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more car control

This commit is contained in:
Nikolay Korolev 2020-05-10 12:25:30 +03:00
parent e4683a3074
commit 2f7d2fa3ad
12 changed files with 370 additions and 187 deletions

View file

@ -35,46 +35,50 @@
#include "World.h"
#include "Zones.h"
#define DISTANCE_TO_SPAWN_ROADBLOCK_PEDS 51.0f
#define DISTANCE_TO_SCAN_FOR_DANGER 11.0f
#define SAFE_DISTANCE_TO_PED 3.0f
#define INFINITE_Z 1000000000.0f
#define DISTANCE_TO_SPAWN_ROADBLOCK_PEDS (51.0f)
#define DISTANCE_TO_SCAN_FOR_DANGER (11.0f)
#define SAFE_DISTANCE_TO_PED (3.0f)
#define INFINITE_Z (1000000000.0f)
#define VEHICLE_HEIGHT_DIFF_TO_CONSIDER_WEAVING 4.0f
#define PED_HEIGHT_DIFF_TO_CONSIDER_WEAVING 4.0f
#define OBJECT_HEIGHT_DIFF_TO_CONSIDER_WEAVING 8.0f
#define WIDTH_COEF_TO_WEAVE_SAFELY 1.2f
#define OBJECT_WIDTH_TO_WEAVE 0.3f
#define PED_WIDTH_TO_WEAVE 0.8f
#define VEHICLE_HEIGHT_DIFF_TO_CONSIDER_WEAVING (4.0f)
#define PED_HEIGHT_DIFF_TO_CONSIDER_WEAVING (4.0f)
#define OBJECT_HEIGHT_DIFF_TO_CONSIDER_WEAVING (8.0f)
#define WIDTH_COEF_TO_WEAVE_SAFELY (1.2f)
#define OBJECT_WIDTH_TO_WEAVE (0.3f)
#define PED_WIDTH_TO_WEAVE (0.8f)
#define PATH_DIRECTION_NONE 0
#define PATH_DIRECTION_STRAIGHT 1
#define PATH_DIRECTION_RIGHT 2
#define PATH_DIRECTION_LEFT 4
#define PATH_DIRECTION_NONE (0)
#define PATH_DIRECTION_STRAIGHT (1)
#define PATH_DIRECTION_RIGHT (2)
#define PATH_DIRECTION_LEFT (4)
#define ATTEMPTS_TO_FIND_NEXT_NODE 15
#define ATTEMPTS_TO_FIND_NEXT_NODE (15)
#define DISTANCE_TO_SWITCH_FROM_BLOCK_TO_STOP 5.0f
#define DISTANCE_TO_SWITCH_FROM_STOP_TO_BLOCK 10.0f
#define MAX_SPEED_TO_ACCOUNT_IN_INTERCEPTING 0.13f
#define DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN 40.0f
#define MAX_ANGLE_TO_STEER_AT_HIGH_SPEED 0.2f
#define MIN_SPEED_TO_START_LIMITING_STEER 0.45f
#define DISTANCE_TO_NEXT_NODE_TO_SELECT_NEW 5.0f
#define DISTANCE_TO_FACING_NEXT_NODE_TO_SELECT_NEW 8.0f
#define DEFAULT_MAX_STEER_ANGLE 0.5f
#define MIN_LOWERING_SPEED_COEFFICIENT 0.4f
#define MAX_ANGLE_FOR_SPEED_LIMITING 1.2f
#define MIN_ANGLE_FOR_SPEED_LIMITING 0.4f
#define MIN_ANGLE_FOR_SPEED_LIMITING_BETWEEN_NODES 0.1f
#define MIN_ANGLE_TO_APPLY_HANDBRAKE 0.7f
#define MIN_SPEED_TO_APPLY_HANDBRAKE 0.3f
#define DISTANCE_TO_SWITCH_FROM_BLOCK_TO_STOP (5.0f)
#define DISTANCE_TO_SWITCH_FROM_STOP_TO_BLOCK (10.0f)
#define MAX_SPEED_TO_ACCOUNT_IN_INTERCEPTING (0.13f)
#define DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN (40.0f)
#define MAX_ANGLE_TO_STEER_AT_HIGH_SPEED (0.2f)
#define MIN_SPEED_TO_START_LIMITING_STEER (0.45f)
#define DISTANCE_TO_NEXT_NODE_TO_SELECT_NEW (5.0f)
#define DISTANCE_TO_FACING_NEXT_NODE_TO_SELECT_NEW (8.0f)
#define DEFAULT_MAX_STEER_ANGLE (0.5f)
#define MIN_LOWERING_SPEED_COEFFICIENT (0.4f)
#define MAX_ANGLE_FOR_SPEED_LIMITING (1.2f)
#define MIN_ANGLE_FOR_SPEED_LIMITING (0.4f)
#define MIN_ANGLE_FOR_SPEED_LIMITING_BETWEEN_NODES (0.1f)
#define MIN_ANGLE_TO_APPLY_HANDBRAKE (0.7f)
#define MIN_SPEED_TO_APPLY_HANDBRAKE (0.3f)
#define PROBABILITY_OF_DEAD_PED_ACCIDENT 0.005f
#define DISTANCE_BETWEEN_CAR_AND_DEAD_PED 6.0f
#define PROBABILITY_OF_PASSENGER_IN_VEHICLE 0.125f
#define PROBABILITY_OF_DEAD_PED_ACCIDENT (0.005f)
#define DISTANCE_BETWEEN_CAR_AND_DEAD_PED (6.0f)
#define PROBABILITY_OF_PASSENGER_IN_VEHICLE (0.125f)
#define FARAWAY_DISTANCE_REMOVAL 120.0f
#define ONSCREEN_DESPAWN_RANGE (120.0f)
#define MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN (100.0f)
#define REQUEST_ONSCREEN_DISTANCE ((ONSCREEN_DESPAWN_RANGE + MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN) / 2)
#define OFFSCREEN_DESPAWN_RANGE (40.0f)
#define EXTENDED_RANGE_DESPAWN_MULTIPLIER (1.5f)
int CCarCtrl::NumLawEnforcerCars;
int CCarCtrl::NumAmbulancesOnDuty;
@ -177,7 +181,7 @@ CCarCtrl::GenerateOneRandomCar()
angleLimit = -1.0f;
bTopDownCamera = true;
invertAngleLimitTest = true;
preferredDistance = 55.0f;
preferredDistance = OFFSCREEN_DESPAWN_RANGE + 15.0f;
/* BUG: testForCollision not initialized in original game. */
testForCollision = false;
}else if (!pPlayerVehicle){
@ -191,14 +195,14 @@ CCarCtrl::GenerateOneRandomCar()
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
break;
case 1:
/* Spawn a vehicle close to player to his side. */
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
preferredDistance = 40.0f;
preferredDistance = OFFSCREEN_DESPAWN_RANGE;
break;
}
}else if (fPlayerVehicleSpeed > 0.4f){ /* 72 km/h */
@ -213,21 +217,21 @@ CCarCtrl::GenerateOneRandomCar()
/* Spawn a vehicle in a very narrow gap in front of a player */
angleLimit = 0.85f; /* approx 30 degrees */
invertAngleLimitTest = true;
preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
break;
case 2:
/* Spawn a vehicle relatively far away from player. */
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
break;
case 3:
/* Spawn a vehicle close to player to his side. */
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
preferredDistance = 40.0f;
preferredDistance = OFFSCREEN_DESPAWN_RANGE;
break;
}
}else if (fPlayerVehicleSpeed > 0.1f){ /* 18 km/h */
@ -241,14 +245,14 @@ CCarCtrl::GenerateOneRandomCar()
/* Spawn a vehicle in a very narrow gap in front of a player */
angleLimit = 0.85f; /* approx 30 degrees */
invertAngleLimitTest = true;
preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
break;
case 1:
/* Spawn a vehicle relatively far away from player. */
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
break;
case 2:
case 3:
@ -256,7 +260,7 @@ CCarCtrl::GenerateOneRandomCar()
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
preferredDistance = 40.0f;
preferredDistance = OFFSCREEN_DESPAWN_RANGE;
break;
}
}else{
@ -271,14 +275,14 @@ CCarCtrl::GenerateOneRandomCar()
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
break;
case 1:
/* Spawn a vehicle close to player to his side. */
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
preferredDistance = 40.0f;
preferredDistance = OFFSCREEN_DESPAWN_RANGE;
break;
}
}
@ -586,20 +590,21 @@ CCarCtrl::GenerateOneRandomCar()
case COPS_BOAT:
pVehicle->ChangeLawEnforcerState(1);
pVehicle->SetStatus(STATUS_PHYSICS);
break;
default:
pVehicle->SetStatus(STATUS_SIMPLE);
bBoatGenerated ? pVehicle->SetStatus(STATUS_PHYSICS) : pVehicle->SetStatus(STATUS_SIMPLE);
break;
}
CVisibilityPlugins::SetClumpAlpha(pVehicle->GetClump(), 0);
if (!pVehicle->GetIsOnScreen()){
if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > 40.0f * (pVehicle->bExtendedRange ? 1.5f : 1.0f)) {
if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > OFFSCREEN_DESPAWN_RANGE * (pVehicle->bExtendedRange ? EXTENDED_RANGE_DESPAWN_MULTIPLIER : 1.0f)) {
/* Too far away cars that are not visible aren't needed. */
delete pVehicle;
return;
}
}else{
if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * (pVehicle->bExtendedRange ? 1.5f : 1.0f) * FARAWAY_DISTANCE_REMOVAL ||
(vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * 100.0f) {
if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * (pVehicle->bExtendedRange ? EXTENDED_RANGE_DESPAWN_MULTIPLIER : 1.0f) * ONSCREEN_DESPAWN_RANGE ||
(vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN) {
delete pVehicle;
return;
}
@ -840,24 +845,27 @@ int32
CCarCtrl::ChoosePoliceCarModel(void)
{
if (FindPlayerPed()->m_pWanted->AreMiamiViceRequired() &&
#ifdef FIX_BUGS
(CTimer::GetTimeInMilliseconds() > LastTimeMiamiViceGenerated + 120000 || LastTimeMiamiViceGenerated == 0) &&
#else
CTimer::GetTimeInMilliseconds() > LastTimeMiamiViceGenerated + 120000 &&
#endif
CStreaming::HasModelLoaded(MI_VICECHEE)) {
// TODO(MIAMI): setup correct models!
switch (MiamiViceCycle) {
case 0:
if (CStreaming::HasModelLoaded(MI_COP) && CStreaming::HasModelLoaded(MI_COP))
if (CStreaming::HasModelLoaded(MI_VICE1) && CStreaming::HasModelLoaded(MI_VICE2))
return MI_VICECHEE;
break;
case 1:
if (CStreaming::HasModelLoaded(MI_COP) && CStreaming::HasModelLoaded(MI_COP))
if (CStreaming::HasModelLoaded(MI_VICE3) && CStreaming::HasModelLoaded(MI_VICE4))
return MI_VICECHEE;
break;
case 2:
if (CStreaming::HasModelLoaded(MI_COP) && CStreaming::HasModelLoaded(MI_COP))
if (CStreaming::HasModelLoaded(MI_VICE5) && CStreaming::HasModelLoaded(MI_VICE6))
return MI_VICECHEE;
break;
case 3:
if (CStreaming::HasModelLoaded(MI_COP) && CStreaming::HasModelLoaded(MI_COP))
if (CStreaming::HasModelLoaded(MI_VICE7) && CStreaming::HasModelLoaded(MI_VICE8))
return MI_VICECHEE;
break;
default:
@ -956,7 +964,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
return;
}
float distanceToPlayer = (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D();
float threshold = 40.0f;
float threshold = OFFSCREEN_DESPAWN_RANGE;
if (pVehicle->GetIsOnScreen() ||
TheCamera.Cams[TheCamera.ActiveCam].LookingLeft ||
TheCamera.Cams[TheCamera.ActiveCam].LookingRight ||
@ -968,12 +976,12 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
pVehicle->bIsLawEnforcer ||
pVehicle->bIsCarParkVehicle
){
threshold = FARAWAY_DISTANCE_REMOVAL * TheCamera.GenerationDistMultiplier;
threshold = ONSCREEN_DESPAWN_RANGE * TheCamera.GenerationDistMultiplier;
}
if (TheCamera.GetForward().z < -0.9f)
threshold = 70.0f;
if (pVehicle->bExtendedRange)
threshold *= 1.5f;
threshold *= EXTENDED_RANGE_DESPAWN_MULTIPLIER;
if (distanceToPlayer > threshold && !CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){
if (pVehicle->GetIsOnScreen()){
pVehicle->bFadeOut = true;
@ -1553,12 +1561,13 @@ void CCarCtrl::WeaveThroughCarsSectorList(CPtrList& lst, CVehicle* pVehicle, CPh
void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
{
// TODO(MIAMI):
CVehicle* pOtherCar = (CVehicle*)pOtherEntity;
if (pVehicle->bPartOfConvoy && pOtherCar->bPartOfConvoy)
return;
if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE && pOtherEntity == FindPlayerVehicle())
return;
if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMCAR_CLOSE && pOtherEntity == pVehicle->AutoPilot.m_pTargetCar)
return;
CVehicle* pOtherCar = (CVehicle*)pOtherEntity;
CVector2D vecDiff = pOtherCar->GetPosition() - pVehicle->GetPosition();
float angleBetweenVehicles = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
float distance = vecDiff.Magnitude();
@ -1958,11 +1967,13 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float targetY, CVehicle* pTarget)
#endif
{
if (pVehicle->m_nRouteSeed)
CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed);
int prevNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
int curNode = pVehicle->AutoPilot.m_nNextRouteNode;
CPathNode* pPrevNode = &ThePaths.m_pathNodes[prevNode];
CPathNode* pCurNode = &ThePaths.m_pathNodes[curNode];
CPathNode* pTargetNode;
CPathNode* pTargetNode[2];
int16 numNodes;
float distanceToTargetNode;
ThePaths.DoPathSearch(0, pCurNode->GetPosition(), curNode,
@ -1971,33 +1982,42 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
#else
CVector(targetX, targetY, 0.0f),
#endif
&pTargetNode, &numNodes, 1, pVehicle, &distanceToTargetNode, 999999.9f, -1);
pTargetNode, &numNodes, 2, pVehicle, &distanceToTargetNode, 999999.9f, -1);
int newNextNode;
int nextLink;
if (numNodes != 1 || pTargetNode == pCurNode){
float currentAngle = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
nextLink = 0;
float lowestAngleChange = 10.0f;
int numLinks = pCurNode->numLinks;
newNextNode = 0;
for (int i = 0; i < numLinks; i++){
int conNode = ThePaths.ConnectedNode(i + pCurNode->firstLink);
if (conNode == prevNode && i > 1)
continue;
CPathNode* pTestNode = &ThePaths.m_pathNodes[conNode];
float angle = CGeneral::GetATanOfXY(pTestNode->GetX() - pCurNode->GetX(), pTestNode->GetY() - pCurNode->GetY());
angle = LimitRadianAngle(angle - currentAngle);
angle = ABS(angle);
if (angle < lowestAngleChange){
lowestAngleChange = angle;
newNextNode = conNode;
nextLink = i;
if (numNodes != 1 && numNodes != 2 || pTargetNode[0] == pCurNode){
if (numNodes != 2 || pTargetNode[1] == pCurNode) {
float currentAngle = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
nextLink = 0;
float lowestAngleChange = 10.0f;
int numLinks = pCurNode->numLinks;
newNextNode = 0;
for (int i = 0; i < numLinks; i++) {
int conNode = ThePaths.ConnectedNode(i + pCurNode->firstLink);
if (conNode == prevNode && i > 1)
continue;
CPathNode* pTestNode = &ThePaths.m_pathNodes[conNode];
float angle = CGeneral::GetATanOfXY(pTestNode->GetX() - pCurNode->GetX(), pTestNode->GetY() - pCurNode->GetY());
angle = LimitRadianAngle(angle - currentAngle);
angle = ABS(angle);
if (angle < lowestAngleChange) {
lowestAngleChange = angle;
newNextNode = conNode;
nextLink = i;
}
}
}
}else{
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)

View file

@ -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)
{

View file

@ -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:

View file

@ -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)

View file

@ -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,

View file

@ -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;

View file

@ -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);

View file

@ -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??

View file

@ -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);

View file

@ -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)

View file

@ -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;

View file

@ -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; }