#include "common.h"
#include "CarCtrl.h"
#include "Accident.h"
#include "Automobile.h"
#include "Camera.h"
#include "CarAI.h"
#include "CarGen.h"
#include "Cranes.h"
#include "Curves.h"
#include "CutsceneMgr.h"
#include "Gangs.h"
#include "Garages.h"
#include "General.h"
#include "IniFile.h"
#include "ModelIndices.h"
#include "PathFind.h"
#include "Ped.h"
#include "PlayerInfo.h"
#include "PlayerPed.h"
#include "Wanted.h"
#include "Pools.h"
#include "Renderer.h"
#include "RoadBlocks.h"
#include "Timer.h"
#include "TrafficLights.h"
#include "Streaming.h"
#include "VisibilityPlugins.h"
#include "Vehicle.h"
#include "Fire.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
int CCarCtrl::NumLawEnforcerCars;
int CCarCtrl::NumAmbulancesOnDuty;
int CCarCtrl::NumFiretrucksOnDuty;
bool CCarCtrl::bCarsGeneratedAroundCamera;
float CCarCtrl::CarDensityMultiplier = 1.0f;
int32 CCarCtrl::NumMissionCars;
int32 CCarCtrl::NumRandomCars;
int32 CCarCtrl::NumParkedCars;
int32 CCarCtrl::NumPermanentCars;
int8 CCarCtrl::CountDownToCarsAtStart;
int32 CCarCtrl::MaxNumberOfCarsInUse = 12;
uint32 CCarCtrl::LastTimeLawEnforcerCreated;
uint32 CCarCtrl::LastTimeFireTruckCreated;
uint32 CCarCtrl::LastTimeAmbulanceCreated;
int32 CCarCtrl::TotalNumOfCarsOfRating[TOTAL_CUSTOM_CLASSES];
int32 CCarCtrl::NextCarOfRating[TOTAL_CUSTOM_CLASSES];
int32 CCarCtrl::CarArrays[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY];
CVehicle* apCarsToKeep[MAX_CARS_TO_KEEP];
uint32 aCarsToKeepTime[MAX_CARS_TO_KEEP];
void
CCarCtrl::GenerateRandomCars()
{
if (CCutsceneMgr::IsRunning())
return;
if (NumRandomCars < 30){
if (CountDownToCarsAtStart == 0){
GenerateOneRandomCar();
}
else if (--CountDownToCarsAtStart == 0) {
for (int i = 0; i < 50; i++)
GenerateOneRandomCar();
CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter = 20;
}
}
/* Approximately once per 4 seconds. */
if ((CTimer::GetTimeInMilliseconds() & 0xFFFFF000) != (CTimer::GetPreviousTimeInMilliseconds() & 0xFFFFF000))
GenerateEmergencyServicesCar();
}
void
CCarCtrl::GenerateOneRandomCar()
{
static int32 unk = 0;
CPlayerInfo* pPlayer = &CWorld::Players[CWorld::PlayerInFocus];
CVector vecTargetPos = FindPlayerCentreOfWorld(CWorld::PlayerInFocus);
CVector2D vecPlayerSpeed = FindPlayerSpeed();
CZoneInfo zone;
CTheZones::GetZoneInfoForTimeOfDay(&vecTargetPos, &zone);
pPlayer->m_nTrafficMultiplier = pPlayer->m_fRoadDensity * zone.carDensity;
if (NumRandomCars >= pPlayer->m_nTrafficMultiplier * CarDensityMultiplier * CIniFile::CarNumberMultiplier)
return;
if (NumFiretrucksOnDuty + NumAmbulancesOnDuty + NumParkedCars + NumMissionCars + NumLawEnforcerCars + NumRandomCars >= MaxNumberOfCarsInUse)
return;
CWanted* pWanted = pPlayer->m_pPed->m_pWanted;
int carClass;
int carModel;
if (pWanted->m_nWantedLevel > 1 && NumLawEnforcerCars < pWanted->m_MaximumLawEnforcerVehicles &&
pWanted->m_CurrentCops < pWanted->m_MaxCops && (
pWanted->m_nWantedLevel > 3 ||
pWanted->m_nWantedLevel > 2 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 5000 ||
pWanted->m_nWantedLevel > 1 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 8000)) {
/* Last pWanted->m_nWantedLevel > 1 is unnecessary but I added it for better readability. */
/* Wouldn't be surprised it was there originally but was optimized out. */
carClass = COPS;
carModel = ChoosePoliceCarModel();
}else{
carModel = ChooseModel(&zone, &vecTargetPos, &carClass);
if (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;
}
float frontX, frontY;
float preferredDistance, angleLimit;
bool invertAngleLimitTest;
CVector spawnPosition;
int32 curNodeId, nextNodeId;
float positionBetweenNodes;
bool testForCollision;
CVehicle* pPlayerVehicle = FindPlayerVehicle();
CVector2D vecPlayerVehicleSpeed;
float fPlayerVehicleSpeed;
if (pPlayerVehicle) {
vecPlayerVehicleSpeed = FindPlayerVehicle()->GetMoveSpeed();
fPlayerVehicleSpeed = vecPlayerVehicleSpeed.Magnitude();
}
if (TheCamera.GetForward().z < -0.9f){
/* Player uses topdown camera. */
/* Spawn essentially anywhere. */
frontX = frontY = 0.707f; /* 45 degrees */
angleLimit = -1.0f;
invertAngleLimitTest = true;
preferredDistance = 40.0f;
/* BUG: testForCollision not initialized in original game. */
testForCollision = false;
}else if (!pPlayerVehicle){
/* Player is not in vehicle. */
testForCollision = true;
frontX = TheCamera.CamFrontXNorm;
frontY = TheCamera.CamFrontYNorm;
switch (CTimer::GetFrameCounter() & 1) {
case 0:
/* 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;
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;
break;
}
}else if (fPlayerVehicleSpeed > 0.4f){ /* 72 km/h */
/* Player is moving fast in vehicle */
/* Prefer spawning vehicles very far away from him. */
frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed;
frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed;
testForCollision = false;
switch (CTimer::GetFrameCounter() & 3) {
case 0:
case 1:
/* 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;
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;
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;
break;
}
}else if (fPlayerVehicleSpeed > 0.1f){ /* 18 km/h */
/* Player is moving moderately fast in vehicle */
/* Spawn more vehicles to player's side. */
frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed;
frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed;
testForCollision = false;
switch (CTimer::GetFrameCounter() & 3) {
case 0:
/* 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;
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;
break;
case 2:
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;
break;
}
}else{
/* Player is in vehicle but moving very slow. */
/* Then use camera direction instead of vehicle direction. */
testForCollision = true;
frontX = TheCamera.CamFrontXNorm;
frontY = TheCamera.CamFrontYNorm;
switch (CTimer::GetFrameCounter() & 1) {
case 0:
/* 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;
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;
break;
}
}
if (!ThePaths.NewGenerateCarCreationCoors(vecTargetPos.x, vecTargetPos.y, frontX, frontY,
preferredDistance, angleLimit, invertAngleLimitTest, &spawnPosition, &curNodeId, &nextNodeId,
&positionBetweenNodes, carClass == COPS && pWanted->m_nWantedLevel >= 1))
return;
int16 colliding;
CWorld::FindObjectsKindaColliding(spawnPosition, 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))
/* 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++;
int16 connectionId = ThePaths.m_carPathConnections[idInNode + pCurNode->firstLink];
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)
/* 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* pCar = new CAutomobile(carModel, RANDOM_VEHICLE);
pCar->AutoPilot.m_nPrevRouteNode = 0;
pCar->AutoPilot.m_nCurrentRouteNode = curNodeId;
pCar->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:
{
pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14);
if (carClass == EXEC)
pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18);
else if (carClass == POOR || carClass == SPECIAL)
pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10);
CVehicleModelInfo* pVehicleInfo = pCar->GetModelInfo();
if (pVehicleInfo->GetColModel()->boundingBox.max.y - pCar->GetModelInfo()->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) {
pCar->AutoPilot.m_nCruiseSpeed *= 3;
pCar->AutoPilot.m_nCruiseSpeed /= 4;
}
pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed;
pCar->AutoPilot.m_nCarMission = MISSION_CRUISE;
pCar->AutoPilot.m_nTempAction = TEMPACT_NONE;
pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
break;
}
case COPS:
pCar->AutoPilot.m_nTempAction = TEMPACT_NONE;
if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel != 0){
pCar->AutoPilot.m_nCruiseSpeed = CCarAI::FindPoliceCarSpeedForWantedLevel(pCar);
pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed / 2;
pCar->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
}else{
pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 16);
pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed;
pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
pCar->AutoPilot.m_nCarMission = MISSION_CRUISE;
}
if (carModel == MI_FBICAR){
pCar->m_currentColour1 = 0;
pCar->m_currentColour2 = 0;
/* FBI cars are gray in carcols, but we want them black if they going after player. */
}
default:
break;
}
if (pCar && pCar->GetModelIndex() == MI_MRWHOOP)
pCar->m_bSirenOrAlarm = true;
pCar->AutoPilot.m_nNextPathNodeInfo = connectionId;
pCar->AutoPilot.m_nNextLane = pCar->AutoPilot.m_nCurrentLane = CGeneral::GetRandomNumber() % lanesOnCurrentRoad;
CColBox* boundingBox = &CModelInfo::GetModelInfo(pCar->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. */
/* Otherwise put it at least in a way that full vehicle length fits between two nodes. */
if (distanceBetweenNodes / 2 < carLength)
positionBetweenNodes = 0.5f;
else
positionBetweenNodes = Min(1.0f - carLength / distanceBetweenNodes, Max(carLength / distanceBetweenNodes, positionBetweenNodes));
pCar->AutoPilot.m_nNextDirection = (curNodeId >= nextNodeId) ? 1 : -1;
if (pCurNode->numLinks == 1){
/* Do not create vehicle if there is nowhere to go. */
delete pCar;
return;
}
int16 nextConnection = pCar->AutoPilot.m_nNextPathNodeInfo;
int16 newLink;
while (nextConnection == pCar->AutoPilot.m_nNextPathNodeInfo){
newLink = CGeneral::GetRandomNumber() % pCurNode->numLinks;
nextConnection = ThePaths.m_carPathConnections[newLink + pCurNode->firstLink];
}
pCar->AutoPilot.m_nCurrentPathNodeInfo = nextConnection;
pCar->AutoPilot.m_nCurrentDirection = (ThePaths.ConnectedNode(newLink + pCurNode->firstLink) >= curNodeId) ? 1 : -1;
CVector2D vecBetweenNodes = pNextNode->GetPosition() - pCurNode->GetPosition();
float forwardX, forwardY;
float distBetweenNodes = vecBetweenNodes.Magnitude();
if (distanceBetweenNodes == 0.0f){
forwardX = 1.0f;
forwardY = 0.0f;
}else{
forwardX = vecBetweenNodes.x / distBetweenNodes;
forwardY = vecBetweenNodes.y / distBetweenNodes;
}
/* I think the following might be some form of SetRotateZOnly. */
/* Setting up direction between two car nodes. */
pCar->GetForward() = CVector(forwardX, forwardY, 0.0f);
pCar->GetRight() = CVector(forwardY, -forwardX, 0.0f);
pCar->GetUp() = CVector(0.0f, 0.0f, 1.0f);
float currentPathLinkForwardX = pCar->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo].GetDirX();
float currentPathLinkForwardY = pCar->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo].GetDirY();
float nextPathLinkForwardX = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].GetDirX();
float nextPathLinkForwardY = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].GetDirY();
CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo];
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo];
CVector positionOnCurrentLinkIncludingLane(
pCurrentLink->GetX() + ((pCar->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
pCurrentLink->GetY() - ((pCar->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
0.0f);
CVector positionOnNextLinkIncludingLane(
pNextLink->GetX() + ((pCar->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
pNextLink->GetY() - ((pCar->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
0.0f);
float directionCurrentLinkX = pCurrentLink->GetDirX() * pCar->AutoPilot.m_nCurrentDirection;
float directionCurrentLinkY = pCurrentLink->GetDirY() * pCar->AutoPilot.m_nCurrentDirection;
float directionNextLinkX = pNextLink->GetDirX() * pCar->AutoPilot.m_nNextDirection;
float directionNextLinkY = pNextLink->GetDirY() * pCar->AutoPilot.m_nNextDirection;
/* We want to make a path between two links that may not have the same forward directions a curve. */
pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
&positionOnCurrentLinkIncludingLane,
&positionOnNextLinkIncludingLane,
directionCurrentLinkX, directionCurrentLinkY,
directionNextLinkX, directionNextLinkY
) * (1000.0f / pCar->AutoPilot.m_fMaxTrafficSpeed);
#ifdef FIX_BUGS
/* Casting timer to float is very unwanted. In this case it's not awful */
/* but in CAutoPilot::ModifySpeed it can even cause crashes (see SilentPatch). */
/* Second fix: adding 0.5f is a mistake. It should be between 0 and 1. It was fixed in SA.*/
/* It is also correct in CAutoPilot::ModifySpeed. */
pCar->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
(uint32)(positionBetweenNodes * pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve);
#else
pCar->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
(0.5f + positionBetweenNodes) * pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve;
#endif
CVector directionCurrentLink(directionCurrentLinkX, directionCurrentLinkY, 0.0f);
CVector directionNextLink(directionNextLinkX, directionNextLinkY, 0.0f);
CVector positionIncludingCurve;
CVector directionIncludingCurve;
CCurves::CalcCurvePoint(
&positionOnCurrentLinkIncludingLane,
&positionOnNextLinkIncludingLane,
&directionCurrentLink,
&directionNextLink,
GetPositionAlongCurrentCurve(pCar),
pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve,
&positionIncludingCurve,
&directionIncludingCurve
);
CVector vectorBetweenNodes = pCurNode->GetPosition() - pNextNode->GetPosition();
CVector finalPosition = positionIncludingCurve + vectorBetweenNodes * 2.0f / vectorBetweenNodes.Magnitude();
finalPosition.z = positionBetweenNodes * pNextNode->GetZ() +
(1.0f - positionBetweenNodes) * pCurNode->GetZ();
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))
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 pCar;
return;
}
finalPosition.z = groundZ + pCar->GetHeightAboveRoad();
pCar->SetPosition(finalPosition);
pCar->SetMoveSpeed(directionIncludingCurve / GAME_SPEED_TO_CARAI_SPEED);
CVector2D speedDifferenceWithTarget = (CVector2D)pCar->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:
pCar->SetStatus(STATUS_SIMPLE);
break;
case COPS:
pCar->SetStatus((pCar->AutoPilot.m_nCarMission == MISSION_CRUISE) ? STATUS_SIMPLE : STATUS_PHYSICS);
pCar->ChangeLawEnforcerState(1);
break;
default:
break;
}
CVisibilityPlugins::SetClumpAlpha(pCar->GetClump(), 0);
if (!pCar->GetIsOnScreen()){
if ((vecTargetPos - pCar->GetPosition()).Magnitude2D() > 50.0f) {
/* Too far away cars that are not visible aren't needed. */
delete pCar;
return;
}
}else if((vecTargetPos - pCar->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * 130.0f ||
(vecTargetPos - pCar->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * 110.0f){
delete pCar;
return;
}else if((TheCamera.GetPosition() - pCar->GetPosition()).Magnitude2D() < 90.0f * TheCamera.GenerationDistMultiplier){
delete pCar;
return;
}
CVehicleModelInfo* pVehicleModel = pCar->GetModelInfo();
float radiusToTest = pVehicleModel->GetColModel()->boundingSphere.radius;
if (testForCollision){
CWorld::FindObjectsKindaColliding(pCar->GetPosition(), radiusToTest + 20.0f, true, &colliding, 2, nil, false, true, false, false, false);
if (colliding){
delete pCar;
return;
}
}
CWorld::FindObjectsKindaColliding(pCar->GetPosition(), radiusToTest, true, &colliding, 2, nil, false, true, false, false, false);
if (colliding){
delete pCar;
return;
}
if (speedDifferenceWithTarget.x * distanceToTarget.x +
speedDifferenceWithTarget.y * distanceToTarget.y >= 0.0f){
delete pCar;
return;
}
pVehicleModel->AvoidSameVehicleColour(&pCar->m_currentColour1, &pCar->m_currentColour2);
CWorld::Add(pCar);
if (carClass == COPS)
CCarAI::AddPoliceCarOccupants(pCar);
else
pCar->SetUpDriver();
if ((CGeneral::GetRandomNumber() & 0x3F) == 0){ /* 1/64 probability */
pCar->SetStatus(STATUS_PHYSICS);
pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
pCar->AutoPilot.m_nCruiseSpeed += 10;
}
if (carClass == COPS)
LastTimeLawEnforcerCreated = CTimer::GetTimeInMilliseconds();
}
int32
CCarCtrl::ChooseModel(CZoneInfo* pZone, CVector* pPos, int* pClass) {
int32 model = -1;
while (model == -1 || !CStreaming::HasModelLoaded(model)){
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));
}
return model;
}
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;
}
int32
CCarCtrl::ChoosePoliceCarModel(void)
{
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_FBI))
return MI_FBICAR;
if (FindPlayerPed()->m_pWanted->AreArmyRequired() &&
CStreaming::HasModelLoaded(MI_RHINO) &&
CStreaming::HasModelLoaded(MI_BARRACKS) &&
CStreaming::HasModelLoaded(MI_ARMY))
return CGeneral::GetRandomTrueFalse() ? MI_BARRACKS : MI_RHINO;
return MI_POLICE;
}
int32
CCarCtrl::ChooseGangCarModel(int32 gang)
{
if (CStreaming::HasModelLoaded(MI_GANG01 + 2 * gang) &&
CStreaming::HasModelLoaded(MI_GANG02 + 2 * gang))
return CGangs::GetGangVehicleModel(gang);
return -1;
}
void
CCarCtrl::AddToCarArray(int32 id, int32 vehclass)
{
CarArrays[vehclass][TotalNumOfCarsOfRating[vehclass]++] = id;
}
void
CCarCtrl::RemoveDistantCars()
{
for (int i = CPools::GetVehiclePool()->GetSize()-1; i >= 0; i--) {
CVehicle* pVehicle = CPools::GetVehiclePool()->GetSlot(i);
if (!pVehicle)
continue;
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);
pVehicle->bCreateRoadBlockPeds = false;
}
}
}
}
void
CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
{
CVector vecPlayerPos = FindPlayerCentreOfWorld(CWorld::PlayerInFocus);
/* BUG: this variable is initialized only in if-block below but can be used outside of it. */
if (!IsThisVehicleInteresting(pVehicle) && !pVehicle->bIsLocked &&
pVehicle->CanBeDeleted() && !CCranes::IsThisCarBeingTargettedByAnyCrane(pVehicle)){
if (pVehicle->bFadeOut && CVisibilityPlugins::GetClumpAlpha(pVehicle->GetClump()) == 0){
CWorld::Remove(pVehicle);
delete pVehicle;
return;
}
float distanceToPlayer = (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D();
float threshold = 50.0f;
if (pVehicle->GetIsOnScreen() ||
TheCamera.Cams[TheCamera.ActiveCam].LookingLeft ||
TheCamera.Cams[TheCamera.ActiveCam].LookingRight ||
TheCamera.Cams[TheCamera.ActiveCam].LookingBehind ||
TheCamera.GetLookDirection() == 0 ||
pVehicle->VehicleCreatedBy == PARKED_VEHICLE ||
pVehicle->GetModelIndex() == MI_AMBULAN ||
pVehicle->GetModelIndex() == MI_FIRETRUCK ||
pVehicle->bIsLawEnforcer ||
pVehicle->bIsCarParkVehicle
){
threshold = 130.0f * TheCamera.GenerationDistMultiplier;
}
if (pVehicle->bExtendedRange)
threshold *= 1.5f;
if (distanceToPlayer > threshold && !CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){
if (pVehicle->GetIsOnScreen() && CRenderer::IsEntityCullZoneVisible(pVehicle)){
pVehicle->bFadeOut = true;
}else{
CWorld::Remove(pVehicle);
delete pVehicle;
}
return;
}
}
if ((pVehicle->GetStatus() == STATUS_SIMPLE || pVehicle->GetStatus() == STATUS_PHYSICS && pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS) &&
CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission > 5000 &&
!pVehicle->GetIsOnScreen() &&
(pVehicle->GetPosition() - vecPlayerPos).Magnitude2D() > 25.0f &&
!IsThisVehicleInteresting(pVehicle) &&
!pVehicle->bIsLocked &&
pVehicle->CanBeDeleted() &&
!CTrafficLights::ShouldCarStopForLight(pVehicle, true) &&
!CTrafficLights::ShouldCarStopForBridge(pVehicle) &&
!CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){
CWorld::Remove(pVehicle);
delete pVehicle;
return;
}
if (pVehicle->GetStatus() != STATUS_WRECKED || pVehicle->m_nTimeOfDeath == 0)
return;
if (CTimer::GetTimeInMilliseconds() > pVehicle->m_nTimeOfDeath + 60000 &&
(!pVehicle->GetIsOnScreen() || !CRenderer::IsEntityCullZoneVisible(pVehicle))){
if ((pVehicle->GetPosition() - vecPlayerPos).MagnitudeSqr() > SQR(7.5f)){
if (!CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){
CWorld::Remove(pVehicle);
delete pVehicle;
}
}
}
}
int32
CCarCtrl::CountCarsOfType(int32 mi)
{
int32 total = 0;
for (int i = CPools::GetVehiclePool()->GetSize()-1; i >= 0; i--) {
CVehicle* pVehicle = CPools::GetVehiclePool()->GetSlot(i);
if (!pVehicle)
continue;
if (pVehicle->GetModelIndex() == mi)
total++;
}
return total;
}
void
CCarCtrl::UpdateCarOnRails(CVehicle* pVehicle)
{
if (pVehicle->AutoPilot.m_nTempAction == TEMPACT_WAIT){
pVehicle->SetMoveSpeed(0.0f, 0.0f, 0.0f);
pVehicle->AutoPilot.ModifySpeed(0.0f);
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTempAction){
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
pVehicle->AutoPilot.m_nAntiReverseTimer = 0;
pVehicle->AutoPilot.m_nTimeToStartMission = 0;
}
return;
}
SlowCarOnRailsDownForTrafficAndLights(pVehicle);
if (pVehicle->AutoPilot.m_nTimeEnteredCurve + pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve <= CTimer::GetTimeInMilliseconds())
PickNextNodeAccordingStrategy(pVehicle);
if (pVehicle->GetStatus() == STATUS_PHYSICS)
return;
CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
float currentPathLinkForwardX = pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
float currentPathLinkForwardY = pCurrentLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection;
float nextPathLinkForwardX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
float nextPathLinkForwardY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection;
CVector positionOnCurrentLinkIncludingLane(
pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
0.0f);
CVector positionOnNextLinkIncludingLane(
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 positionIncludingCurve;
CVector directionIncludingCurve;
CCurves::CalcCurvePoint(
&positionOnCurrentLinkIncludingLane,
&positionOnNextLinkIncludingLane,
&directionCurrentLink,
&directionNextLink,
GetPositionAlongCurrentCurve(pVehicle),
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve,
&positionIncludingCurve,
&directionIncludingCurve
);
positionIncludingCurve.z = 15.0f;
DragCarToPoint(pVehicle, &positionIncludingCurve);
pVehicle->SetMoveSpeed(directionIncludingCurve / GAME_SPEED_TO_CARAI_SPEED);
}
float
CCarCtrl::FindMaximumSpeedForThisCarInTraffic(CVehicle* pVehicle)
{
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS ||
pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_PLOUGH_THROUGH)
return pVehicle->AutoPilot.m_nCruiseSpeed;
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;
int xstart = Max(0, CWorld::GetSectorIndexX(left));
int xend = Min(NUMSECTORS_X - 1, CWorld::GetSectorIndexX(right));
int ystart = Max(0, CWorld::GetSectorIndexY(top));
int yend = Min(NUMSECTORS_Y - 1, CWorld::GetSectorIndexY(bottom));
assert(xstart <= xend);
assert(ystart <= yend);
float maxSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
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);
}
}
pVehicle->bWarnedPeds = true;
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS)
return maxSpeed;
return (maxSpeed + pVehicle->AutoPilot.m_nCruiseSpeed) / 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;
int xstart = Max(0, CWorld::GetSectorIndexX(left));
int xend = Min(NUMSECTORS_X - 1, CWorld::GetSectorIndexX(right));
int ystart = Max(0, CWorld::GetSectorIndexY(top));
int yend = Min(NUMSECTORS_Y - 1, CWorld::GetSectorIndexY(bottom));
assert(xstart <= xend);
assert(ystart <= yend);
float maxSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
CWorld::AdvanceCurrentScanCode();
for (int y = ystart; y <= yend; y++) {
for (int x = xstart; x <= xend; x++) {
CSector* s = CWorld::GetSector(x, y);
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);
}
}
pVehicle->bWarnedPeds = true;
pVehicle->AutoPilot.m_bSlowedDownBecauseOfPeds = storedSlowDownFlag;
}
void
CCarCtrl::SlowCarOnRailsDownForTrafficAndLights(CVehicle* pVehicle)
{
float maxSpeed;
if (CTrafficLights::ShouldCarStopForLight(pVehicle, false) || CTrafficLights::ShouldCarStopForBridge(pVehicle)){
CCarAI::CarHasReasonToStop(pVehicle);
maxSpeed = 0.0f;
}else{
maxSpeed = FindMaximumSpeedForThisCarInTraffic(pVehicle);
}
float curSpeed = pVehicle->AutoPilot.m_fMaxTrafficSpeed;
if (maxSpeed >= curSpeed){
if (maxSpeed > curSpeed)
pVehicle->AutoPilot.ModifySpeed(Min(maxSpeed, curSpeed + 0.05f * CTimer::GetTimeStep()));
}else if (curSpeed != 0.0f) {
if (curSpeed < 0.1f)
pVehicle->AutoPilot.ModifySpeed(0.0f);
else
pVehicle->AutoPilot.ModifySpeed(Max(maxSpeed, curSpeed - 0.5f * CTimer::GetTimeStep()));
}
}
void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList& lst, CVehicle* pVehicle, float x_inf, float y_inf, float x_sup, float y_sup, float* pSpeed, float curSpeed)
{
float frontOffset = pVehicle->GetModelInfo()->GetColModel()->boundingBox.max.y;
float frontSafe = frontOffset + SAFE_DISTANCE_TO_PED;
for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next){
CPed* pPed = (CPed*)pNode->item;
if (pPed->m_scanCode == CWorld::GetCurrentScanCode())
continue;
if (!pPed->bUsesCollision)
continue;
pPed->m_scanCode = CWorld::GetCurrentScanCode();
CVector vecPedPos = pPed->GetPosition();
if (vecPedPos.x < x_inf || vecPedPos.x > x_sup)
continue;
if (vecPedPos.y < y_inf || vecPedPos.y > y_sup)
continue;
if (ABS(vecPedPos.z - pVehicle->GetPosition().z) >= 4.0f)
continue;
CVector vecToPed = vecPedPos - pVehicle->GetPosition();
float dotDirection = DotProduct(pVehicle->GetForward(), vecToPed);
float dotVelocity = DotProduct(pVehicle->GetForward(), pVehicle->GetMoveSpeed());
if (dotDirection <= frontOffset) /* If already run him over, don't care */
continue;
float distanceUntilHit = dotDirection - frontOffset;
float movementTowardsPedPerSecond = GAME_SPEED_TO_METERS_PER_SECOND * dotVelocity;
if (4 * movementTowardsPedPerSecond <= distanceUntilHit)
/* If car isn't projected to hit a ped in 4 seconds, don't care */
continue;
float sidewaysDistance = ABS(DotProduct(pVehicle->GetRight(), vecToPed));
float sideLength = pVehicle->GetModelInfo()->GetColModel()->boundingBox.max.x;
if (pVehicle->m_vehType == VEHICLE_TYPE_BIKE)
sideLength *= 1.6f;
if (sideLength + 0.5f < sidewaysDistance)
/* If car is far enough taking side into account, don't care */
continue;
if (pPed->IsPed()){ /* ...how can it not be? */
if (pPed->GetPedState() != PED_STEP_AWAY && pPed->GetPedState() != PED_DIVE_AWAY){
if (distanceUntilHit < movementTowardsPedPerSecond){
/* Very close. Time to evade. */
if (pVehicle->GetModelIndex() == MI_RCBANDIT){
if (dotVelocity * GAME_SPEED_TO_METERS_PER_SECOND / 2 > distanceUntilHit)
pPed->SetEvasiveStep(pVehicle, 0);
}else if (dotVelocity > 0.3f){
if (sideLength - 0.5f < sidewaysDistance)
pPed->SetEvasiveStep(pVehicle, 0);
else
pPed->SetEvasiveDive(pVehicle, 0);
}else{
if (sideLength + 0.1f < sidewaysDistance)
pPed->SetEvasiveStep(pVehicle, 0);
else
pPed->SetEvasiveDive(pVehicle, 0);
}
}else{
/* Relatively safe but annoying. */
if (pVehicle->GetStatus() == STATUS_PLAYER &&
pPed->GetPedState() != PED_FLEE_ENTITY &&
pPed->CharCreatedBy == RANDOM_CHAR){
float angleCarToPed = CGeneral::GetRadianAngleBetweenPoints(
pVehicle->GetPosition().x, pVehicle->GetPosition().y,
pPed->GetPosition().x, pPed->GetPosition().y
);
angleCarToPed = CGeneral::LimitRadianAngle(angleCarToPed);
pPed->m_headingRate = CGeneral::LimitRadianAngle(pPed->m_headingRate);
float visibilityAngle = ABS(angleCarToPed - pPed->m_headingRate);
if (visibilityAngle > PI)
visibilityAngle = TWOPI - visibilityAngle;
if (visibilityAngle < HALFPI || pVehicle->m_nCarHornTimer){
/* if ped sees the danger or if car horn is on */
pPed->SetFlee(pVehicle, 2000);
pPed->bUsePedNodeSeek = false;
pPed->SetMoveState(PEDMOVE_RUN);
}
}else{
CPlayerPed* pPlayerPed = (CPlayerPed*)pPed;
if (pPlayerPed->IsPlayer() && dotDirection < frontSafe &&
pPlayerPed->IsPedInControl() &&
pPlayerPed->m_fMoveSpeed < 0.1f && pPlayerPed->bIsLooking &&
CTimer::GetTimeInMilliseconds() > pPlayerPed->m_lookTimer) {
pPlayerPed->AnnoyPlayerPed(false);
pPlayerPed->SetLookFlag(pVehicle, true);
pPlayerPed->SetLookTimer(1500);
if (pPlayerPed->GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED ||
pPlayerPed->GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT ||
pPlayerPed->GetWeapon()->m_eWeaponType == WEAPONTYPE_COLT45 ||
pPlayerPed->GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) {
pPlayerPed->bShakeFist = true;
}
}
}
}
}
}
/* Ped stuff done. Now vehicle stuff. */
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);
pVehicle->AutoPilot.m_bSlowedDownBecauseOfPeds = true;
if (distanceUntilHit < 2.0f){
pVehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT;
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 3000;
}
}
}
}
}
void CCarCtrl::SlowCarDownForCarsSectorList(CPtrList& lst, CVehicle* pVehicle, float x_inf, float y_inf, float x_sup, float y_sup, float* pSpeed, float curSpeed)
{
for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next){
CVehicle* pTestVehicle = (CVehicle*)pNode->item;
if (pVehicle == pTestVehicle)
continue;
if (pTestVehicle->m_scanCode == CWorld::GetCurrentScanCode())
continue;
if (!pTestVehicle->bUsesCollision)
continue;
pTestVehicle->m_scanCode = CWorld::GetCurrentScanCode();
CVector boundCenter = pTestVehicle->GetBoundCentre();
if (boundCenter.x < x_inf || boundCenter.x > x_sup)
continue;
if (boundCenter.y < y_inf || boundCenter.y > y_sup)
continue;
if (Abs(boundCenter.z - pVehicle->GetPosition().z) < 5.0f)
SlowCarDownForOtherCar(pTestVehicle, pVehicle, pSpeed, curSpeed);
}
}
void CCarCtrl::SlowCarDownForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float* pSpeed, float curSpeed)
{
CVector forwardA = pVehicle->GetForward();
((CVector2D)forwardA).Normalise();
if (DotProduct2D(pOtherEntity->GetPosition() - pVehicle->GetPosition(), forwardA) < 0.0f)
return;
CVector forwardB = pOtherEntity->GetForward();
((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? */
float speedOtherX = GAME_SPEED_TO_CARAI_SPEED * pOtherVehicle->GetMoveSpeed().x;
float speedOtherY = GAME_SPEED_TO_CARAI_SPEED * pOtherVehicle->GetMoveSpeed().y;
float projectionX = speedOtherX - forwardA.x * curSpeed;
float projectionY = speedOtherY - forwardA.y * curSpeed;
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);
pVehicle->AutoPilot.m_bSlowedDownBecauseOfCars = true;
*pSpeed = Min(*pSpeed, minProximity * curSpeed);
}
if (minProximity >= 0.0f && minProximity < 0.5f && pOtherEntity->IsVehicle() &&
CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission > 15000 &&
CTimer::GetTimeInMilliseconds() - pOtherVehicle->AutoPilot.m_nTimeToStartMission > 15000){
/* If cars are standing for 15 seconds, annoy one of them and make avoid cars. */
if (pOtherEntity != FindPlayerVehicle() &&
DotProduct2D(pVehicle->GetForward(), pOtherVehicle->GetForward()) < 0.5f &&
pVehicle < pOtherVehicle){ /* that comparasion though... */
*pSpeed = Max(curSpeed / 5, *pSpeed);
if (pVehicle->GetStatus() == STATUS_SIMPLE){
pVehicle->SetStatus(STATUS_PHYSICS);
SwitchVehicleToRealPhysics(pVehicle);
}
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 1000;
}
}
}
float CCarCtrl::TestCollisionBetween2MovingRects(CVehicle* pVehicleA, CVehicle* pVehicleB, float projectionX, float projectionY, CVector* pForwardA, CVector* pForwardB, uint8 id)
{
CVector2D vecBToA = pVehicleA->GetPosition() - pVehicleB->GetPosition();
float lenB = pVehicleB->GetModelInfo()->GetColModel()->boundingBox.max.y;
float widthB = pVehicleB->GetModelInfo()->GetColModel()->boundingBox.max.x;
float backLenB = -pVehicleB->GetModelInfo()->GetColModel()->boundingBox.min.y;
float lenA = pVehicleA->GetModelInfo()->GetColModel()->boundingBox.max.y;
float widthA = pVehicleA->GetModelInfo()->GetColModel()->boundingBox.max.x;
float backLenA = -pVehicleA->GetModelInfo()->GetColModel()->boundingBox.min.y;
float proximity = 1.0f;
float fullWidthB = 2.0f * widthB;
float fullLenB = lenB + backLenB;
for (int i = 0; i < 4; i++){
float testedOffsetX;
float testedOffsetY;
switch (i) {
case 0: /* Front right corner */
testedOffsetX = vecBToA.x + widthA * pForwardB->y + lenA * pForwardB->x;
testedOffsetY = vecBToA.y + lenA * pForwardB->y - widthA * pForwardB->x;
break;
case 1: /* Front left corner */
testedOffsetX = vecBToA.x + -widthA * pForwardB->x + lenA * pForwardB->x;
testedOffsetY = vecBToA.y + lenA * pForwardB->y + widthA * pForwardB->x;
break;
case 2: /* Rear right corner */
testedOffsetX = vecBToA.x + widthA * pForwardB->y - backLenA * pForwardB->x;
testedOffsetY = vecBToA.y - backLenA * pForwardB->y - widthA * pForwardB->x;
break;
case 3: /* Rear left corner */
testedOffsetX = vecBToA.x - widthA * pForwardB->y - backLenA * pForwardB->x;
testedOffsetY = vecBToA.y - backLenA * pForwardB->y + widthA * pForwardB->x;
break;
default:
break;
}
/* Testing width collision */
float baseWidthProximity = 0.0f;
float fullWidthProximity = 1.0f;
float widthDistance = testedOffsetX * pForwardA->y - testedOffsetY * pForwardA->x;
float widthProjection = projectionX * pForwardA->y - projectionY * pForwardA->x;
if (widthDistance > widthB){
if (widthProjection < 0.0f){
float proximityWidth = -(widthDistance - widthB) / widthProjection;
if (proximityWidth < 1.0f){
baseWidthProximity = proximityWidth;
fullWidthProximity = Min(1.0f, proximityWidth - fullWidthB / widthProjection);
}else{
baseWidthProximity = 1.0f;
}
}else{
baseWidthProximity = 1.0f;
fullWidthProximity = 1.0f;
}
}else if (widthDistance < -widthB){
if (widthProjection > 0.0f) {
float proximityWidth = -(widthDistance + widthB) / widthProjection;
if (proximityWidth < 1.0f) {
baseWidthProximity = proximityWidth;
fullWidthProximity = Min(1.0f, proximityWidth + fullWidthB / widthProjection);
}
else {
baseWidthProximity = 1.0f;
}
}
else {
baseWidthProximity = 1.0f;
fullWidthProximity = 1.0f;
}
}else if (widthProjection > 0.0f){
fullWidthProximity = (widthB - widthDistance) / widthProjection;
}else if (widthProjection < 0.0f){
fullWidthProximity = -(widthB + widthDistance) / widthProjection;
}
/* Testing length collision */
float baseLengthProximity = 0.0f;
float fullLengthProximity = 1.0f;
float lenDistance = testedOffsetX * pForwardA->x + testedOffsetY * pForwardA->y;
float lenProjection = projectionX * pForwardA->x + projectionY * pForwardA->y;
if (lenDistance > lenB) {
if (lenProjection < 0.0f) {
float proximityLength = -(lenDistance - lenB) / lenProjection;
if (proximityLength < 1.0f) {
baseLengthProximity = proximityLength;
fullLengthProximity = Min(1.0f, proximityLength - fullLenB / lenProjection);
}
else {
baseLengthProximity = 1.0f;
}
}
else {
baseLengthProximity = 1.0f;
fullLengthProximity = 1.0f;
}
}
else if (lenDistance < -backLenB) {
if (lenProjection > 0.0f) {
float proximityLength = -(lenDistance + backLenB) / lenProjection;
if (proximityLength < 1.0f) {
baseLengthProximity = proximityLength;
fullLengthProximity = Min(1.0f, proximityLength + fullLenB / lenProjection);
}
else {
baseLengthProximity = 1.0f;
}
}
else {
baseLengthProximity = 1.0f;
fullLengthProximity = 1.0f;
}
}
else if (lenProjection > 0.0f) {
fullLengthProximity = (lenB - lenDistance) / lenProjection;
}
else if (lenProjection < 0.0f) {
fullLengthProximity = -(backLenB + lenDistance) / lenProjection;
}
float baseProximity = Max(baseWidthProximity, baseLengthProximity);
if (baseProximity < fullWidthProximity && baseProximity < fullLengthProximity)
proximity = Min(proximity, baseProximity);
}
return proximity;
}
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 left = pVehicle->GetPosition().x - distanceToTest;
float right = pVehicle->GetPosition().x + distanceToTest;
float top = pVehicle->GetPosition().y - distanceToTest;
float bottom = pVehicle->GetPosition().y + distanceToTest;
int xstart = Max(0, CWorld::GetSectorIndexX(left));
int xend = Min(NUMSECTORS_X - 1, CWorld::GetSectorIndexX(right));
int ystart = Max(0, CWorld::GetSectorIndexY(top));
int yend = Min(NUMSECTORS_Y - 1, CWorld::GetSectorIndexY(bottom));
assert(xstart <= xend);
assert(ystart <= yend);
float angleToWeaveLeft = angleToTarget;
float angleToWeaveRight = angleToTarget;
CWorld::AdvanceCurrentScanCode();
float angleToWeaveLeftLastIteration = -9999.9f;
float angleToWeaveRightLastIteration = -9999.9f;
while (angleToWeaveLeft != angleToWeaveLeftLastIteration ||
angleToWeaveRight != angleToWeaveRightLastIteration){
angleToWeaveLeftLastIteration = angleToWeaveLeft;
angleToWeaveRightLastIteration = angleToWeaveRight;
for (int y = ystart; y <= yend; y++) {
for (int x = xstart; x <= xend; x++) {
CSector* s = CWorld::GetSector(x, y);
WeaveThroughCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES], pVehicle, pTarget,
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
WeaveThroughCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES_OVERLAP], pVehicle, pTarget,
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
WeaveThroughPedsSectorList(s->m_lists[ENTITYLIST_PEDS], pVehicle, pTarget,
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
WeaveThroughPedsSectorList(s->m_lists[ENTITYLIST_PEDS_OVERLAP], pVehicle, pTarget,
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
WeaveThroughObjectsSectorList(s->m_lists[ENTITYLIST_OBJECTS], pVehicle,
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
WeaveThroughObjectsSectorList(s->m_lists[ENTITYLIST_OBJECTS_OVERLAP], pVehicle,
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
}
}
}
float angleDiffFromActualToTarget = LimitRadianAngle(angleForward - angleToTarget);
float angleToBisectActualToTarget = LimitRadianAngle(angleToTarget + angleDiffFromActualToTarget / 2);
float angleDiffLeft = LimitRadianAngle(angleToWeaveLeft - angleToBisectActualToTarget);
angleDiffLeft = ABS(angleDiffLeft);
float angleDiffRight = LimitRadianAngle(angleToWeaveRight - angleToBisectActualToTarget);
angleDiffRight = ABS(angleDiffRight);
if (angleDiffLeft > HALFPI && angleDiffRight > HALFPI)
return angleToBisectActualToTarget;
if (ABS(angleDiffLeft - angleDiffRight) < 0.08f)
return angleToWeaveRight;
return angleDiffLeft < angleDiffRight ? angleToWeaveLeft : angleToWeaveRight;
}
void CCarCtrl::WeaveThroughCarsSectorList(CPtrList& lst, CVehicle* pVehicle, CPhysical* pTarget, float x_inf, float y_inf, float x_sup, float y_sup, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
{
for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next) {
CVehicle* pTestVehicle = (CVehicle*)pNode->item;
if (pTestVehicle->m_scanCode == CWorld::GetCurrentScanCode())
continue;
if (!pTestVehicle->bUsesCollision)
continue;
if (pTestVehicle == pTarget)
continue;
pTestVehicle->m_scanCode = CWorld::GetCurrentScanCode();
if (pTestVehicle->GetBoundCentre().x < x_inf || pTestVehicle->GetBoundCentre().x > x_sup)
continue;
if (pTestVehicle->GetBoundCentre().y < y_inf || pTestVehicle->GetBoundCentre().y > y_sup)
continue;
if (Abs(pTestVehicle->GetPosition().z - pVehicle->GetPosition().z) >= VEHICLE_HEIGHT_DIFF_TO_CONSIDER_WEAVING)
continue;
if (pTestVehicle != pVehicle)
WeaveForOtherCar(pTestVehicle, pVehicle, pAngleToWeaveLeft, pAngleToWeaveRight);
}
}
void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
{
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)
return;
CVector2D forward = pVehicle->GetForward();
forward.Normalise();
float forwardAngle = CGeneral::GetATanOfXY(forward.x, forward.y);
float angleDiff = angleBetweenVehicles - forwardAngle;
float lenProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.y * sin(angleDiff));
float widthProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.x * cos(angleDiff));
float lengthToEvade = (2 * (lenProjection + widthProjection) + WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x) / distance;
float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicles - *pAngleToWeaveLeft);
diffToLeftAngle = ABS(diffToLeftAngle);
float angleToWeave = lengthToEvade / 2;
if (diffToLeftAngle < angleToWeave){
*pAngleToWeaveLeft = angleBetweenVehicles - angleToWeave;
while (*pAngleToWeaveLeft < -PI)
*pAngleToWeaveLeft += TWOPI;
}
float diffToRightAngle = LimitRadianAngle(angleBetweenVehicles - *pAngleToWeaveRight);
diffToRightAngle = ABS(diffToRightAngle);
if (diffToRightAngle < angleToWeave){
*pAngleToWeaveRight = angleBetweenVehicles + angleToWeave;
while (*pAngleToWeaveRight > PI)
*pAngleToWeaveRight -= TWOPI;
}
}
void CCarCtrl::WeaveThroughPedsSectorList(CPtrList& lst, CVehicle* pVehicle, CPhysical* pTarget, float x_inf, float y_inf, float x_sup, float y_sup, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
{
for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next) {
CPed* pPed = (CPed*)pNode->item;
if (pPed->m_scanCode == CWorld::GetCurrentScanCode())
continue;
if (!pPed->bUsesCollision)
continue;
if (pPed == pTarget)
continue;
pPed->m_scanCode = CWorld::GetCurrentScanCode();
if (pPed->GetPosition().x < x_inf || pPed->GetPosition().x > x_sup)
continue;
if (pPed->GetPosition().y < y_inf || pPed->GetPosition().y > y_sup)
continue;
if (Abs(pPed->GetPosition().z - pVehicle->GetPosition().z) >= PED_HEIGHT_DIFF_TO_CONSIDER_WEAVING)
continue;
if (pPed->m_pCurSurface != pVehicle)
WeaveForPed(pPed, pVehicle, pAngleToWeaveLeft, pAngleToWeaveRight);
}
}
void CCarCtrl::WeaveForPed(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
{
if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE && pOtherEntity == FindPlayerPed())
return;
CPed* pPed = (CPed*)pOtherEntity;
CVector2D vecDiff = pPed->GetPosition() - pVehicle->GetPosition();
float angleBetweenVehicleAndPed = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
float distance = vecDiff.Magnitude();
float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + PED_WIDTH_TO_WEAVE) / distance;
float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveLeft);
diffToLeftAngle = ABS(diffToLeftAngle);
float angleToWeave = lengthToEvade / 2;
if (diffToLeftAngle < angleToWeave) {
*pAngleToWeaveLeft = angleBetweenVehicleAndPed - angleToWeave;
while (*pAngleToWeaveLeft < -PI)
*pAngleToWeaveLeft += TWOPI;
}
float diffToRightAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveRight);
diffToRightAngle = ABS(diffToRightAngle);
if (diffToRightAngle < angleToWeave) {
*pAngleToWeaveRight = angleBetweenVehicleAndPed + angleToWeave;
while (*pAngleToWeaveRight > PI)
*pAngleToWeaveRight -= TWOPI;
}
}
void CCarCtrl::WeaveThroughObjectsSectorList(CPtrList& lst, CVehicle* pVehicle, float x_inf, float y_inf, float x_sup, float y_sup, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
{
for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next) {
CObject* pObject = (CObject*)pNode->item;
if (pObject->m_scanCode == CWorld::GetCurrentScanCode())
continue;
if (!pObject->bUsesCollision)
continue;
pObject->m_scanCode = CWorld::GetCurrentScanCode();
if (pObject->GetPosition().x < x_inf || pObject->GetPosition().x > x_sup)
continue;
if (pObject->GetPosition().y < y_inf || pObject->GetPosition().y > y_sup)
continue;
if (Abs(pObject->GetPosition().z - pVehicle->GetPosition().z) >= OBJECT_HEIGHT_DIFF_TO_CONSIDER_WEAVING)
continue;
if (pObject->GetUp().z > 0.9f)
WeaveForObject(pObject, pVehicle, pAngleToWeaveLeft, pAngleToWeaveRight);
}
}
void CCarCtrl::WeaveForObject(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
{
float rightCoef;
float forwardCoef;
if (pOtherEntity->GetModelIndex() == MI_TRAFFICLIGHTS){
rightCoef = 2.957f;
forwardCoef = 0.147f;
}else if (pOtherEntity->GetModelIndex() == MI_SINGLESTREETLIGHTS1){
rightCoef = 0.744f;
forwardCoef = 0.0f;
}else if (pOtherEntity->GetModelIndex() == MI_SINGLESTREETLIGHTS2){
rightCoef = 0.043f;
forwardCoef = 0.0f;
}else if (pOtherEntity->GetModelIndex() == MI_SINGLESTREETLIGHTS3){
rightCoef = 1.143f;
forwardCoef = 0.145f;
}else if (pOtherEntity->GetModelIndex() == MI_DOUBLESTREETLIGHTS){
rightCoef = 0.0f;
forwardCoef = -0.048f;
}else if (IsTreeModel(pOtherEntity->GetModelIndex())){
rightCoef = 0.0f;
forwardCoef = 0.0f;
}else if (pOtherEntity->GetModelIndex() == MI_STREETLAMP1 || pOtherEntity->GetModelIndex() == MI_STREETLAMP2){
rightCoef = 0.0f;
forwardCoef = 0.0f;
}else
return;
CObject* pObject = (CObject*)pOtherEntity;
CVector2D vecDiff = pObject->GetPosition() +
rightCoef * pObject->GetRight() +
forwardCoef * pObject->GetForward() -
pVehicle->GetPosition();
float angleBetweenVehicleAndObject = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
float distance = vecDiff.Magnitude();
float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + OBJECT_WIDTH_TO_WEAVE) / distance;
float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveLeft);
diffToLeftAngle = ABS(diffToLeftAngle);
float angleToWeave = lengthToEvade / 2;
if (diffToLeftAngle < angleToWeave) {
*pAngleToWeaveLeft = angleBetweenVehicleAndObject - angleToWeave;
while (*pAngleToWeaveLeft < -PI)
*pAngleToWeaveLeft += TWOPI;
}
float diffToRightAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveRight);
diffToRightAngle = ABS(diffToRightAngle);
if (diffToRightAngle < angleToWeave) {
*pAngleToWeaveRight = angleBetweenVehicleAndObject + angleToWeave;
while (*pAngleToWeaveRight > PI)
*pAngleToWeaveRight -= TWOPI;
}
}
bool CCarCtrl::PickNextNodeAccordingStrategy(CVehicle* pVehicle)
{
switch (pVehicle->AutoPilot.m_nCarMission){
case MISSION_RAMPLAYER_FARAWAY:
case MISSION_BLOCKPLAYER_FARAWAY:
PickNextNodeToChaseCar(pVehicle,
FindPlayerCoors().x,
FindPlayerCoors().y,
#ifdef FIX_PATHFIND_BUG
FindPlayerCoors().z,
#endif
FindPlayerVehicle());
return false;
case MISSION_GOTOCOORDS:
case MISSION_GOTOCOORDS_ACCURATE:
return PickNextNodeToFollowPath(pVehicle);
case MISSION_RAMCAR_FARAWAY:
case MISSION_BLOCKCAR_FARAWAY:
PickNextNodeToChaseCar(pVehicle,
pVehicle->AutoPilot.m_pTargetCar->GetPosition().x,
pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
#ifdef FIX_PATHFIND_BUG
pVehicle->AutoPilot.m_pTargetCar->GetPosition().z,
#endif
pVehicle->AutoPilot.m_pTargetCar);
return false;
default:
PickNextNodeRandomly(pVehicle);
return false;
}
}
void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
{
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];
uint8 lanesOnCurrentPath = pCurLink->pathNodeIndex == curNode ?
pCurLink->numRightLanes : pCurLink->numLeftLanes;
uint8 allowedDirections = PATH_DIRECTION_NONE;
uint8 nextLane = pVehicle->AutoPilot.m_nNextLane;
if (nextLane == 0)
/* We are always allowed to turn left from leftmost lane */
allowedDirections |= PATH_DIRECTION_LEFT;
if (nextLane == lanesOnCurrentPath - 1)
/* We are always allowed to turn right from rightmost lane */
allowedDirections |= PATH_DIRECTION_RIGHT;
if (lanesOnCurrentPath < 3 || allowedDirections == PATH_DIRECTION_NONE)
/* We are always allowed to go straight on one/two-laned road */
/* or if we are in one of middle lanes of the road */
allowedDirections |= PATH_DIRECTION_STRAIGHT;
int attempt;
pVehicle->AutoPilot.m_nPrevRouteNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_nNextRouteNode;
CPathNode* pPrevPathNode = &ThePaths.m_pathNodes[prevNode];
CPathNode* pCurPathNode = &ThePaths.m_pathNodes[curNode];
int16 nextLink;
CCarPathLink* pNextLink;
CPathNode* pNextPathNode;
bool goingAgainstOneWayRoad;
uint8 direction;
for(attempt = 0; attempt < ATTEMPTS_TO_FIND_NEXT_NODE; attempt++){
if (attempt != 0){
if (pVehicle->AutoPilot.m_nNextRouteNode != prevNode){
if (direction & allowedDirections){
pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
if ((!pNextPathNode->bDeadEnd || pPrevPathNode->bDeadEnd) &&
(!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) &&
(!pNextPathNode->bBetweenLevels || pPrevPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel) &&
!goingAgainstOneWayRoad)
break;
}
}
}
nextLink = CGeneral::GetRandomNumber() % totalLinks;
pVehicle->AutoPilot.m_nNextRouteNode = ThePaths.ConnectedNode(nextLink + pCurPathNode->firstLink);
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;
}
if (attempt >= ATTEMPTS_TO_FIND_NEXT_NODE) {
/* If we failed 15 times, then remove dead end and current lane limitations */
for (attempt = 0; attempt < ATTEMPTS_TO_FIND_NEXT_NODE; attempt++) {
if (attempt != 0) {
if (pVehicle->AutoPilot.m_nNextRouteNode != prevNode) {
pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
if ((!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) &&
(!pNextPathNode->bBetweenLevels || pPrevPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel) &&
!goingAgainstOneWayRoad)
break;
}
}
nextLink = CGeneral::GetRandomNumber() % totalLinks;
pVehicle->AutoPilot.m_nNextRouteNode = ThePaths.ConnectedNode(nextLink + pCurPathNode->firstLink);
pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
goingAgainstOneWayRoad = pNextLink->pathNodeIndex == curNode ? pNextLink->numRightLanes == 0 : pNextLink->numLeftLanes == 0;
}
}
if (attempt >= ATTEMPTS_TO_FIND_NEXT_NODE) {
/* If we failed again, remove no U-turn limitation and remove randomness */
for (nextLink = 0; nextLink < totalLinks; nextLink++) {
pVehicle->AutoPilot.m_nNextRouteNode = ThePaths.ConnectedNode(nextLink + pCurPathNode->firstLink);
pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
goingAgainstOneWayRoad = pNextLink->pathNodeIndex == curNode ? pNextLink->numRightLanes == 0 : pNextLink->numLeftLanes == 0;
if (!goingAgainstOneWayRoad) {
pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
if ((!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) &&
(!pNextPathNode->bBetweenLevels || pPrevPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel))
/* Nice way to exit loop but this will fail because this is used for indexing! */
nextLink = 1000;
}
}
if (nextLink < 999)
/* If everything else failed, turn vehicle around */
pVehicle->AutoPilot.m_nNextRouteNode = prevNode;
}
pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
if (prevNode == pVehicle->AutoPilot.m_nNextRouteNode){
/* We can no longer shift vehicle without physics if we have to turn it around. */
pVehicle->SetStatus(STATUS_PHYSICS);
SwitchVehicleToRealPhysics(pVehicle);
}
pVehicle->AutoPilot.m_nTimeEnteredCurve += pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
pVehicle->AutoPilot.m_nPreviousPathNodeInfo = pVehicle->AutoPilot.m_nCurrentPathNodeInfo;
pVehicle->AutoPilot.m_nCurrentPathNodeInfo = pVehicle->AutoPilot.m_nNextPathNodeInfo;
pVehicle->AutoPilot.m_nPreviousDirection = pVehicle->AutoPilot.m_nCurrentDirection;
pVehicle->AutoPilot.m_nCurrentDirection = pVehicle->AutoPilot.m_nNextDirection;
pVehicle->AutoPilot.m_nCurrentLane = pVehicle->AutoPilot.m_nNextLane;
pVehicle->AutoPilot.m_nNextPathNodeInfo = ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink];
int8 lanesOnNextNode;
if (curNode >= pVehicle->AutoPilot.m_nNextRouteNode){
pVehicle->AutoPilot.m_nNextDirection = 1;
lanesOnNextNode = pNextLink->numLeftLanes;
}else{
pVehicle->AutoPilot.m_nNextDirection = -1;
lanesOnNextNode = pNextLink->numRightLanes;
}
float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirX();
float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * pNextLink->GetDirX();
if (lanesOnNextNode >= 0){
if ((CGeneral::GetRandomNumber() & 0x600) == 0){
/* 25% chance vehicle will try to switch lane */
CVector2D dist = pNextPathNode->GetPosition() - pCurPathNode->GetPosition();
if (dist.MagnitudeSqr() >= SQR(14.0f)){
if (CGeneral::GetRandomTrueFalse())
pVehicle->AutoPilot.m_nNextLane += 1;
else
pVehicle->AutoPilot.m_nNextLane -= 1;
}
}
pVehicle->AutoPilot.m_nNextLane = Min(lanesOnNextNode - 1, pVehicle->AutoPilot.m_nNextLane);
pVehicle->AutoPilot.m_nNextLane = Max(0, pVehicle->AutoPilot.m_nNextLane);
}else{
pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane;
}
if (pVehicle->AutoPilot.m_bStayInFastLane)
pVehicle->AutoPilot.m_nNextLane = 0;
CVector positionOnCurrentLinkIncludingLane(
pCurLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH), /* ...what about Y? */
pCurLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
0.0f);
CVector positionOnNextLinkIncludingLane(
pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH),
pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
0.0f);
float directionCurrentLinkX = pCurLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
float directionCurrentLinkY = pCurLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection;
float directionNextLinkX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
float directionNextLinkY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection;
/* We want to make a path between two links that may not have the same forward directions a curve. */
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
&positionOnCurrentLinkIncludingLane,
&positionOnNextLinkIncludingLane,
directionCurrentLinkX, directionCurrentLinkY,
directionNextLinkX, directionNextLinkY
) * (1000.0f / pVehicle->AutoPilot.m_fMaxTrafficSpeed);
if (pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve < 10)
/* Oh hey there Obbe */
printf("fout\n");
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = Max(10, pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
}
uint8 CCarCtrl::FindPathDirection(int32 prevNode, int32 curNode, int32 nextNode)
{
CVector2D prevToCur = ThePaths.m_pathNodes[curNode].GetPosition() - ThePaths.m_pathNodes[prevNode].GetPosition();
CVector2D curToNext = ThePaths.m_pathNodes[nextNode].GetPosition() - ThePaths.m_pathNodes[curNode].GetPosition();
float distPrevToCur = prevToCur.Magnitude();
if (distPrevToCur == 0.0f)
return PATH_DIRECTION_NONE;
/* We are trying to determine angle between prevToCur and curToNext. */
/* To find it, we consider a to be an angle between y axis and prevToCur */
/* and b to be an angle between x axis and curToNext */
/* Then the angle we are looking for is (pi/2 + a + b). */
float sin_a = prevToCur.x / distPrevToCur;
float cos_a = prevToCur.y / distPrevToCur;
float distCurToNext = curToNext.Magnitude();
if (distCurToNext == 0.0f)
return PATH_DIRECTION_NONE;
float sin_b = curToNext.y / distCurToNext;
float cos_b = curToNext.x / distCurToNext;
/* sin(a) * sin(b) - cos(a) * cos(b) = -cos(a+b) = sin(pi/2+a+b) */
float sin_direction = sin_a * sin_b - cos_a * cos_b;
if (sin_direction > 0.77f) /* Roughly between -50 and -130 degrees */
return PATH_DIRECTION_LEFT;
if (sin_direction < -0.77f) /* Roughly between 50 and 130 degrees */
return PATH_DIRECTION_RIGHT;
return PATH_DIRECTION_STRAIGHT;
}
#ifdef FIX_PATHFIND_BUG
void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float targetY, float targetZ, CVehicle* pTarget)
#else
void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float targetY, CVehicle* pTarget)
#endif
{
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;
int16 numNodes;
float distanceToTargetNode;
#ifndef MIAMI
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,
#ifdef FIX_PATHFIND_BUG
CVector(targetX, targetY, targetZ),
#else
CVector(targetX, targetY, 0.0f),
#endif
&pTargetNode, &numNodes, 1, pVehicle, &distanceToTargetNode, 999999.9f, closestNode);
}else
#endif
{
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);
}
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;
}
}
}else{
nextLink = 0;
newNextNode = pTargetNode - ThePaths.m_pathNodes;
for (int i = pCurNode->firstLink; ThePaths.ConnectedNode(i) != newNextNode; i++, nextLink++)
;
}
CPathNode* pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink]];
CCarPathLink* pCurLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
pVehicle->AutoPilot.m_nPrevRouteNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_nNextRouteNode;
pVehicle->AutoPilot.m_nNextRouteNode = newNextNode;
pVehicle->AutoPilot.m_nTimeEnteredCurve += pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
pVehicle->AutoPilot.m_nPreviousPathNodeInfo = pVehicle->AutoPilot.m_nCurrentPathNodeInfo;
pVehicle->AutoPilot.m_nCurrentPathNodeInfo = pVehicle->AutoPilot.m_nNextPathNodeInfo;
pVehicle->AutoPilot.m_nPreviousDirection = pVehicle->AutoPilot.m_nCurrentDirection;
pVehicle->AutoPilot.m_nCurrentDirection = pVehicle->AutoPilot.m_nNextDirection;
pVehicle->AutoPilot.m_nCurrentLane = pVehicle->AutoPilot.m_nNextLane;
pVehicle->AutoPilot.m_nNextPathNodeInfo = ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink];
int8 lanesOnNextNode;
if (curNode >= pVehicle->AutoPilot.m_nNextRouteNode) {
pVehicle->AutoPilot.m_nNextDirection = 1;
lanesOnNextNode = pNextLink->numLeftLanes;
}
else {
pVehicle->AutoPilot.m_nNextDirection = -1;
lanesOnNextNode = pNextLink->numRightLanes;
}
float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirX();
float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirY();
float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * pNextLink->GetDirX();
float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * pNextLink->GetDirY();
if (lanesOnNextNode >= 0) {
CVector2D dist = pNextPathNode->GetPosition() - pCurNode->GetPosition();
if (dist.MagnitudeSqr() >= SQR(7.0f)){
/* 25% chance vehicle will try to switch lane */
/* No lane switching if following car from far away */
/* ...although it's always one of those. */
if ((CGeneral::GetRandomNumber() & 0x600) == 0 &&
pVehicle->AutoPilot.m_nCarMission != MISSION_RAMPLAYER_FARAWAY &&
pVehicle->AutoPilot.m_nCarMission != MISSION_BLOCKPLAYER_FARAWAY &&
pVehicle->AutoPilot.m_nCarMission != MISSION_RAMCAR_FARAWAY &&
pVehicle->AutoPilot.m_nCarMission != MISSION_BLOCKCAR_FARAWAY){
if (CGeneral::GetRandomTrueFalse())
pVehicle->AutoPilot.m_nNextLane += 1;
else
pVehicle->AutoPilot.m_nNextLane -= 1;
}
}
pVehicle->AutoPilot.m_nNextLane = Min(lanesOnNextNode - 1, pVehicle->AutoPilot.m_nNextLane);
pVehicle->AutoPilot.m_nNextLane = Max(0, pVehicle->AutoPilot.m_nNextLane);
}
else {
pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane;
}
if (pVehicle->AutoPilot.m_bStayInFastLane)
pVehicle->AutoPilot.m_nNextLane = 0;
CVector positionOnCurrentLinkIncludingLane(
pCurLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
pCurLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
0.0f);
CVector positionOnNextLinkIncludingLane(
pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
0.0f);
float directionCurrentLinkX = pCurLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
float directionCurrentLinkY = pCurLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection;
float directionNextLinkX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
float directionNextLinkY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection;
/* We want to make a path between two links that may not have the same forward directions a curve. */
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
&positionOnCurrentLinkIncludingLane,
&positionOnNextLinkIncludingLane,
directionCurrentLinkX, directionCurrentLinkY,
directionNextLinkX, directionNextLinkY
) * (1000.0f / pVehicle->AutoPilot.m_fMaxTrafficSpeed);
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = Max(10, pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
}
bool CCarCtrl::PickNextNodeToFollowPath(CVehicle* pVehicle)
{
int curNode = pVehicle->AutoPilot.m_nNextRouteNode;
CPathNode* pCurNode = &ThePaths.m_pathNodes[curNode];
if (pVehicle->AutoPilot.m_nPathFindNodesCount == 0){
ThePaths.DoPathSearch(0, pVehicle->GetPosition(), curNode,
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)
return true;
}
CPathNode* pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
CCarPathLink* pCurLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
pVehicle->AutoPilot.m_nPrevRouteNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_nNextRouteNode;
pVehicle->AutoPilot.m_nNextRouteNode = pVehicle->AutoPilot.m_aPathFindNodesInfo[0] - ThePaths.m_pathNodes;
pVehicle->AutoPilot.RemoveOnePathNode();
pVehicle->AutoPilot.m_nTimeEnteredCurve += pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
pVehicle->AutoPilot.m_nPreviousPathNodeInfo = pVehicle->AutoPilot.m_nCurrentPathNodeInfo;
pVehicle->AutoPilot.m_nCurrentPathNodeInfo = pVehicle->AutoPilot.m_nNextPathNodeInfo;
pVehicle->AutoPilot.m_nPreviousDirection = pVehicle->AutoPilot.m_nCurrentDirection;
pVehicle->AutoPilot.m_nCurrentDirection = pVehicle->AutoPilot.m_nNextDirection;
pVehicle->AutoPilot.m_nCurrentLane = pVehicle->AutoPilot.m_nNextLane;
int nextLink = 0;
for (int i = pCurNode->firstLink; ThePaths.ConnectedNode(i) != pVehicle->AutoPilot.m_nNextRouteNode; i++, nextLink++)
;
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink]];
pVehicle->AutoPilot.m_nNextPathNodeInfo = ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink];
int8 lanesOnNextNode;
if (curNode >= pVehicle->AutoPilot.m_nNextRouteNode) {
pVehicle->AutoPilot.m_nNextDirection = 1;
lanesOnNextNode = pNextLink->numLeftLanes;
}
else {
pVehicle->AutoPilot.m_nNextDirection = -1;
lanesOnNextNode = pNextLink->numRightLanes;
}
float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirX();
float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirY();
float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * pNextLink->GetDirX();
float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * pNextLink->GetDirY();
if (lanesOnNextNode >= 0) {
CVector2D dist = pNextPathNode->GetPosition() - pCurNode->GetPosition();
if (dist.MagnitudeSqr() >= SQR(7.0f) && (CGeneral::GetRandomNumber() & 0x600) == 0) {
if (CGeneral::GetRandomTrueFalse())
pVehicle->AutoPilot.m_nNextLane += 1;
else
pVehicle->AutoPilot.m_nNextLane -= 1;
}
pVehicle->AutoPilot.m_nNextLane = Min(lanesOnNextNode - 1, pVehicle->AutoPilot.m_nNextLane);
pVehicle->AutoPilot.m_nNextLane = Max(0, pVehicle->AutoPilot.m_nNextLane);
}
else {
pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane;
}
if (pVehicle->AutoPilot.m_bStayInFastLane)
pVehicle->AutoPilot.m_nNextLane = 0;
CVector positionOnCurrentLinkIncludingLane(
pCurLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
pCurLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
0.0f);
CVector positionOnNextLinkIncludingLane(
pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
0.0f);
float directionCurrentLinkX = pCurLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
float directionCurrentLinkY = pCurLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection;
float directionNextLinkX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
float directionNextLinkY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection;
/* We want to make a path between two links that may not have the same forward directions a curve. */
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
&positionOnCurrentLinkIncludingLane,
&positionOnNextLinkIncludingLane,
directionCurrentLinkX, directionCurrentLinkY,
directionNextLinkX, directionNextLinkY
) * (1000.0f / pVehicle->AutoPilot.m_fMaxTrafficSpeed);
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = Max(10, pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
return false;
}
void CCarCtrl::Init(void)
{
NumRandomCars = 0;
NumLawEnforcerCars = 0;
NumMissionCars = 0;
NumParkedCars = 0;
NumPermanentCars = 0;
NumAmbulancesOnDuty = 0;
NumFiretrucksOnDuty = 0;
LastTimeFireTruckCreated = 0;
LastTimeAmbulanceCreated = 0;
#ifdef FIX_BUGS
LastTimeLawEnforcerCreated = 0;
#endif
bCarsGeneratedAroundCamera = false;
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++){
for (int j = 0; j < MAX_CAR_MODELS_IN_ARRAY; j++)
CarArrays[i][j] = 0;
NextCarOfRating[i] = 0;
TotalNumOfCarsOfRating[i] = 0;
}
}
void CCarCtrl::ReInit(void)
{
NumRandomCars = 0;
NumLawEnforcerCars = 0;
NumMissionCars = 0;
NumParkedCars = 0;
NumPermanentCars = 0;
NumAmbulancesOnDuty = 0;
NumFiretrucksOnDuty = 0;
#ifdef FIX_BUGS
LastTimeFireTruckCreated = 0;
LastTimeAmbulanceCreated = 0;
LastTimeLawEnforcerCreated = 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;
}
void CCarCtrl::DragCarToPoint(CVehicle* pVehicle, CVector* pPoint)
{
CVector2D posBehind = (CVector2D)pVehicle->GetPosition() - 3 * pVehicle->GetForward() / 2;
CVector2D posTarget = *pPoint;
CVector2D direction = posBehind - posTarget;
CVector2D midPos = posTarget + direction * 3 / direction.Magnitude();
float actualAheadZ;
float actualBehindZ;
CColPoint point;
CEntity* pRoadObject;
if (CCollision::IsStoredPolyStillValidVerticalLine(CVector(posTarget.x, posTarget.y, pVehicle->GetPosition().z - 3.0f),
pVehicle->GetPosition().z - 3.0f, point, &pVehicle->m_aCollPolys[0])){
actualAheadZ = point.point.z;
}else if (CWorld::ProcessVerticalLine(CVector(posTarget.x, posTarget.y, pVehicle->GetPosition().z + 1.5f),
pVehicle->GetPosition().z - 2.0f, point,
pRoadObject, true, false, false, false, false, false, &pVehicle->m_aCollPolys[0])){
actualAheadZ = point.point.z;
pVehicle->m_pCurGroundEntity = pRoadObject;
if (ThisRoadObjectCouldMove(pRoadObject->GetModelIndex()))
pVehicle->m_aCollPolys[0].valid = false;
}else if (CWorld::ProcessVerticalLine(CVector(posTarget.x, posTarget.y, pVehicle->GetPosition().z + 3.0f),
pVehicle->GetPosition().z - 3.0f, point,
pRoadObject, true, false, false, false, false, false, &pVehicle->m_aCollPolys[0])) {
actualAheadZ = point.point.z;
pVehicle->m_pCurGroundEntity = pRoadObject;
if (ThisRoadObjectCouldMove(pRoadObject->GetModelIndex()))
pVehicle->m_aCollPolys[0].valid = false;
}else{
actualAheadZ = pVehicle->m_fMapObjectHeightAhead;
}
pVehicle->m_fMapObjectHeightAhead = actualAheadZ;
if (CCollision::IsStoredPolyStillValidVerticalLine(CVector(midPos.x, midPos.y, pVehicle->GetPosition().z - 3.0f),
pVehicle->GetPosition().z - 3.0f, point, &pVehicle->m_aCollPolys[1])){
actualBehindZ = point.point.z;
}else if (CWorld::ProcessVerticalLine(CVector(midPos.x, midPos.y, pVehicle->GetPosition().z + 1.5f),
pVehicle->GetPosition().z - 2.0f, point,
pRoadObject, true, false, false, false, false, false, &pVehicle->m_aCollPolys[1])){
actualBehindZ = point.point.z;
pVehicle->m_pCurGroundEntity = pRoadObject;
if (ThisRoadObjectCouldMove(pRoadObject->GetModelIndex()))
pVehicle->m_aCollPolys[1].valid = false;
}else if (CWorld::ProcessVerticalLine(CVector(midPos.x, midPos.y, pVehicle->GetPosition().z + 3.0f),
pVehicle->GetPosition().z - 3.0f, point,
pRoadObject, true, false, false, false, false, false, &pVehicle->m_aCollPolys[1])){
actualBehindZ = point.point.z;
pVehicle->m_pCurGroundEntity = pRoadObject;
if (ThisRoadObjectCouldMove(pRoadObject->GetModelIndex()))
pVehicle->m_aCollPolys[1].valid = false;
}else{
actualBehindZ = pVehicle->m_fMapObjectHeightBehind;
}
pVehicle->m_fMapObjectHeightBehind = actualBehindZ;
float angleZ = Atan2((actualAheadZ - actualBehindZ) / 3, 1.0f);
float cosZ = Cos(angleZ);
float sinZ = Sin(angleZ);
pVehicle->GetRight() = CVector(posTarget.y - midPos.y, -(posTarget.x - midPos.x), 0.0f) / 3;
pVehicle->GetForward() = CVector(-cosZ * pVehicle->GetRight().y, cosZ * pVehicle->GetRight().x, sinZ);
pVehicle->GetUp() = CrossProduct(pVehicle->GetRight(), pVehicle->GetForward());
pVehicle->SetPosition((CVector(midPos.x, midPos.y, actualBehindZ) + CVector(posTarget.x, posTarget.y, actualAheadZ)) / 2);
pVehicle->GetMatrix().GetPosition().z += pVehicle->GetHeightAboveRoad();
}
float CCarCtrl::FindSpeedMultiplier(float angleChange, float minAngle, float maxAngle, float coef)
{
float angle = Abs(LimitRadianAngle(angleChange));
float n = angle - minAngle;
n = Max(0.0f, n);
float d = maxAngle - minAngle;
float mult = 1.0f - n / d * (1.0f - coef);
if (n > d)
return coef;
return mult;
}
void CCarCtrl::SteerAICarWithPhysics(CVehicle* pVehicle)
{
float swerve;
float accel;
float brake;
bool handbrake;
switch (pVehicle->AutoPilot.m_nTempAction){
case TEMPACT_WAIT:
swerve = 0.0f;
accel = 0.0f;
brake = 0.2f;
handbrake = false;
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction){
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds();
}
break;
case TEMPACT_REVERSE:
SteerAICarWithPhysics_OnlyMission(pVehicle, &swerve, &accel, &brake, &handbrake);
handbrake = false;
swerve = -swerve;
if (DotProduct(pVehicle->GetMoveSpeed(), pVehicle->GetForward()) > 0.04f){
accel = 0.0f;
brake = 0.5f;
}else{
accel = -0.5f;
brake = 0.0f;
}
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction)
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)
accel = 0.0f;
brake = 0.0f;
handbrake = true;
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction)
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)
accel = 0.0f;
brake = 0.0f;
handbrake = true;
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction)
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
break;
case TEMPACT_HANDBRAKESTRAIGHT:
swerve = 0.0f;
accel = 0.0f;
brake = 0.0f;
handbrake = true;
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction)
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
break;
case TEMPACT_TURNLEFT:
swerve = 1.0f;
accel = 1.0f;
brake = 0.0f;
handbrake = false;
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction)
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
break;
case TEMPACT_TURNRIGHT:
swerve = -1.0f;
accel = 1.0f;
brake = 0.0f;
handbrake = false;
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction)
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
break;
case TEMPACT_GOFORWARD:
swerve = 0.0f;
accel = 0.5f;
brake = 0.0f;
handbrake = false;
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction)
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
break;
case TEMPACT_SWERVELEFT:
case TEMPACT_SWERVERIGHT:
swerve = (pVehicle->AutoPilot.m_nTempAction == TEMPACT_SWERVERIGHT) ? 0.15f : -0.15f;
accel = 0.0f;
brake = 0.001f;
handbrake = false;
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction - 1000)
swerve = -swerve;
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction)
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
break;
default:
SteerAICarWithPhysics_OnlyMission(pVehicle, &swerve, &accel, &brake, &handbrake);
break;
}
pVehicle->m_fSteerAngle = swerve;
pVehicle->bIsHandbrakeOn = handbrake;
pVehicle->m_fGasPedal = accel;
pVehicle->m_fBrakePedal = brake;
}
void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
{
switch (pVehicle->AutoPilot.m_nCarMission) {
case MISSION_NONE:
*pSwerve = 0.0f;
*pAccel = 0.0f;
*pBrake = 0.5f;
*pHandbrake = true;
return;
case MISSION_CRUISE:
case MISSION_RAMPLAYER_FARAWAY:
case MISSION_BLOCKPLAYER_FARAWAY:
case MISSION_GOTOCOORDS:
case MISSION_GOTOCOORDS_ACCURATE:
case MISSION_RAMCAR_FARAWAY:
case MISSION_BLOCKCAR_FARAWAY:
SteerAICarWithPhysicsFollowPath(pVehicle, pSwerve, pAccel, pBrake, pHandbrake);
return;
case MISSION_RAMPLAYER_CLOSE:
{
CVector2D targetPos = FindPlayerCoors();
if (FindPlayerVehicle()){
if (pVehicle->m_randomSeed & 1 && DotProduct(FindPlayerVehicle()->GetForward(), pVehicle->GetForward()) > 0.5f){
float targetWidth = FindPlayerVehicle()->GetColModel()->boundingBox.max.x;
float ownWidth = pVehicle->GetColModel()->boundingBox.max.x;
if (pVehicle->m_randomSeed & 2){
targetPos += (targetWidth + ownWidth - 0.2f) * FindPlayerVehicle()->GetRight();
}else{
targetPos -= (targetWidth + ownWidth - 0.2f) * FindPlayerVehicle()->GetRight();
}
float targetSpeed = FindPlayerVehicle()->GetMoveSpeed().Magnitude();
float distanceToTarget = ((CVector2D)pVehicle->GetPosition() - targetPos).Magnitude();
if (12.0f * targetSpeed + 2.0f > distanceToTarget && pVehicle->AutoPilot.m_nTempAction == TEMPACT_NONE){
pVehicle->AutoPilot.m_nTempAction = (pVehicle->m_randomSeed & 2) ? TEMPACT_TURNLEFT : TEMPACT_TURNRIGHT;
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 250;
}
}else{
targetPos += FindPlayerVehicle()->GetRight() / 160 * ((pVehicle->m_randomSeed & 0xFF) - 128);
}
}
SteerAICarWithPhysicsHeadingForTarget(pVehicle, FindPlayerVehicle(), targetPos.x, targetPos.y, pSwerve, pAccel, pBrake, pHandbrake);
return;
}
case MISSION_BLOCKPLAYER_CLOSE:
SteerAICarWithPhysicsTryingToBlockTarget(pVehicle, FindPlayerCoors().x, FindPlayerCoors().y,
FindPlayerSpeed().x, FindPlayerSpeed().y, pSwerve, pAccel, pBrake, pHandbrake);
return;
case MISSION_BLOCKPLAYER_HANDBRAKESTOP:
SteerAICarWithPhysicsTryingToBlockTarget_Stop(pVehicle, FindPlayerCoors().x, FindPlayerCoors().y,
FindPlayerSpeed().x, FindPlayerSpeed().y, pSwerve, pAccel, pBrake, pHandbrake);
return;
case MISSION_GOTOCOORDS_STRAIGHT:
case MISSION_GOTO_COORDS_STRAIGHT_ACCURATE:
SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil,
pVehicle->AutoPilot.m_vecDestinationCoors.x, pVehicle->AutoPilot.m_vecDestinationCoors.y,
pSwerve, pAccel, pBrake, pHandbrake);
return;
case MISSION_EMERGENCYVEHICLE_STOP:
case MISSION_STOP_FOREVER:
*pSwerve = 0.0f;
*pAccel = 0.0f;
*pHandbrake = true;
*pBrake = 0.5f;
return;
case MISSION_RAMCAR_CLOSE:
SteerAICarWithPhysicsHeadingForTarget(pVehicle, pVehicle->AutoPilot.m_pTargetCar,
pVehicle->AutoPilot.m_pTargetCar->GetPosition().x, pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
pSwerve, pAccel, pBrake, pHandbrake);
return;
case MISSION_BLOCKCAR_CLOSE:
SteerAICarWithPhysicsTryingToBlockTarget(pVehicle,
pVehicle->AutoPilot.m_pTargetCar->GetPosition().x,
pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
pVehicle->AutoPilot.m_pTargetCar->GetMoveSpeed().x,
pVehicle->AutoPilot.m_pTargetCar->GetMoveSpeed().y,
pSwerve, pAccel, pBrake, pHandbrake);
return;
case MISSION_BLOCKCAR_HANDBRAKESTOP:
SteerAICarWithPhysicsTryingToBlockTarget_Stop(pVehicle,
pVehicle->AutoPilot.m_pTargetCar->GetPosition().x,
pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
pVehicle->AutoPilot.m_pTargetCar->GetMoveSpeed().x,
pVehicle->AutoPilot.m_pTargetCar->GetMoveSpeed().y,
pSwerve, pAccel, pBrake, pHandbrake);
return;
default:
return;
}
}
void CCarCtrl::SteerAIBoatWithPhysics(CBoat* pBoat)
{
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;
}
pBoat->m_fSteerAngle = pBoat->m_fSteeringLeftRight;
pBoat->m_fGasPedal = pBoat->m_fAccelerate;
pBoat->m_fBrakePedal = pBoat->m_fBrake;
pBoat->bIsHandbrakeOn = false;
}
float CCarCtrl::FindMaxSteerAngle(CVehicle* pVehicle)
{
return pVehicle->GetModelIndex() == MI_ENFORCER ? 0.7f : DEFAULT_MAX_STEER_ANGLE;
}
void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
{
CVector2D forward = pVehicle->GetForward();
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,
pCurrentLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection);
float nextPathLinkForwardX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
float nextPathLinkForwardY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection;
CVector2D positionOnCurrentLinkIncludingLane(
pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.y,
pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x);
CVector2D positionOnNextLinkIncludingLane(
pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX);
CVector2D distanceToNextNode = (CVector2D)pVehicle->GetPosition() - positionOnCurrentLinkIncludingLane;
float scalarDistanceToNextNode = distanceToNextNode.Magnitude();
CVector2D distanceBetweenNodes = positionOnNextLinkIncludingLane - positionOnCurrentLinkIncludingLane;
float dp = DotProduct2D(distanceBetweenNodes, distanceToNextNode);
if (scalarDistanceToNextNode < DISTANCE_TO_NEXT_NODE_TO_SELECT_NEW ||
dp > 0.0f && scalarDistanceToNextNode < DISTANCE_TO_FACING_NEXT_NODE_TO_SELECT_NEW ||
dp / (scalarDistanceToNextNode * distanceBetweenNodes.Magnitude()) > 0.7f ||
pVehicle->AutoPilot.m_nNextPathNodeInfo == pVehicle->AutoPilot.m_nCurrentPathNodeInfo){
if (PickNextNodeAccordingStrategy(pVehicle)) {
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;
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;
return;
}
}
pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
scalarDistanceToNextNode = CVector2D(
pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.y - pVehicle->GetPosition().x,
pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x - pVehicle->GetPosition().y).Magnitude();
pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
currentPathLinkForward.x = pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
currentPathLinkForward.y = pCurrentLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection;
nextPathLinkForwardX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
nextPathLinkForwardY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection;
}
positionOnCurrentLinkIncludingLane.x = pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.y;
positionOnCurrentLinkIncludingLane.y = pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x;
CVector2D projectedPosition = positionOnCurrentLinkIncludingLane - currentPathLinkForward * scalarDistanceToNextNode * 0.4f;
if (scalarDistanceToNextNode > DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN){
projectedPosition.x = positionOnCurrentLinkIncludingLane.x;
projectedPosition.y = positionOnCurrentLinkIncludingLane.y;
}
CVector2D distanceToProjectedPosition = projectedPosition - pVehicle->GetPosition();
float angleCurrentLink = CGeneral::GetATanOfXY(distanceToProjectedPosition.x, distanceToProjectedPosition.y);
float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS)
angleCurrentLink = FindAngleToWeaveThroughTraffic(pVehicle, nil, angleCurrentLink, angleForward);
float steerAngle = LimitRadianAngle(angleCurrentLink - angleForward);
float maxAngle = FindMaxSteerAngle(pVehicle);
steerAngle = Min(maxAngle, Max(-maxAngle, steerAngle));
if (pVehicle->GetMoveSpeed().Magnitude() > MIN_SPEED_TO_START_LIMITING_STEER)
steerAngle = Min(MAX_ANGLE_TO_STEER_AT_HIGH_SPEED, Max(-MAX_ANGLE_TO_STEER_AT_HIGH_SPEED, steerAngle));
float currentForwardSpeed = DotProduct(pVehicle->GetMoveSpeed(), pVehicle->GetForward()) * GAME_SPEED_TO_CARAI_SPEED;
float speedStyleMultiplier;
switch (pVehicle->AutoPilot.m_nDrivingStyle) {
case DRIVINGSTYLE_STOP_FOR_CARS:
case DRIVINGSTYLE_SLOW_DOWN_FOR_CARS:
speedStyleMultiplier = FindMaximumSpeedForThisCarInTraffic(pVehicle) / pVehicle->AutoPilot.m_nCruiseSpeed;
break;
default:
speedStyleMultiplier = 1.0f;
break;
}
switch (pVehicle->AutoPilot.m_nDrivingStyle) {
case DRIVINGSTYLE_STOP_FOR_CARS:
case DRIVINGSTYLE_SLOW_DOWN_FOR_CARS:
if (CTrafficLights::ShouldCarStopForLight(pVehicle, false)){
CCarAI::CarHasReasonToStop(pVehicle);
speedStyleMultiplier = 0.0f;
}
break;
default:
break;
}
if (CTrafficLights::ShouldCarStopForBridge(pVehicle)){
CCarAI::CarHasReasonToStop(pVehicle);
speedStyleMultiplier = 0.0f;
}
CVector2D trajectory(pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.y,
pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x);
trajectory -= pVehicle->GetPosition();
float speedAngleMultiplier = FindSpeedMultiplier(
CGeneral::GetATanOfXY(trajectory.x, trajectory.y) - angleForward,
MIN_ANGLE_FOR_SPEED_LIMITING, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT);
float tmpWideMultiplier = FindSpeedMultiplier(
CGeneral::GetATanOfXY(currentPathLinkForward.x, currentPathLinkForward.y) -
CGeneral::GetATanOfXY(nextPathLinkForwardX, nextPathLinkForwardY),
MIN_ANGLE_FOR_SPEED_LIMITING_BETWEEN_NODES, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT);
float speedNodesMultiplier;
if (scalarDistanceToNextNode > DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN || pVehicle->AutoPilot.m_nCruiseSpeed < 12)
speedNodesMultiplier = 1.0f;
else
speedNodesMultiplier = 1.0f -
(1.0f - scalarDistanceToNextNode / DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN) *
(1.0f - tmpWideMultiplier);
float speedMultiplier = Min(speedStyleMultiplier, Min(speedAngleMultiplier, speedNodesMultiplier));
float speed = pVehicle->AutoPilot.m_nCruiseSpeed * speedMultiplier;
float speedDifference = speed - currentForwardSpeed;
if (speed < 0.05f && speedDifference < 0.03f){
*pBrake = 1.0f;
*pAccel = 0.0f;
}else if (speedDifference <= 0.0f){
*pBrake = Min(0.5f, -speedDifference * 0.05f);
*pAccel = 0.0f;
}else if (currentForwardSpeed < 2.0f){
*pBrake = 0.0f;
*pAccel = Min(1.0f, speedDifference * 0.25f);
}else{
*pBrake = 0.0f;
*pAccel = Min(1.0f, speedDifference * 0.125f);
}
*pSwerve = steerAngle;
*pHandbrake = false;
}
void CCarCtrl::SteerAICarWithPhysicsHeadingForTarget(CVehicle* pVehicle, CPhysical* pTarget, float targetX, float targetY, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
{
*pHandbrake = false;
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);
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS)
angleToTarget = FindAngleToWeaveThroughTraffic(pVehicle, pTarget, angleToTarget, angleForward);
float steerAngle = LimitRadianAngle(angleToTarget - angleForward);
if (pVehicle->GetMoveSpeed().Magnitude() > MIN_SPEED_TO_APPLY_HANDBRAKE)
if (ABS(steerAngle) > MIN_ANGLE_TO_APPLY_HANDBRAKE)
*pHandbrake = true;
float maxAngle = FindMaxSteerAngle(pVehicle);
steerAngle = Min(maxAngle, Max(-maxAngle, steerAngle));
float speedMultiplier = FindSpeedMultiplier(angleToTarget - angleForward,
MIN_ANGLE_FOR_SPEED_LIMITING, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT);
float speedTarget = pVehicle->AutoPilot.m_nCruiseSpeed * speedMultiplier;
float currentSpeed = pVehicle->GetMoveSpeed().Magnitude() * GAME_SPEED_TO_CARAI_SPEED;
float speedDiff = speedTarget - currentSpeed;
if (speedDiff <= 0.0f){
*pAccel = 0.0f;
*pBrake = Min(0.5f, -speedDiff * 0.05f);
}else if (currentSpeed < 25.0f){
*pAccel = Min(1.0f, speedDiff * 0.1f);
*pBrake = 0.0f;
}else{
*pAccel = 1.0f;
*pBrake = 0.0f;
}
*pSwerve = steerAngle;
}
void CCarCtrl::SteerAICarWithPhysicsTryingToBlockTarget(CVehicle* pVehicle, float targetX, float targetY, float targetSpeedX, float targetSpeedY, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
{
CVector2D targetPos(targetX, targetY);
CVector2D offset(targetSpeedX, targetSpeedY);
float trajectoryLen = offset.Magnitude();
if (trajectoryLen > MAX_SPEED_TO_ACCOUNT_IN_INTERCEPTING)
offset *= MAX_SPEED_TO_ACCOUNT_IN_INTERCEPTING / trajectoryLen;
targetPos += offset * GAME_SPEED_TO_CARAI_SPEED;
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil, targetPos.x, targetPos.y, pSwerve, pAccel, pBrake, pHandbrake);
if ((targetPos - pVehicle->GetPosition()).MagnitudeSqr() < SQR(DISTANCE_TO_SWITCH_FROM_BLOCK_TO_STOP))
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;
*pAccel = 0.0f;
*pBrake = 1.0f;
*pHandbrake = true;
float distanceToTargetSqr = (CVector2D(targetX, targetY) - pVehicle->GetPosition()).MagnitudeSqr();
if (distanceToTargetSqr > SQR(DISTANCE_TO_SWITCH_FROM_STOP_TO_BLOCK)){
pVehicle->AutoPilot.m_nCarMission = (pVehicle->AutoPilot.m_nCarMission == MISSION_BLOCKCAR_HANDBRAKESTOP) ?
MISSION_BLOCKCAR_CLOSE : MISSION_BLOCKPLAYER_CLOSE;
return;
}
if (pVehicle->AutoPilot.m_nCarMission == MISSION_BLOCKCAR_HANDBRAKESTOP){
if (((CVector2D)pVehicle->GetMoveSpeed()).MagnitudeSqr() < SQR(0.01f) &&
CVector2D(targetSpeedX, targetSpeedY).MagnitudeSqr() < SQR(0.02f) &&
pVehicle->bIsLawEnforcer){
CCarAI::TellOccupantsToLeaveCar(pVehicle);
pVehicle->AutoPilot.m_nCruiseSpeed = 0;
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
}
}else{
if (FindPlayerVehicle() && FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f)
#ifdef FIX_BUGS
pVehicle->m_nTimeBlocked += CTimer::GetTimeStepInMilliseconds();
#else
pVehicle->m_nTimeBlocked += 1000.0f / 60.0f * CTimer::GetTimeStep(); // very doubtful constant
#endif
else
pVehicle->m_nTimeBlocked = 0;
if (FindPlayerVehicle() == nil || FindPlayerVehicle()->IsUpsideDown() ||
FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f &&
pVehicle->m_nTimeBlocked > TIME_COPS_WAIT_TO_EXIT_AFTER_STOPPING){
if (pVehicle->bIsLawEnforcer && distanceToTargetSqr < SQR(DISTANCE_TO_SWITCH_FROM_STOP_TO_BLOCK)){
CCarAI::TellOccupantsToLeaveCar(pVehicle);
pVehicle->AutoPilot.m_nCruiseSpeed = 0;
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
}
}
}
}
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)
{
for (int i = 0; i < MAX_CARS_TO_KEEP; i++) {
if (apCarsToKeep[i] == pVehicle) {
aCarsToKeepTime[i] = CTimer::GetTimeInMilliseconds();
return;
}
}
for (int i = 0; i < MAX_CARS_TO_KEEP; i++) {
if (!apCarsToKeep[i]) {
apCarsToKeep[i] = pVehicle;
aCarsToKeepTime[i] = CTimer::GetTimeInMilliseconds();
return;
}
}
uint32 oldestCarWeKeepTime = UINT_MAX;
int oldestCarWeKeepIndex = 0;
for (int i = 0; i < MAX_CARS_TO_KEEP; i++) {
if (apCarsToKeep[i] && aCarsToKeepTime[i] < oldestCarWeKeepTime) {
oldestCarWeKeepTime = aCarsToKeepTime[i];
oldestCarWeKeepIndex = i;
}
}
apCarsToKeep[oldestCarWeKeepIndex] = pVehicle;
aCarsToKeepTime[oldestCarWeKeepIndex] = CTimer::GetTimeInMilliseconds();
}
bool
CCarCtrl::IsThisVehicleInteresting(CVehicle* pVehicle)
{
for (int i = 0; i < MAX_CARS_TO_KEEP; i++) {
if (apCarsToKeep[i] == pVehicle)
return true;
}
return false;
}
void CCarCtrl::RemoveFromInterestingVehicleList(CVehicle* pVehicle)
{
for (int i = 0; i < MAX_CARS_TO_KEEP; i++) {
if (apCarsToKeep[i] == pVehicle)
apCarsToKeep[i] = nil;
}
}
void CCarCtrl::ClearInterestingVehicleList()
{
for (int i = 0; i < MAX_CARS_TO_KEEP; i++) {
apCarsToKeep[i] = nil;
}
}
void CCarCtrl::SwitchVehicleToRealPhysics(CVehicle* pVehicle)
{
pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds();
}
void CCarCtrl::JoinCarWithRoadSystem(CVehicle* pVehicle)
{
pVehicle->AutoPilot.m_nPrevRouteNode = pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_nNextRouteNode = 0;
pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_nPreviousPathNodeInfo = pVehicle->AutoPilot.m_nNextPathNodeInfo = 0;
int nodeId = ThePaths.FindNodeClosestToCoorsFavourDirection(pVehicle->GetPosition(), 0, pVehicle->GetForward().x, pVehicle->GetForward().y);
CPathNode* pNode = &ThePaths.m_pathNodes[nodeId];
int prevNodeId = -1;
float minDistance = 999999.9f;
for (int i = 0; i < pNode->numLinks; i++){
int candidateId = ThePaths.ConnectedNode(i + pNode->firstLink);
CPathNode* pCandidateNode = &ThePaths.m_pathNodes[candidateId];
float distance = (pCandidateNode->GetPosition() - pNode->GetPosition()).Magnitude2D();
if (distance < minDistance){
minDistance = distance;
prevNodeId = candidateId;
}
}
if (prevNodeId < 0)
return;
CVector2D forward = pVehicle->GetForward();
CPathNode* pPrevNode = &ThePaths.m_pathNodes[prevNodeId];
if (forward.x == 0.0f && forward.y == 0.0f)
forward.x = 1.0f;
if (DotProduct2D(pNode->GetPosition() - pPrevNode->GetPosition(), forward) < 0.0f){
int tmp;
tmp = prevNodeId;
prevNodeId = nodeId;
nodeId = tmp;
}
pVehicle->AutoPilot.m_nPrevRouteNode = 0;
pVehicle->AutoPilot.m_nCurrentRouteNode = prevNodeId;
pVehicle->AutoPilot.m_nNextRouteNode = nodeId;
pVehicle->AutoPilot.m_nPathFindNodesCount = 0;
FindLinksToGoWithTheseNodes(pVehicle);
pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane = 0;
}
bool CCarCtrl::JoinCarWithRoadSystemGotoCoors(CVehicle* pVehicle, CVector vecTarget, bool isProperNow)
{
pVehicle->AutoPilot.m_vecDestinationCoors = vecTarget;
ThePaths.DoPathSearch(0, pVehicle->GetPosition(), -1, vecTarget, pVehicle->AutoPilot.m_aPathFindNodesInfo,
&pVehicle->AutoPilot.m_nPathFindNodesCount, NUM_PATH_NODES_IN_AUTOPILOT, pVehicle, nil, 999999.9f, -1);
ThePaths.RemoveBadStartNode(pVehicle->GetPosition(),
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;
return true;
}
pVehicle->AutoPilot.m_nPrevRouteNode = 0;
pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_aPathFindNodesInfo[0] - ThePaths.m_pathNodes;
pVehicle->AutoPilot.RemoveOnePathNode();
pVehicle->AutoPilot.m_nNextRouteNode = pVehicle->AutoPilot.m_aPathFindNodesInfo[0] - ThePaths.m_pathNodes;
pVehicle->AutoPilot.RemoveOnePathNode();
FindLinksToGoWithTheseNodes(pVehicle);
pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane = 0;
return false;
}
void CCarCtrl::FindLinksToGoWithTheseNodes(CVehicle* pVehicle)
{
int nextLink;
CPathNode* pCurNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nCurrentRouteNode];
for (nextLink = 0; nextLink < 12; nextLink++)
if (ThePaths.ConnectedNode(nextLink + pCurNode->firstLink) == pVehicle->AutoPilot.m_nNextRouteNode)
break;
pVehicle->AutoPilot.m_nNextPathNodeInfo = ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink];
pVehicle->AutoPilot.m_nNextDirection = (pVehicle->AutoPilot.m_nCurrentRouteNode >= pVehicle->AutoPilot.m_nNextRouteNode) ? 1 : -1;
int curLink;
int curConnection;
if (pCurNode->numLinks == 1) {
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];
}
}
pVehicle->AutoPilot.m_nCurrentPathNodeInfo = curConnection;
pVehicle->AutoPilot.m_nCurrentDirection = (ThePaths.ConnectedNode(curLink + pCurNode->firstLink) >= pVehicle->AutoPilot.m_nCurrentRouteNode) ? 1 : -1;
}
void CCarCtrl::GenerateEmergencyServicesCar(void)
{
if (FindPlayerPed()->m_pWanted->m_nWantedLevel > 3)
return;
if (NumFiretrucksOnDuty + NumAmbulancesOnDuty + NumParkedCars + NumMissionCars +
NumLawEnforcerCars + NumRandomCars > MaxNumberOfCarsInUse)
return;
if (NumAmbulancesOnDuty == 0){
if (gAccidentManager.CountActiveAccidents() < 2){
if (CStreaming::HasModelLoaded(MI_AMBULAN))
CStreaming::SetModelIsDeletable(MI_MEDIC);
}else{
float distance = 30.0f;
CAccident* pNearestAccident = gAccidentManager.FindNearestAccident(FindPlayerCoors(), &distance);
if (pNearestAccident){
if (CountCarsOfType(MI_AMBULAN) < 2 && CTimer::GetTimeInMilliseconds() > LastTimeAmbulanceCreated + 30000){
CStreaming::RequestModel(MI_AMBULAN, STREAMFLAGS_DEPENDENCY);
CStreaming::RequestModel(MI_MEDIC, STREAMFLAGS_DONT_REMOVE);
if (CStreaming::HasModelLoaded(MI_AMBULAN) && CStreaming::HasModelLoaded(MI_MEDIC)){
if (GenerateOneEmergencyServicesCar(MI_AMBULAN, pNearestAccident->m_pVictim->GetPosition()))
LastTimeAmbulanceCreated = CTimer::GetTimeInMilliseconds();
}
}
}
}
}
if (NumFiretrucksOnDuty == 0){
if (gFireManager.GetTotalActiveFires() < 3){
if (CStreaming::HasModelLoaded(MI_FIRETRUCK))
CStreaming::SetModelIsDeletable(MI_FIREMAN);
}else{
float distance = 30.0f;
CFire* pNearestFire = gFireManager.FindNearestFire(FindPlayerCoors(), &distance);
if (pNearestFire) {
if (CountCarsOfType(MI_FIRETRUCK) < 2 && CTimer::GetTimeInMilliseconds() > LastTimeFireTruckCreated + 30000){
CStreaming::RequestModel(MI_FIRETRUCK, STREAMFLAGS_DEPENDENCY);
CStreaming::RequestModel(MI_FIREMAN, STREAMFLAGS_DONT_REMOVE);
if (CStreaming::HasModelLoaded(MI_FIRETRUCK) && CStreaming::HasModelLoaded(MI_FIREMAN)){
if (GenerateOneEmergencyServicesCar(MI_FIRETRUCK, pNearestFire->m_vecPos))
LastTimeFireTruckCreated = CTimer::GetTimeInMilliseconds();
}
}
}
}
}
}
bool CCarCtrl::GenerateOneEmergencyServicesCar(uint32 mi, CVector vecPos)
{
CVector pPlayerPos = FindPlayerCentreOfWorld(CWorld::PlayerInFocus);
bool created = false;
int attempts = 0;
CVector spawnPos;
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)){
int16 colliding[2];
CWorld::FindObjectsKindaColliding(spawnPos, 10.0f, true, colliding, 2, nil, false, true, true, false, false);
if (colliding[0] == 0)
created = true;
}
attempts += 1;
}
if (attempts >= 5)
return nil;
CAutomobile* pVehicle = new CAutomobile(mi, RANDOM_VEHICLE);
pVehicle->AutoPilot.m_vecDestinationCoors = vecPos;
pVehicle->SetPosition(spawnPos);
pVehicle->AutoPilot.m_nCarMission = (JoinCarWithRoadSystemGotoCoors(pVehicle, vecPos, false)) ? MISSION_GOTOCOORDS_STRAIGHT : MISSION_GOTOCOORDS;
pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed = 25;
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
CVector2D direction = vecPos - spawnPos;
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);
spawnPos.z = posBetweenNodes * ThePaths.m_pathNodes[curNode].GetZ() + (1.0f - posBetweenNodes) * ThePaths.m_pathNodes[nextNode].GetZ();
float groundZ = INFINITE_Z;
CColPoint colPoint;
CEntity* pEntity;
if (CWorld::ProcessVerticalLine(spawnPos, 1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil))
groundZ = colPoint.point.z;
if (CWorld::ProcessVerticalLine(spawnPos, -1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil)) {
if (ABS(colPoint.point.z - spawnPos.z) < ABS(groundZ - spawnPos.z))
groundZ = colPoint.point.z;
}
if (groundZ == INFINITE_Z) {
delete pVehicle;
return false;
}
spawnPos.z = groundZ + pVehicle->GetDistanceFromCentreOfMassToBaseOfModel();
pVehicle->SetPosition(spawnPos);
pVehicle->SetMoveSpeed(CVector(0.0f, 0.0f, 0.0f));
pVehicle->SetStatus(STATUS_PHYSICS);
switch (mi){
case MI_FIRETRUCK:
pVehicle->bIsFireTruckOnDuty = true;
++NumFiretrucksOnDuty;
CCarAI::AddFiretruckOccupants(pVehicle);
break;
case MI_AMBULAN:
pVehicle->bIsAmbulanceOnDuty = true;
++NumAmbulancesOnDuty;
CCarAI::AddAmbulanceOccupants(pVehicle);
break;
}
pVehicle->m_bSirenOrAlarm = true;
CWorld::Add(pVehicle);
printf("CREATED EMERGENCY VEHICLE\n");
return true;
}
void CCarCtrl::UpdateCarCount(CVehicle* pVehicle, bool remove)
{
if (remove){
switch (pVehicle->VehicleCreatedBy){
case RANDOM_VEHICLE:
if (pVehicle->bIsLawEnforcer)
--NumLawEnforcerCars;
--NumRandomCars;
return;
case MISSION_VEHICLE:
--NumMissionCars;
return;
case PARKED_VEHICLE:
--NumParkedCars;
return;
case PERMANENT_VEHICLE:
--NumPermanentCars;;
return;
}
}
else{
switch (pVehicle->VehicleCreatedBy){
case RANDOM_VEHICLE:
if (pVehicle->bIsLawEnforcer)
++NumLawEnforcerCars;
++NumRandomCars;
return;
case MISSION_VEHICLE:
++NumMissionCars;
return;
case PARKED_VEHICLE:
++NumParkedCars;
return;
case PERMANENT_VEHICLE:
++NumPermanentCars;;
return;
}
}
}
bool CCarCtrl::ThisRoadObjectCouldMove(int16 mi)
{
return mi == MI_BRIDGELIFT || mi == MI_BRIDGEROADSEGMENT;
}
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
}
#ifdef MIAMI
float CCarCtrl::FindSpeedMultiplierWithSpeedFromNodes(int8 type)
{
switch (type)
{
case 1: return 1.5f;
case 2: return 2.0f;
}
return 1.0f;
}
#endif