re3-wiiu/src/peds/Population.cpp

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#include "common.h"
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#include "Game.h"
#include "General.h"
#include "World.h"
#include "Population.h"
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#include "CopPed.h"
#include "Wanted.h"
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#include "FileMgr.h"
#include "Gangs.h"
#include "ModelIndices.h"
#include "Zones.h"
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#include "CivilianPed.h"
#include "EmergencyPed.h"
#include "Replay.h"
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#include "Camera.h"
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#include "CutsceneMgr.h"
#include "CarCtrl.h"
#include "IniFile.h"
#include "VisibilityPlugins.h"
#include "PedPlacement.h"
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#include "DummyObject.h"
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#include "Script.h"
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#include "Shadows.h"
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#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
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// Transition areas between zones
const RegenerationPoint aSafeZones[] = {
{ LEVEL_INDUSTRIAL, LEVEL_COMMERCIAL, 400.0f, 814.0f, -954.0f, -903.0f, 30.0f, 100.0f,
CVector(790.0f, -917.0f, 39.0f), CVector(775.0f, -921.0f, 39.0f), CVector(424.0f, -942.0f, 38.0f), CVector(439.0f, -938.0f, 38.0f) },
{ LEVEL_INDUSTRIAL, LEVEL_COMMERCIAL, 555.0f, 711.0f, 118.0f, 186.0f, -30.0f, -10.0f,
CVector(698.0f, 182.0f, -20.0f), CVector(681.0f, 178.0f, -20.0f), CVector(586.0f, 144.0f, -20.0f), CVector(577.0f, 135.0f, -20.0f) },
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{ LEVEL_INDUSTRIAL, LEVEL_COMMERCIAL, 626.0f, 744.0f, -124.0f, -87.0f, -20.0f, -6.0f,
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CVector(736.0f, -117.0f, -13.0f), CVector(730.0f, -115.0f, -13.0f), CVector(635.0f, -93.0f, -12.5f), CVector(650.0f, -89.0f, -12.5f) },
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{ LEVEL_INDUSTRIAL, LEVEL_COMMERCIAL, 645.0f, 734.0f, -780.0f, -750.0f, -25.0f, -6.0f,
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CVector(729.0f, -764.0f, -18.0f), CVector(720.0f, -769.0f, -17.0f), CVector(652.0f, -774.0f, -10.5f), CVector(659.0f, -770.0f, -10.5f) },
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{ LEVEL_COMMERCIAL, LEVEL_SUBURBAN, -532.0f, -136.0f, -668.0f, -599.0f, 34.0f, 60.0f,
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CVector(-172.0f, -619.0f, 44.0f), CVector(-183.0f, -623.0f, 44.0f), CVector(-511.0f, -645.0f, 41.0f), CVector(-493.0f, -639.0f, 41.5f) },
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{ LEVEL_COMMERCIAL, LEVEL_SUBURBAN, -325.0f, -175.0f, 27.0f, 75.0f, -30.0f, -10.0f,
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CVector(-185.0f, 40.8f, -20.5f), CVector(-202.0f, 37.0f, -20.5f), CVector(-315.0f, 65.5f, -20.5f), CVector(-306.0f, 62.4f, -20.5f) },
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{ LEVEL_COMMERCIAL, LEVEL_SUBURBAN, -410.0f, -310.0f, -1055.0f, -1030.0f, -20.0f, -6.0f,
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CVector(-321.0f, -1043.0f, -13.2f), CVector(-328.0f, -1045.0f, -13.2f), CVector(-398.0f, -1044.0f, -13.5f), CVector(-390.0f, -1040.5f, -13.5f) },
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{ LEVEL_COMMERCIAL, LEVEL_SUBURBAN, -425.0f, -280.0f, -471.0f, -447.0f, -20.0f, -5.0f,
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CVector(-292.0f, -457.0f, -11.6f), CVector(-310.0f, -461.0f, -11.6f), CVector(-413.0f, -461.0f, -11.5f), CVector(-399.0f, -457.0f, -11.3f) }
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};
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PedGroup CPopulation::ms_pPedGroups[NUMPEDGROUPS];
bool CPopulation::ms_bGivePedsWeapons;
int32 CPopulation::m_AllRandomPedsThisType = -1;
float CPopulation::PedDensityMultiplier = 1.0f;
uint32 CPopulation::ms_nTotalMissionPeds;
int32 CPopulation::MaxNumberOfPedsInUse = 25;
uint32 CPopulation::ms_nNumCivMale;
uint32 CPopulation::ms_nNumCivFemale;
uint32 CPopulation::ms_nNumCop;
bool CPopulation::bZoneChangeHasHappened;
uint32 CPopulation::ms_nNumEmergency;
int8 CPopulation::m_CountDownToPedsAtStart;
uint32 CPopulation::ms_nNumGang1;
uint32 CPopulation::ms_nNumGang2;
uint32 CPopulation::ms_nTotalPeds;
uint32 CPopulation::ms_nNumGang3;
uint32 CPopulation::ms_nTotalGangPeds;
uint32 CPopulation::ms_nNumGang4;
uint32 CPopulation::ms_nTotalCivPeds;
uint32 CPopulation::ms_nNumGang5;
uint32 CPopulation::ms_nNumDummy;
uint32 CPopulation::ms_nNumGang6;
uint32 CPopulation::ms_nNumGang9;
uint32 CPopulation::ms_nNumGang7;
uint32 CPopulation::ms_nNumGang8;
CVector CPopulation::RegenerationPoint_a;
CVector CPopulation::RegenerationPoint_b;
CVector CPopulation::RegenerationForward;
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void
CPopulation::Initialise()
{
debug("Initialising CPopulation...\n");
ms_nNumCivMale = 0;
ms_nNumCivFemale = 0;
ms_nNumCop = 0;
ms_nNumEmergency = 0;
ms_nNumGang1 = 0;
ms_nNumGang2 = 0;
ms_nNumGang3 = 0;
ms_nNumGang4 = 0;
ms_nNumGang5 = 0;
ms_nNumGang6 = 0;
ms_nNumGang7 = 0;
ms_nNumGang8 = 0;
ms_nNumGang9 = 0;
ms_nNumDummy = 0;
m_AllRandomPedsThisType = -1;
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PedDensityMultiplier = 1.0f;
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bZoneChangeHasHappened = false;
m_CountDownToPedsAtStart = 2;
ms_nTotalMissionPeds = 0;
ms_nTotalPeds = 0;
ms_nTotalGangPeds = 0;
ms_nTotalCivPeds = 0;
LoadPedGroups();
DealWithZoneChange(LEVEL_COMMERCIAL, LEVEL_INDUSTRIAL, true);
debug("CPopulation ready\n");
}
void
CPopulation::RemovePed(CPed *ent)
{
// CPed dtor already does that
// CWorld::Remove((CEntity*)ent);
delete ent;
}
int32
CPopulation::ChooseCivilianOccupation(int32 group)
{
return ms_pPedGroups[group].models[CGeneral::GetRandomNumberInRange(0, NUMMODELSPERPEDGROUP)];
}
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// returns eCopType
int32
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CPopulation::ChoosePolicePedOccupation()
{
CGeneral::GetRandomNumber();
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return COP_STREET;
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}
void
CPopulation::LoadPedGroups()
{
int fd;
char line[1024];
int nextPedGroup = 0;
// char unused[16]; // non-existence of that in mobile kinda verifies that
char modelName[256];
CFileMgr::ChangeDir("\\DATA\\");
fd = CFileMgr::OpenFile("PEDGRP.DAT", "r");
CFileMgr::ChangeDir("\\");
while (CFileMgr::ReadLine(fd, line, sizeof(line))) {
int end;
// find end of line
for (end = 0; ; end++) {
if (line[end] == '\n')
break;
if (line[end] == ',' || line[end] == '\r')
line[end] = ' ';
}
line[end] = '\0';
int cursor = 0;
int i;
for (i = 0; i < NUMMODELSPERPEDGROUP; i++) {
while (line[cursor] <= ' ' && line[cursor] != '\0')
++cursor;
if (line[cursor] == '#')
break;
// find next whitespace
int nextWhitespace;
for (nextWhitespace = cursor; line[nextWhitespace] > ' '; ++nextWhitespace)
;
if (cursor == nextWhitespace)
break;
// read until next whitespace
strncpy(modelName, &line[cursor], nextWhitespace - cursor);
modelName[nextWhitespace - cursor] = '\0';
CModelInfo::GetModelInfo(modelName, &ms_pPedGroups[nextPedGroup].models[i]);
cursor = nextWhitespace;
}
if (i == NUMMODELSPERPEDGROUP)
nextPedGroup++;
}
CFileMgr::CloseFile(fd);
}
void
CPopulation::UpdatePedCount(ePedType pedType, bool decrease)
{
if (decrease) {
switch (pedType) {
case PEDTYPE_PLAYER1:
case PEDTYPE_PLAYER2:
case PEDTYPE_PLAYER3:
case PEDTYPE_PLAYER4:
case PEDTYPE_UNUSED1:
case PEDTYPE_SPECIAL:
return;
case PEDTYPE_CIVMALE:
--ms_nNumCivMale;
break;
case PEDTYPE_CIVFEMALE:
--ms_nNumCivFemale;
break;
case PEDTYPE_COP:
--ms_nNumCop;
break;
case PEDTYPE_GANG1:
--ms_nNumGang1;
break;
case PEDTYPE_GANG2:
--ms_nNumGang2;
break;
case PEDTYPE_GANG3:
--ms_nNumGang3;
break;
case PEDTYPE_GANG4:
--ms_nNumGang4;
break;
case PEDTYPE_GANG5:
--ms_nNumGang5;
break;
case PEDTYPE_GANG6:
--ms_nNumGang6;
break;
case PEDTYPE_GANG7:
--ms_nNumGang7;
break;
case PEDTYPE_GANG8:
--ms_nNumGang8;
break;
case PEDTYPE_GANG9:
--ms_nNumGang9;
break;
case PEDTYPE_EMERGENCY:
case PEDTYPE_FIREMAN:
--ms_nNumEmergency;
break;
case PEDTYPE_CRIMINAL:
--ms_nNumCivMale;
break;
case PEDTYPE_PROSTITUTE:
--ms_nNumCivFemale;
break;
case PEDTYPE_UNUSED2:
--ms_nNumDummy;
break;
default:
Error("Unknown ped type, UpdatePedCount, Population.cpp");
break;
}
} else {
switch (pedType) {
case PEDTYPE_PLAYER1:
case PEDTYPE_PLAYER2:
case PEDTYPE_PLAYER3:
case PEDTYPE_PLAYER4:
case PEDTYPE_UNUSED1:
case PEDTYPE_SPECIAL:
return;
case PEDTYPE_CIVMALE:
++ms_nNumCivMale;
break;
case PEDTYPE_CIVFEMALE:
++ms_nNumCivFemale;
break;
case PEDTYPE_COP:
++ms_nNumCop;
break;
case PEDTYPE_GANG1:
++ms_nNumGang1;
break;
case PEDTYPE_GANG2:
++ms_nNumGang2;
break;
case PEDTYPE_GANG3:
++ms_nNumGang3;
break;
case PEDTYPE_GANG4:
++ms_nNumGang4;
break;
case PEDTYPE_GANG5:
++ms_nNumGang5;
break;
case PEDTYPE_GANG6:
++ms_nNumGang6;
break;
case PEDTYPE_GANG7:
++ms_nNumGang7;
break;
case PEDTYPE_GANG8:
++ms_nNumGang8;
break;
case PEDTYPE_GANG9:
++ms_nNumGang9;
break;
case PEDTYPE_EMERGENCY:
case PEDTYPE_FIREMAN:
++ms_nNumEmergency;
break;
case PEDTYPE_CRIMINAL:
++ms_nNumCivMale;
break;
case PEDTYPE_PROSTITUTE:
++ms_nNumCivFemale;
break;
case PEDTYPE_UNUSED2:
++ms_nNumDummy;
break;
default:
Error("Unknown ped type, UpdatePedCount, Population.cpp");
break;
}
}
}
int
CPopulation::ChooseGangOccupation(int gangId)
{
int8 modelOverride = CGangs::GetGangPedModelOverride(gangId);
// All gangs have 2 models
int firstGangModel = 2 * gangId + MI_GANG01;
// GetRandomNumberInRange never returns max. value
if (modelOverride == -1)
return CGeneral::GetRandomNumberInRange(firstGangModel, firstGangModel + 2);
if (modelOverride != 0)
return firstGangModel + 1;
else
return firstGangModel;
}
void
CPopulation::DealWithZoneChange(eLevelName oldLevel, eLevelName newLevel, bool forceIndustrialZone)
{
bZoneChangeHasHappened = true;
CVector findSafeZoneAround;
int safeZone;
if (forceIndustrialZone) {
// Commercial to industrial transition area on Callahan Bridge
findSafeZoneAround.x = 690.0f;
findSafeZoneAround.y = -920.0f;
findSafeZoneAround.z = 42.0f;
} else {
findSafeZoneAround = FindPlayerCoors();
}
eLevelName level;
FindCollisionZoneForCoors(&findSafeZoneAround, &safeZone, &level);
// We aren't in a "safe zone", find closest one
if (safeZone < 0)
FindClosestZoneForCoors(&findSafeZoneAround, &safeZone, oldLevel, newLevel);
// No, there should be one!
if (safeZone < 0) {
if (newLevel == LEVEL_INDUSTRIAL) {
safeZone = 0;
} else if (newLevel == LEVEL_SUBURBAN) {
safeZone = 4;
}
}
if (aSafeZones[safeZone].srcLevel == newLevel) {
CPopulation::RegenerationPoint_a = aSafeZones[safeZone].srcPosA;
CPopulation::RegenerationPoint_b = aSafeZones[safeZone].srcPosB;
CPopulation::RegenerationForward = aSafeZones[safeZone].destPosA - aSafeZones[safeZone].srcPosA;
RegenerationForward.Normalise();
} else if (aSafeZones[safeZone].destLevel == newLevel) {
CPopulation::RegenerationPoint_a = aSafeZones[safeZone].destPosA;
CPopulation::RegenerationPoint_b = aSafeZones[safeZone].destPosB;
CPopulation::RegenerationForward = aSafeZones[safeZone].srcPosA - aSafeZones[safeZone].destPosA;
RegenerationForward.Normalise();
}
}
void
CPopulation::FindCollisionZoneForCoors(CVector *coors, int *safeZoneOut, eLevelName *levelOut)
{
*safeZoneOut = -1;
for (int i = 0; i < ARRAY_SIZE(aSafeZones); i++) {
if (coors->x > aSafeZones[i].x1 && coors->x < aSafeZones[i].x2) {
if (coors->y > aSafeZones[i].y1 && coors->y < aSafeZones[i].y2) {
if (coors->z > aSafeZones[i].z1 && coors->z < aSafeZones[i].z2)
*safeZoneOut = i;
}
}
}
// Then it's transition area
if (*safeZoneOut >= 0)
*levelOut = LEVEL_NONE;
else
*levelOut = CTheZones::GetLevelFromPosition(*coors);
}
void
CPopulation::FindClosestZoneForCoors(CVector *coors, int *safeZoneOut, eLevelName level1, eLevelName level2)
{
float minDist = 10000000.0f;
int closestSafeZone = -1;
for (int i = 0; i < ARRAY_SIZE(aSafeZones); i++) {
if ((level1 == aSafeZones[i].srcLevel || level1 == aSafeZones[i].destLevel) && (level2 == aSafeZones[i].srcLevel || level2 == aSafeZones[i].destLevel)) {
CVector2D safeZoneDistVec(coors->x - (aSafeZones[i].x1 + aSafeZones[i].x2) * 0.5f, coors->y - (aSafeZones[i].y1 + aSafeZones[i].y2) * 0.5f);
float safeZoneDist = safeZoneDistVec.Magnitude();
if (safeZoneDist < minDist) {
minDist = safeZoneDist;
closestSafeZone = i;
}
}
}
*safeZoneOut = closestSafeZone;
}
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void
CPopulation::Update()
{
if (!CReplay::IsPlayingBack()) {
ManagePopulation();
MoveCarsAndPedsOutOfAbandonedZones();
if (m_CountDownToPedsAtStart != 0) {
if (--m_CountDownToPedsAtStart == 0)
GeneratePedsAtStartOfGame();
} else {
ms_nTotalCivPeds = ms_nNumCivFemale + ms_nNumCivMale;
ms_nTotalGangPeds = ms_nNumGang9 + ms_nNumGang8 + ms_nNumGang7
+ ms_nNumGang6 + ms_nNumGang5 + ms_nNumGang4 + ms_nNumGang3
+ ms_nNumGang2 + ms_nNumGang1;
ms_nTotalPeds = ms_nNumDummy + ms_nNumEmergency + ms_nNumCop
+ ms_nTotalGangPeds + ms_nNumCivFemale + ms_nNumCivMale;
if (!CCutsceneMgr::IsRunning()) {
float pcdm = PedCreationDistMultiplier();
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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);
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}
}
}
}
void
CPopulation::GeneratePedsAtStartOfGame()
{
for (int i = 0; i < 50; i++) {
ms_nTotalCivPeds = ms_nNumCivFemale + ms_nNumCivMale;
ms_nTotalGangPeds = ms_nNumGang9 + ms_nNumGang8 + ms_nNumGang7
+ ms_nNumGang6 + ms_nNumGang5 + ms_nNumGang4
+ ms_nNumGang3 + ms_nNumGang2 + ms_nNumGang1;
ms_nTotalPeds = ms_nNumDummy + ms_nNumEmergency + ms_nNumCop
+ ms_nTotalGangPeds + ms_nNumCivFemale + ms_nNumCivMale;
// Min dist is 10.0f only for start of the game (naturally)
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AddToPopulation(10.0f, PedCreationDistMultiplier() * (MIN_CREATION_DIST + CREATION_RANGE),
10.0f, PedCreationDistMultiplier() * (MIN_CREATION_DIST + CREATION_RANGE));
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}
}
bool
CPopulation::IsPointInSafeZone(CVector *coors)
{
for (int i = 0; i < ARRAY_SIZE(aSafeZones); i++) {
if (coors->x > aSafeZones[i].x1 && coors->x < aSafeZones[i].x2) {
if (coors->y > aSafeZones[i].y1 && coors->y < aSafeZones[i].y2) {
if (coors->z > aSafeZones[i].z1 && coors->z < aSafeZones[i].z2)
return true;
}
}
}
return false;
}
// More speed = wider area to spawn peds
float
CPopulation::PedCreationDistMultiplier()
{
CVehicle *veh = FindPlayerVehicle();
if (!veh)
return 1.0f;
float vehSpeed = veh->m_vecMoveSpeed.Magnitude2D();
return clamp(vehSpeed - 0.1f + 1.0f, 1.0f, 1.5f);
}
CPed*
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CPopulation::AddPed(ePedType pedType, uint32 miOrCopType, CVector const &coors)
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{
switch (pedType) {
case PEDTYPE_CIVMALE:
case PEDTYPE_CIVFEMALE:
{
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CCivilianPed *ped = new CCivilianPed(pedType, miOrCopType);
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ped->GetPosition() = coors;
ped->SetOrientation(0.0f, 0.0f, 0.0f);
CWorld::Add(ped);
if (ms_bGivePedsWeapons) {
eWeaponType weapon = (eWeaponType)CGeneral::GetRandomNumberInRange(WEAPONTYPE_UNARMED, WEAPONTYPE_DETONATOR);
if (weapon != WEAPONTYPE_UNARMED) {
ped->SetCurrentWeapon(ped->GiveWeapon(weapon, 25001));
}
}
return ped;
}
case PEDTYPE_COP:
{
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CCopPed *ped = new CCopPed((eCopType)miOrCopType);
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ped->GetPosition() = coors;
ped->SetOrientation(0.0f, 0.0f, 0.0f);
CWorld::Add(ped);
return ped;
}
case PEDTYPE_GANG1:
case PEDTYPE_GANG2:
case PEDTYPE_GANG3:
case PEDTYPE_GANG4:
case PEDTYPE_GANG5:
case PEDTYPE_GANG6:
case PEDTYPE_GANG7:
case PEDTYPE_GANG8:
case PEDTYPE_GANG9:
{
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CCivilianPed *ped = new CCivilianPed(pedType, miOrCopType);
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ped->GetPosition() = coors;
ped->SetOrientation(0.0f, 0.0f, 0.0f);
CWorld::Add(ped);
uint32 weapon;
if (CGeneral::GetRandomNumberInRange(0, 100) >= 50)
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weapon = ped->GiveWeapon((eWeaponType)CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon2, 25001);
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else
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weapon = ped->GiveWeapon((eWeaponType)CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon1, 25001);
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ped->SetCurrentWeapon(weapon);
return ped;
}
case PEDTYPE_EMERGENCY:
{
CEmergencyPed *ped = new CEmergencyPed(PEDTYPE_EMERGENCY);
ped->GetPosition() = coors;
ped->SetOrientation(0.0f, 0.0f, 0.0f);
CWorld::Add(ped);
return ped;
}
case PEDTYPE_FIREMAN:
{
CEmergencyPed *ped = new CEmergencyPed(PEDTYPE_FIREMAN);
ped->GetPosition() = coors;
ped->SetOrientation(0.0f, 0.0f, 0.0f);
CWorld::Add(ped);
return ped;
}
case PEDTYPE_CRIMINAL:
case PEDTYPE_PROSTITUTE:
{
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CCivilianPed *ped = new CCivilianPed(pedType, miOrCopType);
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ped->GetPosition() = coors;
ped->SetOrientation(0.0f, 0.0f, 0.0f);
CWorld::Add(ped);
return ped;
}
default:
Error("Unknown ped type, AddPed, Population.cpp");
return nil;
}
}
void
CPopulation::AddToPopulation(float minDist, float maxDist, float minDistOffScreen, float maxDistOffScreen)
{
uint32 pedTypeToAdd;
int32 modelToAdd;
int pedAmount;
CZoneInfo zoneInfo;
CPed *gangLeader = nil;
bool addCop = false;
CPlayerInfo *playerInfo = &CWorld::Players[CWorld::PlayerInFocus];
CVector playerCentreOfWorld = FindPlayerCentreOfWorld(CWorld::PlayerInFocus);
CTheZones::GetZoneInfoForTimeOfDay(&playerCentreOfWorld, &zoneInfo);
CWanted *wantedInfo = playerInfo->m_pPed->m_pWanted;
if (wantedInfo->m_nWantedLevel > 2) {
if (ms_nNumCop < wantedInfo->m_MaxCops && !playerInfo->m_pPed->bInVehicle
&& (CCarCtrl::NumLawEnforcerCars >= wantedInfo->m_MaximumLawEnforcerVehicles
|| CCarCtrl::NumRandomCars >= playerInfo->m_nTrafficMultiplier * CCarCtrl::CarDensityMultiplier
|| CCarCtrl::NumFiretrucksOnDuty + CCarCtrl::NumAmbulancesOnDuty + CCarCtrl::NumParkedCars
+ CCarCtrl::NumMissionCars + CCarCtrl::NumLawEnforcerCars + CCarCtrl::NumRandomCars >= CCarCtrl::MaxNumberOfCarsInUse)) {
addCop = true;
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minDist = PedCreationDistMultiplier() * MIN_CREATION_DIST;
maxDist = PedCreationDistMultiplier() * (MIN_CREATION_DIST + CREATION_RANGE);
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}
}
// Yeah, float
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float maxPossiblePedsForArea = (zoneInfo.pedDensity + zoneInfo.carDensity) * playerInfo->m_fRoadDensity * PedDensityMultiplier * CIniFile::PedNumberMultiplier;
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maxPossiblePedsForArea = min(maxPossiblePedsForArea, MaxNumberOfPedsInUse);
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if (ms_nTotalPeds < maxPossiblePedsForArea || addCop) {
int decisionThreshold = CGeneral::GetRandomNumberInRange(0, 1000);
if (decisionThreshold < zoneInfo.copDensity || addCop) {
pedTypeToAdd = PEDTYPE_COP;
modelToAdd = ChoosePolicePedOccupation();
} else {
int16 density = zoneInfo.copDensity;
for (int i = 0; i < NUM_GANGS; i++) {
density += zoneInfo.gangDensity[i];
if (decisionThreshold < density) {
pedTypeToAdd = PEDTYPE_GANG1 + i;
break;
}
if (i == NUM_GANGS - 1) {
modelToAdd = ChooseCivilianOccupation(zoneInfo.pedGroup);
if (modelToAdd == -1)
return;
pedTypeToAdd = ((CPedModelInfo*)CModelInfo::GetModelInfo(modelToAdd))->m_pedType;
}
}
}
if (!addCop && m_AllRandomPedsThisType > PEDTYPE_PLAYER1)
pedTypeToAdd = m_AllRandomPedsThisType;
if (pedTypeToAdd >= PEDTYPE_GANG1 && pedTypeToAdd <= PEDTYPE_GANG9) {
int randVal = CGeneral::GetRandomNumber() % 100;
if (randVal < 50)
return;
if (randVal < 57) {
pedAmount = 1;
} else if (randVal >= 74) {
if (randVal >= 85)
pedAmount = 4;
else
pedAmount = 3;
} else {
pedAmount = 2;
}
} else
pedAmount = 1;
CVector generatedCoors;
int node1, node2;
float randomPos;
bool foundCoors = !!ThePaths.GeneratePedCreationCoors(playerCentreOfWorld.x, playerCentreOfWorld.y, minDist, maxDist, minDistOffScreen, maxDistOffScreen,
&generatedCoors, &node1, &node2, &randomPos, nil);
if (!foundCoors)
return;
for (int i = 0; i < pedAmount; ++i) {
if (pedTypeToAdd >= PEDTYPE_GANG1 && pedTypeToAdd <= PEDTYPE_GANG9)
modelToAdd = ChooseGangOccupation(pedTypeToAdd - PEDTYPE_GANG1);
if (pedTypeToAdd == PEDTYPE_COP) {
// Unused code, ChoosePolicePedOccupation returns COP_STREET. Spawning FBI/SWAT/Army done in somewhere else.
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if (modelToAdd == COP_STREET) {
if (!CModelInfo::GetModelInfo(MI_COP)->GetRwObject())
return;
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} else if (modelToAdd == COP_FBI) {
if (!CModelInfo::GetModelInfo(MI_FBI)->GetRwObject())
return;
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} else if (modelToAdd == COP_SWAT) {
if (!CModelInfo::GetModelInfo(MI_SWAT)->GetRwObject())
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return;
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} else if (modelToAdd == COP_ARMY && !CModelInfo::GetModelInfo(MI_ARMY)->GetRwObject()) {
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return;
}
} else if (!CModelInfo::GetModelInfo(modelToAdd)->GetRwObject()) {
return;
}
generatedCoors.z += 0.7f;
// What? How can this not be met?
if (i < pedAmount) {
//rand()
if (gangLeader) {
// Align gang members in formation. (btw i can't be 0 in here)
float offsetMin = i * 0.75f;
float offsetMax = (i + 1.0f) * 0.75f - offsetMin;
float xOffset = CGeneral::GetRandomNumberInRange(offsetMin, offsetMin + offsetMax);
float yOffset = CGeneral::GetRandomNumberInRange(offsetMin, offsetMin + offsetMax);
if (CGeneral::GetRandomNumber() & 1)
xOffset = -xOffset;
if (CGeneral::GetRandomNumber() & 1)
yOffset = -yOffset;
generatedCoors.x = xOffset + gangLeader->GetPosition().x;
generatedCoors.y = yOffset + gangLeader->GetPosition().y;
}
}
if (!CPedPlacement::IsPositionClearForPed(&generatedCoors))
break;
// Why no love for last gang member?!
if (i + 1 < pedAmount) {
bool foundGround;
float groundZ = CWorld::FindGroundZFor3DCoord(generatedCoors.x, generatedCoors.y, 2.0f + generatedCoors.z, &foundGround) + 0.7f;
if (!foundGround)
return;
generatedCoors.z = max(generatedCoors.z, groundZ);
}
bool farEnoughToAdd = true;
CMatrix mat(TheCamera.GetCameraMatrix());
if (TheCamera.IsSphereVisible(generatedCoors, 2.0f, &mat)) {
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if (PedCreationDistMultiplier() * MIN_CREATION_DIST > (generatedCoors - playerCentreOfWorld).Magnitude2D())
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farEnoughToAdd = false;
}
if (!farEnoughToAdd)
break;
CPed *newPed = AddPed((ePedType)pedTypeToAdd, modelToAdd, generatedCoors);
newPed->SetWanderPath(CGeneral::GetRandomNumberInRange(0, 8));
if (i != 0) {
// Gang member
newPed->SetLeader(gangLeader);
#ifndef FIX_BUGS
// seems to be a miami leftover (this code is not on PS2) but gang peds end up just being frozen
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newPed->m_nPedState = PED_UNKNOWN;
gangLeader->m_nPedState = PED_UNKNOWN;
newPed->m_fRotationCur = CGeneral::GetRadianAngleBetweenPoints(
gangLeader->GetPosition().x, gangLeader->GetPosition().y,
newPed->GetPosition().x, newPed->GetPosition().y);
newPed->m_fRotationDest = newPed->m_fRotationCur;
#endif
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} else {
gangLeader = newPed;
}
CVisibilityPlugins::SetClumpAlpha(newPed->GetClump(), 0);
/*
// Pointless, this is already a for loop
if (i + 1 > pedAmount)
break;
if (pedAmount <= 1)
break; */
}
}
}
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CPed*
CPopulation::AddPedInCar(CVehicle* car)
{
int defaultModel = MI_MALE01;
bool imSureThatModelIsLoaded = true;
CVector coors = FindPlayerCoors();
CZoneInfo zoneInfo;
int pedType;
// May be eCopType, model index or non-sense(for medic), AddPed knows that by looking to ped type.
int preferredModel;
CTheZones::GetZoneInfoForTimeOfDay(&coors, &zoneInfo);
switch (car->m_modelIndex) {
case MI_FIRETRUCK:
preferredModel = 0;
pedType = PEDTYPE_FIREMAN;
break;
case MI_AMBULAN:
preferredModel = 0;
pedType = PEDTYPE_EMERGENCY;
break;
case MI_FBICAR:
preferredModel = COP_FBI;
pedType = PEDTYPE_COP;
break;
case MI_POLICE:
preferredModel = COP_STREET;
pedType = PEDTYPE_COP;
break;
case MI_ENFORCER:
preferredModel = COP_SWAT;
pedType = PEDTYPE_COP;
break;
case MI_RHINO:
case MI_BARRACKS:
preferredModel = COP_ARMY;
pedType = PEDTYPE_COP;
break;
case MI_TAXI:
case MI_CABBIE:
case MI_BORGNINE:
if (CGeneral::GetRandomTrueFalse()) {
pedType = PEDTYPE_CIVMALE;
preferredModel = MI_TAXI_D;
break;
}
defaultModel = MI_TAXI_D;
// fall through
default:
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int gangOfPed = 0;
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imSureThatModelIsLoaded = false;
while (gangOfPed < NUM_GANGS && CGangs::GetGangInfo(gangOfPed)->m_nVehicleMI != car->m_modelIndex)
gangOfPed++;
if (gangOfPed < NUM_GANGS) {
pedType = gangOfPed + PEDTYPE_GANG1;
preferredModel = ChooseGangOccupation(gangOfPed);
} else if (gangOfPed == NUM_GANGS) {
CVehicleModelInfo *carModelInfo = ((CVehicleModelInfo*)CModelInfo::GetModelInfo(car->m_modelIndex));
int i = 15;
for(; i >= 0; i--) {
// Should return random model each time
preferredModel = ChooseCivilianOccupation(zoneInfo.pedGroup);
if (preferredModel == -1)
preferredModel = defaultModel;
if (((CPedModelInfo*)CModelInfo::GetModelInfo(preferredModel))->m_carsCanDrive & (1 << carModelInfo->m_vehicleClass))
break;
}
if (i == -1)
preferredModel = defaultModel;
pedType = ((CPedModelInfo*)CModelInfo::GetModelInfo(preferredModel))->m_pedType;
}
break;
}
if (!imSureThatModelIsLoaded && !((CPedModelInfo*)CModelInfo::GetModelInfo(preferredModel))->GetRwObject()) {
preferredModel = defaultModel;
pedType = ((CPedModelInfo*)CModelInfo::GetModelInfo(defaultModel))->m_pedType;
}
CPed *newPed = CPopulation::AddPed((ePedType)pedType, preferredModel, car->GetPosition());
newPed->bUsesCollision = false;
// what??
if (pedType != PEDTYPE_COP) {
newPed->SetCurrentWeapon(WEAPONTYPE_COLT45);
newPed->RemoveWeaponModel(CWeaponInfo::GetWeaponInfo(newPed->GetWeapon()->m_eWeaponType)->m_nModelId);
}
/*
// Miami leftover
if (car->m_vehType == VEHICLE_TYPE_BIKE) {
newPed->m_pVehicleAnim = CAnimManager::BlendAnimation(newPed->GetClump(), ASSOCGRP_STD, *((CBike*)car + 308h), 100.0f);
} else */
// FIX: Make peds comfortable while driving car/boat
#ifdef FIX_BUGS
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{
newPed->m_pVehicleAnim = CAnimManager::BlendAnimation(newPed->GetClump(), ASSOCGRP_STD, car->GetDriverAnim(), 100.0f);
}
#else
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{
newPed->m_pVehicleAnim = CAnimManager::BlendAnimation(newPed->GetClump(), ASSOCGRP_STD, ANIM_CAR_SIT, 100.0f);
}
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#endif
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newPed->StopNonPartialAnims();
return newPed;
}
void
CPopulation::MoveCarsAndPedsOutOfAbandonedZones()
{
eLevelName level;
int zone;
int frame = CTimer::GetFrameCounter() & 7;
if (frame == 1) {
int movedVehicleCount = 0;
int poolSize = CPools::GetVehiclePool()->GetSize();
for (int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
CVehicle* veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
if (veh && veh->m_nZoneLevel == LEVEL_NONE && veh->IsCar()) {
if(veh->m_status != STATUS_ABANDONED && veh->m_status != STATUS_WRECKED && veh->m_status != STATUS_PLAYER &&
veh->m_status != STATUS_PLAYER_REMOTE) {
CVector vehPos(veh->GetPosition());
CPopulation::FindCollisionZoneForCoors(&vehPos, &zone, &level);
// Level 0 is transition zones, and we don't wanna touch cars on transition zones.
if (level != LEVEL_NONE && level != CCollision::ms_collisionInMemory && vehPos.z > -4.0f) {
if (veh->bIsLocked || !veh->CanBeDeleted()) {
switch (movedVehicleCount & 3) {
case 0:
veh->GetPosition() = RegenerationPoint_a;
break;
case 1:
veh->GetPosition() = RegenerationPoint_b;
break;
case 2:
veh->GetPosition() = CVector(RegenerationPoint_a.x, RegenerationPoint_b.y, RegenerationPoint_a.z);
break;
case 3:
veh->GetPosition() = CVector(RegenerationPoint_b.x, RegenerationPoint_a.y, RegenerationPoint_a.z);
break;
default:
break;
}
veh->GetPosition().z += (movedVehicleCount / 4) * 7.0f;
veh->GetForward() = RegenerationForward;
((CAutomobile*)veh)->PlaceOnRoadProperly();
CCarCtrl::JoinCarWithRoadSystem(veh);
CTheScripts::ClearSpaceForMissionEntity(veh->GetPosition(), veh);
++movedVehicleCount;
} else {
CWorld::Remove(veh);
delete veh;
}
}
}
}
}
} else if (frame == 5) {
int poolSize = CPools::GetPedPool()->GetSize();
for (int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
CPed *ped = CPools::GetPedPool()->GetSlot(poolIndex);
if (ped && ped->m_nZoneLevel == LEVEL_NONE && !ped->bInVehicle) {
CVector pedPos(ped->GetPosition());
CPopulation::FindCollisionZoneForCoors(&pedPos, &zone, &level);
// Level 0 is transition zones, and we don't wanna touch peds on transition zones.
if (level != LEVEL_NONE && level != CCollision::ms_collisionInMemory && pedPos.z > -4.0f) {
if (ped->CanBeDeleted()) {
CWorld::Remove(ped);
delete ped;
} else if (ped->m_nPedType != PEDTYPE_PLAYER1 && ped->m_nPedType != PEDTYPE_PLAYER2) {
ped->GetPosition() = RegenerationPoint_a;
bool foundGround;
float groundZ = CWorld::FindGroundZFor3DCoord(ped->GetPosition().x, ped->GetPosition().y,
ped->GetPosition().z + 2.0f, &foundGround);
if (foundGround) {
ped->GetPosition().z = 1.0f + groundZ;
//ped->GetPosition().z += 0.0f;
CTheScripts::ClearSpaceForMissionEntity(ped->GetPosition(), ped);
}
}
}
}
}
}
}
void
CPopulation::ConvertAllObjectsToDummyObjects()
{
int poolSize = CPools::GetObjectPool()->GetSize();
for (int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
CObject *obj = CPools::GetObjectPool()->GetSlot(poolIndex);
if (obj) {
if (obj->CanBeDeleted())
ConvertToDummyObject(obj);
}
}
}
void
CPopulation::ConvertToRealObject(CDummyObject *dummy)
{
if (!TestSafeForRealObject(dummy))
return;
CObject *obj = new CObject(dummy);
if (!obj)
return;
bool makeInvisible;
CWorld::Remove(dummy);
delete dummy;
CWorld::Add(obj);
int16 mi = obj->m_modelIndex;
if (mi == MI_GLASS1 || mi == MI_GLASS2 || mi == MI_GLASS3 || mi == MI_GLASS4 ||
mi == MI_GLASS5 || mi == MI_GLASS6 || mi == MI_GLASS7 || mi == MI_GLASS8)
makeInvisible = true;
else
makeInvisible = false;
if (makeInvisible) {
obj->bIsVisible = false;
} else if (obj->m_modelIndex == MI_BUOY) {
obj->bIsStatic = false;
obj->m_vecMoveSpeed = CVector(0.0f, 0.0f, -0.001f);
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obj->bTouchingWater = true;
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obj->AddToMovingList();
}
}
void
CPopulation::ConvertToDummyObject(CObject *obj)
{
CDummyObject *dummy = new CDummyObject(obj);
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dummy->GetMatrix() = obj->m_objectMatrix;
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dummy->GetMatrix().UpdateRW();
dummy->UpdateRwFrame();
bool makeInvisible;
int16 mi = obj->m_modelIndex;
if (mi == MI_GLASS1 || mi == MI_GLASS2 || mi == MI_GLASS3 || mi == MI_GLASS4 ||
mi == MI_GLASS5 || mi == MI_GLASS6 || mi == MI_GLASS7 || mi == MI_GLASS8)
makeInvisible = true;
else
makeInvisible = false;
if (makeInvisible) {
dummy->bIsVisible = false;
}
CWorld::Remove(obj);
delete obj;
CWorld::Add(dummy);
}
bool
CPopulation::TestRoomForDummyObject(CObject *obj)
{
int16 collidingObjs;
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CWorld::FindObjectsKindaColliding(obj->m_objectMatrix.GetPosition(),
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CModelInfo::GetModelInfo(obj->m_modelIndex)->GetColModel()->boundingSphere.radius,
false, &collidingObjs, 2, nil, false, true, true, false, false);
return collidingObjs == 0;
}
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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);
}
}
}