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Merge pull request #230 from Nick007J/master

CCarAI, CCurves, CAutoPilot
This commit is contained in:
erorcun 2019-10-11 02:39:16 +03:00 committed by GitHub
commit f70c2ad54f
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GPG key ID: 4AEE18F83AFDEB23
10 changed files with 735 additions and 51 deletions

View file

@ -2,5 +2,50 @@
#include "patcher.h"
#include "AutoPilot.h"
WRAPPER void CAutoPilot::RemoveOnePathNode() { EAXJMP(0x413A00); }
#include "CarCtrl.h"
#include "Curves.h"
#include "PathFind.h"
#if 0
WRAPPER void CAutoPilot::ModifySpeed(float) { EAXJMP(0x4137B0); }
#else
void CAutoPilot::ModifySpeed(float speed)
{
m_fMaxTrafficSpeed = max(0.01f, speed);
float positionBetweenNodes = (float)(CTimer::GetTimeInMilliseconds() - m_nTimeEnteredCurve) / m_nTimeToSpendOnCurrentCurve;
CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[m_nCurrentPathNodeInfo];
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[m_nNextPathNodeInfo];
float currentPathLinkForwardX = m_nCurrentDirection * ThePaths.m_carPathLinks[m_nCurrentPathNodeInfo].dirX;
float currentPathLinkForwardY = m_nCurrentDirection * ThePaths.m_carPathLinks[m_nCurrentPathNodeInfo].dirY;
float nextPathLinkForwardX = m_nNextDirection * ThePaths.m_carPathLinks[m_nNextPathNodeInfo].dirX;
float nextPathLinkForwardY = m_nNextDirection * ThePaths.m_carPathLinks[m_nNextPathNodeInfo].dirY;
CVector positionOnCurrentLinkIncludingLane(
pCurrentLink->posX + ((m_nCurrentLane + 0.5f) * LANE_WIDTH) * currentPathLinkForwardY,
pCurrentLink->posY - ((m_nCurrentLane + 0.5f) * LANE_WIDTH) * currentPathLinkForwardX,
0.0f);
CVector positionOnNextLinkIncludingLane(
pNextLink->posX + ((m_nNextLane + 0.5f) * LANE_WIDTH) * nextPathLinkForwardY,
pNextLink->posY - ((m_nNextLane + 0.5f) * LANE_WIDTH) * nextPathLinkForwardX,
0.0f);
m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
&positionOnCurrentLinkIncludingLane,
&positionOnNextLinkIncludingLane,
currentPathLinkForwardX, currentPathLinkForwardY,
nextPathLinkForwardX, nextPathLinkForwardY
) * (1000.0f / m_fMaxTrafficSpeed);
#ifdef FIX_BUGS
/* Casting timer to float is very unwanted, and in this case even causes crashes. */
m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
(uint32)(positionBetweenNodes * m_nTimeToSpendOnCurrentCurve);
#else
m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() - positionBetweenNodes * m_nSpeedScaleFactor;
#endif
}
#endif
void CAutoPilot::RemoveOnePathNode()
{
--m_nPathFindNodesCount;
for (int i = 0; i < m_nPathFindNodesCount; i++)
m_aPathFindNodesInfo[i] = m_aPathFindNodesInfo[i + 1];
}

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@ -86,7 +86,7 @@ public:
uint8 m_bSlowedDownBecauseOfPeds : 1;
uint8 m_bStayInCurrentLevel : 1;
uint8 m_bStayInFastLane : 1;
uint8 m_flag10 : 1;
uint8 m_bIgnorePathfinding : 1;
CVector m_vecDestinationCoors;
CPathNode *m_aPathFindNodesInfo[NUM_PATH_NODES_IN_AUTOPILOT];
int16 m_nPathFindNodesCount;

View file

@ -2,25 +2,631 @@
#include "patcher.h"
#include "CarAI.h"
#include "AccidentManager.h"
#include "AutoPilot.h"
#include "CarCtrl.h"
#include "General.h"
#include "HandlingMgr.h"
#include "ModelIndices.h"
#include "PlayerPed.h"
#include "Pools.h"
#include "Timer.h"
#include "TrafficLights.h"
#include "Vehicle.h"
#include "World.h"
#include "ZoneCull.h"
WRAPPER void CCarAI::UpdateCarAI(CVehicle*) { EAXJMP(0x413E50); }
WRAPPER void CCarAI::MakeWayForCarWithSiren(CVehicle *veh) { EAXJMP(0x416280); }
WRAPPER eCarMission CCarAI::FindPoliceCarMissionForWantedLevel() { EAXJMP(0x415E30); }
WRAPPER int32 CCarAI::FindPoliceCarSpeedForWantedLevel(CVehicle*) { EAXJMP(0x415EB0); }
WRAPPER void CCarAI::AddPoliceOccupants(CVehicle*) { EAXJMP(0x415C60); }
WRAPPER void CCarAI::AddAmbulanceOccupants(CVehicle*) { EAXJMP(0x415CE0); }
WRAPPER void CCarAI::AddFiretruckOccupants(CVehicle*) { EAXJMP(0x415D00); }
WRAPPER void CCarAI::TellOccupantsToLeaveCar(CVehicle*) { EAXJMP(0x415D20); }
WRAPPER float CCarAI::GetCarToGoToCoors(CVehicle*, CVector*) { EAXJMP(0x415B10); }
#define DISTANCE_TO_SWITCH_DISTANCE_GOTO 20.0f
float CCarAI::FindSwitchDistanceClose(CVehicle*)
{
return 30.0f;
}
float CCarAI::FindSwitchDistanceFar(CVehicle* pVehicle)
{
return pVehicle->bIsLawEnforcer ? 50.0f : 35.0f;
}
void CCarAI::UpdateCarAI(CVehicle* pVehicle)
{
//((void(*)(CVehicle*))(0x413E50))(pVehicle);
//return;
if (pVehicle->bIsLawEnforcer){
if (pVehicle->AutoPilot.m_nCarMission == MISSION_BLOCKCAR_FARAWAY ||
pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_FARAWAY ||
pVehicle->AutoPilot.m_nCarMission == MISSION_BLOCKPLAYER_CLOSE ||
pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE)
pVehicle->AutoPilot.m_nCruiseSpeed = FindPoliceCarSpeedForWantedLevel(pVehicle);
}
switch (pVehicle->m_status){
case STATUS_PLAYER:
case STATUS_PLAYER_PLAYBACKFROMBUFFER:
case STATUS_TRAIN_MOVING:
case STATUS_TRAIN_NOT_MOVING:
case STATUS_HELI:
case STATUS_PLANE:
case STATUS_PLAYER_REMOTE:
case STATUS_PLAYER_DISABLED:
break;
case STATUS_SIMPLE:
case STATUS_PHYSICS:
switch (pVehicle->AutoPilot.m_nCarMission) {
case MISSION_RAMPLAYER_FARAWAY:
if (FindSwitchDistanceClose(pVehicle) > (FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() ||
pVehicle->AutoPilot.m_bIgnorePathfinding) {
pVehicle->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_CLOSE;
if (pVehicle->UsesSiren(pVehicle->GetModelIndex()))
pVehicle->m_bSirenOrAlarm = true;
}
if (FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())) {
CCarCtrl::JoinCarWithRoadSystem(pVehicle);
pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
pVehicle->m_bSirenOrAlarm = false;
if (CCullZones::NoPolice())
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
}
break;
case MISSION_RAMPLAYER_CLOSE:
if (FindSwitchDistanceFar(pVehicle) >= (FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() ||
pVehicle->AutoPilot.m_bIgnorePathfinding) {
if (FindPlayerVehicle()) {
if (pVehicle->GetHasCollidedWith(FindPlayerVehicle())) {
if (pVehicle->AutoPilot.m_nTempAction != TEMPACT_TURNLEFT && pVehicle->AutoPilot.m_nTempAction != TEMPACT_TURNRIGHT) {
if (FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f) {
pVehicle->AutoPilot.m_nTempAction = TEMPACT_REVERSE;
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 800;
}
else {
pVehicle->AutoPilot.m_nTempAction = TEMPACT_REVERSE;
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 50;
}
}
}
}
if (FindPlayerVehicle() && FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f)
#ifdef FIX_BUGS
pVehicle->m_nTimeBlocked += CTimer::GetTimeStepInMilliseconds();
#else
pVehicle->m_nTimeBlocked += 1000.0f / 60.0f * CTimer::GetTimeStep();
#endif
else
pVehicle->m_nTimeBlocked = 0;
if (!FindPlayerVehicle() || FindPlayerVehicle()->IsUpsideDown() ||
FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f && pVehicle->m_nTimeBlocked > TIME_COPS_WAIT_TO_EXIT_AFTER_STOPPING) {
if (pVehicle->bIsLawEnforcer &&
(pVehicle->GetModelIndex() != MI_RHINO || pVehicle->m_randomSeed > 10000) &&
(FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() < 10.0f) {
TellOccupantsToLeaveCar(pVehicle);
pVehicle->AutoPilot.m_nCruiseSpeed = 0;
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
if (FindPlayerPed()->m_pWanted->m_nWantedLevel <= 1)
pVehicle->m_bSirenOrAlarm = false;
}
}
}
else if (!CCarCtrl::JoinCarWithRoadSystemGotoCoors(pVehicle, FindPlayerCoors(), true)){
pVehicle->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
pVehicle->m_bSirenOrAlarm = false;
pVehicle->m_nCarHornTimer = 0;
}
if (FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())){
CCarCtrl::JoinCarWithRoadSystem(pVehicle);
pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
pVehicle->m_bSirenOrAlarm = false;
if (CCullZones::NoPolice())
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
}
else if (pVehicle->bIsLawEnforcer)
MellowOutChaseSpeed(pVehicle);
break;
case MISSION_BLOCKPLAYER_FARAWAY:
if (FindSwitchDistanceClose(pVehicle) > (FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() ||
pVehicle->AutoPilot.m_bIgnorePathfinding) {
pVehicle->AutoPilot.m_nCarMission = MISSION_BLOCKPLAYER_CLOSE;
if (pVehicle->UsesSiren(pVehicle->GetModelIndex()))
pVehicle->m_bSirenOrAlarm = true;
}
if (FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())) {
CCarCtrl::JoinCarWithRoadSystem(pVehicle);
pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
pVehicle->m_bSirenOrAlarm = false;
if (CCullZones::NoPolice())
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
}
break;
case MISSION_BLOCKPLAYER_CLOSE:
if (FindSwitchDistanceFar(pVehicle) >= (FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() ||
pVehicle->AutoPilot.m_bIgnorePathfinding) {
if (FindPlayerVehicle() && FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f)
#ifdef FIX_BUGS
pVehicle->m_nTimeBlocked += CTimer::GetTimeStepInMilliseconds();
#else
pVehicle->m_nTimeBlocked += 1000.0f / 60.0f * CTimer::GetTimeStep();
#endif
else
pVehicle->m_nTimeBlocked = 0;
if (!FindPlayerVehicle() || FindPlayerVehicle()->IsUpsideDown() ||
FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f && pVehicle->m_nTimeBlocked > TIME_COPS_WAIT_TO_EXIT_AFTER_STOPPING) {
if (pVehicle->bIsLawEnforcer &&
(pVehicle->GetModelIndex() != MI_RHINO || pVehicle->m_randomSeed > 10000) &&
(FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() < 10.0f) {
TellOccupantsToLeaveCar(pVehicle);
pVehicle->AutoPilot.m_nCruiseSpeed = 0;
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
if (FindPlayerPed()->m_pWanted->m_nWantedLevel <= 1)
pVehicle->m_bSirenOrAlarm = false;
}
}
}else if (!CCarCtrl::JoinCarWithRoadSystemGotoCoors(pVehicle, FindPlayerCoors(), true)) {
pVehicle->AutoPilot.m_nCarMission = MISSION_BLOCKPLAYER_FARAWAY;
pVehicle->m_bSirenOrAlarm = false;
pVehicle->m_nCarHornTimer = 0;
}
if (FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())) {
CCarCtrl::JoinCarWithRoadSystem(pVehicle);
pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
pVehicle->m_bSirenOrAlarm = false;
if (CCullZones::NoPolice())
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
}
else if (pVehicle->bIsLawEnforcer)
MellowOutChaseSpeed(pVehicle);
break;
case MISSION_GOTOCOORDS:
if ((pVehicle->AutoPilot.m_vecDestinationCoors - pVehicle->GetPosition()).Magnitude2D() < DISTANCE_TO_SWITCH_DISTANCE_GOTO ||
pVehicle->AutoPilot.m_bIgnorePathfinding)
pVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_STRAIGHT;
break;
case MISSION_GOTOCOORDS_STRAIGHT:
{
float distance = (pVehicle->AutoPilot.m_vecDestinationCoors - pVehicle->GetPosition()).Magnitude2D();
if ((pVehicle->bIsAmbulanceOnDuty || pVehicle->bIsFireTruckOnDuty) && distance < 20.0f)
pVehicle->AutoPilot.m_nCarMission = MISSION_EMERGENCYVEHICLE_STOP;
if (distance < 5.0f){
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
}
else if (distance > 35.0f && !pVehicle->AutoPilot.m_bIgnorePathfinding && (CTimer::GetFrameCounter() & 7) == 0){
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
pVehicle->AutoPilot.m_nCarMission = (CCarCtrl::JoinCarWithRoadSystemGotoCoors(pVehicle, pVehicle->AutoPilot.m_vecDestinationCoors, true)) ?
MISSION_GOTOCOORDS_STRAIGHT : MISSION_GOTOCOORDS;
}
break;
}
case MISSION_EMERGENCYVEHICLE_STOP:
if (pVehicle->GetMoveSpeed().Magnitude2D() < 0.01f){
if (pVehicle->bIsAmbulanceOnDuty){
float distance = 30.0f;
if (gAccidentManager.FindNearestAccident(pVehicle->AutoPilot.m_vecDestinationCoors, &distance)){
TellOccupantsToLeaveCar(pVehicle);
pVehicle->AutoPilot.m_nCarMission = MISSION_STOP_FOREVER;
}else{
CCarCtrl::JoinCarWithRoadSystem(pVehicle);
pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
pVehicle->m_bSirenOrAlarm = false;
pVehicle->AutoPilot.m_nCruiseSpeed = 17;
if (pVehicle->bIsAmbulanceOnDuty){
pVehicle->bIsAmbulanceOnDuty = false;
--CCarCtrl::NumAmbulancesOnDuty;
}
}
}
if (pVehicle->bIsFireTruckOnDuty) {
float distance = 30.0f;
if (gFireManager.FindNearestFire(pVehicle->AutoPilot.m_vecDestinationCoors, &distance)) {
TellOccupantsToLeaveCar(pVehicle);
pVehicle->AutoPilot.m_nCarMission = MISSION_STOP_FOREVER;
}
else {
CCarCtrl::JoinCarWithRoadSystem(pVehicle);
pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
pVehicle->m_bSirenOrAlarm = false;
pVehicle->AutoPilot.m_nCruiseSpeed = 17;
if (pVehicle->bIsFireTruckOnDuty) {
pVehicle->bIsFireTruckOnDuty = false;
--CCarCtrl::NumFiretrucksOnDuty;
}
}
}
}
break;
case MISSION_GOTOCOORDS_ACCURATE:
if ((pVehicle->AutoPilot.m_vecDestinationCoors - pVehicle->GetPosition()).Magnitude2D() < 20.0f ||
pVehicle->AutoPilot.m_bIgnorePathfinding)
pVehicle->AutoPilot.m_nCarMission = MISSION_GOTO_COORDS_STRAIGHT_ACCURATE;
break;
case MISSION_GOTO_COORDS_STRAIGHT_ACCURATE:
{
float distance = (pVehicle->AutoPilot.m_vecDestinationCoors - pVehicle->GetPosition()).Magnitude2D();
if (distance < 1.0f) {
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
}
else if (distance > 35.0f && !pVehicle->AutoPilot.m_bIgnorePathfinding && (CTimer::GetFrameCounter() & 7) == 0) {
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
pVehicle->AutoPilot.m_nCarMission = (CCarCtrl::JoinCarWithRoadSystemGotoCoors(pVehicle, pVehicle->AutoPilot.m_vecDestinationCoors, true)) ?
MISSION_GOTOCOORDS_STRAIGHT : MISSION_GOTOCOORDS;
}
break;
}
case MISSION_RAMCAR_FARAWAY:
if (pVehicle->AutoPilot.m_pTargetCar){
if ((pVehicle->GetPosition() - pVehicle->AutoPilot.m_pTargetCar->GetPosition()).Magnitude2D() < FindSwitchDistanceClose(pVehicle) ||
pVehicle->AutoPilot.m_bIgnorePathfinding)
pVehicle->AutoPilot.m_nCarMission = MISSION_RAMCAR_CLOSE;
}else{
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
}
break;
case MISSION_RAMCAR_CLOSE:
if (pVehicle->AutoPilot.m_pTargetCar){
/* PlayerPed? */
if (FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())){
CCarCtrl::JoinCarWithRoadSystem(pVehicle);
pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
pVehicle->m_bSirenOrAlarm = false;
if (CCullZones::NoPolice())
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
}
if ((pVehicle->AutoPilot.m_pTargetCar->GetPosition() - pVehicle->GetPosition()).Magnitude2D() <= FindSwitchDistanceFar(pVehicle) ||
pVehicle->AutoPilot.m_bIgnorePathfinding){
if (pVehicle->GetHasCollidedWith(pVehicle->AutoPilot.m_pTargetCar)){
if (pVehicle->GetMoveSpeed().Magnitude() < 0.04f){
pVehicle->AutoPilot.m_nTempAction = TEMPACT_REVERSE;
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 800;
}
}
}else{
pVehicle->AutoPilot.m_nCarMission = MISSION_RAMCAR_FARAWAY;
CCarCtrl::JoinCarWithRoadSystem(pVehicle);
}
}else{
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
}
break;
case MISSION_BLOCKCAR_FARAWAY:
if (pVehicle->AutoPilot.m_pTargetCar){
if ((pVehicle->AutoPilot.m_pTargetCar->GetPosition() - pVehicle->GetPosition()).Magnitude2D() < FindSwitchDistanceClose(pVehicle) ||
pVehicle->AutoPilot.m_bIgnorePathfinding){
pVehicle->AutoPilot.m_nCarMission = MISSION_BLOCKCAR_CLOSE;
if (pVehicle->UsesSiren(pVehicle->GetModelIndex()))
pVehicle->m_bSirenOrAlarm = true;
}
}else{
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
}
break;
case MISSION_BLOCKCAR_CLOSE:
if (pVehicle->AutoPilot.m_pTargetCar){
if ((pVehicle->AutoPilot.m_pTargetCar->GetPosition() - pVehicle->GetPosition()).Magnitude2D() > FindSwitchDistanceFar(pVehicle) &&
!pVehicle->AutoPilot.m_bIgnorePathfinding){
pVehicle->AutoPilot.m_nCarMission = MISSION_BLOCKCAR_FARAWAY;
pVehicle->m_bSirenOrAlarm = false;
pVehicle->m_nCarHornTimer = 0;
CCarCtrl::JoinCarWithRoadSystem(pVehicle);
}
}else{
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
}
break;
default:
if (pVehicle->bIsLawEnforcer && FindPlayerPed()->m_pWanted->m_nWantedLevel > 0 && !CCullZones::NoPolice()){
if (ABS(FindPlayerCoors().x - pVehicle->GetPosition().x) > 10.0f ||
ABS(FindPlayerCoors().y - pVehicle->GetPosition().y) > 10.0f){
pVehicle->AutoPilot.m_nCruiseSpeed = FindPoliceCarSpeedForWantedLevel(pVehicle);
pVehicle->m_status = STATUS_PHYSICS;
pVehicle->AutoPilot.m_nCarMission = FindPoliceCarMissionForWantedLevel();
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
}else if (pVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE){
pVehicle->m_status = STATUS_PHYSICS;
TellOccupantsToLeaveCar(pVehicle);
pVehicle->AutoPilot.m_nCruiseSpeed = 0;
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
if (FindPlayerPed()->m_pWanted->m_nWantedLevel <= 1)
pVehicle->m_bSirenOrAlarm = false;
}
}
break;
}
break;
case STATUS_ABANDONED:
case STATUS_WRECKED:
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
pVehicle->AutoPilot.m_nCruiseSpeed = 0;
break;
}
float flatSpeed = pVehicle->GetMoveSpeed().MagnitudeSqr2D();
if (flatSpeed > SQR(0.018f)){
pVehicle->AutoPilot.m_nTimeToStartMission = CTimer::GetTimeInMilliseconds();
pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
}
if (pVehicle->m_status == STATUS_PHYSICS && pVehicle->AutoPilot.m_nTempAction == TEMPACT_NONE){
if (pVehicle->AutoPilot.m_nCarMission != MISSION_NONE){
if (pVehicle->AutoPilot.m_nCarMission != MISSION_STOP_FOREVER &&
pVehicle->AutoPilot.m_nCruiseSpeed != 0 &&
(pVehicle->VehicleCreatedBy != RANDOM_VEHICLE || pVehicle->AutoPilot.m_nCarMission != MISSION_CRUISE)){
if (pVehicle->AutoPilot.m_nDrivingStyle != DRIVINGSTYLE_STOP_FOR_CARS){
if (CTimer::GetTimeInMilliseconds() - pVehicle->m_nLastTimeCollided > 500)
pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
if (flatSpeed < SQR(0.018f) && CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nAntiReverseTimer > 2000){
pVehicle->AutoPilot.m_nTempAction = TEMPACT_REVERSE;
if (pVehicle->AutoPilot.m_nCarMission != MISSION_NONE &&
pVehicle->AutoPilot.m_nCarMission != MISSION_CRUISE || pVehicle->VehicleCreatedBy == RANDOM_VEHICLE)
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 1500;
else
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 750;
pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
if (pVehicle->VehicleCreatedBy == RANDOM_VEHICLE)
pVehicle->AutoPilot.m_nDrivingStyle = max(DRIVINGSTYLE_AVOID_CARS, pVehicle->AutoPilot.m_nDrivingStyle);
pVehicle->PlayCarHorn();
}
}
}
}
}
if ((pVehicle->m_randomSeed & 7) == 0){
if (CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission > 30000 &&
CTimer::GetPreviousTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission <= 30000 &&
pVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE &&
!CTrafficLights::ShouldCarStopForBridge(pVehicle)){
pVehicle->m_status = STATUS_PHYSICS;
CCarCtrl::SwitchVehicleToRealPhysics(pVehicle);
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
pVehicle->AutoPilot.m_nTempAction = TEMPACT_REVERSE;
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 400;
}
}
if (pVehicle->GetUp().z < 0.7f){
pVehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT;
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 1000;
}
if (pVehicle->AutoPilot.m_nTempAction == TEMPACT_NONE){
switch (pVehicle->AutoPilot.m_nCarMission){
case MISSION_RAMPLAYER_FARAWAY:
case MISSION_RAMPLAYER_CLOSE:
case MISSION_BLOCKPLAYER_FARAWAY:
case MISSION_BLOCKPLAYER_CLOSE:
if (FindPlayerVehicle() && FindPlayerSpeed().Magnitude() > pVehicle->GetMoveSpeed().Magnitude()){
if (FindPlayerSpeed().Magnitude() > 0.1f){
if (DotProduct2D(FindPlayerVehicle()->GetForward(), pVehicle->GetForward()) > 0.0f){
CVector2D dist = pVehicle->GetPosition() - FindPlayerCoors();
CVector2D speed = FindPlayerSpeed();
if (0.5f * dist.Magnitude() * speed.Magnitude() < DotProduct2D(dist, speed)){
if ((FindPlayerCoors() - pVehicle->GetPosition()).Magnitude() > 12.0f){
pVehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT;
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 500;
}
}
}
}
}
break;
}
}
if (pVehicle->pDriver && pVehicle->pDriver->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS){
if ((pVehicle->GetPosition() - FindPlayerCoors()).Magnitude() < 15.0f){
if (!FindPlayerVehicle() || pVehicle->GetHasCollidedWith(FindPlayerVehicle())){
pVehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT;
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 3000;
}
}
}
if (pVehicle->m_bSirenOrAlarm){
if ((uint8)(pVehicle->m_randomSeed ^ CGeneral::GetRandomNumber()) == 0xAD)
pVehicle->m_nCarHornTimer = 45;
}
}
void CCarAI::CarHasReasonToStop(CVehicle* pVehicle)
{
pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
}
float CCarAI::GetCarToGoToCoors(CVehicle* pVehicle, CVector* pTarget)
{
if (pVehicle->AutoPilot.m_nCarMission != MISSION_GOTOCOORDS && pVehicle->AutoPilot.m_nCarMission != MISSION_GOTOCOORDS_STRAIGHT){
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
pVehicle->AutoPilot.m_nCruiseSpeed = 20;
pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
pVehicle->m_status = STATUS_PHYSICS;
pVehicle->AutoPilot.m_nCarMission = (CCarCtrl::JoinCarWithRoadSystemGotoCoors(pVehicle, *pTarget, false)) ?
MISSION_GOTOCOORDS_STRAIGHT : MISSION_GOTOCOORDS;
}else if (Abs(pTarget->x - pVehicle->AutoPilot.m_vecDestinationCoors.x) > 2.0f ||
Abs(pTarget->x - pVehicle->AutoPilot.m_vecDestinationCoors.x) > 2.0f){
pVehicle->AutoPilot.m_vecDestinationCoors = *pTarget;
}
return (pVehicle->GetPosition() - *pTarget).Magnitude2D();
}
void CCarAI::AddPoliceOccupants(CVehicle* pVehicle)
{
if (pVehicle->bOccupantsHaveBeenGenerated)
return;
switch (pVehicle->GetModelIndex()){
case MI_FBICAR:
case MI_ENFORCER:
pVehicle->SetUpDriver();
for (int i = 0; i < 3; i++)
pVehicle->SetupPassenger(i);
return;
case MI_POLICE:
case MI_RHINO:
case MI_BARRACKS:
pVehicle->SetUpDriver();
if (FindPlayerPed()->m_pWanted->m_nWantedLevel > 1)
pVehicle->SetupPassenger(0);
return;
default:
return;
}
}
void CCarAI::AddAmbulanceOccupants(CVehicle* pVehicle)
{
pVehicle->SetUpDriver();
pVehicle->SetupPassenger(1);
}
void CCarAI::AddFiretruckOccupants(CVehicle* pVehicle)
{
pVehicle->SetUpDriver();
pVehicle->SetupPassenger(0);
}
void CCarAI::TellOccupantsToLeaveCar(CVehicle* pVehicle)
{
if (pVehicle->pDriver){
pVehicle->pDriver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, pVehicle);
if (pVehicle->GetModelIndex())
pVehicle->pDriver->Say(SOUND_PED_LEAVE_VEHICLE);
}
for (int i = 0; i < pVehicle->m_nNumMaxPassengers; i++){
if (pVehicle->pPassengers[i])
pVehicle->pPassengers[i]->SetObjective(OBJECTIVE_LEAVE_VEHICLE, pVehicle);
}
}
void CCarAI::TellCarToRamOtherCar(CVehicle* pVehicle, CVehicle* pTarget)
{
pVehicle->AutoPilot.m_pTargetCar = pTarget;
pTarget->RegisterReference((CEntity**)&pVehicle->AutoPilot.m_pTargetCar);
pVehicle->AutoPilot.m_nCarMission = MISSION_RAMCAR_FARAWAY;
pVehicle->bEngineOn = true;
pVehicle->AutoPilot.m_nCruiseSpeed = min(6, pVehicle->AutoPilot.m_nCruiseSpeed);
}
void CCarAI::TellCarToBlockOtherCar(CVehicle* pVehicle, CVehicle* pTarget)
{
pVehicle->AutoPilot.m_pTargetCar = pTarget;
pTarget->RegisterReference((CEntity**)&pVehicle->AutoPilot.m_pTargetCar);
pVehicle->AutoPilot.m_nCarMission = MISSION_BLOCKCAR_FARAWAY;
pVehicle->bEngineOn = true;
pVehicle->AutoPilot.m_nCruiseSpeed = min(6, pVehicle->AutoPilot.m_nCruiseSpeed);
}
eCarMission CCarAI::FindPoliceCarMissionForWantedLevel()
{
switch (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel){
case 0:
case 1: return MISSION_BLOCKPLAYER_FARAWAY;
case 2: return (CGeneral::GetRandomNumber() & 3) >= 3 ? MISSION_RAMPLAYER_FARAWAY : MISSION_BLOCKPLAYER_FARAWAY;
case 3: return (CGeneral::GetRandomNumber() & 3) >= 2 ? MISSION_RAMPLAYER_FARAWAY : MISSION_BLOCKPLAYER_FARAWAY;
case 4:
case 5:
case 6: return (CGeneral::GetRandomNumber() & 3) >= 1 ? MISSION_RAMPLAYER_FARAWAY : MISSION_BLOCKPLAYER_FARAWAY;
default: return MISSION_BLOCKPLAYER_FARAWAY;
}
}
int32 CCarAI::FindPoliceCarSpeedForWantedLevel(CVehicle* pVehicle)
{
switch (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel) {
case 0: return CGeneral::GetRandomNumberInRange(12, 16);
case 1: return 25;
case 2: return 34;
case 3: return GAME_SPEED_TO_CARAI_SPEED * pVehicle->pHandling->Transmission.fMaxVelocity * 0.9f;
case 4: return GAME_SPEED_TO_CARAI_SPEED * pVehicle->pHandling->Transmission.fMaxVelocity * 1.2f;
case 5: return GAME_SPEED_TO_CARAI_SPEED * pVehicle->pHandling->Transmission.fMaxVelocity * 1.25f;
case 6: return GAME_SPEED_TO_CARAI_SPEED * pVehicle->pHandling->Transmission.fMaxVelocity * 1.3f;
default: return 0;
}
}
void CCarAI::MellowOutChaseSpeed(CVehicle* pVehicle)
{
if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel == 1){
float distanceToPlayer = (pVehicle->GetPosition() - FindPlayerCoors()).Magnitude();
if (FindPlayerVehicle()){
if (distanceToPlayer < 10.0f)
pVehicle->AutoPilot.m_nCruiseSpeed = 15;
else if (distanceToPlayer < 20.0f)
pVehicle->AutoPilot.m_nCruiseSpeed = 22;
else
pVehicle->AutoPilot.m_nCruiseSpeed = 25;
}else{
if (distanceToPlayer < 20.0f)
pVehicle->AutoPilot.m_nCruiseSpeed = 5;
else if (distanceToPlayer < 40.0f)
pVehicle->AutoPilot.m_nCruiseSpeed = 13;
else
pVehicle->AutoPilot.m_nCruiseSpeed = 25;
}
}else if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel == 2){
float distanceToPlayer = (pVehicle->GetPosition() - FindPlayerCoors()).Magnitude();
if (FindPlayerVehicle()) {
if (distanceToPlayer < 10.0f)
pVehicle->AutoPilot.m_nCruiseSpeed = 27;
else if (distanceToPlayer < 20.0f)
pVehicle->AutoPilot.m_nCruiseSpeed = 30;
else
pVehicle->AutoPilot.m_nCruiseSpeed = 34;
}
else {
if (distanceToPlayer < 20.0f)
pVehicle->AutoPilot.m_nCruiseSpeed = 5;
else if (distanceToPlayer < 40.0f)
pVehicle->AutoPilot.m_nCruiseSpeed = 18;
else
pVehicle->AutoPilot.m_nCruiseSpeed = 34;
}
}
}
void CCarAI::MakeWayForCarWithSiren(CVehicle *pVehicle)
{
float flatSpeed = pVehicle->GetMoveSpeed().Magnitude2D();
if (flatSpeed < 0.1f)
return;
CVector2D forward = pVehicle->GetMoveSpeed() / flatSpeed;
float projection = flatSpeed * 45 + 20;
int i = CPools::GetVehiclePool()->GetSize();
while (i--) {
CVehicle* vehicle = CPools::GetVehiclePool()->GetSlot(i);
if (!vehicle)
continue;
if (vehicle->m_vehType != VEHICLE_TYPE_CAR && vehicle->m_vehType != VEHICLE_TYPE_BIKE)
continue;
if (vehicle->m_status != STATUS_SIMPLE && vehicle->m_status != STATUS_PHYSICS)
continue;
if (vehicle->VehicleCreatedBy != RANDOM_VEHICLE)
continue;
if (vehicle->bIsLawEnforcer || vehicle->bIsAmbulanceOnDuty || vehicle->bIsFireTruckOnDuty)
continue;
if (vehicle == pVehicle)
continue;
if (Abs(pVehicle->GetPosition().z - vehicle->GetPosition().z) >= 5.0f)
continue;
CVector2D distance = vehicle->GetPosition() - pVehicle->GetPosition();
if (distance.Magnitude() >= projection)
continue;
if (vehicle->GetMoveSpeed().Magnitude2D() <= 0.05f)
continue;
float correlation = DotProduct2D(forward, distance) / distance.Magnitude();
if (correlation <= 0.0f)
continue;
if (correlation > 0.8f && DotProduct2D(forward, vehicle->GetForward()) > 0.7f){
if (vehicle->AutoPilot.m_nTempAction != TEMPACT_SWERVELEFT && vehicle->AutoPilot.m_nTempAction != TEMPACT_SWERVERIGHT){
vehicle->AutoPilot.m_nTempAction = (distance.x * forward.y - distance.y * forward.x > 0.0f) ?
TEMPACT_SWERVELEFT : TEMPACT_SWERVERIGHT;
vehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000;
}
vehicle->m_status = STATUS_PHYSICS;
}else{
if (DotProduct2D(vehicle->GetMoveSpeed(), distance) < 0.0f && vehicle->AutoPilot.m_nTempAction != TEMPACT_WAIT){
vehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT;
vehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000;
}
}
}
}
STARTPATCHES
InjectHook(0x415B00, &CCarAI::CarHasReasonToStop, PATCH_JUMP);
ENDPATCHES

View file

@ -7,14 +7,19 @@ class CVehicle;
class CCarAI
{
public:
static float FindSwitchDistanceClose(CVehicle*);
static float FindSwitchDistanceFar(CVehicle*);
static void UpdateCarAI(CVehicle*);
static void MakeWayForCarWithSiren(CVehicle *veh);
static int32 FindPoliceCarSpeedForWantedLevel(CVehicle*);
static eCarMission FindPoliceCarMissionForWantedLevel();
static void CarHasReasonToStop(CVehicle*);
static float GetCarToGoToCoors(CVehicle*, CVector*);
static void AddPoliceOccupants(CVehicle*);
static void AddAmbulanceOccupants(CVehicle*);
static void AddFiretruckOccupants(CVehicle*);
static void CarHasReasonToStop(CVehicle*);
static void TellOccupantsToLeaveCar(CVehicle*);
static float GetCarToGoToCoors(CVehicle*, CVector*);
static void TellCarToRamOtherCar(CVehicle*, CVehicle*);
static void TellCarToBlockOtherCar(CVehicle*, CVehicle*);
static eCarMission FindPoliceCarMissionForWantedLevel();
static int32 FindPoliceCarSpeedForWantedLevel(CVehicle*);
static void MellowOutChaseSpeed(CVehicle*);
static void MakeWayForCarWithSiren(CVehicle *veh);
};

View file

@ -31,9 +31,6 @@
#include "World.h"
#include "Zones.h"
#define GAME_SPEED_TO_METERS_PER_SECOND 50.0f
#define GAME_SPEED_TO_CARAI_SPEED 60.0f
#define DISTANCE_TO_SPAWN_ROADBLOCK_PEDS 51.0f
#define DISTANCE_TO_SCAN_FOR_DANGER 11.0f
#define SAFE_DISTANCE_TO_PED 3.0f
@ -53,7 +50,6 @@
#define ATTEMPTS_TO_FIND_NEXT_NODE 15
#define TIME_COPS_WAIT_TO_EXIT_AFTER_STOPPING 2500
#define DISTANCE_TO_SWITCH_FROM_BLOCK_TO_STOP 5.0f
#define DISTANCE_TO_SWITCH_FROM_STOP_TO_BLOCK 10.0f
#define MAX_SPEED_TO_ACCOUNT_IN_INTERCEPTING 0.13f
@ -428,7 +424,7 @@ CCarCtrl::GenerateOneRandomCar()
pCar->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
(uint32)((0.5f + positionBetweenNodes) * pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve);
#else
pCar->AutoPilot.m_nTotalSpeedScaleFactor = CTimer::GetTimeInMilliseconds() -
pCar->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
(0.5f + positionBetweenNodes) * pCar->AutoPilot.m_nSpeedScaleFactor;
#endif
CVector directionCurrentLink(directionCurrentLinkX, directionCurrentLinkY, 0.0f);
@ -629,7 +625,7 @@ CCarCtrl::ChoosePoliceCarModel(void)
if (FindPlayerPed()->m_pWanted->AreArmyRequired() &&
CStreaming::HasModelLoaded(MI_RHINO) &&
CStreaming::HasModelLoaded(MI_BARRACKS) &&
CStreaming::HasModelLoaded(MI_RHINO))
CStreaming::HasModelLoaded(MI_ARMY))
return CGeneral::GetRandomTrueFalse() ? MI_BARRACKS : MI_RHINO;
return MI_POLICE;
}
@ -1516,7 +1512,7 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
if (pVehicle->AutoPilot.m_nNextRouteNode != prevNode) {
pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
if ((!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) &&
(!pNextPathNode->bBetweenLevels || pNextPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel) &&
(!pNextPathNode->bBetweenLevels || pPrevPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel) &&
!goingAgainstOneWayRoad)
break;
}
@ -1536,7 +1532,7 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
if (!goingAgainstOneWayRoad) {
pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
if ((!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) &&
(!pNextPathNode->bBetweenLevels || pNextPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel))
(!pNextPathNode->bBetweenLevels || pPrevPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel))
/* Nice way to exit loop but this will fail because this is used for indexing! */
nextLink = 1000;
}
@ -1559,7 +1555,7 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
pVehicle->AutoPilot.m_nCurrentDirection = pVehicle->AutoPilot.m_nNextDirection;
pVehicle->AutoPilot.m_nCurrentLane = pVehicle->AutoPilot.m_nNextLane;
pVehicle->AutoPilot.m_nNextPathNodeInfo = ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink];
uint8 lanesOnNextNode;
int8 lanesOnNextNode;
if (curNode >= pVehicle->AutoPilot.m_nNextRouteNode){
pVehicle->AutoPilot.m_nNextDirection = 1;
lanesOnNextNode = pNextLink->numLeftLanes;
@ -1729,7 +1725,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
pVehicle->AutoPilot.m_nCurrentDirection = pVehicle->AutoPilot.m_nNextDirection;
pVehicle->AutoPilot.m_nCurrentLane = pVehicle->AutoPilot.m_nNextLane;
pVehicle->AutoPilot.m_nNextPathNodeInfo = ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink];
uint8 lanesOnNextNode;
int8 lanesOnNextNode;
if (curNode >= pVehicle->AutoPilot.m_nNextRouteNode) {
pVehicle->AutoPilot.m_nNextDirection = 1;
lanesOnNextNode = pNextLink->numLeftLanes;
@ -1818,7 +1814,7 @@ bool CCarCtrl::PickNextNodeToFollowPath(CVehicle* pVehicle)
;
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink]];
pVehicle->AutoPilot.m_nNextPathNodeInfo = ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink];
uint8 lanesOnNextNode;
int8 lanesOnNextNode;
if (curNode >= pVehicle->AutoPilot.m_nNextRouteNode) {
pVehicle->AutoPilot.m_nNextDirection = 1;
lanesOnNextNode = pNextLink->numLeftLanes;
@ -2103,10 +2099,8 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
case MISSION_GOTOCOORDS_ACCURATE:
case MISSION_RAMCAR_FARAWAY:
case MISSION_BLOCKCAR_FARAWAY:
{
SteerAICarWithPhysicsFollowPath(pVehicle, pSwerve, pAccel, pBrake, pHandbrake);
return;
}
case MISSION_RAMPLAYER_CLOSE:
{
CVector2D targetPos = FindPlayerCoors();
@ -2405,12 +2399,12 @@ void CCarCtrl::SteerAICarWithPhysicsTryingToBlockTarget_Stop(CVehicle* pVehicle,
#ifdef FIX_BUGS
pVehicle->m_nTimeBlocked += CTimer::GetTimeStepInMilliseconds();
#else
pVehicle->m_nTimeBlocked += 16.66f * CTimer::GetTimeStep(); // very doubtful constant
pVehicle->m_nTimeBlocked += 1000.0f / 60.0f * CTimer::GetTimeStep(); // very doubtful constant
#endif
else
pVehicle->m_nTimeBlocked = 0;
if ((FindPlayerVehicle() == nil || FindPlayerVehicle()->IsUpsideDown() ||
FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f) &&
if (FindPlayerVehicle() == nil || FindPlayerVehicle()->IsUpsideDown() ||
FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f &&
pVehicle->m_nTimeBlocked > TIME_COPS_WAIT_TO_EXIT_AFTER_STOPPING){
if (pVehicle->bIsLawEnforcer && distanceToTargetSqr < SQR(DISTANCE_TO_SWITCH_FROM_STOP_TO_BLOCK)){
CCarAI::TellOccupantsToLeaveCar(pVehicle);
@ -2565,7 +2559,7 @@ void CCarCtrl::FindLinksToGoWithTheseNodes(CVehicle* pVehicle)
int nextLink;
CPathNode* pCurNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nCurrentRouteNode];
for (nextLink = 0; nextLink < 12; nextLink++)
if (ThePaths.m_connections[nextLink + pCurNode->firstLink] != pVehicle->AutoPilot.m_nNextRouteNode)
if (ThePaths.m_connections[nextLink + pCurNode->firstLink] == pVehicle->AutoPilot.m_nNextRouteNode)
break;
pVehicle->AutoPilot.m_nNextPathNodeInfo = ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink];
pVehicle->AutoPilot.m_nNextDirection = (pVehicle->AutoPilot.m_nCurrentRouteNode >= pVehicle->AutoPilot.m_nNextRouteNode) ? 1 : -1;

View file

@ -3,6 +3,10 @@
#include "Boat.h"
#include "Vehicle.h"
#define GAME_SPEED_TO_METERS_PER_SECOND 50.0f
#define GAME_SPEED_TO_CARAI_SPEED 60.0f
#define TIME_COPS_WAIT_TO_EXIT_AFTER_STOPPING 2500
class CZoneInfo;
enum{

View file

@ -2,5 +2,38 @@
#include "patcher.h"
#include "Curves.h"
#if 0
WRAPPER float CCurves::CalcSpeedScaleFactor(CVector*, CVector*, float, float, float, float) { EAXJMP(0x420410); }
#else
float CCurves::CalcSpeedScaleFactor(CVector* pPoint1, CVector* pPoint2, float dir1X, float dir1Y, float dir2X, float dir2Y)
{
CVector2D dir1(dir1X, dir1Y);
CVector2D dir2(dir2X, dir2Y);
float distance = (*pPoint1 - *pPoint2).Magnitude2D();
float dp = DotProduct2D(dir1, dir2);
if (dp > 0.9f)
return distance + Abs((pPoint1->x * dir1Y - pPoint1->y * dir1X) - (pPoint2->x * dir1Y - pPoint2->y * dir1X));
else
return ((1.0f - dp) * 0.2f + 1.0f) * distance;
}
#endif
#if 0
WRAPPER void CCurves::CalcCurvePoint(CVector*, CVector*, CVector*, CVector*, float, int32, CVector*, CVector*) { EAXJMP(0x4204D0); }
#else
void CCurves::CalcCurvePoint(CVector* pPos1, CVector* pPos2, CVector* pDir1, CVector* pDir2, float between, int32 timeOnCurve, CVector* pOutPos, CVector* pOutDir)
{
float actualFactor = CalcSpeedScaleFactor(pPos1, pPos2, pDir1->x, pDir1->y, pDir2->x, pDir2->y);
CVector2D dir1 = *pDir1 * actualFactor;
CVector2D dir2 = *pDir2 * actualFactor;
float curveCoef = 0.5f - 0.5f * cos(3.1415f * between);
*pOutPos = CVector(
(pPos1->x + between * dir1.x) * (1.0f - curveCoef) + (pPos2->x - (1 - between) * dir2.x) * curveCoef,
(pPos1->y + between * dir1.y) * (1.0f - curveCoef) + (pPos2->y - (1 - between) * dir2.y) * curveCoef,
0.0f);
*pOutDir = CVector(
(dir1.x * (1.0f - curveCoef) + dir2.x * curveCoef) / (timeOnCurve * 0.001f),
(dir1.y * (1.0f - curveCoef) + dir2.y * curveCoef) / (timeOnCurve * 0.001f),
0.0f);
}
#endif

View file

@ -2914,7 +2914,7 @@ CPed::QuitEnteringCar(void)
if (veh) {
if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_nPedState == PED_CARJACK)
veh->m_veh_flagC10 = false;
veh->bIsBeingCarJacked = false;
if (veh->m_nNumGettingIn != 0)
veh->m_nNumGettingIn--;
@ -10517,7 +10517,7 @@ CPed::PedAnimDoorCloseCB(CAnimBlendAssociation *animAssoc, void *arg)
|| !veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, nil))))) {
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)
veh->m_veh_flagC10 = false;
veh->bIsBeingCarJacked = false;
ped->m_objective = OBJECTIVE_ENTER_CAR_AS_PASSENGER;
PedSetInCarCB(nil, ped);
@ -10881,7 +10881,7 @@ CPed::PedAnimGetInCB(CAnimBlendAssociation *animAssoc, void *arg)
veh->m_status = STATUS_PLAYER_DISABLED;
}
driver->bBusJacked = true;
veh->m_veh_flagC10 = false;
veh->bIsBeingCarJacked = false;
PedSetInCarCB(nil, ped);
if (ped->m_nPedType == PEDTYPE_COP
|| ped->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT
@ -11337,7 +11337,7 @@ CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
}
}
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)
veh->m_veh_flagC10 = false;
veh->bIsBeingCarJacked = false;
if (veh->m_nNumGettingIn)
--veh->m_nNumGettingIn;
@ -12996,7 +12996,7 @@ CPed::ProcessObjective(void)
if (m_carInObjective->pDriver) {
if (m_carInObjective->pDriver->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS && m_carInObjective->pDriver != m_pedInObjective) {
SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective);
m_carInObjective->m_veh_flagC10 = false;
m_carInObjective->bIsBeingCarJacked = false;
}
}
}
@ -13004,7 +13004,7 @@ CPed::ProcessObjective(void)
if (m_carInObjective->pDriver) {
if (m_carInObjective->pDriver->m_nPedType == m_nPedType) {
SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective);
m_carInObjective->m_veh_flagC10 = false;
m_carInObjective->bIsBeingCarJacked = false;
}
}
}
@ -14575,7 +14575,7 @@ CPed::SetEnterCar(CVehicle *car, uint32 unused)
}
if (!IsPedInControl() || m_fHealth <= 0.0f
|| doorFlag & car->m_nGettingInFlags || doorFlag & car->m_nGettingOutFlags
|| car->m_veh_flagC10 || m_pVehicleAnim
|| car->bIsBeingCarJacked || m_pVehicleAnim
|| doorFlag && !car->IsDoorReady(door) && !car->IsDoorFullyOpen(door))
SetMoveState(PEDMOVE_STILL);
else

View file

@ -68,15 +68,15 @@ CVehicle::CVehicle(uint8 CreatedBy)
bTakeLessDamage = false;
bIsDamaged = false;
bFadeOut = false;
m_veh_flagC10 = false;
bIsBeingCarJacked = false;
m_nTimeOfDeath = 0;
m_pCarFire = nil;
bHasBeenOwnedByPlayer = false;
bCreateRoadBlockPeds = false;
bCanBeDamaged = true;
bUsingSpecialColModel = false;
m_veh_flagD1 = false;
m_veh_flagD2 = false;
bOccupantsHaveBeenGenerated = false;
bGunSwitchedOff = false;
m_nGunFiringTime = 0;
m_nTimeBlocked = 0;
bLightsOn = false;
@ -105,7 +105,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
AutoPilot.m_nTempAction = TEMPACT_NONE;
AutoPilot.m_nTimeToStartMission = CTimer::GetTimeInMilliseconds();
AutoPilot.m_bStayInCurrentLevel = false;
AutoPilot.m_flag10 = false;
AutoPilot.m_bIgnorePathfinding = false;
}
CVehicle::~CVehicle()

View file

@ -158,19 +158,16 @@ public:
uint8 bIsDamaged : 1; // This vehicle has been damaged and is displaying all its components
uint8 bHasBeenOwnedByPlayer : 1;// To work out whether stealing it is a crime
uint8 bFadeOut : 1; // Fade vehicle out
uint8 m_veh_flagC10 : 1;
uint8 bIsBeingCarJacked : 1; // Fade vehicle out
uint8 bCreateRoadBlockPeds : 1; // If this vehicle gets close enough we will create peds (coppers or gang members) round it
uint8 bCanBeDamaged : 1; // Set to FALSE during cut scenes to avoid explosions
uint8 bUsingSpecialColModel : 1;// Is player vehicle using special collision model, stored in player strucure
uint8 m_veh_flagD1 : 1;
uint8 m_veh_flagD2 : 1;
uint8 bOccupantsHaveBeenGenerated : 1; // Is true if the occupants have already been generated. (Shouldn't happen again)
uint8 bGunSwitchedOff : 1; // Level designers can use this to switch off guns on boats
uint8 bVehicleColProcessed : 1;// Has ProcessEntityCollision been processed for this car?
uint8 bIsCarParkVehicle : 1; // Car has been created using the special CAR_PARK script command
uint8 bHasAlreadyBeenRecorded : 1; // Used for replays
uint8 m_veh_flagD20 : 1;
uint8 m_veh_flagD40 : 1;
uint8 m_veh_flagD80 : 1;
int8 m_numPedsUseItAsCover;
uint8 m_nAmmoInClip; // Used to make the guns on boat do a reload (20 by default)