Fix CRoadBlocks::GenerateRoadBlocks bugs

This commit is contained in:
saml1er 2020-04-13 05:52:18 +05:00
parent 60898f39f2
commit 28fb1bdde7

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@ -113,89 +113,82 @@ CRoadBlocks::GenerateRoadBlocks(void)
for (; nRoadblockNode < numRoadBlocks; nRoadblockNode++) { for (; nRoadblockNode < numRoadBlocks; nRoadblockNode++) {
CTreadable *mapObject = ThePaths.m_mapObjects[CRoadBlocks::RoadBlockObjects[nRoadblockNode]]; CTreadable *mapObject = ThePaths.m_mapObjects[CRoadBlocks::RoadBlockObjects[nRoadblockNode]];
CVector2D direction = FindPlayerCoors() - mapObject->GetPosition(); CVector2D direction = FindPlayerCoors() - mapObject->GetPosition();
if ((direction.x <= -80.0f || direction.x < 80.0f) || (direction.y <= -80.0f || direction.y < 80.0f)) { if (!((direction.x > -80.0f && direction.x < 80.0f) && (direction.y > -80.0f && direction.y < 80.0f))) {
CRoadBlocks::InOrOut[nRoadblockNode] = false; CRoadBlocks::InOrOut[nRoadblockNode] = false;
continue;
} }
if (direction.Magnitude() < 80.0f) { else if (direction.Magnitude() >= 80.0f) {
CRoadBlocks::InOrOut[nRoadblockNode] = false; CRoadBlocks::InOrOut[nRoadblockNode] = false;
continue; }
} else if (!CRoadBlocks::InOrOut[nRoadblockNode]) { else if (!CRoadBlocks::InOrOut[nRoadblockNode]) {
CRoadBlocks::InOrOut[nRoadblockNode] = true; CRoadBlocks::InOrOut[nRoadblockNode] = true;
} else { if (FindPlayerVehicle() && (CGeneral::GetRandomNumber() & 0x7F) < FindPlayerPed()->m_pWanted->m_RoadblockDensity) {
continue; CWanted *pPlayerWanted = FindPlayerPed()->m_pWanted;
} float fMapObjectRadius = 2.0f * mapObject->GetColModel()->boundingBox.max.x;
if (!FindPlayerVehicle()) int32 vehicleId = MI_POLICE;
continue; if (pPlayerWanted->AreArmyRequired())
CWanted *pPlayerWanted = FindPlayerPed()->m_pWanted; vehicleId = MI_BARRACKS;
if ((CGeneral::GetRandomNumber() & 0x7F) >= pPlayerWanted->m_RoadblockDensity) else if (pPlayerWanted->AreFbiRequired())
continue; vehicleId = MI_FBICAR;
float fMapObjectRadius = 2.0f * mapObject->GetColModel()->boundingBox.max.x; else if (pPlayerWanted->AreSwatRequired())
int32 vehicleId = MI_POLICE; vehicleId = MI_ENFORCER;
if (pPlayerWanted->AreArmyRequired()) if (!CStreaming::HasModelLoaded(vehicleId))
vehicleId = MI_BARRACKS; vehicleId = MI_POLICE;
else if (pPlayerWanted->AreFbiRequired()) CColModel* pVehicleColModel = CModelInfo::GetModelInfo(vehicleId)->GetColModel();
vehicleId = MI_FBICAR; float fModelRadius = 2.0f * pVehicleColModel->boundingSphere.radius + 0.25f;
else if (pPlayerWanted->AreSwatRequired()) int16 radius = (int16)(fMapObjectRadius / fModelRadius);
vehicleId = MI_ENFORCER; if (radius > 0 && radius < 6) {
if (!CStreaming::HasModelLoaded(vehicleId)) CVector2D directionToCamera = TheCamera.m_matrix.GetPosition() - mapObject->m_matrix.GetPosition();
vehicleId = MI_POLICE; float fDotProduct = DotProduct2D(directionToCamera, mapObject->m_matrix.GetUp());
CColModel *pVehicleColModel = CModelInfo::GetModelInfo(vehicleId)->GetColModel(); float fOffset = 0.5f * fModelRadius * (float)(radius - 1);
float fModelRadius = 2.0f * pVehicleColModel->boundingSphere.radius + 0.25f; for (int16 i = 0; i < radius; i++) {
int16 radius = (int16)(fMapObjectRadius / fModelRadius); uint8 nRoadblockType = fDotProduct < 0.0f;
if (radius >= 6) if (CGeneral::GetRandomNumber() & 1) {
continue; offsetMatrix.SetRotateZ(((CGeneral::GetRandomNumber() & 0xFF) - 128.0f) * 0.003f + HALFPI);
CVector2D directionToCamera = TheCamera.m_matrix.GetPosition() - mapObject->m_matrix.GetPosition(); } else {
float fDotProduct = DotProduct2D(directionToCamera, mapObject->m_matrix.GetUp()); nRoadblockType = !nRoadblockType;
if (radius <= 0) offsetMatrix.SetRotateZ(((CGeneral::GetRandomNumber() & 0xFF) - 128.0f) * 0.003f - HALFPI);
continue; }
float fOffset = 0.5f * fModelRadius * (float)(radius - 1); if (ThePaths.m_objectFlags[CRoadBlocks::RoadBlockObjects[nRoadblockNode]] & ObjectEastWest)
for (int16 modelId = vehicleId; modelId < nRoadblockNode ; modelId++) { offsetMatrix.GetPosition() = CVector(0.0f, -fOffset, 0.6f);
uint8 nRoadblockType = fDotProduct >= 0.0f; else
if (CGeneral::GetRandomNumber() & 1) { offsetMatrix.GetPosition() = CVector(-fOffset, 0.0f, 0.6f);
offsetMatrix.SetRotateZ(((CGeneral::GetRandomNumber() & 0xFF) - 128.0f) * 0.003f + HALFPI); CMatrix vehicleMatrix = mapObject->m_matrix * offsetMatrix;
} else { float fModelRadius = CModelInfo::GetModelInfo(vehicleId)->GetColModel()->boundingSphere.radius - 0.25f;
nRoadblockType = fDotProduct < 0.0f; int16 colliding = 0;
offsetMatrix.SetRotateZ(((CGeneral::GetRandomNumber() & 0xFF) - 128.0f) * 0.003f - HALFPI); CWorld::FindObjectsKindaColliding(vehicleMatrix.GetPosition(), fModelRadius, 0, &colliding, 2, nil, false, true, true, false, false);
} if (!colliding) {
if (ThePaths.m_objectFlags[CRoadBlocks::RoadBlockObjects[nRoadblockNode]] & ObjectEastWest) CAutomobile* pVehicle = new CAutomobile(vehicleId, RANDOM_VEHICLE);
offsetMatrix.GetPosition() = CVector(0.0f, -fOffset, 0.6f); pVehicle->m_status = STATUS_ABANDONED;
else // pVehicle->GetHeightAboveRoad(); // called but return value is ignored?
offsetMatrix.GetPosition() = CVector(-fOffset, 0.0f, 0.6f); vehicleMatrix.GetPosition().z += fModelRadius - 0.6f;
CMatrix vehicleMatrix = mapObject->m_matrix * offsetMatrix; pVehicle->m_matrix = vehicleMatrix;
float fModelRadius = CModelInfo::GetModelInfo(modelId)->GetColModel()->boundingSphere.radius - 0.25f; pVehicle->PlaceOnRoadProperly();
int16 colliding = 0; pVehicle->bIsStatic = false;
CWorld::FindObjectsKindaColliding(vehicleMatrix.GetPosition(), fModelRadius, 0, &colliding, 2, nil, false, true, true, false, false); pVehicle->m_matrix.UpdateRW();
if (colliding) pVehicle->m_nDoorLock = CARLOCK_UNLOCKED;
continue; CCarCtrl::JoinCarWithRoadSystem(pVehicle);
CAutomobile *pVehicle = new CAutomobile(vehicleId, RANDOM_VEHICLE); pVehicle->bIsLocked = false;
pVehicle->m_status = STATUS_ABANDONED; pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
// pVehicle->GetHeightAboveRoad(); // called but return value is ignored? pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
vehicleMatrix.GetPosition().z += fModelRadius - 0.6f; pVehicle->AutoPilot.m_nCurrentLane = 0;
pVehicle->m_matrix = vehicleMatrix; pVehicle->AutoPilot.m_nNextLane = 0;
pVehicle->PlaceOnRoadProperly(); pVehicle->AutoPilot.m_fMaxTrafficSpeed = 0.0f;
pVehicle->bIsStatic = false; pVehicle->AutoPilot.m_nCruiseSpeed = 0.0f;
pVehicle->m_matrix.UpdateRW(); pVehicle->bExtendedRange = true;
pVehicle->m_nDoorLock = CARLOCK_UNLOCKED; if (pVehicle->UsesSiren(pVehicle->GetModelIndex()) && CGeneral::GetRandomNumber() & 1)
CCarCtrl::JoinCarWithRoadSystem(pVehicle); pVehicle->m_bSirenOrAlarm = true;
pVehicle->bIsLocked = false; if (pVehicle->m_matrix.GetForward().z > 0.94f) {
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE; CVisibilityPlugins::SetClumpAlpha(pVehicle->GetClump(), 0);
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE; CWorld::Add(pVehicle);
pVehicle->AutoPilot.m_nCurrentLane = 0; pVehicle->bCreateRoadBlockPeds = true;
pVehicle->AutoPilot.m_nNextLane = 0; pVehicle->m_nRoadblockType = nRoadblockType;
pVehicle->AutoPilot.m_fMaxTrafficSpeed = 0.0f; pVehicle->m_nRoadblockNode = nRoadblockNode;
pVehicle->AutoPilot.m_nCruiseSpeed = 0.0f; } else {
pVehicle->bExtendedRange = true; delete pVehicle;
if (pVehicle->UsesSiren(pVehicle->GetModelIndex()) && CGeneral::GetRandomNumber() & 1) }
pVehicle->m_bSirenOrAlarm = true; }
if (pVehicle->m_matrix.GetForward().z > 0.94f) { }
CVisibilityPlugins::SetClumpAlpha(pVehicle->GetClump(), 0); }
CWorld::Add(pVehicle);
pVehicle->bCreateRoadBlockPeds = true;
pVehicle->m_nRoadblockType = nRoadblockType;
pVehicle->m_nRoadblockNode = nRoadblockNode;
} else {
delete pVehicle;
} }
} }
} }