, and we don't wanna touch cars on transition zones. if (level != LEVEL_GENERIC && level != CCollision::ms_collisionInMemory && vehPos.z > -4.0f) { if (veh->bIsLocked || !veh->CanBeDeleted()) { switch (movedVehicleCount & 3) { case 0: veh->SetPosition(RegenerationPoint_a); break; case 1: veh->SetPosition(RegenerationPoint_b); break; case 2: veh->SetPosition(RegenerationPoint_a.x, RegenerationPoint_b.y, RegenerationPoint_a.z); break; case 3: veh->SetPosition(RegenerationPoint_b.x, RegenerationPoint_a.y, RegenerationPoint_a.z); break; default: break; } veh->GetMatrix().GetPosition().z += (movedVehicleCount / 4) * 7.0f; veh->GetMatrix().GetForward() = RegenerationFront; ((CAutomobile*)veh)->PlaceOnRoadProperly(); CCarCtrl::JoinCarWithRoadSystem(veh); CTheScripts::ClearSpaceForMissionEntity(veh->GetPosition(), veh); ++movedVehicleCount; } else { CWorld::Remove(veh); delete veh; } } } } } } else if (frame == 5) { int poolSize = CPools::GetPedPool()->GetSize(); for (int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) { CPed *ped = CPools::GetPedPool()->GetSlot(poolIndex); if (ped && ped->m_nZoneLevel == LEVEL_GENERIC && !ped->bInVehicle) { CVector pedPos(ped->GetPosition()); CPopulation::FindCollisionZoneForCoors(&pedPos, &zone, &level); // Level 0 is transition zones, and we don't wanna touch peds on transition zones. if (level != LEVEL_GENERIC && level != CCollision::ms_collisionInMemory && pedPos.z > -4.0f) { if (ped->CanBeDeleted()) { CWorld::Remove(ped); delete ped; } else if (ped->m_nPedType != PEDTYPE_PLAYER1 && ped->m_nPedType != PEDTYPE_PLAYER2) { ped->SetPosition(RegenerationPoint_a); bool foundGround; float groundZ = CWorld::FindGroundZFor3DCoord(ped->GetPosition().x, ped->GetPosition().y, ped->GetPosition().z + 2.0f, &foundGround); if (foundGround) { ped->GetMatrix().GetPosition().z = 1.0f + groundZ; //ped->GetPosition().z += 0.0f; CTheScripts::ClearSpaceForMissionEntity(ped->GetPosition(), ped); } } } } } } } void CPopulation::ConvertAllObjectsToDummyObjects() { int poolSize = CPools::GetObjectPool()->GetSize(); for (int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) { CObject *obj = CPools::GetObjectPool()->GetSlot(poolIndex); if (obj) { if (obj->CanBeDeleted()) ConvertToDummyObject(obj); } } } void CPopulation::ConvertToRealObject(CDummyObject *dummy) { if (!TestSafeForRealObject(dummy)) return; CObject *obj = new CObject(dummy); if (!obj) return; CWorld::Remove(dummy); delete dummy; CWorld::Add(obj); if (IsGlass(obj->GetModelIndex())) { obj->bIsVisible = false; } else if (obj->GetModelIndex() == MI_BUOY) { obj->SetIsStatic(false); obj->m_vecMoveSpeed = CVector(0.0f, 0.0f, -0.001f); obj->bTouchingWater = true; obj->AddToMovingList(); } } void CPopulation::ConvertToDummyObject(CObject *obj) { CDummyObject *dummy = new CDummyObject(obj); dummy->GetMatrix() = obj->m_objectMatrix; dummy->GetMatrix().UpdateRW(); dummy->UpdateRwFrame(); if (IsGlass(obj->GetModelIndex())) dummy->bIsVisible = false; CWorld::Remove(obj); delete obj; CWorld::Add(dummy); } bool CPopulation::TestRoomForDummyObject(CObject *obj) { int16 collidingObjs; CWorld::FindObjectsKindaColliding(obj->m_objectMatrix.GetPosition(), CModelInfo::GetModelInfo(obj->GetModelIndex())->GetColModel()->boundingSphere.radius, false, &collidingObjs, 2, nil, false, true, true, false, false); return collidingObjs == 0; } bool CPopulation::TestSafeForRealObject(CDummyObject *dummy) { CPtrNode *ptrNode; CColModel *dummyCol = dummy->GetColModel(); float colRadius = dummy->GetBoundRadius(); CVector colCentre = dummy->GetBoundCentre(); int minX = CWorld::GetSectorIndexX(dummy->GetPosition().x - colRadius); if (minX < 0) minX = 0; int minY = CWorld::GetSectorIndexY(dummy->GetPosition().y - colRadius); if (minY < 0) minY = 0; int maxX = CWorld::GetSectorIndexX(dummy->GetPosition().x + colRadius); #ifdef FIX_BUGS if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1; #else if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X; #endif int maxY = CWorld::GetSectorIndexY(dummy->GetPosition().y + colRadius); #ifdef FIX_BUGS if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1; #else if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y; #endif static CColPoint aTempColPoints[MAX_COLLISION_POINTS]; for (int curY = minY; curY <= maxY; curY++) { for (int curX = minX; curX <= maxX; curX++) { CSector *sector = CWorld::GetSector(curX, curY); for (ptrNode = sector->m_lists[ENTITYLIST_VEHICLES].first; ptrNode; ptrNode = ptrNode->next) { CVehicle *veh = (CVehicle*)ptrNode->item; if (veh->m_scanCode != CWorld::GetCurrentScanCode()) { if (veh->GetIsTouching(colCentre, colRadius)) { veh->m_scanCode = CWorld::GetCurrentScanCode(); if (CCollision::ProcessColModels(dummy->GetMatrix(), *dummyCol, veh->GetMatrix(), *veh->GetColModel(), aTempColPoints, nil, nil) > 0) return false; } } } for (ptrNode = sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP].first; ptrNode; ptrNode = ptrNode->next) { CVehicle *veh = (CVehicle*)ptrNode->item; if (veh->m_scanCode != CWorld::GetCurrentScanCode()) { if (veh->GetIsTouching(colCentre, colRadius)) { veh->m_scanCode = CWorld::GetCurrentScanCode(); if (CCollision::ProcessColModels(dummy->GetMatrix(), *dummyCol, veh->GetMatrix(), *veh->GetColModel(), aTempColPoints, nil, nil) > 0) return false; } } } } } return true; } void CPopulation::ManagePopulation(void) { int frameMod32 = CTimer::GetFrameCounter() & 31; CVector playerPos = FindPlayerCentreOfWorld(CWorld::PlayerInFocus); // Why this code is here?! Delete temporary objects when they got too far, and convert others to "dummy" objects. (like lamp posts) int objectPoolSize = CPools::GetObjectPool()->GetSize(); for (int i = objectPoolSize * frameMod32 / 32; i < objectPoolSize * (frameMod32 + 1) / 32; i++) { CObject *obj = CPools::GetObjectPool()->GetSlot(i); if (obj && obj->CanBeDeleted()) { if ((obj->GetPosition() - playerPos).Magnitude() <= 80.0f || (obj->m_objectMatrix.GetPosition() - playerPos).Magnitude() <= 80.0f) { if (obj->ObjectCreatedBy == TEMP_OBJECT && CTimer::GetTimeInMilliseconds() > obj->m_nEndOfLifeTime) { CWorld::Remove(obj); delete obj; } } else { if (obj->ObjectCreatedBy == TEMP_OBJECT) { CWorld::Remove(obj); delete obj; } else if (obj->ObjectCreatedBy != CUTSCENE_OBJECT && TestRoomForDummyObject(obj)) { ConvertToDummyObject(obj); } } } } // Convert them back to real objects. Dummy objects don't have collisions, so they need to be converted. int dummyPoolSize = CPools::GetDummyPool()->GetSize(); for (int i = dummyPoolSize * frameMod32 / 32; i < dummyPoolSize * (frameMod32 + 1) / 32; i++) { CDummy *dummy = CPools::GetDummyPool()->GetSlot(i); if (dummy) { if ((dummy->GetPosition() - playerPos).Magnitude() < 80.0f) ConvertToRealObject((CDummyObject*)dummy); } } int pedPoolSize = CPools::GetPedPool()->GetSize(); #ifndef SQUEEZE_PERFORMANCE for (int poolIndex = pedPoolSize-1; poolIndex >= 0; poolIndex--) { #else for (int poolIndex = (pedPoolSize * (frameMod32 + 1) / 32) - 1; poolIndex >= pedPoolSize * frameMod32 / 32; poolIndex--) { #endif CPed *ped = CPools::GetPedPool()->GetSlot(poolIndex); if (ped && !ped->IsPlayer() && ped->CanBeDeleted() && !ped->bInVehicle) { if (ped->m_nPedState == PED_DEAD && CTimer::GetTimeInMilliseconds() - ped->m_bloodyFootprintCountOrDeathTime > 60000) ped->bFadeOut = true; if (ped->bFadeOut && CVisibilityPlugins::GetClumpAlpha(ped->GetClump()) == 0) { RemovePed(ped); continue; } float dist = (ped->GetPosition() - playerPos).Magnitude2D(); #ifdef SQUEEZE_PERFORMANCE if (dist > 50.f) ped->bUsesCollision = false; else ped->bUsesCollision = true; #endif bool pedIsFarAway = false; if (PedCreationDistMultiplier() * (PED_REMOVE_DIST_SPECIAL * TheCamera.GenerationDistMultiplier) < dist || (!ped->bCullExtraFarAway && PedCreationDistMultiplier() * PED_REMOVE_DIST * TheCamera.GenerationDistMultiplier < dist) || (PedCreationDistMultiplier() * (MIN_CREATION_DIST + CREATION_RANGE) * OFFSCREEN_CREATION_MULT < dist && !ped->GetIsOnScreen() && TheCamera.Cams[TheCamera.ActiveCam].Mode != CCam::MODE_SNIPER && TheCamera.Cams[TheCamera.ActiveCam].Mode != CCam::MODE_SNIPER_RUNABOUT && !TheCamera.Cams[TheCamera.ActiveCam].LookingLeft && !TheCamera.Cams[TheCamera.ActiveCam].LookingRight && !TheCamera.Cams[TheCamera.ActiveCam].LookingBehind)) pedIsFarAway = true; if (!pedIsFarAway) continue; if (ped->m_nPedState == PED_DEAD && !ped->bFadeOut) { CVector pedPos = ped->GetPosition(); float randAngle = (uint8) CGeneral::GetRandomNumber() * (3.14f / 128.0f); // Not PI, 3.14 switch (CGeneral::GetRandomNumber() % 3) { case 0: CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpOutline1Tex, &pedPos, 0.9f * Cos(randAngle), 0.9f * Sin(randAngle), 0.9f * Sin(randAngle), -0.9f * Cos(randAngle), 255, 255, 255, 255, 4.0f, 40000, 1.0f); break; case 1: CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpOutline2Tex, &pedPos, 0.9f * Cos(randAngle), 0.9f * Sin(randAngle), 0.9f * Sin(randAngle), -0.9f * Cos(randAngle), 255, 255, 255, 255, 4.0f, 40000, 1.0f); break; case 2: CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpOutline3Tex, &pedPos, 0.9f * Cos(randAngle), 0.9f * Sin(randAngle), 0.9f * Sin(randAngle), -0.9f * Cos(randAngle), 255, 255, 255, 255, 4.0f, 40000, 1.0f); break; default: break; } } if (ped->GetIsOnScreen()) ped->bFadeOut = true; else RemovePed(ped); } } }