set pieces

This commit is contained in:
Nikolay Korolev 2020-05-23 20:06:52 +03:00
parent 9c6046455e
commit 607175f02a
11 changed files with 425 additions and 3 deletions

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@ -350,6 +350,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
if (!FindPlayerVehicle() || DotProduct2D(CVector2D(diff.x / distance, diff.y / distance), FindPlayerSpeed()) > 0.05f)
pVehicle->AutoPilot.m_nCarMission = MISSION_BLOCKPLAYER_CLOSE;
BackToCruisingIfNoWantedLevel(pVehicle);
break;
}
default:
if (pVehicle->bIsLawEnforcer && FindPlayerPed()->m_pWanted->m_nWantedLevel > 0 && !CCullZones::NoPolice()){

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@ -971,7 +971,8 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
pVehicle->GetModelIndex() == MI_AMBULAN ||
pVehicle->GetModelIndex() == MI_FIRETRUCK ||
pVehicle->bIsLawEnforcer ||
pVehicle->bIsCarParkVehicle
pVehicle->bIsCarParkVehicle ||
CTimer::GetTimeInMilliseconds() < pVehicle->m_nSetPieceExtendedRangeTime
){
threshold = ONSCREEN_DESPAWN_RANGE * TheCamera.GenerationDistMultiplier;
}
@ -2515,7 +2516,7 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
pSwerve, pAccel, pBrake, pHandbrake);
return;
case MISSION_BLOCKPLAYER_FORWARDANDBACK:
//SteerAICarBlockingPlayerForwardAndBack(pVehicle, pSwerve, pAccel, pBrake, pHandbrake);
SteerAICarBlockingPlayerForwardAndBack(pVehicle, pSwerve, pAccel, pBrake, pHandbrake);
return;
default:
assert(0);
@ -2523,6 +2524,45 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
}
}
void CCarCtrl::SteerAICarBlockingPlayerForwardAndBack(CVehicle* pVehicle, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
{
*pSwerve = 0.0f;
*pHandbrake = false;
CVector player = FindPlayerSpeed() + 0.1f * FindPlayerEntity()->GetForward();
player.z = 0.0f;
CVector right(pVehicle->GetRight().x, pVehicle->GetRight().y, 0.0f);
right.Normalise();
CVector forward(pVehicle->GetForward().x, pVehicle->GetForward().y, 0.0f);
forward.Normalise();
float dpPlayerAndRight = DotProduct(player, right);
if (dpPlayerAndRight == 0.0f)
dpPlayerAndRight = 0.01f;
float dpDiffAndRight = -DotProduct((FindPlayerCoors() - pVehicle->GetPosition()), right) / dpPlayerAndRight;
if (dpDiffAndRight < 0.0f) {
*pAccel = 0.0f;
*pBrake = 0.0f;
return;
}
float dpSpeedAndForward = DotProduct(pVehicle->GetMoveSpeed(), forward);
float dpPlayerAndForward = DotProduct(player, forward);
float dpDiffAndForward = DotProduct((FindPlayerCoors() - pVehicle->GetPosition()), forward);
float multiplier = dpPlayerAndForward * dpDiffAndRight + dpDiffAndForward - dpSpeedAndForward * dpDiffAndRight;
if (multiplier > 0) {
*pAccel = Min(1.0f, 0.1f * multiplier);
*pBrake = 0.0f;
}
else if (dpSpeedAndForward > 0) {
*pAccel = 0.0f;
*pBrake = Min(1.0f, -0.1f * multiplier);
if (*pBrake > 0.95f)
*pHandbrake = true;
}
else {
*pAccel = Max(-1.0f, 0.1f * multiplier);
*pBrake = 0.0f;
}
}
void CCarCtrl::SteerAIBoatWithPhysicsHeadingForTarget(CVehicle* pVehicle, float targetX, float targetY, float* pSwerve, float* pAccel, float* pBrake)
{
CVector2D forward = pVehicle->GetForward();

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@ -59,6 +59,7 @@
#include "RpAnimBlend.h"
#include "Rubbish.h"
#include "SimpleModelInfo.h"
#include "SetPieces.h"
#include "Shadows.h"
#include "SpecialFX.h"
#include "Sprite.h"
@ -10900,7 +10901,10 @@ int8 CRunningScript::ProcessCommands1200To1299(int32 command)
case COMMAND_ADD_SET_PIECE:
{
CollectParameters(&m_nIp, 13);
debug("ADD_SET_PIECE not implemented, skipping\n");
CSetPieces::AddOne(ScriptParams[0],
*(CVector2D*)&ScriptParams[1], *(CVector2D*)&ScriptParams[3],
*(CVector2D*)&ScriptParams[5], *(CVector2D*)&ScriptParams[7],
*(CVector2D*)&ScriptParams[9], *(CVector2D*)&ScriptParams[11]);
return 0;
}
case COMMAND_SET_EXTRA_COLOURS:

319
src/control/SetPieces.cpp Normal file
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@ -0,0 +1,319 @@
#include "common.h"
#include "SetPieces.h"
#include "Automobile.h"
#include "CarAI.h"
#include "CopPed.h"
#include "GenericGameStorage.h"
#include "PlayerPed.h"
#include "Timer.h"
#include "Vehicle.h"
#include "Wanted.h"
#include "World.h"
#define TIME_BETWEEN_SETPIECE_SPAWNS 20000
// MIAMI: file done
bool CSetPieces::bDebug;
uint32 CSetPieces::NumSetPieces;
CSetPiece CSetPieces::aSetPieces[NUM_SETPIECES];
void CSetPieces::Init(void)
{
bDebug = false;
NumSetPieces = 0;
}
void CSetPieces::AddOne(uint8 type, CVector2D vTriggerInf, CVector2D vTriggerSup, CVector2D vSpawn1, CVector2D vTarget1, CVector2D vSpawn2, CVector2D vTarget2)
{
if (NumSetPieces >= NUM_SETPIECES)
return;
aSetPieces[NumSetPieces].m_nType = (eSetPieceType)type;
aSetPieces[NumSetPieces].m_vTriggerInf.x = Min(vTriggerInf.x, vTriggerSup.x);
aSetPieces[NumSetPieces].m_vTriggerInf.y = Min(vTriggerInf.y, vTriggerSup.y);
aSetPieces[NumSetPieces].m_vTriggerSup.x = Max(vTriggerInf.x, vTriggerSup.x);
aSetPieces[NumSetPieces].m_vTriggerSup.y = Max(vTriggerInf.y, vTriggerSup.y);
aSetPieces[NumSetPieces].m_vSpawn1 = vSpawn1;
aSetPieces[NumSetPieces].m_vSpawn2 = vSpawn2;
aSetPieces[NumSetPieces].m_vTarget1 = vTarget1;
aSetPieces[NumSetPieces].m_vTarget2 = vTarget2;
++NumSetPieces;
}
void CSetPieces::Update(void)
{
int nFirst = NumSetPieces * (CTimer::GetFrameCounter() % 8) / 8;
int nLast = NumSetPieces * (CTimer::GetFrameCounter() % 8 + 1) / 8;
for (int i = nFirst; i < nLast; i++)
aSetPieces[i].Update();
}
void CSetPieces::Save(uint8* buf, uint32* size)
{
INITSAVEBUF
WriteSaveBuf(buf, NumSetPieces);
for (int i = 0; i < NUM_SETPIECES; i++)
WriteSaveBuf(buf, aSetPieces[i]);
*size = sizeof(NumSetPieces) + NUM_SETPIECES * sizeof(CSetPiece);
VALIDATESAVEBUF(*size)
}
void CSetPieces::Load(uint8* buf, uint32 size)
{
INITSAVEBUF
NumSetPieces = ReadSaveBuf<uint32>(buf);
for (int i = 0; i < NUM_SETPIECES; i++)
aSetPieces[i] = ReadSaveBuf<CSetPiece>(buf);
VALIDATESAVEBUF(size)
}
void CSetPiece::Update(void)
{
if (m_nLastTimeCreated != 0 && CTimer::GetTimeInMilliseconds() <= m_nLastTimeCreated + TIME_BETWEEN_SETPIECE_SPAWNS)
return;
CVector pos = FindPlayerCoors();
if (pos.x < m_vTriggerInf.x || pos.x > m_vTriggerSup.x ||
pos.y < m_vTriggerInf.y || pos.y > m_vTriggerSup.y)
return;
switch (m_nType) {
case SETPIECE_TWOCOPCARSINALLEY:
{
if (FindPlayerPed()->m_pWanted->m_nWantedLevel < 1 || FindPlayerVehicle())
return;
CVehicle* pVehicle1 = TryToGenerateCopCar(m_vSpawn1, m_vTarget1);
if (!pVehicle1)
return;
CVehicle* pVehicle2 = TryToGenerateCopCar(m_vSpawn2, m_vTarget2);
if (!pVehicle2) {
CWorld::Remove(pVehicle1);
delete pVehicle1;
return;
}
pVehicle1->SetStatus(STATUS_PHYSICS);
pVehicle1->AutoPilot.m_fMaxTrafficSpeed = pVehicle1->AutoPilot.m_nCruiseSpeed = 4;
pVehicle1->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_SLOW_DOWN_FOR_CARS;
pVehicle1->AutoPilot.m_nCarMission = MISSION_SLOWLY_DRIVE_TOWARDS_PLAYER_1;
pVehicle1->AutoPilot.m_vecDestinationCoors.x = m_vTarget1.x;
pVehicle1->AutoPilot.m_vecDestinationCoors.y = m_vTarget1.y;
pVehicle1->AutoPilot.m_vecDestinationCoors.z = 0.0f;
pVehicle1->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 25000;
CCarAI::AddPoliceCarOccupants(pVehicle1);
pVehicle2->SetStatus(STATUS_PHYSICS);
pVehicle2->AutoPilot.m_fMaxTrafficSpeed = pVehicle2->AutoPilot.m_nCruiseSpeed = 4;
pVehicle2->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_SLOW_DOWN_FOR_CARS;
pVehicle2->AutoPilot.m_nCarMission = MISSION_SLOWLY_DRIVE_TOWARDS_PLAYER_1;
pVehicle2->AutoPilot.m_vecDestinationCoors.x = m_vTarget2.x;
pVehicle2->AutoPilot.m_vecDestinationCoors.y = m_vTarget2.y;
pVehicle2->AutoPilot.m_vecDestinationCoors.z = 0.0f;
pVehicle2->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 25000;
CCarAI::AddPoliceCarOccupants(pVehicle2);
m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
break;
}
case SETPIECE_CARBLOCKINGPLAYERFROMSIDE:
{
if (FindPlayerPed()->m_pWanted->m_nWantedLevel < 2)
return;
if (!FindPlayerVehicle())
return;
if (DotProduct2D(FindPlayerSpeed(), (CVector2D)FindPlayerCoors() - m_vSpawn1) >= 0.0f)
return;
CVehicle* pVehicle1 = TryToGenerateCopCar(m_vSpawn1, m_vTarget1);
if (!pVehicle1)
return;
pVehicle1->SetStatus(STATUS_PHYSICS);
pVehicle1->AutoPilot.m_fMaxTrafficSpeed = pVehicle1->AutoPilot.m_nCruiseSpeed = 16;
pVehicle1->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_PLOUGH_THROUGH;
pVehicle1->AutoPilot.m_nCarMission = MISSION_BLOCKPLAYER_FORWARDANDBACK;
pVehicle1->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD;
pVehicle1->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 100;
pVehicle1->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 10000;
pVehicle1->SetMoveSpeed(2.0f * pVehicle1->GetForward() / 3.0f);
CCarAI::AddPoliceCarOccupants(pVehicle1);
m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
return;
}
case SETPIECE_CARRAMMINGPLAYERFROMSIDE:
{
if (FindPlayerPed()->m_pWanted->m_nWantedLevel < 2)
return;
if (!FindPlayerVehicle())
return;
if (DotProduct2D(FindPlayerSpeed(), (CVector2D)FindPlayerCoors() - m_vSpawn1) >= 0.0f)
return;
CVehicle* pVehicle1 = TryToGenerateCopCar(m_vSpawn1, m_vTarget1);
if (!pVehicle1)
return;
pVehicle1->SetStatus(STATUS_PHYSICS);
pVehicle1->AutoPilot.m_fMaxTrafficSpeed = pVehicle1->AutoPilot.m_nCruiseSpeed = 16;
pVehicle1->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
pVehicle1->AutoPilot.m_nCarMission = MISSION_RAMCAR_CLOSE;
pVehicle1->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD;
pVehicle1->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 100;
pVehicle1->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 10000;
pVehicle1->SetMoveSpeed(2.0f * pVehicle1->GetForward() / 3.0f);
CCarAI::AddPoliceCarOccupants(pVehicle1);
m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
return;
}
case SETPIECE_CREATECOPPERONFOOT:
{
if (FindPlayerPed()->m_pWanted->m_nWantedLevel < 1 || FindPlayerVehicle())
return;
CCopPed* pCop = TryToGenerateCopPed(m_vSpawn1);
if (!pCop)
return;
float z = CWorld::FindGroundZForCoord(m_vTarget1.x, m_vTarget1.y);
pCop->bScriptObjectiveCompleted = false;
pCop->SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, CVector(m_vTarget1.x, m_vTarget1.y, z));
pCop->m_nExtendedRangeTimer = CTimer::GetTimeInMilliseconds() + 10000;
m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
return;
}
case SETPIECE_CREATETWOCOPPERSONFOOT:
{
if (FindPlayerPed()->m_pWanted->m_nWantedLevel < 1 || FindPlayerVehicle())
return;
CCopPed* pCop = TryToGenerateCopPed(m_vSpawn1);
if (!pCop)
return;
float z = CWorld::FindGroundZForCoord(m_vTarget1.x, m_vTarget1.y);
pCop->bScriptObjectiveCompleted = false;
pCop->SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, CVector(m_vTarget1.x, m_vTarget1.y, z));
pCop->m_nExtendedRangeTimer = CTimer::GetTimeInMilliseconds() + 10000;
CCopPed* pCop2 = TryToGenerateCopPed(m_vSpawn2);
if (!pCop2) {
CWorld::Remove(pCop);
delete pCop;
return;
}
z = CWorld::FindGroundZForCoord(m_vTarget2.x, m_vTarget2.y);
pCop2->bScriptObjectiveCompleted = false;
pCop2->SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, CVector(m_vTarget2.x, m_vTarget2.y, z));
pCop2->m_nExtendedRangeTimer = CTimer::GetTimeInMilliseconds() + 10000;
m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
return;
}
case SETPIECE_TWOCARSBLOCKINGPLAYERFROMSIDE:
{
if (FindPlayerPed()->m_pWanted->m_nWantedLevel < 2)
return;
if (!FindPlayerVehicle())
return;
if (DotProduct2D(FindPlayerSpeed(), (CVector2D)FindPlayerCoors() - m_vSpawn1) >= 0.0f)
return;
CVehicle* pVehicle1 = TryToGenerateCopCar(m_vSpawn1, m_vTarget1);
if (!pVehicle1)
return;
pVehicle1->SetStatus(STATUS_PHYSICS);
pVehicle1->AutoPilot.m_fMaxTrafficSpeed = pVehicle1->AutoPilot.m_nCruiseSpeed = 16;
pVehicle1->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_PLOUGH_THROUGH;
pVehicle1->AutoPilot.m_nCarMission = MISSION_BLOCKPLAYER_FORWARDANDBACK;
pVehicle1->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD;
pVehicle1->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 100;
pVehicle1->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 10000;
pVehicle1->SetMoveSpeed(2.0f * pVehicle1->GetForward() / 3.0f);
CCarAI::AddPoliceCarOccupants(pVehicle1);
CVehicle* pVehicle2 = TryToGenerateCopCar(m_vSpawn2, m_vTarget2);
if (!pVehicle2) {
CWorld::Remove(pVehicle1);
delete pVehicle1;
return;
}
pVehicle2->SetStatus(STATUS_PHYSICS);
pVehicle2->AutoPilot.m_fMaxTrafficSpeed = pVehicle1->AutoPilot.m_nCruiseSpeed = 16;
pVehicle2->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_PLOUGH_THROUGH;
pVehicle2->AutoPilot.m_nCarMission = MISSION_BLOCKPLAYER_FORWARDANDBACK;
pVehicle2->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD;
pVehicle2->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 100;
pVehicle2->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 10000;
pVehicle2->SetMoveSpeed(2.0f * pVehicle2->GetForward() / 3.0f);
CCarAI::AddPoliceCarOccupants(pVehicle2);
m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
return;
}
case SETPIECE_TWOCARSRAMMINGPLAYERFROMSIDE:
{
if (FindPlayerPed()->m_pWanted->m_nWantedLevel < 2)
return;
if (!FindPlayerVehicle())
return;
if (DotProduct2D(FindPlayerSpeed(), (CVector2D)FindPlayerCoors() - m_vSpawn1) >= 0.0f)
return;
CVehicle* pVehicle1 = TryToGenerateCopCar(m_vSpawn1, m_vTarget1);
if (!pVehicle1)
return;
pVehicle1->SetStatus(STATUS_PHYSICS);
pVehicle1->AutoPilot.m_fMaxTrafficSpeed = pVehicle1->AutoPilot.m_nCruiseSpeed = 16;
pVehicle1->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
pVehicle1->AutoPilot.m_nCarMission = MISSION_RAMCAR_CLOSE;
pVehicle1->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD;
pVehicle1->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 100;
pVehicle1->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 10000;
pVehicle1->SetMoveSpeed(2.0f * pVehicle1->GetForward() / 3.0f);
CCarAI::AddPoliceCarOccupants(pVehicle1);
CVehicle* pVehicle2 = TryToGenerateCopCar(m_vSpawn2, m_vTarget2);
if (!pVehicle2) {
CWorld::Remove(pVehicle2);
delete pVehicle2;
return;
}
pVehicle2->SetStatus(STATUS_PHYSICS);
pVehicle2->AutoPilot.m_fMaxTrafficSpeed = pVehicle2->AutoPilot.m_nCruiseSpeed = 16;
pVehicle2->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
pVehicle2->AutoPilot.m_nCarMission = MISSION_RAMCAR_CLOSE;
pVehicle2->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD;
pVehicle2->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 100;
pVehicle2->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 10000;
pVehicle2->SetMoveSpeed(2.0f * pVehicle2->GetForward() / 3.0f);
CCarAI::AddPoliceCarOccupants(pVehicle2);
m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
return;
}
}
}
CVehicle* CSetPiece::TryToGenerateCopCar(CVector2D vSpawn, CVector2D vTarget)
{
CVehicle* pVehicle = new CAutomobile(MI_POLICE, RANDOM_VEHICLE);
CVector pos(vSpawn.x, vSpawn.y, 1000.0f);
CColPoint point;
CEntity* pEntity;
if (CWorld::ProcessVerticalLine(pos, -1000.0f, point, pEntity, true, false, false, false, true, false, nil))
pos.z = point.point.z + pVehicle->GetHeightAboveRoad();
CVector vDirection(vTarget.x - vSpawn.x, vTarget.y - vSpawn.y, 0.0f);
vDirection.Normalise();
pVehicle->GetForward() = CVector(vDirection.x, vDirection.y, 0.0f);
pVehicle->GetRight() = CVector(vDirection.y, -vDirection.x, 0.0f);
pVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f);
pVehicle->SetPosition(pos);
int16 total;
CWorld::FindObjectsKindaColliding(pos, pVehicle->GetColModel()->spheres->radius, false, &total, 16, nil, false, true, true, false, false);
if (total != 0) {
delete pVehicle;
return nil;
}
pVehicle->ChangeLawEnforcerState(true);
CWorld::Add(pVehicle);
return pVehicle;
}
CCopPed* CSetPiece::TryToGenerateCopPed(CVector2D vSpawn)
{
CCopPed* pCop = new CCopPed(COP_STREET);
CVector pos(vSpawn.x, vSpawn.y, 1000.0f);
CColPoint point;
CEntity* pEntity;
if (CWorld::ProcessVerticalLine(pos, -1000.0f, point, pEntity, true, false, false, false, true, false, nil))
pos.z = point.point.z + 0.9f;
pCop->SetPosition(pos);
int16 total;
CWorld::FindObjectsKindaColliding(pos, pCop->GetColModel()->spheres->radius, false, &total, 16, nil, false, true, true, false, false);
if (total != 0) {
delete pCop;
return nil;
}
CWorld::Add(pCop);
return pCop;
}

48
src/control/SetPieces.h Normal file
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@ -0,0 +1,48 @@
#pragma once
#include "config.h"
class CVehicle;
class CCopPed;
enum eSetPieceType : uint8
{
SETPIECE_NONE = 0,
SETPIECE_TWOCOPCARSINALLEY,
SETPIECE_CARBLOCKINGPLAYERFROMSIDE,
SETPIECE_CARRAMMINGPLAYERFROMSIDE,
SETPIECE_CREATECOPPERONFOOT,
SETPIECE_CREATETWOCOPPERSONFOOT,
SETPIECE_TWOCARSBLOCKINGPLAYERFROMSIDE,
SETPIECE_TWOCARSRAMMINGPLAYERFROMSIDE
};
class CSetPiece
{
public:
eSetPieceType m_nType;
uint32 m_nLastTimeCreated;
CVector2D m_vTriggerInf;
CVector2D m_vTriggerSup;
CVector2D m_vSpawn1;
CVector2D m_vSpawn2;
CVector2D m_vTarget1;
CVector2D m_vTarget2;
CVehicle* TryToGenerateCopCar(CVector2D, CVector2D);
CCopPed* TryToGenerateCopPed(CVector2D);
void Update(void);
};
class CSetPieces
{
static bool bDebug;
static uint32 NumSetPieces;
static CSetPiece aSetPieces[NUM_SETPIECES];
public:
static void Init(void);
static void AddOne(uint8 type, CVector2D, CVector2D, CVector2D, CVector2D, CVector2D, CVector2D);
static void Save(uint8*, uint32*);
static void Load(uint8*, uint32);
static void Update(void);
};

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@ -64,6 +64,7 @@
#include "Script.h"
#include "Shadows.h"
#include "Skidmarks.h"
#include "SetPieces.h"
#include "SpecialFX.h"
#include "Sprite2d.h"
#include "Stats.h"
@ -275,6 +276,7 @@ bool CGame::Initialise(const char* datFile)
CCullZones::Init();
COcclusion::Init();
CCollision::Init();
CSetPieces::Init();
CTheZones::Init();
CUserDisplay::Init();
CMessages::Init();
@ -529,6 +531,7 @@ void CGame::ShutDownForRestart(void)
CRadar::RemoveRadarSections();
FrontEndMenuManager.UnloadTextures();
CParticleObject::RemoveAllParticleObjects();
CSetPieces::Init();
CPedType::Shutdown();
CSpecialFX::Shutdown();
TidyUpMemory(true, false);
@ -622,6 +625,7 @@ void CGame::Process(void)
CAntennas::Update();
CGlass::Update();
CSceneEdit::Update();
CSetPieces::Update();
CEventList::Update();
CParticle::Update();
gFireManager.Update();

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@ -135,6 +135,8 @@ enum Config {
NUM_CRANES = 8,
NUM_EXPLOSIONS = 48,
NUM_SETPIECES = 96
};
// We'll use this once we're ready to become independent of the game

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@ -670,6 +670,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
m_nPedMoney = random % 25;
if (m_nPedMoney == 23)
m_nPedMoney = 400;
m_nExtendedRangeTimer = 0;
m_bleedCounter = 0;
#ifdef PED_SKIN
m_pWeaponModel = nil;

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@ -523,6 +523,7 @@ public:
CPathNode *m_pNextPathNode;
float m_fHealth;
float m_fArmour;
uint32 m_nExtendedRangeTimer;
int16 m_routeLastPoint;
uint16 m_routeStartPoint;
int16 m_routePointsPassed;

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@ -110,6 +110,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
bTyresDontBurst = false;
bCreatedAsPoliceVehicle = false;
bParking = false;
m_nSetPieceExtendedRangeTime = 0;
m_nAlarmState = 0;
m_nDoorLock = CARLOCK_UNLOCKED;
m_nLastWeaponDamage = -1;

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@ -205,6 +205,7 @@ public:
float m_fChangeGearTime;
CEntity* m_pBombRigger;
uint32 m_nGunFiringTime; // last time when gun on vehicle was fired (used on boats)
uint32 m_nSetPieceExtendedRangeTime;
uint32 m_nTimeOfDeath;
uint16 m_nTimeBlocked;
int16 m_nBombTimer; // goes down with each frame