mirror of
https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
Merge pull request #516 from Nick007J/miami
miami (script + other) stuff
This commit is contained in:
commit
03cecb6f1c
@ -146,7 +146,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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case MISSION_BLOCKPLAYER_CLOSE:
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if (FindSwitchDistanceFar(pVehicle) >= (FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() ||
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pVehicle->AutoPilot.m_bIgnorePathfinding) {
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if (FindPlayerVehicle() && FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f)
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if (FindPlayerVehicle() && FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.04f)
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#ifdef FIX_BUGS
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pVehicle->m_nTimeBlocked += CTimer::GetTimeStepInMilliseconds();
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#else
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@ -155,7 +155,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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else
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pVehicle->m_nTimeBlocked = 0;
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if (!FindPlayerVehicle() || FindPlayerVehicle()->IsUpsideDown() ||
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FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f && pVehicle->m_nTimeBlocked > TIME_COPS_WAIT_TO_EXIT_AFTER_STOPPING) {
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FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.04f && pVehicle->m_nTimeBlocked > TIME_COPS_WAIT_TO_EXIT_AFTER_STOPPING) {
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if (pVehicle->bIsLawEnforcer &&
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(pVehicle->GetModelIndex() != MI_RHINO || pVehicle->m_randomSeed > 10000) &&
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(FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() < 10.0f) {
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@ -90,14 +90,16 @@ uint32 aCarsToKeepTime[MAX_CARS_TO_KEEP];
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void
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CCarCtrl::GenerateRandomCars()
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{
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if (CCutsceneMgr::IsRunning())
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if (CCutsceneMgr::IsRunning()) {
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CountDownToCarsAtStart = 2;
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return;
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}
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if (NumRandomCars < 30){
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if (CountDownToCarsAtStart == 0){
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GenerateOneRandomCar();
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}
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else if (--CountDownToCarsAtStart == 0) {
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for (int i = 0; i < 50; i++)
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for (int i = 0; i < 100; i++)
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GenerateOneRandomCar();
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CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter = 20;
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}
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@ -13,6 +13,7 @@
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#include "CarGen.h"
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#include "CivilianPed.h"
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#include "Clock.h"
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#include "ColStore.h"
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#include "CopPed.h"
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#include "Coronas.h"
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#include "Cranes.h"
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@ -170,10 +171,46 @@ void CMissionCleanup::AddEntityToList(int32 id, uint8 type)
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m_nCount++;
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}
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static void PossiblyWakeThisEntity(CPhysical* pEntity)
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{
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if (!pEntity->bIsStaticWaitingForCollision)
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return;
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if (CColStore::HasCollisionLoaded(pEntity->GetPosition())) {
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pEntity->bIsStaticWaitingForCollision = false;
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if (!pEntity->IsStatic())
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pEntity->AddToMovingList();
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}
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}
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void CMissionCleanup::RemoveEntityFromList(int32 id, uint8 type)
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{
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for (int i = 0; i < MAX_CLEANUP; i++){
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if (m_sEntities[i].type == type && m_sEntities[i].id == id){
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switch (m_sEntities[i].type) {
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case CLEANUP_CAR:
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{
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CVehicle* v = CPools::GetVehiclePool()->GetAt(m_sEntities[i].id);
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if (v)
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PossiblyWakeThisEntity(v);
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break;
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}
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case CLEANUP_CHAR:
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{
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CPed* p = CPools::GetPedPool()->GetAt(m_sEntities[i].id);
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if (p)
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PossiblyWakeThisEntity(p);
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break;
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}
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case CLEANUP_OBJECT:
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{
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CObject* o = CPools::GetObjectPool()->GetAt(m_sEntities[i].id);
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if (o)
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PossiblyWakeThisEntity(o);
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break;
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}
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default:
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break;
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}
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m_sEntities[i].id = 0;
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m_sEntities[i].type = CLEANUP_UNUSED;
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m_nCount--;
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@ -181,6 +218,52 @@ void CMissionCleanup::RemoveEntityFromList(int32 id, uint8 type)
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}
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}
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void CMissionCleanup::CheckIfCollisionHasLoadedForMissionObject()
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{
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for (int i = 0; i < MAX_CLEANUP; i++) {
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switch (m_sEntities[i].type) {
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case CLEANUP_CAR:
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{
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CVehicle* v = CPools::GetVehiclePool()->GetAt(m_sEntities[i].id);
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if (v)
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PossiblyWakeThisEntity(v);
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break;
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}
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case CLEANUP_CHAR:
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{
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CPed* p = CPools::GetPedPool()->GetAt(m_sEntities[i].id);
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if (p)
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PossiblyWakeThisEntity(p);
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break;
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}
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case CLEANUP_OBJECT:
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{
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CObject* o = CPools::GetObjectPool()->GetAt(m_sEntities[i].id);
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if (o)
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PossiblyWakeThisEntity(o);
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break;
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}
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default:
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break;
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}
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}
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}
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CPhysical* CMissionCleanup::DoesThisEntityWaitForCollision(int i)
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{
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if (m_sEntities[i].type == CLEANUP_CAR) {
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CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(m_sEntities[i].id);
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if (pVehicle && pVehicle->GetStatus() != STATUS_WRECKED)
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return pVehicle;
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}
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else if (m_sEntities[i].type == CLEANUP_CHAR) {
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CPed* pPed = CPools::GetPedPool()->GetAt(m_sEntities[i].id);
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if (pPed && !pPed->DyingOrDead())
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return pPed;
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}
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return nil;
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}
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void CMissionCleanup::Process()
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{
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CPopulation::m_AllRandomPedsThisType = -1;
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@ -646,6 +729,7 @@ void CTheScripts::Process()
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float timeStep = CTimer::GetTimeStepInMilliseconds();
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UpsideDownCars.UpdateTimers();
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StuckCars.Process();
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MissionCleanup.CheckIfCollisionHasLoadedForMissionObject();
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DrawScriptSpheres();
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if (FailCurrentMission)
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--FailCurrentMission;
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@ -1728,6 +1812,8 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
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ped->SetPosition(pos);
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ped->SetOrientation(0.0f, 0.0f, 0.0f);
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CTheScripts::ClearSpaceForMissionEntity(pos, ped);
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if (m_bIsMissionScript)
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ped->bIsStaticWaitingForCollision = true;
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CWorld::Add(ped);
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ped->m_nZoneLevel = CTheZones::GetLevelFromPosition(&pos);
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CPopulation::ms_nTotalMissionPeds++;
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@ -1946,6 +2032,8 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
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boat->AutoPilot.m_nCarMission = MISSION_NONE;
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boat->AutoPilot.m_nTempAction = TEMPACT_NONE; /* Animation ID? */
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boat->AutoPilot.m_nCruiseSpeed = boat->AutoPilot.m_fMaxTrafficSpeed = 20.0f;
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if (m_bIsMissionScript)
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boat->bIsStaticWaitingForCollision = true;
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CWorld::Add(boat);
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handle = CPools::GetVehiclePool()->GetIndex(boat);
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}
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@ -1970,6 +2058,8 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
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car->bEngineOn = false;
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car->m_nZoneLevel = CTheZones::GetLevelFromPosition(&pos);
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car->bHasBeenOwnedByPlayer = true;
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if (m_bIsMissionScript)
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car->bIsStaticWaitingForCollision = true;
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CWorld::Add(car);
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handle = CPools::GetVehiclePool()->GetIndex(car);
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}
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@ -7324,6 +7414,8 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
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ped->SetPosition(pos);
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ped->SetOrientation(0.0f, 0.0f, 0.0f);
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CTheScripts::ClearSpaceForMissionEntity(pos, ped);
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if (m_bIsMissionScript)
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ped->bIsStaticWaitingForCollision = true;
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CWorld::Add(ped);
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ped->m_nZoneLevel = CTheZones::GetLevelFromPosition(&pos);
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CPopulation::ms_nTotalMissionPeds++;
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@ -6,6 +6,7 @@
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class CEntity;
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class CBuilding;
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class CPhysical;
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class CVehicle;
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class CPed;
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class CObject;
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@ -131,6 +132,8 @@ public:
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void AddEntityToList(int32, uint8);
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void RemoveEntityFromList(int32, uint8);
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void Process();
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void CheckIfCollisionHasLoadedForMissionObject();
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CPhysical* DoesThisEntityWaitForCollision(int i);
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};
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struct CUpsideDownCarCheckEntry
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@ -9,6 +9,7 @@
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#include "Timer.h"
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#include "Camera.h"
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#include "Frontend.h"
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#include "Physical.h"
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#include "ColStore.h"
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CPool<ColDef,ColDef> *CColStore::ms_pColPool;
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@ -174,7 +175,13 @@ CColStore::LoadCollision(const CVector2D &pos)
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CGeneral::faststrcmp(GetColName(i), "yacht") == 0){
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wantThisOne = true;
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}else{
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// TODO: check mission cleanup list
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for (int j = 0; j < MAX_CLEANUP; j++) {
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CPhysical* pEntity = CTheScripts::MissionCleanup.DoesThisEntityWaitForCollision(j);
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if (pEntity /* !pEntity->bDontLoadCollision && !pEntity->bIsFrozen */) {
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if (GetBoundingBox(i).IsPointInside(pEntity->GetPosition(), -80.0f))
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wantThisOne = true;
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}
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}
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}
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if(wantThisOne)
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@ -221,7 +228,7 @@ CColStore::HasCollisionLoaded(const CVector2D &pos)
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int i;
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for(i = 1; i < COLSTORESIZE; i++)
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if(GetSlot(i) && GetBoundingBox(i).IsPointInside(pos, -110.0f) &&
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if(GetSlot(i) && GetBoundingBox(i).IsPointInside(pos, -115.0f) &&
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!GetSlot(i)->isLoaded)
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return false;
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return true;
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@ -74,6 +74,8 @@ CEntity::CEntity(void)
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bDistanceFade = false;
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m_flagE2 = false;
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bIsStaticWaitingForCollision = false;
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m_scanCode = 0;
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m_modelIndex = -1;
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m_rwObject = nil;
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@ -84,6 +84,7 @@ public:
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// flagsE
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uint32 m_flagE2 : 1;
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// TODO(MIAMI)
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uint32 bIsStaticWaitingForCollision : 1; // this is used by script created entities - they are static until the collision is loaded below them
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uint16 m_scanCode;
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uint16 m_randomSeed;
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@ -98,7 +99,7 @@ public:
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eEntityStatus GetStatus() const { return (eEntityStatus)m_status; }
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void SetStatus(eEntityStatus status) { m_status = status; }
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CColModel *GetColModel(void) { return CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(); }
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bool IsStatic(void) { return bIsStatic; }
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bool IsStatic(void) { return bIsStatic || bIsStaticWaitingForCollision; }
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#ifdef COMPATIBLE_SAVES
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void SaveEntityFlags(uint8*& buf);
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void LoadEntityFlags(uint8*& buf);
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@ -218,6 +218,7 @@ CPhysical::GetBoundRect(void)
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void
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CPhysical::AddToMovingList(void)
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{
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if (!bIsStaticWaitingForCollision)
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m_movingListNode = CWorld::GetMovingEntityList().InsertItem(this);
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}
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