summaryrefslogtreecommitdiffstats
path: root/src/peds
diff options
context:
space:
mode:
authorerorcun <erayorcunus@gmail.com>2020-03-12 00:33:55 +0100
committerGitHub <noreply@github.com>2020-03-12 00:33:55 +0100
commit3e78600420e4ba0f49a140dd365f44fd600ec057 (patch)
treedf50a5dc9037b336d48e12bfc8f2394592808c8e /src/peds
parentMerge pull request #343 from Nick007J/master (diff)
parentMerge branch 'master' into erorcun (diff)
downloadre3-3e78600420e4ba0f49a140dd365f44fd600ec057.tar
re3-3e78600420e4ba0f49a140dd365f44fd600ec057.tar.gz
re3-3e78600420e4ba0f49a140dd365f44fd600ec057.tar.bz2
re3-3e78600420e4ba0f49a140dd365f44fd600ec057.tar.lz
re3-3e78600420e4ba0f49a140dd365f44fd600ec057.tar.xz
re3-3e78600420e4ba0f49a140dd365f44fd600ec057.tar.zst
re3-3e78600420e4ba0f49a140dd365f44fd600ec057.zip
Diffstat (limited to 'src/peds')
-rw-r--r--src/peds/CopPed.cpp216
-rw-r--r--src/peds/CopPed.h3
-rw-r--r--src/peds/EmergencyPed.cpp2
-rw-r--r--src/peds/Ped.cpp183
-rw-r--r--src/peds/Ped.h15
-rw-r--r--src/peds/PedPlacement.cpp2
-rw-r--r--src/peds/PedPlacement.h3
-rw-r--r--src/peds/PlayerPed.cpp6
-rw-r--r--src/peds/Population.cpp195
9 files changed, 526 insertions, 99 deletions
diff --git a/src/peds/CopPed.cpp b/src/peds/CopPed.cpp
index 40481ad9..bf0cc59c 100644
--- a/src/peds/CopPed.cpp
+++ b/src/peds/CopPed.cpp
@@ -1,10 +1,14 @@
#include "common.h"
#include "patcher.h"
+#include "World.h"
+#include "PlayerPed.h"
#include "CopPed.h"
#include "ModelIndices.h"
+#include "Vehicle.h"
+#include "RpAnimBlend.h"
+#include "General.h"
WRAPPER void CCopPed::ProcessControl() { EAXJMP(0x4C1400); }
-WRAPPER void CCopPed::SetArrestPlayer(CPed*) { EAXJMP(0x4C2B00); }
CCopPed::CCopPed(eCopType copType) : CPed(PEDTYPE_COP)
{
@@ -66,7 +70,210 @@ CCopPed::~CCopPed()
ClearPursuit();
}
-WRAPPER void CCopPed::ClearPursuit(void) { EAXJMP(0x4C28C0); }
+// Parameter should always be CPlayerPed, but it seems they considered making civilians arrestable at some point
+void
+CCopPed::SetArrestPlayer(CPed *player)
+{
+ if (!IsPedInControl() || !player)
+ return;
+
+ switch (m_nCopType) {
+ case COP_FBI:
+ Say(SOUND_PED_ARREST_FBI);
+ break;
+ case COP_SWAT:
+ Say(SOUND_PED_ARREST_SWAT);
+ break;
+ default:
+ Say(SOUND_PED_ARREST_COP);
+ break;
+ }
+ if (player->EnteringCar()) {
+ if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer)
+ return;
+
+ // why?
+ player->bGonnaKillTheCarJacker = true;
+
+ // Genius
+ FindPlayerPed()->m_bCanBeDamaged = false;
+ ((CPlayerPed*)player)->m_pArrestingCop = this;
+ this->RegisterReference((CEntity**) &((CPlayerPed*)player)->m_pArrestingCop);
+
+ } else if (player->m_nPedState != PED_DIE && player->m_nPedState != PED_DEAD && player->m_nPedState != PED_ARRESTED) {
+ player->m_nLastPedState = player->m_nPedState;
+ player->m_nPedState = PED_ARRESTED;
+
+ FindPlayerPed()->m_bCanBeDamaged = false;
+ ((CPlayerPed*)player)->m_pArrestingCop = this;
+ this->RegisterReference((CEntity**) &((CPlayerPed*)player)->m_pArrestingCop);
+ }
+
+ m_nPedState = PED_ARREST_PLAYER;
+ SetObjective(OBJECTIVE_NONE);
+ m_prevObjective = OBJECTIVE_NONE;
+ bIsPointingGunAt = false;
+ m_pSeekTarget = player;
+ m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget);
+ SetCurrentWeapon(WEAPONTYPE_COLT45);
+ if (player->InVehicle()) {
+ player->m_pMyVehicle->m_nNumGettingIn = 0;
+ player->m_pMyVehicle->m_nGettingInFlags = 0;
+ player->m_pMyVehicle->bIsHandbrakeOn = true;
+ player->m_pMyVehicle->m_status = STATUS_PLAYER_DISABLED;
+ }
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED)
+ SetCurrentWeapon(WEAPONTYPE_COLT45);
+}
+
+void
+CCopPed::ClearPursuit(void)
+{
+ CPlayerPed *player = FindPlayerPed();
+ if (!player)
+ return;
+
+ CWanted *wanted = player->m_pWanted;
+ int ourCopId = 0;
+ bool foundMyself = false;
+ int biggestCopId = 0;
+ if (!m_bIsInPursuit)
+ return;
+
+ m_bIsInPursuit = false;
+ for (int i = 0; i < max(wanted->m_MaxCops, wanted->m_CurrentCops); ++i) {
+ if (!foundMyself && wanted->m_pCops[i] == this) {
+ wanted->m_pCops[i] = nil;
+ --wanted->m_CurrentCops;
+ foundMyself = true;
+ ourCopId = i;
+ biggestCopId = i;
+ } else {
+ if (wanted->m_pCops[i])
+ biggestCopId = i;
+ }
+ }
+ if (foundMyself && biggestCopId > ourCopId) {
+ wanted->m_pCops[ourCopId] = wanted->m_pCops[biggestCopId];
+ wanted->m_pCops[biggestCopId] = nil;
+ }
+ m_objective = OBJECTIVE_NONE;
+ m_prevObjective = OBJECTIVE_NONE;
+ m_nLastPedState = PED_NONE;
+ bIsRunning = false;
+ bNotAllowedToDuck = false;
+ bKindaStayInSamePlace = false;
+ m_bZoneDisabledButClose = false;
+ m_bZoneDisabled = false;
+ ClearObjective();
+ if (IsPedInControl()) {
+ if (!m_pMyVehicle || wanted->m_nWantedLevel != 0) {
+ if (m_pMyVehicle && (m_pMyVehicle->GetPosition() - GetPosition()).MagnitudeSqr() < sq(5.0f)) {
+ m_nLastPedState = PED_IDLE;
+ SetSeek((CEntity*)m_pMyVehicle, 2.5f);
+ } else {
+ m_nLastPedState = PED_WANDER_PATH;
+ SetFindPathAndFlee(FindPlayerPed()->GetPosition(), 10000, true);
+ }
+ } else {
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
+ }
+ }
+}
+
+// TO-DO: m_MaxCops in for loop may be a bug, check it out after CopAI
+void
+CCopPed::SetPursuit(bool iMayAlreadyBeInPursuit)
+{
+ CWanted *wanted = FindPlayerPed()->m_pWanted;
+ if (m_bIsInPursuit || !IsPedInControl())
+ return;
+
+ if (wanted->m_CurrentCops < wanted->m_MaxCops || iMayAlreadyBeInPursuit) {
+ for (int i = 0; i < wanted->m_MaxCops; ++i) {
+ if (!wanted->m_pCops[i]) {
+ m_bIsInPursuit = true;
+ ++wanted->m_CurrentCops;
+ wanted->m_pCops[i] = this;
+ break;
+ }
+ }
+ if (m_bIsInPursuit) {
+ ClearObjective();
+ m_prevObjective = OBJECTIVE_NONE;
+ SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, FindPlayerPed());
+ SetObjectiveTimer(0);
+ bNotAllowedToDuck = true;
+ bIsRunning = true;
+ m_bZoneDisabledButClose = false;
+ }
+ }
+}
+
+void
+CCopPed::ArrestPlayer(void)
+{
+ m_pVehicleAnim = nil;
+ CPed *suspect = (CPed*)m_pSeekTarget;
+ if (suspect) {
+ if (suspect->CanSetPedState())
+ suspect->m_nPedState = PED_ARRESTED;
+
+ if (suspect->bInVehicle && m_pMyVehicle && suspect->m_pMyVehicle == m_pMyVehicle) {
+
+ // BUG? I will never understand why they used LINE_UP_TO_CAR_2...
+ LineUpPedWithCar(LINE_UP_TO_CAR_2);
+ }
+
+ if (suspect && (suspect->m_nPedState == PED_ARRESTED || suspect->DyingOrDead() || suspect->EnteringCar())) {
+
+ CAnimBlendAssociation *arrestAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ARREST_GUN);
+ if (!arrestAssoc || arrestAssoc->blendDelta < 0.0f)
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ARREST_GUN, 4.0f);
+
+ CVector suspMidPos;
+ suspect->m_pedIK.GetComponentPosition((RwV3d*)suspMidPos, PED_MID);
+ m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(suspMidPos.x, suspMidPos.y,
+ GetPosition().x, GetPosition().y);
+
+ m_fRotationCur = m_fRotationDest;
+ SetOrientation(0.0f, 0.0f, m_fRotationCur);
+ } else {
+ ClearPursuit();
+ }
+ } else {
+ ClearPursuit();
+ }
+}
+
+void
+CCopPed::ScanForCrimes(void)
+{
+ CVehicle *playerVeh = FindPlayerVehicle();
+
+ // Look for car alarms
+ if (playerVeh && playerVeh->IsCar()) {
+ if (playerVeh->IsAlarmOn()) {
+ if ((playerVeh->GetPosition() - GetPosition()).MagnitudeSqr() < sq(20.0f))
+ FindPlayerPed()->SetWantedLevelNoDrop(1);
+ }
+ }
+
+ // Look for stolen cop cars (it was broken until now)
+ if (!m_bIsInPursuit) {
+ CPlayerPed *player = FindPlayerPed();
+#ifdef FIX_BUGS
+ if ((player->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || player->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER)
+#else
+ if ((m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER)
+#endif
+ && player->m_pWanted->m_nWantedLevel == 0 && player->m_pMyVehicle) {
+
+ if (player->m_pMyVehicle->bIsLawEnforcer)
+ player->SetWantedLevelNoDrop(1);
+ }
+ }
+}
class CCopPed_ : public CCopPed
{
@@ -78,4 +285,9 @@ public:
STARTPATCHES
InjectHook(0x4C11B0, &CCopPed_::ctor, PATCH_JUMP);
InjectHook(0x4C13E0, &CCopPed_::dtor, PATCH_JUMP);
+ InjectHook(0x4C28C0, &CCopPed::ClearPursuit, PATCH_JUMP);
+ InjectHook(0x4C2B00, &CCopPed::SetArrestPlayer, PATCH_JUMP);
+ InjectHook(0x4C27D0, &CCopPed::SetPursuit, PATCH_JUMP);
+ InjectHook(0x4C2C90, &CCopPed::ArrestPlayer, PATCH_JUMP);
+ InjectHook(0x4C26A0, &CCopPed::ScanForCrimes, PATCH_JUMP);
ENDPATCHES
diff --git a/src/peds/CopPed.h b/src/peds/CopPed.h
index e0f00b7e..7705eb12 100644
--- a/src/peds/CopPed.h
+++ b/src/peds/CopPed.h
@@ -37,6 +37,9 @@ public:
void ClearPursuit(void);
void ProcessControl(void);
void SetArrestPlayer(CPed*);
+ void SetPursuit(bool);
+ void ArrestPlayer(void);
+ void ScanForCrimes(void);
};
static_assert(sizeof(CCopPed) == 0x558, "CCopPed: error");
diff --git a/src/peds/EmergencyPed.cpp b/src/peds/EmergencyPed.cpp
index fbccc8a0..ee559f57 100644
--- a/src/peds/EmergencyPed.cpp
+++ b/src/peds/EmergencyPed.cpp
@@ -303,7 +303,7 @@ CEmergencyPed::MedicAI(void)
if (!m_pRevivedPed || m_pRevivedPed->m_fHealth > 0.0f || m_pRevivedPed->bFadeOut) {
m_nEmergencyPedState = EMERGENCY_PED_DETERMINE_NEXT_STATE;
} else {
- m_pRevivedPed->m_bloodyFootprintCount = CTimer::GetTimeInMilliseconds();
+ m_pRevivedPed->m_bloodyFootprintCountOrDeathTime = CTimer::GetTimeInMilliseconds();
SetMoveState(PEDMOVE_STILL);
m_nPedState = PED_CPR;
m_nLastPedState = PED_CPR;
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp
index f4e7ce2f..3c62512e 100644
--- a/src/peds/Ped.cpp
+++ b/src/peds/Ped.cpp
@@ -49,19 +49,56 @@
#include "ParticleObject.h"
#include "Floater.h"
-#define FEET_OFFSET 1.04f
+#define CAN_SEE_ENTITY_ANGLE_THRESHOLD DEGTORAD(60.0f)
CPed *gapTempPedList[50];
uint16 gnNumTempPedList;
-bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
-bool &CPed::bPedCheat2 = *(bool*)0x95CD5A;
-bool &CPed::bPedCheat3 = *(bool*)0x95CD59;
-
CColPoint &aTempPedColPts = *(CColPoint*)0x62DB14;
-// TODO: CommentWaitTime should be hardcoded into exe, and it isn't reversed yet.
-CPedAudioData (&CPed::CommentWaitTime)[38] = *(CPedAudioData(*)[38]) * (uintptr*)0x5F94C4;
+// Corresponds to ped sounds (from SOUND_PED_DEATH to SOUND_PED_TAXI_CALL)
+PedAudioData CommentWaitTime[39] = {
+ {500, 800, 500, 2},
+ {500, 800, 500, 2},
+ {500, 800, 500, 2},
+ {500, 800, 500, 2},
+ {100, 2, 100, 2},
+ {700, 500, 1000, 500},
+ {700, 500, 1000, 500},
+ {5000, 2000, 15000, 3000},
+ {5000, 2000, 15000, 3000},
+ {5000, 2000, 15000, 3000},
+ {6000, 6000, 6000, 6000},
+ {1000, 1000, 2000, 2000},
+ {1000, 500, 2000, 1500},
+ {1000, 500, 2000, 1500},
+ {800, 200, 1000, 500},
+ {800, 200, 1000, 500},
+ {800, 400, 2000, 1000},
+ {800, 400, 2000, 1000},
+ {400, 300, 2000, 1000},
+ {2000, 1000, 2500, 1500},
+ {200, 200, 200, 200},
+ {6000, 3000, 5000, 6000},
+ {6000, 3000, 9000, 5000},
+ {6000, 3000, 9000, 5000},
+ {6000, 3000, 9000, 5000},
+ {400, 300, 4000, 1000},
+ {400, 300, 4000, 1000},
+ {400, 300, 4000, 1000},
+ {1000, 500, 3000, 1000},
+ {1000, 500, 1000, 1000},
+ {3000, 2000, 3000, 2000},
+ {1000, 500, 3000, 6000},
+ {1000, 500, 2000, 4000},
+ {1000, 500, 2000, 5000},
+ {1000, 500, 3000, 2000},
+ {1600, 1000, 2000, 2000},
+ {3000, 2000, 5000, 3000},
+ {1000, 1000, 1000, 1000},
+ {1000, 1000, 5000, 5000},
+};
+// *(CPedAudioData(*)[39]) * (uintptr*)0x5F94C4;
uint16 nPlayerInComboMove;
@@ -106,6 +143,9 @@ CVector vecPedQuickDraggedOutCarAnimOffset;
CVector vecPedDraggedOutCarAnimOffset;
CVector vecPedTrainDoorAnimOffset;
+bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
+bool &CPed::bPedCheat2 = *(bool*)0x95CD5A;
+bool &CPed::bPedCheat3 = *(bool*)0x95CD59;
CVector2D CPed::ms_vec2DFleePosition;
void *CPed::operator new(size_t sz) { return CPools::GetPedPool()->New(); }
@@ -351,7 +391,7 @@ CPed::~CPed(void)
m_pMyVehicle->m_nGettingOutFlags &= ~door_flag;
bInVehicle = false;
m_pMyVehicle = nil;
- } else if (m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK){
+ } else if (EnteringCar()) {
QuitEnteringCar();
}
if (m_pFire)
@@ -745,8 +785,7 @@ CPed::UseGroundColModel(void)
bool
CPed::CanSetPedState(void)
{
- return m_nPedState != PED_DIE && m_nPedState != PED_ARRESTED &&
- m_nPedState != PED_ENTER_CAR && m_nPedState != PED_DEAD && m_nPedState != PED_CARJACK && m_nPedState != PED_STEAL_CAR;
+ return !DyingOrDead() && m_nPedState != PED_ARRESTED && !EnteringCar() && m_nPedState != PED_STEAL_CAR;
}
bool
@@ -1912,7 +1951,7 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
// Smoothly change ped position
neededPos.z = (neededPos.z - currentZ) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep) + currentZ;
- } else if (m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK) {
+ } else if (EnteringCar()) {
neededPos.z = max(currentZ, autoZPos.z);
}
#ifdef VC_PED_PORTS
@@ -1999,10 +2038,10 @@ void
CPed::PlayFootSteps(void)
{
if (bDoBloodyFootprints) {
- if (m_bloodyFootprintCount > 0 && m_bloodyFootprintCount < 300) {
- m_bloodyFootprintCount--;
+ if (m_bloodyFootprintCountOrDeathTime > 0 && m_bloodyFootprintCountOrDeathTime < 300) {
+ m_bloodyFootprintCountOrDeathTime--;
- if (m_bloodyFootprintCount == 0)
+ if (m_bloodyFootprintCountOrDeathTime == 0)
bDoBloodyFootprints = false;
}
}
@@ -2055,11 +2094,11 @@ CPed::PlayFootSteps(void)
right.x, right.y,
255, 255, 0, 0, 4.0f, 3000.0f, 1.0f);
- if (m_bloodyFootprintCount <= 20) {
- m_bloodyFootprintCount = 0;
+ if (m_bloodyFootprintCountOrDeathTime <= 20) {
+ m_bloodyFootprintCountOrDeathTime = 0;
bDoBloodyFootprints = false;
} else {
- m_bloodyFootprintCount -= 20;
+ m_bloodyFootprintCountOrDeathTime -= 20;
}
}
if (CWeather::Rain <= 0.1f || CCullZones::CamNoRain() || CCullZones::PlayerNoRain()) {
@@ -2482,7 +2521,7 @@ CPed::CanPedReturnToState(void)
}
bool
-CPed::CanSeeEntity(CEntity *entity, float threshold)
+CPed::CanSeeEntity(CEntity *entity, float threshold = CAN_SEE_ENTITY_ANGLE_THRESHOLD)
{
float neededAngle = CGeneral::GetRadianAngleBetweenPoints(
entity->GetPosition().x,
@@ -3353,7 +3392,7 @@ CPed::CheckForPointBlankPeds(CPed *pedToVerify)
if (nearPedState == PED_FALL || nearPedState == PED_GETUP || nearPedState == PED_DIE || nearPedState == PED_DEAD || nearPedState == PED_DIVE_AWAY)
return NO_POINT_BLANK_PED;
- if (neededTurn < DEGTORAD(60.0f)) {
+ if (neededTurn < CAN_SEE_ENTITY_ANGLE_THRESHOLD) {
if (pedToVerify == nearPed)
return POINT_BLANK_FOR_WANTED_PED;
else
@@ -3415,6 +3454,13 @@ CPed::ClearAttack(void)
if (m_nPedState != PED_ATTACK || bIsDucking || m_nWaitState == WAITSTATE_PLAYANIM_DUCK)
return;
+#ifdef VC_PED_PORTS
+ // VC uses CCamera::Using1stPersonWeaponMode
+ if (FindPlayerPed() == this && (TheCamera.PlayerWeaponMode.Mode == CCam::MODE_SNIPER ||
+ TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_ROCKETLAUNCHER)) {
+ SetPointGunAt(nil);
+ } else
+#endif
if (bIsPointingGunAt) {
if (m_pLookTarget)
SetPointGunAt(m_pLookTarget);
@@ -3504,7 +3550,7 @@ CPed::SetDie(AnimationId animId, float delta, float speed)
} else if (bInVehicle) {
if (m_pVehicleAnim)
m_pVehicleAnim->blendDelta = -1000.0f;
- } else if (m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK) {
+ } else if (EnteringCar()) {
QuitEnteringCar();
}
@@ -3529,8 +3575,7 @@ CPed::SetDie(AnimationId animId, float delta, float speed)
if (!bInVehicle)
StopNonPartialAnims();
- // BUG: This is not timer.
- m_bloodyFootprintCount = CTimer::GetTimeInMilliseconds();
+ m_bloodyFootprintCountOrDeathTime = CTimer::GetTimeInMilliseconds();
}
bool
@@ -5924,8 +5969,7 @@ CPed::SetDead(void)
CreateDeadPedMoney();
}
- // BUG: Is this count or timer?!
- m_bloodyFootprintCount = CTimer::GetTimeInMilliseconds();
+ m_bloodyFootprintCountOrDeathTime = CTimer::GetTimeInMilliseconds();
m_deadBleeding = false;
bDoBloodyFootprints = false;
bVehExitWillBeInstant = false;
@@ -6066,7 +6110,7 @@ CPed::DuckAndCover(void)
CVector pos = GetPosition();
int16 lastVehicle;
CEntity *vehicles[8];
- CWorld::FindObjectsInRange(pos, 15.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
+ CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
for (int i = 0; i < lastVehicle; i++) {
CVehicle *veh = (CVehicle*) vehicles[i];
@@ -6971,11 +7015,11 @@ CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg)
0.14f * ped->GetRight().y,
255, 255, 0, 0, 4.0f, 3000, 1.0f);
- if (ped->m_bloodyFootprintCount <= 40) {
- ped->m_bloodyFootprintCount = 0;
+ if (ped->m_bloodyFootprintCountOrDeathTime <= 40) {
+ ped->m_bloodyFootprintCountOrDeathTime = 0;
ped->bDoBloodyFootprints = false;
} else {
- ped->m_bloodyFootprintCount -= 40;
+ ped->m_bloodyFootprintCountOrDeathTime -= 40;
}
}
}
@@ -8674,18 +8718,29 @@ CPed::LookForInterestingNodes(void)
bool found = false;
uint8 randVal = CGeneral::GetRandomNumber() % 256;
- int minX = CWorld::GetSectorIndexX(GetPosition().x - 15.0f);
+ int minX = CWorld::GetSectorIndexX(GetPosition().x - CHECK_NEARBY_THINGS_MAX_DIST);
if (minX < 0) minX = 0;
- int minY = CWorld::GetSectorIndexY(GetPosition().y - 15.0f);
+ int minY = CWorld::GetSectorIndexY(GetPosition().y - CHECK_NEARBY_THINGS_MAX_DIST);
if (minY < 0) minY = 0;
- int maxX = CWorld::GetSectorIndexX(GetPosition().x + 15.0f);
- if (maxX > NUMSECTORS_X) maxX = NUMSECTORS_X;
- int maxY = CWorld::GetSectorIndexY(GetPosition().y + 15.0f);
- if (maxY > NUMSECTORS_Y) maxY = NUMSECTORS_Y;
+ int maxX = CWorld::GetSectorIndexX(GetPosition().x + CHECK_NEARBY_THINGS_MAX_DIST);
+#ifdef FIX_BUGS
+ if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
+#else
+ if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X;
+#endif
+
+ int maxY = CWorld::GetSectorIndexY(GetPosition().y + CHECK_NEARBY_THINGS_MAX_DIST);
+#ifdef FIX_BUGS
+ if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
+#else
+ if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y;
+#endif
for (int curY = minY; curY <= maxY && !found; curY++) {
for (int curX = minX; curX <= maxX && !found; curX++) {
- for (ptrNode = CWorld::GetSector(curX, curY)->m_lists[ENTITYLIST_VEHICLES].first; ptrNode && !found; ptrNode = ptrNode->next) {
+ CSector *sector = CWorld::GetSector(curX, curY);
+
+ for (ptrNode = sector->m_lists[ENTITYLIST_VEHICLES].first; ptrNode && !found; ptrNode = ptrNode->next) {
CVehicle *veh = (CVehicle*)ptrNode->item;
model = veh->GetModelInfo();
if (model->m_num2dEffects != 0) {
@@ -8703,7 +8758,7 @@ CPed::LookForInterestingNodes(void)
}
}
}
- for (ptrNode = CWorld::GetSector(curX, curY)->m_lists[ENTITYLIST_OBJECTS].first; ptrNode && !found; ptrNode = ptrNode->next) {
+ for (ptrNode = sector->m_lists[ENTITYLIST_OBJECTS].first; ptrNode && !found; ptrNode = ptrNode->next) {
CObject *obj = (CObject*)ptrNode->item;
model = CModelInfo::GetModelInfo(obj->m_modelIndex);
if (model->m_num2dEffects != 0) {
@@ -8721,7 +8776,7 @@ CPed::LookForInterestingNodes(void)
}
}
}
- for (ptrNode = CWorld::GetSector(curX, curY)->m_lists[ENTITYLIST_BUILDINGS].first; ptrNode && !found; ptrNode = ptrNode->next) {
+ for (ptrNode = sector->m_lists[ENTITYLIST_BUILDINGS].first; ptrNode && !found; ptrNode = ptrNode->next) {
CBuilding *building = (CBuilding*)ptrNode->item;
model = CModelInfo::GetModelInfo(building->m_modelIndex);
if (model->m_num2dEffects != 0) {
@@ -8739,7 +8794,7 @@ CPed::LookForInterestingNodes(void)
}
}
}
- for (ptrNode = CWorld::GetSector(curX, curY)->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].first; ptrNode && !found; ptrNode = ptrNode->next) {
+ for (ptrNode = sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].first; ptrNode && !found; ptrNode = ptrNode->next) {
CBuilding *building = (CBuilding*)ptrNode->item;
model = CModelInfo::GetModelInfo(building->m_modelIndex);
if (model->m_num2dEffects != 0) {
@@ -8847,11 +8902,8 @@ CPed::LookForSexyPeds(void)
return;
for (int i = 0; i < m_numNearPeds; i++) {
-
- if (CanSeeEntity(m_nearPeds[i], DEGTORAD(60.0f))) {
-
+ if (CanSeeEntity(m_nearPeds[i])) {
if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() < 10.0f) {
-
CPed *nearPed = m_nearPeds[i];
if ((nearPed->m_pedStats->m_sexiness > m_pedStats->m_sexiness)
&& nearPed->m_nPedType == PEDTYPE_CIVFEMALE) {
@@ -9097,7 +9149,7 @@ CPed::PedAnimAlignCB(CAnimBlendAssociation *animAssoc, void *arg)
if (!ped->IsNotInWreckedVehicle())
return;
- if (ped->m_nPedState != PED_ENTER_CAR && ped->m_nPedState != PED_CARJACK) {
+ if (!ped->EnteringCar()) {
ped->QuitEnteringCar();
return;
}
@@ -9237,7 +9289,7 @@ CPed::ProcessControl(void)
#else
if (CGame::nastyGame && !bIsInWater) {
#endif
- uint32 remainingBloodyFpTime = CTimer::GetTimeInMilliseconds() - m_bloodyFootprintCount;
+ uint32 remainingBloodyFpTime = CTimer::GetTimeInMilliseconds() - m_bloodyFootprintCountOrDeathTime;
float timeDependentDist;
if (remainingBloodyFpTime >= 2000) {
if (remainingBloodyFpTime <= 7000)
@@ -9253,7 +9305,7 @@ CPed::ProcessControl(void)
if (!nearPed->DyingOrDead()) {
CVector dist = nearPed->GetPosition() - GetPosition();
if (dist.MagnitudeSqr() < sq(timeDependentDist)) {
- nearPed->m_bloodyFootprintCount = 200;
+ nearPed->m_bloodyFootprintCountOrDeathTime = 200;
nearPed->bDoBloodyFootprints = true;
if (nearPed->IsPlayer()) {
if (!nearPed->bIsLooking && nearPed->m_nPedState != PED_ATTACK) {
@@ -10313,7 +10365,7 @@ CPed::ProcessControl(void)
CPed::Chat();
break;
case PED_AIM_GUN:
- if (m_pPointGunAt && m_pPointGunAt->IsPed() && ((CPed*)m_pPointGunAt)->CanSeeEntity(this, DEGTORAD(120.0f))) {
+ if (m_pPointGunAt && m_pPointGunAt->IsPed() && ((CPed*)m_pPointGunAt)->CanSeeEntity(this, CAN_SEE_ENTITY_ANGLE_THRESHOLD * 2)) {
((CPed*)m_pPointGunAt)->ReactToPointGun(this);
}
PointGunAt();
@@ -10588,7 +10640,7 @@ CPed::PedAnimDoorCloseCB(CAnimBlendAssociation *animAssoc, void *arg)
if (!ped->IsNotInWreckedVehicle() || ped->DyingOrDead())
return;
- if (ped->m_nPedState == PED_CARJACK || ped->m_nPedState == PED_ENTER_CAR) {
+ if (ped->EnteringCar()) {
bool isLow = veh->bLowVehicle;
if (!veh->bIsBus)
@@ -10681,7 +10733,7 @@ CPed::PedAnimDoorOpenCB(CAnimBlendAssociation* animAssoc, void* arg)
if (!ped->IsNotInWreckedVehicle())
return;
- if (ped->m_nPedState != PED_CARJACK && ped->m_nPedState != PED_ENTER_CAR) {
+ if (!ped->EnteringCar()) {
ped->QuitEnteringCar();
return;
}
@@ -10926,7 +10978,7 @@ CPed::PedAnimGetInCB(CAnimBlendAssociation *animAssoc, void *arg)
if (!ped->IsNotInWreckedVehicle() || ped->DyingOrDead())
return;
- if (ped->m_nPedState != PED_CARJACK && ped->m_nPedState != PED_ENTER_CAR) {
+ if (!ped->EnteringCar()) {
ped->QuitEnteringCar();
return;
}
@@ -11018,7 +11070,10 @@ CPed::PedAnimGetInCB(CAnimBlendAssociation *animAssoc, void *arg)
if ((ped->m_nPedType != PEDTYPE_EMERGENCY || veh->pDriver->m_nPedType != PEDTYPE_EMERGENCY)
&& (ped->m_nPedType != PEDTYPE_COP || veh->pDriver->m_nPedType != PEDTYPE_COP)) {
veh->pDriver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, veh);
- veh->pDriver->Say(SOUND_PICKUP_WEAPON_BOUGHT);
+ veh->pDriver->Say(SOUND_PED_CAR_JACKED);
+#ifdef VC_PED_PORTS
+ veh->pDriver->SetRadioStation();
+#endif
} else {
ped->m_objective = OBJECTIVE_ENTER_CAR_AS_PASSENGER;
}
@@ -11063,7 +11118,7 @@ CPed::PedAnimPullPedOutCB(CAnimBlendAssociation* animAssoc, void* arg)
if (animAssoc)
animAssoc->blendDelta = -1000.0f;
- if (ped->m_nPedState == PED_CARJACK || ped->m_nPedState == PED_ENTER_CAR) {
+ if (ped->EnteringCar()) {
if (!ped->IsNotInWreckedVehicle())
return;
@@ -12809,10 +12864,10 @@ CPed::ProcessObjective(void)
if (distWithTargetSc > wepRange
|| m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds()
|| m_pedInObjective->m_nPedState == PED_ARRESTED
- || (m_pedInObjective->m_nPedState == PED_ENTER_CAR || m_pedInObjective->m_nPedState == PED_CARJACK) && distWithTargetSc < 3.0f
- || distWithTargetSc > m_distanceToCountSeekDone && !CanSeeEntity(m_pedInObjective, DEGTORAD(60.0f))) {
+ || m_pedInObjective->EnteringCar() && distWithTargetSc < 3.0f
+ || distWithTargetSc > m_distanceToCountSeekDone && !CanSeeEntity(m_pedInObjective)) {
- if (m_pedInObjective->m_nPedState == PED_ENTER_CAR || m_pedInObjective->m_nPedState == PED_CARJACK)
+ if (m_pedInObjective->EnteringCar())
wepRangeAdjusted = 2.0f;
if (bUsePedNodeSeek) {
@@ -13110,7 +13165,7 @@ CPed::ProcessObjective(void)
break;
}
if (m_objectiveTimer && m_objectiveTimer < CTimer::GetTimeInMilliseconds()) {
- if (m_nPedState != PED_CARJACK && m_nPedState != PED_ENTER_CAR) {
+ if (!EnteringCar()) {
bool foundSeat = false;
if (m_carInObjective->pPassengers[0] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_RF) {
if (m_carInObjective->pPassengers[1] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_LR) {
@@ -13452,7 +13507,7 @@ CPed::ProcessObjective(void)
SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective);
} else {
CVehicle* trainToEnter = nil;
- float closestCarDist = 15.0f;
+ float closestCarDist = CHECK_NEARBY_THINGS_MAX_DIST;
CVector pos = GetPosition();
int16 lastVehicle;
CEntity* vehicles[8];
@@ -13500,7 +13555,7 @@ CPed::ProcessObjective(void)
int16 lastVehicle;
CEntity *vehicles[8];
- CWorld::FindObjectsInRange(pos, 15.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
+ CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
for(int i = 0; i < lastVehicle; i++) {
CVehicle *nearVeh = (CVehicle*)vehicles[i];
if (nearVeh->VehicleCreatedBy != MISSION_VEHICLE) {
@@ -15497,7 +15552,7 @@ CPed::ScanForInterestingStuff(void)
}
}
- if (m_nPedState == PEDTYPE_CIVFEMALE) {
+ if (m_nPedState == PED_WANDER_PATH) {
#ifndef VC_PED_PORTS
if (CTimer::GetTimeInMilliseconds() > m_standardTimer) {
@@ -15509,7 +15564,7 @@ CPed::ScanForInterestingStuff(void)
else {
if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() >= 1.8f) {
m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000;
- } else if (CanSeeEntity(m_nearPeds[i], DEGTORAD(60.0f))) {
+ } else if (CanSeeEntity(m_nearPeds[i])) {
int time = CGeneral::GetRandomNumber() % 4000 + 10000;
SetChat(m_nearPeds[i], time);
m_nearPeds[i]->SetChat(this, time);
@@ -15525,10 +15580,10 @@ CPed::ScanForInterestingStuff(void)
} else {
if (CTimer::GetTimeInMilliseconds() > m_standardTimer) {
for (int i = 0; i < m_numNearPeds; i ++) {
- if (m_nearPeds[i]->m_nPedState == PED_WANDER_PATH) {
+ if (m_nearPeds[i] && m_nearPeds[i]->m_nPedState == PED_WANDER_PATH) {
if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() < 1.8f
- && CanSeeEntity(m_nearPeds[i], DEGTORAD(60.0f)
- && m_nearPeds[i]->CanSeeEntity(this, DEGTORAD(60.0f)))
+ && CanSeeEntity(m_nearPeds[i])
+ && m_nearPeds[i]->CanSeeEntity(this)
&& WillChat(m_nearPeds[i])) {
int time = CGeneral::GetRandomNumber() % 4000 + 10000;
@@ -15550,7 +15605,7 @@ CPed::ScanForInterestingStuff(void)
CVector pos = GetPosition();
int16 lastVehicle;
CEntity* vehicles[8];
- CWorld::FindObjectsInRange(pos, 15.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
+ CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
for (int i = 0; i < lastVehicle; i++) {
CVehicle* veh = (CVehicle*)vehicles[i];
@@ -15570,7 +15625,7 @@ CPed::ScanForInterestingStuff(void)
CVector pos = GetPosition();
int16 lastVehicle;
CEntity* vehicles[8];
- CWorld::FindObjectsInRange(pos, 15.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
+ CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
for (int i = 0; i < lastVehicle; i++) {
CVehicle* veh = (CVehicle*)vehicles[i];
diff --git a/src/peds/Ped.h b/src/peds/Ped.h
index 4f159210..a19dc9f0 100644
--- a/src/peds/Ped.h
+++ b/src/peds/Ped.h
@@ -13,11 +13,14 @@
#include "DMAudio.h"
#include "EventList.h"
+#define FEET_OFFSET 1.04f
+#define CHECK_NEARBY_THINGS_MAX_DIST 15.0f
+
struct CPathNode;
class CAccident;
class CObject;
-struct CPedAudioData
+struct PedAudioData
{
int m_nFixedDelayTime;
int m_nOverrideFixedDelayTime;
@@ -81,7 +84,7 @@ struct FightMove
};
static_assert(sizeof(FightMove) == 0x18, "FightMove: error");
-// TO-DO: This is eFightState on mobile.
+// TODO: This is eFightState on mobile.
enum PedFightMoves
{
FIGHTMOVE_NULL,
@@ -359,7 +362,7 @@ public:
uint8 bStartWanderPathOnFoot : 1; // exits the car if he's in it, reset after path found
uint8 bOnBoat : 1; // not just driver, may be just standing
uint8 bBusJacked : 1;
- uint8 bGonnaKillTheCarJacker : 1; // only set when car is jacked from right door
+ uint8 bGonnaKillTheCarJacker : 1; // only set when car is jacked from right door and when arrested by police
uint8 bFadeOut : 1;
uint8 bKnockedUpIntoAir : 1; // has ped been knocked up into the air by a car collision
@@ -496,7 +499,7 @@ public:
uint32 m_objectiveTimer;
uint32 m_duckTimer;
uint32 m_duckAndCoverTimer;
- int32 m_bloodyFootprintCount;
+ uint32 m_bloodyFootprintCountOrDeathTime; // Death time when bDoBloodyFootprints is false. Weird decision
uint8 m_panicCounter;
bool m_deadBleeding;
int8 m_bodyPartBleeding; // PedNode, but -1 if there isn't
@@ -791,10 +794,13 @@ public:
CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
+
PedState GetPedState(void) { return m_nPedState; }
void SetPedState(PedState state) { m_nPedState = state; }
bool DyingOrDead(void) { return m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
bool InVehicle(void) { return bInVehicle && m_pMyVehicle; } // True when ped is sitting/standing in vehicle, not in enter/exit state.
+ bool EnteringCar(void) { return m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK; }
+
void ReplaceWeaponWhenExitingVehicle(void);
void RemoveWeaponWhenEnteringVehicle(void);
bool IsNotInWreckedVehicle();
@@ -827,7 +833,6 @@ public:
static bool &bPedCheat2;
static bool &bPedCheat3;
static CVector2D ms_vec2DFleePosition;
- static CPedAudioData (&CommentWaitTime)[38];
#ifdef TOGGLEABLE_BETA_FEATURES
static bool bPopHeadsOnHeadshot;
diff --git a/src/peds/PedPlacement.cpp b/src/peds/PedPlacement.cpp
index 42cabbc2..b22e1d58 100644
--- a/src/peds/PedPlacement.cpp
+++ b/src/peds/PedPlacement.cpp
@@ -32,7 +32,7 @@ CPedPlacement::FindZCoorForPed(CVector* pos)
zForPed = max(foundColZ, foundColZ2);
if (zForPed > -99.0f)
- pos->z = 1.04f + zForPed;
+ pos->z = FEET_OFFSET + zForPed;
}
CEntity*
diff --git a/src/peds/PedPlacement.h b/src/peds/PedPlacement.h
index cbdf8013..b1b5be93 100644
--- a/src/peds/PedPlacement.h
+++ b/src/peds/PedPlacement.h
@@ -1,7 +1,6 @@
#pragma once
-class CVector;
-class CEntity;
+#include "Ped.h"
class CPedPlacement {
public:
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp
index 4aeae797..c6580d32 100644
--- a/src/peds/PlayerPed.cpp
+++ b/src/peds/PlayerPed.cpp
@@ -735,7 +735,7 @@ CPlayerPed::KeepAreaAroundPlayerClear(void)
if (nearPed->m_objective == OBJECTIVE_NONE) {
nearPed->SetFindPathAndFlee(this, 5000, true);
} else {
- if (nearPed->m_nPedState == PED_ENTER_CAR || nearPed->m_nPedState == PED_CARJACK)
+ if (nearPed->EnteringCar())
nearPed->QuitEnteringCar();
nearPed->ClearObjective();
@@ -750,7 +750,7 @@ CPlayerPed::KeepAreaAroundPlayerClear(void)
CVector pos = GetPosition();
int16 lastVehicle;
CEntity *vehicles[8];
- CWorld::FindObjectsInRange(pos, 15.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
+ CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
for (int i = 0; i < lastVehicle; i++) {
CVehicle *veh = (CVehicle*)vehicles[i];
@@ -1181,7 +1181,7 @@ CPlayerPed::ProcessControl(void)
}
if (m_nPedState == PED_DIE) {
ClearWeaponTarget();
- if (CTimer::GetTimeInMilliseconds() > (uint32)m_bloodyFootprintCount + 4000)
+ if (CTimer::GetTimeInMilliseconds() > m_bloodyFootprintCountOrDeathTime + 4000)
SetDead();
return;
}
diff --git a/src/peds/Population.cpp b/src/peds/Population.cpp
index bcbe7794..496ece34 100644
--- a/src/peds/Population.cpp
+++ b/src/peds/Population.cpp
@@ -18,11 +18,13 @@
#include "PedPlacement.h"
#include "DummyObject.h"
#include "Script.h"
+#include "Shadows.h"
-#define CREATION_DIST_MULT_TO_DIST 40.0f
-#define CREATION_RANGE 10.0f // Being added over the CREATION_DIST_MULT_TO_DIST.
-#define OFFSCREEN_CREATION_MULT 0.5f
-// Also there are some hardcoded values in GeneratePedsAtStartOfGame.
+#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
// TO-DO: These are hard-coded, reverse them.
// More clearly they're transition areas between zones.
@@ -57,9 +59,6 @@ CVector &CPopulation::RegenerationPoint_a = *(CVector*)0x8E2AA4;
CVector &CPopulation::RegenerationPoint_b = *(CVector*)0x8E2A98;
CVector &CPopulation::RegenerationForward = *(CVector*)0x8F1AD4;
-WRAPPER void CPopulation::ManagePopulation(void) { EAXJMP(0x4F3B90); }
-WRAPPER bool CPopulation::TestSafeForRealObject(CDummyObject*) { EAXJMP(0x4F4700); }
-
void
CPopulation::Initialise()
{
@@ -416,10 +415,10 @@ CPopulation::Update()
+ ms_nTotalGangPeds + ms_nNumCivFemale + ms_nNumCivMale;
if (!CCutsceneMgr::IsRunning()) {
float pcdm = PedCreationDistMultiplier();
- AddToPopulation(pcdm * (CREATION_DIST_MULT_TO_DIST * TheCamera.GenerationDistMultiplier),
- pcdm * ((CREATION_DIST_MULT_TO_DIST + CREATION_RANGE) * TheCamera.GenerationDistMultiplier),
- pcdm * (CREATION_DIST_MULT_TO_DIST + CREATION_RANGE) * OFFSCREEN_CREATION_MULT - CREATION_RANGE,
- pcdm * (CREATION_DIST_MULT_TO_DIST + CREATION_RANGE) * OFFSCREEN_CREATION_MULT);
+ 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);
}
}
}
@@ -437,8 +436,8 @@ CPopulation::GeneratePedsAtStartOfGame()
+ ms_nTotalGangPeds + ms_nNumCivFemale + ms_nNumCivMale;
// Min dist is 10.0f only for start of the game (naturally)
- AddToPopulation(10.0f, PedCreationDistMultiplier() * (CREATION_DIST_MULT_TO_DIST + CREATION_RANGE),
- 10.0f, PedCreationDistMultiplier() * (CREATION_DIST_MULT_TO_DIST + CREATION_RANGE));
+ AddToPopulation(10.0f, PedCreationDistMultiplier() * (MIN_CREATION_DIST + CREATION_RANGE),
+ 10.0f, PedCreationDistMultiplier() * (MIN_CREATION_DIST + CREATION_RANGE));
}
}
@@ -570,13 +569,13 @@ CPopulation::AddToPopulation(float minDist, float maxDist, float minDistOffScree
|| CCarCtrl::NumFiretrucksOnDuty + CCarCtrl::NumAmbulancesOnDuty + CCarCtrl::NumParkedCars
+ CCarCtrl::NumMissionCars + CCarCtrl::NumLawEnforcerCars + CCarCtrl::NumRandomCars >= CCarCtrl::MaxNumberOfCarsInUse)) {
addCop = true;
- minDist = PedCreationDistMultiplier() * CREATION_DIST_MULT_TO_DIST;
- maxDist = PedCreationDistMultiplier() * (CREATION_DIST_MULT_TO_DIST + CREATION_RANGE);
+ 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);
+ float maxPossiblePedsForArea = 10.0f * (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);
@@ -689,7 +688,7 @@ CPopulation::AddToPopulation(float minDist, float maxDist, float minDistOffScree
bool farEnoughToAdd = true;
CMatrix mat(TheCamera.GetCameraMatrix());
if (TheCamera.IsSphereVisible(generatedCoors, 2.0f, &mat)) {
- if (PedCreationDistMultiplier() * CREATION_DIST_MULT_TO_DIST > (generatedCoors - playerCentreOfWorld).Magnitude2D())
+ if (PedCreationDistMultiplier() * MIN_CREATION_DIST > (generatedCoors - playerCentreOfWorld).Magnitude2D())
farEnoughToAdd = false;
}
if (!farEnoughToAdd)
@@ -927,7 +926,6 @@ CPopulation::ConvertAllObjectsToDummyObjects()
for (int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
CObject *obj = CPools::GetObjectPool()->GetSlot(poolIndex);
-
if (obj) {
if (obj->CanBeDeleted())
ConvertToDummyObject(obj);
@@ -970,8 +968,6 @@ void
CPopulation::ConvertToDummyObject(CObject *obj)
{
CDummyObject *dummy = new CDummyObject(obj);
- if (!dummy)
- return;
dummy->GetMatrix() = obj->m_objectMatrix;
dummy->GetMatrix().UpdateRW();
@@ -1005,6 +1001,163 @@ CPopulation::TestRoomForDummyObject(CObject *obj)
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;
+
+ 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();
+ for (int poolIndex = pedPoolSize-1; poolIndex >= 0; poolIndex--) {
+ 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();
+ 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);
+ }
+ }
+}
+
STARTPATCHES
InjectHook(0x4F3770, &CPopulation::Initialise, PATCH_JUMP);
InjectHook(0x4F5780, &CPopulation::ChooseGangOccupation, PATCH_JUMP);