#pragma once #include "PathFind.h" #include "Boat.h" #include "Vehicle.h" #define GAME_SPEED_TO_METERS_PER_SECOND 50.0f #define METERS_PER_SECOND_TO_GAME_SPEED (1.0f / GAME_SPEED_TO_METERS_PER_SECOND) #define GAME_SPEED_TO_CARAI_SPEED 60.0f #define TIME_COPS_WAIT_TO_EXIT_AFTER_STOPPING 2500 class CZoneInfo; enum{ MAX_CARS_TO_KEEP = 2, MAX_CAR_MODELS_IN_ARRAY = 256, }; #define LANE_WIDTH 5.0f #ifdef FIX_BUGS #define FIX_PATHFIND_BUG #endif class CCarCtrl { public: enum eCarClass { POOR = 0, RICH, EXEC, WORKER, SPECIAL, BIG, TAXI, TOTAL_CUSTOM_CLASSES, MAFIA, TRIAD, DIABLO, YAKUZA, YARDIE, COLOMB, NINES, GANG8, GANG9, COPS }; static void SwitchVehicleToRealPhysics(CVehicle*); static void AddToCarArray(int32 id, int32 vehclass); static void UpdateCarCount(CVehicle*, bool); static int32 ChooseCarModel(int32 vehclass); static bool JoinCarWithRoadSystemGotoCoors(CVehicle*, CVector, bool); static void JoinCarWithRoadSystem(CVehicle*); static void UpdateCarOnRails(CVehicle*); static bool MapCouldMoveInThisArea(float x, float y); static void ScanForPedDanger(CVehicle *veh); static void RemoveFromInterestingVehicleList(CVehicle*); static void GenerateRandomCars(void); static void GenerateOneRandomCar(void); static void GenerateEmergencyServicesCar(void); static int32 ChooseModel(CZoneInfo*, CVector*, int*); static int32 ChoosePoliceCarModel(void); static int32 ChooseGangCarModel(int32 gang); static void RemoveDistantCars(void); static void PossiblyRemoveVehicle(CVehicle*); static bool IsThisVehicleInteresting(CVehicle*); static void RegisterVehicleOfInterest(CVehicle*); static int32 CountCarsOfType(int32 mi); static void SlowCarOnRailsDownForTrafficAndLights(CVehicle*); static bool PickNextNodeAccordingStrategy(CVehicle*); static void DragCarToPoint(CVehicle*, CVector*); static float FindMaximumSpeedForThisCarInTraffic(CVehicle*); static void SlowCarDownForCarsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float); static void SlowCarDownForPedsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float); static void SlowCarDownForOtherCar(CEntity*, CVehicle*, float*, float); static float TestCollisionBetween2MovingRects(CVehicle*, CVehicle*, float, float, CVector*, CVector*, uint8); static float FindAngleToWeaveThroughTraffic(CVehicle*, CPhysical*, float, float); static void WeaveThroughCarsSectorList(CPtrList&, CVehicle*, CPhysical*, float, float, float, float, float*, float*); static void WeaveForOtherCar(CEntity*, CVehicle*, float*, float*); static void WeaveThroughPedsSectorList(CPtrList&, CVehicle*, CPhysical*, float, float, float, float, float*, float*); static void WeaveForPed(CEntity*, CVehicle*, float*, float*); static void WeaveThroughObjectsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float*); static void WeaveForObject(CEntity*, CVehicle*, float*, float*); #ifdef FIX_PATHFIND_BUG static void PickNextNodeToChaseCar(CVehicle*, float, float, float, CVehicle*); #else static void PickNextNodeToChaseCar(CVehicle*, float, float, CVehicle*); #endif static bool PickNextNodeToFollowPath(CVehicle*); static void PickNextNodeRandomly(CVehicle*); static uint8 FindPathDirection(int32, int32, int32); static void Init(void); static void ReInit(void); static float FindSpeedMultiplier(float, float, float, float); static void SteerAICarWithPhysics(CVehicle*); static void SteerAICarWithPhysics_OnlyMission(CVehicle*, float*, float*, float*, bool*); static void SteerAIBoatWithPhysics(CBoat*); static float FindMaxSteerAngle(CVehicle*); static void SteerAICarWithPhysicsFollowPath(CVehicle*, float*, float*, float*, bool*); static void SteerAICarWithPhysicsHeadingForTarget(CVehicle*, CPhysical*, float, float, float*, float*, float*, bool*); static void SteerAICarWithPhysicsTryingToBlockTarget(CVehicle*, float, float, float, float, float*, float*, float*, bool*); static void SteerAICarWithPhysicsTryingToBlockTarget_Stop(CVehicle*, float, float, float, float, float*, float*, float*, bool*); static void SteerAIBoatWithPhysicsHeadingForTarget(CBoat*, float, float, float*, float*, float*); static bool ThisRoadObjectCouldMove(int16); static void ClearInterestingVehicleList(); static void FindLinksToGoWithTheseNodes(CVehicle*); static bool GenerateOneEmergencyServicesCar(uint32, CVector); static float GetPositionAlongCurrentCurve(CVehicle* pVehicle) { uint32 timeInCurve = CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeEnteredCurve; return (float)timeInCurve / pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve; } static float LimitRadianAngle(float angle) { while (angle < -PI) angle += TWOPI; while (angle > PI) angle -= TWOPI; return angle; } static int32 NumLawEnforcerCars; static int32 NumAmbulancesOnDuty; static int32 NumFiretrucksOnDuty; static int32 NumRandomCars; static int32 NumMissionCars; static int32 NumParkedCars; static int32 NumPermanentCars; static bool bCarsGeneratedAroundCamera; static float CarDensityMultiplier; static int8 CountDownToCarsAtStart; static int32 MaxNumberOfCarsInUse; static uint32 LastTimeLawEnforcerCreated; static uint32 LastTimeFireTruckCreated; static uint32 LastTimeAmbulanceCreated; static int32 TotalNumOfCarsOfRating[TOTAL_CUSTOM_CLASSES]; static int32 NextCarOfRating[TOTAL_CUSTOM_CLASSES]; static int32 CarArrays[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY]; }; extern CVehicle* apCarsToKeep[MAX_CARS_TO_KEEP];