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563 lines
18 KiB
C++
563 lines
18 KiB
C++
#include "common.h"
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#include "Automobile.h"
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#include "Bridge.h"
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#include "Camera.h"
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#include "Cranes.h"
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#include "Darkel.h"
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#include "Explosion.h"
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#include "Fire.h"
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#include "Frontend.h"
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#include "General.h"
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#include "HandlingMgr.h"
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#include "Messages.h"
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#include "Pad.h"
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#include "PathFind.h"
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#include "PlayerInfo.h"
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#include "PlayerPed.h"
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#include "PlayerSkin.h"
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#include "ProjectileInfo.h"
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#include "Remote.h"
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#include "Renderer.h"
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#include "Replay.h"
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#include "Script.h"
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#include "SpecialFX.h"
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#include "Stats.h"
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#include "Streaming.h"
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#include "Text.h"
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#include "Wanted.h"
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#include "WaterLevel.h"
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#include "World.h"
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#include "ZoneCull.h"
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#include "main.h"
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void
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CPlayerInfo::SetPlayerSkin(char *skin)
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{
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strncpy(m_aSkinName, skin, 32);
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LoadPlayerSkin();
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}
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const CVector &
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CPlayerInfo::GetPos()
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{
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#ifdef FIX_BUGS
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if (!m_pPed)
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return TheCamera.GetPosition();
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#endif
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if (m_pPed->InVehicle())
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return m_pPed->m_pMyVehicle->GetPosition();
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return m_pPed->GetPosition();
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}
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void
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CPlayerInfo::LoadPlayerSkin()
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{
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DeletePlayerSkin();
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m_pSkinTexture = CPlayerSkin::GetSkinTexture(m_aSkinName);
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if (!m_pSkinTexture)
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m_pSkinTexture = CPlayerSkin::GetSkinTexture(DEFAULT_SKIN_NAME);
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}
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void
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CPlayerInfo::DeletePlayerSkin()
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{
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if (m_pSkinTexture) {
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RwTextureDestroy(m_pSkinTexture);
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m_pSkinTexture = nil;
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}
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}
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void
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CPlayerInfo::KillPlayer()
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{
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if (m_WBState != WBSTATE_PLAYING) return;
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m_WBState = WBSTATE_WASTED;
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m_nWBTime = CTimer::GetTimeInMilliseconds();
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CDarkel::ResetOnPlayerDeath();
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CMessages::AddBigMessage(TheText.Get("DEAD"), 4000, 2);
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CStats::TimesDied++;
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}
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void
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CPlayerInfo::ArrestPlayer()
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{
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if (m_WBState != WBSTATE_PLAYING) return;
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m_WBState = WBSTATE_BUSTED;
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m_nWBTime = CTimer::GetTimeInMilliseconds();
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CDarkel::ResetOnPlayerDeath();
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CMessages::AddBigMessage(TheText.Get("BUSTED"), 5000, 2);
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CStats::TimesArrested++;
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}
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bool
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CPlayerInfo::IsPlayerInRemoteMode()
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{
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return m_pRemoteVehicle || m_bInRemoteMode;
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}
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void
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CPlayerInfo::PlayerFailedCriticalMission()
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{
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if (m_WBState != WBSTATE_PLAYING)
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return;
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m_WBState = WBSTATE_FAILED_CRITICAL_MISSION;
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m_nWBTime = CTimer::GetTimeInMilliseconds();
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CDarkel::ResetOnPlayerDeath();
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}
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void
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CPlayerInfo::Clear(void)
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{
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m_pPed = nil;
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m_pRemoteVehicle = nil;
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if (m_pVehicleEx) {
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m_pVehicleEx->bUsingSpecialColModel = false;
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m_pVehicleEx = nil;
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}
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m_nVisibleMoney = 0;
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m_nMoney = m_nVisibleMoney;
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m_WBState = WBSTATE_PLAYING;
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m_nWBTime = 0;
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m_nTrafficMultiplier = 0;
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m_fRoadDensity = 1.0f;
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m_bInRemoteMode = false;
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m_bUnusedTaxiThing = false;
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m_nUnusedTaxiTimer = 0;
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m_nCollectedPackages = 0;
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m_nTotalPackages = 3;
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m_nTimeLastHealthLoss = 0;
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m_nTimeLastArmourLoss = 0;
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m_nNextSexFrequencyUpdateTime = 0;
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m_nNextSexMoneyUpdateTime = 0;
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m_nSexFrequency = 0;
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m_pHooker = nil;
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m_nTimeTankShotGun = 0;
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field_248 = 0;
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m_nUpsideDownCounter = 0;
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m_bInfiniteSprint = false;
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m_bFastReload = false;
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m_bGetOutOfJailFree = false;
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m_bGetOutOfHospitalFree = false;
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m_nPreviousTimeRewardedForExplosion = 0;
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m_nExplosionsSinceLastReward = 0;
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}
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void
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CPlayerInfo::BlowUpRCBuggy(void)
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{
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if (!m_pRemoteVehicle || m_pRemoteVehicle->bRemoveFromWorld)
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return;
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CRemote::TakeRemoteControlledCarFromPlayer();
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m_pRemoteVehicle->BlowUpCar(FindPlayerPed());
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}
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void
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CPlayerInfo::CancelPlayerEnteringCars(CVehicle *car)
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{
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if (!car || car == m_pPed->m_pMyVehicle) {
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if (m_pPed->EnteringCar())
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m_pPed->QuitEnteringCar();
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}
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if (m_pPed->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || m_pPed->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)
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m_pPed->ClearObjective();
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}
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void
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CPlayerInfo::MakePlayerSafe(bool toggle)
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{
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if (toggle) {
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CTheScripts::ResetCountdownToMakePlayerUnsafe();
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m_pPed->m_pWanted->m_bIgnoredByEveryone = true;
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CWorld::StopAllLawEnforcersInTheirTracks();
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CPad::GetPad(0)->SetDisablePlayerControls(PLAYERCONTROL_PLAYERINFO);
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CPad::StopPadsShaking();
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m_pPed->bBulletProof = true;
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m_pPed->bFireProof = true;
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m_pPed->bCollisionProof = true;
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m_pPed->bMeleeProof = true;
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m_pPed->bOnlyDamagedByPlayer = true;
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m_pPed->bExplosionProof = true;
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m_pPed->m_bCanBeDamaged = false;
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((CPlayerPed*)m_pPed)->ClearAdrenaline();
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CancelPlayerEnteringCars(nil);
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gFireManager.ExtinguishPoint(GetPos(), 4000.0f);
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CExplosion::RemoveAllExplosionsInArea(GetPos(), 4000.0f);
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CProjectileInfo::RemoveAllProjectiles();
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CWorld::SetAllCarsCanBeDamaged(false);
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CWorld::ExtinguishAllCarFiresInArea(GetPos(), 4000.0f);
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CReplay::DisableReplays();
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} else if (!CGame::playingIntro && !CTheScripts::IsCountdownToMakePlayerUnsafeOn()) {
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m_pPed->m_pWanted->m_bIgnoredByEveryone = false;
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CPad::GetPad(0)->SetEnablePlayerControls(PLAYERCONTROL_PLAYERINFO);
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m_pPed->bBulletProof = false;
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m_pPed->bFireProof = false;
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m_pPed->bCollisionProof = false;
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m_pPed->bMeleeProof = false;
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m_pPed->bOnlyDamagedByPlayer = false;
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m_pPed->bExplosionProof = false;
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m_pPed->m_bCanBeDamaged = true;
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CWorld::SetAllCarsCanBeDamaged(true);
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CReplay::EnableReplays();
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}
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}
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bool
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CPlayerInfo::IsRestartingAfterDeath()
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{
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return m_WBState == WBSTATE_WASTED;
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}
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bool
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CPlayerInfo::IsRestartingAfterArrest()
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{
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return m_WBState == WBSTATE_BUSTED;
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}
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// lastCloseness is passed to other calls of this function
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void
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CPlayerInfo::EvaluateCarPosition(CEntity *carToTest, CPed *player, float carBoundCentrePedDist, float *lastCloseness, CVehicle **closestCarOutput)
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{
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// This dist used for determining the angle to face
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CVector2D dist(carToTest->GetPosition() - player->GetPosition());
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float neededTurn = CGeneral::GetATanOfXY(player->GetForward().x, player->GetForward().y) - CGeneral::GetATanOfXY(dist.x, dist.y);
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while (neededTurn >= PI) {
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neededTurn -= 2 * PI;
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}
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while (neededTurn < -PI) {
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neededTurn += 2 * PI;
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}
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// This dist used for evaluating cars' distances, weird...
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// Accounts inverted needed turn (or needed turn in long way) and car dist.
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float closeness = (1.0f - Abs(neededTurn) / TWOPI) * (10.0f - carBoundCentrePedDist);
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if (closeness > *lastCloseness) {
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*lastCloseness = closeness;
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*closestCarOutput = (CVehicle*)carToTest;
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}
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}
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// There is something unfinished in here... Sadly all IDBs we have have it unfinished.
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void
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CPlayerInfo::AwardMoneyForExplosion(CVehicle *wreckedCar)
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{
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if (CTimer::GetTimeInMilliseconds() - m_nPreviousTimeRewardedForExplosion < 6000)
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++m_nExplosionsSinceLastReward;
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else
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m_nExplosionsSinceLastReward = 1;
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m_nPreviousTimeRewardedForExplosion = CTimer::GetTimeInMilliseconds();
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int award = wreckedCar->pHandling->nMonetaryValue * 0.002f;
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sprintf(gString, "$%d", award);
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#ifdef MONEY_MESSAGES
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// This line is a leftover from PS2, I don't know what it was meant to be.
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// CVector sth(TheCamera.GetPosition() * 4.0f);
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CMoneyMessages::RegisterOne(wreckedCar->GetPosition() + CVector(0.0f, 0.0f, 2.0f), gString, 0, 255, 0, 2.0f, 0.5f);
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#endif
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CWorld::Players[CWorld::PlayerInFocus].m_nMoney += award;
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for (int i = m_nExplosionsSinceLastReward; i > 1; --i) {
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CGeneral::GetRandomNumber();
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CWorld::Players[CWorld::PlayerInFocus].m_nMoney += award;
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}
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}
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void
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CPlayerInfo::SavePlayerInfo(uint8 *buf, uint32 *size)
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{
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// Interesting
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*size = sizeof(CPlayerInfo);
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#define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); buf += sizeof(data);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nMoney);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_WBState);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nWBTime);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTrafficMultiplier);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_fRoadDensity);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nCollectedPackages);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTotalPackages);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bInfiniteSprint);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bFastReload);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfJailFree);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfHospitalFree);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_aPlayerName);
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#undef CopyToBuf
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}
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void
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CPlayerInfo::LoadPlayerInfo(uint8 *buf, uint32 size)
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{
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#define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); buf += sizeof(data);
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CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nMoney);
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CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_WBState);
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CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nWBTime);
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CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTrafficMultiplier);
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CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_fRoadDensity);
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CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney);
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CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nCollectedPackages);
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CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTotalPackages);
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CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bInfiniteSprint);
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CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bFastReload);
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CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfJailFree);
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CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfHospitalFree);
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CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_aPlayerName)
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#undef CopyFromBuf
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}
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void
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CPlayerInfo::FindClosestCarSectorList(CPtrList& carList, CPed* ped, float unk1, float unk2, float unk3, float unk4, float* lastCloseness, CVehicle** closestCarOutput)
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{
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for (CPtrNode* node = carList.first; node; node = node->next) {
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CVehicle *car = (CVehicle*)node->item;
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if(car->m_scanCode != CWorld::GetCurrentScanCode()) {
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if (!car->bUsesCollision || !car->IsVehicle())
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continue;
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car->m_scanCode = CWorld::GetCurrentScanCode();
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if (car->GetStatus() != STATUS_WRECKED && car->GetStatus() != STATUS_TRAIN_MOVING
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&& (car->GetUp().z > 0.3f || (car->IsVehicle() && ((CVehicle*)car)->m_vehType == VEHICLE_TYPE_BIKE))) {
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CVector carCentre = car->GetBoundCentre();
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if (Abs(ped->GetPosition().z - carCentre.z) < 2.0f) {
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float dist = (ped->GetPosition() - carCentre).Magnitude2D();
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if (dist <= 10.0f && !CCranes::IsThisCarBeingCarriedByAnyCrane(car)) {
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EvaluateCarPosition(car, ped, dist, lastCloseness, closestCarOutput);
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}
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}
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}
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}
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}
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}
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void
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CPlayerInfo::Process(void)
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{
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#ifdef FIX_BUGS
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if (CReplay::IsPlayingBack())
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return;
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#endif
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// Unused taxi feature. Gives you a dollar for every second with a passenger. Can be toggled via 0x29A opcode.
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bool startTaxiTimer = true;
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if (m_bUnusedTaxiThing && m_pPed->bInVehicle) {
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CVehicle *veh = m_pPed->m_pMyVehicle;
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if ((veh->GetModelIndex() == MI_TAXI || veh->GetModelIndex() == MI_CABBIE || veh->GetModelIndex() == MI_BORGNINE)
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&& veh->pDriver == m_pPed && veh->m_nNumPassengers != 0) {
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for (uint32 timePassed = CTimer::GetTimeInMilliseconds() - m_nUnusedTaxiTimer; timePassed >= 1000; m_nUnusedTaxiTimer += 1000) {
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timePassed -= 1000;
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++m_nMoney;
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}
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startTaxiTimer = false;
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}
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}
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if (startTaxiTimer)
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m_nUnusedTaxiTimer = CTimer::GetTimeInMilliseconds();
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// The effect that makes money counter does while earning/losing money
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if (m_nVisibleMoney != m_nMoney) {
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int diff = m_nMoney - m_nVisibleMoney;
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int diffAbs = Abs(diff);
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int changeBy;
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if (diffAbs > 100000)
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changeBy = 12345;
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else if (diffAbs > 10000)
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changeBy = 1234;
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else if (diffAbs > 1000)
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changeBy = 123;
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else if (diffAbs > 50)
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changeBy = 42;
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else
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changeBy = 1;
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if (diff < 0)
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m_nVisibleMoney -= changeBy;
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else
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m_nVisibleMoney += changeBy;
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}
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if (!(CTimer::GetFrameCounter() & 15)) {
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CVector2D playerPos = m_pPed->bInVehicle ? m_pPed->m_pMyVehicle->GetPosition() : m_pPed->GetPosition();
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m_fRoadDensity = ThePaths.CalcRoadDensity(playerPos.x, playerPos.y);
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}
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m_fRoadDensity = clamp(m_fRoadDensity, 0.4f, 1.45f);
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// Because vehicle enter/exit use same key binding.
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bool enterOrExitVeh;
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if (m_pPed->bVehExitWillBeInstant && m_pPed->bInVehicle)
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enterOrExitVeh = CPad::GetPad(0)->ExitVehicleJustDown();
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else
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enterOrExitVeh = CPad::GetPad(0)->GetExitVehicle();
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if (enterOrExitVeh && m_pPed->m_nPedState != PED_SNIPER_MODE && m_pPed->m_nPedState != PED_ROCKET_MODE) {
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if (m_pPed->bInVehicle) {
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if (!m_pRemoteVehicle) {
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CEntity *surfaceBelowVeh = m_pPed->m_pMyVehicle->m_pCurGroundEntity;
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if (!surfaceBelowVeh || !CBridge::ThisIsABridgeObjectMovingUp(surfaceBelowVeh->GetModelIndex())) {
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CVehicle *veh = m_pPed->m_pMyVehicle;
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if (!veh->IsBoat() || veh->m_nDoorLock == CARLOCK_LOCKED_PLAYER_INSIDE) {
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// This condition will always return true, else block was probably WIP Miami code.
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if (veh->m_vehType != VEHICLE_TYPE_BIKE || veh->m_nDoorLock == CARLOCK_LOCKED_PLAYER_INSIDE) {
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if (veh->GetStatus() != STATUS_WRECKED && veh->GetStatus() != STATUS_TRAIN_MOVING && veh->m_nDoorLock != CARLOCK_LOCKED_PLAYER_INSIDE) {
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if (veh->m_vecMoveSpeed.Magnitude() < 0.17f && CTimer::GetTimeScale() >= 0.5f && !veh->bIsInWater) {
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m_pPed->SetObjective(OBJECTIVE_LEAVE_CAR, veh);
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}
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}
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} else {
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CVector sth = 0.7f * veh->GetRight() + veh->GetPosition();
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bool found = false;
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float groundZ = CWorld::FindGroundZFor3DCoord(sth.x, sth.y, 2.0f + sth.z, &found);
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if (found)
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sth.z = 1.0f + groundZ;
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m_pPed->m_nPedState = PED_IDLE;
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m_pPed->SetMoveState(PEDMOVE_STILL);
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CPed::PedSetOutCarCB(0, m_pPed);
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CAnimManager::BlendAnimation(m_pPed->GetClump(), m_pPed->m_animGroup, ANIM_IDLE_STANCE, 100.0f);
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CAnimManager::BlendAnimation(m_pPed->GetClump(), ASSOCGRP_STD, ANIM_FALL_LAND, 100.0f);
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m_pPed->SetPosition(sth);
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m_pPed->SetMoveState(PEDMOVE_STILL);
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m_pPed->m_vecMoveSpeed = veh->m_vecMoveSpeed;
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}
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} else {
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// The code in here was under CPed::SetExitBoat in VC, did the same for here.
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m_pPed->SetExitBoat(veh);
|
|
m_pPed->bTryingToReachDryLand = true;
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
// Enter vehicle
|
|
if (CPad::GetPad(0)->ExitVehicleJustDown()) {
|
|
bool weAreOnBoat = false;
|
|
float lastCloseness = 0.0f;
|
|
CVehicle *carBelow = nil;
|
|
CEntity *surfaceBelow = m_pPed->m_pCurrentPhysSurface;
|
|
if (surfaceBelow && surfaceBelow->IsVehicle()) {
|
|
carBelow = (CVehicle*)surfaceBelow;
|
|
if (carBelow->IsBoat()) {
|
|
weAreOnBoat = true;
|
|
m_pPed->bOnBoat = true;
|
|
#ifdef VC_PED_PORTS
|
|
if (carBelow->GetStatus() != STATUS_WRECKED && carBelow->GetUp().z > 0.3f)
|
|
#else
|
|
if (carBelow->GetStatus() != STATUS_WRECKED)
|
|
#endif
|
|
m_pPed->SetSeekBoatPosition(carBelow);
|
|
}
|
|
}
|
|
// Find closest car
|
|
if (!weAreOnBoat) {
|
|
float minX = m_pPed->GetPosition().x - 10.0f;
|
|
float maxX = 10.0f + m_pPed->GetPosition().x;
|
|
float minY = m_pPed->GetPosition().y - 10.0f;
|
|
float maxY = 10.0f + m_pPed->GetPosition().y;
|
|
|
|
int minXSector = CWorld::GetSectorIndexX(minX);
|
|
if (minXSector < 0) minXSector = 0;
|
|
int minYSector = CWorld::GetSectorIndexY(minY);
|
|
if (minYSector < 0) minYSector = 0;
|
|
int maxXSector = CWorld::GetSectorIndexX(maxX);
|
|
if (maxXSector > NUMSECTORS_X - 1) maxXSector = NUMSECTORS_X - 1;
|
|
int maxYSector = CWorld::GetSectorIndexY(maxY);
|
|
if (maxYSector > NUMSECTORS_Y - 1) maxYSector = NUMSECTORS_Y - 1;
|
|
|
|
CWorld::AdvanceCurrentScanCode();
|
|
|
|
for (int curY = minYSector; curY <= maxYSector; curY++) {
|
|
for (int curX = minXSector; curX <= maxXSector; curX++) {
|
|
CSector *sector = CWorld::GetSector(curX, curY);
|
|
FindClosestCarSectorList(sector->m_lists[ENTITYLIST_VEHICLES], m_pPed,
|
|
minX, minY, maxX, maxY, &lastCloseness, &carBelow);
|
|
FindClosestCarSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], m_pPed,
|
|
minX, minY, maxX, maxY, &lastCloseness, &carBelow);
|
|
}
|
|
}
|
|
}
|
|
// carBelow is now closest vehicle
|
|
if (carBelow && !weAreOnBoat) {
|
|
if (carBelow->GetStatus() == STATUS_TRAIN_NOT_MOVING) {
|
|
m_pPed->SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, carBelow);
|
|
} else if (carBelow->IsBoat()) {
|
|
if (!carBelow->pDriver) {
|
|
m_pPed->m_vehEnterType = 0;
|
|
m_pPed->SetEnterCar(carBelow, m_pPed->m_vehEnterType);
|
|
}
|
|
} else {
|
|
m_pPed->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, carBelow);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (m_bInRemoteMode) {
|
|
uint32 timeWithoutRemoteCar = CTimer::GetTimeInMilliseconds() - m_nTimeLostRemoteCar;
|
|
if (CTimer::GetPreviousTimeInMilliseconds() - m_nTimeLostRemoteCar < 1000 && timeWithoutRemoteCar >= 1000 && m_WBState == WBSTATE_PLAYING) {
|
|
TheCamera.SetFadeColour(0, 0, 0);
|
|
TheCamera.Fade(1.0f, 0);
|
|
}
|
|
if (timeWithoutRemoteCar > 2000) {
|
|
if (m_WBState == WBSTATE_PLAYING) {
|
|
TheCamera.RestoreWithJumpCut();
|
|
TheCamera.SetFadeColour(0, 0, 0);
|
|
TheCamera.Fade(1.0f, 1);
|
|
TheCamera.Process();
|
|
CTimer::Stop();
|
|
CCullZones::ForceCullZoneCoors(TheCamera.GetPosition());
|
|
CRenderer::RequestObjectsInFrustum();
|
|
CStreaming::LoadAllRequestedModels(false);
|
|
CTimer::Update();
|
|
}
|
|
m_bInRemoteMode = false;
|
|
CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle = nil;
|
|
if (FindPlayerVehicle()) {
|
|
FindPlayerVehicle()->SetStatus(STATUS_PLAYER);
|
|
}
|
|
}
|
|
}
|
|
if (!(CTimer::GetFrameCounter() & 31)) {
|
|
CVehicle *veh = FindPlayerVehicle();
|
|
if (veh && m_pPed->bInVehicle && veh->GetUp().z < 0.0f
|
|
&& veh->m_vecMoveSpeed.Magnitude() < 0.05f && veh->IsCar() && !veh->bIsInWater) {
|
|
|
|
if (veh->GetUp().z < -0.5f) {
|
|
m_nUpsideDownCounter += 2;
|
|
|
|
} else {
|
|
m_nUpsideDownCounter++;
|
|
}
|
|
} else {
|
|
m_nUpsideDownCounter = 0;
|
|
}
|
|
|
|
if (m_nUpsideDownCounter > 6 && veh->bCanBeDamaged) {
|
|
veh->m_fHealth = 249.0f < veh->m_fHealth ? 249.0f : veh->m_fHealth;
|
|
if (veh->IsCar()) {
|
|
CAutomobile* car = (CAutomobile*)veh;
|
|
car->Damage.SetEngineStatus(225);
|
|
car->m_pSetOnFireEntity = nil;
|
|
}
|
|
}
|
|
}
|
|
if (FindPlayerVehicle()) {
|
|
CVehicle *veh = FindPlayerVehicle();
|
|
veh->m_nZoneLevel = LEVEL_IGNORE;
|
|
for (int i = 0; i < ARRAY_SIZE(veh->pPassengers); i++) {
|
|
if (veh->pPassengers[i])
|
|
veh->pPassengers[i]->m_nZoneLevel = LEVEL_GENERIC;
|
|
}
|
|
CStats::DistanceTravelledInVehicle += veh->m_fDistanceTravelled;
|
|
} else {
|
|
CStats::DistanceTravelledOnFoot += FindPlayerPed()->m_fDistanceTravelled;
|
|
}
|
|
}
|