mirror of
https://git.rip/DMCA_FUCKER/re3.git
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more car control
This commit is contained in:
parent
e4683a3074
commit
2f7d2fa3ad
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@ -35,46 +35,50 @@
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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 11.0f
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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 DISTANCE_TO_SPAWN_ROADBLOCK_PEDS (51.0f)
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#define DISTANCE_TO_SCAN_FOR_DANGER (11.0f)
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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 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 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 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 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 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 FARAWAY_DISTANCE_REMOVAL 120.0f
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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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@ -177,7 +181,7 @@ CCarCtrl::GenerateOneRandomCar()
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angleLimit = -1.0f;
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bTopDownCamera = true;
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invertAngleLimitTest = true;
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preferredDistance = 55.0f;
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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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@ -191,14 +195,14 @@ CCarCtrl::GenerateOneRandomCar()
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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 = 110.0f * TheCamera.GenerationDistMultiplier;
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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 = 40.0f;
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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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@ -213,21 +217,21 @@ CCarCtrl::GenerateOneRandomCar()
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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 = 110.0f * TheCamera.GenerationDistMultiplier;
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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 = 110.0f * TheCamera.GenerationDistMultiplier;
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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 = 40.0f;
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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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@ -241,14 +245,14 @@ CCarCtrl::GenerateOneRandomCar()
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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 = 110.0f * TheCamera.GenerationDistMultiplier;
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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 = 110.0f * TheCamera.GenerationDistMultiplier;
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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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@ -256,7 +260,7 @@ CCarCtrl::GenerateOneRandomCar()
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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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preferredDistance = OFFSCREEN_DESPAWN_RANGE;
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break;
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}
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}else{
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@ -271,14 +275,14 @@ CCarCtrl::GenerateOneRandomCar()
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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 = 110.0f * TheCamera.GenerationDistMultiplier;
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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 = 40.0f;
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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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@ -586,20 +590,21 @@ CCarCtrl::GenerateOneRandomCar()
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case COPS_BOAT:
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pVehicle->ChangeLawEnforcerState(1);
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pVehicle->SetStatus(STATUS_PHYSICS);
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break;
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default:
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pVehicle->SetStatus(STATUS_SIMPLE);
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bBoatGenerated ? pVehicle->SetStatus(STATUS_PHYSICS) : pVehicle->SetStatus(STATUS_SIMPLE);
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break;
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}
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CVisibilityPlugins::SetClumpAlpha(pVehicle->GetClump(), 0);
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if (!pVehicle->GetIsOnScreen()){
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if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > 40.0f * (pVehicle->bExtendedRange ? 1.5f : 1.0f)) {
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if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > OFFSCREEN_DESPAWN_RANGE * (pVehicle->bExtendedRange ? EXTENDED_RANGE_DESPAWN_MULTIPLIER : 1.0f)) {
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/* Too far away cars that are not visible aren't needed. */
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delete pVehicle;
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return;
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}
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}else{
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if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * (pVehicle->bExtendedRange ? 1.5f : 1.0f) * FARAWAY_DISTANCE_REMOVAL ||
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(vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * 100.0f) {
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if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * (pVehicle->bExtendedRange ? EXTENDED_RANGE_DESPAWN_MULTIPLIER : 1.0f) * ONSCREEN_DESPAWN_RANGE ||
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(vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN) {
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delete pVehicle;
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return;
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}
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@ -840,24 +845,27 @@ int32
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CCarCtrl::ChoosePoliceCarModel(void)
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{
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if (FindPlayerPed()->m_pWanted->AreMiamiViceRequired() &&
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#ifdef FIX_BUGS
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(CTimer::GetTimeInMilliseconds() > LastTimeMiamiViceGenerated + 120000 || LastTimeMiamiViceGenerated == 0) &&
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#else
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CTimer::GetTimeInMilliseconds() > LastTimeMiamiViceGenerated + 120000 &&
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#endif
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CStreaming::HasModelLoaded(MI_VICECHEE)) {
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// TODO(MIAMI): setup correct models!
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switch (MiamiViceCycle) {
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case 0:
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if (CStreaming::HasModelLoaded(MI_COP) && CStreaming::HasModelLoaded(MI_COP))
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if (CStreaming::HasModelLoaded(MI_VICE1) && CStreaming::HasModelLoaded(MI_VICE2))
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return MI_VICECHEE;
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break;
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case 1:
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if (CStreaming::HasModelLoaded(MI_COP) && CStreaming::HasModelLoaded(MI_COP))
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if (CStreaming::HasModelLoaded(MI_VICE3) && CStreaming::HasModelLoaded(MI_VICE4))
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return MI_VICECHEE;
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break;
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case 2:
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if (CStreaming::HasModelLoaded(MI_COP) && CStreaming::HasModelLoaded(MI_COP))
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if (CStreaming::HasModelLoaded(MI_VICE5) && CStreaming::HasModelLoaded(MI_VICE6))
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return MI_VICECHEE;
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break;
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case 3:
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if (CStreaming::HasModelLoaded(MI_COP) && CStreaming::HasModelLoaded(MI_COP))
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if (CStreaming::HasModelLoaded(MI_VICE7) && CStreaming::HasModelLoaded(MI_VICE8))
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return MI_VICECHEE;
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break;
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default:
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@ -956,7 +964,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
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return;
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}
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float distanceToPlayer = (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D();
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float threshold = 40.0f;
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float threshold = OFFSCREEN_DESPAWN_RANGE;
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if (pVehicle->GetIsOnScreen() ||
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TheCamera.Cams[TheCamera.ActiveCam].LookingLeft ||
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TheCamera.Cams[TheCamera.ActiveCam].LookingRight ||
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@ -968,12 +976,12 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
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pVehicle->bIsLawEnforcer ||
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pVehicle->bIsCarParkVehicle
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){
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threshold = FARAWAY_DISTANCE_REMOVAL * TheCamera.GenerationDistMultiplier;
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threshold = ONSCREEN_DESPAWN_RANGE * TheCamera.GenerationDistMultiplier;
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}
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if (TheCamera.GetForward().z < -0.9f)
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threshold = 70.0f;
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if (pVehicle->bExtendedRange)
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threshold *= 1.5f;
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threshold *= EXTENDED_RANGE_DESPAWN_MULTIPLIER;
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if (distanceToPlayer > threshold && !CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){
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if (pVehicle->GetIsOnScreen()){
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pVehicle->bFadeOut = true;
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@ -1553,12 +1561,13 @@ void CCarCtrl::WeaveThroughCarsSectorList(CPtrList& lst, CVehicle* pVehicle, CPh
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void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
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{
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// TODO(MIAMI):
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CVehicle* pOtherCar = (CVehicle*)pOtherEntity;
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if (pVehicle->bPartOfConvoy && pOtherCar->bPartOfConvoy)
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return;
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if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE && pOtherEntity == FindPlayerVehicle())
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return;
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if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMCAR_CLOSE && pOtherEntity == pVehicle->AutoPilot.m_pTargetCar)
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return;
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CVehicle* pOtherCar = (CVehicle*)pOtherEntity;
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CVector2D vecDiff = pOtherCar->GetPosition() - pVehicle->GetPosition();
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float angleBetweenVehicles = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
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float distance = vecDiff.Magnitude();
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@ -1958,11 +1967,13 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
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void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float targetY, CVehicle* pTarget)
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#endif
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{
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if (pVehicle->m_nRouteSeed)
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CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed);
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int prevNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
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int curNode = pVehicle->AutoPilot.m_nNextRouteNode;
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CPathNode* pPrevNode = &ThePaths.m_pathNodes[prevNode];
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CPathNode* pCurNode = &ThePaths.m_pathNodes[curNode];
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CPathNode* pTargetNode;
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CPathNode* pTargetNode[2];
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int16 numNodes;
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float distanceToTargetNode;
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ThePaths.DoPathSearch(0, pCurNode->GetPosition(), curNode,
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@ -1971,33 +1982,42 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
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#else
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CVector(targetX, targetY, 0.0f),
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#endif
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&pTargetNode, &numNodes, 1, pVehicle, &distanceToTargetNode, 999999.9f, -1);
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pTargetNode, &numNodes, 2, pVehicle, &distanceToTargetNode, 999999.9f, -1);
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int newNextNode;
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int nextLink;
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if (numNodes != 1 || pTargetNode == pCurNode){
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float currentAngle = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
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nextLink = 0;
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float lowestAngleChange = 10.0f;
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int numLinks = pCurNode->numLinks;
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newNextNode = 0;
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for (int i = 0; i < numLinks; i++){
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int conNode = ThePaths.ConnectedNode(i + pCurNode->firstLink);
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if (conNode == prevNode && i > 1)
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continue;
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CPathNode* pTestNode = &ThePaths.m_pathNodes[conNode];
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float angle = CGeneral::GetATanOfXY(pTestNode->GetX() - pCurNode->GetX(), pTestNode->GetY() - pCurNode->GetY());
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angle = LimitRadianAngle(angle - currentAngle);
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angle = ABS(angle);
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if (angle < lowestAngleChange){
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lowestAngleChange = angle;
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newNextNode = conNode;
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nextLink = i;
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if (numNodes != 1 && numNodes != 2 || pTargetNode[0] == pCurNode){
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if (numNodes != 2 || pTargetNode[1] == pCurNode) {
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float currentAngle = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
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nextLink = 0;
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float lowestAngleChange = 10.0f;
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int numLinks = pCurNode->numLinks;
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newNextNode = 0;
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for (int i = 0; i < numLinks; i++) {
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int conNode = ThePaths.ConnectedNode(i + pCurNode->firstLink);
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if (conNode == prevNode && i > 1)
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continue;
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CPathNode* pTestNode = &ThePaths.m_pathNodes[conNode];
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float angle = CGeneral::GetATanOfXY(pTestNode->GetX() - pCurNode->GetX(), pTestNode->GetY() - pCurNode->GetY());
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angle = LimitRadianAngle(angle - currentAngle);
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angle = ABS(angle);
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if (angle < lowestAngleChange) {
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lowestAngleChange = angle;
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newNextNode = conNode;
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nextLink = i;
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}
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}
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||||
}
|
||||
}else{
|
||||
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 - ThePaths.m_pathNodes;
|
||||
newNextNode = pTargetNode[0] - ThePaths.m_pathNodes;
|
||||
for (int i = pCurNode->firstLink; ThePaths.ConnectedNode(i) != newNextNode; i++, nextLink++)
|
||||
;
|
||||
}
|
||||
|
@ -2017,11 +2037,11 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
|
|||
int8 lanesOnNextNode;
|
||||
if (curNode >= pVehicle->AutoPilot.m_nNextRouteNode) {
|
||||
pVehicle->AutoPilot.m_nNextDirection = 1;
|
||||
lanesOnNextNode = pNextLink->numLeftLanes;
|
||||
lanesOnNextNode = pNextLink->numRightLanes;
|
||||
}
|
||||
else {
|
||||
pVehicle->AutoPilot.m_nNextDirection = -1;
|
||||
lanesOnNextNode = pNextLink->numRightLanes;
|
||||
lanesOnNextNode = pNextLink->numLeftLanes;
|
||||
}
|
||||
float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirX();
|
||||
float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirY();
|
||||
|
@ -2076,6 +2096,8 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
|
|||
|
||||
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){
|
||||
|
@ -2168,6 +2190,7 @@ void CCarCtrl::Init(void)
|
|||
LastTimeAmbulanceCreated = 0;
|
||||
#ifdef FIX_BUGS
|
||||
LastTimeLawEnforcerCreated = 0;
|
||||
LastTimeMiamiViceGenerated = 0;
|
||||
#endif
|
||||
bCarsGeneratedAroundCamera = false;
|
||||
CountDownToCarsAtStart = 2;
|
||||
|
@ -2197,6 +2220,7 @@ void CCarCtrl::ReInit(void)
|
|||
LastTimeFireTruckCreated = 0;
|
||||
LastTimeAmbulanceCreated = 0;
|
||||
LastTimeLawEnforcerCreated = 0;
|
||||
LastTimeMiamiViceGenerated = 0;
|
||||
#endif
|
||||
CountDownToCarsAtStart = 2;
|
||||
CarDensityMultiplier = 1.0f;
|
||||
|
@ -2313,7 +2337,7 @@ void CCarCtrl::SteerAICarWithPhysics(CVehicle* pVehicle)
|
|||
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
||||
break;
|
||||
case TEMPACT_HANDBRAKETURNLEFT:
|
||||
swerve = -1.0f; // It seems like this should be swerve = 1.0f (fixed in VC)
|
||||
swerve = 1.0f;
|
||||
accel = 0.0f;
|
||||
brake = 0.0f;
|
||||
handbrake = true;
|
||||
|
@ -2321,7 +2345,7 @@ void CCarCtrl::SteerAICarWithPhysics(CVehicle* pVehicle)
|
|||
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
||||
break;
|
||||
case TEMPACT_HANDBRAKETURNRIGHT:
|
||||
swerve = 1.0f; // It seems like this should be swerve = -1.0f (fixed in VC)
|
||||
swerve = -1.0f;
|
||||
accel = 0.0f;
|
||||
brake = 0.0f;
|
||||
handbrake = true;
|
||||
|
@ -2432,6 +2456,9 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
|
|||
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,
|
||||
|
@ -2445,6 +2472,12 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
|
|||
*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,
|
||||
|
@ -2466,26 +2499,93 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
|
|||
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::SteerAIBoatWithPhysics(CBoat* pBoat)
|
||||
void CCarCtrl::SteerAIBoatWithPhysicsHeadingForTarget(CVehicle* pVehicle, float targetX, float targetY, float* pSwerve, float* pAccel, float* pBrake)
|
||||
{
|
||||
if (pBoat->AutoPilot.m_nCarMission == MISSION_GOTOCOORDS_ASTHECROWSWIMS){
|
||||
SteerAIBoatWithPhysicsHeadingForTarget(pBoat,
|
||||
pBoat->AutoPilot.m_vecDestinationCoors.x, pBoat->AutoPilot.m_vecDestinationCoors.y,
|
||||
&pBoat->m_fSteeringLeftRight, &pBoat->m_fAccelerate, &pBoat->m_fBrake);
|
||||
}else if (pBoat->AutoPilot.m_nCarMission == MISSION_NONE){
|
||||
pBoat->m_fSteeringLeftRight = 0.0f;
|
||||
pBoat->m_fAccelerate = 0.0f;
|
||||
pBoat->m_fBrake = 0.0f;
|
||||
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;
|
||||
}
|
||||
pBoat->m_fSteerAngle = pBoat->m_fSteeringLeftRight;
|
||||
pBoat->m_fGasPedal = pBoat->m_fAccelerate;
|
||||
pBoat->m_fBrakePedal = pBoat->m_fBrake;
|
||||
pBoat->bIsHandbrakeOn = false;
|
||||
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)
|
||||
|
@ -2672,6 +2772,7 @@ void CCarCtrl::SteerAICarWithPhysicsTryingToBlockTarget(CVehicle* pVehicle, floa
|
|||
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;
|
||||
|
@ -2713,26 +2814,6 @@ void CCarCtrl::SteerAICarWithPhysicsTryingToBlockTarget_Stop(CVehicle* pVehicle,
|
|||
}
|
||||
}
|
||||
|
||||
void CCarCtrl::SteerAIBoatWithPhysicsHeadingForTarget(CBoat* pBoat, float targetX, float targetY, float* pSwerve, float* pAccel, float* pBrake)
|
||||
{
|
||||
CVector2D forward(pBoat->GetForward());
|
||||
forward.Normalise();
|
||||
CVector2D distanceToTarget = CVector2D(targetX, targetY) - pBoat->GetPosition();
|
||||
float angleToTarget = CGeneral::GetATanOfXY(distanceToTarget.x, distanceToTarget.y);
|
||||
float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
|
||||
float angleDiff = LimitRadianAngle(angleToTarget - angleForward);
|
||||
angleDiff = Min(DEFAULT_MAX_STEER_ANGLE, Max(-DEFAULT_MAX_STEER_ANGLE, angleDiff));
|
||||
float currentSpeed = pBoat->GetMoveSpeed().Magnitude2D(); // +0.0f for some reason
|
||||
float speedDiff = pBoat->AutoPilot.m_nCruiseSpeed - currentSpeed * 60.0f;
|
||||
if (speedDiff > 0.0f){
|
||||
float accRemaining = speedDiff / pBoat->AutoPilot.m_nCruiseSpeed;
|
||||
*pAccel = (accRemaining > 0.25f) ? 1.0f : 1.0f - (0.25f - accRemaining) * 4.0f;
|
||||
}else
|
||||
*pAccel = (speedDiff < -5.0f) ? -0.2f : -0.1f;
|
||||
*pBrake = 0.0f;
|
||||
*pSwerve = angleDiff;
|
||||
}
|
||||
|
||||
void
|
||||
CCarCtrl::RegisterVehicleOfInterest(CVehicle* pVehicle)
|
||||
{
|
||||
|
@ -2852,8 +2933,12 @@ bool CCarCtrl::JoinCarWithRoadSystemGotoCoors(CVehicle* pVehicle, CVector vecTar
|
|||
return false;
|
||||
}
|
||||
|
||||
|
||||
//TODO
|
||||
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++)
|
||||
|
@ -2881,6 +2966,8 @@ 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;
|
||||
|
@ -2936,9 +3023,11 @@ bool CCarCtrl::GenerateOneEmergencyServicesCar(uint32 mi, CVector vecPos)
|
|||
if (ThePaths.NewGenerateCarCreationCoors(pPlayerPos.x, pPlayerPos.y, 0.707f, 0.707f,
|
||||
120.0f, -1.0f, true, &spawnPos, &curNode, &nextNode, &posBetweenNodes, false)){
|
||||
int16 colliding[2];
|
||||
CWorld::FindObjectsKindaColliding(spawnPos, 10.0f, true, colliding, 2, nil, false, true, true, false, false);
|
||||
if (colliding[0] == 0)
|
||||
created = true;
|
||||
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;
|
||||
}
|
||||
|
@ -2997,18 +3086,24 @@ void CCarCtrl::UpdateCarCount(CVehicle* pVehicle, bool remove)
|
|||
if (remove){
|
||||
switch (pVehicle->VehicleCreatedBy){
|
||||
case RANDOM_VEHICLE:
|
||||
if (pVehicle->bIsLawEnforcer)
|
||||
--NumLawEnforcerCars;
|
||||
--NumRandomCars;
|
||||
if (pVehicle->bIsLawEnforcer) {
|
||||
if (--NumLawEnforcerCars < 0)
|
||||
NumLawEnforcerCars = 0;
|
||||
}
|
||||
if (--NumRandomCars < 0)
|
||||
NumRandomCars = 0;
|
||||
return;
|
||||
case MISSION_VEHICLE:
|
||||
--NumMissionCars;
|
||||
if (--NumMissionCars < 0)
|
||||
NumMissionCars = 0;
|
||||
return;
|
||||
case PARKED_VEHICLE:
|
||||
--NumParkedCars;
|
||||
if (--NumParkedCars < 0)
|
||||
NumParkedCars = 0;
|
||||
return;
|
||||
case PERMANENT_VEHICLE:
|
||||
--NumPermanentCars;;
|
||||
if (--NumPermanentCars < 0)
|
||||
NumPermanentCars = 0;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -3026,7 +3121,7 @@ void CCarCtrl::UpdateCarCount(CVehicle* pVehicle, bool remove)
|
|||
++NumParkedCars;
|
||||
return;
|
||||
case PERMANENT_VEHICLE:
|
||||
++NumPermanentCars;;
|
||||
++NumPermanentCars;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -3034,7 +3129,11 @@ void CCarCtrl::UpdateCarCount(CVehicle* pVehicle, bool remove)
|
|||
|
||||
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)
|
||||
|
|
|
@ -107,13 +107,11 @@ public:
|
|||
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*);
|
||||
static bool ThisRoadObjectCouldMove(int16);
|
||||
static void ClearInterestingVehicleList();
|
||||
static void FindLinksToGoWithTheseNodes(CVehicle*);
|
||||
|
@ -127,6 +125,11 @@ public:
|
|||
static int32 ChooseCarModelToLoad(int32 rating);
|
||||
static bool BoatWithTallMast(int32 mi);
|
||||
static void RemoveCarsIfThePoolGetsFull(void);
|
||||
static void SteerAIBoatWithPhysicsHeadingForTarget(CVehicle*, float, float, float*, float*, float*);
|
||||
static void SteerAIHeliTowardsTargetCoors(CAutomobile*);
|
||||
static void SteerAIPlaneTowardsTargetCoors(CAutomobile*);
|
||||
static void SteerAIBoatWithPhysicsAttackingPlayer(CVehicle*, float*, float*, float*, bool*);
|
||||
static void SteerAICarBlockingPlayerForwardAndBack(CVehicle*, float*, float*, float*, bool*);
|
||||
|
||||
static float GetPositionAlongCurrentCurve(CVehicle* pVehicle)
|
||||
{
|
||||
|
|
|
@ -9784,7 +9784,15 @@ int8 CRunningScript::ProcessCommands1200To1299(int32 command)
|
|||
case COMMAND_SET_CAR_FORWARD_SPEED:
|
||||
case COMMAND_SET_AREA_VISIBLE:
|
||||
case COMMAND_SET_CUTSCENE_ANIM_TO_LOOP:
|
||||
assert(0);
|
||||
case COMMAND_MARK_CAR_AS_CONVOY_CAR:
|
||||
{
|
||||
CollectParameters(&m_nIp, 2);
|
||||
CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(ScriptParams[0]);
|
||||
assert(pVehicle);
|
||||
pVehicle->bPartOfConvoy = ScriptParams[1];
|
||||
return 0;
|
||||
}
|
||||
case COMMAND_RESET_HAVOC_CAUSED_BY_PLAYER:
|
||||
case COMMAND_GET_HAVOC_CAUSED_BY_PLAYER:
|
||||
case COMMAND_CREATE_SCRIPT_ROADBLOCK:
|
||||
|
|
|
@ -1397,12 +1397,44 @@ CStreaming::StreamVehiclesAndPeds(void)
|
|||
SetModelIsDeletable(MI_CHOPPER);
|
||||
|
||||
if (FindPlayerPed()->m_pWanted->AreMiamiViceRequired()) {
|
||||
//TODO(MIAMI): miami vice peds
|
||||
SetModelIsDeletable(MI_VICE1);
|
||||
SetModelIsDeletable(MI_VICE2);
|
||||
SetModelIsDeletable(MI_VICE3);
|
||||
SetModelIsDeletable(MI_VICE4);
|
||||
SetModelIsDeletable(MI_VICE5);
|
||||
SetModelIsDeletable(MI_VICE6);
|
||||
SetModelIsDeletable(MI_VICE7);
|
||||
SetModelIsDeletable(MI_VICE8);
|
||||
switch (CCarCtrl::MiamiViceCycle) {
|
||||
case 0:
|
||||
RequestModel(MI_VICE1, STREAMFLAGS_DONT_REMOVE);
|
||||
RequestModel(MI_VICE2, STREAMFLAGS_DONT_REMOVE);
|
||||
break;
|
||||
case 1:
|
||||
RequestModel(MI_VICE3, STREAMFLAGS_DONT_REMOVE);
|
||||
RequestModel(MI_VICE4, STREAMFLAGS_DONT_REMOVE);
|
||||
break;
|
||||
case 2:
|
||||
RequestModel(MI_VICE5, STREAMFLAGS_DONT_REMOVE);
|
||||
RequestModel(MI_VICE6, STREAMFLAGS_DONT_REMOVE);
|
||||
break;
|
||||
case 3:
|
||||
RequestModel(MI_VICE7, STREAMFLAGS_DONT_REMOVE);
|
||||
RequestModel(MI_VICE8, STREAMFLAGS_DONT_REMOVE);
|
||||
break;
|
||||
}
|
||||
RequestModel(MI_VICECHEE, STREAMFLAGS_DONT_REMOVE);
|
||||
}
|
||||
else {
|
||||
SetModelIsDeletable(MI_VICECHEE);
|
||||
//TODO(MIAMI): miami vice peds
|
||||
SetModelIsDeletable(MI_VICE1);
|
||||
SetModelIsDeletable(MI_VICE2);
|
||||
SetModelIsDeletable(MI_VICE3);
|
||||
SetModelIsDeletable(MI_VICE4);
|
||||
SetModelIsDeletable(MI_VICE5);
|
||||
SetModelIsDeletable(MI_VICE6);
|
||||
SetModelIsDeletable(MI_VICE7);
|
||||
SetModelIsDeletable(MI_VICE8);
|
||||
}
|
||||
|
||||
if(timeBeforeNextLoad >= 0)
|
||||
|
|
|
@ -180,6 +180,13 @@ enum
|
|||
MI_TAXI_D = 28, // HMOCA
|
||||
MI_GANG01 = 83, // CBa
|
||||
MI_VICE1 = 97,
|
||||
MI_VICE2,
|
||||
MI_VICE3,
|
||||
MI_VICE4,
|
||||
MI_VICE5,
|
||||
MI_VICE6,
|
||||
MI_VICE7,
|
||||
MI_VICE8,
|
||||
MI_WFYG2 = 106, // last regular ped
|
||||
MI_SPECIAL01 = 109,
|
||||
MI_SPECIAL21 = 129,
|
||||
|
|
|
@ -17,7 +17,7 @@
|
|||
#include "Renderer.h"
|
||||
#include "Camera.h"
|
||||
|
||||
CCopPed::CCopPed(eCopType copType) : CPed(PEDTYPE_COP)
|
||||
CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP)
|
||||
{
|
||||
m_nCopType = copType;
|
||||
switch (copType) {
|
||||
|
@ -57,7 +57,23 @@ CCopPed::CCopPed(eCopType copType) : CPed(PEDTYPE_COP)
|
|||
m_wepSkills = 32; /* TODO: what is this? seems unused */
|
||||
m_wepAccuracy = 84;
|
||||
break;
|
||||
default:
|
||||
case COP_MIAMIVICE:
|
||||
switch (modifier) {
|
||||
case 0: SetModelIndex(MI_VICE1); break;
|
||||
case 1: SetModelIndex(MI_VICE2); break;
|
||||
case 2: SetModelIndex(MI_VICE3); break;
|
||||
case 3: SetModelIndex(MI_VICE4); break;
|
||||
case 4: SetModelIndex(MI_VICE5); break;
|
||||
case 5: SetModelIndex(MI_VICE6); break;
|
||||
case 6: SetModelIndex(MI_VICE7); break;
|
||||
case 7: SetModelIndex(MI_VICE8); break;
|
||||
default: assert(0); break;
|
||||
}
|
||||
GiveWeapon(WEAPONTYPE_UZI, 1000);
|
||||
SetCurrentWeapon(WEAPONTYPE_UZI);
|
||||
m_fArmour = 100.0f;
|
||||
m_wepSkills = 176;
|
||||
m_wepAccuracy = 76;
|
||||
break;
|
||||
}
|
||||
m_bIsInPursuit = false;
|
||||
|
|
|
@ -7,6 +7,7 @@ enum eCopType
|
|||
COP_FBI = 1,
|
||||
COP_SWAT = 2,
|
||||
COP_ARMY = 3,
|
||||
COP_MIAMIVICE = 5
|
||||
};
|
||||
|
||||
class CCopPed : public CPed
|
||||
|
@ -24,7 +25,7 @@ public:
|
|||
eCopType m_nCopType;
|
||||
int8 field_1364;
|
||||
|
||||
CCopPed(eCopType);
|
||||
CCopPed(eCopType, int32 modifier = 0);
|
||||
~CCopPed();
|
||||
|
||||
void ClearPursuit(void);
|
||||
|
|
|
@ -460,7 +460,7 @@ CPopulation::PedCreationDistMultiplier()
|
|||
}
|
||||
|
||||
CPed*
|
||||
CPopulation::AddPed(ePedType pedType, uint32 miOrCopType, CVector const &coors)
|
||||
CPopulation::AddPed(ePedType pedType, uint32 miOrCopType, CVector const &coors, int32 modifier)
|
||||
{
|
||||
switch (pedType) {
|
||||
case PEDTYPE_CIVMALE:
|
||||
|
@ -480,7 +480,7 @@ CPopulation::AddPed(ePedType pedType, uint32 miOrCopType, CVector const &coors)
|
|||
}
|
||||
case PEDTYPE_COP:
|
||||
{
|
||||
CCopPed *ped = new CCopPed((eCopType)miOrCopType);
|
||||
CCopPed *ped = new CCopPed((eCopType)miOrCopType, modifier);
|
||||
ped->SetPosition(coors);
|
||||
ped->SetOrientation(0.0f, 0.0f, 0.0f);
|
||||
CWorld::Add(ped);
|
||||
|
@ -713,9 +713,10 @@ CPopulation::AddToPopulation(float minDist, float maxDist, float minDistOffScree
|
|||
}
|
||||
|
||||
CPed*
|
||||
CPopulation::AddPedInCar(CVehicle* car)
|
||||
CPopulation::AddPedInCar(CVehicle* car, bool isPassenger)
|
||||
{
|
||||
int defaultModel = MI_MALE01;
|
||||
int miamiViceIndex = 0;
|
||||
bool imSureThatModelIsLoaded = true;
|
||||
CVector coors = FindPlayerCoors();
|
||||
CZoneInfo zoneInfo;
|
||||
|
@ -740,7 +741,6 @@ CPopulation::AddPedInCar(CVehicle* car)
|
|||
break;
|
||||
case MI_POLICE:
|
||||
case MI_PREDATOR:
|
||||
case MI_VICECHEE: // TODO(MIAMI): proper model
|
||||
preferredModel = COP_STREET;
|
||||
pedType = PEDTYPE_COP;
|
||||
break;
|
||||
|
@ -753,6 +753,11 @@ CPopulation::AddPedInCar(CVehicle* car)
|
|||
preferredModel = COP_ARMY;
|
||||
pedType = PEDTYPE_COP;
|
||||
break;
|
||||
case MI_VICECHEE: // TODO(MIAMI): figure out new structure of the function
|
||||
preferredModel = COP_MIAMIVICE;
|
||||
pedType = PEDTYPE_COP;
|
||||
miamiViceIndex = (isPassenger ? 2 * CCarCtrl::MiamiViceCycle : 2 * CCarCtrl::MiamiViceCycle + 1);
|
||||
break;
|
||||
case MI_TAXI:
|
||||
case MI_CABBIE:
|
||||
case MI_ZEBRA:
|
||||
|
@ -799,7 +804,7 @@ CPopulation::AddPedInCar(CVehicle* car)
|
|||
pedType = ((CPedModelInfo*)CModelInfo::GetModelInfo(defaultModel))->m_pedType;
|
||||
}
|
||||
|
||||
CPed *newPed = CPopulation::AddPed((ePedType)pedType, preferredModel, car->GetPosition());
|
||||
CPed *newPed = CPopulation::AddPed((ePedType)pedType, preferredModel, car->GetPosition(), miamiViceIndex);
|
||||
newPed->bUsesCollision = false;
|
||||
|
||||
// what??
|
||||
|
|
|
@ -70,7 +70,7 @@ public:
|
|||
static void LoadPedGroups();
|
||||
static void UpdatePedCount(ePedType, bool);
|
||||
static void DealWithZoneChange(eLevelName oldLevel, eLevelName newLevel, bool);
|
||||
static CPed *AddPedInCar(CVehicle *car);
|
||||
static CPed *AddPedInCar(CVehicle *car, bool isPassenger);
|
||||
static bool IsPointInSafeZone(CVector *coors);
|
||||
static void RemovePed(CPed *ent);
|
||||
static int32 ChooseCivilianOccupation(int32);
|
||||
|
@ -80,7 +80,7 @@ public:
|
|||
static void FindClosestZoneForCoors(CVector*, int*, eLevelName, eLevelName);
|
||||
static void GeneratePedsAtStartOfGame();
|
||||
static float PedCreationDistMultiplier();
|
||||
static CPed *AddPed(ePedType pedType, uint32 mi, CVector const &coors);
|
||||
static CPed *AddPed(ePedType pedType, uint32 mi, CVector const &coors, int32 modifier = 0);
|
||||
static void AddToPopulation(float, float, float, float);
|
||||
static void ManagePopulation(void);
|
||||
static void MoveCarsAndPedsOutOfAbandonedZones(void);
|
||||
|
|
|
@ -3,6 +3,7 @@
|
|||
#include "General.h"
|
||||
#include "Timecycle.h"
|
||||
#include "HandlingMgr.h"
|
||||
#include "CarAI.h"
|
||||
#include "CarCtrl.h"
|
||||
#include "RwHelper.h"
|
||||
#include "ModelIndices.h"
|
||||
|
@ -152,6 +153,7 @@ CBoat::ProcessControl(void)
|
|||
case STATUS_SIMPLE:
|
||||
m_bIsAnchored = false;
|
||||
m_fOrientation = INVALID_ORIENTATION;
|
||||
CCarAI::UpdateCarAI(this);
|
||||
CPhysical::ProcessControl();
|
||||
bBoatInWater = true;
|
||||
bPropellerInWater = true;
|
||||
|
@ -160,7 +162,8 @@ CBoat::ProcessControl(void)
|
|||
case STATUS_PHYSICS:
|
||||
m_bIsAnchored = false;
|
||||
m_fOrientation = INVALID_ORIENTATION;
|
||||
CCarCtrl::SteerAIBoatWithPhysics(this);
|
||||
CCarAI::UpdateCarAI(this);
|
||||
CCarCtrl::SteerAICarWithPhysics(this);
|
||||
break;
|
||||
case STATUS_ABANDONED:
|
||||
case STATUS_WRECKED:
|
||||
|
@ -398,9 +401,9 @@ CBoat::ProcessControl(void)
|
|||
}
|
||||
|
||||
// Slow down or push down boat as it approaches the world limits
|
||||
m_vecMoveSpeed.x = Min(m_vecMoveSpeed.x, -(GetPosition().x - 1900.0f)*0.01f); // east
|
||||
m_vecMoveSpeed.x = Max(m_vecMoveSpeed.x, -(GetPosition().x - -1515.0f)*0.01f); // west
|
||||
m_vecMoveSpeed.y = Min(m_vecMoveSpeed.y, -(GetPosition().y - 600.0f)*0.01f); // north
|
||||
m_vecMoveSpeed.x = Min(m_vecMoveSpeed.x, -(GetPosition().x - 1500.0f)*0.01f); // east
|
||||
m_vecMoveSpeed.x = Max(m_vecMoveSpeed.x, -(GetPosition().x - -2300.0f)*0.01f); // west
|
||||
m_vecMoveSpeed.y = Min(m_vecMoveSpeed.y, -(GetPosition().y - 1900.0f)*0.01f); // north
|
||||
m_vecMoveSpeed.y = Max(m_vecMoveSpeed.y, -(GetPosition().y - -1900.0f)*0.01f); // south
|
||||
|
||||
if(!onLand && bBoatInWater)
|
||||
|
|
|
@ -100,6 +100,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
|
|||
m_bSirenOrAlarm = 0;
|
||||
m_nCarHornTimer = 0;
|
||||
m_nCarHornPattern = 0;
|
||||
bPartOfConvoy = false;
|
||||
bCreatedAsPoliceVehicle = false;
|
||||
bParking = false;
|
||||
m_nAlarmState = 0;
|
||||
|
@ -697,51 +698,57 @@ void
|
|||
CVehicle::DoFixedMachineGuns(void)
|
||||
{
|
||||
if(CPad::GetPad(0)->GetCarGunFired() && !bGunSwitchedOff){
|
||||
if(CTimer::GetTimeInMilliseconds() > m_nGunFiringTime + 150){
|
||||
CVector source, target;
|
||||
float dx, dy, len;
|
||||
|
||||
dx = GetForward().x;
|
||||
dy = GetForward().y;
|
||||
len = Sqrt(SQR(dx) + SQR(dy));
|
||||
if(len < 0.1f) len = 0.1f;
|
||||
dx /= len;
|
||||
dy /= len;
|
||||
|
||||
m_nGunFiringTime = CTimer::GetTimeInMilliseconds();
|
||||
|
||||
source = GetMatrix() * CVector(2.0f, 2.5f, 1.0f);
|
||||
target = source + CVector(dx, dy, 0.0f)*60.0f;
|
||||
target += CVector(
|
||||
((CGeneral::GetRandomNumber()&0xFF)-128) * 0.015f,
|
||||
((CGeneral::GetRandomNumber()&0xFF)-128) * 0.015f,
|
||||
((CGeneral::GetRandomNumber()&0xFF)-128) * 0.02f);
|
||||
CWeapon::DoTankDoomAiming(this, pDriver, &source, &target);
|
||||
FireOneInstantHitRound(&source, &target, 15);
|
||||
|
||||
source = GetMatrix() * CVector(-2.0f, 2.5f, 1.0f);
|
||||
target = source + CVector(dx, dy, 0.0f)*60.0f;
|
||||
target += CVector(
|
||||
((CGeneral::GetRandomNumber()&0xFF)-128) * 0.015f,
|
||||
((CGeneral::GetRandomNumber()&0xFF)-128) * 0.015f,
|
||||
((CGeneral::GetRandomNumber()&0xFF)-128) * 0.02f);
|
||||
CWeapon::DoTankDoomAiming(this, pDriver, &source, &target);
|
||||
FireOneInstantHitRound(&source, &target, 15);
|
||||
|
||||
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_SHOT_FIRED, 0.0f);
|
||||
|
||||
m_nAmmoInClip--;
|
||||
if(m_nAmmoInClip == 0){
|
||||
m_nAmmoInClip = 20;
|
||||
m_nGunFiringTime = CTimer::GetTimeInMilliseconds() + 1400;
|
||||
}
|
||||
}
|
||||
FireFixedMachineGuns();
|
||||
}else{
|
||||
if(CTimer::GetTimeInMilliseconds() > m_nGunFiringTime + 1400)
|
||||
m_nAmmoInClip = 20;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CVehicle::FireFixedMachineGuns(void)
|
||||
{
|
||||
if (CTimer::GetTimeInMilliseconds() <= m_nGunFiringTime + 150)
|
||||
return;
|
||||
CVector source, target;
|
||||
float dx, dy, len;
|
||||
|
||||
dx = GetForward().x;
|
||||
dy = GetForward().y;
|
||||
len = Sqrt(SQR(dx) + SQR(dy));
|
||||
if (len < 0.1f) len = 0.1f;
|
||||
dx /= len;
|
||||
dy /= len;
|
||||
|
||||
m_nGunFiringTime = CTimer::GetTimeInMilliseconds();
|
||||
|
||||
source = GetMatrix() * CVector(2.0f, 2.5f, 1.0f);
|
||||
target = source + CVector(dx, dy, 0.0f) * 60.0f;
|
||||
target += CVector(
|
||||
((CGeneral::GetRandomNumber() & 0xFF) - 128) * 0.015f,
|
||||
((CGeneral::GetRandomNumber() & 0xFF) - 128) * 0.015f,
|
||||
((CGeneral::GetRandomNumber() & 0xFF) - 128) * 0.02f);
|
||||
CWeapon::DoTankDoomAiming(this, pDriver, &source, &target);
|
||||
FireOneInstantHitRound(&source, &target, 15);
|
||||
|
||||
source = GetMatrix() * CVector(-2.0f, 2.5f, 1.0f);
|
||||
target = source + CVector(dx, dy, 0.0f) * 60.0f;
|
||||
target += CVector(
|
||||
((CGeneral::GetRandomNumber() & 0xFF) - 128) * 0.015f,
|
||||
((CGeneral::GetRandomNumber() & 0xFF) - 128) * 0.015f,
|
||||
((CGeneral::GetRandomNumber() & 0xFF) - 128) * 0.02f);
|
||||
CWeapon::DoTankDoomAiming(this, pDriver, &source, &target);
|
||||
FireOneInstantHitRound(&source, &target, 15);
|
||||
|
||||
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_SHOT_FIRED, 0.0f);
|
||||
|
||||
m_nAmmoInClip--;
|
||||
if (m_nAmmoInClip == 0) {
|
||||
m_nAmmoInClip = 20;
|
||||
m_nGunFiringTime = CTimer::GetTimeInMilliseconds() + 1400;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CVehicle::ExtinguishCarFire(void)
|
||||
{
|
||||
|
@ -1034,7 +1041,7 @@ CVehicle::SetUpDriver(void)
|
|||
if(VehicleCreatedBy != RANDOM_VEHICLE)
|
||||
return nil;
|
||||
|
||||
pDriver = CPopulation::AddPedInCar(this);
|
||||
pDriver = CPopulation::AddPedInCar(this, false);
|
||||
pDriver->m_pMyVehicle = this;
|
||||
pDriver->m_pMyVehicle->RegisterReference((CEntity**)&pDriver->m_pMyVehicle);
|
||||
pDriver->bInVehicle = true;
|
||||
|
@ -1050,7 +1057,7 @@ CVehicle::SetupPassenger(int n)
|
|||
if(pPassengers[n])
|
||||
return pPassengers[n];
|
||||
|
||||
pPassengers[n] = CPopulation::AddPedInCar(this);
|
||||
pPassengers[n] = CPopulation::AddPedInCar(this, true);
|
||||
pPassengers[n]->m_pMyVehicle = this;
|
||||
pPassengers[n]->m_pMyVehicle->RegisterReference((CEntity**)&pPassengers[n]->m_pMyVehicle);
|
||||
pPassengers[n]->bInVehicle = true;
|
||||
|
|
|
@ -182,6 +182,7 @@ public:
|
|||
uint8 bIsCarParkVehicle : 1; // Car has been created using the special CAR_PARK script command
|
||||
uint8 bHasAlreadyBeenRecorded : 1; // Used for replays
|
||||
|
||||
uint8 bPartOfConvoy : 1;
|
||||
uint8 bCreatedAsPoliceVehicle : 1;// True if this guy was created as a police vehicle (enforcer, policecar, miamivice car etc)
|
||||
uint8 bParking : 1;
|
||||
|
||||
|
@ -287,6 +288,7 @@ public:
|
|||
bool ShufflePassengersToMakeSpace(void);
|
||||
void InflictDamage(CEntity *damagedBy, eWeaponType weaponType, float damage);
|
||||
void DoFixedMachineGuns(void);
|
||||
void FireFixedMachineGuns(void);
|
||||
|
||||
|
||||
bool IsAlarmOn(void) { return m_nAlarmState != 0 && m_nAlarmState != -1; }
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||||
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Reference in a new issue