diff options
Diffstat (limited to 'src/peds/Population.cpp')
-rw-r--r-- | src/peds/Population.cpp | 129 |
1 files changed, 6 insertions, 123 deletions
diff --git a/src/peds/Population.cpp b/src/peds/Population.cpp index 1566ba3d..d81648fa 100644 --- a/src/peds/Population.cpp +++ b/src/peds/Population.cpp @@ -31,6 +31,10 @@ // Transition areas between zones const RegenerationPoint aSafeZones[] = { +// TODO(MIAMI): this is totally bogus + { LEVEL_BEACH, LEVEL_MAINLAND, 400.0f, 814.0f, -954.0f, -903.0f, 30.0f, 100.0f, + CVector(790.0f, -917.0f, 39.0f), CVector(775.0f, -921.0f, 39.0f), CVector(424.0f, -942.0f, 38.0f), CVector(439.0f, -938.0f, 38.0f) }, +#ifndef MIAMI { LEVEL_INDUSTRIAL, LEVEL_COMMERCIAL, 400.0f, 814.0f, -954.0f, -903.0f, 30.0f, 100.0f, CVector(790.0f, -917.0f, 39.0f), CVector(775.0f, -921.0f, 39.0f), CVector(424.0f, -942.0f, 38.0f), CVector(439.0f, -938.0f, 38.0f) }, { LEVEL_INDUSTRIAL, LEVEL_COMMERCIAL, 555.0f, 711.0f, 118.0f, 186.0f, -30.0f, -10.0f, @@ -47,6 +51,7 @@ const RegenerationPoint aSafeZones[] = { CVector(-321.0f, -1043.0f, -13.2f), CVector(-328.0f, -1045.0f, -13.2f), CVector(-398.0f, -1044.0f, -13.5f), CVector(-390.0f, -1040.5f, -13.5f) }, { LEVEL_COMMERCIAL, LEVEL_SUBURBAN, -425.0f, -280.0f, -471.0f, -447.0f, -20.0f, -5.0f, CVector(-292.0f, -457.0f, -11.6f), CVector(-310.0f, -461.0f, -11.6f), CVector(-413.0f, -461.0f, -11.5f), CVector(-399.0f, -457.0f, -11.3f) } +#endif }; PedGroup CPopulation::ms_pPedGroups[NUMPEDGROUPS]; @@ -109,7 +114,6 @@ CPopulation::Initialise() ms_nTotalCivPeds = 0; LoadPedGroups(); - DealWithZoneChange(LEVEL_COMMERCIAL, LEVEL_INDUSTRIAL, true); debug("CPopulation ready\n"); } @@ -335,49 +339,10 @@ CPopulation::ChooseGangOccupation(int gangId) return firstGangModel; } +//--MIAMI: done 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 @@ -858,88 +823,6 @@ CPopulation::AddPedInCar(CVehicle* car) void CPopulation::MoveCarsAndPedsOutOfAbandonedZones() { - eLevelName level; - int zone; - int frame = CTimer::GetFrameCounter() & 7; - if (frame == 1) { - int movedVehicleCount = 0; - int poolSize = CPools::GetVehiclePool()->GetSize(); - for (int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) { - - CVehicle* veh = CPools::GetVehiclePool()->GetSlot(poolIndex); - if (veh && veh->m_nZoneLevel == LEVEL_NONE && veh->IsCar()) { - - if(veh->GetStatus() != STATUS_ABANDONED && veh->GetStatus() != STATUS_WRECKED && veh->GetStatus() != STATUS_PLAYER && - veh->GetStatus() != STATUS_PLAYER_REMOTE) { - - CVector vehPos(veh->GetPosition()); - CPopulation::FindCollisionZoneForCoors(&vehPos, &zone, &level); - - // Level 0 is transition zones, and we don't wanna touch cars on transition zones. - if (level != LEVEL_NONE && level != CCollision::ms_collisionInMemory && vehPos.z > -4.0f) { - if (veh->bIsLocked || !veh->CanBeDeleted()) { - switch (movedVehicleCount & 3) { - case 0: - veh->SetPosition(RegenerationPoint_a); - break; - case 1: - veh->SetPosition(RegenerationPoint_b); - break; - case 2: - veh->SetPosition(RegenerationPoint_a.x, RegenerationPoint_b.y, RegenerationPoint_a.z); - break; - case 3: - veh->SetPosition(RegenerationPoint_b.x, RegenerationPoint_a.y, RegenerationPoint_a.z); - break; - default: - break; - } - veh->GetMatrix().GetPosition().z += (movedVehicleCount / 4) * 7.0f; - veh->GetMatrix().GetForward() = RegenerationForward; - ((CAutomobile*)veh)->PlaceOnRoadProperly(); - CCarCtrl::JoinCarWithRoadSystem(veh); - CTheScripts::ClearSpaceForMissionEntity(veh->GetPosition(), veh); - ++movedVehicleCount; - } else { - CWorld::Remove(veh); - delete veh; - } - } - } - } - } - } else if (frame == 5) { - int poolSize = CPools::GetPedPool()->GetSize(); - for (int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) { - - CPed *ped = CPools::GetPedPool()->GetSlot(poolIndex); - if (ped && ped->m_nZoneLevel == LEVEL_NONE && !ped->bInVehicle) { - - CVector pedPos(ped->GetPosition()); - CPopulation::FindCollisionZoneForCoors(&pedPos, &zone, &level); - - // Level 0 is transition zones, and we don't wanna touch peds on transition zones. - if (level != LEVEL_NONE && level != CCollision::ms_collisionInMemory && pedPos.z > -4.0f) { - if (ped->CanBeDeleted()) { - CWorld::Remove(ped); - delete ped; - } else if (ped->m_nPedType != PEDTYPE_PLAYER1 && ped->m_nPedType != PEDTYPE_PLAYER2) { - ped->SetPosition(RegenerationPoint_a); - - bool foundGround; - float groundZ = CWorld::FindGroundZFor3DCoord(ped->GetPosition().x, ped->GetPosition().y, - ped->GetPosition().z + 2.0f, &foundGround); - - if (foundGround) { - ped->GetMatrix().GetPosition().z = 1.0f + groundZ; - //ped->GetPosition().z += 0.0f; - CTheScripts::ClearSpaceForMissionEntity(ped->GetPosition(), ped); - } - } - } - } - } - } } void |