1
0
Fork 0
mirror of https://git.rip/DMCA_FUCKER/re3.git synced 2024-06-26 17:47:37 +00:00

car control and friends

This commit is contained in:
Nikolay Korolev 2020-05-07 16:57:49 +03:00
parent a8d8c0690d
commit 40888e9486
13 changed files with 189 additions and 128 deletions

View file

@ -11,6 +11,7 @@
#include "Curves.h" #include "Curves.h"
#include "CutsceneMgr.h" #include "CutsceneMgr.h"
#include "Gangs.h" #include "Gangs.h"
#include "Game.h"
#include "Garages.h" #include "Garages.h"
#include "General.h" #include "General.h"
#include "IniFile.h" #include "IniFile.h"
@ -29,6 +30,7 @@
#include "VisibilityPlugins.h" #include "VisibilityPlugins.h"
#include "Vehicle.h" #include "Vehicle.h"
#include "Fire.h" #include "Fire.h"
#include "WaterLevel.h"
#include "World.h" #include "World.h"
#include "Zones.h" #include "Zones.h"
@ -113,6 +115,7 @@ void
CCarCtrl::GenerateOneRandomCar() CCarCtrl::GenerateOneRandomCar()
{ {
static int32 unk = 0; static int32 unk = 0;
bool bTopDownCamera = false;
CPlayerInfo* pPlayer = &CWorld::Players[CWorld::PlayerInFocus]; CPlayerInfo* pPlayer = &CWorld::Players[CWorld::PlayerInFocus];
CVector vecTargetPos = FindPlayerCentreOfWorld(CWorld::PlayerInFocus); CVector vecTargetPos = FindPlayerCentreOfWorld(CWorld::PlayerInFocus);
CVector2D vecPlayerSpeed = FindPlayerSpeed(); CVector2D vecPlayerSpeed = FindPlayerSpeed();
@ -127,7 +130,7 @@ CCarCtrl::GenerateOneRandomCar()
int carClass; int carClass;
int carModel; int carModel;
if (pWanted->m_nWantedLevel > 1 && NumLawEnforcerCars < pWanted->m_MaximumLawEnforcerVehicles && if (pWanted->m_nWantedLevel > 1 && NumLawEnforcerCars < pWanted->m_MaximumLawEnforcerVehicles &&
pWanted->m_CurrentCops < pWanted->m_MaxCops && ( pWanted->m_CurrentCops < pWanted->m_MaxCops && !CGame::IsInInterior() && (
pWanted->m_nWantedLevel > 3 || pWanted->m_nWantedLevel > 3 ||
pWanted->m_nWantedLevel > 2 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 5000 || pWanted->m_nWantedLevel > 2 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 5000 ||
pWanted->m_nWantedLevel > 1 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 8000)) { pWanted->m_nWantedLevel > 1 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 8000)) {
@ -161,8 +164,9 @@ CCarCtrl::GenerateOneRandomCar()
/* Spawn essentially anywhere. */ /* Spawn essentially anywhere. */
frontX = frontY = 0.707f; /* 45 degrees */ frontX = frontY = 0.707f; /* 45 degrees */
angleLimit = -1.0f; angleLimit = -1.0f;
bTopDownCamera = true;
invertAngleLimitTest = true; invertAngleLimitTest = true;
preferredDistance = 40.0f; preferredDistance = 55.0f;
/* BUG: testForCollision not initialized in original game. */ /* BUG: testForCollision not initialized in original game. */
testForCollision = false; testForCollision = false;
}else if (!pPlayerVehicle){ }else if (!pPlayerVehicle){
@ -176,7 +180,7 @@ CCarCtrl::GenerateOneRandomCar()
/* Forward to his current direction (camera direction). */ /* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */ angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true; invertAngleLimitTest = true;
preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier; preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
break; break;
case 1: case 1:
/* Spawn a vehicle close to player to his side. */ /* Spawn a vehicle close to player to his side. */
@ -198,14 +202,14 @@ CCarCtrl::GenerateOneRandomCar()
/* Spawn a vehicle in a very narrow gap in front of a player */ /* Spawn a vehicle in a very narrow gap in front of a player */
angleLimit = 0.85f; /* approx 30 degrees */ angleLimit = 0.85f; /* approx 30 degrees */
invertAngleLimitTest = true; invertAngleLimitTest = true;
preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier; preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
break; break;
case 2: case 2:
/* Spawn a vehicle relatively far away from player. */ /* Spawn a vehicle relatively far away from player. */
/* Forward to his current direction (camera direction). */ /* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */ angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true; invertAngleLimitTest = true;
preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier; preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
break; break;
case 3: case 3:
/* Spawn a vehicle close to player to his side. */ /* Spawn a vehicle close to player to his side. */
@ -226,14 +230,14 @@ CCarCtrl::GenerateOneRandomCar()
/* Spawn a vehicle in a very narrow gap in front of a player */ /* Spawn a vehicle in a very narrow gap in front of a player */
angleLimit = 0.85f; /* approx 30 degrees */ angleLimit = 0.85f; /* approx 30 degrees */
invertAngleLimitTest = true; invertAngleLimitTest = true;
preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier; preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
break; break;
case 1: case 1:
/* Spawn a vehicle relatively far away from player. */ /* Spawn a vehicle relatively far away from player. */
/* Forward to his current direction (camera direction). */ /* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */ angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true; invertAngleLimitTest = true;
preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier; preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
break; break;
case 2: case 2:
case 3: case 3:
@ -256,7 +260,7 @@ CCarCtrl::GenerateOneRandomCar()
/* Forward to his current direction (camera direction). */ /* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */ angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true; invertAngleLimitTest = true;
preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier; preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
break; break;
case 1: case 1:
/* Spawn a vehicle close to player to his side. */ /* Spawn a vehicle close to player to his side. */
@ -271,17 +275,35 @@ CCarCtrl::GenerateOneRandomCar()
preferredDistance, angleLimit, invertAngleLimitTest, &spawnPosition, &curNodeId, &nextNodeId, preferredDistance, angleLimit, invertAngleLimitTest, &spawnPosition, &curNodeId, &nextNodeId,
&positionBetweenNodes, carClass == COPS && pWanted->m_nWantedLevel >= 1)) &positionBetweenNodes, carClass == COPS && pWanted->m_nWantedLevel >= 1))
return; return;
CPathNode* pCurNode = &ThePaths.m_pathNodes[curNodeId];
CPathNode* pNextNode = &ThePaths.m_pathNodes[nextNodeId];
bool bBoatGenerated = false;
if ((CGeneral::GetRandomNumber() & 0xF) > Min(pCurNode->spawnRate, pNextNode->spawnRate))
return;
if (pCurNode->bWaterPath) {
bBoatGenerated = true;
if (carClass == COPS) {
carModel = MI_PREDATOR;
carClass = COPS_BOAT;
if (!CStreaming::HasModelLoaded(MI_PREDATOR)) {
CStreaming::RequestModel(MI_PREDATOR, STREAMFLAGS_DEPENDENCY);
return;
}
else {
// TODO: normal boats
}
}
}
int16 colliding; int16 colliding;
CWorld::FindObjectsKindaColliding(spawnPosition, 10.0f, true, &colliding, 2, nil, false, true, true, false, false); CWorld::FindObjectsKindaColliding(spawnPosition, bBoatGenerated ? 40.0f : 10.0f, true, &colliding, 2, nil, false, true, true, false, false);
if (colliding) if (colliding)
/* If something is already present in spawn position, do not create vehicle*/ /* If something is already present in spawn position, do not create vehicle*/
return; return;
if (!ThePaths.TestCoorsCloseness(vecTargetPos, false, spawnPosition)) if (!bBoatGenerated && !ThePaths.TestCoorsCloseness(vecTargetPos, false, spawnPosition))
/* Testing if spawn position can reach target position via valid path. */ /* Testing if spawn position can reach target position via valid path. */
return; return;
int16 idInNode = 0; int16 idInNode = 0;
CPathNode* pCurNode = &ThePaths.m_pathNodes[curNodeId];
CPathNode* pNextNode = &ThePaths.m_pathNodes[nextNodeId];
while (idInNode < pCurNode->numLinks && while (idInNode < pCurNode->numLinks &&
ThePaths.ConnectedNode(idInNode + pCurNode->firstLink) != nextNodeId) ThePaths.ConnectedNode(idInNode + pCurNode->firstLink) != nextNodeId)
idInNode++; idInNode++;
@ -289,14 +311,19 @@ CCarCtrl::GenerateOneRandomCar()
CCarPathLink* pPathLink = &ThePaths.m_carPathLinks[connectionId]; CCarPathLink* pPathLink = &ThePaths.m_carPathLinks[connectionId];
int16 lanesOnCurrentRoad = pPathLink->pathNodeIndex == nextNodeId ? pPathLink->numLeftLanes : pPathLink->numRightLanes; int16 lanesOnCurrentRoad = pPathLink->pathNodeIndex == nextNodeId ? pPathLink->numLeftLanes : pPathLink->numRightLanes;
CVehicleModelInfo* pModelInfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(carModel); CVehicleModelInfo* pModelInfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(carModel);
if (lanesOnCurrentRoad == 0 || pModelInfo->m_vehicleType == VEHICLE_TYPE_BIKE) if (lanesOnCurrentRoad == 0)
/* Not spawning vehicle if road is one way and intended direction is opposide to that way. */ /* Not spawning vehicle if road is one way and intended direction is opposide to that way. */
/* Also not spawning bikes but they don't exist in final game. */
return; return;
CAutomobile* pCar = new CAutomobile(carModel, RANDOM_VEHICLE); CVehicle* pVehicle;
pCar->AutoPilot.m_nPrevRouteNode = 0; if (CModelInfo::IsBoatModel(carModel))
pCar->AutoPilot.m_nCurrentRouteNode = curNodeId; pVehicle = new CBoat(carModel, RANDOM_VEHICLE);
pCar->AutoPilot.m_nNextRouteNode = nextNodeId; //else if (CModelInfo::IsBikeModel(carModel))
// pVehicle = new CBike(carModel, RANDOM_VEHICLE);
else
pVehicle = new CAutomobile(carModel, RANDOM_VEHICLE);
pVehicle->AutoPilot.m_nPrevRouteNode = 0;
pVehicle->AutoPilot.m_nCurrentRouteNode = curNodeId;
pVehicle->AutoPilot.m_nNextRouteNode = nextNodeId;
switch (carClass) { switch (carClass) {
case POOR: case POOR:
case RICH: case RICH:
@ -315,48 +342,55 @@ CCarCtrl::GenerateOneRandomCar()
case GANG8: case GANG8:
case GANG9: case GANG9:
{ {
pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14); pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14);
if (carClass == EXEC) if (carClass == EXEC)
pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18); pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18);
else if (carClass == POOR || carClass == SPECIAL) else if (carClass == POOR || carClass == SPECIAL)
pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10); pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10);
CVehicleModelInfo* pVehicleInfo = pCar->GetModelInfo(); CVehicleModelInfo* pVehicleInfo = pVehicle->GetModelInfo();
if (pVehicleInfo->GetColModel()->boundingBox.max.y - pCar->GetModelInfo()->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) { if (pVehicleInfo->GetColModel()->boundingBox.max.y - pVehicle->GetModelInfo()->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) {
pCar->AutoPilot.m_nCruiseSpeed *= 3; pVehicle->AutoPilot.m_nCruiseSpeed *= 3;
pCar->AutoPilot.m_nCruiseSpeed /= 4; pVehicle->AutoPilot.m_nCruiseSpeed /= 4;
} }
pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed; pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
pCar->AutoPilot.m_nCarMission = MISSION_CRUISE; pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
pCar->AutoPilot.m_nTempAction = TEMPACT_NONE; pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS; pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
break; break;
} }
case COPS: case COPS:
pCar->AutoPilot.m_nTempAction = TEMPACT_NONE; pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel != 0){ if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel != 0){
pCar->AutoPilot.m_nCruiseSpeed = CCarAI::FindPoliceCarSpeedForWantedLevel(pCar); pVehicle->AutoPilot.m_nCruiseSpeed = CCarAI::FindPoliceCarSpeedForWantedLevel(pVehicle);
pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed / 2; pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed / 2;
pCar->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel(); pVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
}else{ }else{
pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 16); pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 16);
pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed; pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS; pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
pCar->AutoPilot.m_nCarMission = MISSION_CRUISE; pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
} }
if (carModel == MI_FBICAR){ if (carModel == MI_FBICAR){
pCar->m_currentColour1 = 0; pVehicle->m_currentColour1 = 0;
pCar->m_currentColour2 = 0; pVehicle->m_currentColour2 = 0;
/* FBI cars are gray in carcols, but we want them black if they going after player. */ /* FBI cars are gray in carcols, but we want them black if they going after player. */
} }
// TODO(MIAMI): check the flag
case COPS_BOAT:
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(4.0f, 16.0f);
pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
pVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceBoatMissionForWantedLevel();
break;
default: default:
break; break;
} }
if (pCar && pCar->GetModelIndex() == MI_MRWHOOP) if (pVehicle && pVehicle->GetModelIndex() == MI_MRWHOOP)
pCar->m_bSirenOrAlarm = true; pVehicle->m_bSirenOrAlarm = true;
pCar->AutoPilot.m_nNextPathNodeInfo = connectionId; pVehicle->AutoPilot.m_nNextPathNodeInfo = connectionId;
pCar->AutoPilot.m_nNextLane = pCar->AutoPilot.m_nCurrentLane = CGeneral::GetRandomNumber() % lanesOnCurrentRoad; pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane = CGeneral::GetRandomNumber() % lanesOnCurrentRoad;
CBox* boundingBox = &CModelInfo::GetModelInfo(pCar->GetModelIndex())->GetColModel()->boundingBox; CBox* boundingBox = &CModelInfo::GetModelInfo(pVehicle->GetModelIndex())->GetColModel()->boundingBox;
float carLength = 1.0f + (boundingBox->max.y - boundingBox->min.y) / 2; float carLength = 1.0f + (boundingBox->max.y - boundingBox->min.y) / 2;
float distanceBetweenNodes = (pCurNode->GetPosition() - pNextNode->GetPosition()).Magnitude2D(); float distanceBetweenNodes = (pCurNode->GetPosition() - pNextNode->GetPosition()).Magnitude2D();
/* If car is so long that it doesn't fit between two car nodes, place it directly in the middle. */ /* If car is so long that it doesn't fit between two car nodes, place it directly in the middle. */
@ -365,20 +399,20 @@ CCarCtrl::GenerateOneRandomCar()
positionBetweenNodes = 0.5f; positionBetweenNodes = 0.5f;
else else
positionBetweenNodes = Min(1.0f - carLength / distanceBetweenNodes, Max(carLength / distanceBetweenNodes, positionBetweenNodes)); positionBetweenNodes = Min(1.0f - carLength / distanceBetweenNodes, Max(carLength / distanceBetweenNodes, positionBetweenNodes));
pCar->AutoPilot.m_nNextDirection = (curNodeId >= nextNodeId) ? 1 : -1; pVehicle->AutoPilot.m_nNextDirection = (curNodeId >= nextNodeId) ? 1 : -1;
if (pCurNode->numLinks == 1){ if (pCurNode->numLinks == 1){
/* Do not create vehicle if there is nowhere to go. */ /* Do not create vehicle if there is nowhere to go. */
delete pCar; delete pVehicle;
return; return;
} }
int16 nextConnection = pCar->AutoPilot.m_nNextPathNodeInfo; int16 nextConnection = pVehicle->AutoPilot.m_nNextPathNodeInfo;
int16 newLink; int16 newLink;
while (nextConnection == pCar->AutoPilot.m_nNextPathNodeInfo){ while (nextConnection == pVehicle->AutoPilot.m_nNextPathNodeInfo){
newLink = CGeneral::GetRandomNumber() % pCurNode->numLinks; newLink = CGeneral::GetRandomNumber() % pCurNode->numLinks;
nextConnection = ThePaths.m_carPathConnections[newLink + pCurNode->firstLink]; nextConnection = ThePaths.m_carPathConnections[newLink + pCurNode->firstLink];
} }
pCar->AutoPilot.m_nCurrentPathNodeInfo = nextConnection; pVehicle->AutoPilot.m_nCurrentPathNodeInfo = nextConnection;
pCar->AutoPilot.m_nCurrentDirection = (ThePaths.ConnectedNode(newLink + pCurNode->firstLink) >= curNodeId) ? 1 : -1; pVehicle->AutoPilot.m_nCurrentDirection = (ThePaths.ConnectedNode(newLink + pCurNode->firstLink) >= curNodeId) ? 1 : -1;
CVector2D vecBetweenNodes = pNextNode->GetPosition() - pCurNode->GetPosition(); CVector2D vecBetweenNodes = pNextNode->GetPosition() - pCurNode->GetPosition();
float forwardX, forwardY; float forwardX, forwardY;
float distBetweenNodes = vecBetweenNodes.Magnitude(); float distBetweenNodes = vecBetweenNodes.Magnitude();
@ -391,47 +425,47 @@ CCarCtrl::GenerateOneRandomCar()
} }
/* I think the following might be some form of SetRotateZOnly. */ /* I think the following might be some form of SetRotateZOnly. */
/* Setting up direction between two car nodes. */ /* Setting up direction between two car nodes. */
pCar->GetForward() = CVector(forwardX, forwardY, 0.0f); pVehicle->GetForward() = CVector(forwardX, forwardY, 0.0f);
pCar->GetRight() = CVector(forwardY, -forwardX, 0.0f); pVehicle->GetRight() = CVector(forwardY, -forwardX, 0.0f);
pCar->GetUp() = CVector(0.0f, 0.0f, 1.0f); pVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f);
float currentPathLinkForwardX = pCar->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo].GetDirX(); float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirX();
float currentPathLinkForwardY = pCar->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo].GetDirY(); float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirY();
float nextPathLinkForwardX = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].GetDirX(); float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirX();
float nextPathLinkForwardY = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].GetDirY(); float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirY();
CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo]; CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo]; CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
CVector positionOnCurrentLinkIncludingLane( CVector positionOnCurrentLinkIncludingLane(
pCurrentLink->GetX() + ((pCar->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY, pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
pCurrentLink->GetY() - ((pCar->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX, pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
0.0f); 0.0f);
CVector positionOnNextLinkIncludingLane( CVector positionOnNextLinkIncludingLane(
pNextLink->GetX() + ((pCar->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY, pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
pNextLink->GetY() - ((pCar->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX, pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
0.0f); 0.0f);
float directionCurrentLinkX = pCurrentLink->GetDirX() * pCar->AutoPilot.m_nCurrentDirection; float directionCurrentLinkX = pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
float directionCurrentLinkY = pCurrentLink->GetDirY() * pCar->AutoPilot.m_nCurrentDirection; float directionCurrentLinkY = pCurrentLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection;
float directionNextLinkX = pNextLink->GetDirX() * pCar->AutoPilot.m_nNextDirection; float directionNextLinkX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
float directionNextLinkY = pNextLink->GetDirY() * pCar->AutoPilot.m_nNextDirection; float directionNextLinkY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection;
/* We want to make a path between two links that may not have the same forward directions a curve. */ /* We want to make a path between two links that may not have the same forward directions a curve. */
pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor( pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
&positionOnCurrentLinkIncludingLane, &positionOnCurrentLinkIncludingLane,
&positionOnNextLinkIncludingLane, &positionOnNextLinkIncludingLane,
directionCurrentLinkX, directionCurrentLinkY, directionCurrentLinkX, directionCurrentLinkY,
directionNextLinkX, directionNextLinkY directionNextLinkX, directionNextLinkY
) * (1000.0f / pCar->AutoPilot.m_fMaxTrafficSpeed); ) * (1000.0f / pVehicle->AutoPilot.m_fMaxTrafficSpeed);
#ifdef FIX_BUGS #ifdef FIX_BUGS
/* Casting timer to float is very unwanted. In this case it's not awful */ /* Casting timer to float is very unwanted. In this case it's not awful */
/* but in CAutoPilot::ModifySpeed it can even cause crashes (see SilentPatch). */ /* but in CAutoPilot::ModifySpeed it can even cause crashes (see SilentPatch). */
/* Second fix: adding 0.5f is a mistake. It should be between 0 and 1. It was fixed in SA.*/ /* Second fix: adding 0.5f is a mistake. It should be between 0 and 1. It was fixed in SA.*/
/* It is also correct in CAutoPilot::ModifySpeed. */ /* It is also correct in CAutoPilot::ModifySpeed. */
pCar->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
(uint32)(positionBetweenNodes * pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve); (uint32)(positionBetweenNodes * pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
#else #else
pCar->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
(0.5f + positionBetweenNodes) * pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve; (0.5f + positionBetweenNodes) * pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
#endif #endif
CVector directionCurrentLink(directionCurrentLinkX, directionCurrentLinkY, 0.0f); CVector directionCurrentLink(directionCurrentLinkX, directionCurrentLinkY, 0.0f);
CVector directionNextLink(directionNextLinkX, directionNextLinkY, 0.0f); CVector directionNextLink(directionNextLinkX, directionNextLinkY, 0.0f);
@ -442,8 +476,8 @@ CCarCtrl::GenerateOneRandomCar()
&positionOnNextLinkIncludingLane, &positionOnNextLinkIncludingLane,
&directionCurrentLink, &directionCurrentLink,
&directionNextLink, &directionNextLink,
GetPositionAlongCurrentCurve(pCar), GetPositionAlongCurrentCurve(pVehicle),
pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve, pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve,
&positionIncludingCurve, &positionIncludingCurve,
&directionIncludingCurve &directionIncludingCurve
); );
@ -454,21 +488,34 @@ CCarCtrl::GenerateOneRandomCar()
float groundZ = INFINITE_Z; float groundZ = INFINITE_Z;
CColPoint colPoint; CColPoint colPoint;
CEntity* pEntity; CEntity* pEntity;
if (CWorld::ProcessVerticalLine(finalPosition, 1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil)) if (bBoatGenerated) {
groundZ = colPoint.point.z; if (!CWaterLevel::GetWaterLevel(finalPosition, &groundZ, true)) {
if (CWorld::ProcessVerticalLine(finalPosition, -1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil)){ delete pVehicle;
if (ABS(colPoint.point.z - finalPosition.z) < ABS(groundZ - finalPosition.z)) return;
}
}
else {
if (CWorld::ProcessVerticalLine(finalPosition, 1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil))
groundZ = colPoint.point.z; groundZ = colPoint.point.z;
if (CWorld::ProcessVerticalLine(finalPosition, -1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil)) {
if (ABS(colPoint.point.z - finalPosition.z) < ABS(groundZ - finalPosition.z))
groundZ = colPoint.point.z;
}
} }
if (groundZ == INFINITE_Z || ABS(groundZ - finalPosition.z) > 7.0f) { if (groundZ == INFINITE_Z || ABS(groundZ - finalPosition.z) > 7.0f) {
/* Failed to find ground or too far from expected position. */ /* Failed to find ground or too far from expected position. */
delete pCar; delete pVehicle;
return; return;
} }
finalPosition.z = groundZ + pCar->GetHeightAboveRoad(); if (CModelInfo::IsBoatModel(carModel)) {
pCar->SetPosition(finalPosition); finalPosition.z = groundZ;
pCar->SetMoveSpeed(directionIncludingCurve / GAME_SPEED_TO_CARAI_SPEED); pVehicle->bExtendedRange = true;
CVector2D speedDifferenceWithTarget = (CVector2D)pCar->GetMoveSpeed() - vecPlayerSpeed; }
else
finalPosition.z = groundZ + pVehicle->GetHeightAboveRoad();
pVehicle->SetPosition(finalPosition);
pVehicle->SetMoveSpeed(directionIncludingCurve / GAME_SPEED_TO_CARAI_SPEED);
CVector2D speedDifferenceWithTarget = (CVector2D)pVehicle->GetMoveSpeed() - vecPlayerSpeed;
CVector2D distanceToTarget = positionIncludingCurve - vecTargetPos; CVector2D distanceToTarget = positionIncludingCurve - vecTargetPos;
switch (carClass) { switch (carClass) {
case POOR: case POOR:
@ -487,62 +534,67 @@ CCarCtrl::GenerateOneRandomCar()
case NINES: case NINES:
case GANG8: case GANG8:
case GANG9: case GANG9:
pCar->SetStatus(STATUS_SIMPLE); pVehicle->SetStatus(STATUS_SIMPLE);
break; break;
case COPS: case COPS:
pCar->SetStatus((pCar->AutoPilot.m_nCarMission == MISSION_CRUISE) ? STATUS_SIMPLE : STATUS_PHYSICS); pVehicle->SetStatus((pVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE) ? STATUS_SIMPLE : STATUS_PHYSICS);
pCar->ChangeLawEnforcerState(1); pVehicle->ChangeLawEnforcerState(1);
break; break;
case COPS_BOAT:
pVehicle->ChangeLawEnforcerState(1);
pVehicle->SetStatus(STATUS_PHYSICS);
default: default:
break; break;
} }
CVisibilityPlugins::SetClumpAlpha(pCar->GetClump(), 0); CVisibilityPlugins::SetClumpAlpha(pVehicle->GetClump(), 0);
if (!pCar->GetIsOnScreen()){ if (!pVehicle->GetIsOnScreen()){
if ((vecTargetPos - pCar->GetPosition()).Magnitude2D() > 50.0f) { if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > 40.0f * (pVehicle->bExtendedRange ? 1.5f : 1.0f)) {
/* Too far away cars that are not visible aren't needed. */ /* Too far away cars that are not visible aren't needed. */
delete pCar; delete pVehicle;
return; return;
} }
}else if((vecTargetPos - pCar->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * 130.0f || }else if((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * (pVehicle->bExtendedRange ? 1.5f : 1.0f) * 120.0f ||
(vecTargetPos - pCar->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * 110.0f){ (vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * 100.0f){
delete pCar; delete pVehicle;
return; return;
}else if((TheCamera.GetPosition() - pCar->GetPosition()).Magnitude2D() < 90.0f * TheCamera.GenerationDistMultiplier){ }else if((TheCamera.GetPosition() - pVehicle->GetPosition()).Magnitude2D() < 82.5f * TheCamera.GenerationDistMultiplier || bTopDownCamera){
delete pCar; delete pVehicle;
return; return;
} }
CVehicleModelInfo* pVehicleModel = pCar->GetModelInfo(); // TODO(MIAMI): if MARQUIS then delete
CVehicleModelInfo* pVehicleModel = pVehicle->GetModelInfo();
float radiusToTest = pVehicleModel->GetColModel()->boundingSphere.radius; float radiusToTest = pVehicleModel->GetColModel()->boundingSphere.radius;
if (testForCollision){ if (testForCollision){
CWorld::FindObjectsKindaColliding(pCar->GetPosition(), radiusToTest + 20.0f, true, &colliding, 2, nil, false, true, false, false, false); CWorld::FindObjectsKindaColliding(pVehicle->GetPosition(), radiusToTest + 20.0f, true, &colliding, 2, nil, false, true, false, false, false);
if (colliding){ if (colliding){
delete pCar; delete pVehicle;
return; return;
} }
} }
CWorld::FindObjectsKindaColliding(pCar->GetPosition(), radiusToTest, true, &colliding, 2, nil, false, true, false, false, false); CWorld::FindObjectsKindaColliding(pVehicle->GetPosition(), radiusToTest, true, &colliding, 2, nil, false, true, false, false, false);
if (colliding){ if (colliding){
delete pCar; delete pVehicle;
return; return;
} }
if (speedDifferenceWithTarget.x * distanceToTarget.x + if (speedDifferenceWithTarget.x * distanceToTarget.x +
speedDifferenceWithTarget.y * distanceToTarget.y >= 0.0f){ speedDifferenceWithTarget.y * distanceToTarget.y >= 0.0f){
delete pCar; delete pVehicle;
return; return;
} }
pVehicleModel->AvoidSameVehicleColour(&pCar->m_currentColour1, &pCar->m_currentColour2); pVehicleModel->AvoidSameVehicleColour(&pVehicle->m_currentColour1, &pVehicle->m_currentColour2);
CWorld::Add(pCar); CWorld::Add(pVehicle);
if (carClass == COPS) if (carClass == COPS || carClass == COPS_BOAT)
CCarAI::AddPoliceCarOccupants(pCar); CCarAI::AddPoliceCarOccupants(pVehicle);
else else
pCar->SetUpDriver(); pVehicle->SetUpDriver(); //TODO(MIAMI): FIX!
if ((CGeneral::GetRandomNumber() & 0x3F) == 0){ /* 1/64 probability */ if ((CGeneral::GetRandomNumber() & 0x3F) == 0){ /* 1/64 probability */ /* TODO(MIAMI): FIX!*/
pCar->SetStatus(STATUS_PHYSICS); pVehicle->SetStatus(STATUS_PHYSICS);
pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
pCar->AutoPilot.m_nCruiseSpeed += 10; pVehicle->AutoPilot.m_nCruiseSpeed += 10;
} }
if (carClass == COPS) if (carClass == COPS)
LastTimeLawEnforcerCreated = CTimer::GetTimeInMilliseconds(); LastTimeLawEnforcerCreated = CTimer::GetTimeInMilliseconds();
/* TODO(MIAMI): CADDY, VICECHEE, dead ped code*/
} }
int32 int32
@ -681,7 +733,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
return; return;
} }
float distanceToPlayer = (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D(); float distanceToPlayer = (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D();
float threshold = 50.0f; float threshold = 40.0f;
if (pVehicle->GetIsOnScreen() || if (pVehicle->GetIsOnScreen() ||
TheCamera.Cams[TheCamera.ActiveCam].LookingLeft || TheCamera.Cams[TheCamera.ActiveCam].LookingLeft ||
TheCamera.Cams[TheCamera.ActiveCam].LookingRight || TheCamera.Cams[TheCamera.ActiveCam].LookingRight ||
@ -693,8 +745,10 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
pVehicle->bIsLawEnforcer || pVehicle->bIsLawEnforcer ||
pVehicle->bIsCarParkVehicle pVehicle->bIsCarParkVehicle
){ ){
threshold = 130.0f * TheCamera.GenerationDistMultiplier; threshold = 120.0f * TheCamera.GenerationDistMultiplier;
} }
if (TheCamera.GetForward().z < -0.9f)
threshold = 70.0f;
if (pVehicle->bExtendedRange) if (pVehicle->bExtendedRange)
threshold *= 1.5f; threshold *= 1.5f;
if (distanceToPlayer > threshold && !CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){ if (distanceToPlayer > threshold && !CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){
@ -707,7 +761,8 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
return; return;
} }
} }
if ((pVehicle->GetStatus() == STATUS_SIMPLE || pVehicle->GetStatus() == STATUS_PHYSICS && pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS) && if ((pVehicle->GetStatus() == STATUS_SIMPLE || pVehicle->GetStatus() == STATUS_PHYSICS &&
(pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS || pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS_IGNORE_LIGHTS)) &&
CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission > 5000 && CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission > 5000 &&
!pVehicle->GetIsOnScreen() && !pVehicle->GetIsOnScreen() &&
(pVehicle->GetPosition() - vecPlayerPos).Magnitude2D() > 25.0f && (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D() > 25.0f &&

View file

@ -41,7 +41,17 @@ class CCarCtrl
NINES, NINES,
GANG8, GANG8,
GANG9, GANG9,
COPS COPS,
CLASS12,
CLASS13,
CLASS14,
CLASS15,
CLASS16,
CLASS17,
CLASS18,
CLASS19,
CLASS20,
COPS_BOAT
}; };
public: public:
static void SwitchVehicleToRealPhysics(CVehicle*); static void SwitchVehicleToRealPhysics(CVehicle*);

View file

@ -1419,14 +1419,14 @@ CPathFind::NewGenerateCarCreationCoors(float x, float y, float dirX, float dirY,
if(m_pathNodes[node1].bDisabled && !ignoreDisabled) if(m_pathNodes[node1].bDisabled && !ignoreDisabled)
continue; continue;
dist1 = Distance2D(m_pathNodes[node1].GetPosition(), x, y); dist1 = Distance2D(m_pathNodes[node1].GetPosition(), x, y);
if(dist1 < spawnDist + 60.0f){ if(dist1 < Max(spawnDist + 70.0f, spawnDist * 1.7f)){
d1 = dist1 - spawnDist; d1 = m_pathNodes[node1].bWaterPath ? (dist1 - spawnDist * 1.5f) : (dist1 - spawnDist);
for(j = 0; j < m_pathNodes[node1].numLinks; j++){ for(j = 0; j < m_pathNodes[node1].numLinks; j++){
node2 = ConnectedNode(m_pathNodes[node1].firstLink + j); node2 = ConnectedNode(m_pathNodes[node1].firstLink + j);
if(m_pathNodes[node2].bDisabled && !ignoreDisabled) if(m_pathNodes[node2].bDisabled && !ignoreDisabled)
continue; continue;
dist2 = Distance2D(m_pathNodes[node2].GetPosition(), x, y); dist2 = Distance2D(m_pathNodes[node2].GetPosition(), x, y);
d2 = dist2 - spawnDist; d2 = m_pathNodes[node2].bWaterPath ? (dist2 - spawnDist * 1.5f) : (dist2 - spawnDist);
if(d1*d2 < 0.0f){ if(d1*d2 < 0.0f){
// nodes are on different sides of spawn distance // nodes are on different sides of spawn distance
float f2 = Abs(d1)/(Abs(d1) + Abs(d2)); float f2 = Abs(d1)/(Abs(d1) + Abs(d2));

View file

@ -927,10 +927,10 @@ CFileLoader::LoadCarPathNode(const char *line, int id, int node, bool waterPath)
if(id == -1) if(id == -1)
ThePaths.StoreDetachedNodeInfoCar(node, type, next, x, y, z, width, numLeft, numRight, ThePaths.StoreDetachedNodeInfoCar(node, type, next, x, y, z, width, numLeft, numRight,
!!(flags&1), !!(flags&4), speed, !!(flags&2), waterPath, spawnRate, false); !!(flags&1), !!(flags&4), speed, !!(flags&2), waterPath, spawnRate * 15, false);
else else
ThePaths.StoreNodeInfoCar(id, node, type, next, x, y, z, 0, numLeft, numRight, ThePaths.StoreNodeInfoCar(id, node, type, next, x, y, z, 0, numLeft, numRight,
!!(flags&1), !!(flags&4), speed, !!(flags&2), waterPath, spawnRate); !!(flags&1), !!(flags&4), speed, !!(flags&2), waterPath, spawnRate * 15);
} }

View file

@ -58,6 +58,8 @@ public:
static void ShutDownForRestart(void); static void ShutDownForRestart(void);
static void InitialiseWhenRestarting(void); static void InitialiseWhenRestarting(void);
static void Process(void); static void Process(void);
static bool IsInInterior(void) { return currArea != AREA_MAIN_MAP; }
// NB: these do something on PS2 // NB: these do something on PS2
static void TidyUpMemory(bool, bool); static void TidyUpMemory(bool, bool);

View file

@ -16,4 +16,3 @@ public:
virtual bool GetIsATreadable(void) { return false; } virtual bool GetIsATreadable(void) { return false; }
}; };
static_assert(sizeof(CBuilding) == 0x64, "CBuilding: error");

View file

@ -15,4 +15,3 @@ public:
static void *operator new(size_t); static void *operator new(size_t);
static void operator delete(void*, size_t); static void operator delete(void*, size_t);
}; };
static_assert(sizeof(CDummy) == 0x68, "CDummy: error");

View file

@ -174,4 +174,3 @@ public:
static void AddSteamsFromGround(CPtrList& list); static void AddSteamsFromGround(CPtrList& list);
}; };
static_assert(sizeof(CEntity) == 0x64, "CEntity: error");

View file

@ -160,4 +160,3 @@ public:
bool CheckCollision(void); bool CheckCollision(void);
bool CheckCollision_SimpleCar(void); bool CheckCollision_SimpleCar(void);
}; };
static_assert(sizeof(CPhysical) == 0x128, "CPhysical: error");

View file

@ -10,4 +10,3 @@ public:
CDummyObject(void) {} CDummyObject(void) {}
CDummyObject(CObject *obj); CDummyObject(CObject *obj);
}; };
static_assert(sizeof(CDummyObject) == 0x68, "CDummyObject: error");

View file

@ -113,4 +113,3 @@ public:
static void DeleteAllTempObjects(); static void DeleteAllTempObjects();
static void DeleteAllTempObjectsInArea(CVector point, float fRadius); static void DeleteAllTempObjectsInArea(CVector point, float fRadius);
}; };
static_assert(sizeof(CObject) == 0x198, "CObject: error");

View file

@ -8,4 +8,3 @@ class CDummyPed : CDummy
int32 pedType; int32 pedType;
int32 unknown; int32 unknown;
}; };
static_assert(sizeof(CDummyPed) == 0x70, "CDummyPed: error");

View file

@ -734,6 +734,7 @@ CPopulation::AddPedInCar(CVehicle* car)
pedType = PEDTYPE_COP; pedType = PEDTYPE_COP;
break; break;
case MI_POLICE: case MI_POLICE:
case MI_PREDATOR:
preferredModel = COP_STREET; preferredModel = COP_STREET;
pedType = PEDTYPE_COP; pedType = PEDTYPE_COP;
break; break;