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-rw-r--r--src/control/CarCtrl.cpp1277
1 files changed, 908 insertions, 369 deletions
diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp
index cb4229eb..1023f2a3 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"
@@ -11,6 +12,7 @@
#include "Curves.h"
#include "CutsceneMgr.h"
#include "Gangs.h"
+#include "Game.h"
#include "Garages.h"
#include "General.h"
#include "IniFile.h"
@@ -19,6 +21,7 @@
#include "Ped.h"
#include "PlayerInfo.h"
#include "PlayerPed.h"
+#include "Population.h"
#include "Wanted.h"
#include "Pools.h"
#include "Renderer.h"
@@ -29,44 +32,59 @@
#include "VisibilityPlugins.h"
#include "Vehicle.h"
#include "Fire.h"
+#include "WaterLevel.h"
#include "World.h"
#include "Zones.h"
-#define DISTANCE_TO_SPAWN_ROADBLOCK_PEDS 51.0f
-#define DISTANCE_TO_SCAN_FOR_DANGER 11.0f
-#define SAFE_DISTANCE_TO_PED 3.0f
-#define INFINITE_Z 1000000000.0f
-
-#define VEHICLE_HEIGHT_DIFF_TO_CONSIDER_WEAVING 4.0f
-#define PED_HEIGHT_DIFF_TO_CONSIDER_WEAVING 4.0f
-#define OBJECT_HEIGHT_DIFF_TO_CONSIDER_WEAVING 8.0f
-#define WIDTH_COEF_TO_WEAVE_SAFELY 1.2f
-#define OBJECT_WIDTH_TO_WEAVE 0.3f
-#define PED_WIDTH_TO_WEAVE 0.8f
-
-#define PATH_DIRECTION_NONE 0
-#define PATH_DIRECTION_STRAIGHT 1
-#define PATH_DIRECTION_RIGHT 2
-#define PATH_DIRECTION_LEFT 4
-
-#define ATTEMPTS_TO_FIND_NEXT_NODE 15
-
-#define DISTANCE_TO_SWITCH_FROM_BLOCK_TO_STOP 5.0f
-#define DISTANCE_TO_SWITCH_FROM_STOP_TO_BLOCK 10.0f
-#define MAX_SPEED_TO_ACCOUNT_IN_INTERCEPTING 0.13f
-#define DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN 40.0f
-#define MAX_ANGLE_TO_STEER_AT_HIGH_SPEED 0.2f
-#define MIN_SPEED_TO_START_LIMITING_STEER 0.45f
-#define DISTANCE_TO_NEXT_NODE_TO_SELECT_NEW 5.0f
-#define DISTANCE_TO_FACING_NEXT_NODE_TO_SELECT_NEW 8.0f
-#define DEFAULT_MAX_STEER_ANGLE 0.5f
-#define MIN_LOWERING_SPEED_COEFFICIENT 0.4f
-#define MAX_ANGLE_FOR_SPEED_LIMITING 1.2f
-#define MIN_ANGLE_FOR_SPEED_LIMITING 0.4f
-#define MIN_ANGLE_FOR_SPEED_LIMITING_BETWEEN_NODES 0.1f
-#define MIN_ANGLE_TO_APPLY_HANDBRAKE 0.7f
-#define MIN_SPEED_TO_APPLY_HANDBRAKE 0.3f
-
+#define DISTANCE_TO_SPAWN_ROADBLOCK_PEDS (51.0f)
+#define DISTANCE_TO_SCAN_FOR_DANGER (14.0f)
+#define DISTANCE_TO_SCAN_FOR_PED_DANGER (11.0f)
+#define SAFE_DISTANCE_TO_PED (3.0f)
+#define INFINITE_Z (1000000000.0f)
+
+#define VEHICLE_HEIGHT_DIFF_TO_CONSIDER_WEAVING (4.0f)
+#define PED_HEIGHT_DIFF_TO_CONSIDER_WEAVING (4.0f)
+#define OBJECT_HEIGHT_DIFF_TO_CONSIDER_WEAVING (8.0f)
+#define WIDTH_COEF_TO_WEAVE_SAFELY (1.2f)
+#define OBJECT_WIDTH_TO_WEAVE (0.3f)
+#define PED_WIDTH_TO_WEAVE (0.8f)
+
+#define PATH_DIRECTION_NONE (0)
+#define PATH_DIRECTION_STRAIGHT (1)
+#define PATH_DIRECTION_RIGHT (2)
+#define PATH_DIRECTION_LEFT (4)
+
+#define ATTEMPTS_TO_FIND_NEXT_NODE (15)
+
+#define DISTANCE_TO_SWITCH_FROM_BLOCK_TO_STOP (5.0f)
+#define DISTANCE_TO_SWITCH_FROM_STOP_TO_BLOCK (10.0f)
+#define MAX_SPEED_TO_ACCOUNT_IN_INTERCEPTING (0.13f)
+#define DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN (40.0f)
+#define MAX_ANGLE_TO_STEER_AT_HIGH_SPEED (0.2f)
+#define MIN_SPEED_TO_START_LIMITING_STEER (0.45f)
+#define DISTANCE_TO_NEXT_NODE_TO_SELECT_NEW (5.0f)
+#define DISTANCE_TO_FACING_NEXT_NODE_TO_SELECT_NEW (8.0f)
+#define DEFAULT_MAX_STEER_ANGLE (0.5f)
+#define MIN_LOWERING_SPEED_COEFFICIENT (0.4f)
+#define MAX_ANGLE_FOR_SPEED_LIMITING (1.2f)
+#define MIN_ANGLE_FOR_SPEED_LIMITING (0.4f)
+#define MIN_ANGLE_FOR_SPEED_LIMITING_BETWEEN_NODES (0.1f)
+#define MIN_ANGLE_TO_APPLY_HANDBRAKE (0.7f)
+#define MIN_SPEED_TO_APPLY_HANDBRAKE (0.3f)
+
+#define PROBABILITY_OF_DEAD_PED_ACCIDENT (0.005f)
+#define DISTANCE_BETWEEN_CAR_AND_DEAD_PED (6.0f)
+#define PROBABILITY_OF_PASSENGER_IN_VEHICLE (0.125f)
+
+#define ONSCREEN_DESPAWN_RANGE (120.0f)
+#define MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN (100.0f)
+#define REQUEST_ONSCREEN_DISTANCE ((ONSCREEN_DESPAWN_RANGE + MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN) / 2)
+#define OFFSCREEN_DESPAWN_RANGE (40.0f)
+#define EXTENDED_RANGE_DESPAWN_MULTIPLIER (1.5f)
+
+//--MIAMI: file done
+
+bool CCarCtrl::bMadDriversCheat;
int CCarCtrl::NumLawEnforcerCars;
int CCarCtrl::NumAmbulancesOnDuty;
int CCarCtrl::NumFiretrucksOnDuty;
@@ -81,23 +99,31 @@ int32 CCarCtrl::MaxNumberOfCarsInUse = 12;
uint32 CCarCtrl::LastTimeLawEnforcerCreated;
uint32 CCarCtrl::LastTimeFireTruckCreated;
uint32 CCarCtrl::LastTimeAmbulanceCreated;
+int32 CCarCtrl::MiamiViceCycle;
+uint32 CCarCtrl::LastTimeMiamiViceGenerated;
int32 CCarCtrl::TotalNumOfCarsOfRating[TOTAL_CUSTOM_CLASSES];
-int32 CCarCtrl::NextCarOfRating[TOTAL_CUSTOM_CLASSES];
int32 CCarCtrl::CarArrays[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY];
+int32 CCarCtrl::NumRequestsOfCarRating[TOTAL_CUSTOM_CLASSES];
+int32 CCarCtrl::NumOfLoadedCarsOfRating[TOTAL_CUSTOM_CLASSES];
+int32 CCarCtrl::CarFreqArrays[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY];
+int32 CCarCtrl::LoadedCarsArray[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY];
CVehicle* apCarsToKeep[MAX_CARS_TO_KEEP];
uint32 aCarsToKeepTime[MAX_CARS_TO_KEEP];
+//--MIAMI: done except heli/plane functions
+
void
CCarCtrl::GenerateRandomCars()
{
- if (CCutsceneMgr::IsRunning())
+ if (CCutsceneMgr::IsRunning()) {
+ CountDownToCarsAtStart = 2;
return;
+ }
if (NumRandomCars < 30){
- if (CountDownToCarsAtStart == 0){
+ if (CountDownToCarsAtStart == 0)
GenerateOneRandomCar();
- }
else if (--CountDownToCarsAtStart == 0) {
- for (int i = 0; i < 50; i++)
+ for (int i = 0; i < 100; i++)
GenerateOneRandomCar();
CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter = 20;
}
@@ -111,6 +137,7 @@ void
CCarCtrl::GenerateOneRandomCar()
{
static int32 unk = 0;
+ bool bTopDownCamera = false;
CPlayerInfo* pPlayer = &CWorld::Players[CWorld::PlayerInFocus];
CVector vecTargetPos = FindPlayerCentreOfWorld(CWorld::PlayerInFocus);
CVector2D vecPlayerSpeed = FindPlayerSpeed();
@@ -125,7 +152,7 @@ CCarCtrl::GenerateOneRandomCar()
int carClass;
int carModel;
if (pWanted->m_nWantedLevel > 1 && NumLawEnforcerCars < pWanted->m_MaximumLawEnforcerVehicles &&
- pWanted->m_CurrentCops < pWanted->m_MaxCops && (
+ pWanted->m_CurrentCops < pWanted->m_MaxCops && !CGame::IsInInterior() && (
pWanted->m_nWantedLevel > 3 ||
pWanted->m_nWantedLevel > 2 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 5000 ||
pWanted->m_nWantedLevel > 1 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 8000)) {
@@ -134,8 +161,8 @@ CCarCtrl::GenerateOneRandomCar()
carClass = COPS;
carModel = ChoosePoliceCarModel();
}else{
- carModel = ChooseModel(&zone, &vecTargetPos, &carClass);
- if (carClass == COPS && pWanted->m_nWantedLevel >= 1)
+ carModel = ChooseModel(&zone, &carClass);
+ if (carModel == -1 || (carClass == COPS && pWanted->m_nWantedLevel >= 1))
/* All cop spawns with wanted level are handled by condition above. */
/* In particular it means that cop cars never spawn if player has wanted level of 1. */
return;
@@ -159,8 +186,9 @@ CCarCtrl::GenerateOneRandomCar()
/* Spawn essentially anywhere. */
frontX = frontY = 0.707f; /* 45 degrees */
angleLimit = -1.0f;
+ bTopDownCamera = true;
invertAngleLimitTest = true;
- preferredDistance = 40.0f;
+ preferredDistance = OFFSCREEN_DESPAWN_RANGE + 15.0f;
/* BUG: testForCollision not initialized in original game. */
testForCollision = false;
}else if (!pPlayerVehicle){
@@ -174,14 +202,14 @@ CCarCtrl::GenerateOneRandomCar()
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
- preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
+ preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
break;
case 1:
/* Spawn a vehicle close to player to his side. */
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
- preferredDistance = 40.0f;
+ preferredDistance = OFFSCREEN_DESPAWN_RANGE;
break;
}
}else if (fPlayerVehicleSpeed > 0.4f){ /* 72 km/h */
@@ -196,21 +224,21 @@ CCarCtrl::GenerateOneRandomCar()
/* Spawn a vehicle in a very narrow gap in front of a player */
angleLimit = 0.85f; /* approx 30 degrees */
invertAngleLimitTest = true;
- preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
+ preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
break;
case 2:
/* Spawn a vehicle relatively far away from player. */
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
- preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
+ preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
break;
case 3:
/* Spawn a vehicle close to player to his side. */
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
- preferredDistance = 40.0f;
+ preferredDistance = OFFSCREEN_DESPAWN_RANGE;
break;
}
}else if (fPlayerVehicleSpeed > 0.1f){ /* 18 km/h */
@@ -224,14 +252,14 @@ CCarCtrl::GenerateOneRandomCar()
/* Spawn a vehicle in a very narrow gap in front of a player */
angleLimit = 0.85f; /* approx 30 degrees */
invertAngleLimitTest = true;
- preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
+ preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
break;
case 1:
/* Spawn a vehicle relatively far away from player. */
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
- preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
+ preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
break;
case 2:
case 3:
@@ -239,7 +267,7 @@ CCarCtrl::GenerateOneRandomCar()
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
- preferredDistance = 40.0f;
+ preferredDistance = OFFSCREEN_DESPAWN_RANGE;
break;
}
}else{
@@ -254,32 +282,60 @@ CCarCtrl::GenerateOneRandomCar()
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
- preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
+ preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
break;
case 1:
/* Spawn a vehicle close to player to his side. */
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
- preferredDistance = 40.0f;
+ preferredDistance = OFFSCREEN_DESPAWN_RANGE;
break;
}
}
- if (!ThePaths.NewGenerateCarCreationCoors(vecTargetPos.x, vecTargetPos.y, frontX, frontY,
+ if (!ThePaths.GenerateCarCreationCoors(vecTargetPos.x, vecTargetPos.y, frontX, frontY,
preferredDistance, angleLimit, invertAngleLimitTest, &spawnPosition, &curNodeId, &nextNodeId,
&positionBetweenNodes, carClass == COPS && pWanted->m_nWantedLevel >= 1))
return;
+ CPathNode* pCurNode = &ThePaths.m_pathNodes[curNodeId];
+ CPathNode* pNextNode = &ThePaths.m_pathNodes[nextNodeId];
+ bool bBoatGenerated = false;
+ if ((CGeneral::GetRandomNumber() & 0xF) > Min(pCurNode->spawnRate, pNextNode->spawnRate))
+ return;
+ if (pCurNode->bWaterPath) {
+ bBoatGenerated = true;
+ if (carClass == COPS) {
+ carModel = MI_PREDATOR;
+ carClass = COPS_BOAT;
+ if (!CStreaming::HasModelLoaded(MI_PREDATOR)) {
+ CStreaming::RequestModel(MI_PREDATOR, STREAMFLAGS_DEPENDENCY);
+ return;
+ }
+ }
+ else {
+ int i;
+ carModel = -1;
+ for (i = 10; i > 0 && (carModel == -1 || !CStreaming::HasModelLoaded(carModel)); i--) {
+ carModel = ChooseBoatModel(ChooseBoatRating(&zone));
+ }
+ if (i == 0)
+ return;
+ }
+ if (pCurNode->bOnlySmallBoats || pNextNode->bOnlySmallBoats) {
+ if (BoatWithTallMast(carModel))
+ return;
+ }
+ }
int16 colliding;
- CWorld::FindObjectsKindaColliding(spawnPosition, 10.0f, true, &colliding, 2, nil, false, true, true, false, false);
+ CWorld::FindObjectsKindaColliding(spawnPosition, bBoatGenerated ? 40.0f : 10.0f, true, &colliding, 2, nil, false, true, true, false, false);
if (colliding)
/* If something is already present in spawn position, do not create vehicle*/
return;
- if (!ThePaths.TestCoorsCloseness(vecTargetPos, false, spawnPosition))
+ if (!bBoatGenerated && !ThePaths.TestCoorsCloseness(vecTargetPos, false, spawnPosition))
/* Testing if spawn position can reach target position via valid path. */
return;
int16 idInNode = 0;
- CPathNode* pCurNode = &ThePaths.m_pathNodes[curNodeId];
- CPathNode* pNextNode = &ThePaths.m_pathNodes[nextNodeId];
+
while (idInNode < pCurNode->numLinks &&
ThePaths.ConnectedNode(idInNode + pCurNode->firstLink) != nextNodeId)
idInNode++;
@@ -287,48 +343,20 @@ CCarCtrl::GenerateOneRandomCar()
CCarPathLink* pPathLink = &ThePaths.m_carPathLinks[connectionId];
int16 lanesOnCurrentRoad = pPathLink->pathNodeIndex == nextNodeId ? pPathLink->numLeftLanes : pPathLink->numRightLanes;
CVehicleModelInfo* pModelInfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(carModel);
- if (lanesOnCurrentRoad == 0 || pModelInfo->m_vehicleType == VEHICLE_TYPE_BIKE)
+ if (lanesOnCurrentRoad == 0)
/* Not spawning vehicle if road is one way and intended direction is opposide to that way. */
- /* Also not spawning bikes but they don't exist in final game. */
return;
- CAutomobile* pVehicle = new CAutomobile(carModel, RANDOM_VEHICLE);
+ CVehicle* pVehicle;
+ if (CModelInfo::IsBoatModel(carModel))
+ pVehicle = new CBoat(carModel, RANDOM_VEHICLE);
+ else if (CModelInfo::IsBikeModel(carModel))
+ pVehicle = new CBike(carModel, RANDOM_VEHICLE);
+ else
+ pVehicle = new CAutomobile(carModel, RANDOM_VEHICLE);
pVehicle->AutoPilot.m_nPrevRouteNode = 0;
pVehicle->AutoPilot.m_nCurrentRouteNode = curNodeId;
pVehicle->AutoPilot.m_nNextRouteNode = nextNodeId;
switch (carClass) {
- case POOR:
- case RICH:
- case EXEC:
- case WORKER:
- case SPECIAL:
- case BIG:
- case TAXI:
- case MAFIA:
- case TRIAD:
- case DIABLO:
- case YAKUZA:
- case YARDIE:
- case COLOMB:
- case NINES:
- case GANG8:
- case GANG9:
- {
- pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14);
- if (carClass == EXEC)
- pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18);
- else if (carClass == POOR || carClass == SPECIAL)
- pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10);
- CVehicleModelInfo* pVehicleInfo = pVehicle->GetModelInfo();
- if (pVehicleInfo->GetColModel()->boundingBox.max.y - pVehicle->GetModelInfo()->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) {
- pVehicle->AutoPilot.m_nCruiseSpeed *= 3;
- pVehicle->AutoPilot.m_nCruiseSpeed /= 4;
- }
- pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
- pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
- pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
- pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
- break;
- }
case COPS:
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel != 0){
@@ -342,19 +370,40 @@ CCarCtrl::GenerateOneRandomCar()
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
}
- if (carModel == MI_FBICAR){
+ if (carModel == MI_FBIRANCH){
pVehicle->m_currentColour1 = 0;
pVehicle->m_currentColour2 = 0;
- /* FBI cars are gray in carcols, but we want them black if they going after player. */
}
+ pVehicle->bCreatedAsPoliceVehicle = true;
+ break;
+ case COPS_BOAT:
+ pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
+ pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(4, 16);
+ pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
+ pVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceBoatMissionForWantedLevel();
+ pVehicle->bCreatedAsPoliceVehicle = true;
+ break;
default:
+ pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14);
+ if (carClass == EXEC)
+ pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18);
+ else if (carClass == POOR)
+ pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10);
+ if (pVehicle->GetColModel()->boundingBox.max.y - pVehicle->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) {
+ pVehicle->AutoPilot.m_nCruiseSpeed *= 3;
+ pVehicle->AutoPilot.m_nCruiseSpeed /= 4;
+ }
+ pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
+ pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
+ pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
+ pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
break;
}
if (pVehicle && pVehicle->GetModelIndex() == MI_MRWHOOP)
pVehicle->m_bSirenOrAlarm = true;
pVehicle->AutoPilot.m_nNextPathNodeInfo = connectionId;
pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane = CGeneral::GetRandomNumber() % lanesOnCurrentRoad;
- CColBox* boundingBox = &CModelInfo::GetModelInfo(pVehicle->GetModelIndex())->GetColModel()->boundingBox;
+ CBox* boundingBox = &CModelInfo::GetModelInfo(pVehicle->GetModelIndex())->GetColModel()->boundingBox;
float carLength = 1.0f + (boundingBox->max.y - boundingBox->min.y) / 2;
float distanceBetweenNodes = (pCurNode->GetPosition() - pNextNode->GetPosition()).Magnitude2D();
/* If car is so long that it doesn't fit between two car nodes, place it directly in the middle. */
@@ -478,6 +527,7 @@ CCarCtrl::GenerateOneRandomCar()
pVehicle->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
(0.5f + positionBetweenNodes) * pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
#endif
+
CVector directionCurrentLink(directionCurrentLinkX, directionCurrentLinkY, 0.0f);
CVector directionNextLink(directionNextLinkX, directionNextLinkY, 0.0f);
CVector positionIncludingCurve;
@@ -499,62 +549,69 @@ CCarCtrl::GenerateOneRandomCar()
float groundZ = INFINITE_Z;
CColPoint colPoint;
CEntity* pEntity;
- if (CWorld::ProcessVerticalLine(finalPosition, 1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil))
- groundZ = colPoint.point.z;
- if (CWorld::ProcessVerticalLine(finalPosition, -1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil)){
- if (ABS(colPoint.point.z - finalPosition.z) < ABS(groundZ - finalPosition.z))
+ if (bBoatGenerated) {
+ if (!CWaterLevel::GetWaterLevel(finalPosition, &groundZ, true)) {
+ delete pVehicle;
+ return;
+ }
+ }
+ else {
+ if (CWorld::ProcessVerticalLine(finalPosition, 1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil))
groundZ = colPoint.point.z;
+ if (CWorld::ProcessVerticalLine(finalPosition, -1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil)) {
+ if (ABS(colPoint.point.z - finalPosition.z) < ABS(groundZ - finalPosition.z))
+ groundZ = colPoint.point.z;
+ }
}
if (groundZ == INFINITE_Z || ABS(groundZ - finalPosition.z) > 7.0f) {
/* Failed to find ground or too far from expected position. */
delete pVehicle;
return;
}
- finalPosition.z = groundZ + pVehicle->GetHeightAboveRoad();
+ if (CModelInfo::IsBoatModel(carModel)) {
+ finalPosition.z = groundZ;
+ pVehicle->bExtendedRange = true;
+ }
+ else
+ finalPosition.z = groundZ + pVehicle->GetHeightAboveRoad();
pVehicle->SetPosition(finalPosition);
pVehicle->SetMoveSpeed(directionIncludingCurve / GAME_SPEED_TO_CARAI_SPEED);
CVector2D speedDifferenceWithTarget = (CVector2D)pVehicle->GetMoveSpeed() - vecPlayerSpeed;
CVector2D distanceToTarget = positionIncludingCurve - vecTargetPos;
switch (carClass) {
- case POOR:
- case RICH:
- case EXEC:
- case WORKER:
- case SPECIAL:
- case BIG:
- case TAXI:
- case MAFIA:
- case TRIAD:
- case DIABLO:
- case YAKUZA:
- case YARDIE:
- case COLOMB:
- case NINES:
- case GANG8:
- case GANG9:
- pVehicle->SetStatus(STATUS_SIMPLE);
- break;
case COPS:
pVehicle->SetStatus((pVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE) ? STATUS_SIMPLE : STATUS_PHYSICS);
pVehicle->ChangeLawEnforcerState(1);
break;
+ case COPS_BOAT:
+ pVehicle->ChangeLawEnforcerState(1);
+ pVehicle->SetStatus(STATUS_PHYSICS);
+ break;
default:
+ bBoatGenerated ? pVehicle->SetStatus(STATUS_PHYSICS) : pVehicle->SetStatus(STATUS_SIMPLE);
break;
}
CVisibilityPlugins::SetClumpAlpha(pVehicle->GetClump(), 0);
if (!pVehicle->GetIsOnScreen()){
- if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > 50.0f) {
+ if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > OFFSCREEN_DESPAWN_RANGE * (pVehicle->bExtendedRange ? EXTENDED_RANGE_DESPAWN_MULTIPLIER : 1.0f)) {
/* Too far away cars that are not visible aren't needed. */
delete pVehicle;
return;
}
- }else if((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * 130.0f ||
- (vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * 110.0f){
- delete pVehicle;
- return;
- }else if((TheCamera.GetPosition() - pVehicle->GetPosition()).Magnitude2D() < 90.0f * TheCamera.GenerationDistMultiplier){
- delete pVehicle;
- return;
+ }else{
+ if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * (pVehicle->bExtendedRange ? EXTENDED_RANGE_DESPAWN_MULTIPLIER : 1.0f) * ONSCREEN_DESPAWN_RANGE ||
+ (vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN) {
+ delete pVehicle;
+ return;
+ }
+ if ((TheCamera.GetPosition() - pVehicle->GetPosition()).Magnitude2D() < 82.5f * TheCamera.GenerationDistMultiplier || bTopDownCamera) {
+ delete pVehicle;
+ return;
+ }
+ if (pVehicle->GetModelIndex() == MI_MARQUIS) { // so marquis can only spawn if player doesn't see it?
+ delete pVehicle;
+ return;
+ }
}
CVehicleModelInfo* pVehicleModel = pVehicle->GetModelInfo();
float radiusToTest = pVehicleModel->GetColModel()->boundingSphere.radius;
@@ -577,59 +634,156 @@ CCarCtrl::GenerateOneRandomCar()
}
pVehicleModel->AvoidSameVehicleColour(&pVehicle->m_currentColour1, &pVehicle->m_currentColour2);
CWorld::Add(pVehicle);
- if (carClass == COPS)
+ if (carClass == COPS || carClass == COPS_BOAT)
CCarAI::AddPoliceCarOccupants(pVehicle);
- else
+ else {
pVehicle->SetUpDriver();
- if ((CGeneral::GetRandomNumber() & 0x3F) == 0){ /* 1/64 probability */
+ int32 passengers = 0;
+ for (int i = 0; i < pVehicle->m_nNumMaxPassengers; i++)
+ passengers += (CGeneral::GetRandomNumberInRange(0.0f, 1.0f) < PROBABILITY_OF_PASSENGER_IN_VEHICLE) ? 1 : 0;
+ if (CModelInfo::IsCarModel(carModel) && (CModelInfo::GetModelInfo(carModel)->GetAnimFileIndex() == CAnimManager::GetAnimationBlockIndex("van") && passengers >= 1))
+ passengers = 1;
+ for (int i = 0; i < passengers; i++) {
+ CPed* pPassenger = pVehicle->SetupPassenger(i);
+ if (pPassenger) {
+ ++CPopulation::ms_nTotalCarPassengerPeds;
+ pPassenger->bCarPassenger = true;
+ }
+ }
+ }
+ int nMadDrivers;
+ switch (pVehicle->GetVehicleAppearance()) {
+ case VEHICLE_APPEARANCE_BIKE:
+ nMadDrivers = 30;
+ break;
+ case VEHICLE_APPEARANCE_BOAT:
+ nMadDrivers = 40;
+ break;
+ default:
+ nMadDrivers = 6;
+ break;
+ }
+ if ((CGeneral::GetRandomNumber() & 0x7F) < nMadDrivers || bMadDriversCheat) {
pVehicle->SetStatus(STATUS_PHYSICS);
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
pVehicle->AutoPilot.m_nCruiseSpeed += 10;
}
if (carClass == COPS)
LastTimeLawEnforcerCreated = CTimer::GetTimeInMilliseconds();
+ if (pVehicle->GetModelIndex() == MI_CADDY) {
+ pVehicle->SetStatus(STATUS_PHYSICS);
+ pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
+ }
+ if (carClass == COPS && pVehicle->GetModelIndex() == MI_VICECHEE) {
+ CVehicleModelInfo* pVehicleModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(MI_VICECHEE);
+ switch (MiamiViceCycle) {
+ case 0:
+ pVehicleModel->SetVehicleColour(53, 77);
+ break;
+ case 1:
+ pVehicleModel->SetVehicleColour(15, 77);
+ break;
+ case 2:
+ pVehicleModel->SetVehicleColour(41, 77);
+ break;
+ case 3:
+ pVehicleModel->SetVehicleColour(61, 77);
+ break;
+ default:
+ break;
+ }
+ }
+ if (CGeneral::GetRandomNumberInRange(0.0f, 1.0f) >= (1 - PROBABILITY_OF_DEAD_PED_ACCIDENT)) {
+ if (CModelInfo::IsCarModel(pVehicle->GetModelIndex()) && !pVehicle->bIsLawEnforcer) {
+ if (CPopulation::AddDeadPedInFrontOfCar(pVehicle->GetPosition() + pVehicle->GetForward() * DISTANCE_BETWEEN_CAR_AND_DEAD_PED, pVehicle)) {
+ pVehicle->AutoPilot.m_nCruiseSpeed = 0;
+ pVehicle->SetMoveSpeed(0.0f, 0.0f, 0.0f);
+ for (int i = 0; i < pVehicle->m_nNumPassengers; i++) {
+ if (pVehicle->pPassengers[i]) {
+ pVehicle->pPassengers[i]->SetObjective(OBJECTIVE_LEAVE_CAR, pVehicle);
+ pVehicle->pPassengers[i]->m_nLastPedState = PED_WANDER_PATH;
+ pVehicle->pPassengers[i]->m_vehicleInAccident = pVehicle;
+ pVehicle->pPassengers[i]->bDeadPedInFrontOfCar = true;
+ pVehicle->RegisterReference((CEntity**)&pVehicle->pPassengers[i]->m_vehicleInAccident);
+ }
+ }
+ if (pVehicle->pDriver) {
+ pVehicle->pDriver->SetObjective(OBJECTIVE_LEAVE_CAR, pVehicle);
+ pVehicle->pDriver->m_nLastPedState = PED_WANDER_PATH;
+ pVehicle->pDriver->m_vehicleInAccident = pVehicle;
+ pVehicle->pDriver->bDeadPedInFrontOfCar = true;
+ pVehicle->RegisterReference((CEntity**)&pVehicle->pDriver->m_vehicleInAccident);
+ }
+ }
+ }
+ }
+}
+
+bool
+CCarCtrl::BoatWithTallMast(int32 mi)
+{
+ return mi == MI_RIO || mi == MI_TROPIC || mi == MI_MARQUIS;
+}
+
+int32
+CCarCtrl::ChooseBoatModel(int32 rating)
+{
+ ++NumRequestsOfCarRating[rating];
+ return ChooseCarModel(rating);
+}
+
+int32
+CCarCtrl::ChooseBoatRating(CZoneInfo* pZoneInfo)
+{
+ int rnd = CGeneral::GetRandomNumberInRange(0, 1000);
+ for (int i = 0; i < NUM_BOAT_CLASSES - 1; i++) {
+ if (rnd < pZoneInfo->boatThreshold[i])
+ return FIRST_BOAT_RATING + i;
+ }
+ return FIRST_BOAT_RATING + NUM_BOAT_CLASSES - 1;
}
int32
-CCarCtrl::ChooseModel(CZoneInfo* pZone, CVector* pPos, int* pClass) {
+CCarCtrl::ChooseCarRating(CZoneInfo* pZoneInfo)
+{
+ int rnd = CGeneral::GetRandomNumberInRange(0, 1000);
+ for (int i = 0; i < NUM_CAR_CLASSES - 1; i++) {
+ if (rnd < pZoneInfo->carThreshold[i])
+ return i;
+ }
+ return FIRST_CAR_RATING + NUM_CAR_CLASSES - 1;
+}
+
+int32
+CCarCtrl::ChooseModel(CZoneInfo* pZone, int* pClass) {
int32 model = -1;
- while (model == -1 || !CStreaming::HasModelLoaded(model)){
+ int32 i;
+ for (i = 10; i > 0 && (model == -1 || !CStreaming::HasModelLoaded(model)); i--) {
int rnd = CGeneral::GetRandomNumberInRange(0, 1000);
- if (rnd < pZone->carThreshold[0])
- model = CCarCtrl::ChooseCarModel((*pClass = POOR));
- else if (rnd < pZone->carThreshold[1])
- model = CCarCtrl::ChooseCarModel((*pClass = RICH));
- else if (rnd < pZone->carThreshold[2])
- model = CCarCtrl::ChooseCarModel((*pClass = EXEC));
- else if (rnd < pZone->carThreshold[3])
- model = CCarCtrl::ChooseCarModel((*pClass = WORKER));
- else if (rnd < pZone->carThreshold[4])
- model = CCarCtrl::ChooseCarModel((*pClass = SPECIAL));
- else if (rnd < pZone->carThreshold[5])
- model = CCarCtrl::ChooseCarModel((*pClass = BIG));
- else if (rnd < pZone->copThreshold)
- *pClass = COPS, model = CCarCtrl::ChoosePoliceCarModel();
- else if (rnd < pZone->gangThreshold[0])
- model = CCarCtrl::ChooseGangCarModel((*pClass = MAFIA) - MAFIA);
- else if (rnd < pZone->gangThreshold[1])
- model = CCarCtrl::ChooseGangCarModel((*pClass = TRIAD) - MAFIA);
- else if (rnd < pZone->gangThreshold[2])
- model = CCarCtrl::ChooseGangCarModel((*pClass = DIABLO) - MAFIA);
- else if (rnd < pZone->gangThreshold[3])
- model = CCarCtrl::ChooseGangCarModel((*pClass = YAKUZA) - MAFIA);
- else if (rnd < pZone->gangThreshold[4])
- model = CCarCtrl::ChooseGangCarModel((*pClass = YARDIE) - MAFIA);
- else if (rnd < pZone->gangThreshold[5])
- model = CCarCtrl::ChooseGangCarModel((*pClass = COLOMB) - MAFIA);
- else if (rnd < pZone->gangThreshold[6])
- model = CCarCtrl::ChooseGangCarModel((*pClass = NINES) - MAFIA);
- else if (rnd < pZone->gangThreshold[7])
- model = CCarCtrl::ChooseGangCarModel((*pClass = GANG8) - MAFIA);
- else if (rnd < pZone->gangThreshold[8])
- model = CCarCtrl::ChooseGangCarModel((*pClass = GANG9) - MAFIA);
- else
- model = CCarCtrl::ChooseCarModel((*pClass = TAXI));
+
+ if (rnd < pZone->copThreshold) {
+ *pClass = COPS;
+ model = ChoosePoliceCarModel();
+ continue;
+ }
+
+ int32 j;
+ for (j = 0; j < NUM_GANG_CAR_CLASSES; j++) {
+ if (rnd < pZone->gangThreshold[j]) {
+ *pClass = j + FIRST_GANG_CAR_RATING;
+ model = ChooseGangCarModel(j);
+ break;
+ }
+ }
+
+ if (j != NUM_GANG_CAR_CLASSES)
+ continue;
+
+ *pClass = ChooseCarRating(pZone);
+ model = ChooseCarModel(*pClass);
}
+ if (i == 0)
+ return -1;
return model;
}
@@ -637,42 +791,94 @@ int32
CCarCtrl::ChooseCarModel(int32 vehclass)
{
int32 model = -1;
- switch (vehclass) {
- case POOR:
- case RICH:
- case EXEC:
- case WORKER:
- case SPECIAL:
- case BIG:
- case TAXI:
- {
- if (TotalNumOfCarsOfRating[vehclass] == 0)
- debug("ChooseCarModel : No cars of type %d have been declared\n", vehclass);
- model = CarArrays[vehclass][NextCarOfRating[vehclass]];
- int32 total = TotalNumOfCarsOfRating[vehclass];
- NextCarOfRating[vehclass] += CGeneral::GetRandomNumberInRange(1, total);
- while (NextCarOfRating[vehclass] >= total)
- NextCarOfRating[vehclass] -= total;
- //NextCarOfRating[vehclass] %= total;
- TotalNumOfCarsOfRating[vehclass] = total; /* why... */
- }
- default:
- break;
- }
- return model;
+ ++NumRequestsOfCarRating[vehclass];
+ if (NumOfLoadedCarsOfRating[vehclass] == 0)
+ return -1;
+ int32 rnd = CGeneral::GetRandomNumberInRange(0, CarFreqArrays[vehclass][NumOfLoadedCarsOfRating[vehclass] - 1]);
+ int32 index = 0;
+ while (rnd > CarFreqArrays[vehclass][index])
+ index++;
+ assert(LoadedCarsArray[vehclass][index]);
+ return LoadedCarsArray[vehclass][index];
+}
+
+void
+CCarCtrl::AddToLoadedVehicleArray(int32 mi, int32 rating, int32 freq)
+{
+ LoadedCarsArray[rating][NumOfLoadedCarsOfRating[rating]] = mi;
+ assert(mi >= 130);
+ CarFreqArrays[rating][NumOfLoadedCarsOfRating[rating]] = freq;
+ if (NumOfLoadedCarsOfRating[rating])
+ CarFreqArrays[rating][NumOfLoadedCarsOfRating[rating]] += CarFreqArrays[rating][NumOfLoadedCarsOfRating[rating] - 1];
+ NumOfLoadedCarsOfRating[rating]++;
+}
+
+void
+CCarCtrl::RemoveFromLoadedVehicleArray(int mi, int32 rating)
+{
+ int index = 0;
+ while (LoadedCarsArray[rating][index] != -1) {
+ if (LoadedCarsArray[rating][index] == mi)
+ break;
+ index++;
+ }
+ assert(LoadedCarsArray[rating][index] == mi);
+ int32 freq = CarFreqArrays[rating][index];
+ if (index > 0)
+ freq -= CarFreqArrays[rating][index - 1];
+ while (LoadedCarsArray[rating][index + 1] != -1) {
+ LoadedCarsArray[rating][index] = LoadedCarsArray[rating][index + 1];
+ CarFreqArrays[rating][index] = CarFreqArrays[rating][index + 1] - freq;
+ index++;
+ }
+ --NumOfLoadedCarsOfRating[rating];
+}
+
+int32
+CCarCtrl::ChooseCarModelToLoad(int rating)
+{
+ return CarArrays[rating][CGeneral::GetRandomNumberInRange(0, TotalNumOfCarsOfRating[rating])];
}
int32
CCarCtrl::ChoosePoliceCarModel(void)
{
+ if (FindPlayerPed()->m_pWanted->AreMiamiViceRequired() &&
+#ifdef FIX_BUGS
+ (CTimer::GetTimeInMilliseconds() > LastTimeMiamiViceGenerated + 120000 || LastTimeMiamiViceGenerated == 0) &&
+#else
+ CTimer::GetTimeInMilliseconds() > LastTimeMiamiViceGenerated + 120000 &&
+#endif
+ CStreaming::HasModelLoaded(MI_VICECHEE)) {
+ switch (MiamiViceCycle) {
+ case 0:
+ if (CStreaming::HasModelLoaded(MI_VICE1) && CStreaming::HasModelLoaded(MI_VICE2))
+ return MI_VICECHEE;
+ break;
+ case 1:
+ if (CStreaming::HasModelLoaded(MI_VICE3) && CStreaming::HasModelLoaded(MI_VICE4))
+ return MI_VICECHEE;
+ break;
+ case 2:
+ if (CStreaming::HasModelLoaded(MI_VICE5) && CStreaming::HasModelLoaded(MI_VICE6))
+ return MI_VICECHEE;
+ break;
+ case 3:
+ if (CStreaming::HasModelLoaded(MI_VICE7) && CStreaming::HasModelLoaded(MI_VICE8))
+ return MI_VICECHEE;
+ break;
+ default:
+ break;
+ }
+ }
if (FindPlayerPed()->m_pWanted->AreSwatRequired() &&
CStreaming::HasModelLoaded(MI_ENFORCER) &&
CStreaming::HasModelLoaded(MI_POLICE))
return ((CGeneral::GetRandomNumber() & 0xF) == 0) ? MI_ENFORCER : MI_POLICE;
if (FindPlayerPed()->m_pWanted->AreFbiRequired() &&
- CStreaming::HasModelLoaded(MI_FBICAR) &&
+ CStreaming::HasModelLoaded(MI_FBIRANCH) &&
CStreaming::HasModelLoaded(MI_FBI))
- return MI_FBICAR;
+ return MI_FBIRANCH;
if (FindPlayerPed()->m_pWanted->AreArmyRequired() &&
CStreaming::HasModelLoaded(MI_RHINO) &&
CStreaming::HasModelLoaded(MI_BARRACKS) &&
@@ -684,8 +890,7 @@ CCarCtrl::ChoosePoliceCarModel(void)
int32
CCarCtrl::ChooseGangCarModel(int32 gang)
{
- if (CStreaming::HasModelLoaded(MI_GANG01 + 2 * gang) &&
- CStreaming::HasModelLoaded(MI_GANG02 + 2 * gang))
+ if (CGangs::HaveGangModelsLoaded(gang))
return CGangs::GetGangVehicleModel(gang);
return -1;
}
@@ -693,6 +898,7 @@ CCarCtrl::ChooseGangCarModel(int32 gang)
void
CCarCtrl::AddToCarArray(int32 id, int32 vehclass)
{
+ assert(TotalNumOfCarsOfRating[vehclass] < MAX_CAR_MODELS_IN_ARRAY);
CarArrays[vehclass][TotalNumOfCarsOfRating[vehclass]++] = id;
}
@@ -706,7 +912,7 @@ CCarCtrl::RemoveDistantCars()
PossiblyRemoveVehicle(pVehicle);
if (pVehicle->bCreateRoadBlockPeds){
if ((pVehicle->GetPosition() - FindPlayerCentreOfWorld(CWorld::PlayerInFocus)).Magnitude2D() < DISTANCE_TO_SPAWN_ROADBLOCK_PEDS) {
- CRoadBlocks::GenerateRoadBlockCopsForCar(pVehicle, pVehicle->m_nRoadblockType, pVehicle->m_nRoadblockNode);
+ CRoadBlocks::GenerateRoadBlockCopsForCar(pVehicle, pVehicle->m_nRoadblockType);
pVehicle->bCreateRoadBlockPeds = false;
}
}
@@ -714,6 +920,36 @@ CCarCtrl::RemoveDistantCars()
}
void
+CCarCtrl::RemoveCarsIfThePoolGetsFull(void)
+{
+ if ((CTimer::GetFrameCounter() & 7) != 3)
+ return;
+ if (CPools::GetVehiclePool()->GetNoOfFreeSpaces() >= 8)
+ return;
+ int i = CPools::GetVehiclePool()->GetSize();
+ float md = 10000000.f;
+ CVehicle* pClosestVehicle = nil;
+ while (i--) {
+ CVehicle* pVehicle = CPools::GetVehiclePool()->GetSlot(i);
+ if (!pVehicle)
+ continue;
+ if (IsThisVehicleInteresting(pVehicle) || pVehicle->bIsLocked)
+ continue;
+ if (!pVehicle->CanBeDeleted() || CCranes::IsThisCarBeingTargettedByAnyCrane(pVehicle))
+ continue;
+ float distance = (TheCamera.GetPosition() - pVehicle->GetPosition()).Magnitude();
+ if (distance < md) {
+ md = distance;
+ pClosestVehicle = pVehicle;
+ }
+ }
+ if (pClosestVehicle) {
+ CWorld::Remove(pClosestVehicle);
+ delete pClosestVehicle;
+ }
+}
+
+void
CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
{
#ifdef FIX_BUGS
@@ -730,7 +966,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
return;
}
float distanceToPlayer = (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D();
- float threshold = 50.0f;
+ float threshold = OFFSCREEN_DESPAWN_RANGE;
if (pVehicle->GetIsOnScreen() ||
TheCamera.Cams[TheCamera.ActiveCam].LookingLeft ||
TheCamera.Cams[TheCamera.ActiveCam].LookingRight ||
@@ -740,14 +976,17 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
pVehicle->GetModelIndex() == MI_AMBULAN ||
pVehicle->GetModelIndex() == MI_FIRETRUCK ||
pVehicle->bIsLawEnforcer ||
- pVehicle->bIsCarParkVehicle
+ pVehicle->bIsCarParkVehicle ||
+ CTimer::GetTimeInMilliseconds() < pVehicle->m_nSetPieceExtendedRangeTime
){
- threshold = 130.0f * TheCamera.GenerationDistMultiplier;
+ threshold = ONSCREEN_DESPAWN_RANGE * TheCamera.GenerationDistMultiplier;
}
+ if (TheCamera.GetForward().z < -0.9f)
+ threshold = 70.0f;
if (pVehicle->bExtendedRange)
- threshold *= 1.5f;
+ threshold *= EXTENDED_RANGE_DESPAWN_MULTIPLIER;
if (distanceToPlayer > threshold && !CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){
- if (pVehicle->GetIsOnScreen() && CRenderer::IsEntityCullZoneVisible(pVehicle)) {
+ if (pVehicle->GetIsOnScreen()){
pVehicle->bFadeOut = true;
}else{
CWorld::Remove(pVehicle);
@@ -756,10 +995,11 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
return;
}
}
- if ((pVehicle->GetStatus() == STATUS_SIMPLE || pVehicle->GetStatus() == STATUS_PHYSICS && pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS) &&
+ if ((pVehicle->GetStatus() == STATUS_SIMPLE || pVehicle->GetStatus() == STATUS_PHYSICS &&
+ (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS || pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS_IGNORE_LIGHTS)) &&
CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission > 5000 &&
!pVehicle->GetIsOnScreen() &&
- (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D() > 25.0f &&
+ (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D() > 22.0f &&
!IsThisVehicleInteresting(pVehicle) &&
!pVehicle->bIsLocked &&
pVehicle->CanBeDeleted() &&
@@ -773,7 +1013,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
if (pVehicle->GetStatus() != STATUS_WRECKED || pVehicle->m_nTimeOfDeath == 0)
return;
if (CTimer::GetTimeInMilliseconds() > pVehicle->m_nTimeOfDeath + 60000 &&
- !(pVehicle->GetIsOnScreen() && CRenderer::IsEntityCullZoneVisible(pVehicle)) ){
+ !pVehicle->GetIsOnScreen()){
if ((pVehicle->GetPosition() - vecPlayerPos).MagnitudeSqr() > SQR(7.5f)){
if (!CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){
CWorld::Remove(pVehicle);
@@ -797,6 +1037,16 @@ CCarCtrl::CountCarsOfType(int32 mi)
return total;
}
+static CVector GetRandomOffsetForVehicle(CVehicle* pVehicle, bool bNext)
+{
+ CVector offset;
+ int32 seed = ((bNext ? pVehicle->AutoPilot.m_nNextPathNodeInfo : pVehicle->AutoPilot.m_nCurrentPathNodeInfo) + pVehicle->m_randomSeed) & 7;
+ offset.x = (seed - 3) * 0.009f;
+ offset.y = ((seed >> 3) - 3) * 0.009f;
+ offset.z = 0.0f;
+ return offset;
+}
+
void
CCarCtrl::UpdateCarOnRails(CVehicle* pVehicle)
{
@@ -829,8 +1079,12 @@ CCarCtrl::UpdateCarOnRails(CVehicle* pVehicle)
pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
0.0f);
- CVector directionCurrentLink(currentPathLinkForwardX, currentPathLinkForwardY, 0.0f);
- CVector directionNextLink(nextPathLinkForwardX, nextPathLinkForwardY, 0.0f);
+ CVector directionCurrentLink = GetRandomOffsetForVehicle(pVehicle, false);
+ directionCurrentLink += CVector(currentPathLinkForwardX, currentPathLinkForwardY, 0.0f);
+ directionCurrentLink.Normalise();
+ CVector directionNextLink = GetRandomOffsetForVehicle(pVehicle, true);
+ directionNextLink += CVector(nextPathLinkForwardX, nextPathLinkForwardY, 0.0f);
+ directionNextLink.Normalise();
CVector positionIncludingCurve;
CVector directionIncludingCurve;
CCurves::CalcCurvePoint(
@@ -853,7 +1107,7 @@ CCarCtrl::FindMaximumSpeedForThisCarInTraffic(CVehicle* pVehicle)
{
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS ||
pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_PLOUGH_THROUGH)
- return pVehicle->AutoPilot.m_nCruiseSpeed;
+ return pVehicle->AutoPilot.GetCruiseSpeed();
float left = pVehicle->GetPosition().x - DISTANCE_TO_SCAN_FOR_DANGER;
float right = pVehicle->GetPosition().x + DISTANCE_TO_SCAN_FOR_DANGER;
float top = pVehicle->GetPosition().y - DISTANCE_TO_SCAN_FOR_DANGER;
@@ -865,33 +1119,33 @@ CCarCtrl::FindMaximumSpeedForThisCarInTraffic(CVehicle* pVehicle)
assert(xstart <= xend);
assert(ystart <= yend);
- float maxSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
+ float maxSpeed = pVehicle->AutoPilot.GetCruiseSpeed();
CWorld::AdvanceCurrentScanCode();
for (int y = ystart; y <= yend; y++){
for (int x = xstart; x <= xend; x++){
CSector* s = CWorld::GetSector(x, y);
- SlowCarDownForCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.m_nCruiseSpeed);
- SlowCarDownForCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES_OVERLAP], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.m_nCruiseSpeed);
- SlowCarDownForPedsSectorList(s->m_lists[ENTITYLIST_PEDS], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.m_nCruiseSpeed);
- SlowCarDownForPedsSectorList(s->m_lists[ENTITYLIST_PEDS_OVERLAP], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.m_nCruiseSpeed);
+ SlowCarDownForCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.GetCruiseSpeed());
+ SlowCarDownForCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES_OVERLAP], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.GetCruiseSpeed());
+ SlowCarDownForPedsSectorList(s->m_lists[ENTITYLIST_PEDS], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.GetCruiseSpeed());
+ SlowCarDownForPedsSectorList(s->m_lists[ENTITYLIST_PEDS_OVERLAP], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.GetCruiseSpeed());
}
}
pVehicle->bWarnedPeds = true;
- if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS)
+ if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS || pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS_IGNORE_LIGHTS)
return maxSpeed;
- return (maxSpeed + pVehicle->AutoPilot.m_nCruiseSpeed) / 2;
+ return (maxSpeed + pVehicle->AutoPilot.GetCruiseSpeed()) / 2;
}
void
CCarCtrl::ScanForPedDanger(CVehicle* pVehicle)
{
bool storedSlowDownFlag = pVehicle->AutoPilot.m_bSlowedDownBecauseOfPeds;
- float left = pVehicle->GetPosition().x - DISTANCE_TO_SCAN_FOR_DANGER;
- float right = pVehicle->GetPosition().x + DISTANCE_TO_SCAN_FOR_DANGER;
- float top = pVehicle->GetPosition().y - DISTANCE_TO_SCAN_FOR_DANGER;
- float bottom = pVehicle->GetPosition().y + DISTANCE_TO_SCAN_FOR_DANGER;
+ float left = pVehicle->GetPosition().x - DISTANCE_TO_SCAN_FOR_PED_DANGER;
+ float right = pVehicle->GetPosition().x + DISTANCE_TO_SCAN_FOR_PED_DANGER;
+ float top = pVehicle->GetPosition().y - DISTANCE_TO_SCAN_FOR_PED_DANGER;
+ float bottom = pVehicle->GetPosition().y + DISTANCE_TO_SCAN_FOR_PED_DANGER;
int xstart = Max(0, CWorld::GetSectorIndexX(left));
int xend = Min(NUMSECTORS_X - 1, CWorld::GetSectorIndexX(right));
int ystart = Max(0, CWorld::GetSectorIndexY(top));
@@ -932,7 +1186,7 @@ CCarCtrl::SlowCarOnRailsDownForTrafficAndLights(CVehicle* pVehicle)
if (curSpeed < 0.1f)
pVehicle->AutoPilot.ModifySpeed(0.0f);
else
- pVehicle->AutoPilot.ModifySpeed(Max(maxSpeed, curSpeed - 0.5f * CTimer::GetTimeStep()));
+ pVehicle->AutoPilot.ModifySpeed(Max(maxSpeed, curSpeed - 0.7f * CTimer::GetTimeStep()));
}
}
@@ -978,14 +1232,12 @@ void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList& lst, CVehicle* pVehicle, f
if (pVehicle->GetModelIndex() == MI_RCBANDIT){
if (dotVelocity * GAME_SPEED_TO_METERS_PER_SECOND / 2 > distanceUntilHit)
pPed->SetEvasiveStep(pVehicle, 0);
- }
- else if (dotVelocity > 0.3f) {
+ }else if (dotVelocity > 0.3f) {
if (sideLength + 0.1f < sidewaysDistance)
pPed->SetEvasiveStep(pVehicle, 0);
else
pPed->SetEvasiveDive(pVehicle, 0);
- }
- else if (dotVelocity > 0.1f) {
+ }else if (dotVelocity > 0.1f) {
if (sideLength - 0.5f < sidewaysDistance)
pPed->SetEvasiveStep(pVehicle, 0);
else
@@ -1035,7 +1287,7 @@ void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList& lst, CVehicle* pVehicle, f
if (distanceUntilHit < 10.0f){
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS ||
pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_SLOW_DOWN_FOR_CARS){
- *pSpeed = Min(*pSpeed, ABS(distanceUntilHit - 1.0f) * 0.1f * curSpeed);
+ *pSpeed = Min(*pSpeed, ABS(distanceUntilHit - 1.0f) / 10.0f * curSpeed);
pVehicle->AutoPilot.m_bSlowedDownBecauseOfPeds = true;
if (distanceUntilHit < 2.0f){
pVehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT;
@@ -1070,11 +1322,11 @@ void CCarCtrl::SlowCarDownForCarsSectorList(CPtrList& lst, CVehicle* pVehicle, f
void CCarCtrl::SlowCarDownForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float* pSpeed, float curSpeed)
{
CVector forwardA = pVehicle->GetForward();
- ((CVector2D)forwardA).NormaliseSafe();
+ ((CVector2D)forwardA).Normalise();
if (DotProduct2D(pOtherEntity->GetPosition() - pVehicle->GetPosition(), forwardA) < 0.0f)
return;
CVector forwardB = pOtherEntity->GetForward();
- ((CVector2D)forwardB).NormaliseSafe();
+ ((CVector2D)forwardB).Normalise();
forwardA.z = forwardB.z = 0.0f;
CVehicle* pOtherVehicle = (CVehicle*)pOtherEntity;
/* why is the argument CEntity if it's always CVehicle anyway and is casted? */
@@ -1085,8 +1337,8 @@ void CCarCtrl::SlowCarDownForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle,
float proximityA = TestCollisionBetween2MovingRects(pOtherVehicle, pVehicle, projectionX, projectionY, &forwardA, &forwardB, 0);
float proximityB = TestCollisionBetween2MovingRects(pVehicle, pOtherVehicle, -projectionX, -projectionY, &forwardB, &forwardA, 1);
float minProximity = Min(proximityA, proximityB);
- if (minProximity >= 0.0f && minProximity < 1.0f){
- minProximity = Max(0.0f, (minProximity - 0.2f) * 1.25f);
+ if (minProximity >= 0.0f && minProximity < 1.5f){
+ minProximity = Max(0.0f, (minProximity - 0.2f) / 1.3f);
pVehicle->AutoPilot.m_bSlowedDownBecauseOfCars = true;
*pSpeed = Min(*pSpeed, minProximity * curSpeed);
}
@@ -1233,7 +1485,7 @@ float CCarCtrl::TestCollisionBetween2MovingRects(CVehicle* pVehicleA, CVehicle*
float CCarCtrl::FindAngleToWeaveThroughTraffic(CVehicle* pVehicle, CPhysical* pTarget, float angleToTarget, float angleForward)
{
- float distanceToTest = Min(2.0f, pVehicle->GetMoveSpeed().Magnitude2D() * 2.5f + 1.0f) * 12.0f;
+ float distanceToTest = Min(2.0f, pVehicle->GetMoveSpeed().Magnitude2D() / 0.4f + 1.0f) * 12.0f;
float left = pVehicle->GetPosition().x - distanceToTest;
float right = pVehicle->GetPosition().x + distanceToTest;
float top = pVehicle->GetPosition().y - distanceToTest;
@@ -1312,22 +1564,24 @@ void CCarCtrl::WeaveThroughCarsSectorList(CPtrList& lst, CVehicle* pVehicle, CPh
void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
{
+ CVehicle* pOtherCar = (CVehicle*)pOtherEntity;
+ if (pVehicle->bPartOfConvoy && pOtherCar->bPartOfConvoy)
+ return;
if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE && pOtherEntity == FindPlayerVehicle())
return;
if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMCAR_CLOSE && pOtherEntity == pVehicle->AutoPilot.m_pTargetCar)
return;
- CVehicle* pOtherCar = (CVehicle*)pOtherEntity;
CVector2D vecDiff = pOtherCar->GetPosition() - pVehicle->GetPosition();
float angleBetweenVehicles = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
float distance = vecDiff.Magnitude();
if (distance < 1.0f)
return;
if (DotProduct2D(pVehicle->GetMoveSpeed() - pOtherCar->GetMoveSpeed(), vecDiff) * 110.0f -
- pOtherCar->GetModelInfo()->GetColModel()->boundingSphere.radius -
- pVehicle->GetModelInfo()->GetColModel()->boundingSphere.radius < distance)
+ pOtherCar->GetColModel()->boundingSphere.radius -
+ pVehicle->GetColModel()->boundingSphere.radius < distance)
return;
CVector2D forward = pVehicle->GetForward();
- forward.NormaliseSafe();
+ forward.Normalise();
float forwardAngle = CGeneral::GetATanOfXY(forward.x, forward.y);
float angleDiff = angleBetweenVehicles - forwardAngle;
float lenProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.y * sin(angleDiff));
@@ -1367,7 +1621,7 @@ void CCarCtrl::WeaveThroughPedsSectorList(CPtrList& lst, CVehicle* pVehicle, CPh
continue;
if (Abs(pPed->GetPosition().z - pVehicle->GetPosition().z) >= PED_HEIGHT_DIFF_TO_CONSIDER_WEAVING)
continue;
- if (pPed->m_pCurSurface != pVehicle)
+ if (pPed->m_pCurSurface != pVehicle && pPed->m_attachedTo != pVehicle)
WeaveForPed(pPed, pVehicle, pAngleToWeaveLeft, pAngleToWeaveRight);
}
@@ -1472,6 +1726,7 @@ void CCarCtrl::WeaveForObject(CEntity* pOtherEntity, CVehicle* pVehicle, float*
bool CCarCtrl::PickNextNodeAccordingStrategy(CVehicle* pVehicle)
{
+ pVehicle->AutoPilot.m_nCruiseSpeedMultiplierType = ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode].speedLimit;
switch (pVehicle->AutoPilot.m_nCarMission){
case MISSION_RAMPLAYER_FARAWAY:
case MISSION_BLOCKPLAYER_FARAWAY:
@@ -1498,23 +1753,30 @@ bool CCarCtrl::PickNextNodeAccordingStrategy(CVehicle* pVehicle)
return false;
default:
PickNextNodeRandomly(pVehicle);
+ if (ThePaths.GetNode(pVehicle->AutoPilot.m_nNextRouteNode)->bOnlySmallBoats && BoatWithTallMast(pVehicle->GetModelIndex()))
+ pVehicle->AutoPilot.m_nCruiseSpeed = 0;
return false;
}
}
void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
{
+ if (pVehicle->m_nRouteSeed)
+ CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed);
int32 prevNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
int32 curNode = pVehicle->AutoPilot.m_nNextRouteNode;
uint8 totalLinks = ThePaths.m_pathNodes[curNode].numLinks;
CCarPathLink* pCurLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
-#ifdef FIX_BUGS
- uint8 lanesOnCurrentPath = pCurLink->pathNodeIndex == curNode ?
- pCurLink->numLeftLanes : pCurLink->numRightLanes;
-#else
- uint8 lanesOnCurrentPath = pCurLink->pathNodeIndex == curNode ?
- pCurLink->numRightLanes : pCurLink->numLeftLanes;
-#endif
+ uint8 lanesOnCurrentPath;
+ bool isOnOneWayRoad;
+ if (pCurLink->pathNodeIndex == curNode) {
+ lanesOnCurrentPath = pCurLink->numLeftLanes;
+ isOnOneWayRoad = pCurLink->numRightLanes == 0;
+ }
+ else {
+ lanesOnCurrentPath = pCurLink->numRightLanes;
+ isOnOneWayRoad = pCurLink->numLeftLanes == 0;
+ }
uint8 allowedDirections = PATH_DIRECTION_NONE;
uint8 nextLane = pVehicle->AutoPilot.m_nNextLane;
if (nextLane == 0)
@@ -1536,6 +1798,7 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
CCarPathLink* pNextLink;
CPathNode* pNextPathNode;
bool goingAgainstOneWayRoad;
+ bool nextNodeIsOneWayRoad;
uint8 direction;
for(attempt = 0; attempt < ATTEMPTS_TO_FIND_NEXT_NODE; attempt++){
if (attempt != 0){
@@ -1545,7 +1808,7 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
if ((!pNextPathNode->bDeadEnd || pPrevPathNode->bDeadEnd) &&
(!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) &&
(!pNextPathNode->bBetweenLevels || pPrevPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel) &&
- !goingAgainstOneWayRoad)
+ !goingAgainstOneWayRoad && (!isOnOneWayRoad || !nextNodeIsOneWayRoad))
break;
}
}
@@ -1555,9 +1818,10 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
direction = FindPathDirection(prevNode, curNode, pVehicle->AutoPilot.m_nNextRouteNode);
pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
goingAgainstOneWayRoad = pNextLink->pathNodeIndex == curNode ? pNextLink->numRightLanes == 0 : pNextLink->numLeftLanes == 0;
+ nextNodeIsOneWayRoad = pNextLink->pathNodeIndex == curNode ? pNextLink->numLeftLanes == 0 : pNextLink->numRightLanes == 0;
}
if (attempt >= ATTEMPTS_TO_FIND_NEXT_NODE) {
- /* If we failed 15 times, then remove dead end and current lane limitations */
+ /* If we failed 15 times, then remove dead end, one way road and current lane limitations */
for (attempt = 0; attempt < ATTEMPTS_TO_FIND_NEXT_NODE; attempt++) {
if (attempt != 0) {
if (pVehicle->AutoPilot.m_nNextRouteNode != prevNode) {
@@ -1702,74 +1966,57 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float targetY, CVehicle* pTarget)
#endif
{
+ if (pVehicle->m_nRouteSeed)
+ CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed);
int prevNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
int curNode = pVehicle->AutoPilot.m_nNextRouteNode;
CPathNode* pPrevNode = &ThePaths.m_pathNodes[prevNode];
CPathNode* pCurNode = &ThePaths.m_pathNodes[curNode];
- CPathNode* pTargetNode;
+ CPathNode* pTargetNode[2];
int16 numNodes;
float distanceToTargetNode;
- if (pTarget && pTarget->m_pCurGroundEntity &&
- pTarget->m_pCurGroundEntity->IsBuilding() &&
- ((CBuilding*)pTarget->m_pCurGroundEntity)->GetIsATreadable() &&
- ((CTreadable*)pTarget->m_pCurGroundEntity)->m_nodeIndices[0][0] >= 0){
- CTreadable* pCurrentMapObject = (CTreadable*)pTarget->m_pCurGroundEntity;
- int closestNode = -1;
- float minDist = 100000.0f;
- for (int i = 0; i < 12; i++){
- int node = pCurrentMapObject->m_nodeIndices[0][i];
- if (node < 0)
- break;
- float dist = (ThePaths.m_pathNodes[node].GetPosition() - pTarget->GetPosition()).Magnitude();
- if (dist < minDist){
- minDist = dist;
- closestNode = node;
- }
- }
- ThePaths.DoPathSearch(0, pCurNode->GetPosition(), curNode,
+ ThePaths.DoPathSearch(0, pCurNode->GetPosition(), curNode,
#ifdef FIX_PATHFIND_BUG
- CVector(targetX, targetY, targetZ),
+ CVector(targetX, targetY, targetZ),
#else
- CVector(targetX, targetY, 0.0f),
+ CVector(targetX, targetY, 0.0f),
#endif
- &pTargetNode, &numNodes, 1, pVehicle, &distanceToTargetNode, 999999.9f, closestNode);
- }else
- {
-
- ThePaths.DoPathSearch(0, pCurNode->GetPosition(), curNode,
-#ifdef FIX_PATHFIND_BUG
- CVector(targetX, targetY, targetZ),
-#else
- CVector(targetX, targetY, 0.0f),
-#endif
- &pTargetNode, &numNodes, 1, pVehicle, &distanceToTargetNode, 999999.9f, -1);
- }
+ pTargetNode, &numNodes, 2, pVehicle, &distanceToTargetNode, 999999.9f, -1);
int newNextNode;
int nextLink;
- if (numNodes != 1 || pTargetNode == pCurNode){
- float currentAngle = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
- nextLink = 0;
- float lowestAngleChange = 10.0f;
- int numLinks = pCurNode->numLinks;
- newNextNode = 0;
- for (int i = 0; i < numLinks; i++){
- int conNode = ThePaths.ConnectedNode(i + pCurNode->firstLink);
- if (conNode == prevNode && i > 1)
- continue;
- CPathNode* pTestNode = &ThePaths.m_pathNodes[conNode];
- float angle = CGeneral::GetATanOfXY(pTestNode->GetX() - pCurNode->GetX(), pTestNode->GetY() - pCurNode->GetY());
- angle = LimitRadianAngle(angle - currentAngle);
- angle = ABS(angle);
- if (angle < lowestAngleChange){
- lowestAngleChange = angle;
- newNextNode = conNode;
- nextLink = i;
+ if (numNodes != 1 && numNodes != 2 || pTargetNode[0] == pCurNode){
+ if (numNodes != 2 || pTargetNode[1] == pCurNode) {
+ float currentAngle = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
+ nextLink = 0;
+ float lowestAngleChange = 10.0f;
+ int numLinks = pCurNode->numLinks;
+ newNextNode = 0;
+ for (int i = 0; i < numLinks; i++) {
+ int conNode = ThePaths.ConnectedNode(i + pCurNode->firstLink);
+ if (conNode == prevNode && i > 1)
+ continue;
+ CPathNode* pTestNode = &ThePaths.m_pathNodes[conNode];
+ float angle = CGeneral::GetATanOfXY(pTestNode->GetX() - pCurNode->GetX(), pTestNode->GetY() - pCurNode->GetY());
+ angle = LimitRadianAngle(angle - currentAngle);
+ angle = ABS(angle);
+ if (angle < lowestAngleChange) {
+ lowestAngleChange = angle;
+ newNextNode = conNode;
+ nextLink = i;
+ }
}
}
- }else{
+ else {
+ nextLink = 0;
+ newNextNode = pTargetNode[1] - ThePaths.m_pathNodes;
+ for (int i = pCurNode->firstLink; ThePaths.ConnectedNode(i) != newNextNode; i++, nextLink++)
+ ;
+ }
+ }
+ else {
nextLink = 0;
- newNextNode = pTargetNode - ThePaths.m_pathNodes;
+ newNextNode = pTargetNode[0] - ThePaths.m_pathNodes;
for (int i = pCurNode->firstLink; ThePaths.ConnectedNode(i) != newNextNode; i++, nextLink++)
;
}
@@ -1789,11 +2036,11 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
int8 lanesOnNextNode;
if (curNode >= pVehicle->AutoPilot.m_nNextRouteNode) {
pVehicle->AutoPilot.m_nNextDirection = 1;
- lanesOnNextNode = pNextLink->numLeftLanes;
+ lanesOnNextNode = pNextLink->numRightLanes;
}
else {
pVehicle->AutoPilot.m_nNextDirection = -1;
- lanesOnNextNode = pNextLink->numRightLanes;
+ lanesOnNextNode = pNextLink->numLeftLanes;
}
float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirX();
float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirY();
@@ -1848,6 +2095,8 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
bool CCarCtrl::PickNextNodeToFollowPath(CVehicle* pVehicle)
{
+ if (pVehicle->m_nRouteSeed)
+ CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed);
int curNode = pVehicle->AutoPilot.m_nNextRouteNode;
CPathNode* pCurNode = &ThePaths.m_pathNodes[curNode];
if (pVehicle->AutoPilot.m_nPathFindNodesCount == 0){
@@ -1855,8 +2104,9 @@ bool CCarCtrl::PickNextNodeToFollowPath(CVehicle* pVehicle)
pVehicle->AutoPilot.m_vecDestinationCoors, pVehicle->AutoPilot.m_aPathFindNodesInfo,
&pVehicle->AutoPilot.m_nPathFindNodesCount, NUM_PATH_NODES_IN_AUTOPILOT,
pVehicle, nil, 999999.9f, -1);
- if (pVehicle->AutoPilot.m_nPathFindNodesCount < 1)
+ if (pVehicle->AutoPilot.m_nPathFindNodesCount < 2)
return true;
+ pVehicle->AutoPilot.RemoveOnePathNode();
}
CPathNode* pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
CCarPathLink* pCurLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
@@ -1940,6 +2190,7 @@ void CCarCtrl::Init(void)
LastTimeAmbulanceCreated = 0;
#ifdef FIX_BUGS
LastTimeLawEnforcerCreated = 0;
+ LastTimeMiamiViceGenerated = 0;
#endif
bCarsGeneratedAroundCamera = false;
CountDownToCarsAtStart = 2;
@@ -1947,9 +2198,11 @@ void CCarCtrl::Init(void)
for (int i = 0; i < MAX_CARS_TO_KEEP; i++)
apCarsToKeep[i] = nil;
for (int i = 0; i < TOTAL_CUSTOM_CLASSES; i++){
- for (int j = 0; j < MAX_CAR_MODELS_IN_ARRAY; j++)
- CarArrays[i][j] = 0;
- NextCarOfRating[i] = 0;
+ for (int j = 0; j < MAX_CAR_MODELS_IN_ARRAY; j++) {
+ LoadedCarsArray[i][j] = -1;
+ }
+ NumOfLoadedCarsOfRating[i] = 0;
+ NumRequestsOfCarRating[i] = 0;
TotalNumOfCarsOfRating[i] = 0;
}
}
@@ -1967,13 +2220,14 @@ void CCarCtrl::ReInit(void)
LastTimeFireTruckCreated = 0;
LastTimeAmbulanceCreated = 0;
LastTimeLawEnforcerCreated = 0;
+ LastTimeMiamiViceGenerated = 0;
#endif
CountDownToCarsAtStart = 2;
CarDensityMultiplier = 1.0f;
for (int i = 0; i < MAX_CARS_TO_KEEP; i++)
apCarsToKeep[i] = nil;
for (int i = 0; i < TOTAL_CUSTOM_CLASSES; i++)
- NextCarOfRating[i] = 0;
+ NumRequestsOfCarRating[i] = 0;
}
void CCarCtrl::DragCarToPoint(CVehicle* pVehicle, CVector* pPoint)
@@ -2083,7 +2337,7 @@ void CCarCtrl::SteerAICarWithPhysics(CVehicle* pVehicle)
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
break;
case TEMPACT_HANDBRAKETURNLEFT:
- swerve = -1.0f; // It seems like this should be swerve = 1.0f (fixed in VC)
+ swerve = 1.0f;
accel = 0.0f;
brake = 0.0f;
handbrake = true;
@@ -2091,7 +2345,7 @@ void CCarCtrl::SteerAICarWithPhysics(CVehicle* pVehicle)
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
break;
case TEMPACT_HANDBRAKETURNRIGHT:
- swerve = 1.0f; // It seems like this should be swerve = -1.0f (fixed in VC)
+ swerve = -1.0f;
accel = 0.0f;
brake = 0.0f;
handbrake = true;
@@ -2167,7 +2421,13 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
case MISSION_GOTOCOORDS_ACCURATE:
case MISSION_RAMCAR_FARAWAY:
case MISSION_BLOCKCAR_FARAWAY:
- SteerAICarWithPhysicsFollowPath(pVehicle, pSwerve, pAccel, pBrake, pHandbrake);
+ if (pVehicle->AutoPilot.m_bIgnorePathfinding) {
+ *pSwerve = 0.0f;
+ *pAccel = 1.0f;
+ *pBrake = 0.0f;
+ *pHandbrake = false;
+ }else
+ SteerAICarWithPhysicsFollowPath(pVehicle, pSwerve, pAccel, pBrake, pHandbrake);
return;
case MISSION_RAMPLAYER_CLOSE:
{
@@ -2202,6 +2462,9 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
SteerAICarWithPhysicsTryingToBlockTarget_Stop(pVehicle, FindPlayerCoors().x, FindPlayerCoors().y,
FindPlayerSpeed().x, FindPlayerSpeed().y, pSwerve, pAccel, pBrake, pHandbrake);
return;
+ case MISSION_WAITFORDELETION:
+ case MISSION_HELI_LAND:
+ return;
case MISSION_GOTOCOORDS_STRAIGHT:
case MISSION_GOTO_COORDS_STRAIGHT_ACCURATE:
SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil,
@@ -2215,6 +2478,12 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
*pHandbrake = true;
*pBrake = 0.5f;
return;
+ case MISSION_GOTOCOORDS_ASTHECROWSWIMS:
+ SteerAIBoatWithPhysicsHeadingForTarget(pVehicle,
+ pVehicle->AutoPilot.m_vecDestinationCoors.x, pVehicle->AutoPilot.m_vecDestinationCoors.y,
+ pSwerve, pAccel, pBrake);
+ *pHandbrake = false;
+ return;
case MISSION_RAMCAR_CLOSE:
SteerAICarWithPhysicsHeadingForTarget(pVehicle, pVehicle->AutoPilot.m_pTargetCar,
pVehicle->AutoPilot.m_pTargetCar->GetPosition().x, pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
@@ -2236,26 +2505,132 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
pVehicle->AutoPilot.m_pTargetCar->GetMoveSpeed().y,
pSwerve, pAccel, pBrake, pHandbrake);
return;
+ case MISSION_HELI_FLYTOCOORS:
+ SteerAIHeliTowardsTargetCoors((CAutomobile*)pVehicle);
+ return;
+ case MISSION_ATTACKPLAYER:
+ SteerAIBoatWithPhysicsAttackingPlayer(pVehicle, pSwerve, pAccel, pBrake, pHandbrake);
+ return;
+ case MISSION_PLANE_FLYTOCOORS:
+ SteerAIPlaneTowardsTargetCoors((CAutomobile*)pVehicle);
+ return;
+ case MISSION_SLOWLY_DRIVE_TOWARDS_PLAYER_1:
+ SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil,
+ pVehicle->AutoPilot.m_vecDestinationCoors.x, pVehicle->AutoPilot.m_vecDestinationCoors.y,
+ pSwerve, pAccel, pBrake, pHandbrake);
+ return;
+ case MISSION_SLOWLY_DRIVE_TOWARDS_PLAYER_2:
+ SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil, FindPlayerCoors().x, FindPlayerCoors().y,
+ pSwerve, pAccel, pBrake, pHandbrake);
+ return;
+ case MISSION_BLOCKPLAYER_FORWARDANDBACK:
+ SteerAICarBlockingPlayerForwardAndBack(pVehicle, pSwerve, pAccel, pBrake, pHandbrake);
+ return;
default:
+ assert(0);
return;
}
}
-void CCarCtrl::SteerAIBoatWithPhysics(CBoat* pBoat)
+void CCarCtrl::SteerAICarBlockingPlayerForwardAndBack(CVehicle* pVehicle, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
{
- if (pBoat->AutoPilot.m_nCarMission == MISSION_GOTOCOORDS_ASTHECROWSWIMS){
- SteerAIBoatWithPhysicsHeadingForTarget(pBoat,
- pBoat->AutoPilot.m_vecDestinationCoors.x, pBoat->AutoPilot.m_vecDestinationCoors.y,
- &pBoat->m_fSteeringLeftRight, &pBoat->m_fAccelerate, &pBoat->m_fBrake);
- }else if (pBoat->AutoPilot.m_nCarMission == MISSION_NONE){
- pBoat->m_fSteeringLeftRight = 0.0f;
- pBoat->m_fAccelerate = 0.0f;
- pBoat->m_fBrake = 0.0f;
+ *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;
}
- pBoat->m_fSteerAngle = pBoat->m_fSteeringLeftRight;
- pBoat->m_fGasPedal = pBoat->m_fAccelerate;
- pBoat->m_fBrakePedal = pBoat->m_fBrake;
- pBoat->bIsHandbrakeOn = false;
+}
+
+void CCarCtrl::SteerAIBoatWithPhysicsHeadingForTarget(CVehicle* pVehicle, float targetX, float targetY, float* pSwerve, float* pAccel, float* pBrake)
+{
+ CVector2D forward = pVehicle->GetForward();
+ forward.Normalise();
+ float angleToTarget = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
+ float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
+ float steerAngle = LimitRadianAngle(angleToTarget - angleForward);
+ steerAngle = clamp(steerAngle, -DEFAULT_MAX_STEER_ANGLE, DEFAULT_MAX_STEER_ANGLE);
+#ifdef FIX_BUGS
+ float speedTarget = pVehicle->AutoPilot.GetCruiseSpeed();
+#else
+ float speedTarget = pVehicle->AutoPilot.m_nCruiseSpeed;
+#endif
+ float currentSpeed = pVehicle->GetMoveSpeed().Magnitude() * GAME_SPEED_TO_CARAI_SPEED;
+ float speedDiff = speedTarget - currentSpeed;
+ if (speedDiff <= 0.0f) {
+ speedDiff < -5.0f ? *pAccel = -0.2f : *pAccel = -0.1f;
+ steerAngle *= -1;
+ }
+ else if (speedDiff / currentSpeed > 0.25f) {
+ *pAccel = 1.0f;
+ }
+ else {
+ *pAccel = 1.0f - (0.25f - speedDiff / currentSpeed) * 4.0f;
+ }
+ *pBrake = 0.0f;
+ *pSwerve = steerAngle;
+}
+
+void CCarCtrl::SteerAIBoatWithPhysicsAttackingPlayer(CVehicle* pVehicle, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
+{
+ float distanceToPlayer = (FindPlayerCoors() - pVehicle->GetPosition()).Magnitude();
+ float projection = Min(distanceToPlayer / 20.0f, 2.0f);
+ CVector2D forward = pVehicle->GetForward();
+ forward.Normalise();
+ CVector2D vecToProjection = FindPlayerCoors() + FindPlayerSpeed() * projection * GAME_SPEED_TO_CARAI_SPEED;
+ float angleToTarget = CGeneral::GetATanOfXY(vecToProjection.x - pVehicle->GetPosition().x, vecToProjection.y - pVehicle->GetPosition().y);
+ float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
+ float steerAngle = LimitRadianAngle(angleToTarget - angleForward);
+#ifdef FIX_BUGS
+ float speedTarget = pVehicle->AutoPilot.GetCruiseSpeed();
+#else
+ float speedTarget = pVehicle->AutoPilot.m_nCruiseSpeed;
+#endif
+ float currentSpeed = pVehicle->GetMoveSpeed().Magnitude() * GAME_SPEED_TO_CARAI_SPEED;
+ float speedDiff = speedTarget - currentSpeed;
+ if (speedDiff <= 0.0f) {
+ speedDiff < -5.0f ? *pAccel = -0.2f : *pAccel = -0.1f;
+ }
+ else if (speedDiff / currentSpeed > 0.25f) {
+ *pAccel = 1.0f;
+ }
+ else {
+ *pAccel = 1.0f - (0.25f - speedDiff / currentSpeed) * 4.0f;
+ }
+ *pBrake = 0.0f;
+ *pSwerve = steerAngle;
+ *pHandbrake = false;
+ if (pVehicle->GetModelIndex() == MI_PREDATOR && distanceToPlayer < 40.0f && steerAngle < 0.15f)
+ pVehicle->FireFixedMachineGuns();
}
float CCarCtrl::FindMaxSteerAngle(CVehicle* pVehicle)
@@ -2263,10 +2638,151 @@ float CCarCtrl::FindMaxSteerAngle(CVehicle* pVehicle)
return pVehicle->GetModelIndex() == MI_ENFORCER ? 0.7f : DEFAULT_MAX_STEER_ANGLE;
}
+void CCarCtrl::SteerAIHeliTowardsTargetCoors(CAutomobile* pHeli)
+{
+ if (pHeli->m_aWheelSpeed[1] < 0.22f)
+ pHeli->m_aWheelSpeed[1] += 0.001f;
+ if (pHeli->m_aWheelSpeed[1] < 0.15f)
+ return;
+ CVector2D vecToTarget = pHeli->AutoPilot.m_vecDestinationCoors - pHeli->GetPosition();
+ float distanceToTarget = vecToTarget.Magnitude();
+#ifdef FIX_BUGS
+ float speed = pHeli->AutoPilot.GetCruiseSpeed() * 0.01f;
+#else
+ float speed = pHeli->AutoPilot.m_nCruiseSpeed * 0.01f;
+#endif
+ if (distanceToTarget <= 100.0f)
+ {
+ if (distanceToTarget > 75.0f)
+ speed *= 0.7f;
+ else if (distanceToTarget > 10.0f)
+ speed *= 0.4f;
+ else
+ speed *= 0.2f;
+ }
+ vecToTarget.Normalise();
+ CVector2D vecAdvanceThisFrame(vecToTarget * speed);
+ float resistance = Pow(0.997f, CTimer::GetTimeStep());
+ pHeli->m_vecMoveSpeed.x *= resistance;
+ pHeli->m_vecMoveSpeed.y *= resistance;
+ CVector2D vecSpeedDirection = vecAdvanceThisFrame - pHeli->m_vecMoveSpeed;
+ float vecSpeedChangeLength = vecSpeedDirection.Magnitude();
+ vecSpeedDirection.Normalise();
+ float changeMultiplier = 0.002f * CTimer::GetTimeStep();
+ if (distanceToTarget < 5.0f)
+ changeMultiplier /= 5.0f;
+ if (vecSpeedChangeLength < changeMultiplier)
+ pHeli->SetMoveSpeed(vecAdvanceThisFrame.x, vecAdvanceThisFrame.y, pHeli->GetMoveSpeed().z);
+ else
+ pHeli->AddToMoveSpeed(vecSpeedDirection * changeMultiplier);
+ pHeli->GetMatrix().Translate(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 = 0.001f * 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, -ZSpeedChangeMax);
+ else
+ pHeli->AddToMoveSpeed(0.0f, 0.0f, 1.5f * ZSpeedChangeMax);
+ }
+ pHeli->GetMatrix().Translate(0.0f, 0.0f, CTimer::GetTimeStep() * pHeli->GetMoveSpeed().z);
+ pHeli->m_vecTurnSpeed.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;
+ fAngleTarget -= pHeli->m_fOrientation;
+ 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;
+ float ZTurnSpeedLimit = 0.0002f * CTimer::GetTimeStep();
+ if (Abs(ZTurnSpeedChangeTarget) < ZTurnSpeedLimit)
+ pHeli->m_vecTurnSpeed.z = ZTurnSpeedTarget;
+ else if (ZTurnSpeedChangeTarget < 0.0f)
+ pHeli->m_vecTurnSpeed.z -= ZTurnSpeedLimit;
+ else
+ pHeli->m_vecTurnSpeed.z += ZTurnSpeedLimit;
+ 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(Cos(pHeli->m_fOrientation), Sin(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::SteerAIPlaneTowardsTargetCoors(CAutomobile* pPlane)
+{
+ CVector2D vecToTarget = pPlane->AutoPilot.m_vecDestinationCoors - pPlane->GetPosition();
+ float fForwardZ = (pPlane->AutoPilot.m_vecDestinationCoors.z - pPlane->GetPosition().z) / vecToTarget.Magnitude();
+ fForwardZ = clamp(fForwardZ, -0.3f, 0.3f);
+ float angle = CGeneral::GetATanOfXY(vecToTarget.x, vecToTarget.y);
+ while (angle > TWOPI)
+ angle -= TWOPI;
+ float difference = LimitRadianAngle(angle - pPlane->m_fOrientation);
+ float steer = difference > 0.0f ? 0.04f : -0.04f;
+ if (Abs(difference) < 0.2f)
+ steer *= 5.0f * Abs(difference);
+ pPlane->m_fPlaneSteer *= Pow(0.96f, CTimer::GetTimeStep());
+ float steerChange = steer - pPlane->m_fPlaneSteer;
+ float maxChange = 0.003f * CTimer::GetTimeStep();
+ if (Abs(steerChange) < maxChange)
+ pPlane->m_fPlaneSteer = steer;
+ else if (steerChange < 0.0f)
+ pPlane->m_fPlaneSteer -= maxChange;
+ else
+ pPlane->m_fPlaneSteer += maxChange;
+ pPlane->m_fOrientation += pPlane->m_fPlaneSteer * CTimer::GetTimeStep();
+ CVector up(0.0f, 0.0f, 1.0f);
+ up.Normalise();
+ CVector forward(Cos(pPlane->m_fOrientation), Sin(pPlane->m_fOrientation), fForwardZ);
+ forward.Normalise();
+ CVector right = CrossProduct(forward, up);
+ right.z -= 5.0f * pPlane->m_fPlaneSteer;
+ right.Normalise();
+ up = CrossProduct(forward, right);
+ up.Normalise();
+ right = CrossProduct(forward, up);
+ pPlane->GetMatrix().GetRight() = right;
+ pPlane->GetMatrix().GetForward() = forward;
+ pPlane->GetMatrix().GetUp() = up;
+ float newSplit = 1.0f - Pow(0.95f, CTimer::GetTimeStep());
+ float oldSplit = 1.0f - newSplit;
+#ifdef FIX_BUGS
+ pPlane->m_vecMoveSpeed = pPlane->m_vecMoveSpeed * oldSplit + pPlane->AutoPilot.GetCruiseSpeed() * 0.01f * forward * newSplit;
+#else
+ pPlane->m_vecMoveSpeed = pPlane->m_vecMoveSpeed * oldSplit + pPlane->AutoPilot.m_nCruiseSpeed * 0.01f * forward * newSplit;
+#endif
+ pPlane->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
+}
+
void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
{
CVector2D forward = pVehicle->GetForward();
- forward.NormaliseSafe();
+ forward.Normalise();
CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
CVector2D currentPathLinkForward(pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection,
@@ -2291,17 +2807,13 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv
switch (pVehicle->AutoPilot.m_nCarMission){
case MISSION_GOTOCOORDS:
pVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_STRAIGHT;
- *pSwerve = 0.0f;
- *pAccel = 0.0f;
- *pBrake = 0.0f;
- *pHandbrake = false;
+ SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil, pVehicle->AutoPilot.m_vecDestinationCoors.x,
+ pVehicle->AutoPilot.m_vecDestinationCoors.y, pSwerve, pAccel, pBrake, pHandbrake);
return;
case MISSION_GOTOCOORDS_ACCURATE:
pVehicle->AutoPilot.m_nCarMission = MISSION_GOTO_COORDS_STRAIGHT_ACCURATE;
- *pSwerve = 0.0f;
- *pAccel = 0.0f;
- *pBrake = 0.0f;
- *pHandbrake = false;
+ SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil, pVehicle->AutoPilot.m_vecDestinationCoors.x,
+ pVehicle->AutoPilot.m_vecDestinationCoors.y, pSwerve, pAccel, pBrake, pHandbrake);
return;
default: break;
}
@@ -2338,11 +2850,14 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv
switch (pVehicle->AutoPilot.m_nDrivingStyle) {
case DRIVINGSTYLE_STOP_FOR_CARS:
case DRIVINGSTYLE_SLOW_DOWN_FOR_CARS:
+ case DRIVINGSTYLE_STOP_FOR_CARS_IGNORE_LIGHTS:
speedStyleMultiplier = FindMaximumSpeedForThisCarInTraffic(pVehicle);
#ifdef FIX_BUGS
- if (pVehicle->AutoPilot.m_nCruiseSpeed != 0)
+ if (pVehicle->AutoPilot.GetCruiseSpeed() != 0)
+ speedStyleMultiplier /= pVehicle->AutoPilot.GetCruiseSpeed();
+#else
+ speedStyleMultiplier /= pVehicle->AutoPilot.m_nCruiseSpeed;
#endif
- speedStyleMultiplier /= pVehicle->AutoPilot.m_nCruiseSpeed;
break;
default:
speedStyleMultiplier = 1.0f;
@@ -2404,7 +2919,7 @@ void CCarCtrl::SteerAICarWithPhysicsHeadingForTarget(CVehicle* pVehicle, CPhysic
{
*pHandbrake = false;
CVector2D forward = pVehicle->GetForward();
- forward.NormaliseSafe();
+ forward.Normalise();
float angleToTarget = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS)
@@ -2422,7 +2937,7 @@ void CCarCtrl::SteerAICarWithPhysicsHeadingForTarget(CVehicle* pVehicle, CPhysic
float speedDiff = speedTarget - currentSpeed;
if (speedDiff <= 0.0f){
*pAccel = 0.0f;
- *pBrake = Min(0.5f, -speedDiff * 0.05f);
+ *pBrake = Min(0.5f, -speedDiff / 20.0f);
}else if (currentSpeed < 25.0f){
*pAccel = Min(1.0f, speedDiff * 0.1f);
*pBrake = 0.0f;
@@ -2447,6 +2962,7 @@ void CCarCtrl::SteerAICarWithPhysicsTryingToBlockTarget(CVehicle* pVehicle, floa
pVehicle->AutoPilot.m_nCarMission = (pVehicle->AutoPilot.m_nCarMission == MISSION_BLOCKCAR_CLOSE) ?
MISSION_BLOCKCAR_HANDBRAKESTOP : MISSION_BLOCKPLAYER_HANDBRAKESTOP;
}
+
void CCarCtrl::SteerAICarWithPhysicsTryingToBlockTarget_Stop(CVehicle* pVehicle, float targetX, float targetY, float targetSpeedX, float targetSpeedY, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
{
*pSwerve = 0.0f;
@@ -2488,26 +3004,6 @@ void CCarCtrl::SteerAICarWithPhysicsTryingToBlockTarget_Stop(CVehicle* pVehicle,
}
}
-void CCarCtrl::SteerAIBoatWithPhysicsHeadingForTarget(CBoat* pBoat, float targetX, float targetY, float* pSwerve, float* pAccel, float* pBrake)
-{
- CVector2D forward(pBoat->GetForward());
- forward.NormaliseSafe();
- CVector2D distanceToTarget = CVector2D(targetX, targetY) - pBoat->GetPosition();
- float angleToTarget = CGeneral::GetATanOfXY(distanceToTarget.x, distanceToTarget.y);
- float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
- float angleDiff = LimitRadianAngle(angleToTarget - angleForward);
- angleDiff = Min(DEFAULT_MAX_STEER_ANGLE, Max(-DEFAULT_MAX_STEER_ANGLE, angleDiff));
- float currentSpeed = pBoat->GetMoveSpeed().Magnitude2D(); // +0.0f for some reason
- float speedDiff = pBoat->AutoPilot.m_nCruiseSpeed - currentSpeed * 60.0f;
- if (speedDiff > 0.0f){
- float accRemaining = speedDiff / pBoat->AutoPilot.m_nCruiseSpeed;
- *pAccel = (accRemaining > 0.25f) ? 1.0f : 1.0f - (0.25f - accRemaining) * 4.0f;
- }else
- *pAccel = (speedDiff < -5.0f) ? -0.2f : -0.1f;
- *pBrake = 0.0f;
- *pSwerve = angleDiff;
-}
-
void
CCarCtrl::RegisterVehicleOfInterest(CVehicle* pVehicle)
{
@@ -2615,6 +3111,7 @@ bool CCarCtrl::JoinCarWithRoadSystemGotoCoors(CVehicle* pVehicle, CVector vecTar
pVehicle->AutoPilot.m_aPathFindNodesInfo, &pVehicle->AutoPilot.m_nPathFindNodesCount);
if (pVehicle->AutoPilot.m_nPathFindNodesCount < 2){
pVehicle->AutoPilot.m_nPrevRouteNode = pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_nNextRouteNode = 0;
+ pVehicle->AutoPilot.m_nPathFindNodesCount = 0;
return true;
}
pVehicle->AutoPilot.m_nPrevRouteNode = 0;
@@ -2629,6 +3126,8 @@ bool CCarCtrl::JoinCarWithRoadSystemGotoCoors(CVehicle* pVehicle, CVector vecTar
void CCarCtrl::FindLinksToGoWithTheseNodes(CVehicle* pVehicle)
{
+ if (pVehicle->m_nRouteSeed)
+ CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed);
int nextLink;
CPathNode* pCurNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nCurrentRouteNode];
for (nextLink = 0; nextLink < 12; nextLink++)
@@ -2642,11 +3141,23 @@ void CCarCtrl::FindLinksToGoWithTheseNodes(CVehicle* pVehicle)
curLink = 0;
curConnection = ThePaths.m_carPathConnections[pCurNode->firstLink];
}else{
- curConnection = pVehicle->AutoPilot.m_nNextPathNodeInfo;
- while (curConnection == pVehicle->AutoPilot.m_nNextPathNodeInfo){
- curLink = CGeneral::GetRandomNumber() % pCurNode->numLinks;
- curConnection = ThePaths.m_carPathConnections[curLink + pCurNode->firstLink];
+ int closestLink = -1;
+ float md = 999999.9f;
+
+ for (curLink = 0; curLink < pCurNode->numLinks; curLink++) {
+ int node = ThePaths.ConnectedNode(curLink + pCurNode->firstLink);
+ CPathNode* pNode = &ThePaths.m_pathNodes[node];
+ if (node == pVehicle->AutoPilot.m_nNextRouteNode)
+ continue;
+ CVector vCurPos = pCurNode->GetPosition();
+ CVector vNextPos = pNode->GetPosition();
+ float dist = CCollision::DistToLine(&vCurPos, &vNextPos, &pVehicle->GetPosition());
+ if (dist < md) {
+ md = dist;
+ closestLink = curLink;
+ }
}
+ curConnection = ThePaths.m_carPathConnections[closestLink + pCurNode->firstLink];
}
pVehicle->AutoPilot.m_nCurrentPathNodeInfo = curConnection;
pVehicle->AutoPilot.m_nCurrentDirection = (ThePaths.ConnectedNode(curLink + pCurNode->firstLink) >= pVehicle->AutoPilot.m_nCurrentRouteNode) ? 1 : -1;
@@ -2656,6 +3167,8 @@ void CCarCtrl::GenerateEmergencyServicesCar(void)
{
if (FindPlayerPed()->m_pWanted->m_nWantedLevel > 3)
return;
+ if (CGame::IsInInterior())
+ return;
if (NumFiretrucksOnDuty + NumAmbulancesOnDuty + NumParkedCars + NumMissionCars +
NumLawEnforcerCars + NumRandomCars > MaxNumberOfCarsInUse)
return;
@@ -2708,12 +3221,14 @@ bool CCarCtrl::GenerateOneEmergencyServicesCar(uint32 mi, CVector vecPos)
int curNode, nextNode;
float posBetweenNodes;
while (!created && attempts < 5){
- if (ThePaths.NewGenerateCarCreationCoors(pPlayerPos.x, pPlayerPos.y, 0.707f, 0.707f,
- 120.0f, -1.0f, true, &spawnPos, &curNode, &nextNode, &posBetweenNodes, false)){
+ if (ThePaths.GenerateCarCreationCoors(pPlayerPos.x, pPlayerPos.y, 0.707f, 0.707f,
+ REQUEST_ONSCREEN_DISTANCE, -1.0f, true, &spawnPos, &curNode, &nextNode, &posBetweenNodes, false)){
int16 colliding[2];
- CWorld::FindObjectsKindaColliding(spawnPos, 10.0f, true, colliding, 2, nil, false, true, true, false, false);
- if (colliding[0] == 0)
- created = true;
+ if (!ThePaths.GetNode(curNode)->bWaterPath) {
+ CWorld::FindObjectsKindaColliding(spawnPos, 10.0f, true, colliding, 2, nil, false, true, true, false, false);
+ if (colliding[0] == 0)
+ created = true;
+ }
}
attempts += 1;
}
@@ -2727,7 +3242,7 @@ bool CCarCtrl::GenerateOneEmergencyServicesCar(uint32 mi, CVector vecPos)
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
CVector2D direction = vecPos - spawnPos;
- direction.NormaliseSafe();
+ direction.Normalise();
pVehicle->GetForward() = CVector(direction.x, direction.y, 0.0f);
pVehicle->GetRight() = CVector(direction.y, -direction.x, 0.0f);
pVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f);
@@ -2772,18 +3287,24 @@ void CCarCtrl::UpdateCarCount(CVehicle* pVehicle, bool remove)
if (remove){
switch (pVehicle->VehicleCreatedBy){
case RANDOM_VEHICLE:
- if (pVehicle->bIsLawEnforcer)
- --NumLawEnforcerCars;
- --NumRandomCars;
+ if (pVehicle->bIsLawEnforcer) {
+ if (--NumLawEnforcerCars < 0)
+ NumLawEnforcerCars = 0;
+ }
+ if (--NumRandomCars < 0)
+ NumRandomCars = 0;
return;
case MISSION_VEHICLE:
- --NumMissionCars;
+ if (--NumMissionCars < 0)
+ NumMissionCars = 0;
return;
case PARKED_VEHICLE:
- --NumParkedCars;
+ if (--NumParkedCars < 0)
+ NumParkedCars = 0;
return;
case PERMANENT_VEHICLE:
- --NumPermanentCars;;
+ if (--NumPermanentCars < 0)
+ NumPermanentCars = 0;
return;
}
}
@@ -2801,7 +3322,7 @@ void CCarCtrl::UpdateCarCount(CVehicle* pVehicle, bool remove)
++NumParkedCars;
return;
case PERMANENT_VEHICLE:
- ++NumPermanentCars;;
+ ++NumPermanentCars;
return;
}
}
@@ -2809,12 +3330,30 @@ void CCarCtrl::UpdateCarCount(CVehicle* pVehicle, bool remove)
bool CCarCtrl::ThisRoadObjectCouldMove(int16 mi)
{
+#ifdef GTA_BRIDGE
return mi == MI_BRIDGELIFT || mi == MI_BRIDGEROADSEGMENT;
+#else
+ return false;
+#endif
}
bool CCarCtrl::MapCouldMoveInThisArea(float x, float y)
{
+#ifdef GTA_BRIDGE // actually they forgot that in VC...
// bridge moves up and down
return x > -342.0f && x < -219.0f &&
y > -677.0f && y < -580.0f;
+#else
+ return false;
+#endif
+}
+
+float CCarCtrl::FindSpeedMultiplierWithSpeedFromNodes(int8 type)
+{
+ switch (type)
+ {
+ case 1: return 1.5f;
+ case 2: return 2.0f;
+ }
+ return 1.0f;
}