From 2f7d2fa3ad697b6fa1896ac75f97c23f52ed843e Mon Sep 17 00:00:00 2001 From: Nikolay Korolev Date: Sun, 10 May 2020 12:25:30 +0300 Subject: more car control --- src/control/CarCtrl.cpp | 367 ++++++++++++++++++++++++++++++------------------ 1 file changed, 233 insertions(+), 134 deletions(-) (limited to 'src/control/CarCtrl.cpp') diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp index 88fc92f3..d29b52ab 100644 --- a/src/control/CarCtrl.cpp +++ b/src/control/CarCtrl.cpp @@ -35,46 +35,50 @@ #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 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 FARAWAY_DISTANCE_REMOVAL 120.0f +#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 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) int CCarCtrl::NumLawEnforcerCars; int CCarCtrl::NumAmbulancesOnDuty; @@ -177,7 +181,7 @@ CCarCtrl::GenerateOneRandomCar() angleLimit = -1.0f; bTopDownCamera = true; invertAngleLimitTest = true; - preferredDistance = 55.0f; + preferredDistance = OFFSCREEN_DESPAWN_RANGE + 15.0f; /* BUG: testForCollision not initialized in original game. */ testForCollision = false; }else if (!pPlayerVehicle){ @@ -191,14 +195,14 @@ CCarCtrl::GenerateOneRandomCar() /* Forward to his current direction (camera direction). */ angleLimit = 0.707f; /* 45 degrees */ invertAngleLimitTest = true; - preferredDistance = 110.0f * 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 */ @@ -213,21 +217,21 @@ CCarCtrl::GenerateOneRandomCar() /* Spawn a vehicle in a very narrow gap in front of a player */ angleLimit = 0.85f; /* approx 30 degrees */ invertAngleLimitTest = true; - preferredDistance = 110.0f * 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 = 110.0f * 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 */ @@ -241,14 +245,14 @@ CCarCtrl::GenerateOneRandomCar() /* Spawn a vehicle in a very narrow gap in front of a player */ angleLimit = 0.85f; /* approx 30 degrees */ invertAngleLimitTest = true; - preferredDistance = 110.0f * 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 = 110.0f * TheCamera.GenerationDistMultiplier; + preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier; break; case 2: case 3: @@ -256,7 +260,7 @@ CCarCtrl::GenerateOneRandomCar() /* Kinda not within camera angle. */ angleLimit = 0.707f; /* 45 degrees */ invertAngleLimitTest = false; - preferredDistance = 40.0f; + preferredDistance = OFFSCREEN_DESPAWN_RANGE; break; } }else{ @@ -271,14 +275,14 @@ CCarCtrl::GenerateOneRandomCar() /* Forward to his current direction (camera direction). */ angleLimit = 0.707f; /* 45 degrees */ invertAngleLimitTest = true; - preferredDistance = 110.0f * 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; } } @@ -586,20 +590,21 @@ CCarCtrl::GenerateOneRandomCar() case COPS_BOAT: pVehicle->ChangeLawEnforcerState(1); pVehicle->SetStatus(STATUS_PHYSICS); + break; default: - pVehicle->SetStatus(STATUS_SIMPLE); + bBoatGenerated ? pVehicle->SetStatus(STATUS_PHYSICS) : pVehicle->SetStatus(STATUS_SIMPLE); break; } CVisibilityPlugins::SetClumpAlpha(pVehicle->GetClump(), 0); if (!pVehicle->GetIsOnScreen()){ - if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > 40.0f * (pVehicle->bExtendedRange ? 1.5f : 1.0f)) { + 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 * (pVehicle->bExtendedRange ? 1.5f : 1.0f) * FARAWAY_DISTANCE_REMOVAL || - (vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * 100.0f) { + 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; } @@ -840,24 +845,27 @@ 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)) { - // TODO(MIAMI): setup correct models! switch (MiamiViceCycle) { case 0: - if (CStreaming::HasModelLoaded(MI_COP) && CStreaming::HasModelLoaded(MI_COP)) + if (CStreaming::HasModelLoaded(MI_VICE1) && CStreaming::HasModelLoaded(MI_VICE2)) return MI_VICECHEE; break; case 1: - if (CStreaming::HasModelLoaded(MI_COP) && CStreaming::HasModelLoaded(MI_COP)) + if (CStreaming::HasModelLoaded(MI_VICE3) && CStreaming::HasModelLoaded(MI_VICE4)) return MI_VICECHEE; break; case 2: - if (CStreaming::HasModelLoaded(MI_COP) && CStreaming::HasModelLoaded(MI_COP)) + if (CStreaming::HasModelLoaded(MI_VICE5) && CStreaming::HasModelLoaded(MI_VICE6)) return MI_VICECHEE; break; case 3: - if (CStreaming::HasModelLoaded(MI_COP) && CStreaming::HasModelLoaded(MI_COP)) + if (CStreaming::HasModelLoaded(MI_VICE7) && CStreaming::HasModelLoaded(MI_VICE8)) return MI_VICECHEE; break; default: @@ -956,7 +964,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle) return; } float distanceToPlayer = (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D(); - float threshold = 40.0f; + float threshold = OFFSCREEN_DESPAWN_RANGE; if (pVehicle->GetIsOnScreen() || TheCamera.Cams[TheCamera.ActiveCam].LookingLeft || TheCamera.Cams[TheCamera.ActiveCam].LookingRight || @@ -968,12 +976,12 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle) pVehicle->bIsLawEnforcer || pVehicle->bIsCarParkVehicle ){ - threshold = FARAWAY_DISTANCE_REMOVAL * 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()){ pVehicle->bFadeOut = true; @@ -1553,12 +1561,13 @@ void CCarCtrl::WeaveThroughCarsSectorList(CPtrList& lst, CVehicle* pVehicle, CPh void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAngleToWeaveLeft, float* pAngleToWeaveRight) { - // TODO(MIAMI): + 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(); @@ -1958,11 +1967,13 @@ 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; ThePaths.DoPathSearch(0, pCurNode->GetPosition(), curNode, @@ -1971,33 +1982,42 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t #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++) ; } @@ -2017,11 +2037,11 @@ 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(); @@ -2076,6 +2096,8 @@ 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){ @@ -2168,6 +2190,7 @@ void CCarCtrl::Init(void) LastTimeAmbulanceCreated = 0; #ifdef FIX_BUGS LastTimeLawEnforcerCreated = 0; + LastTimeMiamiViceGenerated = 0; #endif bCarsGeneratedAroundCamera = false; CountDownToCarsAtStart = 2; @@ -2197,6 +2220,7 @@ void CCarCtrl::ReInit(void) LastTimeFireTruckCreated = 0; LastTimeAmbulanceCreated = 0; LastTimeLawEnforcerCreated = 0; + LastTimeMiamiViceGenerated = 0; #endif CountDownToCarsAtStart = 2; CarDensityMultiplier = 1.0f; @@ -2313,7 +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; @@ -2321,7 +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; @@ -2432,6 +2456,9 @@ 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, @@ -2445,6 +2472,12 @@ 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, @@ -2466,26 +2499,93 @@ 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::SteerAIBoatWithPhysicsHeadingForTarget(CVehicle* pVehicle, float targetX, float targetY, float* pSwerve, float* pAccel, float* pBrake) { - 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; + 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; } - pBoat->m_fSteerAngle = pBoat->m_fSteeringLeftRight; - pBoat->m_fGasPedal = pBoat->m_fAccelerate; - pBoat->m_fBrakePedal = pBoat->m_fBrake; - pBoat->bIsHandbrakeOn = false; + 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 * 0.05f, 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) @@ -2672,6 +2772,7 @@ 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; @@ -2713,26 +2814,6 @@ 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.Normalise(); - 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) { @@ -2852,8 +2933,12 @@ bool CCarCtrl::JoinCarWithRoadSystemGotoCoors(CVehicle* pVehicle, CVector vecTar return false; } + +//TODO 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++) @@ -2881,6 +2966,8 @@ 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; @@ -2936,9 +3023,11 @@ bool CCarCtrl::GenerateOneEmergencyServicesCar(uint32 mi, CVector vecPos) if (ThePaths.NewGenerateCarCreationCoors(pPlayerPos.x, pPlayerPos.y, 0.707f, 0.707f, 120.0f, -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; } @@ -2997,18 +3086,24 @@ 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; } } @@ -3026,7 +3121,7 @@ void CCarCtrl::UpdateCarCount(CVehicle* pVehicle, bool remove) ++NumParkedCars; return; case PERMANENT_VEHICLE: - ++NumPermanentCars;; + ++NumPermanentCars; return; } } @@ -3034,7 +3129,11 @@ 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) -- cgit v1.2.3