more CRoadBlocks::GenerateRoadBlocks improvements

This commit is contained in:
saml1er 2020-04-13 15:21:39 +05:00
parent 28fb1bdde7
commit 68f8a6a9ed

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@ -112,14 +112,11 @@ CRoadBlocks::GenerateRoadBlocks(void)
numRoadBlocks = maxRoadBlocks; numRoadBlocks = maxRoadBlocks;
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 vecDistance = FindPlayerCoors() - mapObject->GetPosition();
if (!((direction.x > -80.0f && direction.x < 80.0f) && (direction.y > -80.0f && direction.y < 80.0f))) { if (vecDistance.x > -80.0f && vecDistance.x < 80.0f &&
CRoadBlocks::InOrOut[nRoadblockNode] = false; vecDistance.y > -80.0f && vecDistance.y < 80.0f &&
} vecDistance.Magnitude() < 80.0f) {
else if (direction.Magnitude() >= 80.0f) { if (!CRoadBlocks::InOrOut[nRoadblockNode]) {
CRoadBlocks::InOrOut[nRoadblockNode] = false;
}
else if (!CRoadBlocks::InOrOut[nRoadblockNode]) {
CRoadBlocks::InOrOut[nRoadblockNode] = true; CRoadBlocks::InOrOut[nRoadblockNode] = true;
if (FindPlayerVehicle() && (CGeneral::GetRandomNumber() & 0x7F) < FindPlayerPed()->m_pWanted->m_RoadblockDensity) { if (FindPlayerVehicle() && (CGeneral::GetRandomNumber() & 0x7F) < FindPlayerPed()->m_pWanted->m_RoadblockDensity) {
CWanted *pPlayerWanted = FindPlayerPed()->m_pWanted; CWanted *pPlayerWanted = FindPlayerPed()->m_pWanted;
@ -133,18 +130,19 @@ CRoadBlocks::GenerateRoadBlocks(void)
vehicleId = MI_ENFORCER; vehicleId = MI_ENFORCER;
if (!CStreaming::HasModelLoaded(vehicleId)) if (!CStreaming::HasModelLoaded(vehicleId))
vehicleId = MI_POLICE; vehicleId = MI_POLICE;
CColModel* pVehicleColModel = CModelInfo::GetModelInfo(vehicleId)->GetColModel(); CColModel *pVehicleColModel = CModelInfo::GetModelInfo(vehicleId)->GetColModel();
float fModelRadius = 2.0f * pVehicleColModel->boundingSphere.radius + 0.25f; float fModelRadius = 2.0f * pVehicleColModel->boundingSphere.radius + 0.25f;
int16 radius = (int16)(fMapObjectRadius / fModelRadius); int16 radius = (int16)(fMapObjectRadius / fModelRadius);
if (radius > 0 && radius < 6) { if (radius > 0 && radius < 6) {
CVector2D directionToCamera = TheCamera.m_matrix.GetPosition() - mapObject->m_matrix.GetPosition(); CVector2D vecDistanceToCamera = TheCamera.GetPosition() - mapObject->m_matrix.GetPosition();
float fDotProduct = DotProduct2D(directionToCamera, mapObject->m_matrix.GetUp()); float fDotProduct = DotProduct2D(vecDistanceToCamera, mapObject->m_matrix.GetUp());
float fOffset = 0.5f * fModelRadius * (float)(radius - 1); float fOffset = 0.5f * fModelRadius * (float)(radius - 1);
for (int16 i = 0; i < radius; i++) { for (int16 i = 0; i < radius; i++) {
uint8 nRoadblockType = fDotProduct < 0.0f; uint8 nRoadblockType = fDotProduct < 0.0f;
if (CGeneral::GetRandomNumber() & 1) { if (CGeneral::GetRandomNumber() & 1) {
offsetMatrix.SetRotateZ(((CGeneral::GetRandomNumber() & 0xFF) - 128.0f) * 0.003f + HALFPI); offsetMatrix.SetRotateZ(((CGeneral::GetRandomNumber() & 0xFF) - 128.0f) * 0.003f + HALFPI);
} else { }
else {
nRoadblockType = !nRoadblockType; nRoadblockType = !nRoadblockType;
offsetMatrix.SetRotateZ(((CGeneral::GetRandomNumber() & 0xFF) - 128.0f) * 0.003f - HALFPI); offsetMatrix.SetRotateZ(((CGeneral::GetRandomNumber() & 0xFF) - 128.0f) * 0.003f - HALFPI);
} }
@ -157,7 +155,7 @@ CRoadBlocks::GenerateRoadBlocks(void)
int16 colliding = 0; int16 colliding = 0;
CWorld::FindObjectsKindaColliding(vehicleMatrix.GetPosition(), fModelRadius, 0, &colliding, 2, nil, false, true, true, false, false); CWorld::FindObjectsKindaColliding(vehicleMatrix.GetPosition(), fModelRadius, 0, &colliding, 2, nil, false, true, true, false, false);
if (!colliding) { if (!colliding) {
CAutomobile* pVehicle = new CAutomobile(vehicleId, RANDOM_VEHICLE); CAutomobile *pVehicle = new CAutomobile(vehicleId, RANDOM_VEHICLE);
pVehicle->m_status = STATUS_ABANDONED; pVehicle->m_status = STATUS_ABANDONED;
// pVehicle->GetHeightAboveRoad(); // called but return value is ignored? // pVehicle->GetHeightAboveRoad(); // called but return value is ignored?
vehicleMatrix.GetPosition().z += fModelRadius - 0.6f; vehicleMatrix.GetPosition().z += fModelRadius - 0.6f;
@ -183,7 +181,8 @@ CRoadBlocks::GenerateRoadBlocks(void)
pVehicle->bCreateRoadBlockPeds = true; pVehicle->bCreateRoadBlockPeds = true;
pVehicle->m_nRoadblockType = nRoadblockType; pVehicle->m_nRoadblockType = nRoadblockType;
pVehicle->m_nRoadblockNode = nRoadblockNode; pVehicle->m_nRoadblockNode = nRoadblockNode;
} else { }
else {
delete pVehicle; delete pVehicle;
} }
} }
@ -191,6 +190,9 @@ CRoadBlocks::GenerateRoadBlocks(void)
} }
} }
} }
} else {
CRoadBlocks::InOrOut[nRoadblockNode] = false;
}
} }
} }