diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/control/CarAI.cpp | 13 | ||||
-rw-r--r-- | src/control/CarCtrl.cpp | 113 | ||||
-rw-r--r-- | src/control/CarCtrl.h | 12 | ||||
-rw-r--r-- | src/core/IniFile.cpp | 4 |
4 files changed, 87 insertions, 55 deletions
diff --git a/src/control/CarAI.cpp b/src/control/CarAI.cpp index a3fcbf9a..c8e80c32 100644 --- a/src/control/CarAI.cpp +++ b/src/control/CarAI.cpp @@ -4,6 +4,7 @@ #include "Accident.h" #include "AutoPilot.h" +#include "Bridge.h" #include "CarCtrl.h" #include "General.h" #include "HandlingMgr.h" @@ -74,6 +75,18 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle) case STATUS_PLAYER_DISABLED: break; case STATUS_SIMPLE: + { + if (pVehicle->m_pCurGroundEntity && CBridge::ThisIsABridgeObjectMovingUp(pVehicle->m_pCurGroundEntity->GetModelIndex())) + pVehicle->SetStatus(STATUS_PHYSICS); + CColPoint colPoint; + CEntity* pEntity; + if (pVehicle->m_randomSeed & 0x3F == CTimer::GetFrameCounter() & 0x3F && + !CWorld::ProcessVerticalLine(pVehicle->GetPosition(), -2.0f, colPoint, pEntity, true, false, false, false, true, false, nil)) { + debug("FLOATING CAR TURNED INTO PHYSICS CAR!\n"); + pVehicle->SetStatus(STATUS_PHYSICS); + } + } + // fallthough case STATUS_PHYSICS: switch (pVehicle->AutoPilot.m_nCarMission) { case MISSION_RAMPLAYER_FARAWAY: diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp index 2af218c4..a6ddf24f 100644 --- a/src/control/CarCtrl.cpp +++ b/src/control/CarCtrl.cpp @@ -746,12 +746,6 @@ CCarCtrl::GenerateOneRandomCar() } } -bool -CCarCtrl::BoatWithTallMast(int32 mi) -{ - return mi == MI_RIO || mi == MI_TROPIC || mi == MI_MARQUIS; -} - int32 CCarCtrl::ChooseBoatModel(int32 rating) { @@ -1603,7 +1597,7 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMCAR_CLOSE && pOtherEntity == pVehicle->AutoPilot.m_pTargetCar) return; CVector2D vecDiff = pOtherCar->GetPosition() - pVehicle->GetPosition(); - float angleBetweenVehicles = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y); + float angleBetweenVehicles = GetATanOfXY(vecDiff.x, vecDiff.y); float distance = vecDiff.Magnitude(); if (distance < 1.0f) return; @@ -1613,7 +1607,7 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float return; CVector2D forward = pVehicle->GetForward(); forward.Normalise(); - float forwardAngle = CGeneral::GetATanOfXY(forward.x, forward.y); + float forwardAngle = 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)); @@ -1622,16 +1616,12 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float diffToLeftAngle = ABS(diffToLeftAngle); float angleToWeave = lengthToEvade / 2; if (diffToLeftAngle < angleToWeave){ - *pAngleToWeaveLeft = angleBetweenVehicles - angleToWeave; - while (*pAngleToWeaveLeft < -PI) - *pAngleToWeaveLeft += TWOPI; + *pAngleToWeaveLeft = LimitRadianAngle(angleBetweenVehicles - angleToWeave); } float diffToRightAngle = LimitRadianAngle(angleBetweenVehicles - *pAngleToWeaveRight); diffToRightAngle = ABS(diffToRightAngle); if (diffToRightAngle < angleToWeave){ - *pAngleToWeaveRight = angleBetweenVehicles + angleToWeave; - while (*pAngleToWeaveRight > PI) - *pAngleToWeaveRight -= TWOPI; + *pAngleToWeaveRight = LimitRadianAngle(angleBetweenVehicles + angleToWeave); } } @@ -1663,23 +1653,19 @@ void CCarCtrl::WeaveForPed(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAn return; CPed* pPed = (CPed*)pOtherEntity; CVector2D vecDiff = pPed->GetPosition() - pVehicle->GetPosition(); - float angleBetweenVehicleAndPed = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y); + float angleBetweenVehicleAndPed = 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; + *pAngleToWeaveLeft = LimitRadianAngle(angleBetweenVehicleAndPed - angleToWeave); } float diffToRightAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveRight); diffToRightAngle = ABS(diffToRightAngle); if (diffToRightAngle < angleToWeave) { - *pAngleToWeaveRight = angleBetweenVehicleAndPed + angleToWeave; - while (*pAngleToWeaveRight > PI) - *pAngleToWeaveRight -= TWOPI; + *pAngleToWeaveRight = LimitRadianAngle(angleBetweenVehicleAndPed + angleToWeave); } } @@ -1735,23 +1721,19 @@ void CCarCtrl::WeaveForObject(CEntity* pOtherEntity, CVehicle* pVehicle, float* rightCoef * pObject->GetRight() + forwardCoef * pObject->GetForward() - pVehicle->GetPosition(); - float angleBetweenVehicleAndObject = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y); + float angleBetweenVehicleAndObject = 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; + *pAngleToWeaveLeft = LimitRadianAngle(angleBetweenVehicleAndObject - angleToWeave); } float diffToRightAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveRight); diffToRightAngle = ABS(diffToRightAngle); if (diffToRightAngle < angleToWeave) { - *pAngleToWeaveRight = angleBetweenVehicleAndObject + angleToWeave; - while (*pAngleToWeaveRight > PI) - *pAngleToWeaveRight -= TWOPI; + *pAngleToWeaveRight = LimitRadianAngle(angleBetweenVehicleAndObject + angleToWeave); } } @@ -2031,7 +2013,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t int nextLink; if (numNodes != 1 && numNodes != 2 || pTargetNode[0] == pCurNode){ if (numNodes != 2 || pTargetNode[1] == pCurNode) { - float currentAngle = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y); + float currentAngle = GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y); nextLink = 0; float lowestAngleChange = 10.0f; int numLinks = pCurNode->numLinks; @@ -2041,7 +2023,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t if (conNode == prevNode && i > 1) continue; CPathNode* pTestNode = &ThePaths.m_pathNodes[conNode]; - float angle = CGeneral::GetATanOfXY(pTestNode->GetX() - pCurNode->GetX(), pTestNode->GetY() - pCurNode->GetY()); + float angle = GetATanOfXY(pTestNode->GetX() - pCurNode->GetX(), pTestNode->GetY() - pCurNode->GetY()); angle = LimitRadianAngle(angle - currentAngle); angle = ABS(angle); if (angle < lowestAngleChange) { @@ -2459,6 +2441,16 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe *pHandbrake = true; return; case MISSION_CRUISE: + if (CTrafficLights::ShouldCarStopForBridge(pVehicle)) { + *pAccel = 0.0f; + *pBrake = 1.0f; + *pHandbrake = true; +#ifdef FIX_BUGS + *pSwerve = 0.0f; +#endif + break; + } + // fallthough case MISSION_RAMPLAYER_FARAWAY: case MISSION_BLOCKPLAYER_FARAWAY: case MISSION_GOTOCOORDS: @@ -2529,11 +2521,19 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe *pHandbrake = false; return; case MISSION_RAMCAR_CLOSE: + if (!pVehicle->AutoPilot.m_pTargetCar) { + debug("NO TARGET VEHICLE FOR MISSION_RAMCAR_CLOSE\n"); + return; + } 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: + if (!pVehicle->AutoPilot.m_pTargetCar) { + debug("NO TARGET VEHICLE FOR MISSION_BLOCKCAR_CLOSE\n"); + return; + } SteerAICarWithPhysicsTryingToBlockTarget(pVehicle, pVehicle->AutoPilot.m_pTargetCar->GetPosition().x, pVehicle->AutoPilot.m_pTargetCar->GetPosition().y, @@ -2542,6 +2542,9 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe pSwerve, pAccel, pBrake, pHandbrake); return; case MISSION_BLOCKCAR_HANDBRAKESTOP: + if (!pVehicle->AutoPilot.m_pTargetCar) { + return; + } SteerAICarWithPhysicsTryingToBlockTarget_Stop(pVehicle, pVehicle->AutoPilot.m_pTargetCar->GetPosition().x, pVehicle->AutoPilot.m_pTargetCar->GetPosition().y, @@ -2619,8 +2622,8 @@ void CCarCtrl::SteerAIBoatWithPhysicsHeadingForTarget(CVehicle* pVehicle, float { CVector2D forward = pVehicle->GetForward(); forward.Normalise(); - float angleToTarget = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y); - float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y); + float angleToTarget = GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y); + float angleForward = GetATanOfXY(forward.x, forward.y); float steerAngle = LimitRadianAngle(angleToTarget - angleForward); steerAngle = clamp(steerAngle, -DEFAULT_MAX_STEER_ANGLE, DEFAULT_MAX_STEER_ANGLE); #ifdef FIX_BUGS @@ -2651,8 +2654,8 @@ void CCarCtrl::SteerAIBoatWithPhysicsAttackingPlayer(CVehicle* pVehicle, float* CVector2D forward = pVehicle->GetForward(); forward.Normalise(); CVector2D vecToProjection = FindPlayerCoors() + FindPlayerSpeed() * projection * GAME_SPEED_TO_CARAI_SPEED; - float angleToTarget = CGeneral::GetATanOfXY(vecToProjection.x - pVehicle->GetPosition().x, vecToProjection.y - pVehicle->GetPosition().y); - float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y); + float angleToTarget = GetATanOfXY(vecToProjection.x - pVehicle->GetPosition().x, vecToProjection.y - pVehicle->GetPosition().y); + float angleForward = GetATanOfXY(forward.x, forward.y); float steerAngle = LimitRadianAngle(angleToTarget - angleForward); #ifdef FIX_BUGS float speedTarget = pVehicle->AutoPilot.GetCruiseSpeed(); @@ -2740,7 +2743,7 @@ void CCarCtrl::SteerAIHeliTowardsTargetCoors(CAutomobile* pHeli) if (distanceToTarget < 8.0f && pHeli->m_fHeliOrientation < 0.0f) ZTurnSpeedTarget = 0.0f; else { - float fAngleTarget = CGeneral::GetATanOfXY(vecToTarget.x, vecToTarget.y) + PI; + float fAngleTarget = GetATanOfXY(vecToTarget.x, vecToTarget.y) + PI; if (pHeli->m_fHeliOrientation >= 0.0f) fAngleTarget = pHeli->m_fHeliOrientation; fAngleTarget -= pHeli->m_fOrientation; @@ -2783,7 +2786,7 @@ void CCarCtrl::SteerAIPlaneTowardsTargetCoors(CAutomobile* pPlane) CVector2D vecToTarget = pPlane->AutoPilot.m_vecDestinationCoors - pPlane->GetPosition(); float fForwardZ = (pPlane->AutoPilot.m_vecDestinationCoors.z - pPlane->GetPosition().z) / vecToTarget.Magnitude(); fForwardZ = clamp(fForwardZ, -0.3f, 0.3f); - float angle = CGeneral::GetATanOfXY(vecToTarget.x, vecToTarget.y); + float angle = GetATanOfXY(vecToTarget.x, vecToTarget.y); while (angle > TWOPI) angle -= TWOPI; float difference = LimitRadianAngle(angle - pPlane->m_fOrientation); @@ -2880,8 +2883,8 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv 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); + float angleCurrentLink = GetATanOfXY(distanceToProjectedPosition.x, distanceToProjectedPosition.y); + float angleForward = GetATanOfXY(forward.x, forward.y); if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS) angleCurrentLink = FindAngleToWeaveThroughTraffic(pVehicle, nil, angleCurrentLink, angleForward); float steerAngle = LimitRadianAngle(angleCurrentLink - angleForward); @@ -2920,11 +2923,11 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv 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, + 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), + GetATanOfXY(currentPathLinkForward.x, currentPathLinkForward.y) - + 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) @@ -2958,8 +2961,8 @@ void CCarCtrl::SteerAICarWithPhysicsHeadingForTarget(CVehicle* pVehicle, CPhysic *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); + float angleToTarget = GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y); + float angleForward = GetATanOfXY(forward.x, forward.y); if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS) angleToTarget = FindAngleToWeaveThroughTraffic(pVehicle, pTarget, angleToTarget, angleForward); float steerAngle = LimitRadianAngle(angleToTarget - angleForward); @@ -3165,7 +3168,7 @@ bool CCarCtrl::JoinCarWithRoadSystemGotoCoors(CVehicle* pVehicle, CVector vecTar void CCarCtrl::FindLinksToGoWithTheseNodes(CVehicle* pVehicle) { if (pVehicle->m_nRouteSeed) - CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed); + CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed++); int nextLink; CPathNode* pCurNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nCurrentRouteNode]; for (nextLink = 0; nextLink < 12; nextLink++) @@ -3207,10 +3210,12 @@ void CCarCtrl::GenerateEmergencyServicesCar(void) return; if (CGame::IsInInterior()) return; + if (TheCamera.m_WideScreenOn) // TODO(LCS): verify + return; if (NumFiretrucksOnDuty + NumAmbulancesOnDuty + NumParkedCars + NumMissionCars + NumLawEnforcerCars + NumRandomCars > MaxNumberOfCarsInUse) return; - if (NumAmbulancesOnDuty == 0){ + if (NumAmbulancesOnDuty == 0 /* TODO(LCS): && gbEmergencyVehiclesEnabled */){ if (gAccidentManager.CountActiveAccidents() < 2){ if (CStreaming::HasModelLoaded(MI_AMBULAN)) CStreaming::SetModelIsDeletable(MI_MEDIC); @@ -3229,7 +3234,7 @@ void CCarCtrl::GenerateEmergencyServicesCar(void) } } } - if (NumFiretrucksOnDuty == 0){ + if (NumFiretrucksOnDuty == 0 /* TODO(LCS): && gbEmergencyVehiclesEnabled */){ if (gFireManager.GetTotalActiveFires() < 3){ if (CStreaming::HasModelLoaded(MI_FIRETRUCK)) CStreaming::SetModelIsDeletable(MI_FIREMAN); @@ -3386,6 +3391,17 @@ bool CCarCtrl::MapCouldMoveInThisArea(float x, float y) #endif } +bool +CCarCtrl::BoatWithTallMast(int32 mi) +{ + return mi == MI_RIO || mi == MI_TROPIC || mi == MI_MARQUIS; +} + +bool CCarCtrl::OkToCreateVehicleAtThisPosition(const CVector& pos) +{ + return true; +} + float CCarCtrl::FindSpeedMultiplierWithSpeedFromNodes(int8 type) { switch (type) @@ -3395,3 +3411,8 @@ float CCarCtrl::FindSpeedMultiplierWithSpeedFromNodes(int8 type) } return 1.0f; } + +void CCarCtrl::RenderDebugInfo(CVehicle*) +{ + //TODO(LCS) +} diff --git a/src/control/CarCtrl.h b/src/control/CarCtrl.h index 61ebb35c..fcb7929b 100644 --- a/src/control/CarCtrl.h +++ b/src/control/CarCtrl.h @@ -1,6 +1,7 @@ #pragma once #include "PathFind.h" #include "Boat.h" +#include "General.h" #include "Vehicle.h" #define GAME_SPEED_TO_METERS_PER_SECOND 50.0f @@ -130,8 +131,9 @@ public: static void SteerAIBoatWithPhysicsAttackingPlayer(CVehicle*, float*, float*, float*, bool*); static void SteerAICarBlockingPlayerForwardAndBack(CVehicle*, float*, float*, float*, bool*); - static bool OkToCreateVehicleAtThisPosition(const CVector&) { return true; } - static float GetATanOfXY(float x, float y) { float t = CGeneral::GetATanOfXY(x, y); if (t < 0.0f) t += TWOPI; return t; } // TODO(LCS): replace where required + static bool OkToCreateVehicleAtThisPosition(const CVector&); + static void RenderDebugInfo(CVehicle*); + static float GetATanOfXY(float x, float y) { float t = CGeneral::GetATanOfXY(x, y); if (t < 0.0f) t += TWOPI; return t; } static float GetPositionAlongCurrentCurve(CVehicle* pVehicle) { @@ -141,11 +143,7 @@ public: static float LimitRadianAngle(float angle) { - while (angle < -PI) - angle += TWOPI; - while (angle > PI) - angle -= TWOPI; - return angle; + return CGeneral::LimitRadianAngle(angle); } static bool bMadDriversCheat; diff --git a/src/core/IniFile.cpp b/src/core/IniFile.cpp index f7e2bfdd..870e9a71 100644 --- a/src/core/IniFile.cpp +++ b/src/core/IniFile.cpp @@ -10,7 +10,7 @@ // --MIAMI: file done float CIniFile::PedNumberMultiplier = 0.6f; -float CIniFile::CarNumberMultiplier = 0.6f; +float CIniFile::CarNumberMultiplier = 0.8f; void CIniFile::LoadIniFile() { @@ -27,5 +27,5 @@ void CIniFile::LoadIniFile() } CPopulation::MaxNumberOfPedsInUse = 25.0f * PedNumberMultiplier; CPopulation::MaxNumberOfPedsInUseInterior = 40.0f * PedNumberMultiplier; - CCarCtrl::MaxNumberOfCarsInUse = 12.0f * CarNumberMultiplier; + CCarCtrl::MaxNumberOfCarsInUse = 30.0f * CarNumberMultiplier; }
\ No newline at end of file |