mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-05 23:25:55 +00:00
lcs car ctrl 1
This commit is contained in:
parent
26c6908d25
commit
7339ebce60
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@ -11,6 +11,7 @@
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#include "Cranes.h"
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#include "Curves.h"
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#include "CutsceneMgr.h"
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#include "Frontend.h"
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#include "Gangs.h"
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#include "Game.h"
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#include "Garages.h"
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@ -76,10 +77,11 @@
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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 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 ONSCREEN_DESPAWN_RANGE (190.0f)
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#define MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN (130.0f)
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#define REQUEST_ONSCREEN_DISTANCE (140.0f)
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#define OFFSCREEN_DESPAWN_RANGE (60.0f)
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#define MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN (40.0f)
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#define EXTENDED_RANGE_DESPAWN_MULTIPLIER (1.5f)
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//--MIAMI: file done
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@ -95,7 +97,7 @@ int32 CCarCtrl::NumRandomCars;
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int32 CCarCtrl::NumParkedCars;
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int32 CCarCtrl::NumPermanentCars;
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int8 CCarCtrl::CountDownToCarsAtStart;
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int32 CCarCtrl::MaxNumberOfCarsInUse = 12;
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int32 CCarCtrl::MaxNumberOfCarsInUse = 30;
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uint32 CCarCtrl::LastTimeLawEnforcerCreated;
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uint32 CCarCtrl::LastTimeFireTruckCreated;
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uint32 CCarCtrl::LastTimeAmbulanceCreated;
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@ -161,14 +163,19 @@ CCarCtrl::GenerateOneRandomCar()
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carClass = COPS;
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carModel = ChoosePoliceCarModel();
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}else{
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carModel = ChooseModel(&zone, &carClass);
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if (carModel == -1 || (carClass == COPS && pWanted->m_nWantedLevel >= 1))
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/* All cop spawns with wanted level are handled by condition above. */
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/* In particular it means that cop cars never spawn if player has wanted level of 1. */
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return;
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for (int i = 0; i < 5; i++) {
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carModel = ChooseModel(&zone, &carClass);
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if (carModel == -1)
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return;
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if (!(carClass == COPS && pWanted->m_nWantedLevel >= 1))
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/* All cop spawns with wanted level are handled by condition above. */
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/* In particular it means that cop cars never spawn if player has wanted level of 1. */
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break;
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}
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}
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float frontX, frontY;
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float preferredDistance, angleLimit;
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float requestMultiplier;
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bool invertAngleLimitTest;
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CVector spawnPosition;
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int32 curNodeId, nextNodeId;
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@ -188,11 +195,14 @@ 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 = OFFSCREEN_DESPAWN_RANGE + 15.0f;
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preferredDistance = MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN + 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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/* Player is not in vehicle. */
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requestMultiplier = 13.0f / 20.0f;
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if (FrontEndMenuManager.m_PrefsUseWideScreen) // TODO(LCS): static
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requestMultiplier *= 4.0f / 3.0f;
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testForCollision = true;
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frontX = TheCamera.CamFrontXNorm;
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frontY = TheCamera.CamFrontYNorm;
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@ -202,95 +212,105 @@ 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 = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
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preferredDistance = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * 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 = OFFSCREEN_DESPAWN_RANGE;
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preferredDistance = MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN;
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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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}
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else {
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requestMultiplier = 13.0f / 20.0f;
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if (TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON && !FrontEndMenuManager.m_PrefsUseWideScreen)
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requestMultiplier *= 0.9f;
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if (FrontEndMenuManager.m_PrefsUseWideScreen) // TODO(LCS): static
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requestMultiplier *= 4.0f / 3.0f;
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if (fPlayerVehicleSpeed > 0.4f) { /* 72 km/h */
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/* Player is moving fast in vehicle */
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/* Prefer spawning vehicles very far away from him. */
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frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed;
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frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed;
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testForCollision = false;
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switch (CTimer::GetFrameCounter() & 3) {
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case 0:
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case 1:
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/* Spawn a vehicle in a very narrow gap in front of a player */
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angleLimit = 0.85f; /* approx 30 degrees */
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invertAngleLimitTest = true;
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preferredDistance = 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 = 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 = OFFSCREEN_DESPAWN_RANGE;
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break;
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frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed;
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frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed;
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testForCollision = false;
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switch (CTimer::GetFrameCounter() & 3) {
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case 0:
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case 1:
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/* Spawn a vehicle in a very narrow gap in front of a player */
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angleLimit = 0.85f; /* approx 30 degrees */
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invertAngleLimitTest = true;
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preferredDistance = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * 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 = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * 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 = MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN;
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break;
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}
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}
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}else if (fPlayerVehicleSpeed > 0.1f){ /* 18 km/h */
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/* Player is moving moderately fast in vehicle */
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/* Spawn more vehicles to player's side. */
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frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed;
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frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed;
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testForCollision = false;
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switch (CTimer::GetFrameCounter() & 3) {
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case 0:
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/* Spawn a vehicle in a very narrow gap in front of a player */
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angleLimit = 0.85f; /* approx 30 degrees */
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invertAngleLimitTest = true;
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preferredDistance = 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 = 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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/* 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 = OFFSCREEN_DESPAWN_RANGE;
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break;
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else if (fPlayerVehicleSpeed > 0.1f) { /* 18 km/h */
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/* Player is moving moderately fast in vehicle */
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/* Spawn more vehicles to player's side. */
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frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed;
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frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed;
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testForCollision = false;
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switch (CTimer::GetFrameCounter() & 3) {
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case 0:
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/* Spawn a vehicle in a very narrow gap in front of a player */
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angleLimit = 0.85f; /* approx 30 degrees */
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invertAngleLimitTest = true;
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preferredDistance = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * 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 = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * TheCamera.GenerationDistMultiplier;
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break;
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case 2:
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case 3:
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/* Spawn a vehicle close to player to his side. */
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/* Kinda not within camera angle. */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = false;
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preferredDistance = MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN;
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break;
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}
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}
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}else{
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/* Player is in vehicle but moving very slow. */
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/* Then use camera direction instead of vehicle direction. */
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testForCollision = true;
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frontX = TheCamera.CamFrontXNorm;
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frontY = TheCamera.CamFrontYNorm;
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switch (CTimer::GetFrameCounter() & 1) {
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case 0:
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/* Spawn a vehicle relatively far away from player. */
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/* Forward to his current direction (camera direction). */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = true;
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preferredDistance = 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 = OFFSCREEN_DESPAWN_RANGE;
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break;
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else {
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/* Player is in vehicle but moving very slow. */
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/* Then use camera direction instead of vehicle direction. */
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testForCollision = true;
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frontX = TheCamera.CamFrontXNorm;
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frontY = TheCamera.CamFrontYNorm;
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switch (CTimer::GetFrameCounter() & 1) {
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case 0:
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/* Spawn a vehicle relatively far away from player. */
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/* Forward to his current direction (camera direction). */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = true;
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preferredDistance = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * 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 = MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN;
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break;
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}
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}
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}
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if (!ThePaths.GenerateCarCreationCoors(vecTargetPos.x, vecTargetPos.y, frontX, frontY,
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@ -300,6 +320,8 @@ CCarCtrl::GenerateOneRandomCar()
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CPathNode* pCurNode = &ThePaths.m_pathNodes[curNodeId];
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CPathNode* pNextNode = &ThePaths.m_pathNodes[nextNodeId];
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bool bBoatGenerated = false;
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if (!OkToCreateVehicleAtThisPosition(spawnPosition))
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return;
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if ((CGeneral::GetRandomNumber() & 0xF) > Min(pCurNode->spawnRate, pNextNode->spawnRate))
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return;
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if (pCurNode->bWaterPath) {
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@ -604,12 +626,12 @@ CCarCtrl::GenerateOneRandomCar()
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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 ? 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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if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * requestMultiplier * (pVehicle->bExtendedRange ? EXTENDED_RANGE_DESPAWN_MULTIPLIER : 1.0f) * ONSCREEN_DESPAWN_RANGE ||
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(vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * requestMultiplier * MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN) {
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delete pVehicle;
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return;
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}
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if ((TheCamera.GetPosition() - pVehicle->GetPosition()).Magnitude2D() < 82.5f * TheCamera.GenerationDistMultiplier || bTopDownCamera) {
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if ((TheCamera.GetPosition() - pVehicle->GetPosition()).Magnitude2D() < 105.0f * requestMultiplier * TheCamera.GenerationDistMultiplier || bTopDownCamera) {
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delete pVehicle;
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return;
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}
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@ -659,13 +681,13 @@ CCarCtrl::GenerateOneRandomCar()
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int nMadDrivers;
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switch (pVehicle->GetVehicleAppearance()) {
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case VEHICLE_APPEARANCE_BIKE:
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nMadDrivers = 30;
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nMadDrivers = 20;
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break;
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case VEHICLE_APPEARANCE_BOAT:
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nMadDrivers = 40;
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break;
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default:
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nMadDrivers = 6;
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nMadDrivers = 3;
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break;
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}
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if ((CGeneral::GetRandomNumber() & 0x7F) < nMadDrivers || bMadDriversCheat) {
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@ -949,6 +971,7 @@ CCarCtrl::RemoveCarsIfThePoolGetsFull(void)
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}
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}
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if (pClosestVehicle) {
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debug(":::::::::::\'Nearest removed\' cause pools was full -> NumRandomCars %d\n", NumRandomCars);
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CWorld::Remove(pClosestVehicle);
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delete pClosestVehicle;
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}
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@ -971,7 +994,10 @@ 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 = OFFSCREEN_DESPAWN_RANGE;
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float despawnMultiplier = 1.0f;
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if (FindPlayerVehicle() && TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON && !FrontEndMenuManager.m_PrefsUseWideScreen)
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despawnMultiplier = 0.75f;
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float threshold = OFFSCREEN_DESPAWN_RANGE * despawnMultiplier;
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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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@ -984,7 +1010,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
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pVehicle->bIsCarParkVehicle ||
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CTimer::GetTimeInMilliseconds() < pVehicle->m_nSetPieceExtendedRangeTime
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){
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threshold = ONSCREEN_DESPAWN_RANGE * TheCamera.GenerationDistMultiplier;
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threshold = ONSCREEN_DESPAWN_RANGE * despawnMultiplier * 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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@ -1767,7 +1793,7 @@ bool CCarCtrl::PickNextNodeAccordingStrategy(CVehicle* pVehicle)
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void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
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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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CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed++);
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int32 prevNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
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int32 curNode = pVehicle->AutoPilot.m_nNextRouteNode;
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uint8 totalLinks = ThePaths.m_pathNodes[curNode].numLinks;
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@ -1853,13 +1879,15 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
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pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
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if ((!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) &&
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(!pNextPathNode->bBetweenLevels || pPrevPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel))
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/* Nice way to exit loop but this will fail because this is used for indexing! */
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nextLink = 1000;
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break;
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}
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}
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if (nextLink < 999)
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if (nextLink >= totalLinks) {
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/* If everything else failed, turn vehicle around */
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nextLink = 0;
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debug("Couldn\'t find ANYTHING. Just go back from where we came.\n");
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pVehicle->AutoPilot.m_nNextRouteNode = prevNode;
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}
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}
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pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
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pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
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@ -1983,7 +2011,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
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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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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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@ -130,6 +130,9 @@ public:
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static void SteerAIBoatWithPhysicsAttackingPlayer(CVehicle*, float*, float*, float*, bool*);
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static void SteerAICarBlockingPlayerForwardAndBack(CVehicle*, float*, float*, float*, bool*);
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static bool OkToCreateVehicleAtThisPosition(const CVector&) { return true; }
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static float GetATanOfXY(float x, float y) { float t = CGeneral::GetATanOfXY(x, y); if (t < 0.0f) t += TWOPI; return t; } // TODO(LCS): replace where required
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||||
static float GetPositionAlongCurrentCurve(CVehicle* pVehicle)
|
||||
{
|
||||
uint32 timeInCurve = CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeEnteredCurve;
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||||
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Loading…
Reference in a new issue