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3203 lines
135 KiB
C++
3203 lines
135 KiB
C++
#include "common.h"
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#include "CarCtrl.h"
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#include "Accident.h"
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#include "Automobile.h"
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#include "Camera.h"
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#include "CarAI.h"
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#include "CarGen.h"
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#include "Cranes.h"
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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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#include "ModelIndices.h"
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#include "PathFind.h"
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#include "Ped.h"
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#include "PlayerInfo.h"
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#include "PlayerPed.h"
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#include "Population.h"
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#include "Wanted.h"
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#include "Pools.h"
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#include "Renderer.h"
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#include "RoadBlocks.h"
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#include "Timer.h"
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#include "TrafficLights.h"
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#include "Streaming.h"
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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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#define DISTANCE_TO_SPAWN_ROADBLOCK_PEDS (51.0f)
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#define DISTANCE_TO_SCAN_FOR_DANGER (14.0f)
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#define SAFE_DISTANCE_TO_PED (3.0f)
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#define INFINITE_Z (1000000000.0f)
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#define VEHICLE_HEIGHT_DIFF_TO_CONSIDER_WEAVING (4.0f)
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#define PED_HEIGHT_DIFF_TO_CONSIDER_WEAVING (4.0f)
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#define OBJECT_HEIGHT_DIFF_TO_CONSIDER_WEAVING (8.0f)
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#define WIDTH_COEF_TO_WEAVE_SAFELY (1.2f)
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#define OBJECT_WIDTH_TO_WEAVE (0.3f)
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#define PED_WIDTH_TO_WEAVE (0.8f)
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#define PATH_DIRECTION_NONE (0)
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#define PATH_DIRECTION_STRAIGHT (1)
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#define PATH_DIRECTION_RIGHT (2)
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#define PATH_DIRECTION_LEFT (4)
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#define ATTEMPTS_TO_FIND_NEXT_NODE (15)
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#define DISTANCE_TO_SWITCH_FROM_BLOCK_TO_STOP (5.0f)
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#define DISTANCE_TO_SWITCH_FROM_STOP_TO_BLOCK (10.0f)
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#define MAX_SPEED_TO_ACCOUNT_IN_INTERCEPTING (0.13f)
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#define DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN (40.0f)
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#define MAX_ANGLE_TO_STEER_AT_HIGH_SPEED (0.2f)
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#define MIN_SPEED_TO_START_LIMITING_STEER (0.45f)
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#define DISTANCE_TO_NEXT_NODE_TO_SELECT_NEW (5.0f)
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#define DISTANCE_TO_FACING_NEXT_NODE_TO_SELECT_NEW (8.0f)
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#define DEFAULT_MAX_STEER_ANGLE (0.5f)
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#define MIN_LOWERING_SPEED_COEFFICIENT (0.4f)
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#define MAX_ANGLE_FOR_SPEED_LIMITING (1.2f)
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#define MIN_ANGLE_FOR_SPEED_LIMITING (0.4f)
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#define MIN_ANGLE_FOR_SPEED_LIMITING_BETWEEN_NODES (0.1f)
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#define MIN_ANGLE_TO_APPLY_HANDBRAKE (0.7f)
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#define MIN_SPEED_TO_APPLY_HANDBRAKE (0.3f)
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#define PROBABILITY_OF_DEAD_PED_ACCIDENT (0.005f)
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#define DISTANCE_BETWEEN_CAR_AND_DEAD_PED (6.0f)
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#define PROBABILITY_OF_PASSENGER_IN_VEHICLE (0.125f)
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#define ONSCREEN_DESPAWN_RANGE (120.0f)
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#define MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN (100.0f)
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#define REQUEST_ONSCREEN_DISTANCE ((ONSCREEN_DESPAWN_RANGE + MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN) / 2)
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#define OFFSCREEN_DESPAWN_RANGE (40.0f)
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#define EXTENDED_RANGE_DESPAWN_MULTIPLIER (1.5f)
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int CCarCtrl::NumLawEnforcerCars;
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int CCarCtrl::NumAmbulancesOnDuty;
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int CCarCtrl::NumFiretrucksOnDuty;
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bool CCarCtrl::bCarsGeneratedAroundCamera;
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float CCarCtrl::CarDensityMultiplier = 1.0f;
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int32 CCarCtrl::NumMissionCars;
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int32 CCarCtrl::NumRandomCars;
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int32 CCarCtrl::NumParkedCars;
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int32 CCarCtrl::NumPermanentCars;
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int8 CCarCtrl::CountDownToCarsAtStart;
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int32 CCarCtrl::MaxNumberOfCarsInUse = 12;
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uint32 CCarCtrl::LastTimeLawEnforcerCreated;
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uint32 CCarCtrl::LastTimeFireTruckCreated;
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uint32 CCarCtrl::LastTimeAmbulanceCreated;
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int32 CCarCtrl::MiamiViceCycle;
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uint32 CCarCtrl::LastTimeMiamiViceGenerated;
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int32 CCarCtrl::TotalNumOfCarsOfRating[TOTAL_CUSTOM_CLASSES];
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int32 CCarCtrl::CarArrays[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY];
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int32 CCarCtrl::NumRequestsOfCarRating[TOTAL_CUSTOM_CLASSES];
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int32 CCarCtrl::NumOfLoadedCarsOfRating[TOTAL_CUSTOM_CLASSES];
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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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void
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CCarCtrl::GenerateRandomCars()
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{
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if (CCutsceneMgr::IsRunning()) {
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CountDownToCarsAtStart = 2;
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return;
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}
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if (NumRandomCars < 30){
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if (CountDownToCarsAtStart == 0)
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GenerateOneRandomCar();
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else if (--CountDownToCarsAtStart == 0) {
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for (int i = 0; i < 100; i++)
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GenerateOneRandomCar();
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CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter = 20;
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}
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}
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/* Approximately once per 4 seconds. */
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if ((CTimer::GetTimeInMilliseconds() & 0xFFFFF000) != (CTimer::GetPreviousTimeInMilliseconds() & 0xFFFFF000))
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GenerateEmergencyServicesCar();
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}
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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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CZoneInfo zone;
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CTheZones::GetZoneInfoForTimeOfDay(&vecTargetPos, &zone);
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pPlayer->m_nTrafficMultiplier = pPlayer->m_fRoadDensity * zone.carDensity;
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if (NumRandomCars >= pPlayer->m_nTrafficMultiplier * CarDensityMultiplier * CIniFile::CarNumberMultiplier)
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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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CWanted* pWanted = pPlayer->m_pPed->m_pWanted;
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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 && !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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/* Last pWanted->m_nWantedLevel > 1 is unnecessary but I added it for better readability. */
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/* Wouldn't be surprised it was there originally but was optimized out. */
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carClass = COPS;
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carModel = ChoosePoliceCarModel();
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}else{
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carModel = ChooseModel(&zone, &vecTargetPos, &carClass);
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if (carClass == COPS && pWanted->m_nWantedLevel >= 1 || carModel < 0)
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/* All cop spawns with wanted level are handled by condition above. */
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/* In particular it means that cop cars never spawn if player has wanted level of 1. */
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return;
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}
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float frontX, frontY;
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float preferredDistance, angleLimit;
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bool invertAngleLimitTest;
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CVector spawnPosition;
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int32 curNodeId, nextNodeId;
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float positionBetweenNodes;
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bool testForCollision;
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CVehicle* pPlayerVehicle = FindPlayerVehicle();
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CVector2D vecPlayerVehicleSpeed;
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float fPlayerVehicleSpeed;
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if (pPlayerVehicle) {
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vecPlayerVehicleSpeed = FindPlayerVehicle()->GetMoveSpeed();
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fPlayerVehicleSpeed = vecPlayerVehicleSpeed.Magnitude();
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}
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if (TheCamera.GetForward().z < -0.9f){
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/* Player uses topdown camera. */
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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 = OFFSCREEN_DESPAWN_RANGE + 15.0f;
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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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/* Player is not in vehicle. */
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testForCollision = true;
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frontX = TheCamera.CamFrontXNorm;
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frontY = TheCamera.CamFrontYNorm;
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switch (CTimer::GetFrameCounter() & 1) {
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case 0:
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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 = REQUEST_ONSCREEN_DISTANCE * 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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/* Kinda not within camera angle. */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = false;
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preferredDistance = OFFSCREEN_DESPAWN_RANGE;
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break;
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}
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}else if (fPlayerVehicleSpeed > 0.4f){ /* 72 km/h */
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/* Player is moving fast in vehicle */
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/* Prefer spawning vehicles very far away from him. */
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frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed;
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frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed;
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testForCollision = false;
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switch (CTimer::GetFrameCounter() & 3) {
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case 0:
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case 1:
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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 = REQUEST_ONSCREEN_DISTANCE * 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 = REQUEST_ONSCREEN_DISTANCE * 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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/* Kinda not within camera angle. */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = false;
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preferredDistance = OFFSCREEN_DESPAWN_RANGE;
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break;
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}
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}else if (fPlayerVehicleSpeed > 0.1f){ /* 18 km/h */
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/* Player is moving moderately fast in vehicle */
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/* Spawn more vehicles to player's side. */
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frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed;
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frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed;
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testForCollision = false;
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switch (CTimer::GetFrameCounter() & 3) {
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case 0:
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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 = REQUEST_ONSCREEN_DISTANCE * 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 = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
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break;
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case 2:
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case 3:
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/* Spawn a vehicle close to player to his side. */
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/* Kinda not within camera angle. */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = false;
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preferredDistance = OFFSCREEN_DESPAWN_RANGE;
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break;
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}
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}else{
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/* Player is in vehicle but moving very slow. */
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/* Then use camera direction instead of vehicle direction. */
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testForCollision = true;
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frontX = TheCamera.CamFrontXNorm;
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frontY = TheCamera.CamFrontYNorm;
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switch (CTimer::GetFrameCounter() & 1) {
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case 0:
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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 = REQUEST_ONSCREEN_DISTANCE * 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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/* Kinda not within camera angle. */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = false;
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preferredDistance = OFFSCREEN_DESPAWN_RANGE;
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break;
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}
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}
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if (!ThePaths.NewGenerateCarCreationCoors(vecTargetPos.x, vecTargetPos.y, frontX, frontY,
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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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}
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else {
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int i;
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carModel = -1;
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for (i = 10; i > 0 && (carModel == -1 || !CStreaming::HasModelLoaded(carModel)); i--) {
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carModel = ChooseBoatModel(ChooseBoatRating(&zone));
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}
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if (i == 0)
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return;
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}
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if (pCurNode->bOnlySmallBoats || pNextNode->bOnlySmallBoats) {
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if (BoatWithTallMast(carModel))
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return;
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}
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}
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int16 colliding;
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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 (!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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while (idInNode < pCurNode->numLinks &&
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ThePaths.ConnectedNode(idInNode + pCurNode->firstLink) != nextNodeId)
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idInNode++;
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int16 connectionId = ThePaths.m_carPathConnections[idInNode + pCurNode->firstLink];
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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)
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/* Not spawning vehicle if road is one way and intended direction is opposide to that way. */
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return;
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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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return; // TODO(MIAMI): spawn bikes
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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 COPS:
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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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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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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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pVehicle->m_currentColour1 = 0;
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pVehicle->m_currentColour2 = 0;
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}
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pVehicle->bCreatedAsPoliceVehicle = true;
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break;
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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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pVehicle->bCreatedAsPoliceVehicle = true;
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break;
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default:
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pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14);
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if (carClass == EXEC)
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pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18);
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else if (carClass == POOR)
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pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10);
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if (pVehicle->GetColModel()->boundingBox.max.y - pVehicle->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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}
|
|
pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
|
|
pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
|
|
break;
|
|
}
|
|
if (pVehicle && pVehicle->GetModelIndex() == MI_MRWHOOP)
|
|
pVehicle->m_bSirenOrAlarm = true;
|
|
pVehicle->AutoPilot.m_nNextPathNodeInfo = connectionId;
|
|
pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane = CGeneral::GetRandomNumber() % lanesOnCurrentRoad;
|
|
CBox* boundingBox = &CModelInfo::GetModelInfo(pVehicle->GetModelIndex())->GetColModel()->boundingBox;
|
|
float carLength = 1.0f + (boundingBox->max.y - boundingBox->min.y) / 2;
|
|
float distanceBetweenNodes = (pCurNode->GetPosition() - pNextNode->GetPosition()).Magnitude2D();
|
|
/* If car is so long that it doesn't fit between two car nodes, place it directly in the middle. */
|
|
/* Otherwise put it at least in a way that full vehicle length fits between two nodes. */
|
|
if (distanceBetweenNodes / 2 < carLength)
|
|
positionBetweenNodes = 0.5f;
|
|
else
|
|
positionBetweenNodes = Min(1.0f - carLength / distanceBetweenNodes, Max(carLength / distanceBetweenNodes, positionBetweenNodes));
|
|
pVehicle->AutoPilot.m_nNextDirection = (curNodeId >= nextNodeId) ? 1 : -1;
|
|
if (pCurNode->numLinks == 1){
|
|
/* Do not create vehicle if there is nowhere to go. */
|
|
delete pVehicle;
|
|
return;
|
|
}
|
|
int16 nextConnection = pVehicle->AutoPilot.m_nNextPathNodeInfo;
|
|
int16 newLink;
|
|
while (nextConnection == pVehicle->AutoPilot.m_nNextPathNodeInfo){
|
|
newLink = CGeneral::GetRandomNumber() % pCurNode->numLinks;
|
|
nextConnection = ThePaths.m_carPathConnections[newLink + pCurNode->firstLink];
|
|
}
|
|
pVehicle->AutoPilot.m_nCurrentPathNodeInfo = nextConnection;
|
|
pVehicle->AutoPilot.m_nCurrentDirection = (ThePaths.ConnectedNode(newLink + pCurNode->firstLink) >= curNodeId) ? 1 : -1;
|
|
CVector2D vecBetweenNodes = pNextNode->GetPosition() - pCurNode->GetPosition();
|
|
float forwardX, forwardY;
|
|
float distBetweenNodes = vecBetweenNodes.Magnitude();
|
|
if (distanceBetweenNodes == 0.0f){
|
|
forwardX = 1.0f;
|
|
forwardY = 0.0f;
|
|
}else{
|
|
forwardX = vecBetweenNodes.x / distBetweenNodes;
|
|
forwardY = vecBetweenNodes.y / distBetweenNodes;
|
|
}
|
|
/* I think the following might be some form of SetRotateZOnly. */
|
|
/* Setting up direction between two car nodes. */
|
|
pVehicle->GetForward() = CVector(forwardX, forwardY, 0.0f);
|
|
pVehicle->GetRight() = CVector(forwardY, -forwardX, 0.0f);
|
|
pVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f);
|
|
|
|
#ifdef FIX_BUGS
|
|
CCarPathLink* pCurrentLink;
|
|
CCarPathLink* pNextLink;
|
|
CVector positionOnCurrentLinkIncludingLane;
|
|
CVector positionOnNextLinkIncludingLane;
|
|
float directionCurrentLinkX;
|
|
float directionCurrentLinkY;
|
|
float directionNextLinkX;
|
|
float directionNextLinkY;
|
|
if (positionBetweenNodes < 0.5f) {
|
|
float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirX();
|
|
float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirY();
|
|
float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirX();
|
|
float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirY();
|
|
|
|
pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
|
|
pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
|
|
positionOnCurrentLinkIncludingLane = CVector(
|
|
pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
|
|
pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
|
|
0.0f);
|
|
positionOnNextLinkIncludingLane = CVector(
|
|
pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
|
|
pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
|
|
0.0f);
|
|
directionCurrentLinkX = pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
|
|
directionCurrentLinkY = pCurrentLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection;
|
|
directionNextLinkX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
|
|
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. */
|
|
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
|
|
&positionOnCurrentLinkIncludingLane,
|
|
&positionOnNextLinkIncludingLane,
|
|
directionCurrentLinkX, directionCurrentLinkY,
|
|
directionNextLinkX, directionNextLinkY
|
|
) * (1000.0f / pVehicle->AutoPilot.m_fMaxTrafficSpeed);
|
|
pVehicle->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
|
|
(uint32)((0.5f + positionBetweenNodes) * pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
|
|
}
|
|
else {
|
|
PickNextNodeRandomly(pVehicle);
|
|
pVehicle->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
|
|
(uint32)((positionBetweenNodes - 0.5f) * pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
|
|
|
|
float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirX();
|
|
float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirY();
|
|
float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirX();
|
|
float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirY();
|
|
|
|
pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
|
|
pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
|
|
positionOnCurrentLinkIncludingLane = CVector(
|
|
pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
|
|
pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
|
|
0.0f);
|
|
positionOnNextLinkIncludingLane = CVector(
|
|
pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
|
|
pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
|
|
0.0f);
|
|
directionCurrentLinkX = pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
|
|
directionCurrentLinkY = pCurrentLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection;
|
|
directionNextLinkX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
|
|
directionNextLinkY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection;
|
|
}
|
|
#else
|
|
float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirX();
|
|
float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirY();
|
|
float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirX();
|
|
float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirY();
|
|
|
|
CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
|
|
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
|
|
CVector positionOnCurrentLinkIncludingLane(
|
|
pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
|
|
pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
|
|
0.0f);
|
|
CVector positionOnNextLinkIncludingLane(
|
|
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() * 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. */
|
|
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
|
|
&positionOnCurrentLinkIncludingLane,
|
|
&positionOnNextLinkIncludingLane,
|
|
directionCurrentLinkX, directionCurrentLinkY,
|
|
directionNextLinkX, directionNextLinkY
|
|
) * (1000.0f / pVehicle->AutoPilot.m_fMaxTrafficSpeed);
|
|
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);
|
|
CVector positionIncludingCurve;
|
|
CVector directionIncludingCurve;
|
|
CCurves::CalcCurvePoint(
|
|
&positionOnCurrentLinkIncludingLane,
|
|
&positionOnNextLinkIncludingLane,
|
|
&directionCurrentLink,
|
|
&directionNextLink,
|
|
GetPositionAlongCurrentCurve(pVehicle),
|
|
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve,
|
|
&positionIncludingCurve,
|
|
&directionIncludingCurve
|
|
);
|
|
CVector vectorBetweenNodes = pCurNode->GetPosition() - pNextNode->GetPosition();
|
|
CVector finalPosition = positionIncludingCurve + vectorBetweenNodes * 2.0f / vectorBetweenNodes.Magnitude();
|
|
finalPosition.z = positionBetweenNodes * pNextNode->GetZ() +
|
|
(1.0f - positionBetweenNodes) * pCurNode->GetZ();
|
|
float groundZ = INFINITE_Z;
|
|
CColPoint colPoint;
|
|
CEntity* pEntity;
|
|
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 pVehicle;
|
|
return;
|
|
}
|
|
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 COPS:
|
|
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);
|
|
break;
|
|
default:
|
|
bBoatGenerated ? pVehicle->SetStatus(STATUS_PHYSICS) : pVehicle->SetStatus(STATUS_SIMPLE);
|
|
break;
|
|
}
|
|
CVisibilityPlugins::SetClumpAlpha(pVehicle->GetClump(), 0);
|
|
if (!pVehicle->GetIsOnScreen()){
|
|
if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > OFFSCREEN_DESPAWN_RANGE * (pVehicle->bExtendedRange ? EXTENDED_RANGE_DESPAWN_MULTIPLIER : 1.0f)) {
|
|
/* Too far away cars that are not visible aren't needed. */
|
|
delete pVehicle;
|
|
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) {
|
|
delete pVehicle;
|
|
return;
|
|
}
|
|
if ((TheCamera.GetPosition() - pVehicle->GetPosition()).Magnitude2D() < 82.5f * TheCamera.GenerationDistMultiplier || bTopDownCamera) {
|
|
delete pVehicle;
|
|
return;
|
|
}
|
|
if (pVehicle->GetModelIndex() == MI_MARQUIS) { // so marquis can only spawn if player doesn't see it?
|
|
delete pVehicle;
|
|
return;
|
|
}
|
|
}
|
|
CVehicleModelInfo* pVehicleModel = pVehicle->GetModelInfo();
|
|
float radiusToTest = pVehicleModel->GetColModel()->boundingSphere.radius;
|
|
if (testForCollision){
|
|
CWorld::FindObjectsKindaColliding(pVehicle->GetPosition(), radiusToTest + 20.0f, true, &colliding, 2, nil, false, true, false, false, false);
|
|
if (colliding){
|
|
delete pVehicle;
|
|
return;
|
|
}
|
|
}
|
|
CWorld::FindObjectsKindaColliding(pVehicle->GetPosition(), radiusToTest, true, &colliding, 2, nil, false, true, false, false, false);
|
|
if (colliding){
|
|
delete pVehicle;
|
|
return;
|
|
}
|
|
if (speedDifferenceWithTarget.x * distanceToTarget.x +
|
|
speedDifferenceWithTarget.y * distanceToTarget.y >= 0.0f){
|
|
delete pVehicle;
|
|
return;
|
|
}
|
|
pVehicleModel->AvoidSameVehicleColour(&pVehicle->m_currentColour1, &pVehicle->m_currentColour2);
|
|
CWorld::Add(pVehicle);
|
|
if (carClass == COPS || carClass == COPS_BOAT)
|
|
CCarAI::AddPoliceCarOccupants(pVehicle);
|
|
else {
|
|
pVehicle->SetUpDriver();
|
|
int32 passengers = 0;
|
|
for (int i = 0; i < pVehicle->m_nNumMaxPassengers; i++)
|
|
passengers += (CGeneral::GetRandomNumberInRange(0.0f, 1.0f) < PROBABILITY_OF_PASSENGER_IN_VEHICLE) ? 1 : 0;
|
|
if (CModelInfo::IsCarModel(carModel) && (CModelInfo::GetModelInfo(carModel)->GetAnimFileIndex() == CAnimManager::GetAnimationBlockIndex("van") && passengers >= 1))
|
|
passengers = 1;
|
|
for (int i = 0; i < passengers; i++) {
|
|
CPed* pPassenger = pVehicle->SetupPassenger(i);
|
|
if (pPassenger) {
|
|
++CPopulation::ms_nTotalCarPassengerPeds;
|
|
pPassenger->bCarPassenger = true;
|
|
}
|
|
}
|
|
}
|
|
int nMadDrivers;
|
|
switch (pVehicle->GetVehicleAppearance()) {
|
|
case VEHICLE_APPEARANCE_BIKE:
|
|
nMadDrivers = 30;
|
|
break;
|
|
case VEHICLE_APPEARANCE_BOAT:
|
|
nMadDrivers = 40;
|
|
break;
|
|
default:
|
|
nMadDrivers = 6;
|
|
break;
|
|
}
|
|
if ((CGeneral::GetRandomNumber() & 0x7F) < nMadDrivers /* TODO(MIAMI): || mad drivers cheat */) {
|
|
pVehicle->SetStatus(STATUS_PHYSICS);
|
|
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
|
pVehicle->AutoPilot.m_nCruiseSpeed += 10;
|
|
}
|
|
if (carClass == COPS)
|
|
LastTimeLawEnforcerCreated = CTimer::GetTimeInMilliseconds();
|
|
if (pVehicle->GetModelIndex() == MI_CADDY) {
|
|
pVehicle->SetStatus(STATUS_PHYSICS);
|
|
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
|
}
|
|
if (carClass == COPS && pVehicle->GetModelIndex() == MI_VICECHEE) {
|
|
CVehicleModelInfo* pVehicleModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(MI_VICECHEE);
|
|
switch (MiamiViceCycle) {
|
|
case 0:
|
|
pVehicleModel->SetVehicleColour(53, 77);
|
|
break;
|
|
case 1:
|
|
pVehicleModel->SetVehicleColour(15, 77);
|
|
break;
|
|
case 2:
|
|
pVehicleModel->SetVehicleColour(41, 77);
|
|
break;
|
|
case 3:
|
|
pVehicleModel->SetVehicleColour(61, 77);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
if (CGeneral::GetRandomNumberInRange(0.0f, 1.0f) >= (1 - PROBABILITY_OF_DEAD_PED_ACCIDENT)) {
|
|
if (CModelInfo::IsCarModel(pVehicle->GetModelIndex()) && !pVehicle->bIsLawEnforcer) {
|
|
if (CPopulation::AddDeadPedInFrontOfCar(pVehicle->GetPosition() + pVehicle->GetForward() * DISTANCE_BETWEEN_CAR_AND_DEAD_PED, pVehicle)) {
|
|
pVehicle->AutoPilot.m_nCruiseSpeed = 0;
|
|
pVehicle->SetMoveSpeed(0.0f, 0.0f, 0.0f);
|
|
for (int i = 0; i < pVehicle->m_nNumPassengers; i++) {
|
|
if (pVehicle->pPassengers[i]) {
|
|
pVehicle->pPassengers[i]->SetObjective(OBJECTIVE_LEAVE_VEHICLE, pVehicle);
|
|
pVehicle->pPassengers[i]->m_nLastPedState = PED_WANDER_PATH;
|
|
pVehicle->pPassengers[i]->m_vehicleInAccident = pVehicle;
|
|
pVehicle->pPassengers[i]->bDeadPedInFrontOfCar = true;
|
|
pVehicle->RegisterReference((CEntity**)&pVehicle->pPassengers[i]->m_vehicleInAccident);
|
|
}
|
|
}
|
|
if (pVehicle->pDriver) {
|
|
pVehicle->pDriver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, pVehicle);
|
|
pVehicle->pDriver->m_nLastPedState = PED_WANDER_PATH;
|
|
pVehicle->pDriver->m_vehicleInAccident = pVehicle;
|
|
pVehicle->pDriver->bDeadPedInFrontOfCar = true;
|
|
pVehicle->RegisterReference((CEntity**)&pVehicle->pDriver->m_vehicleInAccident);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool
|
|
CCarCtrl::BoatWithTallMast(int32 mi)
|
|
{
|
|
return mi == MI_RIO || mi == MI_TROPIC || mi == MI_MARQUIS;
|
|
}
|
|
|
|
int32
|
|
CCarCtrl::ChooseBoatModel(int32 rating)
|
|
{
|
|
++NumRequestsOfCarRating[rating];
|
|
return ChooseCarModel(rating);
|
|
}
|
|
|
|
int32
|
|
CCarCtrl::ChooseBoatRating(CZoneInfo* pZoneInfo)
|
|
{
|
|
int rnd = CGeneral::GetRandomNumberInRange(0, 1000);
|
|
for (int i = 0; i < NUM_BOAT_CLASSES - 1; i++) {
|
|
if (rnd < pZoneInfo->boatThreshold[i])
|
|
return FIRST_BOAT_RATING + i;
|
|
}
|
|
return FIRST_BOAT_RATING + NUM_BOAT_CLASSES - 1;
|
|
}
|
|
|
|
int32
|
|
CCarCtrl::ChooseCarRating(CZoneInfo* pZoneInfo)
|
|
{
|
|
int rnd = CGeneral::GetRandomNumberInRange(0, 1000);
|
|
for (int i = 0; i < NUM_CAR_CLASSES - 1; i++) {
|
|
if (rnd < pZoneInfo->carThreshold[i])
|
|
return i;
|
|
}
|
|
return FIRST_CAR_RATING + NUM_CAR_CLASSES - 1;
|
|
}
|
|
|
|
int32
|
|
CCarCtrl::ChooseModel(CZoneInfo* pZone, CVector* pPos, int* pClass) {
|
|
int32 model = -1;
|
|
for (int i = 0; i < 10 && (model == -1 || !CStreaming::HasModelLoaded(model)); i++) {
|
|
int rnd = CGeneral::GetRandomNumberInRange(0, 1000);
|
|
|
|
if (rnd < pZone->copThreshold) {
|
|
*pClass = COPS;
|
|
model = ChoosePoliceCarModel();
|
|
continue;
|
|
}
|
|
|
|
int j;
|
|
for (j = 0; j < NUM_GANG_CAR_CLASSES; j++) {
|
|
if (rnd < pZone->gangThreshold[i]) {
|
|
*pClass = j + FIRST_GANG_CAR_RATING;
|
|
model = ChooseGangCarModel(j);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (j != NUM_GANG_CAR_CLASSES)
|
|
continue;
|
|
|
|
*pClass = ChooseCarRating(pZone);
|
|
model = ChooseCarModel(*pClass);
|
|
}
|
|
return model;
|
|
}
|
|
|
|
int32
|
|
CCarCtrl::ChooseCarModel(int32 vehclass)
|
|
{
|
|
int32 model = -1;
|
|
++NumRequestsOfCarRating[vehclass];
|
|
if (NumOfLoadedCarsOfRating[vehclass] == 0)
|
|
return -1;
|
|
int32 rnd = CGeneral::GetRandomNumberInRange(0, CarFreqArrays[vehclass][NumOfLoadedCarsOfRating[vehclass] - 1]);
|
|
int32 index = 0;
|
|
while (rnd > CarFreqArrays[vehclass][index])
|
|
index++;
|
|
assert(LoadedCarsArray[vehclass][index]);
|
|
return LoadedCarsArray[vehclass][index];
|
|
}
|
|
|
|
void
|
|
CCarCtrl::AddToLoadedVehicleArray(int32 mi, int32 rating, int32 freq)
|
|
{
|
|
LoadedCarsArray[rating][NumOfLoadedCarsOfRating[rating]] = mi;
|
|
assert(mi >= 130);
|
|
CarFreqArrays[rating][NumOfLoadedCarsOfRating[rating]] = freq;
|
|
if (NumOfLoadedCarsOfRating[rating])
|
|
CarFreqArrays[rating][NumOfLoadedCarsOfRating[rating]] += CarFreqArrays[rating][NumOfLoadedCarsOfRating[rating] - 1];
|
|
NumOfLoadedCarsOfRating[rating]++;
|
|
}
|
|
|
|
void
|
|
CCarCtrl::RemoveFromLoadedVehicleArray(int mi, int32 rating)
|
|
{
|
|
int index = 0;
|
|
while (LoadedCarsArray[rating][index] != -1) {
|
|
if (LoadedCarsArray[rating][index] == mi)
|
|
break;
|
|
index++;
|
|
}
|
|
assert(LoadedCarsArray[rating][index] == mi);
|
|
int32 freq = CarFreqArrays[rating][index];
|
|
if (index > 0)
|
|
freq -= CarFreqArrays[rating][index - 1];
|
|
while (LoadedCarsArray[rating][index + 1] != -1) {
|
|
LoadedCarsArray[rating][index] = LoadedCarsArray[rating][index + 1];
|
|
CarFreqArrays[rating][index] = CarFreqArrays[rating][index + 1] - freq;
|
|
index++;
|
|
}
|
|
--NumOfLoadedCarsOfRating[rating];
|
|
}
|
|
|
|
int32
|
|
CCarCtrl::ChooseCarModelToLoad(int rating)
|
|
{
|
|
return CarArrays[rating][CGeneral::GetRandomNumberInRange(0, TotalNumOfCarsOfRating[rating])];
|
|
}
|
|
|
|
int32
|
|
CCarCtrl::ChoosePoliceCarModel(void)
|
|
{
|
|
if (FindPlayerPed()->m_pWanted->AreMiamiViceRequired() &&
|
|
#ifdef FIX_BUGS
|
|
(CTimer::GetTimeInMilliseconds() > LastTimeMiamiViceGenerated + 120000 || LastTimeMiamiViceGenerated == 0) &&
|
|
#else
|
|
CTimer::GetTimeInMilliseconds() > LastTimeMiamiViceGenerated + 120000 &&
|
|
#endif
|
|
CStreaming::HasModelLoaded(MI_VICECHEE)) {
|
|
switch (MiamiViceCycle) {
|
|
case 0:
|
|
if (CStreaming::HasModelLoaded(MI_VICE1) && CStreaming::HasModelLoaded(MI_VICE2))
|
|
return MI_VICECHEE;
|
|
break;
|
|
case 1:
|
|
if (CStreaming::HasModelLoaded(MI_VICE3) && CStreaming::HasModelLoaded(MI_VICE4))
|
|
return MI_VICECHEE;
|
|
break;
|
|
case 2:
|
|
if (CStreaming::HasModelLoaded(MI_VICE5) && CStreaming::HasModelLoaded(MI_VICE6))
|
|
return MI_VICECHEE;
|
|
break;
|
|
case 3:
|
|
if (CStreaming::HasModelLoaded(MI_VICE7) && CStreaming::HasModelLoaded(MI_VICE8))
|
|
return MI_VICECHEE;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
if (FindPlayerPed()->m_pWanted->AreSwatRequired() &&
|
|
CStreaming::HasModelLoaded(MI_ENFORCER) &&
|
|
CStreaming::HasModelLoaded(MI_POLICE))
|
|
return ((CGeneral::GetRandomNumber() & 0xF) == 0) ? MI_ENFORCER : MI_POLICE;
|
|
if (FindPlayerPed()->m_pWanted->AreFbiRequired() &&
|
|
CStreaming::HasModelLoaded(MI_FBICAR) &&
|
|
CStreaming::HasModelLoaded(MI_FBI))
|
|
return MI_FBICAR;
|
|
if (FindPlayerPed()->m_pWanted->AreArmyRequired() &&
|
|
CStreaming::HasModelLoaded(MI_RHINO) &&
|
|
CStreaming::HasModelLoaded(MI_BARRACKS) &&
|
|
CStreaming::HasModelLoaded(MI_ARMY))
|
|
return CGeneral::GetRandomTrueFalse() ? MI_BARRACKS : MI_RHINO;
|
|
return MI_POLICE;
|
|
}
|
|
|
|
int32
|
|
CCarCtrl::ChooseGangCarModel(int32 gang)
|
|
{
|
|
if (CGangs::HaveGangModelsLoaded(gang))
|
|
return CGangs::GetGangVehicleModel(gang);
|
|
return -1;
|
|
}
|
|
|
|
void
|
|
CCarCtrl::AddToCarArray(int32 id, int32 vehclass)
|
|
{
|
|
assert(TotalNumOfCarsOfRating[vehclass] < MAX_CAR_MODELS_IN_ARRAY);
|
|
CarArrays[vehclass][TotalNumOfCarsOfRating[vehclass]++] = id;
|
|
}
|
|
|
|
void
|
|
CCarCtrl::RemoveDistantCars()
|
|
{
|
|
for (int i = CPools::GetVehiclePool()->GetSize()-1; i >= 0; i--) {
|
|
CVehicle* pVehicle = CPools::GetVehiclePool()->GetSlot(i);
|
|
if (!pVehicle)
|
|
continue;
|
|
PossiblyRemoveVehicle(pVehicle);
|
|
if (pVehicle->bCreateRoadBlockPeds){
|
|
if ((pVehicle->GetPosition() - FindPlayerCentreOfWorld(CWorld::PlayerInFocus)).Magnitude2D() < DISTANCE_TO_SPAWN_ROADBLOCK_PEDS) {
|
|
CRoadBlocks::GenerateRoadBlockCopsForCar(pVehicle, pVehicle->m_nRoadblockType, pVehicle->m_nRoadblockNode);
|
|
pVehicle->bCreateRoadBlockPeds = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CCarCtrl::RemoveCarsIfThePoolGetsFull(void)
|
|
{
|
|
if ((CTimer::GetFrameCounter() & 7) != 3)
|
|
return;
|
|
if (CPools::GetVehiclePool()->GetNoOfFreeSpaces() >= 8)
|
|
return;
|
|
int i = CPools::GetVehiclePool()->GetSize();
|
|
float md = 999999.9f;
|
|
CVehicle* pClosestVehicle = nil;
|
|
while (i--) {
|
|
CVehicle* pVehicle = CPools::GetVehiclePool()->GetSlot(i);
|
|
if (!pVehicle)
|
|
continue;
|
|
if (IsThisVehicleInteresting(pVehicle) || pVehicle->bIsLocked)
|
|
continue;
|
|
if (!pVehicle->CanBeDeleted() || CCranes::IsThisCarBeingTargettedByAnyCrane(pVehicle))
|
|
continue;
|
|
float distance = (TheCamera.GetPosition() - pVehicle->GetPosition()).Magnitude();
|
|
if (distance < md) {
|
|
md = distance;
|
|
pClosestVehicle = pVehicle;
|
|
}
|
|
}
|
|
if (pClosestVehicle) {
|
|
CWorld::Remove(pClosestVehicle);
|
|
delete pClosestVehicle;
|
|
}
|
|
}
|
|
|
|
void
|
|
CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
|
|
{
|
|
CVector vecPlayerPos = FindPlayerCentreOfWorld(CWorld::PlayerInFocus);
|
|
/* BUG: this variable is initialized only in if-block below but can be used outside of it. */
|
|
if (!IsThisVehicleInteresting(pVehicle) && !pVehicle->bIsLocked &&
|
|
pVehicle->CanBeDeleted() && !CCranes::IsThisCarBeingTargettedByAnyCrane(pVehicle)){
|
|
if (pVehicle->bFadeOut && CVisibilityPlugins::GetClumpAlpha(pVehicle->GetClump()) == 0){
|
|
CWorld::Remove(pVehicle);
|
|
delete pVehicle;
|
|
return;
|
|
}
|
|
float distanceToPlayer = (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D();
|
|
float threshold = OFFSCREEN_DESPAWN_RANGE;
|
|
if (pVehicle->GetIsOnScreen() ||
|
|
TheCamera.Cams[TheCamera.ActiveCam].LookingLeft ||
|
|
TheCamera.Cams[TheCamera.ActiveCam].LookingRight ||
|
|
TheCamera.Cams[TheCamera.ActiveCam].LookingBehind ||
|
|
TheCamera.GetLookDirection() == 0 ||
|
|
pVehicle->VehicleCreatedBy == PARKED_VEHICLE ||
|
|
pVehicle->GetModelIndex() == MI_AMBULAN ||
|
|
pVehicle->GetModelIndex() == MI_FIRETRUCK ||
|
|
pVehicle->bIsLawEnforcer ||
|
|
pVehicle->bIsCarParkVehicle
|
|
){
|
|
threshold = ONSCREEN_DESPAWN_RANGE * TheCamera.GenerationDistMultiplier;
|
|
}
|
|
if (TheCamera.GetForward().z < -0.9f)
|
|
threshold = 70.0f;
|
|
if (pVehicle->bExtendedRange)
|
|
threshold *= EXTENDED_RANGE_DESPAWN_MULTIPLIER;
|
|
if (distanceToPlayer > threshold && !CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){
|
|
if (pVehicle->GetIsOnScreen()){
|
|
pVehicle->bFadeOut = true;
|
|
}else{
|
|
CWorld::Remove(pVehicle);
|
|
delete pVehicle;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
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 &&
|
|
!IsThisVehicleInteresting(pVehicle) &&
|
|
!pVehicle->bIsLocked &&
|
|
pVehicle->CanBeDeleted() &&
|
|
!CTrafficLights::ShouldCarStopForLight(pVehicle, true) &&
|
|
!CTrafficLights::ShouldCarStopForBridge(pVehicle) &&
|
|
!CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){
|
|
CWorld::Remove(pVehicle);
|
|
delete pVehicle;
|
|
return;
|
|
}
|
|
if (pVehicle->GetStatus() != STATUS_WRECKED || pVehicle->m_nTimeOfDeath == 0)
|
|
return;
|
|
if (CTimer::GetTimeInMilliseconds() > pVehicle->m_nTimeOfDeath + 60000 &&
|
|
!pVehicle->GetIsOnScreen()){
|
|
if ((pVehicle->GetPosition() - vecPlayerPos).MagnitudeSqr() > SQR(7.5f)){
|
|
if (!CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){
|
|
CWorld::Remove(pVehicle);
|
|
delete pVehicle;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int32
|
|
CCarCtrl::CountCarsOfType(int32 mi)
|
|
{
|
|
int32 total = 0;
|
|
for (int i = CPools::GetVehiclePool()->GetSize()-1; i >= 0; i--) {
|
|
CVehicle* pVehicle = CPools::GetVehiclePool()->GetSlot(i);
|
|
if (!pVehicle)
|
|
continue;
|
|
if (pVehicle->GetModelIndex() == mi)
|
|
total++;
|
|
}
|
|
return total;
|
|
}
|
|
|
|
static CVector GetRandomOffsetForVehicle(CVehicle* pVehicle, bool bNext)
|
|
{
|
|
CVector offset;
|
|
int32 seed = ((bNext ? pVehicle->AutoPilot.m_nNextPathNodeInfo : pVehicle->AutoPilot.m_nCurrentPathNodeInfo) + pVehicle->m_randomSeed) & 7;
|
|
offset.x = (seed - 3) * 0.009f;
|
|
offset.y = ((seed >> 3) - 3) * 0.009f;
|
|
offset.z = 0.0f;
|
|
return offset;
|
|
}
|
|
|
|
void
|
|
CCarCtrl::UpdateCarOnRails(CVehicle* pVehicle)
|
|
{
|
|
if (pVehicle->AutoPilot.m_nTempAction == TEMPACT_WAIT){
|
|
pVehicle->SetMoveSpeed(0.0f, 0.0f, 0.0f);
|
|
pVehicle->AutoPilot.ModifySpeed(0.0f);
|
|
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTempAction){
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
pVehicle->AutoPilot.m_nAntiReverseTimer = 0;
|
|
pVehicle->AutoPilot.m_nTimeToStartMission = 0;
|
|
}
|
|
return;
|
|
}
|
|
SlowCarOnRailsDownForTrafficAndLights(pVehicle);
|
|
if (pVehicle->AutoPilot.m_nTimeEnteredCurve + pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve <= CTimer::GetTimeInMilliseconds())
|
|
PickNextNodeAccordingStrategy(pVehicle);
|
|
if (pVehicle->GetStatus() == STATUS_PHYSICS)
|
|
return;
|
|
CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
|
|
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
|
|
float currentPathLinkForwardX = pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
|
|
float currentPathLinkForwardY = pCurrentLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection;
|
|
float nextPathLinkForwardX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
|
|
float nextPathLinkForwardY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection;
|
|
CVector positionOnCurrentLinkIncludingLane(
|
|
pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
|
|
pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
|
|
0.0f);
|
|
CVector positionOnNextLinkIncludingLane(
|
|
pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
|
|
pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
|
|
0.0f);
|
|
CVector directionCurrentLink = GetRandomOffsetForVehicle(pVehicle, false);
|
|
directionCurrentLink += CVector(currentPathLinkForwardX, currentPathLinkForwardY, 0.0f);
|
|
directionCurrentLink.Normalise();
|
|
CVector directionNextLink = GetRandomOffsetForVehicle(pVehicle, true);
|
|
directionNextLink += CVector(nextPathLinkForwardX, nextPathLinkForwardY, 0.0f);
|
|
directionNextLink.Normalise();
|
|
CVector positionIncludingCurve;
|
|
CVector directionIncludingCurve;
|
|
CCurves::CalcCurvePoint(
|
|
&positionOnCurrentLinkIncludingLane,
|
|
&positionOnNextLinkIncludingLane,
|
|
&directionCurrentLink,
|
|
&directionNextLink,
|
|
GetPositionAlongCurrentCurve(pVehicle),
|
|
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve,
|
|
&positionIncludingCurve,
|
|
&directionIncludingCurve
|
|
);
|
|
positionIncludingCurve.z = 15.0f;
|
|
DragCarToPoint(pVehicle, &positionIncludingCurve);
|
|
pVehicle->SetMoveSpeed(directionIncludingCurve / GAME_SPEED_TO_CARAI_SPEED);
|
|
}
|
|
|
|
float
|
|
CCarCtrl::FindMaximumSpeedForThisCarInTraffic(CVehicle* pVehicle)
|
|
{
|
|
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS ||
|
|
pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_PLOUGH_THROUGH)
|
|
return pVehicle->AutoPilot.GetCruiseSpeed();
|
|
float left = pVehicle->GetPosition().x - DISTANCE_TO_SCAN_FOR_DANGER;
|
|
float right = pVehicle->GetPosition().x + DISTANCE_TO_SCAN_FOR_DANGER;
|
|
float top = pVehicle->GetPosition().y - DISTANCE_TO_SCAN_FOR_DANGER;
|
|
float bottom = pVehicle->GetPosition().y + DISTANCE_TO_SCAN_FOR_DANGER;
|
|
int xstart = Max(0, CWorld::GetSectorIndexX(left));
|
|
int xend = Min(NUMSECTORS_X - 1, CWorld::GetSectorIndexX(right));
|
|
int ystart = Max(0, CWorld::GetSectorIndexY(top));
|
|
int yend = Min(NUMSECTORS_Y - 1, CWorld::GetSectorIndexY(bottom));
|
|
assert(xstart <= xend);
|
|
assert(ystart <= yend);
|
|
|
|
float maxSpeed = pVehicle->AutoPilot.GetCruiseSpeed();
|
|
|
|
CWorld::AdvanceCurrentScanCode();
|
|
|
|
for (int y = ystart; y <= yend; y++){
|
|
for (int x = xstart; x <= xend; x++){
|
|
CSector* s = CWorld::GetSector(x, y);
|
|
SlowCarDownForCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.GetCruiseSpeed());
|
|
SlowCarDownForCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES_OVERLAP], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.GetCruiseSpeed());
|
|
SlowCarDownForPedsSectorList(s->m_lists[ENTITYLIST_PEDS], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.GetCruiseSpeed());
|
|
SlowCarDownForPedsSectorList(s->m_lists[ENTITYLIST_PEDS_OVERLAP], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.GetCruiseSpeed());
|
|
}
|
|
}
|
|
pVehicle->bWarnedPeds = true;
|
|
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS)
|
|
return maxSpeed;
|
|
return (maxSpeed + pVehicle->AutoPilot.GetCruiseSpeed()) / 2;
|
|
}
|
|
|
|
void
|
|
CCarCtrl::ScanForPedDanger(CVehicle* pVehicle)
|
|
{
|
|
bool storedSlowDownFlag = pVehicle->AutoPilot.m_bSlowedDownBecauseOfPeds;
|
|
float left = pVehicle->GetPosition().x - DISTANCE_TO_SCAN_FOR_DANGER;
|
|
float right = pVehicle->GetPosition().x + DISTANCE_TO_SCAN_FOR_DANGER;
|
|
float top = pVehicle->GetPosition().y - DISTANCE_TO_SCAN_FOR_DANGER;
|
|
float bottom = pVehicle->GetPosition().y + DISTANCE_TO_SCAN_FOR_DANGER;
|
|
int xstart = Max(0, CWorld::GetSectorIndexX(left));
|
|
int xend = Min(NUMSECTORS_X - 1, CWorld::GetSectorIndexX(right));
|
|
int ystart = Max(0, CWorld::GetSectorIndexY(top));
|
|
int yend = Min(NUMSECTORS_Y - 1, CWorld::GetSectorIndexY(bottom));
|
|
assert(xstart <= xend);
|
|
assert(ystart <= yend);
|
|
|
|
float maxSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
|
|
|
|
CWorld::AdvanceCurrentScanCode();
|
|
|
|
for (int y = ystart; y <= yend; y++) {
|
|
for (int x = xstart; x <= xend; x++) {
|
|
CSector* s = CWorld::GetSector(x, y);
|
|
SlowCarDownForPedsSectorList(s->m_lists[ENTITYLIST_PEDS], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.m_nCruiseSpeed);
|
|
SlowCarDownForPedsSectorList(s->m_lists[ENTITYLIST_PEDS_OVERLAP], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.m_nCruiseSpeed);
|
|
}
|
|
}
|
|
pVehicle->bWarnedPeds = true;
|
|
pVehicle->AutoPilot.m_bSlowedDownBecauseOfPeds = storedSlowDownFlag;
|
|
}
|
|
|
|
void
|
|
CCarCtrl::SlowCarOnRailsDownForTrafficAndLights(CVehicle* pVehicle)
|
|
{
|
|
float maxSpeed;
|
|
if (CTrafficLights::ShouldCarStopForLight(pVehicle, false) || CTrafficLights::ShouldCarStopForBridge(pVehicle)){
|
|
CCarAI::CarHasReasonToStop(pVehicle);
|
|
maxSpeed = 0.0f;
|
|
}else{
|
|
maxSpeed = FindMaximumSpeedForThisCarInTraffic(pVehicle);
|
|
}
|
|
float curSpeed = pVehicle->AutoPilot.m_fMaxTrafficSpeed;
|
|
if (maxSpeed >= curSpeed){
|
|
if (maxSpeed > curSpeed)
|
|
pVehicle->AutoPilot.ModifySpeed(Min(maxSpeed, curSpeed + 0.05f * CTimer::GetTimeStep()));
|
|
}else if (curSpeed != 0.0f) {
|
|
if (curSpeed < 0.1f)
|
|
pVehicle->AutoPilot.ModifySpeed(0.0f);
|
|
else
|
|
pVehicle->AutoPilot.ModifySpeed(Max(maxSpeed, curSpeed - 0.5f * CTimer::GetTimeStep()));
|
|
}
|
|
}
|
|
|
|
void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList& lst, CVehicle* pVehicle, float x_inf, float y_inf, float x_sup, float y_sup, float* pSpeed, float curSpeed)
|
|
{
|
|
float frontOffset = pVehicle->GetModelInfo()->GetColModel()->boundingBox.max.y;
|
|
float frontSafe = frontOffset + SAFE_DISTANCE_TO_PED;
|
|
for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next){
|
|
CPed* pPed = (CPed*)pNode->item;
|
|
if (pPed->m_scanCode == CWorld::GetCurrentScanCode())
|
|
continue;
|
|
if (!pPed->bUsesCollision)
|
|
continue;
|
|
pPed->m_scanCode = CWorld::GetCurrentScanCode();
|
|
CVector vecPedPos = pPed->GetPosition();
|
|
if (vecPedPos.x < x_inf || vecPedPos.x > x_sup)
|
|
continue;
|
|
if (vecPedPos.y < y_inf || vecPedPos.y > y_sup)
|
|
continue;
|
|
if (ABS(vecPedPos.z - pVehicle->GetPosition().z) >= 4.0f)
|
|
continue;
|
|
CVector vecToPed = vecPedPos - pVehicle->GetPosition();
|
|
float dotDirection = DotProduct(pVehicle->GetForward(), vecToPed);
|
|
float dotVelocity = DotProduct(pVehicle->GetForward(), pVehicle->GetMoveSpeed());
|
|
if (dotDirection <= frontOffset) /* If already run him over, don't care */
|
|
continue;
|
|
float distanceUntilHit = dotDirection - frontOffset;
|
|
float movementTowardsPedPerSecond = GAME_SPEED_TO_METERS_PER_SECOND * dotVelocity;
|
|
if (4 * movementTowardsPedPerSecond <= distanceUntilHit)
|
|
/* If car isn't projected to hit a ped in 4 seconds, don't care */
|
|
continue;
|
|
float sidewaysDistance = ABS(DotProduct(pVehicle->GetRight(), vecToPed));
|
|
float sideLength = pVehicle->GetModelInfo()->GetColModel()->boundingBox.max.x;
|
|
if (pVehicle->m_vehType == VEHICLE_TYPE_BIKE)
|
|
sideLength *= 1.6f;
|
|
if (sideLength + 0.5f < sidewaysDistance)
|
|
/* If car is far enough taking side into account, don't care */
|
|
continue;
|
|
if (pPed->IsPed()){ /* ...how can it not be? */
|
|
if (pPed->GetPedState() != PED_STEP_AWAY && pPed->GetPedState() != PED_DIVE_AWAY){
|
|
if (distanceUntilHit < movementTowardsPedPerSecond){
|
|
/* Very close. Time to evade. */
|
|
if (pVehicle->GetModelIndex() == MI_RCBANDIT){
|
|
if (dotVelocity * GAME_SPEED_TO_METERS_PER_SECOND / 2 > distanceUntilHit)
|
|
pPed->SetEvasiveStep(pVehicle, 0);
|
|
}else if (dotVelocity > 0.3f){
|
|
if (sideLength - 0.5f < sidewaysDistance)
|
|
pPed->SetEvasiveStep(pVehicle, 0);
|
|
else
|
|
pPed->SetEvasiveDive(pVehicle, 0);
|
|
}else{
|
|
if (sideLength + 0.1f < sidewaysDistance)
|
|
pPed->SetEvasiveStep(pVehicle, 0);
|
|
else
|
|
pPed->SetEvasiveDive(pVehicle, 0);
|
|
}
|
|
}else{
|
|
/* Relatively safe but annoying. */
|
|
if (pVehicle->GetStatus() == STATUS_PLAYER &&
|
|
pPed->GetPedState() != PED_FLEE_ENTITY &&
|
|
pPed->CharCreatedBy == RANDOM_CHAR){
|
|
float angleCarToPed = CGeneral::GetRadianAngleBetweenPoints(
|
|
pVehicle->GetPosition().x, pVehicle->GetPosition().y,
|
|
pPed->GetPosition().x, pPed->GetPosition().y
|
|
);
|
|
angleCarToPed = CGeneral::LimitRadianAngle(angleCarToPed);
|
|
pPed->m_headingRate = CGeneral::LimitRadianAngle(pPed->m_headingRate);
|
|
float visibilityAngle = ABS(angleCarToPed - pPed->m_headingRate);
|
|
if (visibilityAngle > PI)
|
|
visibilityAngle = TWOPI - visibilityAngle;
|
|
if (visibilityAngle < HALFPI || pVehicle->m_nCarHornTimer){
|
|
/* if ped sees the danger or if car horn is on */
|
|
pPed->SetFlee(pVehicle, 2000);
|
|
pPed->bUsePedNodeSeek = false;
|
|
pPed->SetMoveState(PEDMOVE_RUN);
|
|
}
|
|
}else{
|
|
CPlayerPed* pPlayerPed = (CPlayerPed*)pPed;
|
|
if (pPlayerPed->IsPlayer() && dotDirection < frontSafe &&
|
|
pPlayerPed->IsPedInControl() &&
|
|
pPlayerPed->m_fMoveSpeed < 0.1f && pPlayerPed->bIsLooking &&
|
|
CTimer::GetTimeInMilliseconds() > pPlayerPed->m_lookTimer) {
|
|
pPlayerPed->AnnoyPlayerPed(false);
|
|
pPlayerPed->SetLookFlag(pVehicle, true);
|
|
pPlayerPed->SetLookTimer(1500);
|
|
if (pPlayerPed->GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED ||
|
|
pPlayerPed->GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT ||
|
|
pPlayerPed->GetWeapon()->m_eWeaponType == WEAPONTYPE_COLT45 ||
|
|
pPlayerPed->GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) {
|
|
pPlayerPed->bShakeFist = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
/* Ped stuff done. Now vehicle stuff. */
|
|
if (distanceUntilHit < 10.0f){
|
|
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS ||
|
|
pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_SLOW_DOWN_FOR_CARS){
|
|
*pSpeed = Min(*pSpeed, ABS(distanceUntilHit - 1.0f) * 0.1f * curSpeed);
|
|
pVehicle->AutoPilot.m_bSlowedDownBecauseOfPeds = true;
|
|
if (distanceUntilHit < 2.0f){
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT;
|
|
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 3000;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CCarCtrl::SlowCarDownForCarsSectorList(CPtrList& lst, CVehicle* pVehicle, float x_inf, float y_inf, float x_sup, float y_sup, float* pSpeed, float curSpeed)
|
|
{
|
|
for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next){
|
|
CVehicle* pTestVehicle = (CVehicle*)pNode->item;
|
|
if (pVehicle == pTestVehicle)
|
|
continue;
|
|
if (pTestVehicle->m_scanCode == CWorld::GetCurrentScanCode())
|
|
continue;
|
|
if (!pTestVehicle->bUsesCollision)
|
|
continue;
|
|
pTestVehicle->m_scanCode = CWorld::GetCurrentScanCode();
|
|
CVector boundCenter = pTestVehicle->GetBoundCentre();
|
|
if (boundCenter.x < x_inf || boundCenter.x > x_sup)
|
|
continue;
|
|
if (boundCenter.y < y_inf || boundCenter.y > y_sup)
|
|
continue;
|
|
if (Abs(boundCenter.z - pVehicle->GetPosition().z) < 5.0f)
|
|
SlowCarDownForOtherCar(pTestVehicle, pVehicle, pSpeed, curSpeed);
|
|
}
|
|
}
|
|
|
|
void CCarCtrl::SlowCarDownForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float* pSpeed, float curSpeed)
|
|
{
|
|
CVector forwardA = pVehicle->GetForward();
|
|
((CVector2D)forwardA).Normalise();
|
|
if (DotProduct2D(pOtherEntity->GetPosition() - pVehicle->GetPosition(), forwardA) < 0.0f)
|
|
return;
|
|
CVector forwardB = pOtherEntity->GetForward();
|
|
((CVector2D)forwardB).Normalise();
|
|
forwardA.z = forwardB.z = 0.0f;
|
|
CVehicle* pOtherVehicle = (CVehicle*)pOtherEntity;
|
|
/* why is the argument CEntity if it's always CVehicle anyway and is casted? */
|
|
float speedOtherX = GAME_SPEED_TO_CARAI_SPEED * pOtherVehicle->GetMoveSpeed().x;
|
|
float speedOtherY = GAME_SPEED_TO_CARAI_SPEED * pOtherVehicle->GetMoveSpeed().y;
|
|
float projectionX = speedOtherX - forwardA.x * curSpeed;
|
|
float projectionY = speedOtherY - forwardA.y * curSpeed;
|
|
float proximityA = TestCollisionBetween2MovingRects(pOtherVehicle, pVehicle, projectionX, projectionY, &forwardA, &forwardB, 0);
|
|
float proximityB = TestCollisionBetween2MovingRects(pVehicle, pOtherVehicle, -projectionX, -projectionY, &forwardB, &forwardA, 1);
|
|
float minProximity = Min(proximityA, proximityB);
|
|
if (minProximity >= 0.0f && minProximity < 1.5f){
|
|
minProximity = Max(0.0f, (minProximity - 0.2f) / 1.3f);
|
|
pVehicle->AutoPilot.m_bSlowedDownBecauseOfCars = true;
|
|
*pSpeed = Min(*pSpeed, minProximity * curSpeed);
|
|
}
|
|
if (minProximity >= 0.0f && minProximity < 0.5f && pOtherEntity->IsVehicle() &&
|
|
CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission > 15000 &&
|
|
CTimer::GetTimeInMilliseconds() - pOtherVehicle->AutoPilot.m_nTimeToStartMission > 15000){
|
|
/* If cars are standing for 15 seconds, annoy one of them and make avoid cars. */
|
|
if (pOtherEntity != FindPlayerVehicle() &&
|
|
DotProduct2D(pVehicle->GetForward(), pOtherVehicle->GetForward()) < -0.5f &&
|
|
pVehicle < pOtherVehicle){ /* that comparasion though... */
|
|
*pSpeed = Max(curSpeed / 5, *pSpeed);
|
|
if (pVehicle->GetStatus() == STATUS_SIMPLE){
|
|
pVehicle->SetStatus(STATUS_PHYSICS);
|
|
SwitchVehicleToRealPhysics(pVehicle);
|
|
}
|
|
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
|
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 1000;
|
|
}
|
|
}
|
|
}
|
|
|
|
float CCarCtrl::TestCollisionBetween2MovingRects(CVehicle* pVehicleA, CVehicle* pVehicleB, float projectionX, float projectionY, CVector* pForwardA, CVector* pForwardB, uint8 id)
|
|
{
|
|
CVector2D vecBToA = pVehicleA->GetPosition() - pVehicleB->GetPosition();
|
|
float lenB = pVehicleB->GetModelInfo()->GetColModel()->boundingBox.max.y;
|
|
float widthB = pVehicleB->GetModelInfo()->GetColModel()->boundingBox.max.x;
|
|
float backLenB = -pVehicleB->GetModelInfo()->GetColModel()->boundingBox.min.y;
|
|
float lenA = pVehicleA->GetModelInfo()->GetColModel()->boundingBox.max.y;
|
|
float widthA = pVehicleA->GetModelInfo()->GetColModel()->boundingBox.max.x;
|
|
float backLenA = -pVehicleA->GetModelInfo()->GetColModel()->boundingBox.min.y;
|
|
float proximity = 1.0f;
|
|
float fullWidthB = 2.0f * widthB;
|
|
float fullLenB = lenB + backLenB;
|
|
for (int i = 0; i < 4; i++){
|
|
float testedOffsetX;
|
|
float testedOffsetY;
|
|
switch (i) {
|
|
case 0: /* Front right corner */
|
|
testedOffsetX = vecBToA.x + widthA * pForwardB->y + lenA * pForwardB->x;
|
|
testedOffsetY = vecBToA.y + lenA * pForwardB->y - widthA * pForwardB->x;
|
|
break;
|
|
case 1: /* Front left corner */
|
|
testedOffsetX = vecBToA.x + -widthA * pForwardB->x + lenA * pForwardB->x;
|
|
testedOffsetY = vecBToA.y + lenA * pForwardB->y + widthA * pForwardB->x;
|
|
break;
|
|
case 2: /* Rear right corner */
|
|
testedOffsetX = vecBToA.x + widthA * pForwardB->y - backLenA * pForwardB->x;
|
|
testedOffsetY = vecBToA.y - backLenA * pForwardB->y - widthA * pForwardB->x;
|
|
break;
|
|
case 3: /* Rear left corner */
|
|
testedOffsetX = vecBToA.x - widthA * pForwardB->y - backLenA * pForwardB->x;
|
|
testedOffsetY = vecBToA.y - backLenA * pForwardB->y + widthA * pForwardB->x;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
/* Testing width collision */
|
|
float baseWidthProximity = 0.0f;
|
|
float fullWidthProximity = 1.0f;
|
|
float widthDistance = testedOffsetX * pForwardA->y - testedOffsetY * pForwardA->x;
|
|
float widthProjection = projectionX * pForwardA->y - projectionY * pForwardA->x;
|
|
if (widthDistance > widthB){
|
|
if (widthProjection < 0.0f){
|
|
float proximityWidth = -(widthDistance - widthB) / widthProjection;
|
|
if (proximityWidth < 1.0f){
|
|
baseWidthProximity = proximityWidth;
|
|
fullWidthProximity = Min(1.0f, proximityWidth - fullWidthB / widthProjection);
|
|
}else{
|
|
baseWidthProximity = 1.0f;
|
|
}
|
|
}else{
|
|
baseWidthProximity = 1.0f;
|
|
fullWidthProximity = 1.0f;
|
|
}
|
|
}else if (widthDistance < -widthB){
|
|
if (widthProjection > 0.0f) {
|
|
float proximityWidth = -(widthDistance + widthB) / widthProjection;
|
|
if (proximityWidth < 1.0f) {
|
|
baseWidthProximity = proximityWidth;
|
|
fullWidthProximity = Min(1.0f, proximityWidth + fullWidthB / widthProjection);
|
|
}
|
|
else {
|
|
baseWidthProximity = 1.0f;
|
|
}
|
|
}
|
|
else {
|
|
baseWidthProximity = 1.0f;
|
|
fullWidthProximity = 1.0f;
|
|
}
|
|
}else if (widthProjection > 0.0f){
|
|
fullWidthProximity = (widthB - widthDistance) / widthProjection;
|
|
}else if (widthProjection < 0.0f){
|
|
fullWidthProximity = -(widthB + widthDistance) / widthProjection;
|
|
}
|
|
/* Testing length collision */
|
|
float baseLengthProximity = 0.0f;
|
|
float fullLengthProximity = 1.0f;
|
|
float lenDistance = testedOffsetX * pForwardA->x + testedOffsetY * pForwardA->y;
|
|
float lenProjection = projectionX * pForwardA->x + projectionY * pForwardA->y;
|
|
if (lenDistance > lenB) {
|
|
if (lenProjection < 0.0f) {
|
|
float proximityLength = -(lenDistance - lenB) / lenProjection;
|
|
if (proximityLength < 1.0f) {
|
|
baseLengthProximity = proximityLength;
|
|
fullLengthProximity = Min(1.0f, proximityLength - fullLenB / lenProjection);
|
|
}
|
|
else {
|
|
baseLengthProximity = 1.0f;
|
|
}
|
|
}
|
|
else {
|
|
baseLengthProximity = 1.0f;
|
|
fullLengthProximity = 1.0f;
|
|
}
|
|
}
|
|
else if (lenDistance < -backLenB) {
|
|
if (lenProjection > 0.0f) {
|
|
float proximityLength = -(lenDistance + backLenB) / lenProjection;
|
|
if (proximityLength < 1.0f) {
|
|
baseLengthProximity = proximityLength;
|
|
fullLengthProximity = Min(1.0f, proximityLength + fullLenB / lenProjection);
|
|
}
|
|
else {
|
|
baseLengthProximity = 1.0f;
|
|
}
|
|
}
|
|
else {
|
|
baseLengthProximity = 1.0f;
|
|
fullLengthProximity = 1.0f;
|
|
}
|
|
}
|
|
else if (lenProjection > 0.0f) {
|
|
fullLengthProximity = (lenB - lenDistance) / lenProjection;
|
|
}
|
|
else if (lenProjection < 0.0f) {
|
|
fullLengthProximity = -(backLenB + lenDistance) / lenProjection;
|
|
}
|
|
float baseProximity = Max(baseWidthProximity, baseLengthProximity);
|
|
if (baseProximity < fullWidthProximity && baseProximity < fullLengthProximity)
|
|
proximity = Min(proximity, baseProximity);
|
|
}
|
|
return proximity;
|
|
}
|
|
|
|
float CCarCtrl::FindAngleToWeaveThroughTraffic(CVehicle* pVehicle, CPhysical* pTarget, float angleToTarget, float angleForward)
|
|
{
|
|
float distanceToTest = Min(2.0f, pVehicle->GetMoveSpeed().Magnitude2D() * 2.5f + 1.0f) * 12.0f;
|
|
float left = pVehicle->GetPosition().x - distanceToTest;
|
|
float right = pVehicle->GetPosition().x + distanceToTest;
|
|
float top = pVehicle->GetPosition().y - distanceToTest;
|
|
float bottom = pVehicle->GetPosition().y + distanceToTest;
|
|
int xstart = Max(0, CWorld::GetSectorIndexX(left));
|
|
int xend = Min(NUMSECTORS_X - 1, CWorld::GetSectorIndexX(right));
|
|
int ystart = Max(0, CWorld::GetSectorIndexY(top));
|
|
int yend = Min(NUMSECTORS_Y - 1, CWorld::GetSectorIndexY(bottom));
|
|
assert(xstart <= xend);
|
|
assert(ystart <= yend);
|
|
|
|
float angleToWeaveLeft = angleToTarget;
|
|
float angleToWeaveRight = angleToTarget;
|
|
|
|
CWorld::AdvanceCurrentScanCode();
|
|
|
|
float angleToWeaveLeftLastIteration = -9999.9f;
|
|
float angleToWeaveRightLastIteration = -9999.9f;
|
|
|
|
while (angleToWeaveLeft != angleToWeaveLeftLastIteration ||
|
|
angleToWeaveRight != angleToWeaveRightLastIteration){
|
|
angleToWeaveLeftLastIteration = angleToWeaveLeft;
|
|
angleToWeaveRightLastIteration = angleToWeaveRight;
|
|
for (int y = ystart; y <= yend; y++) {
|
|
for (int x = xstart; x <= xend; x++) {
|
|
CSector* s = CWorld::GetSector(x, y);
|
|
WeaveThroughCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES], pVehicle, pTarget,
|
|
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
|
|
WeaveThroughCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES_OVERLAP], pVehicle, pTarget,
|
|
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
|
|
WeaveThroughPedsSectorList(s->m_lists[ENTITYLIST_PEDS], pVehicle, pTarget,
|
|
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
|
|
WeaveThroughPedsSectorList(s->m_lists[ENTITYLIST_PEDS_OVERLAP], pVehicle, pTarget,
|
|
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
|
|
WeaveThroughObjectsSectorList(s->m_lists[ENTITYLIST_OBJECTS], pVehicle,
|
|
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
|
|
WeaveThroughObjectsSectorList(s->m_lists[ENTITYLIST_OBJECTS_OVERLAP], pVehicle,
|
|
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
|
|
}
|
|
}
|
|
}
|
|
float angleDiffFromActualToTarget = LimitRadianAngle(angleForward - angleToTarget);
|
|
float angleToBisectActualToTarget = LimitRadianAngle(angleToTarget + angleDiffFromActualToTarget / 2);
|
|
float angleDiffLeft = LimitRadianAngle(angleToWeaveLeft - angleToBisectActualToTarget);
|
|
angleDiffLeft = ABS(angleDiffLeft);
|
|
float angleDiffRight = LimitRadianAngle(angleToWeaveRight - angleToBisectActualToTarget);
|
|
angleDiffRight = ABS(angleDiffRight);
|
|
if (angleDiffLeft > HALFPI && angleDiffRight > HALFPI)
|
|
return angleToBisectActualToTarget;
|
|
if (ABS(angleDiffLeft - angleDiffRight) < 0.08f)
|
|
return angleToWeaveRight;
|
|
return angleDiffLeft < angleDiffRight ? angleToWeaveLeft : angleToWeaveRight;
|
|
}
|
|
|
|
void CCarCtrl::WeaveThroughCarsSectorList(CPtrList& lst, CVehicle* pVehicle, CPhysical* pTarget, float x_inf, float y_inf, float x_sup, float y_sup, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
|
|
{
|
|
for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next) {
|
|
CVehicle* pTestVehicle = (CVehicle*)pNode->item;
|
|
if (pTestVehicle->m_scanCode == CWorld::GetCurrentScanCode())
|
|
continue;
|
|
if (!pTestVehicle->bUsesCollision)
|
|
continue;
|
|
if (pTestVehicle == pTarget)
|
|
continue;
|
|
pTestVehicle->m_scanCode = CWorld::GetCurrentScanCode();
|
|
if (pTestVehicle->GetBoundCentre().x < x_inf || pTestVehicle->GetBoundCentre().x > x_sup)
|
|
continue;
|
|
if (pTestVehicle->GetBoundCentre().y < y_inf || pTestVehicle->GetBoundCentre().y > y_sup)
|
|
continue;
|
|
if (Abs(pTestVehicle->GetPosition().z - pVehicle->GetPosition().z) >= VEHICLE_HEIGHT_DIFF_TO_CONSIDER_WEAVING)
|
|
continue;
|
|
if (pTestVehicle != pVehicle)
|
|
WeaveForOtherCar(pTestVehicle, pVehicle, pAngleToWeaveLeft, pAngleToWeaveRight);
|
|
}
|
|
}
|
|
|
|
void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
|
|
{
|
|
CVehicle* pOtherCar = (CVehicle*)pOtherEntity;
|
|
if (pVehicle->bPartOfConvoy && pOtherCar->bPartOfConvoy)
|
|
return;
|
|
if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE && pOtherEntity == FindPlayerVehicle())
|
|
return;
|
|
if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMCAR_CLOSE && pOtherEntity == pVehicle->AutoPilot.m_pTargetCar)
|
|
return;
|
|
CVector2D vecDiff = pOtherCar->GetPosition() - pVehicle->GetPosition();
|
|
float angleBetweenVehicles = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
|
|
float distance = vecDiff.Magnitude();
|
|
if (distance < 1.0f)
|
|
return;
|
|
if (DotProduct2D(pVehicle->GetMoveSpeed() - pOtherCar->GetMoveSpeed(), vecDiff) * 110.0f -
|
|
pOtherCar->GetColModel()->boundingSphere.radius -
|
|
pVehicle->GetColModel()->boundingSphere.radius < distance)
|
|
return;
|
|
CVector2D forward = pVehicle->GetForward();
|
|
forward.Normalise();
|
|
float forwardAngle = CGeneral::GetATanOfXY(forward.x, forward.y);
|
|
float angleDiff = angleBetweenVehicles - forwardAngle;
|
|
float lenProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.y * sin(angleDiff));
|
|
float widthProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.x * cos(angleDiff));
|
|
float lengthToEvade = (2 * (lenProjection + widthProjection) + WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x) / distance;
|
|
float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicles - *pAngleToWeaveLeft);
|
|
diffToLeftAngle = ABS(diffToLeftAngle);
|
|
float angleToWeave = lengthToEvade / 2;
|
|
if (diffToLeftAngle < angleToWeave){
|
|
*pAngleToWeaveLeft = angleBetweenVehicles - angleToWeave;
|
|
while (*pAngleToWeaveLeft < -PI)
|
|
*pAngleToWeaveLeft += TWOPI;
|
|
}
|
|
float diffToRightAngle = LimitRadianAngle(angleBetweenVehicles - *pAngleToWeaveRight);
|
|
diffToRightAngle = ABS(diffToRightAngle);
|
|
if (diffToRightAngle < angleToWeave){
|
|
*pAngleToWeaveRight = angleBetweenVehicles + angleToWeave;
|
|
while (*pAngleToWeaveRight > PI)
|
|
*pAngleToWeaveRight -= TWOPI;
|
|
}
|
|
}
|
|
|
|
void CCarCtrl::WeaveThroughPedsSectorList(CPtrList& lst, CVehicle* pVehicle, CPhysical* pTarget, float x_inf, float y_inf, float x_sup, float y_sup, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
|
|
{
|
|
for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next) {
|
|
CPed* pPed = (CPed*)pNode->item;
|
|
if (pPed->m_scanCode == CWorld::GetCurrentScanCode())
|
|
continue;
|
|
if (!pPed->bUsesCollision)
|
|
continue;
|
|
if (pPed == pTarget)
|
|
continue;
|
|
pPed->m_scanCode = CWorld::GetCurrentScanCode();
|
|
if (pPed->GetPosition().x < x_inf || pPed->GetPosition().x > x_sup)
|
|
continue;
|
|
if (pPed->GetPosition().y < y_inf || pPed->GetPosition().y > y_sup)
|
|
continue;
|
|
if (Abs(pPed->GetPosition().z - pVehicle->GetPosition().z) >= PED_HEIGHT_DIFF_TO_CONSIDER_WEAVING)
|
|
continue;
|
|
if (pPed->m_pCurSurface != pVehicle)
|
|
WeaveForPed(pPed, pVehicle, pAngleToWeaveLeft, pAngleToWeaveRight);
|
|
}
|
|
|
|
}
|
|
void CCarCtrl::WeaveForPed(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
|
|
{
|
|
if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE && pOtherEntity == FindPlayerPed())
|
|
return;
|
|
CPed* pPed = (CPed*)pOtherEntity;
|
|
CVector2D vecDiff = pPed->GetPosition() - pVehicle->GetPosition();
|
|
float angleBetweenVehicleAndPed = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
|
|
float distance = vecDiff.Magnitude();
|
|
float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + PED_WIDTH_TO_WEAVE) / distance;
|
|
float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveLeft);
|
|
diffToLeftAngle = ABS(diffToLeftAngle);
|
|
float angleToWeave = lengthToEvade / 2;
|
|
if (diffToLeftAngle < angleToWeave) {
|
|
*pAngleToWeaveLeft = angleBetweenVehicleAndPed - angleToWeave;
|
|
while (*pAngleToWeaveLeft < -PI)
|
|
*pAngleToWeaveLeft += TWOPI;
|
|
}
|
|
float diffToRightAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveRight);
|
|
diffToRightAngle = ABS(diffToRightAngle);
|
|
if (diffToRightAngle < angleToWeave) {
|
|
*pAngleToWeaveRight = angleBetweenVehicleAndPed + angleToWeave;
|
|
while (*pAngleToWeaveRight > PI)
|
|
*pAngleToWeaveRight -= TWOPI;
|
|
}
|
|
}
|
|
|
|
void CCarCtrl::WeaveThroughObjectsSectorList(CPtrList& lst, CVehicle* pVehicle, float x_inf, float y_inf, float x_sup, float y_sup, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
|
|
{
|
|
for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next) {
|
|
CObject* pObject = (CObject*)pNode->item;
|
|
if (pObject->m_scanCode == CWorld::GetCurrentScanCode())
|
|
continue;
|
|
if (!pObject->bUsesCollision)
|
|
continue;
|
|
pObject->m_scanCode = CWorld::GetCurrentScanCode();
|
|
if (pObject->GetPosition().x < x_inf || pObject->GetPosition().x > x_sup)
|
|
continue;
|
|
if (pObject->GetPosition().y < y_inf || pObject->GetPosition().y > y_sup)
|
|
continue;
|
|
if (Abs(pObject->GetPosition().z - pVehicle->GetPosition().z) >= OBJECT_HEIGHT_DIFF_TO_CONSIDER_WEAVING)
|
|
continue;
|
|
if (pObject->GetUp().z > 0.9f)
|
|
WeaveForObject(pObject, pVehicle, pAngleToWeaveLeft, pAngleToWeaveRight);
|
|
}
|
|
}
|
|
|
|
void CCarCtrl::WeaveForObject(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
|
|
{
|
|
float rightCoef;
|
|
float forwardCoef;
|
|
if (pOtherEntity->GetModelIndex() == MI_TRAFFICLIGHTS){
|
|
rightCoef = 2.957f;
|
|
forwardCoef = 0.147f;
|
|
}else if (pOtherEntity->GetModelIndex() == MI_SINGLESTREETLIGHTS1){
|
|
rightCoef = 0.744f;
|
|
forwardCoef = 0.0f;
|
|
}else if (pOtherEntity->GetModelIndex() == MI_SINGLESTREETLIGHTS2){
|
|
rightCoef = 0.043f;
|
|
forwardCoef = 0.0f;
|
|
}else if (pOtherEntity->GetModelIndex() == MI_SINGLESTREETLIGHTS3){
|
|
rightCoef = 1.143f;
|
|
forwardCoef = 0.145f;
|
|
}else if (pOtherEntity->GetModelIndex() == MI_DOUBLESTREETLIGHTS){
|
|
rightCoef = 0.0f;
|
|
forwardCoef = -0.048f;
|
|
}else if (IsTreeModel(pOtherEntity->GetModelIndex())){
|
|
rightCoef = 0.0f;
|
|
forwardCoef = 0.0f;
|
|
}else if (pOtherEntity->GetModelIndex() == MI_STREETLAMP1 || pOtherEntity->GetModelIndex() == MI_STREETLAMP2){
|
|
rightCoef = 0.0f;
|
|
forwardCoef = 0.0f;
|
|
}else
|
|
return;
|
|
CObject* pObject = (CObject*)pOtherEntity;
|
|
CVector2D vecDiff = pObject->GetPosition() +
|
|
rightCoef * pObject->GetRight() +
|
|
forwardCoef * pObject->GetForward() -
|
|
pVehicle->GetPosition();
|
|
float angleBetweenVehicleAndObject = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
|
|
float distance = vecDiff.Magnitude();
|
|
float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + OBJECT_WIDTH_TO_WEAVE) / distance;
|
|
float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveLeft);
|
|
diffToLeftAngle = ABS(diffToLeftAngle);
|
|
float angleToWeave = lengthToEvade / 2;
|
|
if (diffToLeftAngle < angleToWeave) {
|
|
*pAngleToWeaveLeft = angleBetweenVehicleAndObject - angleToWeave;
|
|
while (*pAngleToWeaveLeft < -PI)
|
|
*pAngleToWeaveLeft += TWOPI;
|
|
}
|
|
float diffToRightAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveRight);
|
|
diffToRightAngle = ABS(diffToRightAngle);
|
|
if (diffToRightAngle < angleToWeave) {
|
|
*pAngleToWeaveRight = angleBetweenVehicleAndObject + angleToWeave;
|
|
while (*pAngleToWeaveRight > PI)
|
|
*pAngleToWeaveRight -= TWOPI;
|
|
}
|
|
}
|
|
|
|
bool CCarCtrl::PickNextNodeAccordingStrategy(CVehicle* pVehicle)
|
|
{
|
|
switch (pVehicle->AutoPilot.m_nCarMission){
|
|
case MISSION_RAMPLAYER_FARAWAY:
|
|
case MISSION_BLOCKPLAYER_FARAWAY:
|
|
PickNextNodeToChaseCar(pVehicle,
|
|
FindPlayerCoors().x,
|
|
FindPlayerCoors().y,
|
|
#ifdef FIX_PATHFIND_BUG
|
|
FindPlayerCoors().z,
|
|
#endif
|
|
FindPlayerVehicle());
|
|
return false;
|
|
case MISSION_GOTOCOORDS:
|
|
case MISSION_GOTOCOORDS_ACCURATE:
|
|
return PickNextNodeToFollowPath(pVehicle);
|
|
case MISSION_RAMCAR_FARAWAY:
|
|
case MISSION_BLOCKCAR_FARAWAY:
|
|
PickNextNodeToChaseCar(pVehicle,
|
|
pVehicle->AutoPilot.m_pTargetCar->GetPosition().x,
|
|
pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
|
|
#ifdef FIX_PATHFIND_BUG
|
|
pVehicle->AutoPilot.m_pTargetCar->GetPosition().z,
|
|
#endif
|
|
pVehicle->AutoPilot.m_pTargetCar);
|
|
return false;
|
|
default:
|
|
PickNextNodeRandomly(pVehicle);
|
|
if (ThePaths.GetNode(pVehicle->AutoPilot.m_nNextRouteNode)->bOnlySmallBoats && BoatWithTallMast(pVehicle->GetModelIndex()))
|
|
pVehicle->AutoPilot.m_nCruiseSpeed = 0;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
|
|
{
|
|
if (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;
|
|
CCarPathLink* pCurLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
|
|
uint8 lanesOnCurrentPath;
|
|
bool isOnOneWayRoad;
|
|
if (pCurLink->pathNodeIndex == curNode) {
|
|
lanesOnCurrentPath = pCurLink->numLeftLanes;
|
|
isOnOneWayRoad = pCurLink->numRightLanes == 0;
|
|
}
|
|
else {
|
|
lanesOnCurrentPath = pCurLink->numRightLanes;
|
|
isOnOneWayRoad = pCurLink->numLeftLanes == 0;
|
|
}
|
|
uint8 allowedDirections = PATH_DIRECTION_NONE;
|
|
uint8 nextLane = pVehicle->AutoPilot.m_nNextLane;
|
|
if (nextLane == 0)
|
|
/* We are always allowed to turn left from leftmost lane */
|
|
allowedDirections |= PATH_DIRECTION_LEFT;
|
|
if (nextLane == lanesOnCurrentPath - 1)
|
|
/* We are always allowed to turn right from rightmost lane */
|
|
allowedDirections |= PATH_DIRECTION_RIGHT;
|
|
if (lanesOnCurrentPath < 3 || allowedDirections == PATH_DIRECTION_NONE)
|
|
/* We are always allowed to go straight on one/two-laned road */
|
|
/* or if we are in one of middle lanes of the road */
|
|
allowedDirections |= PATH_DIRECTION_STRAIGHT;
|
|
int attempt;
|
|
pVehicle->AutoPilot.m_nPrevRouteNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
|
|
pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_nNextRouteNode;
|
|
CPathNode* pPrevPathNode = &ThePaths.m_pathNodes[prevNode];
|
|
CPathNode* pCurPathNode = &ThePaths.m_pathNodes[curNode];
|
|
int16 nextLink;
|
|
CCarPathLink* pNextLink;
|
|
CPathNode* pNextPathNode;
|
|
bool goingAgainstOneWayRoad;
|
|
bool nextNodeIsOneWayRoad;
|
|
uint8 direction;
|
|
for(attempt = 0; attempt < ATTEMPTS_TO_FIND_NEXT_NODE; attempt++){
|
|
if (attempt != 0){
|
|
if (pVehicle->AutoPilot.m_nNextRouteNode != prevNode){
|
|
if (direction & allowedDirections){
|
|
pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
|
|
if ((!pNextPathNode->bDeadEnd || pPrevPathNode->bDeadEnd) &&
|
|
(!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) &&
|
|
(!pNextPathNode->bBetweenLevels || pPrevPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel) &&
|
|
!goingAgainstOneWayRoad && (!isOnOneWayRoad || !nextNodeIsOneWayRoad))
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
nextLink = CGeneral::GetRandomNumber() % totalLinks;
|
|
pVehicle->AutoPilot.m_nNextRouteNode = ThePaths.ConnectedNode(nextLink + pCurPathNode->firstLink);
|
|
direction = FindPathDirection(prevNode, curNode, pVehicle->AutoPilot.m_nNextRouteNode);
|
|
pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
|
|
goingAgainstOneWayRoad = pNextLink->pathNodeIndex == curNode ? pNextLink->numRightLanes == 0 : pNextLink->numLeftLanes == 0;
|
|
nextNodeIsOneWayRoad = pNextLink->pathNodeIndex == curNode ? pNextLink->numLeftLanes == 0 : pNextLink->numRightLanes == 0;
|
|
}
|
|
if (attempt >= ATTEMPTS_TO_FIND_NEXT_NODE) {
|
|
/* If we failed 15 times, then remove dead end, one way road and current lane limitations */
|
|
for (attempt = 0; attempt < ATTEMPTS_TO_FIND_NEXT_NODE; attempt++) {
|
|
if (attempt != 0) {
|
|
if (pVehicle->AutoPilot.m_nNextRouteNode != prevNode) {
|
|
pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
|
|
if ((!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) &&
|
|
(!pNextPathNode->bBetweenLevels || pPrevPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel) &&
|
|
!goingAgainstOneWayRoad)
|
|
break;
|
|
}
|
|
}
|
|
nextLink = CGeneral::GetRandomNumber() % totalLinks;
|
|
pVehicle->AutoPilot.m_nNextRouteNode = ThePaths.ConnectedNode(nextLink + pCurPathNode->firstLink);
|
|
pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
|
|
goingAgainstOneWayRoad = pNextLink->pathNodeIndex == curNode ? pNextLink->numRightLanes == 0 : pNextLink->numLeftLanes == 0;
|
|
}
|
|
}
|
|
if (attempt >= ATTEMPTS_TO_FIND_NEXT_NODE) {
|
|
/* If we failed again, remove no U-turn limitation and remove randomness */
|
|
for (nextLink = 0; nextLink < totalLinks; nextLink++) {
|
|
pVehicle->AutoPilot.m_nNextRouteNode = ThePaths.ConnectedNode(nextLink + pCurPathNode->firstLink);
|
|
pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
|
|
goingAgainstOneWayRoad = pNextLink->pathNodeIndex == curNode ? pNextLink->numRightLanes == 0 : pNextLink->numLeftLanes == 0;
|
|
if (!goingAgainstOneWayRoad) {
|
|
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;
|
|
}
|
|
}
|
|
if (nextLink < 999)
|
|
/* If everything else failed, turn vehicle around */
|
|
pVehicle->AutoPilot.m_nNextRouteNode = prevNode;
|
|
}
|
|
pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
|
|
pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
|
|
if (prevNode == pVehicle->AutoPilot.m_nNextRouteNode){
|
|
/* We can no longer shift vehicle without physics if we have to turn it around. */
|
|
pVehicle->SetStatus(STATUS_PHYSICS);
|
|
SwitchVehicleToRealPhysics(pVehicle);
|
|
}
|
|
pVehicle->AutoPilot.m_nTimeEnteredCurve += pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
|
|
pVehicle->AutoPilot.m_nPreviousPathNodeInfo = pVehicle->AutoPilot.m_nCurrentPathNodeInfo;
|
|
pVehicle->AutoPilot.m_nCurrentPathNodeInfo = pVehicle->AutoPilot.m_nNextPathNodeInfo;
|
|
pVehicle->AutoPilot.m_nPreviousDirection = pVehicle->AutoPilot.m_nCurrentDirection;
|
|
pVehicle->AutoPilot.m_nCurrentDirection = pVehicle->AutoPilot.m_nNextDirection;
|
|
pVehicle->AutoPilot.m_nCurrentLane = pVehicle->AutoPilot.m_nNextLane;
|
|
pVehicle->AutoPilot.m_nNextPathNodeInfo = ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink];
|
|
int8 lanesOnNextNode;
|
|
if (curNode >= pVehicle->AutoPilot.m_nNextRouteNode){
|
|
pVehicle->AutoPilot.m_nNextDirection = 1;
|
|
lanesOnNextNode = pNextLink->numLeftLanes;
|
|
}else{
|
|
pVehicle->AutoPilot.m_nNextDirection = -1;
|
|
lanesOnNextNode = pNextLink->numRightLanes;
|
|
}
|
|
float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirX();
|
|
float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * pNextLink->GetDirX();
|
|
#ifdef FIX_BUGS
|
|
float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirY();
|
|
float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * pNextLink->GetDirY();
|
|
#endif
|
|
if (lanesOnNextNode >= 0){
|
|
if ((CGeneral::GetRandomNumber() & 0x600) == 0){
|
|
/* 25% chance vehicle will try to switch lane */
|
|
CVector2D dist = pNextPathNode->GetPosition() - pCurPathNode->GetPosition();
|
|
if (dist.MagnitudeSqr() >= SQR(14.0f)){
|
|
if (CGeneral::GetRandomTrueFalse())
|
|
pVehicle->AutoPilot.m_nNextLane += 1;
|
|
else
|
|
pVehicle->AutoPilot.m_nNextLane -= 1;
|
|
}
|
|
}
|
|
pVehicle->AutoPilot.m_nNextLane = Min(lanesOnNextNode - 1, pVehicle->AutoPilot.m_nNextLane);
|
|
pVehicle->AutoPilot.m_nNextLane = Max(0, pVehicle->AutoPilot.m_nNextLane);
|
|
}else{
|
|
pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane;
|
|
}
|
|
if (pVehicle->AutoPilot.m_bStayInFastLane)
|
|
pVehicle->AutoPilot.m_nNextLane = 0;
|
|
#ifdef FIX_BUGS
|
|
CVector positionOnCurrentLinkIncludingLane(
|
|
pCurLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
|
|
pCurLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
|
|
0.0f);
|
|
CVector positionOnNextLinkIncludingLane(
|
|
pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
|
|
pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
|
|
0.0f);
|
|
#else
|
|
CVector positionOnCurrentLinkIncludingLane(
|
|
pCurLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH),
|
|
pCurLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
|
|
0.0f);
|
|
CVector positionOnNextLinkIncludingLane(
|
|
pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
|
|
pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
|
|
0.0f);
|
|
#endif
|
|
float directionCurrentLinkX = pCurLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
|
|
float directionCurrentLinkY = pCurLink->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. */
|
|
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
|
|
&positionOnCurrentLinkIncludingLane,
|
|
&positionOnNextLinkIncludingLane,
|
|
directionCurrentLinkX, directionCurrentLinkY,
|
|
directionNextLinkX, directionNextLinkY
|
|
) * (1000.0f / pVehicle->AutoPilot.m_fMaxTrafficSpeed);
|
|
if (pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve < 10)
|
|
/* Oh hey there Obbe */
|
|
printf("fout\n");
|
|
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = Max(10, pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
|
|
}
|
|
|
|
uint8 CCarCtrl::FindPathDirection(int32 prevNode, int32 curNode, int32 nextNode)
|
|
{
|
|
CVector2D prevToCur = ThePaths.m_pathNodes[curNode].GetPosition() - ThePaths.m_pathNodes[prevNode].GetPosition();
|
|
CVector2D curToNext = ThePaths.m_pathNodes[nextNode].GetPosition() - ThePaths.m_pathNodes[curNode].GetPosition();
|
|
float distPrevToCur = prevToCur.Magnitude();
|
|
if (distPrevToCur == 0.0f)
|
|
return PATH_DIRECTION_NONE;
|
|
/* We are trying to determine angle between prevToCur and curToNext. */
|
|
/* To find it, we consider a to be an angle between y axis and prevToCur */
|
|
/* and b to be an angle between x axis and curToNext */
|
|
/* Then the angle we are looking for is (pi/2 + a + b). */
|
|
float sin_a = prevToCur.x / distPrevToCur;
|
|
float cos_a = prevToCur.y / distPrevToCur;
|
|
float distCurToNext = curToNext.Magnitude();
|
|
if (distCurToNext == 0.0f)
|
|
return PATH_DIRECTION_NONE;
|
|
float sin_b = curToNext.y / distCurToNext;
|
|
float cos_b = curToNext.x / distCurToNext;
|
|
/* sin(a) * sin(b) - cos(a) * cos(b) = -cos(a+b) = sin(pi/2+a+b) */
|
|
float sin_direction = sin_a * sin_b - cos_a * cos_b;
|
|
if (sin_direction > 0.77f) /* Roughly between -50 and -130 degrees */
|
|
return PATH_DIRECTION_LEFT;
|
|
if (sin_direction < -0.77f) /* Roughly between 50 and 130 degrees */
|
|
return PATH_DIRECTION_RIGHT;
|
|
return PATH_DIRECTION_STRAIGHT;
|
|
}
|
|
|
|
#ifdef FIX_PATHFIND_BUG
|
|
void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float targetY, float targetZ, CVehicle* pTarget)
|
|
#else
|
|
void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float targetY, CVehicle* pTarget)
|
|
#endif
|
|
{
|
|
if (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];
|
|
CPathNode* pCurNode = &ThePaths.m_pathNodes[curNode];
|
|
CPathNode* pTargetNode[2];
|
|
int16 numNodes;
|
|
float distanceToTargetNode;
|
|
ThePaths.DoPathSearch(0, pCurNode->GetPosition(), curNode,
|
|
#ifdef FIX_PATHFIND_BUG
|
|
CVector(targetX, targetY, targetZ),
|
|
#else
|
|
CVector(targetX, targetY, 0.0f),
|
|
#endif
|
|
pTargetNode, &numNodes, 2, pVehicle, &distanceToTargetNode, 999999.9f, -1);
|
|
|
|
int newNextNode;
|
|
int nextLink;
|
|
if (numNodes != 1 && numNodes != 2 || pTargetNode[0] == pCurNode){
|
|
if (numNodes != 2 || pTargetNode[1] == pCurNode) {
|
|
float currentAngle = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
|
|
nextLink = 0;
|
|
float lowestAngleChange = 10.0f;
|
|
int numLinks = pCurNode->numLinks;
|
|
newNextNode = 0;
|
|
for (int i = 0; i < numLinks; i++) {
|
|
int conNode = ThePaths.ConnectedNode(i + pCurNode->firstLink);
|
|
if (conNode == prevNode && i > 1)
|
|
continue;
|
|
CPathNode* pTestNode = &ThePaths.m_pathNodes[conNode];
|
|
float angle = CGeneral::GetATanOfXY(pTestNode->GetX() - pCurNode->GetX(), pTestNode->GetY() - pCurNode->GetY());
|
|
angle = LimitRadianAngle(angle - currentAngle);
|
|
angle = ABS(angle);
|
|
if (angle < lowestAngleChange) {
|
|
lowestAngleChange = angle;
|
|
newNextNode = conNode;
|
|
nextLink = i;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
nextLink = 0;
|
|
newNextNode = pTargetNode[1] - ThePaths.m_pathNodes;
|
|
for (int i = pCurNode->firstLink; ThePaths.ConnectedNode(i) != newNextNode; i++, nextLink++)
|
|
;
|
|
}
|
|
}
|
|
else {
|
|
nextLink = 0;
|
|
newNextNode = pTargetNode[0] - ThePaths.m_pathNodes;
|
|
for (int i = pCurNode->firstLink; ThePaths.ConnectedNode(i) != newNextNode; i++, nextLink++)
|
|
;
|
|
}
|
|
CPathNode* pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
|
|
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink]];
|
|
CCarPathLink* pCurLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
|
|
pVehicle->AutoPilot.m_nPrevRouteNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
|
|
pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_nNextRouteNode;
|
|
pVehicle->AutoPilot.m_nNextRouteNode = newNextNode;
|
|
pVehicle->AutoPilot.m_nTimeEnteredCurve += pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
|
|
pVehicle->AutoPilot.m_nPreviousPathNodeInfo = pVehicle->AutoPilot.m_nCurrentPathNodeInfo;
|
|
pVehicle->AutoPilot.m_nCurrentPathNodeInfo = pVehicle->AutoPilot.m_nNextPathNodeInfo;
|
|
pVehicle->AutoPilot.m_nPreviousDirection = pVehicle->AutoPilot.m_nCurrentDirection;
|
|
pVehicle->AutoPilot.m_nCurrentDirection = pVehicle->AutoPilot.m_nNextDirection;
|
|
pVehicle->AutoPilot.m_nCurrentLane = pVehicle->AutoPilot.m_nNextLane;
|
|
pVehicle->AutoPilot.m_nNextPathNodeInfo = ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink];
|
|
int8 lanesOnNextNode;
|
|
if (curNode >= pVehicle->AutoPilot.m_nNextRouteNode) {
|
|
pVehicle->AutoPilot.m_nNextDirection = 1;
|
|
lanesOnNextNode = pNextLink->numRightLanes;
|
|
}
|
|
else {
|
|
pVehicle->AutoPilot.m_nNextDirection = -1;
|
|
lanesOnNextNode = pNextLink->numLeftLanes;
|
|
}
|
|
float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirX();
|
|
float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirY();
|
|
float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * pNextLink->GetDirX();
|
|
float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * pNextLink->GetDirY();
|
|
if (lanesOnNextNode >= 0) {
|
|
CVector2D dist = pNextPathNode->GetPosition() - pCurNode->GetPosition();
|
|
if (dist.MagnitudeSqr() >= SQR(7.0f)){
|
|
/* 25% chance vehicle will try to switch lane */
|
|
/* No lane switching if following car from far away */
|
|
/* ...although it's always one of those. */
|
|
if ((CGeneral::GetRandomNumber() & 0x600) == 0 &&
|
|
pVehicle->AutoPilot.m_nCarMission != MISSION_RAMPLAYER_FARAWAY &&
|
|
pVehicle->AutoPilot.m_nCarMission != MISSION_BLOCKPLAYER_FARAWAY &&
|
|
pVehicle->AutoPilot.m_nCarMission != MISSION_RAMCAR_FARAWAY &&
|
|
pVehicle->AutoPilot.m_nCarMission != MISSION_BLOCKCAR_FARAWAY){
|
|
if (CGeneral::GetRandomTrueFalse())
|
|
pVehicle->AutoPilot.m_nNextLane += 1;
|
|
else
|
|
pVehicle->AutoPilot.m_nNextLane -= 1;
|
|
}
|
|
}
|
|
pVehicle->AutoPilot.m_nNextLane = Min(lanesOnNextNode - 1, pVehicle->AutoPilot.m_nNextLane);
|
|
pVehicle->AutoPilot.m_nNextLane = Max(0, pVehicle->AutoPilot.m_nNextLane);
|
|
}
|
|
else {
|
|
pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane;
|
|
}
|
|
if (pVehicle->AutoPilot.m_bStayInFastLane)
|
|
pVehicle->AutoPilot.m_nNextLane = 0;
|
|
CVector positionOnCurrentLinkIncludingLane(
|
|
pCurLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
|
|
pCurLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
|
|
0.0f);
|
|
CVector positionOnNextLinkIncludingLane(
|
|
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 = pCurLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
|
|
float directionCurrentLinkY = pCurLink->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. */
|
|
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
|
|
&positionOnCurrentLinkIncludingLane,
|
|
&positionOnNextLinkIncludingLane,
|
|
directionCurrentLinkX, directionCurrentLinkY,
|
|
directionNextLinkX, directionNextLinkY
|
|
) * (1000.0f / pVehicle->AutoPilot.m_fMaxTrafficSpeed);
|
|
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = Max(10, pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
|
|
}
|
|
|
|
bool CCarCtrl::PickNextNodeToFollowPath(CVehicle* pVehicle)
|
|
{
|
|
if (pVehicle->m_nRouteSeed)
|
|
CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed);
|
|
int curNode = pVehicle->AutoPilot.m_nNextRouteNode;
|
|
CPathNode* pCurNode = &ThePaths.m_pathNodes[curNode];
|
|
if (pVehicle->AutoPilot.m_nPathFindNodesCount == 0){
|
|
ThePaths.DoPathSearch(0, pVehicle->GetPosition(), curNode,
|
|
pVehicle->AutoPilot.m_vecDestinationCoors, pVehicle->AutoPilot.m_aPathFindNodesInfo,
|
|
&pVehicle->AutoPilot.m_nPathFindNodesCount, NUM_PATH_NODES_IN_AUTOPILOT,
|
|
pVehicle, nil, 999999.9f, -1);
|
|
if (pVehicle->AutoPilot.m_nPathFindNodesCount < 1)
|
|
return true;
|
|
}
|
|
CPathNode* pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
|
|
CCarPathLink* pCurLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
|
|
pVehicle->AutoPilot.m_nPrevRouteNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
|
|
pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_nNextRouteNode;
|
|
pVehicle->AutoPilot.m_nNextRouteNode = pVehicle->AutoPilot.m_aPathFindNodesInfo[0] - ThePaths.m_pathNodes;
|
|
pVehicle->AutoPilot.RemoveOnePathNode();
|
|
pVehicle->AutoPilot.m_nTimeEnteredCurve += pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
|
|
pVehicle->AutoPilot.m_nPreviousPathNodeInfo = pVehicle->AutoPilot.m_nCurrentPathNodeInfo;
|
|
pVehicle->AutoPilot.m_nCurrentPathNodeInfo = pVehicle->AutoPilot.m_nNextPathNodeInfo;
|
|
pVehicle->AutoPilot.m_nPreviousDirection = pVehicle->AutoPilot.m_nCurrentDirection;
|
|
pVehicle->AutoPilot.m_nCurrentDirection = pVehicle->AutoPilot.m_nNextDirection;
|
|
pVehicle->AutoPilot.m_nCurrentLane = pVehicle->AutoPilot.m_nNextLane;
|
|
int nextLink = 0;
|
|
for (int i = pCurNode->firstLink; ThePaths.ConnectedNode(i) != pVehicle->AutoPilot.m_nNextRouteNode; i++, nextLink++)
|
|
;
|
|
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink]];
|
|
pVehicle->AutoPilot.m_nNextPathNodeInfo = ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink];
|
|
int8 lanesOnNextNode;
|
|
if (curNode >= pVehicle->AutoPilot.m_nNextRouteNode) {
|
|
pVehicle->AutoPilot.m_nNextDirection = 1;
|
|
lanesOnNextNode = pNextLink->numLeftLanes;
|
|
}
|
|
else {
|
|
pVehicle->AutoPilot.m_nNextDirection = -1;
|
|
lanesOnNextNode = pNextLink->numRightLanes;
|
|
}
|
|
float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirX();
|
|
float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirY();
|
|
float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * pNextLink->GetDirX();
|
|
float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * pNextLink->GetDirY();
|
|
if (lanesOnNextNode >= 0) {
|
|
CVector2D dist = pNextPathNode->GetPosition() - pCurNode->GetPosition();
|
|
if (dist.MagnitudeSqr() >= SQR(7.0f) && (CGeneral::GetRandomNumber() & 0x600) == 0) {
|
|
if (CGeneral::GetRandomTrueFalse())
|
|
pVehicle->AutoPilot.m_nNextLane += 1;
|
|
else
|
|
pVehicle->AutoPilot.m_nNextLane -= 1;
|
|
}
|
|
pVehicle->AutoPilot.m_nNextLane = Min(lanesOnNextNode - 1, pVehicle->AutoPilot.m_nNextLane);
|
|
pVehicle->AutoPilot.m_nNextLane = Max(0, pVehicle->AutoPilot.m_nNextLane);
|
|
}
|
|
else {
|
|
pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane;
|
|
}
|
|
if (pVehicle->AutoPilot.m_bStayInFastLane)
|
|
pVehicle->AutoPilot.m_nNextLane = 0;
|
|
CVector positionOnCurrentLinkIncludingLane(
|
|
pCurLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
|
|
pCurLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
|
|
0.0f);
|
|
CVector positionOnNextLinkIncludingLane(
|
|
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 = pCurLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
|
|
float directionCurrentLinkY = pCurLink->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. */
|
|
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
|
|
&positionOnCurrentLinkIncludingLane,
|
|
&positionOnNextLinkIncludingLane,
|
|
directionCurrentLinkX, directionCurrentLinkY,
|
|
directionNextLinkX, directionNextLinkY
|
|
) * (1000.0f / pVehicle->AutoPilot.m_fMaxTrafficSpeed);
|
|
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = Max(10, pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
|
|
return false;
|
|
}
|
|
|
|
void CCarCtrl::Init(void)
|
|
{
|
|
NumRandomCars = 0;
|
|
NumLawEnforcerCars = 0;
|
|
NumMissionCars = 0;
|
|
NumParkedCars = 0;
|
|
NumPermanentCars = 0;
|
|
NumAmbulancesOnDuty = 0;
|
|
NumFiretrucksOnDuty = 0;
|
|
LastTimeFireTruckCreated = 0;
|
|
LastTimeAmbulanceCreated = 0;
|
|
#ifdef FIX_BUGS
|
|
LastTimeLawEnforcerCreated = 0;
|
|
LastTimeMiamiViceGenerated = 0;
|
|
#endif
|
|
bCarsGeneratedAroundCamera = false;
|
|
CountDownToCarsAtStart = 2;
|
|
CarDensityMultiplier = 1.0f;
|
|
for (int i = 0; i < MAX_CARS_TO_KEEP; i++)
|
|
apCarsToKeep[i] = nil;
|
|
for (int i = 0; i < TOTAL_CUSTOM_CLASSES; i++){
|
|
for (int j = 0; j < MAX_CAR_MODELS_IN_ARRAY; j++) {
|
|
LoadedCarsArray[i][j] = -1;
|
|
}
|
|
NumOfLoadedCarsOfRating[i] = 0;
|
|
NumRequestsOfCarRating[i] = 0;
|
|
TotalNumOfCarsOfRating[i] = 0;
|
|
}
|
|
}
|
|
|
|
void CCarCtrl::ReInit(void)
|
|
{
|
|
NumRandomCars = 0;
|
|
NumLawEnforcerCars = 0;
|
|
NumMissionCars = 0;
|
|
NumParkedCars = 0;
|
|
NumPermanentCars = 0;
|
|
NumAmbulancesOnDuty = 0;
|
|
NumFiretrucksOnDuty = 0;
|
|
#ifdef FIX_BUGS
|
|
LastTimeFireTruckCreated = 0;
|
|
LastTimeAmbulanceCreated = 0;
|
|
LastTimeLawEnforcerCreated = 0;
|
|
LastTimeMiamiViceGenerated = 0;
|
|
#endif
|
|
CountDownToCarsAtStart = 2;
|
|
CarDensityMultiplier = 1.0f;
|
|
for (int i = 0; i < MAX_CARS_TO_KEEP; i++)
|
|
apCarsToKeep[i] = nil;
|
|
for (int i = 0; i < TOTAL_CUSTOM_CLASSES; i++)
|
|
NumRequestsOfCarRating[i] = 0;
|
|
}
|
|
|
|
void CCarCtrl::DragCarToPoint(CVehicle* pVehicle, CVector* pPoint)
|
|
{
|
|
CVector2D posBehind = (CVector2D)pVehicle->GetPosition() - 3 * pVehicle->GetForward() / 2;
|
|
CVector2D posTarget = *pPoint;
|
|
CVector2D direction = posBehind - posTarget;
|
|
CVector2D midPos = posTarget + direction * 3 / direction.Magnitude();
|
|
float actualAheadZ;
|
|
float actualBehindZ;
|
|
CColPoint point;
|
|
CEntity* pRoadObject;
|
|
if (CCollision::IsStoredPolyStillValidVerticalLine(CVector(posTarget.x, posTarget.y, pVehicle->GetPosition().z - 3.0f),
|
|
pVehicle->GetPosition().z - 3.0f, point, &pVehicle->m_aCollPolys[0])){
|
|
actualAheadZ = point.point.z;
|
|
}else if (CWorld::ProcessVerticalLine(CVector(posTarget.x, posTarget.y, pVehicle->GetPosition().z + 1.5f),
|
|
pVehicle->GetPosition().z - 2.0f, point,
|
|
pRoadObject, true, false, false, false, false, false, &pVehicle->m_aCollPolys[0])){
|
|
actualAheadZ = point.point.z;
|
|
pVehicle->m_pCurGroundEntity = pRoadObject;
|
|
if (ThisRoadObjectCouldMove(pRoadObject->GetModelIndex()))
|
|
pVehicle->m_aCollPolys[0].valid = false;
|
|
}else if (CWorld::ProcessVerticalLine(CVector(posTarget.x, posTarget.y, pVehicle->GetPosition().z + 3.0f),
|
|
pVehicle->GetPosition().z - 3.0f, point,
|
|
pRoadObject, true, false, false, false, false, false, &pVehicle->m_aCollPolys[0])) {
|
|
actualAheadZ = point.point.z;
|
|
pVehicle->m_pCurGroundEntity = pRoadObject;
|
|
if (ThisRoadObjectCouldMove(pRoadObject->GetModelIndex()))
|
|
pVehicle->m_aCollPolys[0].valid = false;
|
|
}else{
|
|
actualAheadZ = pVehicle->m_fMapObjectHeightAhead;
|
|
}
|
|
pVehicle->m_fMapObjectHeightAhead = actualAheadZ;
|
|
if (CCollision::IsStoredPolyStillValidVerticalLine(CVector(midPos.x, midPos.y, pVehicle->GetPosition().z - 3.0f),
|
|
pVehicle->GetPosition().z - 3.0f, point, &pVehicle->m_aCollPolys[1])){
|
|
actualBehindZ = point.point.z;
|
|
}else if (CWorld::ProcessVerticalLine(CVector(midPos.x, midPos.y, pVehicle->GetPosition().z + 1.5f),
|
|
pVehicle->GetPosition().z - 2.0f, point,
|
|
pRoadObject, true, false, false, false, false, false, &pVehicle->m_aCollPolys[1])){
|
|
actualBehindZ = point.point.z;
|
|
pVehicle->m_pCurGroundEntity = pRoadObject;
|
|
if (ThisRoadObjectCouldMove(pRoadObject->GetModelIndex()))
|
|
pVehicle->m_aCollPolys[1].valid = false;
|
|
}else if (CWorld::ProcessVerticalLine(CVector(midPos.x, midPos.y, pVehicle->GetPosition().z + 3.0f),
|
|
pVehicle->GetPosition().z - 3.0f, point,
|
|
pRoadObject, true, false, false, false, false, false, &pVehicle->m_aCollPolys[1])){
|
|
actualBehindZ = point.point.z;
|
|
pVehicle->m_pCurGroundEntity = pRoadObject;
|
|
if (ThisRoadObjectCouldMove(pRoadObject->GetModelIndex()))
|
|
pVehicle->m_aCollPolys[1].valid = false;
|
|
}else{
|
|
actualBehindZ = pVehicle->m_fMapObjectHeightBehind;
|
|
}
|
|
pVehicle->m_fMapObjectHeightBehind = actualBehindZ;
|
|
float angleZ = Atan2((actualAheadZ - actualBehindZ) / 3, 1.0f);
|
|
float cosZ = Cos(angleZ);
|
|
float sinZ = Sin(angleZ);
|
|
pVehicle->GetRight() = CVector(posTarget.y - midPos.y, -(posTarget.x - midPos.x), 0.0f) / 3;
|
|
pVehicle->GetForward() = CVector(-cosZ * pVehicle->GetRight().y, cosZ * pVehicle->GetRight().x, sinZ);
|
|
pVehicle->GetUp() = CrossProduct(pVehicle->GetRight(), pVehicle->GetForward());
|
|
pVehicle->SetPosition((CVector(midPos.x, midPos.y, actualBehindZ) + CVector(posTarget.x, posTarget.y, actualAheadZ)) / 2);
|
|
pVehicle->GetMatrix().GetPosition().z += pVehicle->GetHeightAboveRoad();
|
|
}
|
|
|
|
float CCarCtrl::FindSpeedMultiplier(float angleChange, float minAngle, float maxAngle, float coef)
|
|
{
|
|
float angle = Abs(LimitRadianAngle(angleChange));
|
|
float n = angle - minAngle;
|
|
n = Max(0.0f, n);
|
|
float d = maxAngle - minAngle;
|
|
float mult = 1.0f - n / d * (1.0f - coef);
|
|
if (n > d)
|
|
return coef;
|
|
return mult;
|
|
}
|
|
|
|
void CCarCtrl::SteerAICarWithPhysics(CVehicle* pVehicle)
|
|
{
|
|
float swerve;
|
|
float accel;
|
|
float brake;
|
|
bool handbrake;
|
|
switch (pVehicle->AutoPilot.m_nTempAction){
|
|
case TEMPACT_WAIT:
|
|
swerve = 0.0f;
|
|
accel = 0.0f;
|
|
brake = 0.2f;
|
|
handbrake = false;
|
|
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction){
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
|
|
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds();
|
|
}
|
|
break;
|
|
case TEMPACT_REVERSE:
|
|
SteerAICarWithPhysics_OnlyMission(pVehicle, &swerve, &accel, &brake, &handbrake);
|
|
handbrake = false;
|
|
swerve = -swerve;
|
|
if (DotProduct(pVehicle->GetMoveSpeed(), pVehicle->GetForward()) > 0.04f){
|
|
accel = 0.0f;
|
|
brake = 0.5f;
|
|
}else{
|
|
accel = -0.5f;
|
|
brake = 0.0f;
|
|
}
|
|
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction)
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
break;
|
|
case TEMPACT_HANDBRAKETURNLEFT:
|
|
swerve = 1.0f;
|
|
accel = 0.0f;
|
|
brake = 0.0f;
|
|
handbrake = true;
|
|
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction)
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
break;
|
|
case TEMPACT_HANDBRAKETURNRIGHT:
|
|
swerve = -1.0f;
|
|
accel = 0.0f;
|
|
brake = 0.0f;
|
|
handbrake = true;
|
|
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction)
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
break;
|
|
case TEMPACT_HANDBRAKESTRAIGHT:
|
|
swerve = 0.0f;
|
|
accel = 0.0f;
|
|
brake = 0.0f;
|
|
handbrake = true;
|
|
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction)
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
break;
|
|
case TEMPACT_TURNLEFT:
|
|
swerve = 1.0f;
|
|
accel = 1.0f;
|
|
brake = 0.0f;
|
|
handbrake = false;
|
|
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction)
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
break;
|
|
case TEMPACT_TURNRIGHT:
|
|
swerve = -1.0f;
|
|
accel = 1.0f;
|
|
brake = 0.0f;
|
|
handbrake = false;
|
|
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction)
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
break;
|
|
case TEMPACT_GOFORWARD:
|
|
swerve = 0.0f;
|
|
accel = 0.5f;
|
|
brake = 0.0f;
|
|
handbrake = false;
|
|
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction)
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
break;
|
|
case TEMPACT_SWERVELEFT:
|
|
case TEMPACT_SWERVERIGHT:
|
|
swerve = (pVehicle->AutoPilot.m_nTempAction == TEMPACT_SWERVERIGHT) ? 0.15f : -0.15f;
|
|
accel = 0.0f;
|
|
brake = 0.001f;
|
|
handbrake = false;
|
|
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction - 1000)
|
|
swerve = -swerve;
|
|
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction)
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
break;
|
|
default:
|
|
SteerAICarWithPhysics_OnlyMission(pVehicle, &swerve, &accel, &brake, &handbrake);
|
|
break;
|
|
}
|
|
pVehicle->m_fSteerAngle = swerve;
|
|
pVehicle->bIsHandbrakeOn = handbrake;
|
|
pVehicle->m_fGasPedal = accel;
|
|
pVehicle->m_fBrakePedal = brake;
|
|
}
|
|
|
|
void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
|
|
{
|
|
switch (pVehicle->AutoPilot.m_nCarMission) {
|
|
case MISSION_NONE:
|
|
*pSwerve = 0.0f;
|
|
*pAccel = 0.0f;
|
|
*pBrake = 0.5f;
|
|
*pHandbrake = true;
|
|
return;
|
|
case MISSION_CRUISE:
|
|
case MISSION_RAMPLAYER_FARAWAY:
|
|
case MISSION_BLOCKPLAYER_FARAWAY:
|
|
case MISSION_GOTOCOORDS:
|
|
case MISSION_GOTOCOORDS_ACCURATE:
|
|
case MISSION_RAMCAR_FARAWAY:
|
|
case MISSION_BLOCKCAR_FARAWAY:
|
|
SteerAICarWithPhysicsFollowPath(pVehicle, pSwerve, pAccel, pBrake, pHandbrake);
|
|
return;
|
|
case MISSION_RAMPLAYER_CLOSE:
|
|
{
|
|
CVector2D targetPos = FindPlayerCoors();
|
|
if (FindPlayerVehicle()){
|
|
if (pVehicle->m_randomSeed & 1 && DotProduct(FindPlayerVehicle()->GetForward(), pVehicle->GetForward()) > 0.5f){
|
|
float targetWidth = FindPlayerVehicle()->GetColModel()->boundingBox.max.x;
|
|
float ownWidth = pVehicle->GetColModel()->boundingBox.max.x;
|
|
if (pVehicle->m_randomSeed & 2){
|
|
targetPos += (targetWidth + ownWidth - 0.2f) * FindPlayerVehicle()->GetRight();
|
|
}else{
|
|
targetPos -= (targetWidth + ownWidth - 0.2f) * FindPlayerVehicle()->GetRight();
|
|
}
|
|
float targetSpeed = FindPlayerVehicle()->GetMoveSpeed().Magnitude();
|
|
float distanceToTarget = ((CVector2D)pVehicle->GetPosition() - targetPos).Magnitude();
|
|
if (12.0f * targetSpeed + 2.0f > distanceToTarget && pVehicle->AutoPilot.m_nTempAction == TEMPACT_NONE){
|
|
pVehicle->AutoPilot.m_nTempAction = (pVehicle->m_randomSeed & 2) ? TEMPACT_TURNLEFT : TEMPACT_TURNRIGHT;
|
|
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 250;
|
|
}
|
|
}else{
|
|
targetPos += FindPlayerVehicle()->GetRight() / 160 * ((pVehicle->m_randomSeed & 0xFF) - 128);
|
|
}
|
|
}
|
|
SteerAICarWithPhysicsHeadingForTarget(pVehicle, FindPlayerVehicle(), targetPos.x, targetPos.y, pSwerve, pAccel, pBrake, pHandbrake);
|
|
return;
|
|
}
|
|
case MISSION_BLOCKPLAYER_CLOSE:
|
|
SteerAICarWithPhysicsTryingToBlockTarget(pVehicle, FindPlayerCoors().x, FindPlayerCoors().y,
|
|
FindPlayerSpeed().x, FindPlayerSpeed().y, pSwerve, pAccel, pBrake, pHandbrake);
|
|
return;
|
|
case MISSION_BLOCKPLAYER_HANDBRAKESTOP:
|
|
SteerAICarWithPhysicsTryingToBlockTarget_Stop(pVehicle, FindPlayerCoors().x, FindPlayerCoors().y,
|
|
FindPlayerSpeed().x, FindPlayerSpeed().y, pSwerve, pAccel, pBrake, pHandbrake);
|
|
return;
|
|
case MISSION_WAITFORDELETION:
|
|
case MISSION_HELI_LAND:
|
|
return;
|
|
case MISSION_GOTOCOORDS_STRAIGHT:
|
|
case MISSION_GOTO_COORDS_STRAIGHT_ACCURATE:
|
|
SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil,
|
|
pVehicle->AutoPilot.m_vecDestinationCoors.x, pVehicle->AutoPilot.m_vecDestinationCoors.y,
|
|
pSwerve, pAccel, pBrake, pHandbrake);
|
|
return;
|
|
case MISSION_EMERGENCYVEHICLE_STOP:
|
|
case MISSION_STOP_FOREVER:
|
|
*pSwerve = 0.0f;
|
|
*pAccel = 0.0f;
|
|
*pHandbrake = true;
|
|
*pBrake = 0.5f;
|
|
return;
|
|
case MISSION_GOTOCOORDS_ASTHECROWSWIMS:
|
|
SteerAIBoatWithPhysicsHeadingForTarget(pVehicle,
|
|
pVehicle->AutoPilot.m_vecDestinationCoors.x, pVehicle->AutoPilot.m_vecDestinationCoors.y,
|
|
pSwerve, pAccel, pBrake);
|
|
*pHandbrake = false;
|
|
return;
|
|
case MISSION_RAMCAR_CLOSE:
|
|
SteerAICarWithPhysicsHeadingForTarget(pVehicle, pVehicle->AutoPilot.m_pTargetCar,
|
|
pVehicle->AutoPilot.m_pTargetCar->GetPosition().x, pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
|
|
pSwerve, pAccel, pBrake, pHandbrake);
|
|
return;
|
|
case MISSION_BLOCKCAR_CLOSE:
|
|
SteerAICarWithPhysicsTryingToBlockTarget(pVehicle,
|
|
pVehicle->AutoPilot.m_pTargetCar->GetPosition().x,
|
|
pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
|
|
pVehicle->AutoPilot.m_pTargetCar->GetMoveSpeed().x,
|
|
pVehicle->AutoPilot.m_pTargetCar->GetMoveSpeed().y,
|
|
pSwerve, pAccel, pBrake, pHandbrake);
|
|
return;
|
|
case MISSION_BLOCKCAR_HANDBRAKESTOP:
|
|
SteerAICarWithPhysicsTryingToBlockTarget_Stop(pVehicle,
|
|
pVehicle->AutoPilot.m_pTargetCar->GetPosition().x,
|
|
pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
|
|
pVehicle->AutoPilot.m_pTargetCar->GetMoveSpeed().x,
|
|
pVehicle->AutoPilot.m_pTargetCar->GetMoveSpeed().y,
|
|
pSwerve, pAccel, pBrake, pHandbrake);
|
|
return;
|
|
case MISSION_HELI_FLYTOCOORS:
|
|
//SteerAIHeliTowardsTargetCoors((CAutomobile*)pVehicle);
|
|
return;
|
|
case MISSION_ATTACKPLAYER:
|
|
SteerAIBoatWithPhysicsAttackingPlayer(pVehicle, pSwerve, pAccel, pBrake, pHandbrake);
|
|
return;
|
|
case MISSION_PLANE_FLYTOCOORS:
|
|
//SteerAIPlaneTowardsTargetCoors((CAutomobile*)pVehicle);
|
|
return;
|
|
case MISSION_SLOWLY_DRIVE_TOWARDS_PLAYER_1:
|
|
SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil,
|
|
pVehicle->AutoPilot.m_vecDestinationCoors.x, pVehicle->AutoPilot.m_vecDestinationCoors.y,
|
|
pSwerve, pAccel, pBrake, pHandbrake);
|
|
return;
|
|
case MISSION_SLOWLY_DRIVE_TOWARDS_PLAYER_2:
|
|
SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil, FindPlayerCoors().x, FindPlayerCoors().y,
|
|
pSwerve, pAccel, pBrake, pHandbrake);
|
|
return;
|
|
case MISSION_BLOCKPLAYER_FORWARDANDBACK:
|
|
//SteerAICarBlockingPlayerForwardAndBack(pVehicle, pSwerve, pAccel, pBrake, pHandbrake);
|
|
return;
|
|
default:
|
|
assert(0);
|
|
return;
|
|
}
|
|
}
|
|
|
|
void CCarCtrl::SteerAIBoatWithPhysicsHeadingForTarget(CVehicle* pVehicle, float targetX, float targetY, float* pSwerve, float* pAccel, float* pBrake)
|
|
{
|
|
CVector2D forward = pVehicle->GetForward();
|
|
forward.Normalise();
|
|
float angleToTarget = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
|
|
float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
|
|
float steerAngle = LimitRadianAngle(angleToTarget - angleForward);
|
|
steerAngle = clamp(steerAngle, -DEFAULT_MAX_STEER_ANGLE, DEFAULT_MAX_STEER_ANGLE);
|
|
#ifdef FIX_BUGS
|
|
float speedTarget = pVehicle->AutoPilot.GetCruiseSpeed();
|
|
#else
|
|
float speedTarget = pVehicle->AutoPilot.m_nCruiseSpeed;
|
|
#endif
|
|
float currentSpeed = pVehicle->GetMoveSpeed().Magnitude() * GAME_SPEED_TO_CARAI_SPEED;
|
|
float speedDiff = speedTarget - currentSpeed;
|
|
if (speedDiff <= 0.0f) {
|
|
speedDiff < -5.0f ? *pAccel = -0.2f : *pAccel = -0.1f;
|
|
steerAngle *= -1;
|
|
}
|
|
else if (speedDiff / currentSpeed > 0.25f) {
|
|
*pAccel = 1.0f;
|
|
}
|
|
else {
|
|
*pAccel = 1.0f - (0.25f - speedDiff / currentSpeed) * 4.0f;
|
|
}
|
|
*pBrake = 0.0f;
|
|
*pSwerve = steerAngle;
|
|
}
|
|
|
|
void CCarCtrl::SteerAIBoatWithPhysicsAttackingPlayer(CVehicle* pVehicle, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
|
|
{
|
|
float distanceToPlayer = (FindPlayerCoors() - pVehicle->GetPosition()).Magnitude();
|
|
float projection = Min(distanceToPlayer * 0.05f, 2.0f);
|
|
CVector2D forward = pVehicle->GetForward();
|
|
forward.Normalise();
|
|
CVector2D vecToProjection = FindPlayerCoors() + FindPlayerSpeed() * projection * GAME_SPEED_TO_CARAI_SPEED;
|
|
float angleToTarget = CGeneral::GetATanOfXY(vecToProjection.x - pVehicle->GetPosition().x, vecToProjection.y - pVehicle->GetPosition().y);
|
|
float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
|
|
float steerAngle = LimitRadianAngle(angleToTarget - angleForward);
|
|
#ifdef FIX_BUGS
|
|
float speedTarget = pVehicle->AutoPilot.GetCruiseSpeed();
|
|
#else
|
|
float speedTarget = pVehicle->AutoPilot.m_nCruiseSpeed;
|
|
#endif
|
|
float currentSpeed = pVehicle->GetMoveSpeed().Magnitude() * GAME_SPEED_TO_CARAI_SPEED;
|
|
float speedDiff = speedTarget - currentSpeed;
|
|
if (speedDiff <= 0.0f) {
|
|
speedDiff < -5.0f ? *pAccel = -0.2f : *pAccel = -0.1f;
|
|
}
|
|
else if (speedDiff / currentSpeed > 0.25f) {
|
|
*pAccel = 1.0f;
|
|
}
|
|
else {
|
|
*pAccel = 1.0f - (0.25f - speedDiff / currentSpeed) * 4.0f;
|
|
}
|
|
*pBrake = 0.0f;
|
|
*pSwerve = steerAngle;
|
|
*pHandbrake = false;
|
|
if (pVehicle->GetModelIndex() == MI_PREDATOR && distanceToPlayer < 40.0f && steerAngle < 0.15f)
|
|
pVehicle->FireFixedMachineGuns();
|
|
}
|
|
|
|
float CCarCtrl::FindMaxSteerAngle(CVehicle* pVehicle)
|
|
{
|
|
return pVehicle->GetModelIndex() == MI_ENFORCER ? 0.7f : DEFAULT_MAX_STEER_ANGLE;
|
|
}
|
|
|
|
void CCarCtrl::SteerAIHeliTowardsTargetCoors(CAutomobile* pHeli)
|
|
{
|
|
if (pHeli->m_aWheelSpeed[1] < 0.22f)
|
|
pHeli->m_aWheelSpeed[1] += 0.001f;
|
|
if (pHeli->m_aWheelSpeed[1] < 0.22f)
|
|
return;
|
|
CVector2D vecToTarget = pHeli->AutoPilot.m_vecDestinationCoors - pHeli->GetPosition();
|
|
float distanceToTarget = vecToTarget.Magnitude();
|
|
#ifdef FIX_BUGS
|
|
float speed = pHeli->AutoPilot.GetCruiseSpeed() * 0.01f;
|
|
#else
|
|
float speed = pHeli->AutoPilot.m_nCruiseSpeed * 0.01f;
|
|
#endif
|
|
if (distanceToTarget >= 100.0f)
|
|
{
|
|
if (distanceToTarget > 75.0f)
|
|
speed *= 0.7f;
|
|
else if (distanceToTarget > 10.0f)
|
|
speed *= 0.4f;
|
|
else
|
|
speed *= 0.2f;
|
|
}
|
|
CVector2D vecAdvanceThisFrame = vecToTarget;
|
|
vecAdvanceThisFrame.Normalise();
|
|
vecAdvanceThisFrame *= speed;
|
|
float resistance = Pow(0.997f, CTimer::GetTimeStep());
|
|
pHeli->m_vecMoveSpeed.x *= resistance;
|
|
pHeli->m_vecMoveSpeed.y *= resistance;
|
|
vecAdvanceThisFrame -= pHeli->m_vecMoveSpeed;
|
|
CVector2D vecSpeedChange = vecAdvanceThisFrame - pHeli->m_vecMoveSpeed;
|
|
float vecSpeedChangeLength = vecSpeedChange.Magnitude();
|
|
vecSpeedChange.Normalise();
|
|
float changeMultiplier = 0.002f * CTimer::GetTimeStep();
|
|
if (distanceToTarget < 5.0f)
|
|
changeMultiplier /= 5.0f;
|
|
if (vecSpeedChangeLength < changeMultiplier)
|
|
pHeli->AddToMoveSpeed(vecAdvanceThisFrame);
|
|
else
|
|
pHeli->AddToMoveSpeed(vecSpeedChange * changeMultiplier);
|
|
pHeli->SetPosition(pHeli->GetPosition() + CVector(CTimer::GetTimeStep() * pHeli->m_vecMoveSpeed.x, CTimer::GetTimeStep() * pHeli->m_vecMoveSpeed.y, 0.0f));
|
|
assert(0);
|
|
// This is not finished yet. Heli fields in CAutomobile required
|
|
}
|
|
|
|
void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
|
|
{
|
|
CVector2D forward = pVehicle->GetForward();
|
|
forward.Normalise();
|
|
CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
|
|
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
|
|
CVector2D currentPathLinkForward(pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection,
|
|
pCurrentLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection);
|
|
float nextPathLinkForwardX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
|
|
float nextPathLinkForwardY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection;
|
|
CVector2D positionOnCurrentLinkIncludingLane(
|
|
pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.y,
|
|
pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x);
|
|
CVector2D positionOnNextLinkIncludingLane(
|
|
pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
|
|
pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX);
|
|
CVector2D distanceToNextNode = (CVector2D)pVehicle->GetPosition() - positionOnCurrentLinkIncludingLane;
|
|
float scalarDistanceToNextNode = distanceToNextNode.Magnitude();
|
|
CVector2D distanceBetweenNodes = positionOnNextLinkIncludingLane - positionOnCurrentLinkIncludingLane;
|
|
float dp = DotProduct2D(distanceBetweenNodes, distanceToNextNode);
|
|
if (scalarDistanceToNextNode < DISTANCE_TO_NEXT_NODE_TO_SELECT_NEW ||
|
|
dp > 0.0f && scalarDistanceToNextNode < DISTANCE_TO_FACING_NEXT_NODE_TO_SELECT_NEW ||
|
|
dp / (scalarDistanceToNextNode * distanceBetweenNodes.Magnitude()) > 0.7f ||
|
|
pVehicle->AutoPilot.m_nNextPathNodeInfo == pVehicle->AutoPilot.m_nCurrentPathNodeInfo){
|
|
if (PickNextNodeAccordingStrategy(pVehicle)) {
|
|
switch (pVehicle->AutoPilot.m_nCarMission){
|
|
case MISSION_GOTOCOORDS:
|
|
SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil, pVehicle->AutoPilot.m_vecDestinationCoors.x,
|
|
pVehicle->AutoPilot.m_vecDestinationCoors.y, pSwerve, pAccel, pBrake, pHandbrake);
|
|
return;
|
|
case MISSION_GOTOCOORDS_ACCURATE:
|
|
SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil, pVehicle->AutoPilot.m_vecDestinationCoors.x,
|
|
pVehicle->AutoPilot.m_vecDestinationCoors.y, pSwerve, pAccel, pBrake, pHandbrake);
|
|
return;
|
|
default: break;
|
|
}
|
|
}
|
|
pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
|
|
scalarDistanceToNextNode = CVector2D(
|
|
pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.y - pVehicle->GetPosition().x,
|
|
pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x - pVehicle->GetPosition().y).Magnitude();
|
|
pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
|
|
currentPathLinkForward.x = pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
|
|
currentPathLinkForward.y = pCurrentLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection;
|
|
nextPathLinkForwardX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
|
|
nextPathLinkForwardY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection;
|
|
}
|
|
positionOnCurrentLinkIncludingLane.x = pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.y;
|
|
positionOnCurrentLinkIncludingLane.y = pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x;
|
|
CVector2D projectedPosition = positionOnCurrentLinkIncludingLane - currentPathLinkForward * scalarDistanceToNextNode * 0.4f;
|
|
if (scalarDistanceToNextNode > DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN){
|
|
projectedPosition.x = positionOnCurrentLinkIncludingLane.x;
|
|
projectedPosition.y = positionOnCurrentLinkIncludingLane.y;
|
|
}
|
|
CVector2D distanceToProjectedPosition = projectedPosition - pVehicle->GetPosition();
|
|
float angleCurrentLink = CGeneral::GetATanOfXY(distanceToProjectedPosition.x, distanceToProjectedPosition.y);
|
|
float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
|
|
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS)
|
|
angleCurrentLink = FindAngleToWeaveThroughTraffic(pVehicle, nil, angleCurrentLink, angleForward);
|
|
float steerAngle = LimitRadianAngle(angleCurrentLink - angleForward);
|
|
float maxAngle = FindMaxSteerAngle(pVehicle);
|
|
steerAngle = Min(maxAngle, Max(-maxAngle, steerAngle));
|
|
if (pVehicle->GetMoveSpeed().Magnitude() > MIN_SPEED_TO_START_LIMITING_STEER)
|
|
steerAngle = Min(MAX_ANGLE_TO_STEER_AT_HIGH_SPEED, Max(-MAX_ANGLE_TO_STEER_AT_HIGH_SPEED, steerAngle));
|
|
float currentForwardSpeed = DotProduct(pVehicle->GetMoveSpeed(), pVehicle->GetForward()) * GAME_SPEED_TO_CARAI_SPEED;
|
|
float speedStyleMultiplier;
|
|
switch (pVehicle->AutoPilot.m_nDrivingStyle) {
|
|
case DRIVINGSTYLE_STOP_FOR_CARS:
|
|
case DRIVINGSTYLE_SLOW_DOWN_FOR_CARS:
|
|
case DRIVINGSTYLE_STOP_FOR_CARS_IGNORE_LIGHTS:
|
|
speedStyleMultiplier = FindMaximumSpeedForThisCarInTraffic(pVehicle) / pVehicle->AutoPilot.m_nCruiseSpeed;
|
|
break;
|
|
default:
|
|
speedStyleMultiplier = 1.0f;
|
|
break;
|
|
}
|
|
switch (pVehicle->AutoPilot.m_nDrivingStyle) {
|
|
case DRIVINGSTYLE_STOP_FOR_CARS:
|
|
case DRIVINGSTYLE_SLOW_DOWN_FOR_CARS:
|
|
if (CTrafficLights::ShouldCarStopForLight(pVehicle, false)){
|
|
CCarAI::CarHasReasonToStop(pVehicle);
|
|
speedStyleMultiplier = 0.0f;
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
if (CTrafficLights::ShouldCarStopForBridge(pVehicle)){
|
|
CCarAI::CarHasReasonToStop(pVehicle);
|
|
speedStyleMultiplier = 0.0f;
|
|
}
|
|
CVector2D trajectory(pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.y,
|
|
pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x);
|
|
trajectory -= pVehicle->GetPosition();
|
|
float speedAngleMultiplier = FindSpeedMultiplier(
|
|
CGeneral::GetATanOfXY(trajectory.x, trajectory.y) - angleForward,
|
|
MIN_ANGLE_FOR_SPEED_LIMITING, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT);
|
|
float tmpWideMultiplier = FindSpeedMultiplier(
|
|
CGeneral::GetATanOfXY(currentPathLinkForward.x, currentPathLinkForward.y) -
|
|
CGeneral::GetATanOfXY(nextPathLinkForwardX, nextPathLinkForwardY),
|
|
MIN_ANGLE_FOR_SPEED_LIMITING_BETWEEN_NODES, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT);
|
|
float speedNodesMultiplier;
|
|
if (scalarDistanceToNextNode > DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN || pVehicle->AutoPilot.m_nCruiseSpeed < 12)
|
|
speedNodesMultiplier = 1.0f;
|
|
else
|
|
speedNodesMultiplier = 1.0f -
|
|
(1.0f - scalarDistanceToNextNode / DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN) *
|
|
(1.0f - tmpWideMultiplier);
|
|
float speedMultiplier = Min(speedStyleMultiplier, Min(speedAngleMultiplier, speedNodesMultiplier));
|
|
float speed = pVehicle->AutoPilot.m_nCruiseSpeed * speedMultiplier;
|
|
float speedDifference = speed - currentForwardSpeed;
|
|
if (speed < 0.05f && speedDifference < 0.03f){
|
|
*pBrake = 1.0f;
|
|
*pAccel = 0.0f;
|
|
}else if (speedDifference <= 0.0f){
|
|
*pBrake = Min(0.5f, -speedDifference * 0.05f);
|
|
*pAccel = 0.0f;
|
|
}else if (currentForwardSpeed < 2.0f){
|
|
*pBrake = 0.0f;
|
|
*pAccel = Min(1.0f, speedDifference * 0.25f);
|
|
}else{
|
|
*pBrake = 0.0f;
|
|
*pAccel = Min(1.0f, speedDifference * 0.125f);
|
|
}
|
|
*pSwerve = steerAngle;
|
|
*pHandbrake = false;
|
|
}
|
|
|
|
void CCarCtrl::SteerAICarWithPhysicsHeadingForTarget(CVehicle* pVehicle, CPhysical* pTarget, float targetX, float targetY, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
|
|
{
|
|
*pHandbrake = false;
|
|
CVector2D forward = pVehicle->GetForward();
|
|
forward.Normalise();
|
|
float angleToTarget = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
|
|
float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
|
|
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS)
|
|
angleToTarget = FindAngleToWeaveThroughTraffic(pVehicle, pTarget, angleToTarget, angleForward);
|
|
float steerAngle = LimitRadianAngle(angleToTarget - angleForward);
|
|
if (pVehicle->GetMoveSpeed().Magnitude() > MIN_SPEED_TO_APPLY_HANDBRAKE)
|
|
if (ABS(steerAngle) > MIN_ANGLE_TO_APPLY_HANDBRAKE)
|
|
*pHandbrake = true;
|
|
float maxAngle = FindMaxSteerAngle(pVehicle);
|
|
steerAngle = Min(maxAngle, Max(-maxAngle, steerAngle));
|
|
float speedMultiplier = FindSpeedMultiplier(angleToTarget - angleForward,
|
|
MIN_ANGLE_FOR_SPEED_LIMITING, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT);
|
|
float speedTarget = pVehicle->AutoPilot.m_nCruiseSpeed * speedMultiplier;
|
|
float currentSpeed = pVehicle->GetMoveSpeed().Magnitude() * GAME_SPEED_TO_CARAI_SPEED;
|
|
float speedDiff = speedTarget - currentSpeed;
|
|
if (speedDiff <= 0.0f){
|
|
*pAccel = 0.0f;
|
|
*pBrake = Min(0.5f, -speedDiff * 0.05f);
|
|
}else if (currentSpeed < 25.0f){
|
|
*pAccel = Min(1.0f, speedDiff * 0.1f);
|
|
*pBrake = 0.0f;
|
|
}else{
|
|
*pAccel = 1.0f;
|
|
*pBrake = 0.0f;
|
|
}
|
|
*pSwerve = steerAngle;
|
|
}
|
|
|
|
void CCarCtrl::SteerAICarWithPhysicsTryingToBlockTarget(CVehicle* pVehicle, float targetX, float targetY, float targetSpeedX, float targetSpeedY, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
|
|
{
|
|
CVector2D targetPos(targetX, targetY);
|
|
CVector2D offset(targetSpeedX, targetSpeedY);
|
|
float trajectoryLen = offset.Magnitude();
|
|
if (trajectoryLen > MAX_SPEED_TO_ACCOUNT_IN_INTERCEPTING)
|
|
offset *= MAX_SPEED_TO_ACCOUNT_IN_INTERCEPTING / trajectoryLen;
|
|
targetPos += offset * GAME_SPEED_TO_CARAI_SPEED;
|
|
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
|
SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil, targetPos.x, targetPos.y, pSwerve, pAccel, pBrake, pHandbrake);
|
|
if ((targetPos - pVehicle->GetPosition()).MagnitudeSqr() < SQR(DISTANCE_TO_SWITCH_FROM_BLOCK_TO_STOP))
|
|
pVehicle->AutoPilot.m_nCarMission = (pVehicle->AutoPilot.m_nCarMission == MISSION_BLOCKCAR_CLOSE) ?
|
|
MISSION_BLOCKCAR_HANDBRAKESTOP : MISSION_BLOCKPLAYER_HANDBRAKESTOP;
|
|
}
|
|
|
|
void CCarCtrl::SteerAICarWithPhysicsTryingToBlockTarget_Stop(CVehicle* pVehicle, float targetX, float targetY, float targetSpeedX, float targetSpeedY, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
|
|
{
|
|
*pSwerve = 0.0f;
|
|
*pAccel = 0.0f;
|
|
*pBrake = 1.0f;
|
|
*pHandbrake = true;
|
|
float distanceToTargetSqr = (CVector2D(targetX, targetY) - pVehicle->GetPosition()).MagnitudeSqr();
|
|
if (distanceToTargetSqr > SQR(DISTANCE_TO_SWITCH_FROM_STOP_TO_BLOCK)){
|
|
pVehicle->AutoPilot.m_nCarMission = (pVehicle->AutoPilot.m_nCarMission == MISSION_BLOCKCAR_HANDBRAKESTOP) ?
|
|
MISSION_BLOCKCAR_CLOSE : MISSION_BLOCKPLAYER_CLOSE;
|
|
return;
|
|
}
|
|
if (pVehicle->AutoPilot.m_nCarMission == MISSION_BLOCKCAR_HANDBRAKESTOP){
|
|
if (((CVector2D)pVehicle->GetMoveSpeed()).MagnitudeSqr() < SQR(0.01f) &&
|
|
CVector2D(targetSpeedX, targetSpeedY).MagnitudeSqr() < SQR(0.02f) &&
|
|
pVehicle->bIsLawEnforcer){
|
|
CCarAI::TellOccupantsToLeaveCar(pVehicle);
|
|
pVehicle->AutoPilot.m_nCruiseSpeed = 0;
|
|
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
|
|
}
|
|
}else{
|
|
if (FindPlayerVehicle() && FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f)
|
|
#ifdef FIX_BUGS
|
|
pVehicle->m_nTimeBlocked += CTimer::GetTimeStepInMilliseconds();
|
|
#else
|
|
pVehicle->m_nTimeBlocked += 1000.0f / 60.0f * CTimer::GetTimeStep(); // very doubtful constant
|
|
#endif
|
|
else
|
|
pVehicle->m_nTimeBlocked = 0;
|
|
if (FindPlayerVehicle() == nil || FindPlayerVehicle()->IsUpsideDown() ||
|
|
FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f &&
|
|
pVehicle->m_nTimeBlocked > TIME_COPS_WAIT_TO_EXIT_AFTER_STOPPING){
|
|
if (pVehicle->bIsLawEnforcer && distanceToTargetSqr < SQR(DISTANCE_TO_SWITCH_FROM_STOP_TO_BLOCK)){
|
|
CCarAI::TellOccupantsToLeaveCar(pVehicle);
|
|
pVehicle->AutoPilot.m_nCruiseSpeed = 0;
|
|
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CCarCtrl::RegisterVehicleOfInterest(CVehicle* pVehicle)
|
|
{
|
|
for (int i = 0; i < MAX_CARS_TO_KEEP; i++) {
|
|
if (apCarsToKeep[i] == pVehicle) {
|
|
aCarsToKeepTime[i] = CTimer::GetTimeInMilliseconds();
|
|
return;
|
|
}
|
|
}
|
|
for (int i = 0; i < MAX_CARS_TO_KEEP; i++) {
|
|
if (!apCarsToKeep[i]) {
|
|
apCarsToKeep[i] = pVehicle;
|
|
aCarsToKeepTime[i] = CTimer::GetTimeInMilliseconds();
|
|
return;
|
|
}
|
|
}
|
|
uint32 oldestCarWeKeepTime = UINT32_MAX;
|
|
int oldestCarWeKeepIndex = 0;
|
|
for (int i = 0; i < MAX_CARS_TO_KEEP; i++) {
|
|
if (apCarsToKeep[i] && aCarsToKeepTime[i] < oldestCarWeKeepTime) {
|
|
oldestCarWeKeepTime = aCarsToKeepTime[i];
|
|
oldestCarWeKeepIndex = i;
|
|
}
|
|
}
|
|
apCarsToKeep[oldestCarWeKeepIndex] = pVehicle;
|
|
aCarsToKeepTime[oldestCarWeKeepIndex] = CTimer::GetTimeInMilliseconds();
|
|
}
|
|
|
|
bool
|
|
CCarCtrl::IsThisVehicleInteresting(CVehicle* pVehicle)
|
|
{
|
|
for (int i = 0; i < MAX_CARS_TO_KEEP; i++) {
|
|
if (apCarsToKeep[i] == pVehicle)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void CCarCtrl::RemoveFromInterestingVehicleList(CVehicle* pVehicle)
|
|
{
|
|
for (int i = 0; i < MAX_CARS_TO_KEEP; i++) {
|
|
if (apCarsToKeep[i] == pVehicle)
|
|
apCarsToKeep[i] = nil;
|
|
}
|
|
}
|
|
|
|
void CCarCtrl::ClearInterestingVehicleList()
|
|
{
|
|
for (int i = 0; i < MAX_CARS_TO_KEEP; i++) {
|
|
apCarsToKeep[i] = nil;
|
|
}
|
|
}
|
|
|
|
void CCarCtrl::SwitchVehicleToRealPhysics(CVehicle* pVehicle)
|
|
{
|
|
pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
|
|
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds();
|
|
}
|
|
|
|
void CCarCtrl::JoinCarWithRoadSystem(CVehicle* pVehicle)
|
|
{
|
|
pVehicle->AutoPilot.m_nPrevRouteNode = pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_nNextRouteNode = 0;
|
|
pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_nPreviousPathNodeInfo = pVehicle->AutoPilot.m_nNextPathNodeInfo = 0;
|
|
int nodeId = ThePaths.FindNodeClosestToCoorsFavourDirection(pVehicle->GetPosition(), 0, pVehicle->GetForward().x, pVehicle->GetForward().y);
|
|
CPathNode* pNode = &ThePaths.m_pathNodes[nodeId];
|
|
int prevNodeId = -1;
|
|
float minDistance = 999999.9f;
|
|
for (int i = 0; i < pNode->numLinks; i++){
|
|
int candidateId = ThePaths.ConnectedNode(i + pNode->firstLink);
|
|
CPathNode* pCandidateNode = &ThePaths.m_pathNodes[candidateId];
|
|
float distance = (pCandidateNode->GetPosition() - pNode->GetPosition()).Magnitude2D();
|
|
if (distance < minDistance){
|
|
minDistance = distance;
|
|
prevNodeId = candidateId;
|
|
}
|
|
}
|
|
if (prevNodeId < 0)
|
|
return;
|
|
CVector2D forward = pVehicle->GetForward();
|
|
CPathNode* pPrevNode = &ThePaths.m_pathNodes[prevNodeId];
|
|
if (forward.x == 0.0f && forward.y == 0.0f)
|
|
forward.x = 1.0f;
|
|
if (DotProduct2D(pNode->GetPosition() - pPrevNode->GetPosition(), forward) < 0.0f){
|
|
int tmp;
|
|
tmp = prevNodeId;
|
|
prevNodeId = nodeId;
|
|
nodeId = tmp;
|
|
}
|
|
pVehicle->AutoPilot.m_nPrevRouteNode = 0;
|
|
pVehicle->AutoPilot.m_nCurrentRouteNode = prevNodeId;
|
|
pVehicle->AutoPilot.m_nNextRouteNode = nodeId;
|
|
pVehicle->AutoPilot.m_nPathFindNodesCount = 0;
|
|
FindLinksToGoWithTheseNodes(pVehicle);
|
|
pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane = 0;
|
|
}
|
|
|
|
bool CCarCtrl::JoinCarWithRoadSystemGotoCoors(CVehicle* pVehicle, CVector vecTarget, bool isProperNow)
|
|
{
|
|
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);
|
|
ThePaths.RemoveBadStartNode(pVehicle->GetPosition(),
|
|
pVehicle->AutoPilot.m_aPathFindNodesInfo, &pVehicle->AutoPilot.m_nPathFindNodesCount);
|
|
if (pVehicle->AutoPilot.m_nPathFindNodesCount < 2){
|
|
pVehicle->AutoPilot.m_nPrevRouteNode = pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_nNextRouteNode = 0;
|
|
return true;
|
|
}
|
|
pVehicle->AutoPilot.m_nPrevRouteNode = 0;
|
|
pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_aPathFindNodesInfo[0] - ThePaths.m_pathNodes;
|
|
pVehicle->AutoPilot.RemoveOnePathNode();
|
|
pVehicle->AutoPilot.m_nNextRouteNode = pVehicle->AutoPilot.m_aPathFindNodesInfo[0] - ThePaths.m_pathNodes;
|
|
pVehicle->AutoPilot.RemoveOnePathNode();
|
|
FindLinksToGoWithTheseNodes(pVehicle);
|
|
pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane = 0;
|
|
return false;
|
|
}
|
|
|
|
void CCarCtrl::FindLinksToGoWithTheseNodes(CVehicle* pVehicle)
|
|
{
|
|
if (pVehicle->m_nRouteSeed)
|
|
CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed);
|
|
int nextLink;
|
|
CPathNode* pCurNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nCurrentRouteNode];
|
|
for (nextLink = 0; nextLink < 12; nextLink++)
|
|
if (ThePaths.ConnectedNode(nextLink + pCurNode->firstLink) == pVehicle->AutoPilot.m_nNextRouteNode)
|
|
break;
|
|
pVehicle->AutoPilot.m_nNextPathNodeInfo = ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink];
|
|
pVehicle->AutoPilot.m_nNextDirection = (pVehicle->AutoPilot.m_nCurrentRouteNode >= pVehicle->AutoPilot.m_nNextRouteNode) ? 1 : -1;
|
|
int curLink;
|
|
int curConnection;
|
|
if (pCurNode->numLinks == 1) {
|
|
curLink = 0;
|
|
curConnection = ThePaths.m_carPathConnections[pCurNode->firstLink];
|
|
}else{
|
|
int closestLink = -1;
|
|
float md = 999999.9f;
|
|
|
|
for (curLink = 0; curLink < pCurNode->numLinks; curLink++) {
|
|
int node = ThePaths.ConnectedNode(curLink + pCurNode->firstLink);
|
|
CPathNode* pNode = &ThePaths.m_pathNodes[node];
|
|
if (node == pVehicle->AutoPilot.m_nNextRouteNode)
|
|
continue;
|
|
float dist = CCollision::DistToLine(&pCurNode->GetPosition(), &pNode->GetPosition(), &pVehicle->GetPosition());
|
|
if (dist < md) {
|
|
md = dist;
|
|
closestLink = curLink;
|
|
}
|
|
}
|
|
curConnection = ThePaths.m_carPathConnections[closestLink + pCurNode->firstLink];
|
|
}
|
|
pVehicle->AutoPilot.m_nCurrentPathNodeInfo = curConnection;
|
|
pVehicle->AutoPilot.m_nCurrentDirection = (ThePaths.ConnectedNode(curLink + pCurNode->firstLink) >= pVehicle->AutoPilot.m_nCurrentRouteNode) ? 1 : -1;
|
|
}
|
|
|
|
void CCarCtrl::GenerateEmergencyServicesCar(void)
|
|
{
|
|
if (FindPlayerPed()->m_pWanted->m_nWantedLevel > 3)
|
|
return;
|
|
if (CGame::IsInInterior())
|
|
return;
|
|
if (NumFiretrucksOnDuty + NumAmbulancesOnDuty + NumParkedCars + NumMissionCars +
|
|
NumLawEnforcerCars + NumRandomCars > MaxNumberOfCarsInUse)
|
|
return;
|
|
if (NumAmbulancesOnDuty == 0){
|
|
if (gAccidentManager.CountActiveAccidents() < 2){
|
|
if (CStreaming::HasModelLoaded(MI_AMBULAN))
|
|
CStreaming::SetModelIsDeletable(MI_MEDIC);
|
|
}else{
|
|
float distance = 30.0f;
|
|
CAccident* pNearestAccident = gAccidentManager.FindNearestAccident(FindPlayerCoors(), &distance);
|
|
if (pNearestAccident){
|
|
if (CountCarsOfType(MI_AMBULAN) < 2 && CTimer::GetTimeInMilliseconds() > LastTimeAmbulanceCreated + 30000){
|
|
CStreaming::RequestModel(MI_AMBULAN, STREAMFLAGS_DEPENDENCY);
|
|
CStreaming::RequestModel(MI_MEDIC, STREAMFLAGS_DONT_REMOVE);
|
|
if (CStreaming::HasModelLoaded(MI_AMBULAN) && CStreaming::HasModelLoaded(MI_MEDIC)){
|
|
if (GenerateOneEmergencyServicesCar(MI_AMBULAN, pNearestAccident->m_pVictim->GetPosition()))
|
|
LastTimeAmbulanceCreated = CTimer::GetTimeInMilliseconds();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (NumFiretrucksOnDuty == 0){
|
|
if (gFireManager.GetTotalActiveFires() < 3){
|
|
if (CStreaming::HasModelLoaded(MI_FIRETRUCK))
|
|
CStreaming::SetModelIsDeletable(MI_FIREMAN);
|
|
}else{
|
|
float distance = 30.0f;
|
|
CFire* pNearestFire = gFireManager.FindNearestFire(FindPlayerCoors(), &distance);
|
|
if (pNearestFire) {
|
|
if (CountCarsOfType(MI_FIRETRUCK) < 2 && CTimer::GetTimeInMilliseconds() > LastTimeFireTruckCreated + 30000){
|
|
CStreaming::RequestModel(MI_FIRETRUCK, STREAMFLAGS_DEPENDENCY);
|
|
CStreaming::RequestModel(MI_FIREMAN, STREAMFLAGS_DONT_REMOVE);
|
|
if (CStreaming::HasModelLoaded(MI_FIRETRUCK) && CStreaming::HasModelLoaded(MI_FIREMAN)){
|
|
if (GenerateOneEmergencyServicesCar(MI_FIRETRUCK, pNearestFire->m_vecPos))
|
|
LastTimeFireTruckCreated = CTimer::GetTimeInMilliseconds();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CCarCtrl::GenerateOneEmergencyServicesCar(uint32 mi, CVector vecPos)
|
|
{
|
|
CVector pPlayerPos = FindPlayerCentreOfWorld(CWorld::PlayerInFocus);
|
|
bool created = false;
|
|
int attempts = 0;
|
|
CVector spawnPos;
|
|
int curNode, nextNode;
|
|
float posBetweenNodes;
|
|
while (!created && attempts < 5){
|
|
if (ThePaths.NewGenerateCarCreationCoors(pPlayerPos.x, pPlayerPos.y, 0.707f, 0.707f,
|
|
120.0f, -1.0f, true, &spawnPos, &curNode, &nextNode, &posBetweenNodes, false)){
|
|
int16 colliding[2];
|
|
if (!ThePaths.GetNode(curNode)->bWaterPath) {
|
|
CWorld::FindObjectsKindaColliding(spawnPos, 10.0f, true, colliding, 2, nil, false, true, true, false, false);
|
|
if (colliding[0] == 0)
|
|
created = true;
|
|
}
|
|
}
|
|
attempts += 1;
|
|
}
|
|
if (attempts >= 5)
|
|
return nil;
|
|
CAutomobile* pVehicle = new CAutomobile(mi, RANDOM_VEHICLE);
|
|
pVehicle->AutoPilot.m_vecDestinationCoors = vecPos;
|
|
pVehicle->SetPosition(spawnPos);
|
|
pVehicle->AutoPilot.m_nCarMission = (JoinCarWithRoadSystemGotoCoors(pVehicle, vecPos, false)) ? MISSION_GOTOCOORDS_STRAIGHT : MISSION_GOTOCOORDS;
|
|
pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed = 25;
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
|
CVector2D direction = vecPos - spawnPos;
|
|
direction.Normalise();
|
|
pVehicle->GetForward() = CVector(direction.x, direction.y, 0.0f);
|
|
pVehicle->GetRight() = CVector(direction.y, -direction.x, 0.0f);
|
|
pVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f);
|
|
spawnPos.z = posBetweenNodes * ThePaths.m_pathNodes[curNode].GetZ() + (1.0f - posBetweenNodes) * ThePaths.m_pathNodes[nextNode].GetZ();
|
|
float groundZ = INFINITE_Z;
|
|
CColPoint colPoint;
|
|
CEntity* pEntity;
|
|
if (CWorld::ProcessVerticalLine(spawnPos, 1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil))
|
|
groundZ = colPoint.point.z;
|
|
if (CWorld::ProcessVerticalLine(spawnPos, -1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil)) {
|
|
if (ABS(colPoint.point.z - spawnPos.z) < ABS(groundZ - spawnPos.z))
|
|
groundZ = colPoint.point.z;
|
|
}
|
|
if (groundZ == INFINITE_Z) {
|
|
delete pVehicle;
|
|
return false;
|
|
}
|
|
spawnPos.z = groundZ + pVehicle->GetDistanceFromCentreOfMassToBaseOfModel();
|
|
pVehicle->SetPosition(spawnPos);
|
|
pVehicle->SetMoveSpeed(CVector(0.0f, 0.0f, 0.0f));
|
|
pVehicle->SetStatus(STATUS_PHYSICS);
|
|
switch (mi){
|
|
case MI_FIRETRUCK:
|
|
pVehicle->bIsFireTruckOnDuty = true;
|
|
++NumFiretrucksOnDuty;
|
|
CCarAI::AddFiretruckOccupants(pVehicle);
|
|
break;
|
|
case MI_AMBULAN:
|
|
pVehicle->bIsAmbulanceOnDuty = true;
|
|
++NumAmbulancesOnDuty;
|
|
CCarAI::AddAmbulanceOccupants(pVehicle);
|
|
break;
|
|
}
|
|
pVehicle->m_bSirenOrAlarm = true;
|
|
CWorld::Add(pVehicle);
|
|
printf("CREATED EMERGENCY VEHICLE\n");
|
|
return true;
|
|
}
|
|
|
|
void CCarCtrl::UpdateCarCount(CVehicle* pVehicle, bool remove)
|
|
{
|
|
if (remove){
|
|
switch (pVehicle->VehicleCreatedBy){
|
|
case RANDOM_VEHICLE:
|
|
if (pVehicle->bIsLawEnforcer) {
|
|
if (--NumLawEnforcerCars < 0)
|
|
NumLawEnforcerCars = 0;
|
|
}
|
|
if (--NumRandomCars < 0)
|
|
NumRandomCars = 0;
|
|
return;
|
|
case MISSION_VEHICLE:
|
|
if (--NumMissionCars < 0)
|
|
NumMissionCars = 0;
|
|
return;
|
|
case PARKED_VEHICLE:
|
|
if (--NumParkedCars < 0)
|
|
NumParkedCars = 0;
|
|
return;
|
|
case PERMANENT_VEHICLE:
|
|
if (--NumPermanentCars < 0)
|
|
NumPermanentCars = 0;
|
|
return;
|
|
}
|
|
}
|
|
else{
|
|
switch (pVehicle->VehicleCreatedBy){
|
|
case RANDOM_VEHICLE:
|
|
if (pVehicle->bIsLawEnforcer)
|
|
++NumLawEnforcerCars;
|
|
++NumRandomCars;
|
|
return;
|
|
case MISSION_VEHICLE:
|
|
++NumMissionCars;
|
|
return;
|
|
case PARKED_VEHICLE:
|
|
++NumParkedCars;
|
|
return;
|
|
case PERMANENT_VEHICLE:
|
|
++NumPermanentCars;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CCarCtrl::ThisRoadObjectCouldMove(int16 mi)
|
|
{
|
|
#ifdef GTA_BRIDGE
|
|
return mi == MI_BRIDGELIFT || mi == MI_BRIDGEROADSEGMENT;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
bool CCarCtrl::MapCouldMoveInThisArea(float x, float y)
|
|
{
|
|
#ifdef GTA_BRIDGE // actually they forgot that in VC...
|
|
// bridge moves up and down
|
|
return x > -342.0f && x < -219.0f &&
|
|
y > -677.0f && y < -580.0f;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
float CCarCtrl::FindSpeedMultiplierWithSpeedFromNodes(int8 type)
|
|
{
|
|
switch (type)
|
|
{
|
|
case 1: return 1.5f;
|
|
case 2: return 2.0f;
|
|
}
|
|
return 1.0f;
|
|
}
|