lcs car ctrl 1

This commit is contained in:
Nikolay Korolev 2020-11-16 12:21:50 +03:00
parent 26c6908d25
commit 7339ebce60
2 changed files with 131 additions and 100 deletions

View file

@ -11,6 +11,7 @@
#include "Cranes.h"
#include "Curves.h"
#include "CutsceneMgr.h"
#include "Frontend.h"
#include "Gangs.h"
#include "Game.h"
#include "Garages.h"
@ -76,10 +77,11 @@
#define DISTANCE_BETWEEN_CAR_AND_DEAD_PED (6.0f)
#define PROBABILITY_OF_PASSENGER_IN_VEHICLE (0.125f)
#define ONSCREEN_DESPAWN_RANGE (120.0f)
#define MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN (100.0f)
#define REQUEST_ONSCREEN_DISTANCE ((ONSCREEN_DESPAWN_RANGE + MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN) / 2)
#define OFFSCREEN_DESPAWN_RANGE (40.0f)
#define ONSCREEN_DESPAWN_RANGE (190.0f)
#define MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN (130.0f)
#define REQUEST_ONSCREEN_DISTANCE (140.0f)
#define OFFSCREEN_DESPAWN_RANGE (60.0f)
#define MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN (40.0f)
#define EXTENDED_RANGE_DESPAWN_MULTIPLIER (1.5f)
//--MIAMI: file done
@ -95,7 +97,7 @@ int32 CCarCtrl::NumRandomCars;
int32 CCarCtrl::NumParkedCars;
int32 CCarCtrl::NumPermanentCars;
int8 CCarCtrl::CountDownToCarsAtStart;
int32 CCarCtrl::MaxNumberOfCarsInUse = 12;
int32 CCarCtrl::MaxNumberOfCarsInUse = 30;
uint32 CCarCtrl::LastTimeLawEnforcerCreated;
uint32 CCarCtrl::LastTimeFireTruckCreated;
uint32 CCarCtrl::LastTimeAmbulanceCreated;
@ -161,14 +163,19 @@ CCarCtrl::GenerateOneRandomCar()
carClass = COPS;
carModel = ChoosePoliceCarModel();
}else{
carModel = ChooseModel(&zone, &carClass);
if (carModel == -1 || (carClass == COPS && pWanted->m_nWantedLevel >= 1))
/* All cop spawns with wanted level are handled by condition above. */
/* In particular it means that cop cars never spawn if player has wanted level of 1. */
return;
for (int i = 0; i < 5; i++) {
carModel = ChooseModel(&zone, &carClass);
if (carModel == -1)
return;
if (!(carClass == COPS && pWanted->m_nWantedLevel >= 1))
/* All cop spawns with wanted level are handled by condition above. */
/* In particular it means that cop cars never spawn if player has wanted level of 1. */
break;
}
}
float frontX, frontY;
float preferredDistance, angleLimit;
float requestMultiplier;
bool invertAngleLimitTest;
CVector spawnPosition;
int32 curNodeId, nextNodeId;
@ -188,11 +195,14 @@ CCarCtrl::GenerateOneRandomCar()
angleLimit = -1.0f;
bTopDownCamera = true;
invertAngleLimitTest = true;
preferredDistance = OFFSCREEN_DESPAWN_RANGE + 15.0f;
preferredDistance = MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN + 15.0f;
/* BUG: testForCollision not initialized in original game. */
testForCollision = false;
}else if (!pPlayerVehicle){
/* Player is not in vehicle. */
requestMultiplier = 13.0f / 20.0f;
if (FrontEndMenuManager.m_PrefsUseWideScreen) // TODO(LCS): static
requestMultiplier *= 4.0f / 3.0f;
testForCollision = true;
frontX = TheCamera.CamFrontXNorm;
frontY = TheCamera.CamFrontYNorm;
@ -202,95 +212,105 @@ CCarCtrl::GenerateOneRandomCar()
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * TheCamera.GenerationDistMultiplier;
break;
case 1:
/* Spawn a vehicle close to player to his side. */
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
preferredDistance = OFFSCREEN_DESPAWN_RANGE;
preferredDistance = MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN;
break;
}
}else if (fPlayerVehicleSpeed > 0.4f){ /* 72 km/h */
}
else {
requestMultiplier = 13.0f / 20.0f;
if (TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON && !FrontEndMenuManager.m_PrefsUseWideScreen)
requestMultiplier *= 0.9f;
if (FrontEndMenuManager.m_PrefsUseWideScreen) // TODO(LCS): static
requestMultiplier *= 4.0f / 3.0f;
if (fPlayerVehicleSpeed > 0.4f) { /* 72 km/h */
/* Player is moving fast in vehicle */
/* Prefer spawning vehicles very far away from him. */
frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed;
frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed;
testForCollision = false;
switch (CTimer::GetFrameCounter() & 3) {
case 0:
case 1:
/* Spawn a vehicle in a very narrow gap in front of a player */
angleLimit = 0.85f; /* approx 30 degrees */
invertAngleLimitTest = true;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
break;
case 2:
/* Spawn a vehicle relatively far away from player. */
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
break;
case 3:
/* Spawn a vehicle close to player to his side. */
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
preferredDistance = OFFSCREEN_DESPAWN_RANGE;
break;
frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed;
frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed;
testForCollision = false;
switch (CTimer::GetFrameCounter() & 3) {
case 0:
case 1:
/* Spawn a vehicle in a very narrow gap in front of a player */
angleLimit = 0.85f; /* approx 30 degrees */
invertAngleLimitTest = true;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * TheCamera.GenerationDistMultiplier;
break;
case 2:
/* Spawn a vehicle relatively far away from player. */
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * TheCamera.GenerationDistMultiplier;
break;
case 3:
/* Spawn a vehicle close to player to his side. */
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
preferredDistance = MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN;
break;
}
}
}else if (fPlayerVehicleSpeed > 0.1f){ /* 18 km/h */
/* Player is moving moderately fast in vehicle */
/* Spawn more vehicles to player's side. */
frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed;
frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed;
testForCollision = false;
switch (CTimer::GetFrameCounter() & 3) {
case 0:
/* Spawn a vehicle in a very narrow gap in front of a player */
angleLimit = 0.85f; /* approx 30 degrees */
invertAngleLimitTest = true;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
break;
case 1:
/* Spawn a vehicle relatively far away from player. */
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
break;
case 2:
case 3:
/* Spawn a vehicle close to player to his side. */
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
preferredDistance = OFFSCREEN_DESPAWN_RANGE;
break;
else if (fPlayerVehicleSpeed > 0.1f) { /* 18 km/h */
/* Player is moving moderately fast in vehicle */
/* Spawn more vehicles to player's side. */
frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed;
frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed;
testForCollision = false;
switch (CTimer::GetFrameCounter() & 3) {
case 0:
/* Spawn a vehicle in a very narrow gap in front of a player */
angleLimit = 0.85f; /* approx 30 degrees */
invertAngleLimitTest = true;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * TheCamera.GenerationDistMultiplier;
break;
case 1:
/* Spawn a vehicle relatively far away from player. */
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * TheCamera.GenerationDistMultiplier;
break;
case 2:
case 3:
/* Spawn a vehicle close to player to his side. */
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
preferredDistance = MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN;
break;
}
}
}else{
/* Player is in vehicle but moving very slow. */
/* Then use camera direction instead of vehicle direction. */
testForCollision = true;
frontX = TheCamera.CamFrontXNorm;
frontY = TheCamera.CamFrontYNorm;
switch (CTimer::GetFrameCounter() & 1) {
case 0:
/* Spawn a vehicle relatively far away from player. */
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
break;
case 1:
/* Spawn a vehicle close to player to his side. */
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
preferredDistance = OFFSCREEN_DESPAWN_RANGE;
break;
else {
/* Player is in vehicle but moving very slow. */
/* Then use camera direction instead of vehicle direction. */
testForCollision = true;
frontX = TheCamera.CamFrontXNorm;
frontY = TheCamera.CamFrontYNorm;
switch (CTimer::GetFrameCounter() & 1) {
case 0:
/* Spawn a vehicle relatively far away from player. */
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * TheCamera.GenerationDistMultiplier;
break;
case 1:
/* Spawn a vehicle close to player to his side. */
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
preferredDistance = MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN;
break;
}
}
}
if (!ThePaths.GenerateCarCreationCoors(vecTargetPos.x, vecTargetPos.y, frontX, frontY,
@ -300,6 +320,8 @@ CCarCtrl::GenerateOneRandomCar()
CPathNode* pCurNode = &ThePaths.m_pathNodes[curNodeId];
CPathNode* pNextNode = &ThePaths.m_pathNodes[nextNodeId];
bool bBoatGenerated = false;
if (!OkToCreateVehicleAtThisPosition(spawnPosition))
return;
if ((CGeneral::GetRandomNumber() & 0xF) > Min(pCurNode->spawnRate, pNextNode->spawnRate))
return;
if (pCurNode->bWaterPath) {
@ -604,12 +626,12 @@ CCarCtrl::GenerateOneRandomCar()
return;
}
}else{
if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * (pVehicle->bExtendedRange ? EXTENDED_RANGE_DESPAWN_MULTIPLIER : 1.0f) * ONSCREEN_DESPAWN_RANGE ||
(vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN) {
if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * requestMultiplier * (pVehicle->bExtendedRange ? EXTENDED_RANGE_DESPAWN_MULTIPLIER : 1.0f) * ONSCREEN_DESPAWN_RANGE ||
(vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * requestMultiplier * MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN) {
delete pVehicle;
return;
}
if ((TheCamera.GetPosition() - pVehicle->GetPosition()).Magnitude2D() < 82.5f * TheCamera.GenerationDistMultiplier || bTopDownCamera) {
if ((TheCamera.GetPosition() - pVehicle->GetPosition()).Magnitude2D() < 105.0f * requestMultiplier * TheCamera.GenerationDistMultiplier || bTopDownCamera) {
delete pVehicle;
return;
}
@ -659,13 +681,13 @@ CCarCtrl::GenerateOneRandomCar()
int nMadDrivers;
switch (pVehicle->GetVehicleAppearance()) {
case VEHICLE_APPEARANCE_BIKE:
nMadDrivers = 30;
nMadDrivers = 20;
break;
case VEHICLE_APPEARANCE_BOAT:
nMadDrivers = 40;
break;
default:
nMadDrivers = 6;
nMadDrivers = 3;
break;
}
if ((CGeneral::GetRandomNumber() & 0x7F) < nMadDrivers || bMadDriversCheat) {
@ -949,6 +971,7 @@ CCarCtrl::RemoveCarsIfThePoolGetsFull(void)
}
}
if (pClosestVehicle) {
debug(":::::::::::\'Nearest removed\' cause pools was full -> NumRandomCars %d\n", NumRandomCars);
CWorld::Remove(pClosestVehicle);
delete pClosestVehicle;
}
@ -971,7 +994,10 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
return;
}
float distanceToPlayer = (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D();
float threshold = OFFSCREEN_DESPAWN_RANGE;
float despawnMultiplier = 1.0f;
if (FindPlayerVehicle() && TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON && !FrontEndMenuManager.m_PrefsUseWideScreen)
despawnMultiplier = 0.75f;
float threshold = OFFSCREEN_DESPAWN_RANGE * despawnMultiplier;
if (pVehicle->GetIsOnScreen() ||
TheCamera.Cams[TheCamera.ActiveCam].LookingLeft ||
TheCamera.Cams[TheCamera.ActiveCam].LookingRight ||
@ -984,7 +1010,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
pVehicle->bIsCarParkVehicle ||
CTimer::GetTimeInMilliseconds() < pVehicle->m_nSetPieceExtendedRangeTime
){
threshold = ONSCREEN_DESPAWN_RANGE * TheCamera.GenerationDistMultiplier;
threshold = ONSCREEN_DESPAWN_RANGE * despawnMultiplier * TheCamera.GenerationDistMultiplier;
}
if (TheCamera.GetForward().z < -0.9f)
threshold = 70.0f;
@ -1767,7 +1793,7 @@ bool CCarCtrl::PickNextNodeAccordingStrategy(CVehicle* pVehicle)
void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
{
if (pVehicle->m_nRouteSeed)
CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed);
CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed++);
int32 prevNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
int32 curNode = pVehicle->AutoPilot.m_nNextRouteNode;
uint8 totalLinks = ThePaths.m_pathNodes[curNode].numLinks;
@ -1853,13 +1879,15 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
if ((!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) &&
(!pNextPathNode->bBetweenLevels || pPrevPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel))
/* Nice way to exit loop but this will fail because this is used for indexing! */
nextLink = 1000;
break;
}
}
if (nextLink < 999)
if (nextLink >= totalLinks) {
/* If everything else failed, turn vehicle around */
nextLink = 0;
debug("Couldn\'t find ANYTHING. Just go back from where we came.\n");
pVehicle->AutoPilot.m_nNextRouteNode = prevNode;
}
}
pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
@ -1983,7 +2011,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
#endif
{
if (pVehicle->m_nRouteSeed)
CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed);
CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed++);
int prevNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
int curNode = pVehicle->AutoPilot.m_nNextRouteNode;
CPathNode* pPrevNode = &ThePaths.m_pathNodes[prevNode];

View file

@ -130,6 +130,9 @@ 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 float GetPositionAlongCurrentCurve(CVehicle* pVehicle)
{
uint32 timeInCurve = CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeEnteredCurve;