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more CRoadBlocks::GenerateRoadBlocks improvements
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28fb1bdde7
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@ -112,84 +112,86 @@ CRoadBlocks::GenerateRoadBlocks(void)
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numRoadBlocks = maxRoadBlocks;
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numRoadBlocks = maxRoadBlocks;
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for (; nRoadblockNode < numRoadBlocks; nRoadblockNode++) {
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for (; nRoadblockNode < numRoadBlocks; nRoadblockNode++) {
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CTreadable *mapObject = ThePaths.m_mapObjects[CRoadBlocks::RoadBlockObjects[nRoadblockNode]];
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CTreadable *mapObject = ThePaths.m_mapObjects[CRoadBlocks::RoadBlockObjects[nRoadblockNode]];
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CVector2D direction = FindPlayerCoors() - mapObject->GetPosition();
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CVector2D vecDistance = FindPlayerCoors() - mapObject->GetPosition();
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if (!((direction.x > -80.0f && direction.x < 80.0f) && (direction.y > -80.0f && direction.y < 80.0f))) {
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if (vecDistance.x > -80.0f && vecDistance.x < 80.0f &&
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CRoadBlocks::InOrOut[nRoadblockNode] = false;
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vecDistance.y > -80.0f && vecDistance.y < 80.0f &&
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}
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vecDistance.Magnitude() < 80.0f) {
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else if (direction.Magnitude() >= 80.0f) {
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if (!CRoadBlocks::InOrOut[nRoadblockNode]) {
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CRoadBlocks::InOrOut[nRoadblockNode] = false;
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CRoadBlocks::InOrOut[nRoadblockNode] = true;
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}
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if (FindPlayerVehicle() && (CGeneral::GetRandomNumber() & 0x7F) < FindPlayerPed()->m_pWanted->m_RoadblockDensity) {
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else if (!CRoadBlocks::InOrOut[nRoadblockNode]) {
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CWanted *pPlayerWanted = FindPlayerPed()->m_pWanted;
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CRoadBlocks::InOrOut[nRoadblockNode] = true;
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float fMapObjectRadius = 2.0f * mapObject->GetColModel()->boundingBox.max.x;
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if (FindPlayerVehicle() && (CGeneral::GetRandomNumber() & 0x7F) < FindPlayerPed()->m_pWanted->m_RoadblockDensity) {
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int32 vehicleId = MI_POLICE;
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CWanted *pPlayerWanted = FindPlayerPed()->m_pWanted;
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if (pPlayerWanted->AreArmyRequired())
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float fMapObjectRadius = 2.0f * mapObject->GetColModel()->boundingBox.max.x;
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vehicleId = MI_BARRACKS;
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int32 vehicleId = MI_POLICE;
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else if (pPlayerWanted->AreFbiRequired())
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if (pPlayerWanted->AreArmyRequired())
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vehicleId = MI_FBICAR;
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vehicleId = MI_BARRACKS;
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else if (pPlayerWanted->AreSwatRequired())
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else if (pPlayerWanted->AreFbiRequired())
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vehicleId = MI_ENFORCER;
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vehicleId = MI_FBICAR;
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if (!CStreaming::HasModelLoaded(vehicleId))
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else if (pPlayerWanted->AreSwatRequired())
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vehicleId = MI_POLICE;
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vehicleId = MI_ENFORCER;
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CColModel *pVehicleColModel = CModelInfo::GetModelInfo(vehicleId)->GetColModel();
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if (!CStreaming::HasModelLoaded(vehicleId))
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float fModelRadius = 2.0f * pVehicleColModel->boundingSphere.radius + 0.25f;
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vehicleId = MI_POLICE;
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int16 radius = (int16)(fMapObjectRadius / fModelRadius);
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CColModel* pVehicleColModel = CModelInfo::GetModelInfo(vehicleId)->GetColModel();
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if (radius > 0 && radius < 6) {
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float fModelRadius = 2.0f * pVehicleColModel->boundingSphere.radius + 0.25f;
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CVector2D vecDistanceToCamera = TheCamera.GetPosition() - mapObject->m_matrix.GetPosition();
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int16 radius = (int16)(fMapObjectRadius / fModelRadius);
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float fDotProduct = DotProduct2D(vecDistanceToCamera, mapObject->m_matrix.GetUp());
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if (radius > 0 && radius < 6) {
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float fOffset = 0.5f * fModelRadius * (float)(radius - 1);
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CVector2D directionToCamera = TheCamera.m_matrix.GetPosition() - mapObject->m_matrix.GetPosition();
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for (int16 i = 0; i < radius; i++) {
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float fDotProduct = DotProduct2D(directionToCamera, mapObject->m_matrix.GetUp());
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uint8 nRoadblockType = fDotProduct < 0.0f;
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float fOffset = 0.5f * fModelRadius * (float)(radius - 1);
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if (CGeneral::GetRandomNumber() & 1) {
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for (int16 i = 0; i < radius; i++) {
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offsetMatrix.SetRotateZ(((CGeneral::GetRandomNumber() & 0xFF) - 128.0f) * 0.003f + HALFPI);
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uint8 nRoadblockType = fDotProduct < 0.0f;
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}
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if (CGeneral::GetRandomNumber() & 1) {
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else {
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offsetMatrix.SetRotateZ(((CGeneral::GetRandomNumber() & 0xFF) - 128.0f) * 0.003f + HALFPI);
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nRoadblockType = !nRoadblockType;
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} else {
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offsetMatrix.SetRotateZ(((CGeneral::GetRandomNumber() & 0xFF) - 128.0f) * 0.003f - HALFPI);
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nRoadblockType = !nRoadblockType;
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}
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offsetMatrix.SetRotateZ(((CGeneral::GetRandomNumber() & 0xFF) - 128.0f) * 0.003f - HALFPI);
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if (ThePaths.m_objectFlags[CRoadBlocks::RoadBlockObjects[nRoadblockNode]] & ObjectEastWest)
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}
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offsetMatrix.GetPosition() = CVector(0.0f, -fOffset, 0.6f);
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if (ThePaths.m_objectFlags[CRoadBlocks::RoadBlockObjects[nRoadblockNode]] & ObjectEastWest)
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else
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offsetMatrix.GetPosition() = CVector(0.0f, -fOffset, 0.6f);
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offsetMatrix.GetPosition() = CVector(-fOffset, 0.0f, 0.6f);
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else
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CMatrix vehicleMatrix = mapObject->m_matrix * offsetMatrix;
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offsetMatrix.GetPosition() = CVector(-fOffset, 0.0f, 0.6f);
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float fModelRadius = CModelInfo::GetModelInfo(vehicleId)->GetColModel()->boundingSphere.radius - 0.25f;
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CMatrix vehicleMatrix = mapObject->m_matrix * offsetMatrix;
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int16 colliding = 0;
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float fModelRadius = CModelInfo::GetModelInfo(vehicleId)->GetColModel()->boundingSphere.radius - 0.25f;
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CWorld::FindObjectsKindaColliding(vehicleMatrix.GetPosition(), fModelRadius, 0, &colliding, 2, nil, false, true, true, false, false);
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int16 colliding = 0;
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if (!colliding) {
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CWorld::FindObjectsKindaColliding(vehicleMatrix.GetPosition(), fModelRadius, 0, &colliding, 2, nil, false, true, true, false, false);
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CAutomobile *pVehicle = new CAutomobile(vehicleId, RANDOM_VEHICLE);
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if (!colliding) {
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pVehicle->m_status = STATUS_ABANDONED;
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CAutomobile* pVehicle = new CAutomobile(vehicleId, RANDOM_VEHICLE);
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// pVehicle->GetHeightAboveRoad(); // called but return value is ignored?
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pVehicle->m_status = STATUS_ABANDONED;
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vehicleMatrix.GetPosition().z += fModelRadius - 0.6f;
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// pVehicle->GetHeightAboveRoad(); // called but return value is ignored?
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pVehicle->m_matrix = vehicleMatrix;
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vehicleMatrix.GetPosition().z += fModelRadius - 0.6f;
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pVehicle->PlaceOnRoadProperly();
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pVehicle->m_matrix = vehicleMatrix;
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pVehicle->bIsStatic = false;
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pVehicle->PlaceOnRoadProperly();
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pVehicle->m_matrix.UpdateRW();
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pVehicle->bIsStatic = false;
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pVehicle->m_nDoorLock = CARLOCK_UNLOCKED;
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pVehicle->m_matrix.UpdateRW();
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CCarCtrl::JoinCarWithRoadSystem(pVehicle);
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pVehicle->m_nDoorLock = CARLOCK_UNLOCKED;
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pVehicle->bIsLocked = false;
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CCarCtrl::JoinCarWithRoadSystem(pVehicle);
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pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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pVehicle->bIsLocked = false;
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
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pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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pVehicle->AutoPilot.m_nCurrentLane = 0;
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
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pVehicle->AutoPilot.m_nNextLane = 0;
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pVehicle->AutoPilot.m_nCurrentLane = 0;
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pVehicle->AutoPilot.m_fMaxTrafficSpeed = 0.0f;
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pVehicle->AutoPilot.m_nNextLane = 0;
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pVehicle->AutoPilot.m_nCruiseSpeed = 0.0f;
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pVehicle->AutoPilot.m_fMaxTrafficSpeed = 0.0f;
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pVehicle->bExtendedRange = true;
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pVehicle->AutoPilot.m_nCruiseSpeed = 0.0f;
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if (pVehicle->UsesSiren(pVehicle->GetModelIndex()) && CGeneral::GetRandomNumber() & 1)
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pVehicle->bExtendedRange = true;
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pVehicle->m_bSirenOrAlarm = true;
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if (pVehicle->UsesSiren(pVehicle->GetModelIndex()) && CGeneral::GetRandomNumber() & 1)
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if (pVehicle->m_matrix.GetForward().z > 0.94f) {
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pVehicle->m_bSirenOrAlarm = true;
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CVisibilityPlugins::SetClumpAlpha(pVehicle->GetClump(), 0);
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if (pVehicle->m_matrix.GetForward().z > 0.94f) {
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CWorld::Add(pVehicle);
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CVisibilityPlugins::SetClumpAlpha(pVehicle->GetClump(), 0);
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pVehicle->bCreateRoadBlockPeds = true;
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CWorld::Add(pVehicle);
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pVehicle->m_nRoadblockType = nRoadblockType;
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pVehicle->bCreateRoadBlockPeds = true;
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pVehicle->m_nRoadblockNode = nRoadblockNode;
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pVehicle->m_nRoadblockType = nRoadblockType;
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}
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pVehicle->m_nRoadblockNode = nRoadblockNode;
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else {
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} else {
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delete pVehicle;
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delete pVehicle;
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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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}
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}
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}
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}
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}
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} else {
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CRoadBlocks::InOrOut[nRoadblockNode] = false;
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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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