lcs car ctrl 2

This commit is contained in:
Nikolay Korolev 2020-11-16 22:20:56 +03:00
parent ed5a9d5dc1
commit b9b9dabd75
4 changed files with 87 additions and 55 deletions

View file

@ -4,6 +4,7 @@
#include "Accident.h" #include "Accident.h"
#include "AutoPilot.h" #include "AutoPilot.h"
#include "Bridge.h"
#include "CarCtrl.h" #include "CarCtrl.h"
#include "General.h" #include "General.h"
#include "HandlingMgr.h" #include "HandlingMgr.h"
@ -74,6 +75,18 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
case STATUS_PLAYER_DISABLED: case STATUS_PLAYER_DISABLED:
break; break;
case STATUS_SIMPLE: case STATUS_SIMPLE:
{
if (pVehicle->m_pCurGroundEntity && CBridge::ThisIsABridgeObjectMovingUp(pVehicle->m_pCurGroundEntity->GetModelIndex()))
pVehicle->SetStatus(STATUS_PHYSICS);
CColPoint colPoint;
CEntity* pEntity;
if (pVehicle->m_randomSeed & 0x3F == CTimer::GetFrameCounter() & 0x3F &&
!CWorld::ProcessVerticalLine(pVehicle->GetPosition(), -2.0f, colPoint, pEntity, true, false, false, false, true, false, nil)) {
debug("FLOATING CAR TURNED INTO PHYSICS CAR!\n");
pVehicle->SetStatus(STATUS_PHYSICS);
}
}
// fallthough
case STATUS_PHYSICS: case STATUS_PHYSICS:
switch (pVehicle->AutoPilot.m_nCarMission) { switch (pVehicle->AutoPilot.m_nCarMission) {
case MISSION_RAMPLAYER_FARAWAY: case MISSION_RAMPLAYER_FARAWAY:

View file

@ -746,12 +746,6 @@ CCarCtrl::GenerateOneRandomCar()
} }
} }
bool
CCarCtrl::BoatWithTallMast(int32 mi)
{
return mi == MI_RIO || mi == MI_TROPIC || mi == MI_MARQUIS;
}
int32 int32
CCarCtrl::ChooseBoatModel(int32 rating) CCarCtrl::ChooseBoatModel(int32 rating)
{ {
@ -1603,7 +1597,7 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float
if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMCAR_CLOSE && pOtherEntity == pVehicle->AutoPilot.m_pTargetCar) if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMCAR_CLOSE && pOtherEntity == pVehicle->AutoPilot.m_pTargetCar)
return; return;
CVector2D vecDiff = pOtherCar->GetPosition() - pVehicle->GetPosition(); CVector2D vecDiff = pOtherCar->GetPosition() - pVehicle->GetPosition();
float angleBetweenVehicles = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y); float angleBetweenVehicles = GetATanOfXY(vecDiff.x, vecDiff.y);
float distance = vecDiff.Magnitude(); float distance = vecDiff.Magnitude();
if (distance < 1.0f) if (distance < 1.0f)
return; return;
@ -1613,7 +1607,7 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float
return; return;
CVector2D forward = pVehicle->GetForward(); CVector2D forward = pVehicle->GetForward();
forward.Normalise(); forward.Normalise();
float forwardAngle = CGeneral::GetATanOfXY(forward.x, forward.y); float forwardAngle = GetATanOfXY(forward.x, forward.y);
float angleDiff = angleBetweenVehicles - forwardAngle; float angleDiff = angleBetweenVehicles - forwardAngle;
float lenProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.y * sin(angleDiff)); float lenProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.y * sin(angleDiff));
float widthProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.x * cos(angleDiff)); float widthProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.x * cos(angleDiff));
@ -1622,16 +1616,12 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float
diffToLeftAngle = ABS(diffToLeftAngle); diffToLeftAngle = ABS(diffToLeftAngle);
float angleToWeave = lengthToEvade / 2; float angleToWeave = lengthToEvade / 2;
if (diffToLeftAngle < angleToWeave){ if (diffToLeftAngle < angleToWeave){
*pAngleToWeaveLeft = angleBetweenVehicles - angleToWeave; *pAngleToWeaveLeft = LimitRadianAngle(angleBetweenVehicles - angleToWeave);
while (*pAngleToWeaveLeft < -PI)
*pAngleToWeaveLeft += TWOPI;
} }
float diffToRightAngle = LimitRadianAngle(angleBetweenVehicles - *pAngleToWeaveRight); float diffToRightAngle = LimitRadianAngle(angleBetweenVehicles - *pAngleToWeaveRight);
diffToRightAngle = ABS(diffToRightAngle); diffToRightAngle = ABS(diffToRightAngle);
if (diffToRightAngle < angleToWeave){ if (diffToRightAngle < angleToWeave){
*pAngleToWeaveRight = angleBetweenVehicles + angleToWeave; *pAngleToWeaveRight = LimitRadianAngle(angleBetweenVehicles + angleToWeave);
while (*pAngleToWeaveRight > PI)
*pAngleToWeaveRight -= TWOPI;
} }
} }
@ -1663,23 +1653,19 @@ void CCarCtrl::WeaveForPed(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAn
return; return;
CPed* pPed = (CPed*)pOtherEntity; CPed* pPed = (CPed*)pOtherEntity;
CVector2D vecDiff = pPed->GetPosition() - pVehicle->GetPosition(); CVector2D vecDiff = pPed->GetPosition() - pVehicle->GetPosition();
float angleBetweenVehicleAndPed = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y); float angleBetweenVehicleAndPed = GetATanOfXY(vecDiff.x, vecDiff.y);
float distance = vecDiff.Magnitude(); float distance = vecDiff.Magnitude();
float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + PED_WIDTH_TO_WEAVE) / distance; float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + PED_WIDTH_TO_WEAVE) / distance;
float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveLeft); float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveLeft);
diffToLeftAngle = ABS(diffToLeftAngle); diffToLeftAngle = ABS(diffToLeftAngle);
float angleToWeave = lengthToEvade / 2; float angleToWeave = lengthToEvade / 2;
if (diffToLeftAngle < angleToWeave) { if (diffToLeftAngle < angleToWeave) {
*pAngleToWeaveLeft = angleBetweenVehicleAndPed - angleToWeave; *pAngleToWeaveLeft = LimitRadianAngle(angleBetweenVehicleAndPed - angleToWeave);
while (*pAngleToWeaveLeft < -PI)
*pAngleToWeaveLeft += TWOPI;
} }
float diffToRightAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveRight); float diffToRightAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveRight);
diffToRightAngle = ABS(diffToRightAngle); diffToRightAngle = ABS(diffToRightAngle);
if (diffToRightAngle < angleToWeave) { if (diffToRightAngle < angleToWeave) {
*pAngleToWeaveRight = angleBetweenVehicleAndPed + angleToWeave; *pAngleToWeaveRight = LimitRadianAngle(angleBetweenVehicleAndPed + angleToWeave);
while (*pAngleToWeaveRight > PI)
*pAngleToWeaveRight -= TWOPI;
} }
} }
@ -1735,23 +1721,19 @@ void CCarCtrl::WeaveForObject(CEntity* pOtherEntity, CVehicle* pVehicle, float*
rightCoef * pObject->GetRight() + rightCoef * pObject->GetRight() +
forwardCoef * pObject->GetForward() - forwardCoef * pObject->GetForward() -
pVehicle->GetPosition(); pVehicle->GetPosition();
float angleBetweenVehicleAndObject = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y); float angleBetweenVehicleAndObject = GetATanOfXY(vecDiff.x, vecDiff.y);
float distance = vecDiff.Magnitude(); float distance = vecDiff.Magnitude();
float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + OBJECT_WIDTH_TO_WEAVE) / distance; float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + OBJECT_WIDTH_TO_WEAVE) / distance;
float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveLeft); float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveLeft);
diffToLeftAngle = ABS(diffToLeftAngle); diffToLeftAngle = ABS(diffToLeftAngle);
float angleToWeave = lengthToEvade / 2; float angleToWeave = lengthToEvade / 2;
if (diffToLeftAngle < angleToWeave) { if (diffToLeftAngle < angleToWeave) {
*pAngleToWeaveLeft = angleBetweenVehicleAndObject - angleToWeave; *pAngleToWeaveLeft = LimitRadianAngle(angleBetweenVehicleAndObject - angleToWeave);
while (*pAngleToWeaveLeft < -PI)
*pAngleToWeaveLeft += TWOPI;
} }
float diffToRightAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveRight); float diffToRightAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveRight);
diffToRightAngle = ABS(diffToRightAngle); diffToRightAngle = ABS(diffToRightAngle);
if (diffToRightAngle < angleToWeave) { if (diffToRightAngle < angleToWeave) {
*pAngleToWeaveRight = angleBetweenVehicleAndObject + angleToWeave; *pAngleToWeaveRight = LimitRadianAngle(angleBetweenVehicleAndObject + angleToWeave);
while (*pAngleToWeaveRight > PI)
*pAngleToWeaveRight -= TWOPI;
} }
} }
@ -2031,7 +2013,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
int nextLink; int nextLink;
if (numNodes != 1 && numNodes != 2 || pTargetNode[0] == pCurNode){ if (numNodes != 1 && numNodes != 2 || pTargetNode[0] == pCurNode){
if (numNodes != 2 || pTargetNode[1] == pCurNode) { if (numNodes != 2 || pTargetNode[1] == pCurNode) {
float currentAngle = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y); float currentAngle = GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
nextLink = 0; nextLink = 0;
float lowestAngleChange = 10.0f; float lowestAngleChange = 10.0f;
int numLinks = pCurNode->numLinks; int numLinks = pCurNode->numLinks;
@ -2041,7 +2023,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
if (conNode == prevNode && i > 1) if (conNode == prevNode && i > 1)
continue; continue;
CPathNode* pTestNode = &ThePaths.m_pathNodes[conNode]; CPathNode* pTestNode = &ThePaths.m_pathNodes[conNode];
float angle = CGeneral::GetATanOfXY(pTestNode->GetX() - pCurNode->GetX(), pTestNode->GetY() - pCurNode->GetY()); float angle = GetATanOfXY(pTestNode->GetX() - pCurNode->GetX(), pTestNode->GetY() - pCurNode->GetY());
angle = LimitRadianAngle(angle - currentAngle); angle = LimitRadianAngle(angle - currentAngle);
angle = ABS(angle); angle = ABS(angle);
if (angle < lowestAngleChange) { if (angle < lowestAngleChange) {
@ -2459,6 +2441,16 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
*pHandbrake = true; *pHandbrake = true;
return; return;
case MISSION_CRUISE: case MISSION_CRUISE:
if (CTrafficLights::ShouldCarStopForBridge(pVehicle)) {
*pAccel = 0.0f;
*pBrake = 1.0f;
*pHandbrake = true;
#ifdef FIX_BUGS
*pSwerve = 0.0f;
#endif
break;
}
// fallthough
case MISSION_RAMPLAYER_FARAWAY: case MISSION_RAMPLAYER_FARAWAY:
case MISSION_BLOCKPLAYER_FARAWAY: case MISSION_BLOCKPLAYER_FARAWAY:
case MISSION_GOTOCOORDS: case MISSION_GOTOCOORDS:
@ -2529,11 +2521,19 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
*pHandbrake = false; *pHandbrake = false;
return; return;
case MISSION_RAMCAR_CLOSE: case MISSION_RAMCAR_CLOSE:
if (!pVehicle->AutoPilot.m_pTargetCar) {
debug("NO TARGET VEHICLE FOR MISSION_RAMCAR_CLOSE\n");
return;
}
SteerAICarWithPhysicsHeadingForTarget(pVehicle, pVehicle->AutoPilot.m_pTargetCar, SteerAICarWithPhysicsHeadingForTarget(pVehicle, pVehicle->AutoPilot.m_pTargetCar,
pVehicle->AutoPilot.m_pTargetCar->GetPosition().x, pVehicle->AutoPilot.m_pTargetCar->GetPosition().y, pVehicle->AutoPilot.m_pTargetCar->GetPosition().x, pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
pSwerve, pAccel, pBrake, pHandbrake); pSwerve, pAccel, pBrake, pHandbrake);
return; return;
case MISSION_BLOCKCAR_CLOSE: case MISSION_BLOCKCAR_CLOSE:
if (!pVehicle->AutoPilot.m_pTargetCar) {
debug("NO TARGET VEHICLE FOR MISSION_BLOCKCAR_CLOSE\n");
return;
}
SteerAICarWithPhysicsTryingToBlockTarget(pVehicle, SteerAICarWithPhysicsTryingToBlockTarget(pVehicle,
pVehicle->AutoPilot.m_pTargetCar->GetPosition().x, pVehicle->AutoPilot.m_pTargetCar->GetPosition().x,
pVehicle->AutoPilot.m_pTargetCar->GetPosition().y, pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
@ -2542,6 +2542,9 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
pSwerve, pAccel, pBrake, pHandbrake); pSwerve, pAccel, pBrake, pHandbrake);
return; return;
case MISSION_BLOCKCAR_HANDBRAKESTOP: case MISSION_BLOCKCAR_HANDBRAKESTOP:
if (!pVehicle->AutoPilot.m_pTargetCar) {
return;
}
SteerAICarWithPhysicsTryingToBlockTarget_Stop(pVehicle, SteerAICarWithPhysicsTryingToBlockTarget_Stop(pVehicle,
pVehicle->AutoPilot.m_pTargetCar->GetPosition().x, pVehicle->AutoPilot.m_pTargetCar->GetPosition().x,
pVehicle->AutoPilot.m_pTargetCar->GetPosition().y, pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
@ -2619,8 +2622,8 @@ void CCarCtrl::SteerAIBoatWithPhysicsHeadingForTarget(CVehicle* pVehicle, float
{ {
CVector2D forward = pVehicle->GetForward(); CVector2D forward = pVehicle->GetForward();
forward.Normalise(); forward.Normalise();
float angleToTarget = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y); float angleToTarget = GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y); float angleForward = GetATanOfXY(forward.x, forward.y);
float steerAngle = LimitRadianAngle(angleToTarget - angleForward); float steerAngle = LimitRadianAngle(angleToTarget - angleForward);
steerAngle = clamp(steerAngle, -DEFAULT_MAX_STEER_ANGLE, DEFAULT_MAX_STEER_ANGLE); steerAngle = clamp(steerAngle, -DEFAULT_MAX_STEER_ANGLE, DEFAULT_MAX_STEER_ANGLE);
#ifdef FIX_BUGS #ifdef FIX_BUGS
@ -2651,8 +2654,8 @@ void CCarCtrl::SteerAIBoatWithPhysicsAttackingPlayer(CVehicle* pVehicle, float*
CVector2D forward = pVehicle->GetForward(); CVector2D forward = pVehicle->GetForward();
forward.Normalise(); forward.Normalise();
CVector2D vecToProjection = FindPlayerCoors() + FindPlayerSpeed() * projection * GAME_SPEED_TO_CARAI_SPEED; CVector2D vecToProjection = FindPlayerCoors() + FindPlayerSpeed() * projection * GAME_SPEED_TO_CARAI_SPEED;
float angleToTarget = CGeneral::GetATanOfXY(vecToProjection.x - pVehicle->GetPosition().x, vecToProjection.y - pVehicle->GetPosition().y); float angleToTarget = GetATanOfXY(vecToProjection.x - pVehicle->GetPosition().x, vecToProjection.y - pVehicle->GetPosition().y);
float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y); float angleForward = GetATanOfXY(forward.x, forward.y);
float steerAngle = LimitRadianAngle(angleToTarget - angleForward); float steerAngle = LimitRadianAngle(angleToTarget - angleForward);
#ifdef FIX_BUGS #ifdef FIX_BUGS
float speedTarget = pVehicle->AutoPilot.GetCruiseSpeed(); float speedTarget = pVehicle->AutoPilot.GetCruiseSpeed();
@ -2740,7 +2743,7 @@ void CCarCtrl::SteerAIHeliTowardsTargetCoors(CAutomobile* pHeli)
if (distanceToTarget < 8.0f && pHeli->m_fHeliOrientation < 0.0f) if (distanceToTarget < 8.0f && pHeli->m_fHeliOrientation < 0.0f)
ZTurnSpeedTarget = 0.0f; ZTurnSpeedTarget = 0.0f;
else { else {
float fAngleTarget = CGeneral::GetATanOfXY(vecToTarget.x, vecToTarget.y) + PI; float fAngleTarget = GetATanOfXY(vecToTarget.x, vecToTarget.y) + PI;
if (pHeli->m_fHeliOrientation >= 0.0f) if (pHeli->m_fHeliOrientation >= 0.0f)
fAngleTarget = pHeli->m_fHeliOrientation; fAngleTarget = pHeli->m_fHeliOrientation;
fAngleTarget -= pHeli->m_fOrientation; fAngleTarget -= pHeli->m_fOrientation;
@ -2783,7 +2786,7 @@ void CCarCtrl::SteerAIPlaneTowardsTargetCoors(CAutomobile* pPlane)
CVector2D vecToTarget = pPlane->AutoPilot.m_vecDestinationCoors - pPlane->GetPosition(); CVector2D vecToTarget = pPlane->AutoPilot.m_vecDestinationCoors - pPlane->GetPosition();
float fForwardZ = (pPlane->AutoPilot.m_vecDestinationCoors.z - pPlane->GetPosition().z) / vecToTarget.Magnitude(); float fForwardZ = (pPlane->AutoPilot.m_vecDestinationCoors.z - pPlane->GetPosition().z) / vecToTarget.Magnitude();
fForwardZ = clamp(fForwardZ, -0.3f, 0.3f); fForwardZ = clamp(fForwardZ, -0.3f, 0.3f);
float angle = CGeneral::GetATanOfXY(vecToTarget.x, vecToTarget.y); float angle = GetATanOfXY(vecToTarget.x, vecToTarget.y);
while (angle > TWOPI) while (angle > TWOPI)
angle -= TWOPI; angle -= TWOPI;
float difference = LimitRadianAngle(angle - pPlane->m_fOrientation); float difference = LimitRadianAngle(angle - pPlane->m_fOrientation);
@ -2880,8 +2883,8 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv
projectedPosition.y = positionOnCurrentLinkIncludingLane.y; projectedPosition.y = positionOnCurrentLinkIncludingLane.y;
} }
CVector2D distanceToProjectedPosition = projectedPosition - pVehicle->GetPosition(); CVector2D distanceToProjectedPosition = projectedPosition - pVehicle->GetPosition();
float angleCurrentLink = CGeneral::GetATanOfXY(distanceToProjectedPosition.x, distanceToProjectedPosition.y); float angleCurrentLink = GetATanOfXY(distanceToProjectedPosition.x, distanceToProjectedPosition.y);
float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y); float angleForward = GetATanOfXY(forward.x, forward.y);
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS) if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS)
angleCurrentLink = FindAngleToWeaveThroughTraffic(pVehicle, nil, angleCurrentLink, angleForward); angleCurrentLink = FindAngleToWeaveThroughTraffic(pVehicle, nil, angleCurrentLink, angleForward);
float steerAngle = LimitRadianAngle(angleCurrentLink - angleForward); float steerAngle = LimitRadianAngle(angleCurrentLink - angleForward);
@ -2920,11 +2923,11 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv
pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x); pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x);
trajectory -= pVehicle->GetPosition(); trajectory -= pVehicle->GetPosition();
float speedAngleMultiplier = FindSpeedMultiplier( float speedAngleMultiplier = FindSpeedMultiplier(
CGeneral::GetATanOfXY(trajectory.x, trajectory.y) - angleForward, GetATanOfXY(trajectory.x, trajectory.y) - angleForward,
MIN_ANGLE_FOR_SPEED_LIMITING, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT); MIN_ANGLE_FOR_SPEED_LIMITING, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT);
float tmpWideMultiplier = FindSpeedMultiplier( float tmpWideMultiplier = FindSpeedMultiplier(
CGeneral::GetATanOfXY(currentPathLinkForward.x, currentPathLinkForward.y) - GetATanOfXY(currentPathLinkForward.x, currentPathLinkForward.y) -
CGeneral::GetATanOfXY(nextPathLinkForwardX, nextPathLinkForwardY), GetATanOfXY(nextPathLinkForwardX, nextPathLinkForwardY),
MIN_ANGLE_FOR_SPEED_LIMITING_BETWEEN_NODES, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT); MIN_ANGLE_FOR_SPEED_LIMITING_BETWEEN_NODES, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT);
float speedNodesMultiplier; float speedNodesMultiplier;
if (scalarDistanceToNextNode > DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN || pVehicle->AutoPilot.m_nCruiseSpeed < 12) if (scalarDistanceToNextNode > DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN || pVehicle->AutoPilot.m_nCruiseSpeed < 12)
@ -2958,8 +2961,8 @@ void CCarCtrl::SteerAICarWithPhysicsHeadingForTarget(CVehicle* pVehicle, CPhysic
*pHandbrake = false; *pHandbrake = false;
CVector2D forward = pVehicle->GetForward(); CVector2D forward = pVehicle->GetForward();
forward.Normalise(); forward.Normalise();
float angleToTarget = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y); float angleToTarget = GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y); float angleForward = GetATanOfXY(forward.x, forward.y);
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS) if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS)
angleToTarget = FindAngleToWeaveThroughTraffic(pVehicle, pTarget, angleToTarget, angleForward); angleToTarget = FindAngleToWeaveThroughTraffic(pVehicle, pTarget, angleToTarget, angleForward);
float steerAngle = LimitRadianAngle(angleToTarget - angleForward); float steerAngle = LimitRadianAngle(angleToTarget - angleForward);
@ -3165,7 +3168,7 @@ bool CCarCtrl::JoinCarWithRoadSystemGotoCoors(CVehicle* pVehicle, CVector vecTar
void CCarCtrl::FindLinksToGoWithTheseNodes(CVehicle* pVehicle) void CCarCtrl::FindLinksToGoWithTheseNodes(CVehicle* pVehicle)
{ {
if (pVehicle->m_nRouteSeed) if (pVehicle->m_nRouteSeed)
CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed); CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed++);
int nextLink; int nextLink;
CPathNode* pCurNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nCurrentRouteNode]; CPathNode* pCurNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nCurrentRouteNode];
for (nextLink = 0; nextLink < 12; nextLink++) for (nextLink = 0; nextLink < 12; nextLink++)
@ -3207,10 +3210,12 @@ void CCarCtrl::GenerateEmergencyServicesCar(void)
return; return;
if (CGame::IsInInterior()) if (CGame::IsInInterior())
return; return;
if (TheCamera.m_WideScreenOn) // TODO(LCS): verify
return;
if (NumFiretrucksOnDuty + NumAmbulancesOnDuty + NumParkedCars + NumMissionCars + if (NumFiretrucksOnDuty + NumAmbulancesOnDuty + NumParkedCars + NumMissionCars +
NumLawEnforcerCars + NumRandomCars > MaxNumberOfCarsInUse) NumLawEnforcerCars + NumRandomCars > MaxNumberOfCarsInUse)
return; return;
if (NumAmbulancesOnDuty == 0){ if (NumAmbulancesOnDuty == 0 /* TODO(LCS): && gbEmergencyVehiclesEnabled */){
if (gAccidentManager.CountActiveAccidents() < 2){ if (gAccidentManager.CountActiveAccidents() < 2){
if (CStreaming::HasModelLoaded(MI_AMBULAN)) if (CStreaming::HasModelLoaded(MI_AMBULAN))
CStreaming::SetModelIsDeletable(MI_MEDIC); CStreaming::SetModelIsDeletable(MI_MEDIC);
@ -3229,7 +3234,7 @@ void CCarCtrl::GenerateEmergencyServicesCar(void)
} }
} }
} }
if (NumFiretrucksOnDuty == 0){ if (NumFiretrucksOnDuty == 0 /* TODO(LCS): && gbEmergencyVehiclesEnabled */){
if (gFireManager.GetTotalActiveFires() < 3){ if (gFireManager.GetTotalActiveFires() < 3){
if (CStreaming::HasModelLoaded(MI_FIRETRUCK)) if (CStreaming::HasModelLoaded(MI_FIRETRUCK))
CStreaming::SetModelIsDeletable(MI_FIREMAN); CStreaming::SetModelIsDeletable(MI_FIREMAN);
@ -3386,6 +3391,17 @@ bool CCarCtrl::MapCouldMoveInThisArea(float x, float y)
#endif #endif
} }
bool
CCarCtrl::BoatWithTallMast(int32 mi)
{
return mi == MI_RIO || mi == MI_TROPIC || mi == MI_MARQUIS;
}
bool CCarCtrl::OkToCreateVehicleAtThisPosition(const CVector& pos)
{
return true;
}
float CCarCtrl::FindSpeedMultiplierWithSpeedFromNodes(int8 type) float CCarCtrl::FindSpeedMultiplierWithSpeedFromNodes(int8 type)
{ {
switch (type) switch (type)
@ -3395,3 +3411,8 @@ float CCarCtrl::FindSpeedMultiplierWithSpeedFromNodes(int8 type)
} }
return 1.0f; return 1.0f;
} }
void CCarCtrl::RenderDebugInfo(CVehicle*)
{
//TODO(LCS)
}

View file

@ -1,6 +1,7 @@
#pragma once #pragma once
#include "PathFind.h" #include "PathFind.h"
#include "Boat.h" #include "Boat.h"
#include "General.h"
#include "Vehicle.h" #include "Vehicle.h"
#define GAME_SPEED_TO_METERS_PER_SECOND 50.0f #define GAME_SPEED_TO_METERS_PER_SECOND 50.0f
@ -130,8 +131,9 @@ public:
static void SteerAIBoatWithPhysicsAttackingPlayer(CVehicle*, float*, float*, float*, bool*); static void SteerAIBoatWithPhysicsAttackingPlayer(CVehicle*, float*, float*, float*, bool*);
static void SteerAICarBlockingPlayerForwardAndBack(CVehicle*, float*, float*, float*, bool*); static void SteerAICarBlockingPlayerForwardAndBack(CVehicle*, float*, float*, float*, bool*);
static bool OkToCreateVehicleAtThisPosition(const CVector&) { return true; } static bool OkToCreateVehicleAtThisPosition(const CVector&);
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 void RenderDebugInfo(CVehicle*);
static float GetATanOfXY(float x, float y) { float t = CGeneral::GetATanOfXY(x, y); if (t < 0.0f) t += TWOPI; return t; }
static float GetPositionAlongCurrentCurve(CVehicle* pVehicle) static float GetPositionAlongCurrentCurve(CVehicle* pVehicle)
{ {
@ -141,11 +143,7 @@ public:
static float LimitRadianAngle(float angle) static float LimitRadianAngle(float angle)
{ {
while (angle < -PI) return CGeneral::LimitRadianAngle(angle);
angle += TWOPI;
while (angle > PI)
angle -= TWOPI;
return angle;
} }
static bool bMadDriversCheat; static bool bMadDriversCheat;

View file

@ -10,7 +10,7 @@
// --MIAMI: file done // --MIAMI: file done
float CIniFile::PedNumberMultiplier = 0.6f; float CIniFile::PedNumberMultiplier = 0.6f;
float CIniFile::CarNumberMultiplier = 0.6f; float CIniFile::CarNumberMultiplier = 0.8f;
void CIniFile::LoadIniFile() void CIniFile::LoadIniFile()
{ {
@ -27,5 +27,5 @@ void CIniFile::LoadIniFile()
} }
CPopulation::MaxNumberOfPedsInUse = 25.0f * PedNumberMultiplier; CPopulation::MaxNumberOfPedsInUse = 25.0f * PedNumberMultiplier;
CPopulation::MaxNumberOfPedsInUseInterior = 40.0f * PedNumberMultiplier; CPopulation::MaxNumberOfPedsInUseInterior = 40.0f * PedNumberMultiplier;
CCarCtrl::MaxNumberOfCarsInUse = 12.0f * CarNumberMultiplier; CCarCtrl::MaxNumberOfCarsInUse = 30.0f * CarNumberMultiplier;
} }