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car ctrl fixes
This commit is contained in:
parent
fe1e1ec8c7
commit
6b958b957e
2 changed files with 166 additions and 34 deletions
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@ -96,6 +96,15 @@
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#define MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN (40.0f)
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#define EXTENDED_RANGE_DESPAWN_MULTIPLIER (1.5f)
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#ifdef GTA_NETWORK
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const int32 CCarCtrl::MultiplayerCarBanks[TOTAL_MULTIPLAYER_CAR_BANKS][CARS_IN_MULTIPLAYER_BANK] =
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{
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MI_SANCHEZ, MI_KURUMA, MI_ESPRIT, MI_MULE, MI_DIABLOS, MI_KURUMA, MI_PEREN, MI_STINGER,
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MI_PCJ600, MI_BOBCAT, MI_BLISTA, MI_LANDSTAL,MI_SENTINEL,MI_MOONBEAM,MI_MANANA, MI_PEREN,
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MI_SANCHEZ2,MI_PCJ600, MI_STALLION,MI_MANANA, MI_LINERUN, MI_RCBANDIT,MI_MRWONGS, MI_STINGER
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};
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#endif
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bool CCarCtrl::bMadDriversCheat;
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int CCarCtrl::NumLawEnforcerCars;
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int CCarCtrl::NumAmbulancesOnDuty;
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@ -121,9 +130,16 @@ int32 CCarCtrl::CarFreqArrays[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY];
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int32 CCarCtrl::LoadedCarsArray[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY];
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CVehicle* apCarsToKeep[MAX_CARS_TO_KEEP];
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uint32 aCarsToKeepTime[MAX_CARS_TO_KEEP];
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uint32 CCarCtrl::maxRandomMpCars = 20;
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bool CCarCtrl::scriptControlsMpCarLimit = false;
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bool gbEmergencyVehiclesEnabled = true;
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#ifdef GTA_NETWORK // TMP
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extern bool gIsMultiplayerGame;
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extern int8 nAmbientCarBank; // actually gMultiGame.nAmbientCarBank (TODO)
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#endif
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void
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CCarCtrl::GenerateRandomCars()
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{
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@ -158,7 +174,12 @@ CCarCtrl::GenerateOneRandomCar()
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pPlayer->m_nTrafficMultiplier = pPlayer->m_fRoadDensity * zone.carDensity;
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#ifdef GTA_NETWORK
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if (gIsMultiplayerGame) {
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// TODO
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// TODO (count number of players within 250 meters from spawn position
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int numPlayersClose = 1;
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if (NumRandomCars >= pPlayer->m_nTrafficMultiplier * CarDensityMultiplier * CIniFile::CarNumberMultiplier * numPlayersClose)
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return;
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if (NumFiretrucksOnDuty + NumAmbulancesOnDuty + NumParkedCars + NumMissionCars + NumLawEnforcerCars + NumRandomCars >= MaxNumberOfCarsInUse)
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return;
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}
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else
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#endif
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@ -178,7 +199,7 @@ CCarCtrl::GenerateOneRandomCar()
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return;
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}
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else
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#else
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#endif
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{
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if (pWanted->GetWantedLevel() > 1 && NumLawEnforcerCars < pWanted->m_MaximumLawEnforcerVehicles &&
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pWanted->m_CurrentCops < pWanted->m_MaxCops && !CGame::IsInInterior() && (
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@ -202,7 +223,6 @@ CCarCtrl::GenerateOneRandomCar()
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}
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}
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}
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#endif
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float frontX, frontY;
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float preferredDistance, angleLimit;
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float requestMultiplier = 1.0f;
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@ -821,6 +841,22 @@ int32
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CCarCtrl::ChooseModel(CZoneInfo* pZone, int* pClass) {
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int32 model = -1;
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int32 i;
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#ifdef GTA_NETWORK
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if (gIsMultiplayerGame) {
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for (i = 10; i > 0 && (model == -1 || !CStreaming::HasModelLoaded(model)); i--) {
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*pClass = ChooseCarRating(pZone);
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model = ChooseCarModel(*pClass);
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bool found = false;
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for (int j = 0; j < 8; j++) {
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if (model == MultiplayerCarBanks[nAmbientCarBank][j])
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found = true;
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}
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if (!found)
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model = -1;
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}
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return model;
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}
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#endif
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for (i = 10; i > 0 && (model == -1 || !CStreaming::HasModelLoaded(model)); i--) {
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int rnd = CGeneral::GetRandomNumberInRange(0, 1000);
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@ -847,7 +883,8 @@ CCarCtrl::ChooseModel(CZoneInfo* pZone, int* pClass) {
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}
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if (i == 0)
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return -1;
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if (CModelInfo::GetColModel(model)->boundingSphere.radius > 20.0f)
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CColModel* pColModel = CModelInfo::GetColModel(model);
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if (!pColModel || pColModel->boundingSphere.radius > 20.0f)
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return -1;
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return model;
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}
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@ -1033,7 +1070,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
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}
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float distanceToPlayer = (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D();
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float despawnMultiplier = 1.0f;
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#ifndef EXTENDED_OFFSCREEN_DESPAWN_RANGE
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#if !defined EXTENDED_OFFSCREEN_DESPAWN_RANGE || defined GTA_PSP
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if (FindPlayerVehicle() && TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON && !FrontEndMenuManager.m_PrefsUseWideScreen)
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despawnMultiplier = 0.75f;
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#endif
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@ -1065,6 +1102,14 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
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if (pVehicle->GetIsOnScreen()){
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pVehicle->bFadeOut = true;
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}else{
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#ifdef GTA_NETWORK
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if (gIsMultiplayerGame) {
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// TODO
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if (false)
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MultiPlayerRemoveVehicleAndDriver(pVehicle);
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return;
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}
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#endif
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CWorld::Remove(pVehicle);
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delete pVehicle;
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}
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@ -1082,10 +1127,33 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
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!CTrafficLights::ShouldCarStopForLight(pVehicle, true) &&
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!CTrafficLights::ShouldCarStopForBridge(pVehicle) &&
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!CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){
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CWorld::Remove(pVehicle);
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delete pVehicle;
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#ifdef GTA_NETWORK
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if (!gIsMultiplayerGame)
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#endif
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{
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CWorld::Remove(pVehicle);
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delete pVehicle;
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return;
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}
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#ifdef GTA_NETWORK
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if (false) // TODO(LCS): figure out condition for mp
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MultiPlayerRemoveVehicleAndDriver(pVehicle);
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#endif
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}
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#ifdef GTA_NETWORK
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if (gIsMultiplayerGame) {
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if (pVehicle->GetStatus() == STATUS_WRECKED && CTimer::GetLogicalFrameCounter() == pVehicle->m_randomSeed) {
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if ((pVehicle->GetPosition() - vecPlayerPos).MagnitudeSqr() > SQR(6.5f)) {
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if (pVehicle->GetMoveSpeed().MagnitudeSqr() <= SQR(0.01f)) {
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printf("viciously removing dead vehicle");
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CWorld::Remove(pVehicle);
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delete pVehicle;
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}
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}
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}
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return;
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}
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#endif
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if (pVehicle->GetStatus() == STATUS_WRECKED) {
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if (pVehicle->m_nTimeOfDeath != 0) {
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if (CTimer::GetTimeInMilliseconds() > pVehicle->m_nTimeOfDeath + 60000 &&
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@ -1421,6 +1489,10 @@ void CCarCtrl::SlowCarDownForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle,
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pVehicle->AutoPilot.m_bSlowedDownBecauseOfCars = true;
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*pSpeed = Min(*pSpeed, minProximity * curSpeed);
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}
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#ifdef GTA_NETWORK
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if (gIsMultiplayerGame)
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return;
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#endif
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if (minProximity >= 0.0f && minProximity < 0.5f && pOtherEntity->IsVehicle() &&
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CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission > 15000 &&
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CTimer::GetTimeInMilliseconds() - pOtherVehicle->AutoPilot.m_nTimeToStartMission > 15000){
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@ -1649,7 +1721,7 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float
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if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMCAR_CLOSE && pOtherEntity == pVehicle->AutoPilot.m_pTargetCar)
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return;
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CVector2D vecDiff = pOtherCar->GetPosition() - pVehicle->GetPosition();
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float angleBetweenVehicles = GetATanOfXY(vecDiff.x, vecDiff.y);
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float angleBetweenVehicles = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
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float distance = vecDiff.Magnitude();
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if (distance < 1.0f)
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return;
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@ -1659,7 +1731,7 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float
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return;
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CVector2D forward = pVehicle->GetForward();
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forward.Normalise();
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float forwardAngle = GetATanOfXY(forward.x, forward.y);
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float forwardAngle = CGeneral::GetATanOfXY(forward.x, forward.y);
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float angleDiff = angleBetweenVehicles - forwardAngle;
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float lenProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.y * Sin(angleDiff));
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float widthProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.x * Cos(angleDiff));
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@ -1705,7 +1777,7 @@ void CCarCtrl::WeaveForPed(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAn
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return;
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CPed* pPed = (CPed*)pOtherEntity;
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CVector2D vecDiff = pPed->GetPosition() - pVehicle->GetPosition();
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float angleBetweenVehicleAndPed = GetATanOfXY(vecDiff.x, vecDiff.y);
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float angleBetweenVehicleAndPed = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
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float distance = vecDiff.Magnitude();
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float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + PED_WIDTH_TO_WEAVE) / distance;
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float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveLeft);
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@ -1773,7 +1845,7 @@ void CCarCtrl::WeaveForObject(CEntity* pOtherEntity, CVehicle* pVehicle, float*
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rightCoef * pObject->GetRight() +
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forwardCoef * pObject->GetForward() -
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pVehicle->GetPosition();
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float angleBetweenVehicleAndObject = GetATanOfXY(vecDiff.x, vecDiff.y);
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float angleBetweenVehicleAndObject = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
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float distance = vecDiff.Magnitude();
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float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + OBJECT_WIDTH_TO_WEAVE) / distance;
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float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveLeft);
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@ -2048,13 +2120,13 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
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#else
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CVector(targetX, targetY, 0.0f),
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#endif
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pTargetNode, &numNodes, 2, pVehicle, &distanceToTargetNode, 999999.9f, -1);
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pTargetNode, &numNodes, 2, pVehicle, &distanceToTargetNode, 100.0f, -1);
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int newNextNode;
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int nextLink;
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if (numNodes != 1 && numNodes != 2 || pTargetNode[0] == pCurNode){
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if (numNodes != 2 || pTargetNode[1] == pCurNode) {
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float currentAngle = GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
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float currentAngle = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
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nextLink = 0;
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float lowestAngleChange = 10.0f;
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int numLinks = pCurNode->numLinks;
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@ -2064,7 +2136,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
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if (conNode == prevNode && i > 1)
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continue;
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CPathNode* pTestNode = &ThePaths.m_pathNodes[conNode];
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float angle = GetATanOfXY(pTestNode->GetX() - pCurNode->GetX(), pTestNode->GetY() - pCurNode->GetY());
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float angle = CGeneral::GetATanOfXY(pTestNode->GetX() - pCurNode->GetX(), pTestNode->GetY() - pCurNode->GetY());
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angle = LimitRadianAngle(angle - currentAngle);
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angle = ABS(angle);
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if (angle < lowestAngleChange) {
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@ -2163,14 +2235,14 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
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bool CCarCtrl::PickNextNodeToFollowPath(CVehicle* pVehicle)
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{
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if (pVehicle->m_nRouteSeed)
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CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed);
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CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed++);
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int curNode = pVehicle->AutoPilot.m_nNextRouteNode;
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CPathNode* pCurNode = &ThePaths.m_pathNodes[curNode];
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if (pVehicle->AutoPilot.m_nPathFindNodesCount == 0){
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ThePaths.DoPathSearch(0, pVehicle->GetPosition(), curNode,
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pVehicle->AutoPilot.m_vecDestinationCoors, pVehicle->AutoPilot.m_aPathFindNodesInfo,
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&pVehicle->AutoPilot.m_nPathFindNodesCount, NUM_PATH_NODES_IN_AUTOPILOT,
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pVehicle, nil, 999999.9f, -1);
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pVehicle, nil, 100.0f, -1);
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if (pVehicle->AutoPilot.m_nPathFindNodesCount < 2)
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return true;
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pVehicle->AutoPilot.RemoveOnePathNode();
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@ -2663,8 +2735,8 @@ void CCarCtrl::SteerAIBoatWithPhysicsHeadingForTarget(CVehicle* pVehicle, float
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{
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CVector2D forward = pVehicle->GetForward();
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forward.Normalise();
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float angleToTarget = GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
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float angleForward = GetATanOfXY(forward.x, forward.y);
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float angleToTarget = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
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float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
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float steerAngle = LimitRadianAngle(angleToTarget - angleForward);
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steerAngle = Clamp(steerAngle, -DEFAULT_MAX_STEER_ANGLE, DEFAULT_MAX_STEER_ANGLE);
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#ifdef FIX_BUGS
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@ -2695,8 +2767,8 @@ void CCarCtrl::SteerAIBoatWithPhysicsAttackingPlayer(CVehicle* pVehicle, float*
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CVector2D forward = pVehicle->GetForward();
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forward.Normalise();
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CVector2D vecToProjection = FindPlayerCoors() + FindPlayerSpeed() * projection * GAME_SPEED_TO_CARAI_SPEED;
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float angleToTarget = GetATanOfXY(vecToProjection.x - pVehicle->GetPosition().x, vecToProjection.y - pVehicle->GetPosition().y);
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float angleForward = GetATanOfXY(forward.x, forward.y);
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float angleToTarget = CGeneral::GetATanOfXY(vecToProjection.x - pVehicle->GetPosition().x, vecToProjection.y - pVehicle->GetPosition().y);
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float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
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float steerAngle = LimitRadianAngle(angleToTarget - angleForward);
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#ifdef FIX_BUGS
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float speedTarget = pVehicle->AutoPilot.GetCruiseSpeed();
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@ -2784,7 +2856,7 @@ void CCarCtrl::SteerAIHeliTowardsTargetCoors(CAutomobile* pHeli)
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if (distanceToTarget < 8.0f && pHeli->m_fHeliOrientation < 0.0f)
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ZTurnSpeedTarget = 0.0f;
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else {
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float fAngleTarget = GetATanOfXY(vecToTarget.x, vecToTarget.y) + PI;
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float fAngleTarget = CGeneral::GetATanOfXY(vecToTarget.x, vecToTarget.y) + PI;
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if (pHeli->m_fHeliOrientation >= 0.0f)
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fAngleTarget = pHeli->m_fHeliOrientation;
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fAngleTarget -= pHeli->m_fOrientation;
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@ -2827,7 +2899,7 @@ void CCarCtrl::SteerAIPlaneTowardsTargetCoors(CAutomobile* pPlane)
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CVector2D vecToTarget = pPlane->AutoPilot.m_vecDestinationCoors - pPlane->GetPosition();
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float fForwardZ = (pPlane->AutoPilot.m_vecDestinationCoors.z - pPlane->GetPosition().z) / vecToTarget.Magnitude();
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fForwardZ = Clamp(fForwardZ, -0.3f, 0.3f);
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float angle = GetATanOfXY(vecToTarget.x, vecToTarget.y);
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float angle = CGeneral::GetATanOfXY(vecToTarget.x, vecToTarget.y);
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while (angle > TWOPI)
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angle -= TWOPI;
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float difference = LimitRadianAngle(angle - pPlane->m_fOrientation);
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@ -2924,8 +2996,8 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv
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projectedPosition.y = positionOnCurrentLinkIncludingLane.y;
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}
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CVector2D distanceToProjectedPosition = projectedPosition - pVehicle->GetPosition();
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float angleCurrentLink = GetATanOfXY(distanceToProjectedPosition.x, distanceToProjectedPosition.y);
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float angleForward = GetATanOfXY(forward.x, forward.y);
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float angleCurrentLink = CGeneral::GetATanOfXY(distanceToProjectedPosition.x, distanceToProjectedPosition.y);
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float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
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if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS)
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angleCurrentLink = FindAngleToWeaveThroughTraffic(pVehicle, nil, angleCurrentLink, angleForward);
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float steerAngle = LimitRadianAngle(angleCurrentLink - angleForward);
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@ -2970,11 +3042,11 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv
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pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x);
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trajectory -= pVehicle->GetPosition();
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float speedAngleMultiplier = FindSpeedMultiplier(
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GetATanOfXY(trajectory.x, trajectory.y) - angleForward,
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CGeneral::GetATanOfXY(trajectory.x, trajectory.y) - angleForward,
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MIN_ANGLE_FOR_SPEED_LIMITING, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT);
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float tmpWideMultiplier = FindSpeedMultiplier(
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GetATanOfXY(currentPathLinkForward.x, currentPathLinkForward.y) -
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GetATanOfXY(nextPathLinkForwardX, nextPathLinkForwardY),
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CGeneral::GetATanOfXY(currentPathLinkForward.x, currentPathLinkForward.y) -
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CGeneral::GetATanOfXY(nextPathLinkForwardX, nextPathLinkForwardY),
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MIN_ANGLE_FOR_SPEED_LIMITING_BETWEEN_NODES, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT);
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float speedNodesMultiplier;
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if (scalarDistanceToNextNode > DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN || pVehicle->AutoPilot.m_nCruiseSpeed < 12)
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@ -3008,8 +3080,8 @@ void CCarCtrl::SteerAICarWithPhysicsHeadingForTarget(CVehicle* pVehicle, CPhysic
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*pHandbrake = false;
|
||||
CVector2D forward = pVehicle->GetForward();
|
||||
forward.Normalise();
|
||||
float angleToTarget = GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
|
||||
float angleForward = GetATanOfXY(forward.x, forward.y);
|
||||
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);
|
||||
|
@ -3194,7 +3266,7 @@ bool CCarCtrl::JoinCarWithRoadSystemGotoCoors(CVehicle* pVehicle, CVector vecTar
|
|||
{
|
||||
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);
|
||||
&pVehicle->AutoPilot.m_nPathFindNodesCount, NUM_PATH_NODES_IN_AUTOPILOT, pVehicle, nil, 100.0f, -1);
|
||||
ThePaths.RemoveBadStartNode(pVehicle->GetPosition(),
|
||||
pVehicle->AutoPilot.m_aPathFindNodesInfo, &pVehicle->AutoPilot.m_nPathFindNodesCount);
|
||||
if (pVehicle->AutoPilot.m_nPathFindNodesCount < 2){
|
||||
|
@ -3253,12 +3325,18 @@ void CCarCtrl::FindLinksToGoWithTheseNodes(CVehicle* pVehicle)
|
|||
|
||||
void CCarCtrl::GenerateEmergencyServicesCar(void)
|
||||
{
|
||||
#ifdef GTA_NETWORK
|
||||
if (gIsMultiplayerGame)
|
||||
return;
|
||||
#endif
|
||||
if (FindPlayerPed()->m_pWanted->GetWantedLevel() > 3)
|
||||
return;
|
||||
if (CGame::IsInInterior())
|
||||
return;
|
||||
if (TheCamera.m_WideScreenOn) // TODO(LCS): verify
|
||||
#ifndef GTA_PSP
|
||||
if (TheCamera.m_WideScreenOn)
|
||||
return;
|
||||
#endif
|
||||
if (NumFiretrucksOnDuty + NumAmbulancesOnDuty + NumParkedCars + NumMissionCars +
|
||||
NumLawEnforcerCars + NumRandomCars > MaxNumberOfCarsInUse)
|
||||
return;
|
||||
|
@ -3312,6 +3390,10 @@ void CCarCtrl::GenerateEmergencyServicesCar(void)
|
|||
|
||||
bool CCarCtrl::GenerateOneEmergencyServicesCar(uint32 mi, CVector vecPos)
|
||||
{
|
||||
#ifdef GTA_NETWORK
|
||||
if (gIsMultiplayerGame)
|
||||
return;
|
||||
#endif
|
||||
CVector pPlayerPos = FindPlayerCentreOfWorld(CWorld::PlayerInFocus);
|
||||
bool created = false;
|
||||
int attempts = 0;
|
||||
|
@ -3377,6 +3459,11 @@ bool CCarCtrl::GenerateOneEmergencyServicesCar(uint32 mi, CVector vecPos)
|
|||
pVehicle->m_bSirenOrAlarm = true;
|
||||
CWorld::Add(pVehicle);
|
||||
printf("CREATED EMERGENCY VEHICLE\n");
|
||||
#ifdef GTA_NETWORK
|
||||
if (gIsMultiplayerGame) {
|
||||
// TODO (register car for network)
|
||||
}
|
||||
#endif
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -3458,9 +3545,8 @@ bool CCarCtrl::OkToCreateVehicleAtThisPosition(const CVector& pos)
|
|||
if (gIsMultiplayerGame) {
|
||||
// TODO
|
||||
}
|
||||
#else
|
||||
return true;
|
||||
#endif
|
||||
return true;
|
||||
}
|
||||
|
||||
float CCarCtrl::FindSpeedMultiplierWithSpeedFromNodes(int8 type)
|
||||
|
@ -3505,3 +3591,31 @@ void CCarCtrl::RenderDebugInfo(CVehicle* pVehicle)
|
|||
DefinedState();
|
||||
}
|
||||
}
|
||||
|
||||
void CCarCtrl::SetMultiplayerAmbientCarLimit(uint32 limit)
|
||||
{
|
||||
maxRandomMpCars = limit;
|
||||
}
|
||||
|
||||
void CCarCtrl::ToggleScriptControlsMpCarLimit(bool toggle)
|
||||
{
|
||||
scriptControlsMpCarLimit = toggle;
|
||||
}
|
||||
|
||||
void CCarCtrl::MultiPlayerRemoveVehicleAndDriver(CVehicle* pVehicle)
|
||||
{
|
||||
CPed* pDriver = pVehicle->pDriver;
|
||||
CWorld::Remove(pVehicle);
|
||||
delete pVehicle;
|
||||
if (pDriver) {
|
||||
CWorld::Remove(pDriver);
|
||||
delete pDriver;
|
||||
}
|
||||
}
|
||||
|
||||
void CCarCtrl::Write(base::cRelocatableChunkWriter& writer)
|
||||
{
|
||||
writer.AllocateRaw(CarArrays, sizeof(CarArrays), 4);
|
||||
writer.AllocateRaw(TotalNumOfCarsOfRating, sizeof(TotalNumOfCarsOfRating), 4, false, true);
|
||||
}
|
||||
|
||||
|
|
|
@ -17,6 +17,13 @@ enum{
|
|||
MAX_CAR_MODELS_IN_ARRAY = 25,
|
||||
};
|
||||
|
||||
#ifdef GTA_NETWORK
|
||||
enum {
|
||||
TOTAL_MULTIPLAYER_CAR_BANKS = 3,
|
||||
CARS_IN_MULTIPLAYER_BANK = 8
|
||||
};
|
||||
#endif
|
||||
|
||||
#ifdef FIX_BUGS
|
||||
#define FIX_PATHFIND_BUG
|
||||
#endif
|
||||
|
@ -133,7 +140,10 @@ public:
|
|||
|
||||
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 void SetMultiplayerAmbientCarLimit(uint32);
|
||||
static void ToggleScriptControlsMpCarLimit(bool);
|
||||
static void MultiPlayerRemoveVehicleAndDriver(CVehicle*);
|
||||
static void Write(base::cRelocatableChunkWriter&);
|
||||
|
||||
static float GetPositionAlongCurrentCurve(CVehicle* pVehicle)
|
||||
{
|
||||
|
@ -170,6 +180,14 @@ public:
|
|||
static int32 NumOfLoadedCarsOfRating[TOTAL_CUSTOM_CLASSES];
|
||||
static int32 CarFreqArrays[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY];
|
||||
static int32 LoadedCarsArray[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY];
|
||||
|
||||
#ifdef GTA_NETWORK
|
||||
static const int32 MultiplayerCarBanks[TOTAL_MULTIPLAYER_CAR_BANKS][CARS_IN_MULTIPLAYER_BANK];
|
||||
#endif
|
||||
|
||||
static uint32 maxRandomMpCars;
|
||||
static bool scriptControlsMpCarLimit;
|
||||
|
||||
};
|
||||
|
||||
extern CVehicle* apCarsToKeep[MAX_CARS_TO_KEEP];
|
||||
|
|
Loading…
Reference in a new issue