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-rw-r--r--src/control/CarCtrl.cpp62
1 files changed, 54 insertions, 8 deletions
diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp
index ebaa5f29..ae57e030 100644
--- a/src/control/CarCtrl.cpp
+++ b/src/control/CarCtrl.cpp
@@ -4,6 +4,7 @@
#include "Accident.h"
#include "Automobile.h"
+#include "Bike.h"
#include "Camera.h"
#include "CarAI.h"
#include "CarGen.h"
@@ -345,7 +346,7 @@ CCarCtrl::GenerateOneRandomCar()
if (CModelInfo::IsBoatModel(carModel))
pVehicle = new CBoat(carModel, RANDOM_VEHICLE);
else if (CModelInfo::IsBikeModel(carModel))
- return; // TODO(MIAMI): spawn bikes
+ pVehicle = new CBike(carModel, RANDOM_VEHICLE);
else
pVehicle = new CAutomobile(carModel, RANDOM_VEHICLE);
pVehicle->AutoPilot.m_nPrevRouteNode = 0;
@@ -2502,7 +2503,7 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
pSwerve, pAccel, pBrake, pHandbrake);
return;
case MISSION_HELI_FLYTOCOORS:
- //SteerAIHeliTowardsTargetCoors((CAutomobile*)pVehicle);
+ SteerAIHeliTowardsTargetCoors((CAutomobile*)pVehicle);
return;
case MISSION_ATTACKPLAYER:
SteerAIBoatWithPhysicsAttackingPlayer(pVehicle, pSwerve, pAccel, pBrake, pHandbrake);
@@ -2656,9 +2657,8 @@ void CCarCtrl::SteerAIHeliTowardsTargetCoors(CAutomobile* pHeli)
else
speed *= 0.2f;
}
- CVector2D vecAdvanceThisFrame = vecToTarget;
- vecAdvanceThisFrame.Normalise();
- vecAdvanceThisFrame *= speed;
+ vecToTarget.Normalise();
+ CVector2D vecAdvanceThisFrame(vecToTarget * speed);
float resistance = Pow(0.997f, CTimer::GetTimeStep());
pHeli->m_vecMoveSpeed.x *= resistance;
pHeli->m_vecMoveSpeed.y *= resistance;
@@ -2673,9 +2673,55 @@ void CCarCtrl::SteerAIHeliTowardsTargetCoors(CAutomobile* pHeli)
pHeli->AddToMoveSpeed(vecAdvanceThisFrame);
else
pHeli->AddToMoveSpeed(vecSpeedChange * changeMultiplier);
- pHeli->SetPosition(pHeli->GetPosition() + CVector(CTimer::GetTimeStep() * pHeli->m_vecMoveSpeed.x, CTimer::GetTimeStep() * pHeli->m_vecMoveSpeed.y, 0.0f));
- assert(0);
- // This is not finished yet. Heli fields in CAutomobile required
+ pHeli->SetPosition(pHeli->GetPosition() + CVector(CTimer::GetTimeStep() * pHeli->GetMoveSpeed().x, CTimer::GetTimeStep() * pHeli->GetMoveSpeed().y, 0.0f));
+ float ZTarget = pHeli->AutoPilot.m_vecDestinationCoors.z;
+ if (CTimer::GetTimeInMilliseconds() & 0x800) // switch every ~2 seconds
+ ZTarget += 2.0f;
+ float ZSpeedTarget = (ZTarget - pHeli->GetPosition().z) * 0.01f;
+ float ZSpeedChangeTarget = ZSpeedTarget - pHeli->GetMoveSpeed().z;
+ float ZSpeedChangeMax = 0.01f * CTimer::GetTimeStep();
+ if (!pHeli->bHeliDestroyed) {
+ if (Abs(ZSpeedChangeTarget) < ZSpeedChangeMax)
+ pHeli->SetMoveSpeed(pHeli->GetMoveSpeed().x, pHeli->GetMoveSpeed().y, ZSpeedTarget);
+ else if (ZSpeedChangeTarget < 0.0f)
+ pHeli->AddToMoveSpeed(0.0f, 0.0f, 1.5f * ZSpeedChangeMax);
+ else
+ pHeli->AddToMoveSpeed(0.0f, 0.0f, ZSpeedChangeMax);
+ }
+ pHeli->SetPosition(pHeli->GetPosition() + CVector(0.0f, 0.0f, CTimer::GetTimeStep() * pHeli->GetMoveSpeed().z));
+ pHeli->SetTurnSpeed(pHeli->GetTurnSpeed().x, pHeli->GetTurnSpeed().y, pHeli->GetTurnSpeed().z * Pow(0.99f, CTimer::GetTimeStep()));
+ float ZTurnSpeedTarget;
+ if (distanceToTarget < 8.0f && pHeli->m_fHeliOrientation < 0.0f)
+ ZTurnSpeedTarget = 0.0f;
+ else {
+ float fAngleTarget = CGeneral::GetATanOfXY(vecToTarget.x, vecToTarget.y) + PI;
+ if (pHeli->m_fHeliOrientation >= 0.0f)
+ fAngleTarget = pHeli->m_fHeliOrientation;
+ while (fAngleTarget < -PI)
+ fAngleTarget += TWOPI;
+ while (fAngleTarget > PI)
+ fAngleTarget -= TWOPI;
+ if (Abs(fAngleTarget) <= 0.4f)
+ ZTurnSpeedTarget = 0.0f;
+ else if (fAngleTarget < 0.0f)
+ ZTurnSpeedTarget = 0.03f;
+ else
+ ZTurnSpeedTarget = -0.03f;
+ }
+ float ZTurnSpeedChangeTarget = ZTurnSpeedTarget - pHeli->GetTurnSpeed().z;
+ pHeli->m_fOrientation += pHeli->GetTurnSpeed().z * CTimer::GetTimeStep();
+ CVector up;
+ if (pHeli->bHeliMinimumTilt)
+ up = CVector(0.5f * pHeli->GetMoveSpeed().x, 0.5f * pHeli->GetMoveSpeed().y, 1.0f);
+ else
+ up = CVector(3.0f * pHeli->GetMoveSpeed().x, 3.0f * pHeli->GetMoveSpeed().y, 1.0f);
+ up.Normalise();
+ CVector forward(Sin(pHeli->m_fOrientation), Cos(pHeli->m_fOrientation), 0.0f);
+ CVector right = CrossProduct(up, forward);
+ forward = CrossProduct(up, right);
+ pHeli->GetMatrix().GetRight() = right;
+ pHeli->GetMatrix().GetForward() = forward;
+ pHeli->GetMatrix().GetUp() = up;
}
void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)