#include "common.h" #include "patcher.h" #include "CarCtrl.h" #include "Automobile.h" #include "Camera.h" #include "CarAI.h" #include "CarGen.h" #include "Curves.h" #include "CutsceneMgr.h" #include "General.h" #include "IniFile.h" #include "ModelIndices.h" #include "PathFind.h" #include "Ped.h" #include "PlayerInfo.h" #include "PlayerPed.h" #include "Timer.h" #include "VisibilityPlugins.h" #include "Vehicle.h" #include "Wanted.h" #include "World.h" #include "Zones.h" int &CCarCtrl::NumLawEnforcerCars = *(int*)0x8F1B38; int &CCarCtrl::NumAmbulancesOnDuty = *(int*)0x885BB0; int &CCarCtrl::NumFiretrucksOnDuty = *(int*)0x9411F0; bool &CCarCtrl::bCarsGeneratedAroundCamera = *(bool*)0x95CD8A; float& CCarCtrl::CarDensityMultiplier = *(float*)0x5EC8B4; int32 &CCarCtrl::NumMissionCars = *(int32*)0x8F1B54; int32 &CCarCtrl::NumRandomCars = *(int32*)0x943118; int32 &CCarCtrl::NumParkedCars = *(int32*)0x8F29E0; int8 &CCarCtrl::CountDownToCarsAtStart = *(int8*)0x95CD63; int32 &CCarCtrl::MaxNumberOfCarsInUse = *(int32*)0x5EC8B8; uint32 &CCarCtrl::LastTimeLawEnforcerCreated = *(uint32*)0x8F5FF0; WRAPPER void CCarCtrl::SwitchVehicleToRealPhysics(CVehicle*) { EAXJMP(0x41F7F0); } WRAPPER void CCarCtrl::AddToCarArray(int32 id, int32 vehclass) { EAXJMP(0x4182F0); } WRAPPER void CCarCtrl::UpdateCarCount(CVehicle*, bool) { EAXJMP(0x4202E0); } WRAPPER int32 CCarCtrl::ChooseCarModel(int32 vehclass) { EAXJMP(0x418110); } WRAPPER bool CCarCtrl::JoinCarWithRoadSystemGotoCoors(CVehicle*, CVector, bool) { EAXJMP(0x41FA00); } WRAPPER void CCarCtrl::JoinCarWithRoadSystem(CVehicle*) { EAXJMP(0x41F820); } WRAPPER void CCarCtrl::SteerAICarWithPhysics(CVehicle*) { EAXJMP(0x41DA60); } WRAPPER void CCarCtrl::UpdateCarOnRails(CVehicle*) { EAXJMP(0x418880); } WRAPPER void CCarCtrl::ScanForPedDanger(CVehicle *veh) { EAXJMP(0x418F40); } WRAPPER void CCarCtrl::RemoveFromInterestingVehicleList(CVehicle* v) { EAXJMP(0x41F7A0); } WRAPPER void CCarCtrl::GenerateEmergencyServicesCar(void) { EAXJMP(0x41FC50); } WRAPPER int32 CCarCtrl::ChooseModel(CZoneInfo*, CVector*, int*) { EAXJMP(0x417EC0); } WRAPPER int32 CCarCtrl::ChoosePoliceCarModel(void) { EAXJMP(0x4181F0); } void CCarCtrl::GenerateRandomCars() { if (CCutsceneMgr::IsCutsceneProcessing()) return; if (NumRandomCars < 30){ if (CountDownToCarsAtStart == 0){ GenerateOneRandomCar(); } else if (--CountDownToCarsAtStart == 0) { for (int i = 0; i < 50; i++) GenerateOneRandomCar(); CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter = 20; } } /* Approximately once per 4 seconds. */ if ((CTimer::GetTimeInMilliseconds() & 0xFFFFF000) != (CTimer::GetPreviousTimeInMilliseconds() & 0xFFFFF000)) GenerateEmergencyServicesCar(); } void CCarCtrl::GenerateOneRandomCar() { static int32 unk = 0; CPlayerInfo* pPlayer = &CWorld::Players[CWorld::PlayerInFocus]; CVector vecTargetPos = FindPlayerCentreOfWorld(CWorld::PlayerInFocus); CVector2D vecPlayerSpeed = FindPlayerSpeed(); CZoneInfo zone; CTheZones::GetZoneInfoForTimeOfDay(&vecTargetPos, &zone); pPlayer->m_nTrafficMultiplier = pPlayer->m_fRoadDensity * zone.carDensity; if (NumRandomCars >= pPlayer->m_nTrafficMultiplier * CarDensityMultiplier * CIniFile::CarNumberMultiplier) return; if (NumFiretrucksOnDuty + NumAmbulancesOnDuty + NumParkedCars + NumMissionCars + NumLawEnforcerCars + NumRandomCars >= MaxNumberOfCarsInUse) return; CWanted* pWanted = pPlayer->m_pPed->m_pWanted; int carClass; int carModel; if (pWanted->m_nWantedLevel > 1 && NumLawEnforcerCars < pWanted->m_MaximumLawEnforcerVehicles && pWanted->m_CurrentCops < pWanted->m_MaxCops && ( pWanted->m_nWantedLevel > 3 || pWanted->m_nWantedLevel > 2 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 5000 || pWanted->m_nWantedLevel > 1 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 8000)) { /* Last pWanted->m_nWantedLevel > 1 is unnecessary but I added it for better readability. */ /* Wouldn't be surprised it was there originally but was optimized out. */ carClass = COPS; carModel = ChoosePoliceCarModel(); }else{ carModel = ChooseModel(&zone, &vecTargetPos, &carClass); 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. */ return; } float frontX, frontY; float preferredDistance, angleLimit; bool invertAngleLimitTest; CVector spawnPosition; int32 curNodeId, nextNodeId; float positionBetweenNodes; bool testForCollision; CVehicle* pPlayerVehicle = FindPlayerVehicle(); CVector2D vecPlayerVehicleSpeed; float fPlayerVehicleSpeed; if (pPlayerVehicle) { vecPlayerVehicleSpeed = FindPlayerVehicle()->GetMoveSpeed(); fPlayerVehicleSpeed = vecPlayerVehicleSpeed.Magnitude(); } if (TheCamera.GetForward().z < -0.9f){ /* Player uses topdown camera. */ /* Spawn essentially anywhere. */ frontX = frontY = 0.707f; /* 45 degrees */ angleLimit = -1.0f; invertAngleLimitTest = true; preferredDistance = 40.0f; /* BUG: testForCollision not initialized in original game. */ testForCollision = false; }else if (!pPlayerVehicle){ /* Player is not in vehicle. */ 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 = 120.0f * 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 = 40.0f; break; } }else 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 = 120.0f * 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 = 120.0f * 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 = 40.0f; 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 = 120.0f * 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 = 120.0f * 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 = 40.0f; 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 = 120.0f * 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 = 40.0f; break; } } if (!ThePaths.NewGenerateCarCreationCoors(vecTargetPos.x, vecTargetPos.y, frontX, frontY, preferredDistance, angleLimit, invertAngleLimitTest, &spawnPosition, &curNodeId, &nextNodeId, &positionBetweenNodes, carClass == COPS && pWanted->m_nWantedLevel >= 1)) return; int16 colliding; CWorld::FindObjectsKindaColliding(spawnPosition, 10.0f, true, &colliding, 2, nil, false, true, true, false, false); if (colliding) /* If something is already present in spawn position, do not create vehicle*/ return; if (!ThePaths.TestCoorsCloseness(vecTargetPos, false, spawnPosition)) /* Testing if spawn position can reach target position via valid path. */ return; int16 idInNode = 0; CPathNode* pNode1 = &ThePaths.m_pathNodes[curNodeId]; while (idInNode < pNode1->numLinks && ThePaths.m_connections[idInNode + pNode1->firstLink] != nextNodeId) idInNode++; int16 connectionId = ThePaths.m_carPathConnections[idInNode + ThePaths.m_pathNodes[curNodeId].firstLink]; CCarPathLink* pPathLink = &ThePaths.m_carPathLinks[connectionId]; int16 lanesOnCurrentRoad = pPathLink->pathNodeIndex == nextNodeId ? pPathLink->numLeftLanes : pPathLink->numRightLanes; CVehicleModelInfo* pModelInfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(carModel); if (lanesOnCurrentRoad == 0 || pModelInfo->m_vehicleType == VEHICLE_TYPE_BIKE) /* Not spawning vehicle if road is one way and intended direction is opposide to that way. */ /* Also not spawning bikes but they don't exist in final game. */ return; CAutomobile* pCar = new CAutomobile(carModel, RANDOM_VEHICLE); pCar->AutoPilot.m_nPrevRouteNode = 0; pCar->AutoPilot.m_nCurrentRouteNode = curNodeId; pCar->AutoPilot.m_nNextRouteNode = nextNodeId; switch (carClass) { case POOR: case RICH: case EXEC: case WORKER: case SPECIAL: case BIG: case TAXI: case MAFIA: case TRIAD: case DIABLO: case YAKUZA: case YARDIE: case COLOMB: case NINES: case GANG8: case GANG9: { pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14); if (carClass == EXEC) pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18); else if (carClass == POOR || carClass == SPECIAL) pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10); CVehicleModelInfo* pVehicleInfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(pCar->GetModelIndex()); if (pVehicleInfo->GetColModel()->boundingBox.max.y - pVehicleInfo->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) { pCar->AutoPilot.m_nCruiseSpeed *= 3; pCar->AutoPilot.m_nCruiseSpeed /= 4; } pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed; pCar->AutoPilot.m_nCarMission = MISSION_CRUISE; pCar->AutoPilot.m_nAnimationId = TEMPACT_NONE; pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS; break; } case COPS: pCar->AutoPilot.m_nAnimationId = TEMPACT_NONE; if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel != 0){ pCar->AutoPilot.m_nCruiseSpeed = CCarAI::FindPoliceCarSpeedForWantedLevel(pCar); pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed / 2; pCar->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel(); pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; }else{ pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 16); pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed; pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS; pCar->AutoPilot.m_nCarMission = MISSION_CRUISE; } if (carModel == MI_FBICAR){ pCar->m_currentColour1 = 0; pCar->m_currentColour2 = 0; /* FBI cars are gray in carcols, but we want them black if they going after player. */ } default: break; } if (pCar && pCar->GetModelIndex() == MI_MRWHOOP) pCar->m_bSirenOrAlarm = true; pCar->AutoPilot.m_nNextPathNodeInfo = connectionId; pCar->AutoPilot.m_nCurrentLane = pCar->AutoPilot.m_nPreviousLane = CGeneral::GetRandomNumber() % lanesOnCurrentRoad; CColBox* boundingBox = &CModelInfo::GetModelInfo(pCar->GetModelIndex())->GetColModel()->boundingBox; float carLength = 1.0f + (boundingBox->max.y - boundingBox->min.y) / 2; float distanceBetweenNodes = (ThePaths.m_pathNodes[curNodeId].pos - ThePaths.m_pathNodes[nextNodeId].pos).Magnitude2D(); /* If car is so long that it doesn't fit between two car nodes, place it directly in the middle. */ /* Otherwise put it at least in a way that full vehicle length fits between two nodes. */ if (distanceBetweenNodes / 2 < carLength) positionBetweenNodes = 0.5f; else positionBetweenNodes = min(1.0f - carLength / distanceBetweenNodes, max(carLength / distanceBetweenNodes, positionBetweenNodes)); pCar->AutoPilot.m_nNextDirection = (curNodeId >= nextNodeId) ? 1 : -1; if (ThePaths.m_pathNodes[curNodeId].numLinks == 1){ /* Do not create vehicle if there is nowhere to go. */ delete pCar; return; } int16 nextConnection = pCar->AutoPilot.m_nNextPathNodeInfo; int16 newLink; while (nextConnection == pCar->AutoPilot.m_nNextPathNodeInfo){ newLink = CGeneral::GetRandomNumber() % ThePaths.m_pathNodes[curNodeId].numLinks; nextConnection = ThePaths.m_carPathConnections[newLink + ThePaths.m_pathNodes[curNodeId].firstLink]; } pCar->AutoPilot.m_nCurrentPathNodeInfo = nextConnection; pCar->AutoPilot.m_nCurrentDirection = (ThePaths.m_connections[newLink + ThePaths.m_pathNodes[curNodeId].firstLink] >= curNodeId) ? 1 : -1; CVector2D vecBetweenNodes = ThePaths.m_pathNodes[nextNodeId].pos - ThePaths.m_pathNodes[curNodeId].pos; float forwardX, forwardY; float distBetweenNodes = vecBetweenNodes.Magnitude(); if (distanceBetweenNodes == 0.0f){ forwardX = 1.0f; forwardY = 0.0f; }else{ forwardX = vecBetweenNodes.x / distBetweenNodes; forwardY = vecBetweenNodes.y / distBetweenNodes; } /* I think the following might be some form of SetRotateZOnly. */ /* Setting up direction between two car nodes. */ pCar->GetForward() = CVector(forwardX, forwardY, 0.0f); pCar->GetRight() = CVector(forwardY, -forwardX, 0.0f); pCar->GetUp() = CVector(0.0f, 0.0f, 1.0f); float currentPathLinkForwardX = pCar->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo].dirX; float currentPathLinkForwardY = pCar->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo].dirY; float nextPathLinkForwardX = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].dirX; float nextPathLinkForwardY = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].dirY; /* Selecting lane. */ CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo]; float currentLaneCoefficient = (pCurrentLink->numLeftLanes == 0) ? (0.5f - 0.5f * pCurrentLink->numRightLanes) : ((pCurrentLink->numRightLanes == 0) ? (0.5f - 0.5f * pCurrentLink->numLeftLanes) : 0.5f); /* 5.0f is most likely lane width. TODO: enum */ float roadShiftAlongCurrentNode = (pCar->AutoPilot.m_nPreviousLane + currentLaneCoefficient) * 5.0f; CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo]; float nextLaneCoefficient = (pNextLink->numLeftLanes == 0) ? (0.5f - 0.5f * pNextLink->numRightLanes) : ((pNextLink->numRightLanes == 0) ? (0.5f - 0.5f * pNextLink->numLeftLanes) : 0.5f); float roadShiftAlongNextNode = (pCar->AutoPilot.m_nCurrentLane + nextLaneCoefficient) * 5.0f; CVector positionOnCurrentLinkIncludingLane( pCurrentLink->posX + roadShiftAlongCurrentNode * currentPathLinkForwardY, pCurrentLink->posY - roadShiftAlongCurrentNode * currentPathLinkForwardX, 0.0f); CVector positionOnNextLinkIncludingLane( pNextLink->posX + roadShiftAlongNextNode * nextPathLinkForwardY, pNextLink->posY - roadShiftAlongNextNode * nextPathLinkForwardX, 0.0f); float directionCurrentLinkX = pCurrentLink->dirX * pCar->AutoPilot.m_nCurrentDirection; float directionCurrentLinkY = pCurrentLink->dirY * pCar->AutoPilot.m_nCurrentDirection; float directionNextLinkX = pNextLink->dirX * pCar->AutoPilot.m_nNextDirection; float directionNextLinkY = pNextLink->dirY * pCar->AutoPilot.m_nNextDirection; /* We want to make a path between two links that may not have the same forward directions a curve. */ pCar->AutoPilot.m_nCurveSpeedScale = CCurves::CalcSpeedScaleFactor( &positionOnCurrentLinkIncludingLane, &positionOnNextLinkIncludingLane, directionCurrentLinkX, directionCurrentLinkY, directionNextLinkX, directionNextLinkY ) * (1000.0f / pCar->AutoPilot.m_fMaxTrafficSpeed); #ifdef FIX_BUGS /* Casting timer to float is very unwanted. In this case it's not awful */ /* but in CAutoPilot::ModifySpeed it can even cause crashes (see SilentPatch). */ pCar->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() - (uint32)((0.5f + positionBetweenNodes) * pCar->AutoPilot.m_nCurveSpeedScale); #else pCar->AutoPilot.m_nTotalSpeedScaleFactor = CTimer::GetTimeInMilliseconds() - (0.5f + positionBetweenNodes) * pCar->AutoPilot.m_nSpeedScaleFactor; #endif uint32 timeAlreadyInCurve = CTimer::GetTimeInMilliseconds() - pCar->AutoPilot.m_nTimeEnteredCurve; float positionAlongCurve = (float)timeAlreadyInCurve / pCar->AutoPilot.m_nCurveSpeedScale; CVector directionCurrentLink(directionCurrentLinkX, directionCurrentLinkY, 0.0f); CVector directionNextLink(directionNextLinkX, directionNextLinkY, 0.0f); CVector positionIncludingCurve; CVector directionIncludingCurve; CCurves::CalcCurvePoint( &positionOnCurrentLinkIncludingLane, &positionOnNextLinkIncludingLane, &directionCurrentLink, &directionNextLink, positionAlongCurve, pCar->AutoPilot.m_nCurveSpeedScale, &positionIncludingCurve, &directionIncludingCurve ); CVector vectorBetweenNodes = ThePaths.m_pathNodes[curNodeId].pos - ThePaths.m_pathNodes[nextNodeId].pos; CVector finalPosition = positionIncludingCurve + vectorBetweenNodes * 2.0f / vectorBetweenNodes.Magnitude(); finalPosition.z = positionBetweenNodes * ThePaths.m_pathNodes[nextNodeId].pos.z + (1.0f - positionBetweenNodes) * ThePaths.m_pathNodes[curNodeId].pos.z; float groundZ = 1000000000.0f; // TODO: define/enum CColPoint colPoint; CEntity* pEntity; if (CWorld::ProcessVerticalLine(finalPosition, 1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil)) groundZ = colPoint.point.z; if (CWorld::ProcessVerticalLine(finalPosition, -1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil)){ if (ABS(colPoint.point.z - finalPosition.z) < ABS(groundZ - finalPosition.z)) groundZ = colPoint.point.z; } if (groundZ == 1000000000.0f || ABS(groundZ - finalPosition.z) > 7.0f) { /* Failed to find ground or too far from expected position. */ delete pCar; return; } finalPosition.z = groundZ + pCar->GetHeightAboveRoad(); pCar->GetPosition() = finalPosition; pCar->SetMoveSpeed(directionIncludingCurve / 60.0f); CVector2D speedDifferenceWithTarget = (CVector2D)pCar->GetMoveSpeed() - vecPlayerSpeed; CVector2D distanceToTarget = positionIncludingCurve - vecTargetPos; switch (carClass) { case POOR: case RICH: case EXEC: case WORKER: case SPECIAL: case BIG: case TAXI: case MAFIA: case TRIAD: case DIABLO: case YAKUZA: case YARDIE: case COLOMB: case NINES: case GANG8: case GANG9: pCar->m_status = STATUS_SIMPLE; break; case COPS: pCar->m_status = (pCar->AutoPilot.m_nCarMission == MISSION_CRUISE) ? STATUS_SIMPLE : STATUS_PHYSICS; pCar->ChangeLawEnforcerState(1); break; default: break; } CVisibilityPlugins::SetClumpAlpha(pCar->GetClump(), 0); if (!pCar->GetIsOnScreen()){ if ((vecTargetPos - pCar->GetPosition()).Magnitude2D() > 50.0f) { /* Too far away cars that are not visible aren't needed. */ delete pCar; return; } }else if((vecTargetPos - pCar->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * 130.0f || (vecTargetPos - pCar->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * 110.0f){ delete pCar; return; }else if((TheCamera.GetPosition() - pCar->GetPosition()).Magnitude2D() < 90.0f * TheCamera.GenerationDistMultiplier){ delete pCar; return; } CVehicleModelInfo* pVehicleModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(pCar->GetModelIndex()); float radiusToTest = pVehicleModel->GetColModel()->boundingSphere.radius; if (testForCollision){ CWorld::FindObjectsKindaColliding(pCar->GetPosition(), radiusToTest + 20.0f, true, &colliding, 2, nil, false, true, false, false, false); if (colliding){ delete pCar; return; } } CWorld::FindObjectsKindaColliding(pCar->GetPosition(), radiusToTest, true, &colliding, 2, nil, false, true, false, false, false); if (colliding){ delete pCar; return; } if (speedDifferenceWithTarget.x * distanceToTarget.x + speedDifferenceWithTarget.y * distanceToTarget.y >= 0.0f){ delete pCar; return; } pVehicleModel->AvoidSameVehicleColour(&pCar->m_currentColour1, &pCar->m_currentColour2); CWorld::Add(pCar); if (carClass == COPS) CCarAI::AddPoliceOccupants(pCar); else pCar->SetUpDriver(); if ((CGeneral::GetRandomNumber() & 0x3F) == 0){ /* 1/64 probability */ pCar->m_status = STATUS_PHYSICS; pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; pCar->AutoPilot.m_nCruiseSpeed += 10; } if (carClass == COPS) LastTimeLawEnforcerCreated = CTimer::GetTimeInMilliseconds(); } bool CCarCtrl::MapCouldMoveInThisArea(float x, float y) { // bridge moves up and down return x > -342.0f && x < -219.0f && y > -677.0f && y < -580.0f; } STARTPATCHES InjectHook(0x416580, &CCarCtrl::GenerateRandomCars, PATCH_JUMP); ENDPATCHES