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lcs car ctrl 2
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commit
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@ -4,6 +4,7 @@
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#include "Accident.h"
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#include "AutoPilot.h"
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#include "Bridge.h"
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#include "CarCtrl.h"
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#include "General.h"
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#include "HandlingMgr.h"
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@ -74,6 +75,18 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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case STATUS_PLAYER_DISABLED:
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break;
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case STATUS_SIMPLE:
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{
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if (pVehicle->m_pCurGroundEntity && CBridge::ThisIsABridgeObjectMovingUp(pVehicle->m_pCurGroundEntity->GetModelIndex()))
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pVehicle->SetStatus(STATUS_PHYSICS);
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CColPoint colPoint;
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CEntity* pEntity;
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if (pVehicle->m_randomSeed & 0x3F == CTimer::GetFrameCounter() & 0x3F &&
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!CWorld::ProcessVerticalLine(pVehicle->GetPosition(), -2.0f, colPoint, pEntity, true, false, false, false, true, false, nil)) {
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debug("FLOATING CAR TURNED INTO PHYSICS CAR!\n");
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pVehicle->SetStatus(STATUS_PHYSICS);
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}
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}
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// fallthough
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case STATUS_PHYSICS:
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switch (pVehicle->AutoPilot.m_nCarMission) {
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case MISSION_RAMPLAYER_FARAWAY:
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@ -746,12 +746,6 @@ CCarCtrl::GenerateOneRandomCar()
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}
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}
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bool
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CCarCtrl::BoatWithTallMast(int32 mi)
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{
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return mi == MI_RIO || mi == MI_TROPIC || mi == MI_MARQUIS;
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}
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int32
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CCarCtrl::ChooseBoatModel(int32 rating)
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{
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@ -1603,7 +1597,7 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float
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if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMCAR_CLOSE && pOtherEntity == pVehicle->AutoPilot.m_pTargetCar)
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return;
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CVector2D vecDiff = pOtherCar->GetPosition() - pVehicle->GetPosition();
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float angleBetweenVehicles = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
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float angleBetweenVehicles = GetATanOfXY(vecDiff.x, vecDiff.y);
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float distance = vecDiff.Magnitude();
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if (distance < 1.0f)
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return;
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@ -1613,7 +1607,7 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float
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return;
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CVector2D forward = pVehicle->GetForward();
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forward.Normalise();
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float forwardAngle = CGeneral::GetATanOfXY(forward.x, forward.y);
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float forwardAngle = GetATanOfXY(forward.x, forward.y);
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float angleDiff = angleBetweenVehicles - forwardAngle;
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float lenProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.y * sin(angleDiff));
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float widthProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.x * cos(angleDiff));
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@ -1622,16 +1616,12 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float
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diffToLeftAngle = ABS(diffToLeftAngle);
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float angleToWeave = lengthToEvade / 2;
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if (diffToLeftAngle < angleToWeave){
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*pAngleToWeaveLeft = angleBetweenVehicles - angleToWeave;
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while (*pAngleToWeaveLeft < -PI)
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*pAngleToWeaveLeft += TWOPI;
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*pAngleToWeaveLeft = LimitRadianAngle(angleBetweenVehicles - angleToWeave);
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}
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float diffToRightAngle = LimitRadianAngle(angleBetweenVehicles - *pAngleToWeaveRight);
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diffToRightAngle = ABS(diffToRightAngle);
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if (diffToRightAngle < angleToWeave){
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*pAngleToWeaveRight = angleBetweenVehicles + angleToWeave;
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while (*pAngleToWeaveRight > PI)
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*pAngleToWeaveRight -= TWOPI;
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*pAngleToWeaveRight = LimitRadianAngle(angleBetweenVehicles + angleToWeave);
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}
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}
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@ -1663,23 +1653,19 @@ void CCarCtrl::WeaveForPed(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAn
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return;
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CPed* pPed = (CPed*)pOtherEntity;
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CVector2D vecDiff = pPed->GetPosition() - pVehicle->GetPosition();
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float angleBetweenVehicleAndPed = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
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float angleBetweenVehicleAndPed = GetATanOfXY(vecDiff.x, vecDiff.y);
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float distance = vecDiff.Magnitude();
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float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + PED_WIDTH_TO_WEAVE) / distance;
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float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveLeft);
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diffToLeftAngle = ABS(diffToLeftAngle);
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float angleToWeave = lengthToEvade / 2;
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if (diffToLeftAngle < angleToWeave) {
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*pAngleToWeaveLeft = angleBetweenVehicleAndPed - angleToWeave;
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while (*pAngleToWeaveLeft < -PI)
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*pAngleToWeaveLeft += TWOPI;
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*pAngleToWeaveLeft = LimitRadianAngle(angleBetweenVehicleAndPed - angleToWeave);
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}
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float diffToRightAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveRight);
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diffToRightAngle = ABS(diffToRightAngle);
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if (diffToRightAngle < angleToWeave) {
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*pAngleToWeaveRight = angleBetweenVehicleAndPed + angleToWeave;
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while (*pAngleToWeaveRight > PI)
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*pAngleToWeaveRight -= TWOPI;
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*pAngleToWeaveRight = LimitRadianAngle(angleBetweenVehicleAndPed + angleToWeave);
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}
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}
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@ -1735,23 +1721,19 @@ void CCarCtrl::WeaveForObject(CEntity* pOtherEntity, CVehicle* pVehicle, float*
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rightCoef * pObject->GetRight() +
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forwardCoef * pObject->GetForward() -
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pVehicle->GetPosition();
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float angleBetweenVehicleAndObject = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
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float angleBetweenVehicleAndObject = GetATanOfXY(vecDiff.x, vecDiff.y);
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float distance = vecDiff.Magnitude();
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float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + OBJECT_WIDTH_TO_WEAVE) / distance;
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float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveLeft);
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diffToLeftAngle = ABS(diffToLeftAngle);
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float angleToWeave = lengthToEvade / 2;
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if (diffToLeftAngle < angleToWeave) {
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*pAngleToWeaveLeft = angleBetweenVehicleAndObject - angleToWeave;
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while (*pAngleToWeaveLeft < -PI)
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*pAngleToWeaveLeft += TWOPI;
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*pAngleToWeaveLeft = LimitRadianAngle(angleBetweenVehicleAndObject - angleToWeave);
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}
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float diffToRightAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveRight);
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diffToRightAngle = ABS(diffToRightAngle);
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if (diffToRightAngle < angleToWeave) {
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*pAngleToWeaveRight = angleBetweenVehicleAndObject + angleToWeave;
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while (*pAngleToWeaveRight > PI)
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*pAngleToWeaveRight -= TWOPI;
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*pAngleToWeaveRight = LimitRadianAngle(angleBetweenVehicleAndObject + angleToWeave);
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}
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}
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@ -2031,7 +2013,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
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int nextLink;
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if (numNodes != 1 && numNodes != 2 || pTargetNode[0] == pCurNode){
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if (numNodes != 2 || pTargetNode[1] == pCurNode) {
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float currentAngle = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
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float currentAngle = GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
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nextLink = 0;
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float lowestAngleChange = 10.0f;
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int numLinks = pCurNode->numLinks;
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@ -2041,7 +2023,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
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if (conNode == prevNode && i > 1)
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continue;
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CPathNode* pTestNode = &ThePaths.m_pathNodes[conNode];
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float angle = CGeneral::GetATanOfXY(pTestNode->GetX() - pCurNode->GetX(), pTestNode->GetY() - pCurNode->GetY());
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float angle = GetATanOfXY(pTestNode->GetX() - pCurNode->GetX(), pTestNode->GetY() - pCurNode->GetY());
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angle = LimitRadianAngle(angle - currentAngle);
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angle = ABS(angle);
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if (angle < lowestAngleChange) {
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@ -2459,6 +2441,16 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
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*pHandbrake = true;
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return;
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case MISSION_CRUISE:
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if (CTrafficLights::ShouldCarStopForBridge(pVehicle)) {
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*pAccel = 0.0f;
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*pBrake = 1.0f;
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*pHandbrake = true;
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#ifdef FIX_BUGS
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*pSwerve = 0.0f;
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#endif
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break;
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}
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// fallthough
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case MISSION_RAMPLAYER_FARAWAY:
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case MISSION_BLOCKPLAYER_FARAWAY:
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case MISSION_GOTOCOORDS:
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@ -2529,11 +2521,19 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
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*pHandbrake = false;
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return;
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case MISSION_RAMCAR_CLOSE:
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if (!pVehicle->AutoPilot.m_pTargetCar) {
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debug("NO TARGET VEHICLE FOR MISSION_RAMCAR_CLOSE\n");
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return;
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}
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SteerAICarWithPhysicsHeadingForTarget(pVehicle, pVehicle->AutoPilot.m_pTargetCar,
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pVehicle->AutoPilot.m_pTargetCar->GetPosition().x, pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
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pSwerve, pAccel, pBrake, pHandbrake);
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return;
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case MISSION_BLOCKCAR_CLOSE:
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if (!pVehicle->AutoPilot.m_pTargetCar) {
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debug("NO TARGET VEHICLE FOR MISSION_BLOCKCAR_CLOSE\n");
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return;
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}
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SteerAICarWithPhysicsTryingToBlockTarget(pVehicle,
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pVehicle->AutoPilot.m_pTargetCar->GetPosition().x,
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pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
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@ -2542,6 +2542,9 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
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pSwerve, pAccel, pBrake, pHandbrake);
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return;
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case MISSION_BLOCKCAR_HANDBRAKESTOP:
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if (!pVehicle->AutoPilot.m_pTargetCar) {
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return;
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}
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SteerAICarWithPhysicsTryingToBlockTarget_Stop(pVehicle,
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pVehicle->AutoPilot.m_pTargetCar->GetPosition().x,
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pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
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@ -2619,8 +2622,8 @@ void CCarCtrl::SteerAIBoatWithPhysicsHeadingForTarget(CVehicle* pVehicle, float
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{
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CVector2D forward = pVehicle->GetForward();
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forward.Normalise();
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float angleToTarget = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
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float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
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float angleToTarget = GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
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float angleForward = GetATanOfXY(forward.x, forward.y);
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float steerAngle = LimitRadianAngle(angleToTarget - angleForward);
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steerAngle = clamp(steerAngle, -DEFAULT_MAX_STEER_ANGLE, DEFAULT_MAX_STEER_ANGLE);
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#ifdef FIX_BUGS
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@ -2651,8 +2654,8 @@ void CCarCtrl::SteerAIBoatWithPhysicsAttackingPlayer(CVehicle* pVehicle, float*
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CVector2D forward = pVehicle->GetForward();
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forward.Normalise();
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CVector2D vecToProjection = FindPlayerCoors() + FindPlayerSpeed() * projection * GAME_SPEED_TO_CARAI_SPEED;
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float angleToTarget = CGeneral::GetATanOfXY(vecToProjection.x - pVehicle->GetPosition().x, vecToProjection.y - pVehicle->GetPosition().y);
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float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
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float angleToTarget = GetATanOfXY(vecToProjection.x - pVehicle->GetPosition().x, vecToProjection.y - pVehicle->GetPosition().y);
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float angleForward = GetATanOfXY(forward.x, forward.y);
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float steerAngle = LimitRadianAngle(angleToTarget - angleForward);
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#ifdef FIX_BUGS
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float speedTarget = pVehicle->AutoPilot.GetCruiseSpeed();
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@ -2740,7 +2743,7 @@ void CCarCtrl::SteerAIHeliTowardsTargetCoors(CAutomobile* pHeli)
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if (distanceToTarget < 8.0f && pHeli->m_fHeliOrientation < 0.0f)
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ZTurnSpeedTarget = 0.0f;
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else {
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float fAngleTarget = CGeneral::GetATanOfXY(vecToTarget.x, vecToTarget.y) + PI;
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float fAngleTarget = GetATanOfXY(vecToTarget.x, vecToTarget.y) + PI;
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if (pHeli->m_fHeliOrientation >= 0.0f)
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fAngleTarget = pHeli->m_fHeliOrientation;
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fAngleTarget -= pHeli->m_fOrientation;
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@ -2783,7 +2786,7 @@ void CCarCtrl::SteerAIPlaneTowardsTargetCoors(CAutomobile* pPlane)
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CVector2D vecToTarget = pPlane->AutoPilot.m_vecDestinationCoors - pPlane->GetPosition();
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float fForwardZ = (pPlane->AutoPilot.m_vecDestinationCoors.z - pPlane->GetPosition().z) / vecToTarget.Magnitude();
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fForwardZ = clamp(fForwardZ, -0.3f, 0.3f);
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float angle = CGeneral::GetATanOfXY(vecToTarget.x, vecToTarget.y);
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float angle = GetATanOfXY(vecToTarget.x, vecToTarget.y);
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while (angle > TWOPI)
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angle -= TWOPI;
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float difference = LimitRadianAngle(angle - pPlane->m_fOrientation);
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@ -2880,8 +2883,8 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv
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projectedPosition.y = positionOnCurrentLinkIncludingLane.y;
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}
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CVector2D distanceToProjectedPosition = projectedPosition - pVehicle->GetPosition();
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float angleCurrentLink = CGeneral::GetATanOfXY(distanceToProjectedPosition.x, distanceToProjectedPosition.y);
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float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
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float angleCurrentLink = GetATanOfXY(distanceToProjectedPosition.x, distanceToProjectedPosition.y);
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float angleForward = GetATanOfXY(forward.x, forward.y);
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if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS)
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angleCurrentLink = FindAngleToWeaveThroughTraffic(pVehicle, nil, angleCurrentLink, angleForward);
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float steerAngle = LimitRadianAngle(angleCurrentLink - angleForward);
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@ -2920,11 +2923,11 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv
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pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x);
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trajectory -= pVehicle->GetPosition();
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float speedAngleMultiplier = FindSpeedMultiplier(
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CGeneral::GetATanOfXY(trajectory.x, trajectory.y) - angleForward,
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GetATanOfXY(trajectory.x, trajectory.y) - angleForward,
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MIN_ANGLE_FOR_SPEED_LIMITING, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT);
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float tmpWideMultiplier = FindSpeedMultiplier(
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CGeneral::GetATanOfXY(currentPathLinkForward.x, currentPathLinkForward.y) -
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CGeneral::GetATanOfXY(nextPathLinkForwardX, nextPathLinkForwardY),
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GetATanOfXY(currentPathLinkForward.x, currentPathLinkForward.y) -
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GetATanOfXY(nextPathLinkForwardX, nextPathLinkForwardY),
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MIN_ANGLE_FOR_SPEED_LIMITING_BETWEEN_NODES, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT);
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float speedNodesMultiplier;
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if (scalarDistanceToNextNode > DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN || pVehicle->AutoPilot.m_nCruiseSpeed < 12)
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@ -2958,8 +2961,8 @@ void CCarCtrl::SteerAICarWithPhysicsHeadingForTarget(CVehicle* pVehicle, CPhysic
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*pHandbrake = false;
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CVector2D forward = pVehicle->GetForward();
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forward.Normalise();
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float angleToTarget = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
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float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
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float angleToTarget = GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
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float angleForward = GetATanOfXY(forward.x, forward.y);
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if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS)
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angleToTarget = FindAngleToWeaveThroughTraffic(pVehicle, pTarget, angleToTarget, angleForward);
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float steerAngle = LimitRadianAngle(angleToTarget - angleForward);
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@ -3165,7 +3168,7 @@ bool CCarCtrl::JoinCarWithRoadSystemGotoCoors(CVehicle* pVehicle, CVector vecTar
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void CCarCtrl::FindLinksToGoWithTheseNodes(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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int nextLink;
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CPathNode* pCurNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nCurrentRouteNode];
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for (nextLink = 0; nextLink < 12; nextLink++)
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@ -3207,10 +3210,12 @@ void CCarCtrl::GenerateEmergencyServicesCar(void)
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return;
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if (CGame::IsInInterior())
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return;
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if (TheCamera.m_WideScreenOn) // TODO(LCS): verify
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return;
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if (NumFiretrucksOnDuty + NumAmbulancesOnDuty + NumParkedCars + NumMissionCars +
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NumLawEnforcerCars + NumRandomCars > MaxNumberOfCarsInUse)
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return;
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if (NumAmbulancesOnDuty == 0){
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if (NumAmbulancesOnDuty == 0 /* TODO(LCS): && gbEmergencyVehiclesEnabled */){
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if (gAccidentManager.CountActiveAccidents() < 2){
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if (CStreaming::HasModelLoaded(MI_AMBULAN))
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CStreaming::SetModelIsDeletable(MI_MEDIC);
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@ -3229,7 +3234,7 @@ void CCarCtrl::GenerateEmergencyServicesCar(void)
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}
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}
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}
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if (NumFiretrucksOnDuty == 0){
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if (NumFiretrucksOnDuty == 0 /* TODO(LCS): && gbEmergencyVehiclesEnabled */){
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if (gFireManager.GetTotalActiveFires() < 3){
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if (CStreaming::HasModelLoaded(MI_FIRETRUCK))
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CStreaming::SetModelIsDeletable(MI_FIREMAN);
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@ -3386,6 +3391,17 @@ bool CCarCtrl::MapCouldMoveInThisArea(float x, float y)
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#endif
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}
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||||
bool
|
||||
CCarCtrl::BoatWithTallMast(int32 mi)
|
||||
{
|
||||
return mi == MI_RIO || mi == MI_TROPIC || mi == MI_MARQUIS;
|
||||
}
|
||||
|
||||
bool CCarCtrl::OkToCreateVehicleAtThisPosition(const CVector& pos)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
float CCarCtrl::FindSpeedMultiplierWithSpeedFromNodes(int8 type)
|
||||
{
|
||||
switch (type)
|
||||
|
@ -3395,3 +3411,8 @@ float CCarCtrl::FindSpeedMultiplierWithSpeedFromNodes(int8 type)
|
|||
}
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
void CCarCtrl::RenderDebugInfo(CVehicle*)
|
||||
{
|
||||
//TODO(LCS)
|
||||
}
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#pragma once
|
||||
#include "PathFind.h"
|
||||
#include "Boat.h"
|
||||
#include "General.h"
|
||||
#include "Vehicle.h"
|
||||
|
||||
#define GAME_SPEED_TO_METERS_PER_SECOND 50.0f
|
||||
|
@ -130,8 +131,9 @@ public:
|
|||
static void SteerAIBoatWithPhysicsAttackingPlayer(CVehicle*, float*, float*, float*, bool*);
|
||||
static void SteerAICarBlockingPlayerForwardAndBack(CVehicle*, float*, float*, float*, bool*);
|
||||
|
||||
static bool OkToCreateVehicleAtThisPosition(const CVector&) { return true; }
|
||||
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
|
||||
static bool OkToCreateVehicleAtThisPosition(const CVector&);
|
||||
static void RenderDebugInfo(CVehicle*);
|
||||
static float GetATanOfXY(float x, float y) { float t = CGeneral::GetATanOfXY(x, y); if (t < 0.0f) t += TWOPI; return t; }
|
||||
|
||||
static float GetPositionAlongCurrentCurve(CVehicle* pVehicle)
|
||||
{
|
||||
|
@ -141,11 +143,7 @@ public:
|
|||
|
||||
static float LimitRadianAngle(float angle)
|
||||
{
|
||||
while (angle < -PI)
|
||||
angle += TWOPI;
|
||||
while (angle > PI)
|
||||
angle -= TWOPI;
|
||||
return angle;
|
||||
return CGeneral::LimitRadianAngle(angle);
|
||||
}
|
||||
|
||||
static bool bMadDriversCheat;
|
||||
|
|
|
@ -10,7 +10,7 @@
|
|||
// --MIAMI: file done
|
||||
|
||||
float CIniFile::PedNumberMultiplier = 0.6f;
|
||||
float CIniFile::CarNumberMultiplier = 0.6f;
|
||||
float CIniFile::CarNumberMultiplier = 0.8f;
|
||||
|
||||
void CIniFile::LoadIniFile()
|
||||
{
|
||||
|
@ -27,5 +27,5 @@ void CIniFile::LoadIniFile()
|
|||
}
|
||||
CPopulation::MaxNumberOfPedsInUse = 25.0f * PedNumberMultiplier;
|
||||
CPopulation::MaxNumberOfPedsInUseInterior = 40.0f * PedNumberMultiplier;
|
||||
CCarCtrl::MaxNumberOfCarsInUse = 12.0f * CarNumberMultiplier;
|
||||
CCarCtrl::MaxNumberOfCarsInUse = 30.0f * CarNumberMultiplier;
|
||||
}
|
Loading…
Reference in a new issue