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re3/src/control/CarCtrl.h

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#pragma once
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#include "PathFind.h"
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#include "Boat.h"
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#include "Vehicle.h"
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#define GAME_SPEED_TO_METERS_PER_SECOND 50.0f
#define GAME_SPEED_TO_CARAI_SPEED 60.0f
#define TIME_COPS_WAIT_TO_EXIT_AFTER_STOPPING 2500
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class CZoneInfo;
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enum{
MAX_CARS_TO_KEEP = 2,
MAX_CAR_MODELS_IN_ARRAY = 256,
};
#define LANE_WIDTH 5.0f
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#ifdef FIX_BUGS
#define FIX_PATHFIND_BUG
#endif
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class CCarCtrl
{
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enum eCarClass {
POOR = 0,
RICH,
EXEC,
WORKER,
SPECIAL,
BIG,
TAXI,
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TOTAL_CUSTOM_CLASSES,
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MAFIA,
TRIAD,
DIABLO,
YAKUZA,
YARDIE,
COLOMB,
NINES,
GANG8,
GANG9,
COPS
};
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public:
static void SwitchVehicleToRealPhysics(CVehicle*);
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static void AddToCarArray(int32 id, int32 vehclass);
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static void UpdateCarCount(CVehicle*, bool);
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static int32 ChooseCarModel(int32 vehclass);
static bool JoinCarWithRoadSystemGotoCoors(CVehicle*, CVector, bool);
static void JoinCarWithRoadSystem(CVehicle*);
static void UpdateCarOnRails(CVehicle*);
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static bool MapCouldMoveInThisArea(float x, float y);
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static void ScanForPedDanger(CVehicle *veh);
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static void RemoveFromInterestingVehicleList(CVehicle*);
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static void GenerateRandomCars(void);
static void GenerateOneRandomCar(void);
static void GenerateEmergencyServicesCar(void);
static int32 ChooseModel(CZoneInfo*, CVector*, int*);
static int32 ChoosePoliceCarModel(void);
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static int32 ChooseGangCarModel(int32 gang);
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static void RemoveDistantCars(void);
static void PossiblyRemoveVehicle(CVehicle*);
static bool IsThisVehicleInteresting(CVehicle*);
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static void RegisterVehicleOfInterest(CVehicle*);
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static int32 CountCarsOfType(int32 mi);
static void SlowCarOnRailsDownForTrafficAndLights(CVehicle*);
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static bool PickNextNodeAccordingStrategy(CVehicle*);
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static void DragCarToPoint(CVehicle*, CVector*);
static float FindMaximumSpeedForThisCarInTraffic(CVehicle*);
static void SlowCarDownForCarsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float);
static void SlowCarDownForPedsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float);
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static void SlowCarDownForOtherCar(CEntity*, CVehicle*, float*, float);
static float TestCollisionBetween2MovingRects(CVehicle*, CVehicle*, float, float, CVector*, CVector*, uint8);
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static float FindAngleToWeaveThroughTraffic(CVehicle*, CPhysical*, float, float);
static void WeaveThroughCarsSectorList(CPtrList&, CVehicle*, CPhysical*, float, float, float, float, float*, float*);
static void WeaveForOtherCar(CEntity*, CVehicle*, float*, float*);
static void WeaveThroughPedsSectorList(CPtrList&, CVehicle*, CPhysical*, float, float, float, float, float*, float*);
static void WeaveForPed(CEntity*, CVehicle*, float*, float*);
static void WeaveThroughObjectsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float*);
static void WeaveForObject(CEntity*, CVehicle*, float*, float*);
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#ifdef FIX_PATHFIND_BUG
static void PickNextNodeToChaseCar(CVehicle*, float, float, float, CVehicle*);
#else
static void PickNextNodeToChaseCar(CVehicle*, float, float, CVehicle*);
#endif
static bool PickNextNodeToFollowPath(CVehicle*);
static void PickNextNodeRandomly(CVehicle*);
static uint8 FindPathDirection(int32, int32, int32);
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static void Init(void);
static void ReInit(void);
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static float FindSpeedMultiplier(float, float, float, float);
static void SteerAICarWithPhysics(CVehicle*);
static void SteerAICarWithPhysics_OnlyMission(CVehicle*, float*, float*, float*, bool*);
static void SteerAIBoatWithPhysics(CBoat*);
static float FindMaxSteerAngle(CVehicle*);
static void SteerAICarWithPhysicsFollowPath(CVehicle*, float*, float*, float*, bool*);
static void SteerAICarWithPhysicsHeadingForTarget(CVehicle*, CPhysical*, float, float, float*, float*, float*, bool*);
static void SteerAICarWithPhysicsTryingToBlockTarget(CVehicle*, float, float, float, float, float*, float*, float*, bool*);
static void SteerAICarWithPhysicsTryingToBlockTarget_Stop(CVehicle*, float, float, float, float, float*, float*, float*, bool*);
static void SteerAIBoatWithPhysicsHeadingForTarget(CBoat*, float, float, float*, float*, float*);
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static bool ThisRoadObjectCouldMove(int16);
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static void ClearInterestingVehicleList();
static void FindLinksToGoWithTheseNodes(CVehicle*);
static bool GenerateOneEmergencyServicesCar(uint32, CVector);
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static float GetPositionAlongCurrentCurve(CVehicle* pVehicle)
{
uint32 timeInCurve = CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeEnteredCurve;
return (float)timeInCurve / pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
}
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static float LimitRadianAngle(float angle)
{
while (angle < -PI)
angle += TWOPI;
while (angle > PI)
angle -= TWOPI;
return angle;
}
static int32 &NumLawEnforcerCars;
static int32 &NumAmbulancesOnDuty;
static int32 &NumFiretrucksOnDuty;
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static int32 &NumRandomCars;
static int32 &NumMissionCars;
static int32 &NumParkedCars;
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static int32 &NumPermanentCars;
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static bool &bCarsGeneratedAroundCamera;
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static float &CarDensityMultiplier;
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static int8 &CountDownToCarsAtStart;
static int32 &MaxNumberOfCarsInUse;
static uint32 &LastTimeLawEnforcerCreated;
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static uint32 &LastTimeFireTruckCreated;
static uint32 &LastTimeAmbulanceCreated;
static int32 (&TotalNumOfCarsOfRating)[TOTAL_CUSTOM_CLASSES];
static int32 (&NextCarOfRating)[TOTAL_CUSTOM_CLASSES];
static int32 (&CarArrays)[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY];
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};
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extern CVehicle* (&apCarsToKeep)[MAX_CARS_TO_KEEP];