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car control and friends
This commit is contained in:
@ -11,6 +11,7 @@
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#include "Curves.h"
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#include "CutsceneMgr.h"
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#include "Gangs.h"
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#include "Game.h"
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#include "Garages.h"
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#include "General.h"
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#include "IniFile.h"
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@ -29,6 +30,7 @@
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#include "VisibilityPlugins.h"
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#include "Vehicle.h"
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#include "Fire.h"
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#include "WaterLevel.h"
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#include "World.h"
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#include "Zones.h"
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@ -113,6 +115,7 @@ void
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CCarCtrl::GenerateOneRandomCar()
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{
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static int32 unk = 0;
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bool bTopDownCamera = false;
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CPlayerInfo* pPlayer = &CWorld::Players[CWorld::PlayerInFocus];
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CVector vecTargetPos = FindPlayerCentreOfWorld(CWorld::PlayerInFocus);
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CVector2D vecPlayerSpeed = FindPlayerSpeed();
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@ -127,7 +130,7 @@ CCarCtrl::GenerateOneRandomCar()
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int carClass;
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int carModel;
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if (pWanted->m_nWantedLevel > 1 && NumLawEnforcerCars < pWanted->m_MaximumLawEnforcerVehicles &&
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pWanted->m_CurrentCops < pWanted->m_MaxCops && (
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pWanted->m_CurrentCops < pWanted->m_MaxCops && !CGame::IsInInterior() && (
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pWanted->m_nWantedLevel > 3 ||
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pWanted->m_nWantedLevel > 2 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 5000 ||
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pWanted->m_nWantedLevel > 1 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 8000)) {
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@ -161,8 +164,9 @@ CCarCtrl::GenerateOneRandomCar()
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/* Spawn essentially anywhere. */
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frontX = frontY = 0.707f; /* 45 degrees */
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angleLimit = -1.0f;
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bTopDownCamera = true;
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invertAngleLimitTest = true;
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preferredDistance = 40.0f;
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preferredDistance = 55.0f;
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/* BUG: testForCollision not initialized in original game. */
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testForCollision = false;
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}else if (!pPlayerVehicle){
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@ -176,7 +180,7 @@ CCarCtrl::GenerateOneRandomCar()
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/* Forward to his current direction (camera direction). */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = true;
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preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
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preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
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break;
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case 1:
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/* Spawn a vehicle close to player to his side. */
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@ -198,14 +202,14 @@ CCarCtrl::GenerateOneRandomCar()
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/* Spawn a vehicle in a very narrow gap in front of a player */
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angleLimit = 0.85f; /* approx 30 degrees */
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invertAngleLimitTest = true;
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preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
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preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
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break;
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case 2:
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/* Spawn a vehicle relatively far away from player. */
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/* Forward to his current direction (camera direction). */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = true;
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preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
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preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
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break;
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case 3:
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/* Spawn a vehicle close to player to his side. */
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@ -226,14 +230,14 @@ CCarCtrl::GenerateOneRandomCar()
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/* Spawn a vehicle in a very narrow gap in front of a player */
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angleLimit = 0.85f; /* approx 30 degrees */
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invertAngleLimitTest = true;
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preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
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preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
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break;
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case 1:
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/* Spawn a vehicle relatively far away from player. */
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/* Forward to his current direction (camera direction). */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = true;
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preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
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preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
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break;
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case 2:
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case 3:
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@ -256,7 +260,7 @@ CCarCtrl::GenerateOneRandomCar()
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/* Forward to his current direction (camera direction). */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = true;
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preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
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preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
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break;
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case 1:
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/* Spawn a vehicle close to player to his side. */
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@ -271,17 +275,35 @@ CCarCtrl::GenerateOneRandomCar()
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preferredDistance, angleLimit, invertAngleLimitTest, &spawnPosition, &curNodeId, &nextNodeId,
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&positionBetweenNodes, carClass == COPS && pWanted->m_nWantedLevel >= 1))
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return;
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CPathNode* pCurNode = &ThePaths.m_pathNodes[curNodeId];
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CPathNode* pNextNode = &ThePaths.m_pathNodes[nextNodeId];
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bool bBoatGenerated = false;
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if ((CGeneral::GetRandomNumber() & 0xF) > Min(pCurNode->spawnRate, pNextNode->spawnRate))
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return;
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if (pCurNode->bWaterPath) {
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bBoatGenerated = true;
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if (carClass == COPS) {
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carModel = MI_PREDATOR;
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carClass = COPS_BOAT;
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if (!CStreaming::HasModelLoaded(MI_PREDATOR)) {
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CStreaming::RequestModel(MI_PREDATOR, STREAMFLAGS_DEPENDENCY);
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return;
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}
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else {
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// TODO: normal boats
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}
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}
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}
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int16 colliding;
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CWorld::FindObjectsKindaColliding(spawnPosition, 10.0f, true, &colliding, 2, nil, false, true, true, false, false);
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CWorld::FindObjectsKindaColliding(spawnPosition, bBoatGenerated ? 40.0f : 10.0f, true, &colliding, 2, nil, false, true, true, false, false);
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if (colliding)
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/* If something is already present in spawn position, do not create vehicle*/
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return;
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if (!ThePaths.TestCoorsCloseness(vecTargetPos, false, spawnPosition))
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if (!bBoatGenerated && !ThePaths.TestCoorsCloseness(vecTargetPos, false, spawnPosition))
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/* Testing if spawn position can reach target position via valid path. */
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return;
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int16 idInNode = 0;
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CPathNode* pCurNode = &ThePaths.m_pathNodes[curNodeId];
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CPathNode* pNextNode = &ThePaths.m_pathNodes[nextNodeId];
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while (idInNode < pCurNode->numLinks &&
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ThePaths.ConnectedNode(idInNode + pCurNode->firstLink) != nextNodeId)
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idInNode++;
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@ -289,14 +311,19 @@ CCarCtrl::GenerateOneRandomCar()
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CCarPathLink* pPathLink = &ThePaths.m_carPathLinks[connectionId];
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int16 lanesOnCurrentRoad = pPathLink->pathNodeIndex == nextNodeId ? pPathLink->numLeftLanes : pPathLink->numRightLanes;
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CVehicleModelInfo* pModelInfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(carModel);
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if (lanesOnCurrentRoad == 0 || pModelInfo->m_vehicleType == VEHICLE_TYPE_BIKE)
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if (lanesOnCurrentRoad == 0)
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/* Not spawning vehicle if road is one way and intended direction is opposide to that way. */
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/* Also not spawning bikes but they don't exist in final game. */
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return;
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CAutomobile* pCar = new CAutomobile(carModel, RANDOM_VEHICLE);
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pCar->AutoPilot.m_nPrevRouteNode = 0;
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pCar->AutoPilot.m_nCurrentRouteNode = curNodeId;
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pCar->AutoPilot.m_nNextRouteNode = nextNodeId;
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CVehicle* pVehicle;
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if (CModelInfo::IsBoatModel(carModel))
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pVehicle = new CBoat(carModel, RANDOM_VEHICLE);
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//else if (CModelInfo::IsBikeModel(carModel))
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// pVehicle = new CBike(carModel, RANDOM_VEHICLE);
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else
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pVehicle = new CAutomobile(carModel, RANDOM_VEHICLE);
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pVehicle->AutoPilot.m_nPrevRouteNode = 0;
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pVehicle->AutoPilot.m_nCurrentRouteNode = curNodeId;
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pVehicle->AutoPilot.m_nNextRouteNode = nextNodeId;
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switch (carClass) {
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case POOR:
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case RICH:
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@ -315,48 +342,55 @@ CCarCtrl::GenerateOneRandomCar()
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case GANG8:
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case GANG9:
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{
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pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14);
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pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14);
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if (carClass == EXEC)
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pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18);
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pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18);
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else if (carClass == POOR || carClass == SPECIAL)
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pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10);
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CVehicleModelInfo* pVehicleInfo = pCar->GetModelInfo();
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if (pVehicleInfo->GetColModel()->boundingBox.max.y - pCar->GetModelInfo()->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) {
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pCar->AutoPilot.m_nCruiseSpeed *= 3;
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pCar->AutoPilot.m_nCruiseSpeed /= 4;
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pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10);
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CVehicleModelInfo* pVehicleInfo = pVehicle->GetModelInfo();
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if (pVehicleInfo->GetColModel()->boundingBox.max.y - pVehicle->GetModelInfo()->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) {
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pVehicle->AutoPilot.m_nCruiseSpeed *= 3;
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pVehicle->AutoPilot.m_nCruiseSpeed /= 4;
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}
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pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed;
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pCar->AutoPilot.m_nCarMission = MISSION_CRUISE;
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pCar->AutoPilot.m_nTempAction = TEMPACT_NONE;
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pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
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pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
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pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
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break;
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}
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case COPS:
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pCar->AutoPilot.m_nTempAction = TEMPACT_NONE;
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
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if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel != 0){
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pCar->AutoPilot.m_nCruiseSpeed = CCarAI::FindPoliceCarSpeedForWantedLevel(pCar);
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pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed / 2;
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pCar->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
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pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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pVehicle->AutoPilot.m_nCruiseSpeed = CCarAI::FindPoliceCarSpeedForWantedLevel(pVehicle);
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pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed / 2;
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pVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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}else{
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pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 16);
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pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed;
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pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
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pCar->AutoPilot.m_nCarMission = MISSION_CRUISE;
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pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 16);
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pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
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pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
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}
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if (carModel == MI_FBICAR){
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pCar->m_currentColour1 = 0;
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pCar->m_currentColour2 = 0;
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pVehicle->m_currentColour1 = 0;
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pVehicle->m_currentColour2 = 0;
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/* FBI cars are gray in carcols, but we want them black if they going after player. */
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}
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// TODO(MIAMI): check the flag
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case COPS_BOAT:
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
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pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(4.0f, 16.0f);
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pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
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pVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceBoatMissionForWantedLevel();
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break;
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default:
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break;
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}
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if (pCar && pCar->GetModelIndex() == MI_MRWHOOP)
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pCar->m_bSirenOrAlarm = true;
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pCar->AutoPilot.m_nNextPathNodeInfo = connectionId;
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pCar->AutoPilot.m_nNextLane = pCar->AutoPilot.m_nCurrentLane = CGeneral::GetRandomNumber() % lanesOnCurrentRoad;
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CBox* boundingBox = &CModelInfo::GetModelInfo(pCar->GetModelIndex())->GetColModel()->boundingBox;
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if (pVehicle && pVehicle->GetModelIndex() == MI_MRWHOOP)
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pVehicle->m_bSirenOrAlarm = true;
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pVehicle->AutoPilot.m_nNextPathNodeInfo = connectionId;
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pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane = CGeneral::GetRandomNumber() % lanesOnCurrentRoad;
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CBox* boundingBox = &CModelInfo::GetModelInfo(pVehicle->GetModelIndex())->GetColModel()->boundingBox;
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float carLength = 1.0f + (boundingBox->max.y - boundingBox->min.y) / 2;
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float distanceBetweenNodes = (pCurNode->GetPosition() - pNextNode->GetPosition()).Magnitude2D();
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/* If car is so long that it doesn't fit between two car nodes, place it directly in the middle. */
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@ -365,20 +399,20 @@ CCarCtrl::GenerateOneRandomCar()
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positionBetweenNodes = 0.5f;
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else
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positionBetweenNodes = Min(1.0f - carLength / distanceBetweenNodes, Max(carLength / distanceBetweenNodes, positionBetweenNodes));
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pCar->AutoPilot.m_nNextDirection = (curNodeId >= nextNodeId) ? 1 : -1;
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pVehicle->AutoPilot.m_nNextDirection = (curNodeId >= nextNodeId) ? 1 : -1;
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if (pCurNode->numLinks == 1){
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/* Do not create vehicle if there is nowhere to go. */
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delete pCar;
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delete pVehicle;
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return;
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}
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int16 nextConnection = pCar->AutoPilot.m_nNextPathNodeInfo;
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int16 nextConnection = pVehicle->AutoPilot.m_nNextPathNodeInfo;
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int16 newLink;
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while (nextConnection == pCar->AutoPilot.m_nNextPathNodeInfo){
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while (nextConnection == pVehicle->AutoPilot.m_nNextPathNodeInfo){
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newLink = CGeneral::GetRandomNumber() % pCurNode->numLinks;
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nextConnection = ThePaths.m_carPathConnections[newLink + pCurNode->firstLink];
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}
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pCar->AutoPilot.m_nCurrentPathNodeInfo = nextConnection;
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pCar->AutoPilot.m_nCurrentDirection = (ThePaths.ConnectedNode(newLink + pCurNode->firstLink) >= curNodeId) ? 1 : -1;
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pVehicle->AutoPilot.m_nCurrentPathNodeInfo = nextConnection;
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pVehicle->AutoPilot.m_nCurrentDirection = (ThePaths.ConnectedNode(newLink + pCurNode->firstLink) >= curNodeId) ? 1 : -1;
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CVector2D vecBetweenNodes = pNextNode->GetPosition() - pCurNode->GetPosition();
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float forwardX, forwardY;
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float distBetweenNodes = vecBetweenNodes.Magnitude();
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@ -391,47 +425,47 @@ CCarCtrl::GenerateOneRandomCar()
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}
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/* I think the following might be some form of SetRotateZOnly. */
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/* Setting up direction between two car nodes. */
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pCar->GetForward() = CVector(forwardX, forwardY, 0.0f);
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pCar->GetRight() = CVector(forwardY, -forwardX, 0.0f);
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pCar->GetUp() = CVector(0.0f, 0.0f, 1.0f);
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pVehicle->GetForward() = CVector(forwardX, forwardY, 0.0f);
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pVehicle->GetRight() = CVector(forwardY, -forwardX, 0.0f);
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pVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f);
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float currentPathLinkForwardX = pCar->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo].GetDirX();
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float currentPathLinkForwardY = pCar->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo].GetDirY();
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float nextPathLinkForwardX = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].GetDirX();
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float nextPathLinkForwardY = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].GetDirY();
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float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirX();
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float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirY();
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float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirX();
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float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirY();
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CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo];
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CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo];
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CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
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CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
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CVector positionOnCurrentLinkIncludingLane(
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pCurrentLink->GetX() + ((pCar->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
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pCurrentLink->GetY() - ((pCar->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
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pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
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pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
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0.0f);
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CVector positionOnNextLinkIncludingLane(
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pNextLink->GetX() + ((pCar->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
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pNextLink->GetY() - ((pCar->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
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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 = 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;
|
||||
float directionCurrentLinkX = pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
|
||||
float directionCurrentLinkY = pCurrentLink->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. */
|
||||
pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
|
||||
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
|
||||
&positionOnCurrentLinkIncludingLane,
|
||||
&positionOnNextLinkIncludingLane,
|
||||
directionCurrentLinkX, directionCurrentLinkY,
|
||||
directionNextLinkX, directionNextLinkY
|
||||
) * (1000.0f / pCar->AutoPilot.m_fMaxTrafficSpeed);
|
||||
) * (1000.0f / pVehicle->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);
|
||||
pVehicle->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
|
||||
(uint32)(positionBetweenNodes * pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
|
||||
#else
|
||||
pCar->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
|
||||
(0.5f + positionBetweenNodes) * pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve;
|
||||
pVehicle->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
|
||||
(0.5f + positionBetweenNodes) * pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
|
||||
#endif
|
||||
CVector directionCurrentLink(directionCurrentLinkX, directionCurrentLinkY, 0.0f);
|
||||
CVector directionNextLink(directionNextLinkX, directionNextLinkY, 0.0f);
|
||||
@ -442,8 +476,8 @@ CCarCtrl::GenerateOneRandomCar()
|
||||
&positionOnNextLinkIncludingLane,
|
||||
&directionCurrentLink,
|
||||
&directionNextLink,
|
||||
GetPositionAlongCurrentCurve(pCar),
|
||||
pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve,
|
||||
GetPositionAlongCurrentCurve(pVehicle),
|
||||
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve,
|
||||
&positionIncludingCurve,
|
||||
&directionIncludingCurve
|
||||
);
|
||||
@ -454,21 +488,34 @@ CCarCtrl::GenerateOneRandomCar()
|
||||
float groundZ = INFINITE_Z;
|
||||
CColPoint colPoint;
|
||||
CEntity* pEntity;
|
||||
if (CWorld::ProcessVerticalLine(finalPosition, 1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil))
|
||||
groundZ = colPoint.point.z;
|
||||
if (CWorld::ProcessVerticalLine(finalPosition, -1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil)){
|
||||
if (ABS(colPoint.point.z - finalPosition.z) < ABS(groundZ - finalPosition.z))
|
||||
if (bBoatGenerated) {
|
||||
if (!CWaterLevel::GetWaterLevel(finalPosition, &groundZ, true)) {
|
||||
delete pVehicle;
|
||||
return;
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (CWorld::ProcessVerticalLine(finalPosition, 1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil))
|
||||
groundZ = colPoint.point.z;
|
||||
if (CWorld::ProcessVerticalLine(finalPosition, -1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil)) {
|
||||
if (ABS(colPoint.point.z - finalPosition.z) < ABS(groundZ - finalPosition.z))
|
||||
groundZ = colPoint.point.z;
|
||||
}
|
||||
}
|
||||
if (groundZ == INFINITE_Z || ABS(groundZ - finalPosition.z) > 7.0f) {
|
||||
/* Failed to find ground or too far from expected position. */
|
||||
delete pCar;
|
||||
delete pVehicle;
|
||||
return;
|
||||
}
|
||||
finalPosition.z = groundZ + pCar->GetHeightAboveRoad();
|
||||
pCar->SetPosition(finalPosition);
|
||||
pCar->SetMoveSpeed(directionIncludingCurve / GAME_SPEED_TO_CARAI_SPEED);
|
||||
CVector2D speedDifferenceWithTarget = (CVector2D)pCar->GetMoveSpeed() - vecPlayerSpeed;
|
||||
if (CModelInfo::IsBoatModel(carModel)) {
|
||||
finalPosition.z = groundZ;
|
||||
pVehicle->bExtendedRange = true;
|
||||
}
|
||||
else
|
||||
finalPosition.z = groundZ + pVehicle->GetHeightAboveRoad();
|
||||
pVehicle->SetPosition(finalPosition);
|
||||
pVehicle->SetMoveSpeed(directionIncludingCurve / GAME_SPEED_TO_CARAI_SPEED);
|
||||
CVector2D speedDifferenceWithTarget = (CVector2D)pVehicle->GetMoveSpeed() - vecPlayerSpeed;
|
||||
CVector2D distanceToTarget = positionIncludingCurve - vecTargetPos;
|
||||
switch (carClass) {
|
||||
case POOR:
|
||||
@ -487,62 +534,67 @@ CCarCtrl::GenerateOneRandomCar()
|
||||
case NINES:
|
||||
case GANG8:
|
||||
case GANG9:
|
||||
pCar->SetStatus(STATUS_SIMPLE);
|
||||
pVehicle->SetStatus(STATUS_SIMPLE);
|
||||
break;
|
||||
case COPS:
|
||||
pCar->SetStatus((pCar->AutoPilot.m_nCarMission == MISSION_CRUISE) ? STATUS_SIMPLE : STATUS_PHYSICS);
|
||||
pCar->ChangeLawEnforcerState(1);
|
||||
pVehicle->SetStatus((pVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE) ? STATUS_SIMPLE : STATUS_PHYSICS);
|
||||
pVehicle->ChangeLawEnforcerState(1);
|
||||
break;
|
||||
case COPS_BOAT:
|
||||
pVehicle->ChangeLawEnforcerState(1);
|
||||
pVehicle->SetStatus(STATUS_PHYSICS);
|
||||
default:
|
||||
break;
|
||||
}
|
||||
CVisibilityPlugins::SetClumpAlpha(pCar->GetClump(), 0);
|
||||
if (!pCar->GetIsOnScreen()){
|
||||
if ((vecTargetPos - pCar->GetPosition()).Magnitude2D() > 50.0f) {
|
||||
CVisibilityPlugins::SetClumpAlpha(pVehicle->GetClump(), 0);
|
||||
if (!pVehicle->GetIsOnScreen()){
|
||||
if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > 40.0f * (pVehicle->bExtendedRange ? 1.5f : 1.0f)) {
|
||||
/* Too far away cars that are not visible aren't needed. */
|
||||
delete pCar;
|
||||
delete pVehicle;
|
||||
return;
|
||||
}
|
||||
}else if((vecTargetPos - pCar->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * 130.0f ||
|
||||
(vecTargetPos - pCar->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * 110.0f){
|
||||
delete pCar;
|
||||
}else if((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * (pVehicle->bExtendedRange ? 1.5f : 1.0f) * 120.0f ||
|
||||
(vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * 100.0f){
|
||||
delete pVehicle;
|
||||
return;
|
||||
}else if((TheCamera.GetPosition() - pCar->GetPosition()).Magnitude2D() < 90.0f * TheCamera.GenerationDistMultiplier){
|
||||
delete pCar;
|
||||
}else if((TheCamera.GetPosition() - pVehicle->GetPosition()).Magnitude2D() < 82.5f * TheCamera.GenerationDistMultiplier || bTopDownCamera){
|
||||
delete pVehicle;
|
||||
return;
|
||||
}
|
||||
CVehicleModelInfo* pVehicleModel = pCar->GetModelInfo();
|
||||
// TODO(MIAMI): if MARQUIS then delete
|
||||
CVehicleModelInfo* pVehicleModel = pVehicle->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);
|
||||
CWorld::FindObjectsKindaColliding(pVehicle->GetPosition(), radiusToTest + 20.0f, true, &colliding, 2, nil, false, true, false, false, false);
|
||||
if (colliding){
|
||||
delete pCar;
|
||||
delete pVehicle;
|
||||
return;
|
||||
}
|
||||
}
|
||||
CWorld::FindObjectsKindaColliding(pCar->GetPosition(), radiusToTest, true, &colliding, 2, nil, false, true, false, false, false);
|
||||
CWorld::FindObjectsKindaColliding(pVehicle->GetPosition(), radiusToTest, true, &colliding, 2, nil, false, true, false, false, false);
|
||||
if (colliding){
|
||||
delete pCar;
|
||||
delete pVehicle;
|
||||
return;
|
||||
}
|
||||
if (speedDifferenceWithTarget.x * distanceToTarget.x +
|
||||
speedDifferenceWithTarget.y * distanceToTarget.y >= 0.0f){
|
||||
delete pCar;
|
||||
delete pVehicle;
|
||||
return;
|
||||
}
|
||||
pVehicleModel->AvoidSameVehicleColour(&pCar->m_currentColour1, &pCar->m_currentColour2);
|
||||
CWorld::Add(pCar);
|
||||
if (carClass == COPS)
|
||||
CCarAI::AddPoliceCarOccupants(pCar);
|
||||
pVehicleModel->AvoidSameVehicleColour(&pVehicle->m_currentColour1, &pVehicle->m_currentColour2);
|
||||
CWorld::Add(pVehicle);
|
||||
if (carClass == COPS || carClass == COPS_BOAT)
|
||||
CCarAI::AddPoliceCarOccupants(pVehicle);
|
||||
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;
|
||||
pVehicle->SetUpDriver(); //TODO(MIAMI): FIX!
|
||||
if ((CGeneral::GetRandomNumber() & 0x3F) == 0){ /* 1/64 probability */ /* TODO(MIAMI): FIX!*/
|
||||
pVehicle->SetStatus(STATUS_PHYSICS);
|
||||
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
||||
pVehicle->AutoPilot.m_nCruiseSpeed += 10;
|
||||
}
|
||||
if (carClass == COPS)
|
||||
LastTimeLawEnforcerCreated = CTimer::GetTimeInMilliseconds();
|
||||
/* TODO(MIAMI): CADDY, VICECHEE, dead ped code*/
|
||||
}
|
||||
|
||||
int32
|
||||
@ -681,7 +733,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
|
||||
return;
|
||||
}
|
||||
float distanceToPlayer = (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D();
|
||||
float threshold = 50.0f;
|
||||
float threshold = 40.0f;
|
||||
if (pVehicle->GetIsOnScreen() ||
|
||||
TheCamera.Cams[TheCamera.ActiveCam].LookingLeft ||
|
||||
TheCamera.Cams[TheCamera.ActiveCam].LookingRight ||
|
||||
@ -693,8 +745,10 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
|
||||
pVehicle->bIsLawEnforcer ||
|
||||
pVehicle->bIsCarParkVehicle
|
||||
){
|
||||
threshold = 130.0f * TheCamera.GenerationDistMultiplier;
|
||||
threshold = 120.0f * TheCamera.GenerationDistMultiplier;
|
||||
}
|
||||
if (TheCamera.GetForward().z < -0.9f)
|
||||
threshold = 70.0f;
|
||||
if (pVehicle->bExtendedRange)
|
||||
threshold *= 1.5f;
|
||||
if (distanceToPlayer > threshold && !CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){
|
||||
@ -707,7 +761,8 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
|
||||
return;
|
||||
}
|
||||
}
|
||||
if ((pVehicle->GetStatus() == STATUS_SIMPLE || pVehicle->GetStatus() == STATUS_PHYSICS && pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS) &&
|
||||
if ((pVehicle->GetStatus() == STATUS_SIMPLE || pVehicle->GetStatus() == STATUS_PHYSICS &&
|
||||
(pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS || pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS_IGNORE_LIGHTS)) &&
|
||||
CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission > 5000 &&
|
||||
!pVehicle->GetIsOnScreen() &&
|
||||
(pVehicle->GetPosition() - vecPlayerPos).Magnitude2D() > 25.0f &&
|
||||
|
@ -41,7 +41,17 @@ class CCarCtrl
|
||||
NINES,
|
||||
GANG8,
|
||||
GANG9,
|
||||
COPS
|
||||
COPS,
|
||||
CLASS12,
|
||||
CLASS13,
|
||||
CLASS14,
|
||||
CLASS15,
|
||||
CLASS16,
|
||||
CLASS17,
|
||||
CLASS18,
|
||||
CLASS19,
|
||||
CLASS20,
|
||||
COPS_BOAT
|
||||
};
|
||||
public:
|
||||
static void SwitchVehicleToRealPhysics(CVehicle*);
|
||||
|
@ -1419,14 +1419,14 @@ CPathFind::NewGenerateCarCreationCoors(float x, float y, float dirX, float dirY,
|
||||
if(m_pathNodes[node1].bDisabled && !ignoreDisabled)
|
||||
continue;
|
||||
dist1 = Distance2D(m_pathNodes[node1].GetPosition(), x, y);
|
||||
if(dist1 < spawnDist + 60.0f){
|
||||
d1 = dist1 - spawnDist;
|
||||
if(dist1 < Max(spawnDist + 70.0f, spawnDist * 1.7f)){
|
||||
d1 = m_pathNodes[node1].bWaterPath ? (dist1 - spawnDist * 1.5f) : (dist1 - spawnDist);
|
||||
for(j = 0; j < m_pathNodes[node1].numLinks; j++){
|
||||
node2 = ConnectedNode(m_pathNodes[node1].firstLink + j);
|
||||
if(m_pathNodes[node2].bDisabled && !ignoreDisabled)
|
||||
continue;
|
||||
dist2 = Distance2D(m_pathNodes[node2].GetPosition(), x, y);
|
||||
d2 = dist2 - spawnDist;
|
||||
d2 = m_pathNodes[node2].bWaterPath ? (dist2 - spawnDist * 1.5f) : (dist2 - spawnDist);
|
||||
if(d1*d2 < 0.0f){
|
||||
// nodes are on different sides of spawn distance
|
||||
float f2 = Abs(d1)/(Abs(d1) + Abs(d2));
|
||||
|
Reference in New Issue
Block a user