re3/src/peds/Population.cpp

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#include "common.h"
#include "patcher.h"
#include "Game.h"
#include "General.h"
#include "World.h"
#include "Population.h"
#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"
#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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#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.
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// TO-DO: These are hard-coded, reverse them.
// More clearly they're transition areas between zones.
RegenerationPoint (&aSafeZones)[8] = *(RegenerationPoint(*)[8]) * (uintptr*)0x5FA578;
PedGroup (&CPopulation::ms_pPedGroups)[NUMPEDGROUPS] = *(PedGroup(*)[NUMPEDGROUPS]) * (uintptr*)0x6E9248;
bool &CPopulation::ms_bGivePedsWeapons = *(bool*)0x95CCF6;
int32 &CPopulation::m_AllRandomPedsThisType = *(int32*)0x5FA570;
float &CPopulation::PedDensityMultiplier = *(float*)0x5FA56C;
uint32 &CPopulation::ms_nTotalMissionPeds = *(uint32*)0x8F5F70;
int32 &CPopulation::MaxNumberOfPedsInUse = *(int32*)0x5FA574;
uint32& CPopulation::ms_nNumCivMale = *(uint32*)0x8F2548;
uint32& CPopulation::ms_nNumCivFemale = *(uint32*)0x8F5F44;
uint32& CPopulation::ms_nNumCop = *(uint32*)0x885AFC;
bool& CPopulation::bZoneChangeHasHappened = *(bool*)0x95CD79;
uint32& CPopulation::ms_nNumEmergency = *(uint32*)0x94071C;
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int8& CPopulation::m_CountDownToPedsAtStart = *(int8*)0x95CD4F;
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uint32& CPopulation::ms_nNumGang1 = *(uint32*)0x8F1B1C;
uint32& CPopulation::ms_nNumGang2 = *(uint32*)0x8F1B14;
uint32& CPopulation::ms_nTotalPeds = *(uint32*)0x95CB50;
uint32& CPopulation::ms_nNumGang3 = *(uint32*)0x8F2548;
uint32& CPopulation::ms_nTotalGangPeds = *(uint32*)0x885AF0;
uint32& CPopulation::ms_nNumGang4 = *(uint32*)0x8F1B2C;
uint32& CPopulation::ms_nTotalCivPeds = *(uint32*)0x8F2C3C;
uint32& CPopulation::ms_nNumGang5 = *(uint32*)0x8F1B30;
uint32& CPopulation::ms_nNumDummy = *(uint32*)0x8F1A98;
uint32& CPopulation::ms_nNumGang6 = *(uint32*)0x8F1B20;
uint32& CPopulation::ms_nNumGang9 = *(uint32*)0x8F1B10;
uint32& CPopulation::ms_nNumGang7 = *(uint32*)0x8F1B28;
uint32& CPopulation::ms_nNumGang8 = *(uint32*)0x8F1B0C;
CVector &CPopulation::RegenerationPoint_a = *(CVector*)0x8E2AA4;
CVector &CPopulation::RegenerationPoint_b = *(CVector*)0x8E2A98;
CVector &CPopulation::RegenerationForward = *(CVector*)0x8F1AD4;
WRAPPER CPed *CPopulation::AddPedInCar(CVehicle *vehicle) { EAXJMP(0x4F5800); }
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WRAPPER void CPopulation::ManagePopulation(void) { EAXJMP(0x4F3B90); }
WRAPPER void CPopulation::MoveCarsAndPedsOutOfAbandonedZones(void) { EAXJMP(0x4F5BE0); }
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WRAPPER void CPopulation::ConvertToRealObject(CDummyObject* obj) { EAXJMP(0x4F45A0); }
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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;
PedDensityMultiplier = 1.0;
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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eCopType
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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();
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);
}
}
}
}
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)
AddToPopulation(10.0f, PedCreationDistMultiplier() * (CREATION_DIST_MULT_TO_DIST + CREATION_RANGE),
10.0f, PedCreationDistMultiplier() * (CREATION_DIST_MULT_TO_DIST + CREATION_RANGE));
}
}
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*
CPopulation::AddPed(ePedType pedType, uint32 mi, CVector const &coors)
{
switch (pedType) {
case PEDTYPE_CIVMALE:
case PEDTYPE_CIVFEMALE:
{
CCivilianPed *ped = new CCivilianPed(pedType, mi);
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:
{
CCopPed *ped = new CCopPed((eCopType)mi);
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:
{
CCivilianPed *ped = new CCivilianPed(pedType, mi);
ped->GetPosition() = coors;
ped->SetOrientation(0.0f, 0.0f, 0.0f);
CWorld::Add(ped);
uint32 weapon;
if (CGeneral::GetRandomNumberInRange(0, 100) >= 50)
weapon = ped->GiveWeapon(CGangs::GetGangWeapon2(pedType - PEDTYPE_GANG1), 25001);
else
weapon = ped->GiveWeapon(CGangs::GetGangWeapon1(pedType - PEDTYPE_GANG1), 25001);
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:
{
CCivilianPed *ped = new CCivilianPed(pedType, mi);
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;
minDist = PedCreationDistMultiplier() * CREATION_DIST_MULT_TO_DIST;
maxDist = PedCreationDistMultiplier() * (CREATION_DIST_MULT_TO_DIST + CREATION_RANGE);
}
}
// Yeah, float
float maxPossiblePedsForArea = (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);
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.
if (modelToAdd != COP_STREET) {
if (modelToAdd == COP_FBI) {
if (!CModelInfo::GetModelInfo(MI_FBI)->GetRwObject())
return;
} else if (modelToAdd == COP_SWAT) {
if (!CModelInfo::GetModelInfo(MI_SWAT)->GetRwObject())
return;
} else if (modelToAdd == COP_ARMY && !CModelInfo::GetModelInfo(MI_ARMY)->GetRwObject()) {
return;
}
} else if (!CModelInfo::GetModelInfo(MI_COP)->GetRwObject()) {
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)) {
if (PedCreationDistMultiplier() * CREATION_DIST_MULT_TO_DIST > (generatedCoors - playerCentreOfWorld).Magnitude2D())
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);
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;
} else {
gangLeader = newPed;
}
CVisibilityPlugins::SetClumpAlpha(newPed->GetClump(), 0);
/*
// Pointless, this is already a for loop
if (i + 1 > pedAmount)
break;
if (pedAmount <= 1)
break; */
}
}
}
2020-02-16 02:15:58 +00:00
STARTPATCHES
InjectHook(0x4F3770, &CPopulation::Initialise, PATCH_JUMP);
InjectHook(0x4F5780, &CPopulation::ChooseGangOccupation, PATCH_JUMP);
InjectHook(0x4F6200, &CPopulation::DealWithZoneChange, PATCH_JUMP);
InjectHook(0x4F6010, &CPopulation::FindCollisionZoneForCoors, PATCH_JUMP);
2020-02-17 23:56:13 +00:00
InjectHook(0x4F6410, &CPopulation::PedCreationDistMultiplier, PATCH_JUMP);
InjectHook(0x4F5280, &CPopulation::AddPed, PATCH_JUMP);
2020-02-16 02:15:58 +00:00
ENDPATCHES