2019-05-18 10:39:39 +00:00
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#include "common.h"
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#include "patcher.h"
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#include "CarCtrl.h"
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2019-08-06 21:32:19 +00:00
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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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2019-08-11 17:11:54 +00:00
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#include "Cranes.h"
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2019-08-06 21:32:19 +00:00
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#include "Curves.h"
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#include "CutsceneMgr.h"
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2019-08-11 17:11:54 +00:00
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#include "Gangs.h"
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#include "Garages.h"
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2019-08-06 21:32:19 +00:00
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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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2019-08-11 17:11:54 +00:00
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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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2019-08-06 21:32:19 +00:00
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#include "Timer.h"
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2019-08-11 17:11:54 +00:00
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#include "TrafficLights.h"
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2019-08-10 07:44:19 +00:00
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#include "Streaming.h"
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2019-08-06 21:32:19 +00:00
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#include "VisibilityPlugins.h"
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#include "Vehicle.h"
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#include "Wanted.h"
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#include "World.h"
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#include "Zones.h"
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2019-08-11 17:11:54 +00:00
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#define DISTANCE_TO_SPAWN_ROADBLOCK_PEDS 51.0f
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#define DISTANCE_TO_SCAN_FOR_DANGER 11.0f
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2019-08-06 21:42:38 +00:00
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#define INFINITE_Z 1000000000.0f
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2019-06-24 14:57:54 +00:00
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int &CCarCtrl::NumLawEnforcerCars = *(int*)0x8F1B38;
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2019-06-30 10:59:55 +00:00
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int &CCarCtrl::NumAmbulancesOnDuty = *(int*)0x885BB0;
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int &CCarCtrl::NumFiretrucksOnDuty = *(int*)0x9411F0;
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2019-06-29 09:09:33 +00:00
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bool &CCarCtrl::bCarsGeneratedAroundCamera = *(bool*)0x95CD8A;
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2019-07-03 22:16:24 +00:00
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float& CCarCtrl::CarDensityMultiplier = *(float*)0x5EC8B4;
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2019-07-25 20:34:29 +00:00
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int32 &CCarCtrl::NumMissionCars = *(int32*)0x8F1B54;
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int32 &CCarCtrl::NumRandomCars = *(int32*)0x943118;
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int32 &CCarCtrl::NumParkedCars = *(int32*)0x8F29E0;
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2019-08-06 21:32:19 +00:00
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int8 &CCarCtrl::CountDownToCarsAtStart = *(int8*)0x95CD63;
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int32 &CCarCtrl::MaxNumberOfCarsInUse = *(int32*)0x5EC8B8;
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uint32 &CCarCtrl::LastTimeLawEnforcerCreated = *(uint32*)0x8F5FF0;
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2019-08-10 07:44:19 +00:00
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int32 (&CCarCtrl::TotalNumOfCarsOfRating)[7] = *(int32(*)[7])*(uintptr*)0x8F1A60;
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int32 (&CCarCtrl::NextCarOfRating)[7] = *(int32(*)[7])*(uintptr*)0x9412AC;
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int32 (&CCarCtrl::CarArrays)[7][256] = *(int32(*)[7][256])*(uintptr*)0x6EB860;
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2019-08-11 20:43:11 +00:00
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CVehicle* (&apCarsToKeep)[MAX_CARS_TO_KEEP] = *(CVehicle*(*)[MAX_CARS_TO_KEEP])*(uintptr*)0x70D830;
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2019-06-24 14:57:54 +00:00
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2019-06-17 08:30:02 +00:00
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WRAPPER void CCarCtrl::SwitchVehicleToRealPhysics(CVehicle*) { EAXJMP(0x41F7F0); }
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2019-06-28 10:34:02 +00:00
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WRAPPER void CCarCtrl::UpdateCarCount(CVehicle*, bool) { EAXJMP(0x4202E0); }
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2019-07-14 11:49:27 +00:00
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WRAPPER bool CCarCtrl::JoinCarWithRoadSystemGotoCoors(CVehicle*, CVector, bool) { EAXJMP(0x41FA00); }
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WRAPPER void CCarCtrl::JoinCarWithRoadSystem(CVehicle*) { EAXJMP(0x41F820); }
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2019-07-17 11:19:20 +00:00
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WRAPPER void CCarCtrl::SteerAICarWithPhysics(CVehicle*) { EAXJMP(0x41DA60); }
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2019-07-25 20:34:29 +00:00
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WRAPPER void CCarCtrl::RemoveFromInterestingVehicleList(CVehicle* v) { EAXJMP(0x41F7A0); }
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2019-08-06 21:32:19 +00:00
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WRAPPER void CCarCtrl::GenerateEmergencyServicesCar(void) { EAXJMP(0x41FC50); }
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2019-08-11 17:11:54 +00:00
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WRAPPER void CCarCtrl::PickNextNodeAccordingStrategy(CVehicle*) { EAXJMP(0x41BA50); }
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WRAPPER void CCarCtrl::DragCarToPoint(CVehicle*, CVector*) { EAXJMP(0x41D450); }
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WRAPPER void CCarCtrl::SlowCarDownForCarsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float) { EAXJMP(0x419B40); }
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WRAPPER void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float) { EAXJMP(0x419300); }
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2019-08-06 21:32:19 +00:00
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void
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CCarCtrl::GenerateRandomCars()
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{
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if (CCutsceneMgr::IsCutsceneProcessing())
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return;
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if (NumRandomCars < 30){
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if (CountDownToCarsAtStart == 0){
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GenerateOneRandomCar();
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}
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else if (--CountDownToCarsAtStart == 0) {
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for (int i = 0; i < 50; 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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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 && (
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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)
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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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invertAngleLimitTest = true;
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preferredDistance = 40.0f;
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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 = 120.0f * TheCamera.GenerationDistMultiplier;
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break;
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case 1:
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/* Spawn a vehicle close to player to his side. */
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/* 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 = 40.0f;
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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 = 120.0f * TheCamera.GenerationDistMultiplier;
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break;
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case 2:
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/* Spawn a vehicle relatively far away from player. */
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/* Forward to his current direction (camera direction). */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = true;
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preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
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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 = 40.0f;
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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 = 120.0f * TheCamera.GenerationDistMultiplier;
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break;
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case 1:
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/* Spawn a vehicle relatively far away from player. */
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/* Forward to his current direction (camera direction). */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = true;
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preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
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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 = 40.0f;
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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 = 120.0f * TheCamera.GenerationDistMultiplier;
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break;
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case 1:
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/* Spawn a vehicle close to player to his side. */
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/* 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 = 40.0f;
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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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int16 colliding;
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CWorld::FindObjectsKindaColliding(spawnPosition, 10.0f, true, &colliding, 2, nil, false, true, true, false, false);
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if (colliding)
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/* If something is already present in spawn position, do not create vehicle*/
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return;
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if (!ThePaths.TestCoorsCloseness(vecTargetPos, false, spawnPosition))
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/* 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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2019-08-06 21:42:38 +00:00
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CPathNode* pCurNode = &ThePaths.m_pathNodes[curNodeId];
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CPathNode* pNextNode = &ThePaths.m_pathNodes[nextNodeId];
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while (idInNode < pCurNode->numLinks &&
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ThePaths.m_connections[idInNode + pCurNode->firstLink] != nextNodeId)
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2019-08-06 21:32:19 +00:00
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idInNode++;
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2019-08-06 21:42:38 +00:00
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int16 connectionId = ThePaths.m_carPathConnections[idInNode + pCurNode->firstLink];
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2019-08-06 21:32:19 +00:00
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CCarPathLink* pPathLink = &ThePaths.m_carPathLinks[connectionId];
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int16 lanesOnCurrentRoad = pPathLink->pathNodeIndex == nextNodeId ? pPathLink->numLeftLanes : pPathLink->numRightLanes;
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CVehicleModelInfo* pModelInfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(carModel);
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if (lanesOnCurrentRoad == 0 || pModelInfo->m_vehicleType == VEHICLE_TYPE_BIKE)
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/* Not spawning vehicle if road is one way and intended direction is opposide to that way. */
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/* Also not spawning bikes but they don't exist in final game. */
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return;
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CAutomobile* pCar = new CAutomobile(carModel, RANDOM_VEHICLE);
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pCar->AutoPilot.m_nPrevRouteNode = 0;
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pCar->AutoPilot.m_nCurrentRouteNode = curNodeId;
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pCar->AutoPilot.m_nNextRouteNode = nextNodeId;
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switch (carClass) {
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case POOR:
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case RICH:
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case EXEC:
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case WORKER:
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case SPECIAL:
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case BIG:
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case TAXI:
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case MAFIA:
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case TRIAD:
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case DIABLO:
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case YAKUZA:
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case YARDIE:
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case COLOMB:
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case NINES:
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case GANG8:
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case GANG9:
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{
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pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14);
|
|
|
|
if (carClass == EXEC)
|
|
|
|
pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18);
|
|
|
|
else if (carClass == POOR || carClass == SPECIAL)
|
|
|
|
pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10);
|
|
|
|
CVehicleModelInfo* pVehicleInfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(pCar->GetModelIndex());
|
|
|
|
if (pVehicleInfo->GetColModel()->boundingBox.max.y - pVehicleInfo->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) {
|
|
|
|
pCar->AutoPilot.m_nCruiseSpeed *= 3;
|
|
|
|
pCar->AutoPilot.m_nCruiseSpeed /= 4;
|
|
|
|
}
|
|
|
|
pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed;
|
|
|
|
pCar->AutoPilot.m_nCarMission = MISSION_CRUISE;
|
2019-08-11 17:11:54 +00:00
|
|
|
pCar->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
2019-08-06 21:32:19 +00:00
|
|
|
pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case COPS:
|
2019-08-11 17:11:54 +00:00
|
|
|
pCar->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
2019-08-06 21:32:19 +00:00
|
|
|
if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel != 0){
|
|
|
|
pCar->AutoPilot.m_nCruiseSpeed = CCarAI::FindPoliceCarSpeedForWantedLevel(pCar);
|
|
|
|
pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed / 2;
|
|
|
|
pCar->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
|
|
|
|
pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
|
|
|
}else{
|
|
|
|
pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 16);
|
|
|
|
pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed;
|
|
|
|
pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
|
|
|
|
pCar->AutoPilot.m_nCarMission = MISSION_CRUISE;
|
|
|
|
}
|
|
|
|
if (carModel == MI_FBICAR){
|
|
|
|
pCar->m_currentColour1 = 0;
|
|
|
|
pCar->m_currentColour2 = 0;
|
|
|
|
/* FBI cars are gray in carcols, but we want them black if they going after player. */
|
|
|
|
}
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (pCar && pCar->GetModelIndex() == MI_MRWHOOP)
|
|
|
|
pCar->m_bSirenOrAlarm = true;
|
|
|
|
pCar->AutoPilot.m_nNextPathNodeInfo = connectionId;
|
2019-08-11 17:11:54 +00:00
|
|
|
pCar->AutoPilot.m_nNextLane = pCar->AutoPilot.m_nCurrentLane = CGeneral::GetRandomNumber() % lanesOnCurrentRoad;
|
2019-08-06 21:32:19 +00:00
|
|
|
CColBox* boundingBox = &CModelInfo::GetModelInfo(pCar->GetModelIndex())->GetColModel()->boundingBox;
|
|
|
|
float carLength = 1.0f + (boundingBox->max.y - boundingBox->min.y) / 2;
|
2019-08-06 21:42:38 +00:00
|
|
|
float distanceBetweenNodes = (pCurNode->pos - pNextNode->pos).Magnitude2D();
|
2019-08-06 21:32:19 +00:00
|
|
|
/* 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));
|
|
|
|
pCar->AutoPilot.m_nNextDirection = (curNodeId >= nextNodeId) ? 1 : -1;
|
2019-08-06 21:42:38 +00:00
|
|
|
if (pCurNode->numLinks == 1){
|
2019-08-06 21:32:19 +00:00
|
|
|
/* Do not create vehicle if there is nowhere to go. */
|
|
|
|
delete pCar;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
int16 nextConnection = pCar->AutoPilot.m_nNextPathNodeInfo;
|
|
|
|
int16 newLink;
|
|
|
|
while (nextConnection == pCar->AutoPilot.m_nNextPathNodeInfo){
|
2019-08-06 21:42:38 +00:00
|
|
|
newLink = CGeneral::GetRandomNumber() % pCurNode->numLinks;
|
|
|
|
nextConnection = ThePaths.m_carPathConnections[newLink + pCurNode->firstLink];
|
2019-08-06 21:32:19 +00:00
|
|
|
}
|
|
|
|
pCar->AutoPilot.m_nCurrentPathNodeInfo = nextConnection;
|
2019-08-06 21:42:38 +00:00
|
|
|
pCar->AutoPilot.m_nCurrentDirection = (ThePaths.m_connections[newLink + pCurNode->firstLink] >= curNodeId) ? 1 : -1;
|
|
|
|
CVector2D vecBetweenNodes = pNextNode->pos - pCurNode->pos;
|
2019-08-06 21:32:19 +00:00
|
|
|
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. */
|
|
|
|
pCar->GetForward() = CVector(forwardX, forwardY, 0.0f);
|
|
|
|
pCar->GetRight() = CVector(forwardY, -forwardX, 0.0f);
|
|
|
|
pCar->GetUp() = CVector(0.0f, 0.0f, 1.0f);
|
|
|
|
|
|
|
|
float currentPathLinkForwardX = pCar->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo].dirX;
|
|
|
|
float currentPathLinkForwardY = pCar->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo].dirY;
|
|
|
|
float nextPathLinkForwardX = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].dirX;
|
|
|
|
float nextPathLinkForwardY = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].dirY;
|
|
|
|
|
|
|
|
CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo];
|
|
|
|
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo];
|
|
|
|
CVector positionOnCurrentLinkIncludingLane(
|
2019-08-11 17:11:54 +00:00
|
|
|
pCurrentLink->posX + GetOffsetOfLaneFromCenterOfRoad(pCar->AutoPilot.m_nCurrentLane, pCurrentLink) * currentPathLinkForwardY,
|
|
|
|
pCurrentLink->posY - GetOffsetOfLaneFromCenterOfRoad(pCar->AutoPilot.m_nCurrentLane, pCurrentLink) * currentPathLinkForwardX,
|
2019-08-06 21:32:19 +00:00
|
|
|
0.0f);
|
|
|
|
CVector positionOnNextLinkIncludingLane(
|
2019-08-11 17:11:54 +00:00
|
|
|
pNextLink->posX + GetOffsetOfLaneFromCenterOfRoad(pCar->AutoPilot.m_nNextLane, pNextLink) * nextPathLinkForwardY,
|
|
|
|
pNextLink->posY - GetOffsetOfLaneFromCenterOfRoad(pCar->AutoPilot.m_nNextLane, pNextLink) * nextPathLinkForwardX,
|
2019-08-06 21:32:19 +00:00
|
|
|
0.0f);
|
|
|
|
float directionCurrentLinkX = pCurrentLink->dirX * pCar->AutoPilot.m_nCurrentDirection;
|
|
|
|
float directionCurrentLinkY = pCurrentLink->dirY * pCar->AutoPilot.m_nCurrentDirection;
|
|
|
|
float directionNextLinkX = pNextLink->dirX * pCar->AutoPilot.m_nNextDirection;
|
|
|
|
float directionNextLinkY = pNextLink->dirY * pCar->AutoPilot.m_nNextDirection;
|
|
|
|
/* We want to make a path between two links that may not have the same forward directions a curve. */
|
2019-08-11 17:11:54 +00:00
|
|
|
pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
|
2019-08-06 21:32:19 +00:00
|
|
|
&positionOnCurrentLinkIncludingLane,
|
|
|
|
&positionOnNextLinkIncludingLane,
|
|
|
|
directionCurrentLinkX, directionCurrentLinkY,
|
|
|
|
directionNextLinkX, directionNextLinkY
|
|
|
|
) * (1000.0f / pCar->AutoPilot.m_fMaxTrafficSpeed);
|
|
|
|
#ifdef FIX_BUGS
|
|
|
|
/* Casting timer to float is very unwanted. In this case it's not awful */
|
|
|
|
/* but in CAutoPilot::ModifySpeed it can even cause crashes (see SilentPatch). */
|
|
|
|
pCar->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
|
2019-08-11 17:11:54 +00:00
|
|
|
(uint32)((0.5f + positionBetweenNodes) * pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve);
|
2019-08-06 21:32:19 +00:00
|
|
|
#else
|
|
|
|
pCar->AutoPilot.m_nTotalSpeedScaleFactor = CTimer::GetTimeInMilliseconds() -
|
|
|
|
(0.5f + positionBetweenNodes) * pCar->AutoPilot.m_nSpeedScaleFactor;
|
|
|
|
#endif
|
|
|
|
CVector directionCurrentLink(directionCurrentLinkX, directionCurrentLinkY, 0.0f);
|
|
|
|
CVector directionNextLink(directionNextLinkX, directionNextLinkY, 0.0f);
|
|
|
|
CVector positionIncludingCurve;
|
|
|
|
CVector directionIncludingCurve;
|
|
|
|
CCurves::CalcCurvePoint(
|
|
|
|
&positionOnCurrentLinkIncludingLane,
|
|
|
|
&positionOnNextLinkIncludingLane,
|
|
|
|
&directionCurrentLink,
|
|
|
|
&directionNextLink,
|
2019-08-11 17:11:54 +00:00
|
|
|
GetPositionAlongCurrentCurve(pCar),
|
|
|
|
pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve,
|
2019-08-06 21:32:19 +00:00
|
|
|
&positionIncludingCurve,
|
|
|
|
&directionIncludingCurve
|
|
|
|
);
|
2019-08-06 21:42:38 +00:00
|
|
|
CVector vectorBetweenNodes = pCurNode->pos - pNextNode->pos;
|
2019-08-06 21:32:19 +00:00
|
|
|
CVector finalPosition = positionIncludingCurve + vectorBetweenNodes * 2.0f / vectorBetweenNodes.Magnitude();
|
2019-08-06 21:42:38 +00:00
|
|
|
finalPosition.z = positionBetweenNodes * pNextNode->pos.z +
|
|
|
|
(1.0f - positionBetweenNodes) * pCurNode->pos.z;
|
|
|
|
float groundZ = INFINITE_Z;
|
2019-08-06 21:32:19 +00:00
|
|
|
CColPoint colPoint;
|
|
|
|
CEntity* pEntity;
|
|
|
|
if (CWorld::ProcessVerticalLine(finalPosition, 1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil))
|
|
|
|
groundZ = colPoint.point.z;
|
|
|
|
if (CWorld::ProcessVerticalLine(finalPosition, -1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil)){
|
|
|
|
if (ABS(colPoint.point.z - finalPosition.z) < ABS(groundZ - finalPosition.z))
|
|
|
|
groundZ = colPoint.point.z;
|
|
|
|
}
|
2019-08-06 21:42:38 +00:00
|
|
|
if (groundZ == INFINITE_Z || ABS(groundZ - finalPosition.z) > 7.0f) {
|
2019-08-06 21:32:19 +00:00
|
|
|
/* Failed to find ground or too far from expected position. */
|
|
|
|
delete pCar;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
finalPosition.z = groundZ + pCar->GetHeightAboveRoad();
|
|
|
|
pCar->GetPosition() = finalPosition;
|
|
|
|
pCar->SetMoveSpeed(directionIncludingCurve / 60.0f);
|
|
|
|
CVector2D speedDifferenceWithTarget = (CVector2D)pCar->GetMoveSpeed() - vecPlayerSpeed;
|
|
|
|
CVector2D distanceToTarget = positionIncludingCurve - vecTargetPos;
|
|
|
|
switch (carClass) {
|
|
|
|
case POOR:
|
|
|
|
case RICH:
|
|
|
|
case EXEC:
|
|
|
|
case WORKER:
|
|
|
|
case SPECIAL:
|
|
|
|
case BIG:
|
|
|
|
case TAXI:
|
|
|
|
case MAFIA:
|
|
|
|
case TRIAD:
|
|
|
|
case DIABLO:
|
|
|
|
case YAKUZA:
|
|
|
|
case YARDIE:
|
|
|
|
case COLOMB:
|
|
|
|
case NINES:
|
|
|
|
case GANG8:
|
|
|
|
case GANG9:
|
|
|
|
pCar->m_status = STATUS_SIMPLE;
|
|
|
|
break;
|
|
|
|
case COPS:
|
|
|
|
pCar->m_status = (pCar->AutoPilot.m_nCarMission == MISSION_CRUISE) ? STATUS_SIMPLE : STATUS_PHYSICS;
|
|
|
|
pCar->ChangeLawEnforcerState(1);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
CVisibilityPlugins::SetClumpAlpha(pCar->GetClump(), 0);
|
|
|
|
if (!pCar->GetIsOnScreen()){
|
|
|
|
if ((vecTargetPos - pCar->GetPosition()).Magnitude2D() > 50.0f) {
|
|
|
|
/* Too far away cars that are not visible aren't needed. */
|
|
|
|
delete pCar;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}else if((vecTargetPos - pCar->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * 130.0f ||
|
|
|
|
(vecTargetPos - pCar->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * 110.0f){
|
|
|
|
delete pCar;
|
|
|
|
return;
|
|
|
|
}else if((TheCamera.GetPosition() - pCar->GetPosition()).Magnitude2D() < 90.0f * TheCamera.GenerationDistMultiplier){
|
|
|
|
delete pCar;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
CVehicleModelInfo* pVehicleModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(pCar->GetModelIndex());
|
|
|
|
float radiusToTest = pVehicleModel->GetColModel()->boundingSphere.radius;
|
|
|
|
if (testForCollision){
|
|
|
|
CWorld::FindObjectsKindaColliding(pCar->GetPosition(), radiusToTest + 20.0f, true, &colliding, 2, nil, false, true, false, false, false);
|
|
|
|
if (colliding){
|
|
|
|
delete pCar;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
CWorld::FindObjectsKindaColliding(pCar->GetPosition(), radiusToTest, true, &colliding, 2, nil, false, true, false, false, false);
|
|
|
|
if (colliding){
|
|
|
|
delete pCar;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (speedDifferenceWithTarget.x * distanceToTarget.x +
|
|
|
|
speedDifferenceWithTarget.y * distanceToTarget.y >= 0.0f){
|
|
|
|
delete pCar;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
pVehicleModel->AvoidSameVehicleColour(&pCar->m_currentColour1, &pCar->m_currentColour2);
|
|
|
|
CWorld::Add(pCar);
|
|
|
|
if (carClass == COPS)
|
|
|
|
CCarAI::AddPoliceOccupants(pCar);
|
|
|
|
else
|
|
|
|
pCar->SetUpDriver();
|
|
|
|
if ((CGeneral::GetRandomNumber() & 0x3F) == 0){ /* 1/64 probability */
|
|
|
|
pCar->m_status = STATUS_PHYSICS;
|
|
|
|
pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
|
|
|
pCar->AutoPilot.m_nCruiseSpeed += 10;
|
|
|
|
}
|
|
|
|
if (carClass == COPS)
|
|
|
|
LastTimeLawEnforcerCreated = CTimer::GetTimeInMilliseconds();
|
|
|
|
}
|
2019-07-17 21:58:06 +00:00
|
|
|
|
2019-08-10 07:44:19 +00:00
|
|
|
int32
|
|
|
|
CCarCtrl::ChooseModel(CZoneInfo* pZone, CVector* pPos, int* pClass) {
|
|
|
|
int32 model = -1;;
|
|
|
|
while (model == -1 || !CStreaming::HasModelLoaded(model)){
|
|
|
|
int rnd = CGeneral::GetRandomNumberInRange(0, 1000);
|
|
|
|
if (rnd < pZone->carThreshold[0])
|
|
|
|
model = CCarCtrl::ChooseCarModel((*pClass = POOR));
|
|
|
|
else if (rnd < pZone->carThreshold[1])
|
|
|
|
model = CCarCtrl::ChooseCarModel((*pClass = RICH));
|
|
|
|
else if (rnd < pZone->carThreshold[2])
|
|
|
|
model = CCarCtrl::ChooseCarModel((*pClass = EXEC));
|
|
|
|
else if (rnd < pZone->carThreshold[3])
|
|
|
|
model = CCarCtrl::ChooseCarModel((*pClass = WORKER));
|
|
|
|
else if (rnd < pZone->carThreshold[4])
|
|
|
|
model = CCarCtrl::ChooseCarModel((*pClass = SPECIAL));
|
|
|
|
else if (rnd < pZone->carThreshold[5])
|
|
|
|
model = CCarCtrl::ChooseCarModel((*pClass = BIG));
|
|
|
|
else if (rnd < pZone->copThreshold)
|
|
|
|
*pClass = COPS, model = CCarCtrl::ChoosePoliceCarModel();
|
|
|
|
else if (rnd < pZone->gangThreshold[0])
|
|
|
|
model = CCarCtrl::ChooseGangCarModel((*pClass = MAFIA) - MAFIA);
|
|
|
|
else if (rnd < pZone->gangThreshold[1])
|
|
|
|
model = CCarCtrl::ChooseGangCarModel((*pClass = TRIAD) - MAFIA);
|
|
|
|
else if (rnd < pZone->gangThreshold[2])
|
|
|
|
model = CCarCtrl::ChooseGangCarModel((*pClass = DIABLO) - MAFIA);
|
|
|
|
else if (rnd < pZone->gangThreshold[3])
|
|
|
|
model = CCarCtrl::ChooseGangCarModel((*pClass = YAKUZA) - MAFIA);
|
|
|
|
else if (rnd < pZone->gangThreshold[4])
|
|
|
|
model = CCarCtrl::ChooseGangCarModel((*pClass = YARDIE) - MAFIA);
|
|
|
|
else if (rnd < pZone->gangThreshold[5])
|
|
|
|
model = CCarCtrl::ChooseGangCarModel((*pClass = COLOMB) - MAFIA);
|
|
|
|
else if (rnd < pZone->gangThreshold[6])
|
|
|
|
model = CCarCtrl::ChooseGangCarModel((*pClass = NINES) - MAFIA);
|
|
|
|
else if (rnd < pZone->gangThreshold[7])
|
|
|
|
model = CCarCtrl::ChooseGangCarModel((*pClass = GANG8) - MAFIA);
|
|
|
|
else if (rnd < pZone->gangThreshold[8])
|
|
|
|
model = CCarCtrl::ChooseGangCarModel((*pClass = GANG9) - MAFIA);
|
|
|
|
else
|
|
|
|
model = CCarCtrl::ChooseCarModel((*pClass = TAXI));
|
|
|
|
}
|
|
|
|
return model;
|
|
|
|
}
|
|
|
|
|
|
|
|
int32
|
|
|
|
CCarCtrl::ChooseCarModel(int32 vehclass)
|
|
|
|
{
|
|
|
|
int32 model = -1;
|
|
|
|
switch (vehclass) {
|
|
|
|
case POOR:
|
|
|
|
case RICH:
|
|
|
|
case EXEC:
|
|
|
|
case WORKER:
|
|
|
|
case SPECIAL:
|
|
|
|
case BIG:
|
|
|
|
case TAXI:
|
|
|
|
{
|
|
|
|
if (TotalNumOfCarsOfRating[vehclass] == 0)
|
|
|
|
debug("ChooseCarModel : No cars of type %d have been declared\n");
|
|
|
|
model = CarArrays[vehclass][NextCarOfRating[vehclass]];
|
|
|
|
int32 total = TotalNumOfCarsOfRating[vehclass];
|
|
|
|
NextCarOfRating[vehclass] += 1 + CGeneral::GetRandomNumberInRange(0, total - 1);
|
|
|
|
while (NextCarOfRating[vehclass] >= total)
|
|
|
|
NextCarOfRating[vehclass] -= total;
|
|
|
|
//NextCarOfRating[vehclass] %= total;
|
|
|
|
TotalNumOfCarsOfRating[vehclass] = total; /* why... */
|
|
|
|
}
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
return model;
|
|
|
|
}
|
|
|
|
|
2019-08-11 17:11:54 +00:00
|
|
|
int32
|
|
|
|
CCarCtrl::ChoosePoliceCarModel(void)
|
|
|
|
{
|
|
|
|
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_RHINO))
|
|
|
|
return CGeneral::GetRandomTrueFalse() ? MI_BARRACKS : MI_RHINO;
|
|
|
|
return MI_POLICE;
|
|
|
|
}
|
|
|
|
|
|
|
|
int32
|
|
|
|
CCarCtrl::ChooseGangCarModel(int32 gang)
|
|
|
|
{
|
|
|
|
if (CStreaming::HasModelLoaded(MI_GANG01 + 2 * gang) &&
|
|
|
|
CStreaming::HasModelLoaded(MI_GANG02 + 2 * gang))
|
|
|
|
return CGangs::GetGangVehicleModel(gang);
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
CCarCtrl::AddToCarArray(int32 id, int32 vehclass)
|
|
|
|
{
|
|
|
|
CarArrays[vehclass][TotalNumOfCarsOfRating[vehclass]++] = id;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
CCarCtrl::RemoveDistantCars()
|
|
|
|
{
|
|
|
|
uint32 i = CPools::GetVehiclePool()->GetSize();
|
|
|
|
while (--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::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 = 50.0f;
|
|
|
|
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 = 130.0f * TheCamera.GenerationDistMultiplier;
|
|
|
|
}
|
|
|
|
if (pVehicle->bExtendedRange)
|
|
|
|
threshold *= 1.5f;
|
|
|
|
if (distanceToPlayer > threshold && !CGarages::IsPointWithinHideOutGarage(&pVehicle->GetPosition())){
|
|
|
|
if (pVehicle->GetIsOnScreen() && CRenderer::IsEntityCullZoneVisible(pVehicle)){
|
|
|
|
pVehicle->bFadeOut = true;
|
|
|
|
}else{
|
|
|
|
CWorld::Remove(pVehicle);
|
|
|
|
delete pVehicle;
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ((pVehicle->m_status == STATUS_SIMPLE || pVehicle->m_status == STATUS_PHYSICS && pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS) &&
|
|
|
|
CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission > 5000 &&
|
|
|
|
!pVehicle->GetIsOnScreen() &&
|
|
|
|
(pVehicle->GetPosition() - vecPlayerPos).Magnitude2D() > 25.0f &&
|
|
|
|
!IsThisVehicleInteresting(pVehicle) &&
|
|
|
|
!pVehicle->bIsLocked &&
|
|
|
|
!CTrafficLights::ShouldCarStopForLight(pVehicle, true) &&
|
|
|
|
!CTrafficLights::ShouldCarStopForBridge(pVehicle) &&
|
|
|
|
!CGarages::IsPointWithinHideOutGarage(&pVehicle->GetPosition())){
|
|
|
|
CWorld::Remove(pVehicle);
|
|
|
|
delete pVehicle;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (pVehicle->m_status != STATUS_WRECKED || pVehicle->m_nTimeOfDeath == 0)
|
|
|
|
return;
|
|
|
|
if (CTimer::GetTimeInMilliseconds() > pVehicle->m_nTimeOfDeath + 60000 &&
|
|
|
|
(!pVehicle->GetIsOnScreen() || CRenderer::IsEntityCullZoneVisible(pVehicle))){
|
|
|
|
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;
|
|
|
|
uint32 i = CPools::GetVehiclePool()->GetSize();
|
|
|
|
while (i--){
|
|
|
|
CVehicle* pVehicle = CPools::GetVehiclePool()->GetSlot(i);
|
|
|
|
if (!pVehicle)
|
|
|
|
continue;
|
|
|
|
if (pVehicle->GetModelIndex() == mi)
|
|
|
|
total++;
|
|
|
|
}
|
|
|
|
return total;
|
|
|
|
}
|
|
|
|
|
|
|
|
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::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->m_status == STATUS_PHYSICS)
|
|
|
|
return;
|
|
|
|
CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
|
|
|
|
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
|
|
|
|
float currentPathLinkForwardX = pCurrentLink->dirX * pVehicle->AutoPilot.m_nCurrentDirection;
|
|
|
|
float currentPathLinkForwardY = pCurrentLink->dirY * pVehicle->AutoPilot.m_nCurrentDirection;
|
|
|
|
float nextPathLinkForwardX = pNextLink->dirX * pVehicle->AutoPilot.m_nNextDirection;
|
|
|
|
float nextPathLinkForwardY = pNextLink->dirY * pVehicle->AutoPilot.m_nNextDirection;
|
|
|
|
CVector positionOnCurrentLinkIncludingLane(
|
|
|
|
pCurrentLink->posX + GetOffsetOfLaneFromCenterOfRoad(pVehicle->AutoPilot.m_nCurrentLane, pCurrentLink) * currentPathLinkForwardY,
|
|
|
|
pCurrentLink->posY - GetOffsetOfLaneFromCenterOfRoad(pVehicle->AutoPilot.m_nCurrentLane, pCurrentLink) * currentPathLinkForwardX,
|
|
|
|
0.0f);
|
|
|
|
CVector positionOnNextLinkIncludingLane(
|
|
|
|
pNextLink->posX + GetOffsetOfLaneFromCenterOfRoad(pVehicle->AutoPilot.m_nNextLane, pNextLink) * nextPathLinkForwardY,
|
|
|
|
pNextLink->posY - GetOffsetOfLaneFromCenterOfRoad(pVehicle->AutoPilot.m_nNextLane, pNextLink) * nextPathLinkForwardX,
|
|
|
|
0.0f);
|
|
|
|
CVector directionCurrentLink(currentPathLinkForwardX, currentPathLinkForwardY, 0.0f);
|
|
|
|
CVector directionNextLink(nextPathLinkForwardX, nextPathLinkForwardY, 0.0f);
|
|
|
|
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 / 60.0f);
|
|
|
|
}
|
|
|
|
|
|
|
|
float
|
|
|
|
CCarCtrl::FindMaximumSpeedForThisCarInTraffic(CVehicle* pVehicle)
|
|
|
|
{
|
|
|
|
if (pVehicle->AutoPilot.m_nDrivingStyle == MISSION_RAMPLAYER_FARAWAY ||
|
|
|
|
pVehicle->AutoPilot.m_nDrivingStyle == MISSION_RAMPLAYER_CLOSE)
|
|
|
|
return pVehicle->AutoPilot.m_nCruiseSpeed;
|
|
|
|
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);
|
|
|
|
SlowCarDownForCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.m_nCruiseSpeed);
|
|
|
|
SlowCarDownForCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES_OVERLAP], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.m_nCruiseSpeed);
|
|
|
|
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;
|
|
|
|
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS)
|
|
|
|
return maxSpeed;
|
|
|
|
return (maxSpeed + pVehicle->AutoPilot.m_nDrivingStyle) / 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)
|
|
|
|
return;
|
|
|
|
if (curSpeed >= 0.1f)
|
|
|
|
pVehicle->AutoPilot.ModifySpeed(max(maxSpeed, curSpeed - 0.5f * CTimer::GetTimeStep()));
|
|
|
|
else if (curSpeed != 0.0f) /* no need to check */
|
|
|
|
pVehicle->AutoPilot.ModifySpeed(0.0f);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-07-17 21:58:06 +00:00
|
|
|
bool
|
|
|
|
CCarCtrl::MapCouldMoveInThisArea(float x, float y)
|
|
|
|
{
|
|
|
|
// bridge moves up and down
|
|
|
|
return x > -342.0f && x < -219.0f &&
|
|
|
|
y > -677.0f && y < -580.0f;
|
|
|
|
}
|
2019-08-06 21:32:19 +00:00
|
|
|
|
|
|
|
STARTPATCHES
|
|
|
|
InjectHook(0x416580, &CCarCtrl::GenerateRandomCars, PATCH_JUMP);
|
2019-08-10 07:44:19 +00:00
|
|
|
InjectHook(0x417EC0, &CCarCtrl::ChooseModel, PATCH_JUMP);
|
2019-08-11 17:11:54 +00:00
|
|
|
InjectHook(0x418320, &CCarCtrl::RemoveDistantCars, PATCH_JUMP);
|
|
|
|
InjectHook(0x418430, &CCarCtrl::PossiblyRemoveVehicle, PATCH_JUMP);
|
|
|
|
InjectHook(0x418C10, &CCarCtrl::FindMaximumSpeedForThisCarInTraffic, PATCH_JUMP);
|
2019-08-11 20:43:11 +00:00
|
|
|
ENDPATCHES
|