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author | eray orçunus <erayorcunus@gmail.com> | 2020-03-07 20:22:43 +0100 |
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committer | eray orçunus <erayorcunus@gmail.com> | 2020-03-11 22:48:33 +0100 |
commit | 934e9db4fc8b4bde193d95bf8f4cdf7b8d1ecd8b (patch) | |
tree | 26b313998ecea484fc7d81d32c1bdfc8b19deacf /src/peds/Population.cpp | |
parent | Merge pull request #342 from Nick007J/master (diff) | |
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Diffstat (limited to 'src/peds/Population.cpp')
-rw-r--r-- | src/peds/Population.cpp | 195 |
1 files changed, 174 insertions, 21 deletions
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); |