mirror of
https://git.rip/DMCA_FUCKER/re3.git
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2762 lines
118 KiB
C++
2762 lines
118 KiB
C++
#include "common.h"
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#include "patcher.h"
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#include "CarCtrl.h"
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#include "Accident.h"
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#include "Automobile.h"
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#include "Camera.h"
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#include "CarAI.h"
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#include "CarGen.h"
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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 "Gangs.h"
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#include "Garages.h"
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#include "General.h"
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#include "IniFile.h"
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#include "ModelIndices.h"
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#include "PathFind.h"
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#include "Ped.h"
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#include "PlayerInfo.h"
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#include "PlayerPed.h"
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#include "Pools.h"
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#include "Renderer.h"
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#include "RoadBlocks.h"
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#include "Timer.h"
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#include "TrafficLights.h"
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#include "Streaming.h"
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#include "VisibilityPlugins.h"
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#include "Vehicle.h"
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#include "Wanted.h"
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#include "World.h"
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#include "Zones.h"
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#define DISTANCE_TO_SPAWN_ROADBLOCK_PEDS 51.0f
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#define DISTANCE_TO_SCAN_FOR_DANGER 11.0f
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#define SAFE_DISTANCE_TO_PED 3.0f
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#define INFINITE_Z 1000000000.0f
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#define VEHICLE_HEIGHT_DIFF_TO_CONSIDER_WEAVING 4.0f
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#define PED_HEIGHT_DIFF_TO_CONSIDER_WEAVING 4.0f
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#define OBJECT_HEIGHT_DIFF_TO_CONSIDER_WEAVING 8.0f
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#define WIDTH_COEF_TO_WEAVE_SAFELY 1.2f
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#define OBJECT_WIDTH_TO_WEAVE 0.3f
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#define PED_WIDTH_TO_WEAVE 0.8f
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#define PATH_DIRECTION_NONE 0
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#define PATH_DIRECTION_STRAIGHT 1
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#define PATH_DIRECTION_RIGHT 2
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#define PATH_DIRECTION_LEFT 4
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#define ATTEMPTS_TO_FIND_NEXT_NODE 15
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#define DISTANCE_TO_SWITCH_FROM_BLOCK_TO_STOP 5.0f
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#define DISTANCE_TO_SWITCH_FROM_STOP_TO_BLOCK 10.0f
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#define MAX_SPEED_TO_ACCOUNT_IN_INTERCEPTING 0.13f
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#define DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN 40.0f
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#define MAX_ANGLE_TO_STEER_AT_HIGH_SPEED 0.2f
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#define MIN_SPEED_TO_START_LIMITING_STEER 0.45f
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#define DISTANCE_TO_NEXT_NODE_TO_SELECT_NEW 5.0f
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#define DISTANCE_TO_FACING_NEXT_NODE_TO_SELECT_NEW 8.0f
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#define DEFAULT_MAX_STEER_ANGLE 0.5f
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#define MIN_LOWERING_SPEED_COEFFICIENT 0.4f
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#define MAX_ANGLE_FOR_SPEED_LIMITING 1.2f
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#define MIN_ANGLE_FOR_SPEED_LIMITING 0.4f
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#define MIN_ANGLE_FOR_SPEED_LIMITING_BETWEEN_NODES 0.1f
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#define MIN_ANGLE_TO_APPLY_HANDBRAKE 0.7f
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#define MIN_SPEED_TO_APPLY_HANDBRAKE 0.3f
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int &CCarCtrl::NumLawEnforcerCars = *(int*)0x8F1B38;
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int &CCarCtrl::NumAmbulancesOnDuty = *(int*)0x885BB0;
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int &CCarCtrl::NumFiretrucksOnDuty = *(int*)0x9411F0;
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bool &CCarCtrl::bCarsGeneratedAroundCamera = *(bool*)0x95CD8A;
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float& CCarCtrl::CarDensityMultiplier = *(float*)0x5EC8B4;
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int32 &CCarCtrl::NumMissionCars = *(int32*)0x8F1B54;
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int32 &CCarCtrl::NumRandomCars = *(int32*)0x943118;
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int32 &CCarCtrl::NumParkedCars = *(int32*)0x8F29E0;
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int32 &CCarCtrl::NumPermanentCars = *(int32*)0x8F29F0;
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int8 &CCarCtrl::CountDownToCarsAtStart = *(int8*)0x95CD63;
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int32 &CCarCtrl::MaxNumberOfCarsInUse = *(int32*)0x5EC8B8;
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uint32 &CCarCtrl::LastTimeLawEnforcerCreated = *(uint32*)0x8F5FF0;
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uint32 &CCarCtrl::LastTimeFireTruckCreated = *(uint32*)0x880F5C;
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uint32 &CCarCtrl::LastTimeAmbulanceCreated = *(uint32*)0x941450;
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int32 (&CCarCtrl::TotalNumOfCarsOfRating)[TOTAL_CUSTOM_CLASSES] = *(int32(*)[TOTAL_CUSTOM_CLASSES])*(uintptr*)0x8F1A60;
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int32 (&CCarCtrl::NextCarOfRating)[TOTAL_CUSTOM_CLASSES] = *(int32(*)[TOTAL_CUSTOM_CLASSES])*(uintptr*)0x9412AC;
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int32 (&CCarCtrl::CarArrays)[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY] = *(int32(*)[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY])*(uintptr*)0x6EB860;
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CVehicle* (&apCarsToKeep)[MAX_CARS_TO_KEEP] = *(CVehicle*(*)[MAX_CARS_TO_KEEP])*(uintptr*)0x70D830;
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uint32 (&aCarsToKeepTime)[MAX_CARS_TO_KEEP] = *(uint32(*)[MAX_CARS_TO_KEEP])*(uintptr*)0x87F9A8;
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void
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CCarCtrl::GenerateRandomCars()
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{
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if (CCutsceneMgr::IsCutsceneProcessing())
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return;
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if (NumRandomCars < 30){
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if (CountDownToCarsAtStart == 0){
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GenerateOneRandomCar();
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}
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else if (--CountDownToCarsAtStart == 0) {
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for (int i = 0; i < 50; i++)
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GenerateOneRandomCar();
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CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter = 20;
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}
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}
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/* Approximately once per 4 seconds. */
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if ((CTimer::GetTimeInMilliseconds() & 0xFFFFF000) != (CTimer::GetPreviousTimeInMilliseconds() & 0xFFFFF000))
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GenerateEmergencyServicesCar();
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}
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void
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CCarCtrl::GenerateOneRandomCar()
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{
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static int32 unk = 0;
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CPlayerInfo* pPlayer = &CWorld::Players[CWorld::PlayerInFocus];
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CVector vecTargetPos = FindPlayerCentreOfWorld(CWorld::PlayerInFocus);
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CVector2D vecPlayerSpeed = FindPlayerSpeed();
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CZoneInfo zone;
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CTheZones::GetZoneInfoForTimeOfDay(&vecTargetPos, &zone);
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pPlayer->m_nTrafficMultiplier = pPlayer->m_fRoadDensity * zone.carDensity;
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if (NumRandomCars >= pPlayer->m_nTrafficMultiplier * CarDensityMultiplier * CIniFile::CarNumberMultiplier)
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return;
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if (NumFiretrucksOnDuty + NumAmbulancesOnDuty + NumParkedCars + NumMissionCars + NumLawEnforcerCars + NumRandomCars >= MaxNumberOfCarsInUse)
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return;
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CWanted* pWanted = pPlayer->m_pPed->m_pWanted;
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int carClass;
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int carModel;
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if (pWanted->m_nWantedLevel > 1 && NumLawEnforcerCars < pWanted->m_MaximumLawEnforcerVehicles &&
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pWanted->m_CurrentCops < pWanted->m_MaxCops && (
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pWanted->m_nWantedLevel > 3 ||
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pWanted->m_nWantedLevel > 2 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 5000 ||
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pWanted->m_nWantedLevel > 1 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 8000)) {
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/* Last pWanted->m_nWantedLevel > 1 is unnecessary but I added it for better readability. */
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/* Wouldn't be surprised it was there originally but was optimized out. */
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carClass = COPS;
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carModel = ChoosePoliceCarModel();
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}else{
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carModel = ChooseModel(&zone, &vecTargetPos, &carClass);
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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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return;
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}
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float frontX, frontY;
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float preferredDistance, angleLimit;
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bool invertAngleLimitTest;
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CVector spawnPosition;
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int32 curNodeId, nextNodeId;
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float positionBetweenNodes;
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bool testForCollision;
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CVehicle* pPlayerVehicle = FindPlayerVehicle();
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CVector2D vecPlayerVehicleSpeed;
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float fPlayerVehicleSpeed;
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if (pPlayerVehicle) {
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vecPlayerVehicleSpeed = FindPlayerVehicle()->GetMoveSpeed();
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fPlayerVehicleSpeed = vecPlayerVehicleSpeed.Magnitude();
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}
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if (TheCamera.GetForward().z < -0.9f){
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/* Player uses topdown camera. */
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/* Spawn essentially anywhere. */
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frontX = frontY = 0.707f; /* 45 degrees */
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angleLimit = -1.0f;
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invertAngleLimitTest = true;
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preferredDistance = 40.0f;
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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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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 = 120.0f * 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 = 40.0f;
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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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/* 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 = 120.0f * 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 = 120.0f * 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 = 40.0f;
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break;
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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 = 120.0f * 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 = 120.0f * 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 = 40.0f;
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break;
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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 = 120.0f * 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 = 40.0f;
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break;
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}
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}
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if (!ThePaths.NewGenerateCarCreationCoors(vecTargetPos.x, vecTargetPos.y, frontX, frontY,
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preferredDistance, angleLimit, invertAngleLimitTest, &spawnPosition, &curNodeId, &nextNodeId,
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&positionBetweenNodes, carClass == COPS && pWanted->m_nWantedLevel >= 1))
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return;
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int16 colliding;
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CWorld::FindObjectsKindaColliding(spawnPosition, 10.0f, true, &colliding, 2, nil, false, true, true, false, false);
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if (colliding)
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/* If something is already present in spawn position, do not create vehicle*/
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return;
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if (!ThePaths.TestCoorsCloseness(vecTargetPos, false, spawnPosition))
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/* Testing if spawn position can reach target position via valid path. */
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return;
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int16 idInNode = 0;
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CPathNode* pCurNode = &ThePaths.m_pathNodes[curNodeId];
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CPathNode* pNextNode = &ThePaths.m_pathNodes[nextNodeId];
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while (idInNode < pCurNode->numLinks &&
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ThePaths.m_connections[idInNode + pCurNode->firstLink] != nextNodeId)
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idInNode++;
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int16 connectionId = ThePaths.m_carPathConnections[idInNode + pCurNode->firstLink];
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CCarPathLink* pPathLink = &ThePaths.m_carPathLinks[connectionId];
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int16 lanesOnCurrentRoad = pPathLink->pathNodeIndex == nextNodeId ? pPathLink->numLeftLanes : pPathLink->numRightLanes;
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CVehicleModelInfo* pModelInfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(carModel);
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if (lanesOnCurrentRoad == 0 || pModelInfo->m_vehicleType == VEHICLE_TYPE_BIKE)
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/* Not spawning vehicle if road is one way and intended direction is opposide to that way. */
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/* Also not spawning bikes but they don't exist in final game. */
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return;
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CAutomobile* pCar = new CAutomobile(carModel, RANDOM_VEHICLE);
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pCar->AutoPilot.m_nPrevRouteNode = 0;
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pCar->AutoPilot.m_nCurrentRouteNode = curNodeId;
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pCar->AutoPilot.m_nNextRouteNode = nextNodeId;
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switch (carClass) {
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case POOR:
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case RICH:
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case EXEC:
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case WORKER:
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case SPECIAL:
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case BIG:
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case TAXI:
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case MAFIA:
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case TRIAD:
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case DIABLO:
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case YAKUZA:
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case YARDIE:
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case COLOMB:
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case NINES:
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case GANG8:
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case GANG9:
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{
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pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14);
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if (carClass == EXEC)
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pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18);
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else if (carClass == POOR || carClass == SPECIAL)
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pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10);
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CVehicleModelInfo* pVehicleInfo = pCar->GetModelInfo();
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if (pVehicleInfo->GetColModel()->boundingBox.max.y - pCar->GetModelInfo()->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) {
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pCar->AutoPilot.m_nCruiseSpeed *= 3;
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pCar->AutoPilot.m_nCruiseSpeed /= 4;
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}
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pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed;
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pCar->AutoPilot.m_nCarMission = MISSION_CRUISE;
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pCar->AutoPilot.m_nTempAction = TEMPACT_NONE;
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pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
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break;
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}
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case COPS:
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pCar->AutoPilot.m_nTempAction = TEMPACT_NONE;
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if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel != 0){
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pCar->AutoPilot.m_nCruiseSpeed = CCarAI::FindPoliceCarSpeedForWantedLevel(pCar);
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pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed / 2;
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pCar->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
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pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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}else{
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pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 16);
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pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed;
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pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
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pCar->AutoPilot.m_nCarMission = MISSION_CRUISE;
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}
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if (carModel == MI_FBICAR){
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pCar->m_currentColour1 = 0;
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pCar->m_currentColour2 = 0;
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/* FBI cars are gray in carcols, but we want them black if they going after player. */
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}
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default:
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break;
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}
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if (pCar && pCar->GetModelIndex() == MI_MRWHOOP)
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pCar->m_bSirenOrAlarm = true;
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pCar->AutoPilot.m_nNextPathNodeInfo = connectionId;
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pCar->AutoPilot.m_nNextLane = pCar->AutoPilot.m_nCurrentLane = CGeneral::GetRandomNumber() % lanesOnCurrentRoad;
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CColBox* boundingBox = &CModelInfo::GetModelInfo(pCar->GetModelIndex())->GetColModel()->boundingBox;
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float carLength = 1.0f + (boundingBox->max.y - boundingBox->min.y) / 2;
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float distanceBetweenNodes = (pCurNode->pos - pNextNode->pos).Magnitude2D();
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/* If car is so long that it doesn't fit between two car nodes, place it directly in the middle. */
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/* Otherwise put it at least in a way that full vehicle length fits between two nodes. */
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if (distanceBetweenNodes / 2 < carLength)
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positionBetweenNodes = 0.5f;
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else
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positionBetweenNodes = min(1.0f - carLength / distanceBetweenNodes, max(carLength / distanceBetweenNodes, positionBetweenNodes));
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pCar->AutoPilot.m_nNextDirection = (curNodeId >= nextNodeId) ? 1 : -1;
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if (pCurNode->numLinks == 1){
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/* Do not create vehicle if there is nowhere to go. */
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delete pCar;
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return;
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}
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int16 nextConnection = pCar->AutoPilot.m_nNextPathNodeInfo;
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int16 newLink;
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while (nextConnection == pCar->AutoPilot.m_nNextPathNodeInfo){
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newLink = CGeneral::GetRandomNumber() % pCurNode->numLinks;
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nextConnection = ThePaths.m_carPathConnections[newLink + pCurNode->firstLink];
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}
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pCar->AutoPilot.m_nCurrentPathNodeInfo = nextConnection;
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pCar->AutoPilot.m_nCurrentDirection = (ThePaths.m_connections[newLink + pCurNode->firstLink] >= curNodeId) ? 1 : -1;
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CVector2D vecBetweenNodes = pNextNode->pos - pCurNode->pos;
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float forwardX, forwardY;
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float distBetweenNodes = vecBetweenNodes.Magnitude();
|
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if (distanceBetweenNodes == 0.0f){
|
|
forwardX = 1.0f;
|
|
forwardY = 0.0f;
|
|
}else{
|
|
forwardX = vecBetweenNodes.x / distBetweenNodes;
|
|
forwardY = vecBetweenNodes.y / distBetweenNodes;
|
|
}
|
|
/* I think the following might be some form of SetRotateZOnly. */
|
|
/* Setting up direction between two car nodes. */
|
|
pCar->GetForward() = CVector(forwardX, forwardY, 0.0f);
|
|
pCar->GetRight() = CVector(forwardY, -forwardX, 0.0f);
|
|
pCar->GetUp() = CVector(0.0f, 0.0f, 1.0f);
|
|
|
|
float currentPathLinkForwardX = pCar->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo].dirX;
|
|
float currentPathLinkForwardY = pCar->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo].dirY;
|
|
float nextPathLinkForwardX = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].dirX;
|
|
float nextPathLinkForwardY = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].dirY;
|
|
|
|
CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo];
|
|
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo];
|
|
CVector positionOnCurrentLinkIncludingLane(
|
|
pCurrentLink->posX + ((pCar->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
|
|
pCurrentLink->posY - ((pCar->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
|
|
0.0f);
|
|
CVector positionOnNextLinkIncludingLane(
|
|
pNextLink->posX + ((pCar->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
|
|
pNextLink->posY - ((pCar->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
|
|
0.0f);
|
|
float directionCurrentLinkX = pCurrentLink->dirX * pCar->AutoPilot.m_nCurrentDirection;
|
|
float directionCurrentLinkY = pCurrentLink->dirY * pCar->AutoPilot.m_nCurrentDirection;
|
|
float directionNextLinkX = pNextLink->dirX * pCar->AutoPilot.m_nNextDirection;
|
|
float directionNextLinkY = pNextLink->dirY * pCar->AutoPilot.m_nNextDirection;
|
|
/* We want to make a path between two links that may not have the same forward directions a curve. */
|
|
pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
|
|
&positionOnCurrentLinkIncludingLane,
|
|
&positionOnNextLinkIncludingLane,
|
|
directionCurrentLinkX, directionCurrentLinkY,
|
|
directionNextLinkX, directionNextLinkY
|
|
) * (1000.0f / pCar->AutoPilot.m_fMaxTrafficSpeed);
|
|
#ifdef FIX_BUGS
|
|
/* Casting timer to float is very unwanted. In this case it's not awful */
|
|
/* but in CAutoPilot::ModifySpeed it can even cause crashes (see SilentPatch). */
|
|
pCar->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
|
|
(uint32)((0.5f + positionBetweenNodes) * pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve);
|
|
#else
|
|
pCar->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
|
|
(0.5f + positionBetweenNodes) * pCar->AutoPilot.m_nSpeedScaleFactor;
|
|
#endif
|
|
CVector directionCurrentLink(directionCurrentLinkX, directionCurrentLinkY, 0.0f);
|
|
CVector directionNextLink(directionNextLinkX, directionNextLinkY, 0.0f);
|
|
CVector positionIncludingCurve;
|
|
CVector directionIncludingCurve;
|
|
CCurves::CalcCurvePoint(
|
|
&positionOnCurrentLinkIncludingLane,
|
|
&positionOnNextLinkIncludingLane,
|
|
&directionCurrentLink,
|
|
&directionNextLink,
|
|
GetPositionAlongCurrentCurve(pCar),
|
|
pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve,
|
|
&positionIncludingCurve,
|
|
&directionIncludingCurve
|
|
);
|
|
CVector vectorBetweenNodes = pCurNode->pos - pNextNode->pos;
|
|
CVector finalPosition = positionIncludingCurve + vectorBetweenNodes * 2.0f / vectorBetweenNodes.Magnitude();
|
|
finalPosition.z = positionBetweenNodes * pNextNode->pos.z +
|
|
(1.0f - positionBetweenNodes) * pCurNode->pos.z;
|
|
float groundZ = INFINITE_Z;
|
|
CColPoint colPoint;
|
|
CEntity* pEntity;
|
|
if (CWorld::ProcessVerticalLine(finalPosition, 1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil))
|
|
groundZ = colPoint.point.z;
|
|
if (CWorld::ProcessVerticalLine(finalPosition, -1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil)){
|
|
if (ABS(colPoint.point.z - finalPosition.z) < ABS(groundZ - finalPosition.z))
|
|
groundZ = colPoint.point.z;
|
|
}
|
|
if (groundZ == INFINITE_Z || ABS(groundZ - finalPosition.z) > 7.0f) {
|
|
/* Failed to find ground or too far from expected position. */
|
|
delete pCar;
|
|
return;
|
|
}
|
|
finalPosition.z = groundZ + pCar->GetHeightAboveRoad();
|
|
pCar->GetPosition() = finalPosition;
|
|
pCar->SetMoveSpeed(directionIncludingCurve / GAME_SPEED_TO_CARAI_SPEED);
|
|
CVector2D speedDifferenceWithTarget = (CVector2D)pCar->GetMoveSpeed() - vecPlayerSpeed;
|
|
CVector2D distanceToTarget = positionIncludingCurve - vecTargetPos;
|
|
switch (carClass) {
|
|
case POOR:
|
|
case RICH:
|
|
case EXEC:
|
|
case WORKER:
|
|
case SPECIAL:
|
|
case BIG:
|
|
case TAXI:
|
|
case MAFIA:
|
|
case TRIAD:
|
|
case DIABLO:
|
|
case YAKUZA:
|
|
case YARDIE:
|
|
case COLOMB:
|
|
case NINES:
|
|
case GANG8:
|
|
case GANG9:
|
|
pCar->m_status = STATUS_SIMPLE;
|
|
break;
|
|
case COPS:
|
|
pCar->m_status = (pCar->AutoPilot.m_nCarMission == MISSION_CRUISE) ? STATUS_SIMPLE : STATUS_PHYSICS;
|
|
pCar->ChangeLawEnforcerState(1);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
CVisibilityPlugins::SetClumpAlpha(pCar->GetClump(), 0);
|
|
if (!pCar->GetIsOnScreen()){
|
|
if ((vecTargetPos - pCar->GetPosition()).Magnitude2D() > 50.0f) {
|
|
/* Too far away cars that are not visible aren't needed. */
|
|
delete pCar;
|
|
return;
|
|
}
|
|
}else if((vecTargetPos - pCar->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * 130.0f ||
|
|
(vecTargetPos - pCar->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * 110.0f){
|
|
delete pCar;
|
|
return;
|
|
}else if((TheCamera.GetPosition() - pCar->GetPosition()).Magnitude2D() < 90.0f * TheCamera.GenerationDistMultiplier){
|
|
delete pCar;
|
|
return;
|
|
}
|
|
CVehicleModelInfo* pVehicleModel = pCar->GetModelInfo();
|
|
float radiusToTest = pVehicleModel->GetColModel()->boundingSphere.radius;
|
|
if (testForCollision){
|
|
CWorld::FindObjectsKindaColliding(pCar->GetPosition(), radiusToTest + 20.0f, true, &colliding, 2, nil, false, true, false, false, false);
|
|
if (colliding){
|
|
delete pCar;
|
|
return;
|
|
}
|
|
}
|
|
CWorld::FindObjectsKindaColliding(pCar->GetPosition(), radiusToTest, true, &colliding, 2, nil, false, true, false, false, false);
|
|
if (colliding){
|
|
delete pCar;
|
|
return;
|
|
}
|
|
if (speedDifferenceWithTarget.x * distanceToTarget.x +
|
|
speedDifferenceWithTarget.y * distanceToTarget.y >= 0.0f){
|
|
delete pCar;
|
|
return;
|
|
}
|
|
pVehicleModel->AvoidSameVehicleColour(&pCar->m_currentColour1, &pCar->m_currentColour2);
|
|
CWorld::Add(pCar);
|
|
if (carClass == COPS)
|
|
CCarAI::AddPoliceOccupants(pCar);
|
|
else
|
|
pCar->SetUpDriver();
|
|
if ((CGeneral::GetRandomNumber() & 0x3F) == 0){ /* 1/64 probability */
|
|
pCar->m_status = STATUS_PHYSICS;
|
|
pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
|
pCar->AutoPilot.m_nCruiseSpeed += 10;
|
|
}
|
|
if (carClass == COPS)
|
|
LastTimeLawEnforcerCreated = CTimer::GetTimeInMilliseconds();
|
|
}
|
|
|
|
int32
|
|
CCarCtrl::ChooseModel(CZoneInfo* pZone, CVector* pPos, int* pClass) {
|
|
int32 model = -1;
|
|
while (model == -1 || !CStreaming::HasModelLoaded(model)){
|
|
int rnd = CGeneral::GetRandomNumberInRange(0, 1000);
|
|
if (rnd < pZone->carThreshold[0])
|
|
model = CCarCtrl::ChooseCarModel((*pClass = POOR));
|
|
else if (rnd < pZone->carThreshold[1])
|
|
model = CCarCtrl::ChooseCarModel((*pClass = RICH));
|
|
else if (rnd < pZone->carThreshold[2])
|
|
model = CCarCtrl::ChooseCarModel((*pClass = EXEC));
|
|
else if (rnd < pZone->carThreshold[3])
|
|
model = CCarCtrl::ChooseCarModel((*pClass = WORKER));
|
|
else if (rnd < pZone->carThreshold[4])
|
|
model = CCarCtrl::ChooseCarModel((*pClass = SPECIAL));
|
|
else if (rnd < pZone->carThreshold[5])
|
|
model = CCarCtrl::ChooseCarModel((*pClass = BIG));
|
|
else if (rnd < pZone->copThreshold)
|
|
*pClass = COPS, model = CCarCtrl::ChoosePoliceCarModel();
|
|
else if (rnd < pZone->gangThreshold[0])
|
|
model = CCarCtrl::ChooseGangCarModel((*pClass = MAFIA) - MAFIA);
|
|
else if (rnd < pZone->gangThreshold[1])
|
|
model = CCarCtrl::ChooseGangCarModel((*pClass = TRIAD) - MAFIA);
|
|
else if (rnd < pZone->gangThreshold[2])
|
|
model = CCarCtrl::ChooseGangCarModel((*pClass = DIABLO) - MAFIA);
|
|
else if (rnd < pZone->gangThreshold[3])
|
|
model = CCarCtrl::ChooseGangCarModel((*pClass = YAKUZA) - MAFIA);
|
|
else if (rnd < pZone->gangThreshold[4])
|
|
model = CCarCtrl::ChooseGangCarModel((*pClass = YARDIE) - MAFIA);
|
|
else if (rnd < pZone->gangThreshold[5])
|
|
model = CCarCtrl::ChooseGangCarModel((*pClass = COLOMB) - MAFIA);
|
|
else if (rnd < pZone->gangThreshold[6])
|
|
model = CCarCtrl::ChooseGangCarModel((*pClass = NINES) - MAFIA);
|
|
else if (rnd < pZone->gangThreshold[7])
|
|
model = CCarCtrl::ChooseGangCarModel((*pClass = GANG8) - MAFIA);
|
|
else if (rnd < pZone->gangThreshold[8])
|
|
model = CCarCtrl::ChooseGangCarModel((*pClass = GANG9) - MAFIA);
|
|
else
|
|
model = CCarCtrl::ChooseCarModel((*pClass = TAXI));
|
|
}
|
|
return model;
|
|
}
|
|
|
|
int32
|
|
CCarCtrl::ChooseCarModel(int32 vehclass)
|
|
{
|
|
int32 model = -1;
|
|
switch (vehclass) {
|
|
case POOR:
|
|
case RICH:
|
|
case EXEC:
|
|
case WORKER:
|
|
case SPECIAL:
|
|
case BIG:
|
|
case TAXI:
|
|
{
|
|
if (TotalNumOfCarsOfRating[vehclass] == 0)
|
|
debug("ChooseCarModel : No cars of type %d have been declared\n");
|
|
model = CarArrays[vehclass][NextCarOfRating[vehclass]];
|
|
int32 total = TotalNumOfCarsOfRating[vehclass];
|
|
NextCarOfRating[vehclass] += 1 + CGeneral::GetRandomNumberInRange(0, total - 1);
|
|
while (NextCarOfRating[vehclass] >= total)
|
|
NextCarOfRating[vehclass] -= total;
|
|
//NextCarOfRating[vehclass] %= total;
|
|
TotalNumOfCarsOfRating[vehclass] = total; /* why... */
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
return model;
|
|
}
|
|
|
|
int32
|
|
CCarCtrl::ChoosePoliceCarModel(void)
|
|
{
|
|
if (FindPlayerPed()->m_pWanted->AreSwatRequired() &&
|
|
CStreaming::HasModelLoaded(MI_ENFORCER) &&
|
|
CStreaming::HasModelLoaded(MI_POLICE))
|
|
return ((CGeneral::GetRandomNumber() & 0xF) == 0) ? MI_ENFORCER : MI_POLICE;
|
|
if (FindPlayerPed()->m_pWanted->AreFbiRequired() &&
|
|
CStreaming::HasModelLoaded(MI_FBICAR) &&
|
|
CStreaming::HasModelLoaded(MI_FBI))
|
|
return MI_FBICAR;
|
|
if (FindPlayerPed()->m_pWanted->AreArmyRequired() &&
|
|
CStreaming::HasModelLoaded(MI_RHINO) &&
|
|
CStreaming::HasModelLoaded(MI_BARRACKS) &&
|
|
CStreaming::HasModelLoaded(MI_ARMY))
|
|
return CGeneral::GetRandomTrueFalse() ? MI_BARRACKS : MI_RHINO;
|
|
return MI_POLICE;
|
|
}
|
|
|
|
int32
|
|
CCarCtrl::ChooseGangCarModel(int32 gang)
|
|
{
|
|
if (CStreaming::HasModelLoaded(MI_GANG01 + 2 * gang) &&
|
|
CStreaming::HasModelLoaded(MI_GANG02 + 2 * gang))
|
|
return CGangs::GetGangVehicleModel(gang);
|
|
return -1;
|
|
}
|
|
|
|
void
|
|
CCarCtrl::AddToCarArray(int32 id, int32 vehclass)
|
|
{
|
|
CarArrays[vehclass][TotalNumOfCarsOfRating[vehclass]++] = id;
|
|
}
|
|
|
|
void
|
|
CCarCtrl::RemoveDistantCars()
|
|
{
|
|
for (int i = CPools::GetVehiclePool()->GetSize()-1; i >= 0; i--) {
|
|
CVehicle* pVehicle = CPools::GetVehiclePool()->GetSlot(i);
|
|
if (!pVehicle)
|
|
continue;
|
|
PossiblyRemoveVehicle(pVehicle);
|
|
if (pVehicle->bCreateRoadBlockPeds){
|
|
if ((pVehicle->GetPosition() - FindPlayerCentreOfWorld(CWorld::PlayerInFocus)).Magnitude2D() < DISTANCE_TO_SPAWN_ROADBLOCK_PEDS) {
|
|
CRoadBlocks::GenerateRoadBlockCopsForCar(pVehicle, pVehicle->m_nRoadblockType, pVehicle->m_nRoadblockNode);
|
|
pVehicle->bCreateRoadBlockPeds = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
|
|
{
|
|
CVector vecPlayerPos = FindPlayerCentreOfWorld(CWorld::PlayerInFocus);
|
|
/* BUG: this variable is initialized only in if-block below but can be used outside of it. */
|
|
if (!IsThisVehicleInteresting(pVehicle) && !pVehicle->bIsLocked &&
|
|
pVehicle->CanBeDeleted() && !CCranes::IsThisCarBeingTargettedByAnyCrane(pVehicle)){
|
|
if (pVehicle->bFadeOut && CVisibilityPlugins::GetClumpAlpha(pVehicle->GetClump()) == 0){
|
|
CWorld::Remove(pVehicle);
|
|
delete pVehicle;
|
|
return;
|
|
}
|
|
float distanceToPlayer = (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D();
|
|
float threshold = 50.0f;
|
|
if (pVehicle->GetIsOnScreen() ||
|
|
TheCamera.Cams[TheCamera.ActiveCam].LookingLeft ||
|
|
TheCamera.Cams[TheCamera.ActiveCam].LookingRight ||
|
|
TheCamera.Cams[TheCamera.ActiveCam].LookingBehind ||
|
|
TheCamera.GetLookDirection() == 0 ||
|
|
pVehicle->VehicleCreatedBy == PARKED_VEHICLE ||
|
|
pVehicle->GetModelIndex() == MI_AMBULAN ||
|
|
pVehicle->GetModelIndex() == MI_FIRETRUCK ||
|
|
pVehicle->bIsLawEnforcer ||
|
|
pVehicle->bIsCarParkVehicle
|
|
){
|
|
threshold = 130.0f * TheCamera.GenerationDistMultiplier;
|
|
}
|
|
if (pVehicle->bExtendedRange)
|
|
threshold *= 1.5f;
|
|
if (distanceToPlayer > threshold && !CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){
|
|
if (pVehicle->GetIsOnScreen() && CRenderer::IsEntityCullZoneVisible(pVehicle)){
|
|
pVehicle->bFadeOut = true;
|
|
}else{
|
|
CWorld::Remove(pVehicle);
|
|
delete pVehicle;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
if ((pVehicle->m_status == STATUS_SIMPLE || pVehicle->m_status == STATUS_PHYSICS && pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS) &&
|
|
CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission > 5000 &&
|
|
!pVehicle->GetIsOnScreen() &&
|
|
(pVehicle->GetPosition() - vecPlayerPos).Magnitude2D() > 25.0f &&
|
|
!IsThisVehicleInteresting(pVehicle) &&
|
|
!pVehicle->bIsLocked &&
|
|
pVehicle->CanBeDeleted() &&
|
|
!CTrafficLights::ShouldCarStopForLight(pVehicle, true) &&
|
|
!CTrafficLights::ShouldCarStopForBridge(pVehicle) &&
|
|
!CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){
|
|
CWorld::Remove(pVehicle);
|
|
delete pVehicle;
|
|
return;
|
|
}
|
|
if (pVehicle->m_status != STATUS_WRECKED || pVehicle->m_nTimeOfDeath == 0)
|
|
return;
|
|
if (CTimer::GetTimeInMilliseconds() > pVehicle->m_nTimeOfDeath + 60000 &&
|
|
(!pVehicle->GetIsOnScreen() || !CRenderer::IsEntityCullZoneVisible(pVehicle))){
|
|
if ((pVehicle->GetPosition() - vecPlayerPos).MagnitudeSqr() > SQR(7.5f)){
|
|
if (!CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){
|
|
CWorld::Remove(pVehicle);
|
|
delete pVehicle;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int32
|
|
CCarCtrl::CountCarsOfType(int32 mi)
|
|
{
|
|
int32 total = 0;
|
|
for (int i = CPools::GetVehiclePool()->GetSize()-1; i >= 0; i--) {
|
|
CVehicle* pVehicle = CPools::GetVehiclePool()->GetSlot(i);
|
|
if (!pVehicle)
|
|
continue;
|
|
if (pVehicle->GetModelIndex() == mi)
|
|
total++;
|
|
}
|
|
return total;
|
|
}
|
|
|
|
void
|
|
CCarCtrl::UpdateCarOnRails(CVehicle* pVehicle)
|
|
{
|
|
if (pVehicle->AutoPilot.m_nTempAction == TEMPACT_WAIT){
|
|
pVehicle->SetMoveSpeed(0.0f, 0.0f, 0.0f);
|
|
pVehicle->AutoPilot.ModifySpeed(0.0f);
|
|
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTempAction){
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
pVehicle->AutoPilot.m_nAntiReverseTimer = 0;
|
|
pVehicle->AutoPilot.m_nTimeToStartMission = 0;
|
|
}
|
|
return;
|
|
}
|
|
SlowCarOnRailsDownForTrafficAndLights(pVehicle);
|
|
if (pVehicle->AutoPilot.m_nTimeEnteredCurve + pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve <= CTimer::GetTimeInMilliseconds())
|
|
PickNextNodeAccordingStrategy(pVehicle);
|
|
if (pVehicle->m_status == STATUS_PHYSICS)
|
|
return;
|
|
CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
|
|
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
|
|
float currentPathLinkForwardX = pCurrentLink->dirX * pVehicle->AutoPilot.m_nCurrentDirection;
|
|
float currentPathLinkForwardY = pCurrentLink->dirY * pVehicle->AutoPilot.m_nCurrentDirection;
|
|
float nextPathLinkForwardX = pNextLink->dirX * pVehicle->AutoPilot.m_nNextDirection;
|
|
float nextPathLinkForwardY = pNextLink->dirY * pVehicle->AutoPilot.m_nNextDirection;
|
|
CVector positionOnCurrentLinkIncludingLane(
|
|
pCurrentLink->posX + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
|
|
pCurrentLink->posY - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
|
|
0.0f);
|
|
CVector positionOnNextLinkIncludingLane(
|
|
pNextLink->posX + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
|
|
pNextLink->posY - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
|
|
0.0f);
|
|
CVector directionCurrentLink(currentPathLinkForwardX, currentPathLinkForwardY, 0.0f);
|
|
CVector directionNextLink(nextPathLinkForwardX, nextPathLinkForwardY, 0.0f);
|
|
CVector positionIncludingCurve;
|
|
CVector directionIncludingCurve;
|
|
CCurves::CalcCurvePoint(
|
|
&positionOnCurrentLinkIncludingLane,
|
|
&positionOnNextLinkIncludingLane,
|
|
&directionCurrentLink,
|
|
&directionNextLink,
|
|
GetPositionAlongCurrentCurve(pVehicle),
|
|
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve,
|
|
&positionIncludingCurve,
|
|
&directionIncludingCurve
|
|
);
|
|
positionIncludingCurve.z = 15.0f;
|
|
DragCarToPoint(pVehicle, &positionIncludingCurve);
|
|
pVehicle->SetMoveSpeed(directionIncludingCurve / GAME_SPEED_TO_CARAI_SPEED);
|
|
}
|
|
|
|
float
|
|
CCarCtrl::FindMaximumSpeedForThisCarInTraffic(CVehicle* pVehicle)
|
|
{
|
|
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS ||
|
|
pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_PLOUGH_THROUGH)
|
|
return pVehicle->AutoPilot.m_nCruiseSpeed;
|
|
float left = pVehicle->GetPosition().x - DISTANCE_TO_SCAN_FOR_DANGER;
|
|
float right = pVehicle->GetPosition().x + DISTANCE_TO_SCAN_FOR_DANGER;
|
|
float top = pVehicle->GetPosition().y - DISTANCE_TO_SCAN_FOR_DANGER;
|
|
float bottom = pVehicle->GetPosition().y + DISTANCE_TO_SCAN_FOR_DANGER;
|
|
int xstart = max(0, CWorld::GetSectorIndexX(left));
|
|
int xend = min(NUMSECTORS_X - 1, CWorld::GetSectorIndexX(right));
|
|
int ystart = max(0, CWorld::GetSectorIndexY(top));
|
|
int yend = min(NUMSECTORS_Y - 1, CWorld::GetSectorIndexY(bottom));
|
|
assert(xstart <= xend);
|
|
assert(ystart <= yend);
|
|
|
|
float maxSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
|
|
|
|
CWorld::AdvanceCurrentScanCode();
|
|
|
|
for (int y = ystart; y <= yend; y++){
|
|
for (int x = xstart; x <= xend; x++){
|
|
CSector* s = CWorld::GetSector(x, y);
|
|
SlowCarDownForCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.m_nCruiseSpeed);
|
|
SlowCarDownForCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES_OVERLAP], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.m_nCruiseSpeed);
|
|
SlowCarDownForPedsSectorList(s->m_lists[ENTITYLIST_PEDS], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.m_nCruiseSpeed);
|
|
SlowCarDownForPedsSectorList(s->m_lists[ENTITYLIST_PEDS_OVERLAP], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.m_nCruiseSpeed);
|
|
}
|
|
}
|
|
pVehicle->bWarnedPeds = true;
|
|
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS)
|
|
return maxSpeed;
|
|
return (maxSpeed + pVehicle->AutoPilot.m_nCruiseSpeed) / 2;
|
|
}
|
|
|
|
void
|
|
CCarCtrl::ScanForPedDanger(CVehicle* pVehicle)
|
|
{
|
|
bool storedSlowDownFlag = pVehicle->AutoPilot.m_bSlowedDownBecauseOfPeds;
|
|
float left = pVehicle->GetPosition().x - DISTANCE_TO_SCAN_FOR_DANGER;
|
|
float right = pVehicle->GetPosition().x + DISTANCE_TO_SCAN_FOR_DANGER;
|
|
float top = pVehicle->GetPosition().y - DISTANCE_TO_SCAN_FOR_DANGER;
|
|
float bottom = pVehicle->GetPosition().y + DISTANCE_TO_SCAN_FOR_DANGER;
|
|
int xstart = max(0, CWorld::GetSectorIndexX(left));
|
|
int xend = min(NUMSECTORS_X - 1, CWorld::GetSectorIndexX(right));
|
|
int ystart = max(0, CWorld::GetSectorIndexY(top));
|
|
int yend = min(NUMSECTORS_Y - 1, CWorld::GetSectorIndexY(bottom));
|
|
assert(xstart <= xend);
|
|
assert(ystart <= yend);
|
|
|
|
float maxSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
|
|
|
|
CWorld::AdvanceCurrentScanCode();
|
|
|
|
for (int y = ystart; y <= yend; y++) {
|
|
for (int x = xstart; x <= xend; x++) {
|
|
CSector* s = CWorld::GetSector(x, y);
|
|
SlowCarDownForPedsSectorList(s->m_lists[ENTITYLIST_PEDS], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.m_nCruiseSpeed);
|
|
SlowCarDownForPedsSectorList(s->m_lists[ENTITYLIST_PEDS_OVERLAP], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.m_nCruiseSpeed);
|
|
}
|
|
}
|
|
pVehicle->bWarnedPeds = true;
|
|
pVehicle->AutoPilot.m_bSlowedDownBecauseOfPeds = storedSlowDownFlag;
|
|
}
|
|
|
|
void
|
|
CCarCtrl::SlowCarOnRailsDownForTrafficAndLights(CVehicle* pVehicle)
|
|
{
|
|
float maxSpeed;
|
|
if (CTrafficLights::ShouldCarStopForLight(pVehicle, false) || CTrafficLights::ShouldCarStopForBridge(pVehicle)){
|
|
CCarAI::CarHasReasonToStop(pVehicle);
|
|
maxSpeed = 0.0f;
|
|
}else{
|
|
maxSpeed = FindMaximumSpeedForThisCarInTraffic(pVehicle);
|
|
}
|
|
float curSpeed = pVehicle->AutoPilot.m_fMaxTrafficSpeed;
|
|
if (maxSpeed >= curSpeed){
|
|
if (maxSpeed > curSpeed)
|
|
pVehicle->AutoPilot.ModifySpeed(min(maxSpeed, curSpeed + 0.05f * CTimer::GetTimeStep()));
|
|
}else if (curSpeed != 0.0f) {
|
|
if (curSpeed < 0.1f)
|
|
pVehicle->AutoPilot.ModifySpeed(0.0f);
|
|
else
|
|
pVehicle->AutoPilot.ModifySpeed(max(maxSpeed, curSpeed - 0.5f * CTimer::GetTimeStep()));
|
|
}
|
|
}
|
|
#if 0
|
|
WRAPPER void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float) { EAXJMP(0x419300); }
|
|
#else
|
|
void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList& lst, CVehicle* pVehicle, float x_inf, float y_inf, float x_sup, float y_sup, float* pSpeed, float curSpeed)
|
|
{
|
|
float frontOffset = pVehicle->GetModelInfo()->GetColModel()->boundingBox.max.y;
|
|
float frontSafe = frontOffset + SAFE_DISTANCE_TO_PED;
|
|
for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next){
|
|
CPed* pPed = (CPed*)pNode->item;
|
|
if (pPed->m_scanCode == CWorld::GetCurrentScanCode())
|
|
continue;
|
|
if (!pPed->bUsesCollision)
|
|
continue;
|
|
pPed->m_scanCode = CWorld::GetCurrentScanCode();
|
|
CVector vecPedPos = pPed->GetPosition();
|
|
if (vecPedPos.x < x_inf || vecPedPos.x > x_sup)
|
|
continue;
|
|
if (vecPedPos.y < y_inf || vecPedPos.y > y_sup)
|
|
continue;
|
|
if (ABS(vecPedPos.z - pVehicle->GetPosition().z) >= 4.0f)
|
|
continue;
|
|
CVector vecToPed = vecPedPos - pVehicle->GetPosition();
|
|
float dotDirection = DotProduct(pVehicle->GetForward(), vecToPed);
|
|
float dotVelocity = DotProduct(pVehicle->GetForward(), pVehicle->GetMoveSpeed());
|
|
if (dotDirection <= frontOffset) /* If already run him over, don't care */
|
|
continue;
|
|
float distanceUntilHit = dotDirection - frontOffset;
|
|
float movementTowardsPedPerSecond = GAME_SPEED_TO_METERS_PER_SECOND * dotVelocity;
|
|
if (4 * movementTowardsPedPerSecond <= distanceUntilHit)
|
|
/* If car isn't projected to hit a ped in 4 seconds, don't care */
|
|
continue;
|
|
float sidewaysDistance = ABS(DotProduct(pVehicle->GetRight(), vecToPed));
|
|
float sideLength = pVehicle->GetModelInfo()->GetColModel()->boundingBox.max.x;
|
|
if (pVehicle->m_vehType == VEHICLE_TYPE_BIKE)
|
|
sideLength *= 1.6f;
|
|
if (sideLength + 0.5f < sidewaysDistance)
|
|
/* If car is far enough taking side into account, don't care */
|
|
continue;
|
|
if (pPed->m_type == ENTITY_TYPE_PED){ /* ...how can it not be? */
|
|
if (pPed->GetPedState() != PED_STEP_AWAY && pPed->GetPedState() != PED_DIVE_AWAY){
|
|
if (distanceUntilHit < movementTowardsPedPerSecond){
|
|
/* Very close. Time to evade. */
|
|
if (pVehicle->GetModelIndex() == MI_RCBANDIT){
|
|
if (dotVelocity * GAME_SPEED_TO_METERS_PER_SECOND / 2 > distanceUntilHit)
|
|
pPed->SetEvasiveStep(pVehicle, 0);
|
|
}else if (dotVelocity > 0.3f){
|
|
if (sideLength - 0.5f < sidewaysDistance)
|
|
pPed->SetEvasiveStep(pVehicle, 0);
|
|
else
|
|
pPed->SetEvasiveDive(pVehicle, 0);
|
|
}else{
|
|
if (sideLength + 0.1f < sidewaysDistance)
|
|
pPed->SetEvasiveStep(pVehicle, 0);
|
|
else
|
|
pPed->SetEvasiveDive(pVehicle, 0);
|
|
}
|
|
}else{
|
|
/* Relatively safe but annoying. */
|
|
if (pVehicle->m_status == STATUS_PLAYER &&
|
|
pPed->GetPedState() != PED_FLEE_ENTITY &&
|
|
pPed->CharCreatedBy == RANDOM_CHAR){
|
|
float angleCarToPed = CGeneral::GetRadianAngleBetweenPoints(
|
|
pVehicle->GetPosition().x, pVehicle->GetPosition().y,
|
|
pPed->GetPosition().x, pPed->GetPosition().y
|
|
);
|
|
angleCarToPed = CGeneral::LimitRadianAngle(angleCarToPed);
|
|
pPed->m_headingRate = CGeneral::LimitRadianAngle(pPed->m_headingRate);
|
|
float visibilityAngle = ABS(angleCarToPed - pPed->m_headingRate);
|
|
if (visibilityAngle > PI)
|
|
visibilityAngle = TWOPI - visibilityAngle;
|
|
if (visibilityAngle < HALFPI || pVehicle->m_nCarHornTimer){
|
|
/* if ped sees the danger or if car horn is on */
|
|
pPed->SetFlee(pVehicle, 2000);
|
|
pPed->bUsePedNodeSeek = false;
|
|
pPed->SetMoveState(PEDMOVE_RUN);
|
|
}
|
|
}else{
|
|
CPlayerPed* pPlayerPed = (CPlayerPed*)pPed;
|
|
if (pPlayerPed->IsPlayer() && dotDirection < frontSafe &&
|
|
pPlayerPed->IsPedInControl() &&
|
|
pPlayerPed->m_fMoveSpeed < 0.1f && pPlayerPed->bIsLooking &&
|
|
CTimer::GetTimeInMilliseconds() > pPlayerPed->m_lookTimer) {
|
|
pPlayerPed->AnnoyPlayerPed(false);
|
|
pPlayerPed->SetLookFlag(pVehicle, true);
|
|
pPlayerPed->SetLookTimer(1500);
|
|
if (pPlayerPed->GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED ||
|
|
pPlayerPed->GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT ||
|
|
pPlayerPed->GetWeapon()->m_eWeaponType == WEAPONTYPE_COLT45 ||
|
|
pPlayerPed->GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) {
|
|
pPlayerPed->bShakeFist = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
/* Ped stuff done. Now vehicle stuff. */
|
|
if (distanceUntilHit < 10.0f){
|
|
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS ||
|
|
pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_SLOW_DOWN_FOR_CARS){
|
|
*pSpeed = min(*pSpeed, ABS(distanceUntilHit - 1.0f) * 0.1f * curSpeed);
|
|
pVehicle->AutoPilot.m_bSlowedDownBecauseOfPeds = true;
|
|
if (distanceUntilHit < 2.0f){
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT;
|
|
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 3000;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void CCarCtrl::SlowCarDownForCarsSectorList(CPtrList& lst, CVehicle* pVehicle, float x_inf, float y_inf, float x_sup, float y_sup, float* pSpeed, float curSpeed)
|
|
{
|
|
for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next){
|
|
CVehicle* pTestVehicle = (CVehicle*)pNode->item;
|
|
if (pVehicle == pTestVehicle)
|
|
continue;
|
|
if (pTestVehicle->m_scanCode == CWorld::GetCurrentScanCode())
|
|
continue;
|
|
if (!pTestVehicle->bUsesCollision)
|
|
continue;
|
|
pTestVehicle->m_scanCode = CWorld::GetCurrentScanCode();
|
|
CVector boundCenter = pTestVehicle->GetBoundCentre();
|
|
if (boundCenter.x < x_inf || boundCenter.x > x_sup)
|
|
continue;
|
|
if (boundCenter.y < y_inf || boundCenter.y > y_sup)
|
|
continue;
|
|
if (Abs(boundCenter.z - pVehicle->GetPosition().z) < 5.0f)
|
|
SlowCarDownForOtherCar(pTestVehicle, pVehicle, pSpeed, curSpeed);
|
|
}
|
|
}
|
|
|
|
void CCarCtrl::SlowCarDownForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float* pSpeed, float curSpeed)
|
|
{
|
|
CVector forwardA = pVehicle->GetForward();
|
|
((CVector2D)forwardA).Normalise();
|
|
if (DotProduct2D(pOtherEntity->GetPosition() - pVehicle->GetPosition(), forwardA) < 0.0f)
|
|
return;
|
|
CVector forwardB = pOtherEntity->GetForward();
|
|
((CVector2D)forwardB).Normalise();
|
|
forwardA.z = forwardB.z = 0.0f;
|
|
CVehicle* pOtherVehicle = (CVehicle*)pOtherEntity;
|
|
/* why is the argument CEntity if it's always CVehicle anyway and is casted? */
|
|
float speedOtherX = GAME_SPEED_TO_CARAI_SPEED * pOtherVehicle->GetMoveSpeed().x;
|
|
float speedOtherY = GAME_SPEED_TO_CARAI_SPEED * pOtherVehicle->GetMoveSpeed().y;
|
|
float projectionX = speedOtherX - forwardA.x * curSpeed;
|
|
float projectionY = speedOtherY - forwardA.y * curSpeed;
|
|
float proximityA = TestCollisionBetween2MovingRects(pOtherVehicle, pVehicle, projectionX, projectionY, &forwardA, &forwardB, 0);
|
|
float proximityB = TestCollisionBetween2MovingRects(pVehicle, pOtherVehicle, -projectionX, -projectionY, &forwardB, &forwardA, 1);
|
|
float minProximity = min(proximityA, proximityB);
|
|
if (minProximity >= 0.0f && minProximity < 1.0f){
|
|
minProximity = max(0.0f, (minProximity - 0.2f) * 1.25f);
|
|
pVehicle->AutoPilot.m_bSlowedDownBecauseOfCars = true;
|
|
*pSpeed = min(*pSpeed, minProximity * curSpeed);
|
|
}
|
|
if (minProximity >= 0.0f && minProximity < 0.5f && pOtherEntity->IsVehicle() &&
|
|
CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission > 15000 &&
|
|
CTimer::GetTimeInMilliseconds() - pOtherVehicle->AutoPilot.m_nTimeToStartMission > 15000){
|
|
/* If cars are standing for 15 seconds, annoy one of them and make avoid cars. */
|
|
if (pOtherEntity != FindPlayerVehicle() &&
|
|
DotProduct2D(pVehicle->GetForward(), pOtherVehicle->GetForward()) < 0.5f &&
|
|
pVehicle < pOtherVehicle){ /* that comparasion though... */
|
|
*pSpeed = max(curSpeed / 5, *pSpeed);
|
|
if (pVehicle->m_status == STATUS_SIMPLE){
|
|
pVehicle->m_status = STATUS_PHYSICS;
|
|
SwitchVehicleToRealPhysics(pVehicle);
|
|
}
|
|
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
|
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 1000;
|
|
}
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
WRAPPER float CCarCtrl::TestCollisionBetween2MovingRects(CVehicle* pVehicleA, CVehicle* pVehicleB, float projectionX, float projectionY, CVector* pForwardA, CVector* pForwardB, uint8 id) { EAXJMP(0x41A020); }
|
|
#else
|
|
float CCarCtrl::TestCollisionBetween2MovingRects(CVehicle* pVehicleA, CVehicle* pVehicleB, float projectionX, float projectionY, CVector* pForwardA, CVector* pForwardB, uint8 id)
|
|
{
|
|
CVector2D vecBToA = pVehicleA->GetPosition() - pVehicleB->GetPosition();
|
|
float lenB = pVehicleB->GetModelInfo()->GetColModel()->boundingBox.max.y;
|
|
float widthB = pVehicleB->GetModelInfo()->GetColModel()->boundingBox.max.x;
|
|
float backLenB = -pVehicleB->GetModelInfo()->GetColModel()->boundingBox.min.y;
|
|
float lenA = pVehicleA->GetModelInfo()->GetColModel()->boundingBox.max.y;
|
|
float widthA = pVehicleA->GetModelInfo()->GetColModel()->boundingBox.max.x;
|
|
float backLenA = -pVehicleA->GetModelInfo()->GetColModel()->boundingBox.min.y;
|
|
float proximity = 1.0f;
|
|
float fullWidthB = 2.0f * widthB;
|
|
float fullLenB = lenB + backLenB;
|
|
for (int i = 0; i < 4; i++){
|
|
float testedOffsetX;
|
|
float testedOffsetY;
|
|
switch (i) {
|
|
case 0: /* Front right corner */
|
|
testedOffsetX = vecBToA.x + widthA * pForwardB->y + lenA * pForwardB->x;
|
|
testedOffsetY = vecBToA.y + lenA * pForwardB->y - widthA * pForwardB->x;
|
|
break;
|
|
case 1: /* Front left corner */
|
|
testedOffsetX = vecBToA.x + -widthA * pForwardB->x + lenA * pForwardB->x;
|
|
testedOffsetY = vecBToA.y + lenA * pForwardB->y + widthA * pForwardB->x;
|
|
break;
|
|
case 2: /* Rear right corner */
|
|
testedOffsetX = vecBToA.x + widthA * pForwardB->y - backLenA * pForwardB->x;
|
|
testedOffsetY = vecBToA.y - backLenA * pForwardB->y - widthA * pForwardB->x;
|
|
break;
|
|
case 3: /* Rear left corner */
|
|
testedOffsetX = vecBToA.x - widthA * pForwardB->y - backLenA * pForwardB->x;
|
|
testedOffsetY = vecBToA.y - backLenA * pForwardB->y + widthA * pForwardB->x;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
/* Testing width collision */
|
|
float baseWidthProximity = 0.0f;
|
|
float fullWidthProximity = 1.0f;
|
|
float widthDistance = testedOffsetX * pForwardA->y - testedOffsetY * pForwardA->x;
|
|
float widthProjection = projectionX * pForwardA->y - projectionY * pForwardA->x;
|
|
if (widthDistance > widthB){
|
|
if (widthProjection < 0.0f){
|
|
float proximityWidth = -(widthDistance - widthB) / widthProjection;
|
|
if (proximityWidth < 1.0f){
|
|
baseWidthProximity = proximityWidth;
|
|
fullWidthProximity = min(1.0f, proximityWidth - fullWidthB / widthProjection);
|
|
}else{
|
|
baseWidthProximity = 1.0f;
|
|
}
|
|
}else{
|
|
baseWidthProximity = 1.0f;
|
|
fullWidthProximity = 1.0f;
|
|
}
|
|
}else if (widthDistance < -widthB){
|
|
if (widthProjection > 0.0f) {
|
|
float proximityWidth = -(widthDistance + widthB) / widthProjection;
|
|
if (proximityWidth < 1.0f) {
|
|
baseWidthProximity = proximityWidth;
|
|
fullWidthProximity = min(1.0f, proximityWidth + fullWidthB / widthProjection);
|
|
}
|
|
else {
|
|
baseWidthProximity = 1.0f;
|
|
}
|
|
}
|
|
else {
|
|
baseWidthProximity = 1.0f;
|
|
fullWidthProximity = 1.0f;
|
|
}
|
|
}else if (widthProjection > 0.0f){
|
|
fullWidthProximity = (widthB - widthDistance) / widthProjection;
|
|
}else if (widthProjection < 0.0f){
|
|
fullWidthProximity = -(widthB + widthDistance) / widthProjection;
|
|
}
|
|
/* Testing length collision */
|
|
float baseLengthProximity = 0.0f;
|
|
float fullLengthProximity = 1.0f;
|
|
float lenDistance = testedOffsetX * pForwardA->x + testedOffsetY * pForwardA->y;
|
|
float lenProjection = projectionX * pForwardA->x + projectionY * pForwardA->y;
|
|
if (lenDistance > lenB) {
|
|
if (lenProjection < 0.0f) {
|
|
float proximityLength = -(lenDistance - lenB) / lenProjection;
|
|
if (proximityLength < 1.0f) {
|
|
baseLengthProximity = proximityLength;
|
|
fullLengthProximity = min(1.0f, proximityLength - fullLenB / lenProjection);
|
|
}
|
|
else {
|
|
baseLengthProximity = 1.0f;
|
|
}
|
|
}
|
|
else {
|
|
baseLengthProximity = 1.0f;
|
|
fullLengthProximity = 1.0f;
|
|
}
|
|
}
|
|
else if (lenDistance < -backLenB) {
|
|
if (lenProjection > 0.0f) {
|
|
float proximityLength = -(lenDistance + backLenB) / lenProjection;
|
|
if (proximityLength < 1.0f) {
|
|
baseLengthProximity = proximityLength;
|
|
fullLengthProximity = min(1.0f, proximityLength + fullLenB / lenProjection);
|
|
}
|
|
else {
|
|
baseLengthProximity = 1.0f;
|
|
}
|
|
}
|
|
else {
|
|
baseLengthProximity = 1.0f;
|
|
fullLengthProximity = 1.0f;
|
|
}
|
|
}
|
|
else if (lenProjection > 0.0f) {
|
|
fullLengthProximity = (lenB - lenDistance) / lenProjection;
|
|
}
|
|
else if (lenProjection < 0.0f) {
|
|
fullLengthProximity = -(backLenB + lenDistance) / lenProjection;
|
|
}
|
|
float baseProximity = max(baseWidthProximity, baseLengthProximity);
|
|
if (baseProximity < fullWidthProximity && baseProximity < fullLengthProximity)
|
|
proximity = min(proximity, baseProximity);
|
|
}
|
|
return proximity;
|
|
}
|
|
#endif
|
|
|
|
float CCarCtrl::FindAngleToWeaveThroughTraffic(CVehicle* pVehicle, CPhysical* pTarget, float angleToTarget, float angleForward)
|
|
{
|
|
float distanceToTest = min(2.0f, pVehicle->GetMoveSpeed().Magnitude2D() * 2.5f + 1.0f) * 12.0f;
|
|
float left = pVehicle->GetPosition().x - distanceToTest;
|
|
float right = pVehicle->GetPosition().x + distanceToTest;
|
|
float top = pVehicle->GetPosition().y - distanceToTest;
|
|
float bottom = pVehicle->GetPosition().y + distanceToTest;
|
|
int xstart = max(0, CWorld::GetSectorIndexX(left));
|
|
int xend = min(NUMSECTORS_X - 1, CWorld::GetSectorIndexX(right));
|
|
int ystart = max(0, CWorld::GetSectorIndexY(top));
|
|
int yend = min(NUMSECTORS_Y - 1, CWorld::GetSectorIndexY(bottom));
|
|
assert(xstart <= xend);
|
|
assert(ystart <= yend);
|
|
|
|
float angleToWeaveLeft = angleToTarget;
|
|
float angleToWeaveRight = angleToTarget;
|
|
|
|
CWorld::AdvanceCurrentScanCode();
|
|
|
|
float angleToWeaveLeftLastIteration = -9999.9f;
|
|
float angleToWeaveRightLastIteration = -9999.9f;
|
|
|
|
while (angleToWeaveLeft != angleToWeaveLeftLastIteration ||
|
|
angleToWeaveRight != angleToWeaveRightLastIteration){
|
|
angleToWeaveLeftLastIteration = angleToWeaveLeft;
|
|
angleToWeaveRightLastIteration = angleToWeaveRight;
|
|
for (int y = ystart; y <= yend; y++) {
|
|
for (int x = xstart; x <= xend; x++) {
|
|
CSector* s = CWorld::GetSector(x, y);
|
|
WeaveThroughCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES], pVehicle, pTarget,
|
|
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
|
|
WeaveThroughCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES_OVERLAP], pVehicle, pTarget,
|
|
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
|
|
WeaveThroughPedsSectorList(s->m_lists[ENTITYLIST_PEDS], pVehicle, pTarget,
|
|
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
|
|
WeaveThroughPedsSectorList(s->m_lists[ENTITYLIST_PEDS_OVERLAP], pVehicle, pTarget,
|
|
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
|
|
WeaveThroughObjectsSectorList(s->m_lists[ENTITYLIST_OBJECTS], pVehicle,
|
|
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
|
|
WeaveThroughObjectsSectorList(s->m_lists[ENTITYLIST_OBJECTS_OVERLAP], pVehicle,
|
|
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
|
|
}
|
|
}
|
|
}
|
|
float angleDiffFromActualToTarget = LimitRadianAngle(angleForward - angleToTarget);
|
|
float angleToBisectActualToTarget = LimitRadianAngle(angleToTarget + angleDiffFromActualToTarget / 2);
|
|
float angleDiffLeft = LimitRadianAngle(angleToWeaveLeft - angleToBisectActualToTarget);
|
|
angleDiffLeft = ABS(angleDiffLeft);
|
|
float angleDiffRight = LimitRadianAngle(angleToWeaveRight - angleToBisectActualToTarget);
|
|
angleDiffRight = ABS(angleDiffRight);
|
|
if (angleDiffLeft > HALFPI && angleDiffRight > HALFPI)
|
|
return angleToBisectActualToTarget;
|
|
if (ABS(angleDiffLeft - angleDiffRight) < 0.08f)
|
|
return angleToWeaveRight;
|
|
return angleDiffLeft < angleDiffRight ? angleToWeaveLeft : angleToWeaveRight;
|
|
}
|
|
|
|
void CCarCtrl::WeaveThroughCarsSectorList(CPtrList& lst, CVehicle* pVehicle, CPhysical* pTarget, float x_inf, float y_inf, float x_sup, float y_sup, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
|
|
{
|
|
for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next) {
|
|
CVehicle* pTestVehicle = (CVehicle*)pNode->item;
|
|
if (pTestVehicle->m_scanCode == CWorld::GetCurrentScanCode())
|
|
continue;
|
|
if (!pTestVehicle->bUsesCollision)
|
|
continue;
|
|
if (pTestVehicle == pTarget)
|
|
continue;
|
|
pTestVehicle->m_scanCode = CWorld::GetCurrentScanCode();
|
|
if (pTestVehicle->GetBoundCentre().x < x_inf || pTestVehicle->GetBoundCentre().x > x_sup)
|
|
continue;
|
|
if (pTestVehicle->GetBoundCentre().y < y_inf || pTestVehicle->GetBoundCentre().y > y_sup)
|
|
continue;
|
|
if (Abs(pTestVehicle->GetPosition().z - pVehicle->GetPosition().z) >= VEHICLE_HEIGHT_DIFF_TO_CONSIDER_WEAVING)
|
|
continue;
|
|
if (pTestVehicle != pVehicle)
|
|
WeaveForOtherCar(pTestVehicle, pVehicle, pAngleToWeaveLeft, pAngleToWeaveRight);
|
|
}
|
|
}
|
|
|
|
void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
|
|
{
|
|
if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE && pOtherEntity == FindPlayerVehicle())
|
|
return;
|
|
if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMCAR_CLOSE && pOtherEntity == pVehicle->AutoPilot.m_pTargetCar)
|
|
return;
|
|
CVehicle* pOtherCar = (CVehicle*)pOtherEntity;
|
|
CVector2D vecDiff = pOtherCar->GetPosition() - pVehicle->GetPosition();
|
|
float angleBetweenVehicles = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
|
|
float distance = vecDiff.Magnitude();
|
|
if (distance < 1.0f)
|
|
return;
|
|
if (DotProduct2D(pVehicle->GetMoveSpeed() - pOtherCar->GetMoveSpeed(), vecDiff) * 110.0f -
|
|
pOtherCar->GetModelInfo()->GetColModel()->boundingSphere.radius -
|
|
pVehicle->GetModelInfo()->GetColModel()->boundingSphere.radius < distance)
|
|
return;
|
|
CVector2D forward = pVehicle->GetForward();
|
|
forward.Normalise();
|
|
float forwardAngle = CGeneral::GetATanOfXY(forward.x, forward.y);
|
|
float angleDiff = angleBetweenVehicles - forwardAngle;
|
|
float lenProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.y * sin(angleDiff));
|
|
float widthProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.x * cos(angleDiff));
|
|
float lengthToEvade = (2 * (lenProjection + widthProjection) + WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x) / distance;
|
|
float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicles - *pAngleToWeaveLeft);
|
|
diffToLeftAngle = ABS(diffToLeftAngle);
|
|
float angleToWeave = lengthToEvade / 2;
|
|
if (diffToLeftAngle < angleToWeave){
|
|
*pAngleToWeaveLeft = angleBetweenVehicles - angleToWeave;
|
|
while (*pAngleToWeaveLeft < -PI)
|
|
*pAngleToWeaveLeft += TWOPI;
|
|
}
|
|
float diffToRightAngle = LimitRadianAngle(angleBetweenVehicles - *pAngleToWeaveRight);
|
|
diffToRightAngle = ABS(diffToRightAngle);
|
|
if (diffToRightAngle < angleToWeave){
|
|
*pAngleToWeaveRight = angleBetweenVehicles + angleToWeave;
|
|
while (*pAngleToWeaveRight > PI)
|
|
*pAngleToWeaveRight -= TWOPI;
|
|
}
|
|
}
|
|
|
|
void CCarCtrl::WeaveThroughPedsSectorList(CPtrList& lst, CVehicle* pVehicle, CPhysical* pTarget, float x_inf, float y_inf, float x_sup, float y_sup, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
|
|
{
|
|
for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next) {
|
|
CPed* pPed = (CPed*)pNode->item;
|
|
if (pPed->m_scanCode == CWorld::GetCurrentScanCode())
|
|
continue;
|
|
if (!pPed->bUsesCollision)
|
|
continue;
|
|
if (pPed == pTarget)
|
|
continue;
|
|
pPed->m_scanCode = CWorld::GetCurrentScanCode();
|
|
if (pPed->GetPosition().x < x_inf || pPed->GetPosition().x > x_sup)
|
|
continue;
|
|
if (pPed->GetPosition().y < y_inf || pPed->GetPosition().y > y_sup)
|
|
continue;
|
|
if (Abs(pPed->GetPosition().z - pVehicle->GetPosition().z) >= PED_HEIGHT_DIFF_TO_CONSIDER_WEAVING)
|
|
continue;
|
|
if (pPed->m_pCurSurface != pVehicle)
|
|
WeaveForPed(pPed, pVehicle, pAngleToWeaveLeft, pAngleToWeaveRight);
|
|
}
|
|
|
|
}
|
|
void CCarCtrl::WeaveForPed(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
|
|
{
|
|
if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE && pOtherEntity == FindPlayerPed())
|
|
return;
|
|
CPed* pPed = (CPed*)pOtherEntity;
|
|
CVector2D vecDiff = pPed->GetPosition() - pVehicle->GetPosition();
|
|
float angleBetweenVehicleAndPed = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
|
|
float distance = vecDiff.Magnitude();
|
|
float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + PED_WIDTH_TO_WEAVE) / distance;
|
|
float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveLeft);
|
|
diffToLeftAngle = ABS(diffToLeftAngle);
|
|
float angleToWeave = lengthToEvade / 2;
|
|
if (diffToLeftAngle < angleToWeave) {
|
|
*pAngleToWeaveLeft = angleBetweenVehicleAndPed - angleToWeave;
|
|
while (*pAngleToWeaveLeft < -PI)
|
|
*pAngleToWeaveLeft += TWOPI;
|
|
}
|
|
float diffToRightAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveRight);
|
|
diffToRightAngle = ABS(diffToRightAngle);
|
|
if (diffToRightAngle < angleToWeave) {
|
|
*pAngleToWeaveRight = angleBetweenVehicleAndPed + angleToWeave;
|
|
while (*pAngleToWeaveRight > PI)
|
|
*pAngleToWeaveRight -= TWOPI;
|
|
}
|
|
}
|
|
|
|
void CCarCtrl::WeaveThroughObjectsSectorList(CPtrList& lst, CVehicle* pVehicle, float x_inf, float y_inf, float x_sup, float y_sup, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
|
|
{
|
|
for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next) {
|
|
CObject* pObject = (CObject*)pNode->item;
|
|
if (pObject->m_scanCode == CWorld::GetCurrentScanCode())
|
|
continue;
|
|
if (!pObject->bUsesCollision)
|
|
continue;
|
|
pObject->m_scanCode = CWorld::GetCurrentScanCode();
|
|
if (pObject->GetPosition().x < x_inf || pObject->GetPosition().x > x_sup)
|
|
continue;
|
|
if (pObject->GetPosition().y < y_inf || pObject->GetPosition().y > y_sup)
|
|
continue;
|
|
if (Abs(pObject->GetPosition().z - pVehicle->GetPosition().z) >= OBJECT_HEIGHT_DIFF_TO_CONSIDER_WEAVING)
|
|
continue;
|
|
if (pObject->GetUp().z > 0.9f)
|
|
WeaveForObject(pObject, pVehicle, pAngleToWeaveLeft, pAngleToWeaveRight);
|
|
}
|
|
}
|
|
|
|
void CCarCtrl::WeaveForObject(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
|
|
{
|
|
float rightCoef;
|
|
float forwardCoef;
|
|
if (pOtherEntity->GetModelIndex() == MI_TRAFFICLIGHTS){
|
|
rightCoef = 2.957f;
|
|
forwardCoef = 0.147f;
|
|
}else if (pOtherEntity->GetModelIndex() == MI_SINGLESTREETLIGHTS1){
|
|
rightCoef = 0.744f;
|
|
forwardCoef = 0.0f;
|
|
}else if (pOtherEntity->GetModelIndex() == MI_SINGLESTREETLIGHTS2){
|
|
rightCoef = 0.043f;
|
|
forwardCoef = 0.0f;
|
|
}else if (pOtherEntity->GetModelIndex() == MI_SINGLESTREETLIGHTS3){
|
|
rightCoef = 1.143f;
|
|
forwardCoef = 0.145f;
|
|
}else if (pOtherEntity->GetModelIndex() == MI_DOUBLESTREETLIGHTS){
|
|
rightCoef = 0.0f;
|
|
forwardCoef = -0.048f;
|
|
}else if (IsTreeModel(pOtherEntity->GetModelIndex())){
|
|
rightCoef = 0.0f;
|
|
forwardCoef = 0.0f;
|
|
}else if (pOtherEntity->GetModelIndex() == MI_STREETLAMP1 || pOtherEntity->GetModelIndex() == MI_STREETLAMP2){
|
|
rightCoef = 0.0f;
|
|
forwardCoef = 0.0f;
|
|
}else
|
|
return;
|
|
CObject* pObject = (CObject*)pOtherEntity;
|
|
CVector2D vecDiff = pObject->GetPosition() +
|
|
rightCoef * pObject->GetRight() +
|
|
forwardCoef * pObject->GetForward() -
|
|
pVehicle->GetPosition();
|
|
float angleBetweenVehicleAndObject = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
|
|
float distance = vecDiff.Magnitude();
|
|
float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + OBJECT_WIDTH_TO_WEAVE) / distance;
|
|
float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveLeft);
|
|
diffToLeftAngle = ABS(diffToLeftAngle);
|
|
float angleToWeave = lengthToEvade / 2;
|
|
if (diffToLeftAngle < angleToWeave) {
|
|
*pAngleToWeaveLeft = angleBetweenVehicleAndObject - angleToWeave;
|
|
while (*pAngleToWeaveLeft < -PI)
|
|
*pAngleToWeaveLeft += TWOPI;
|
|
}
|
|
float diffToRightAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveRight);
|
|
diffToRightAngle = ABS(diffToRightAngle);
|
|
if (diffToRightAngle < angleToWeave) {
|
|
*pAngleToWeaveRight = angleBetweenVehicleAndObject + angleToWeave;
|
|
while (*pAngleToWeaveRight > PI)
|
|
*pAngleToWeaveRight -= TWOPI;
|
|
}
|
|
}
|
|
|
|
bool CCarCtrl::PickNextNodeAccordingStrategy(CVehicle* pVehicle)
|
|
{
|
|
switch (pVehicle->AutoPilot.m_nCarMission){
|
|
case MISSION_RAMPLAYER_FARAWAY:
|
|
case MISSION_BLOCKPLAYER_FARAWAY:
|
|
PickNextNodeToChaseCar(pVehicle,
|
|
FindPlayerCoors().x,
|
|
FindPlayerCoors().y,
|
|
#ifdef FIX_PATHFIND_BUG
|
|
FindPlayerCoors().z,
|
|
#endif
|
|
FindPlayerVehicle());
|
|
return false;
|
|
case MISSION_GOTOCOORDS:
|
|
case MISSION_GOTOCOORDS_ACCURATE:
|
|
return PickNextNodeToFollowPath(pVehicle);
|
|
case MISSION_RAMCAR_FARAWAY:
|
|
case MISSION_BLOCKCAR_FARAWAY:
|
|
PickNextNodeToChaseCar(pVehicle,
|
|
pVehicle->AutoPilot.m_pTargetCar->GetPosition().x,
|
|
pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
|
|
#ifdef FIX_PATHFIND_BUG
|
|
pVehicle->AutoPilot.m_pTargetCar->GetPosition().z,
|
|
#endif
|
|
pVehicle->AutoPilot.m_pTargetCar);
|
|
return false;
|
|
default:
|
|
PickNextNodeRandomly(pVehicle);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
|
|
{
|
|
int32 prevNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
|
|
int32 curNode = pVehicle->AutoPilot.m_nNextRouteNode;
|
|
uint8 totalLinks = ThePaths.m_pathNodes[curNode].numLinks;
|
|
CCarPathLink* pCurLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
|
|
uint8 lanesOnCurrentPath = pCurLink->pathNodeIndex == curNode ?
|
|
pCurLink->numRightLanes : pCurLink->numLeftLanes;
|
|
uint8 allowedDirections = PATH_DIRECTION_NONE;
|
|
uint8 nextLane = pVehicle->AutoPilot.m_nNextLane;
|
|
if (nextLane == 0)
|
|
/* We are always allowed to turn left from leftmost lane */
|
|
allowedDirections |= PATH_DIRECTION_LEFT;
|
|
if (nextLane == lanesOnCurrentPath - 1)
|
|
/* We are always allowed to turn right from rightmost lane */
|
|
allowedDirections |= PATH_DIRECTION_RIGHT;
|
|
if (lanesOnCurrentPath < 3 || allowedDirections == PATH_DIRECTION_NONE)
|
|
/* We are always allowed to go straight on one/two-laned road */
|
|
/* or if we are in one of middle lanes of the road */
|
|
allowedDirections |= PATH_DIRECTION_STRAIGHT;
|
|
int attempt;
|
|
pVehicle->AutoPilot.m_nPrevRouteNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
|
|
pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_nNextRouteNode;
|
|
CPathNode* pPrevPathNode = &ThePaths.m_pathNodes[prevNode];
|
|
CPathNode* pCurPathNode = &ThePaths.m_pathNodes[curNode];
|
|
int16 nextLink;
|
|
CCarPathLink* pNextLink;
|
|
CPathNode* pNextPathNode;
|
|
bool goingAgainstOneWayRoad;
|
|
uint8 direction;
|
|
for(attempt = 0; attempt < ATTEMPTS_TO_FIND_NEXT_NODE; attempt++){
|
|
if (attempt != 0){
|
|
if (pVehicle->AutoPilot.m_nNextRouteNode != prevNode){
|
|
if (direction & allowedDirections){
|
|
pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
|
|
if ((!pNextPathNode->bDeadEnd || pPrevPathNode->bDeadEnd) &&
|
|
(!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) &&
|
|
(!pNextPathNode->bBetweenLevels || pPrevPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel) &&
|
|
!goingAgainstOneWayRoad)
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
nextLink = CGeneral::GetRandomNumber() % totalLinks;
|
|
pVehicle->AutoPilot.m_nNextRouteNode = ThePaths.m_connections[nextLink + pCurPathNode->firstLink];
|
|
direction = FindPathDirection(prevNode, curNode, pVehicle->AutoPilot.m_nNextRouteNode);
|
|
pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
|
|
goingAgainstOneWayRoad = pNextLink->pathNodeIndex == curNode ? pNextLink->numRightLanes == 0 : pNextLink->numLeftLanes == 0;
|
|
}
|
|
if (attempt >= ATTEMPTS_TO_FIND_NEXT_NODE) {
|
|
/* If we failed 15 times, then remove dead end and current lane limitations */
|
|
for (attempt = 0; attempt < ATTEMPTS_TO_FIND_NEXT_NODE; attempt++) {
|
|
if (attempt != 0) {
|
|
if (pVehicle->AutoPilot.m_nNextRouteNode != prevNode) {
|
|
pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
|
|
if ((!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) &&
|
|
(!pNextPathNode->bBetweenLevels || pPrevPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel) &&
|
|
!goingAgainstOneWayRoad)
|
|
break;
|
|
}
|
|
}
|
|
nextLink = CGeneral::GetRandomNumber() % totalLinks;
|
|
pVehicle->AutoPilot.m_nNextRouteNode = ThePaths.m_connections[nextLink + pCurPathNode->firstLink];
|
|
pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
|
|
goingAgainstOneWayRoad = pNextLink->pathNodeIndex == curNode ? pNextLink->numRightLanes == 0 : pNextLink->numLeftLanes == 0;
|
|
}
|
|
}
|
|
if (attempt >= ATTEMPTS_TO_FIND_NEXT_NODE) {
|
|
/* If we failed again, remove no U-turn limitation and remove randomness */
|
|
for (nextLink = 0; nextLink < totalLinks; nextLink++) {
|
|
pVehicle->AutoPilot.m_nNextRouteNode = ThePaths.m_connections[nextLink + pCurPathNode->firstLink];
|
|
pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
|
|
goingAgainstOneWayRoad = pNextLink->pathNodeIndex == curNode ? pNextLink->numRightLanes == 0 : pNextLink->numLeftLanes == 0;
|
|
if (!goingAgainstOneWayRoad) {
|
|
pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
|
|
if ((!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) &&
|
|
(!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;
|
|
}
|
|
}
|
|
if (nextLink < 999)
|
|
/* If everything else failed, turn vehicle around */
|
|
pVehicle->AutoPilot.m_nNextRouteNode = prevNode;
|
|
}
|
|
pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
|
|
pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
|
|
if (prevNode == pVehicle->AutoPilot.m_nNextRouteNode){
|
|
/* We can no longer shift vehicle without physics if we have to turn it around. */
|
|
pVehicle->m_status = STATUS_PHYSICS;
|
|
SwitchVehicleToRealPhysics(pVehicle);
|
|
}
|
|
pVehicle->AutoPilot.m_nTimeEnteredCurve += pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
|
|
pVehicle->AutoPilot.m_nPreviousPathNodeInfo = pVehicle->AutoPilot.m_nCurrentPathNodeInfo;
|
|
pVehicle->AutoPilot.m_nCurrentPathNodeInfo = pVehicle->AutoPilot.m_nNextPathNodeInfo;
|
|
pVehicle->AutoPilot.m_nPreviousDirection = pVehicle->AutoPilot.m_nCurrentDirection;
|
|
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];
|
|
int8 lanesOnNextNode;
|
|
if (curNode >= pVehicle->AutoPilot.m_nNextRouteNode){
|
|
pVehicle->AutoPilot.m_nNextDirection = 1;
|
|
lanesOnNextNode = pNextLink->numLeftLanes;
|
|
}else{
|
|
pVehicle->AutoPilot.m_nNextDirection = -1;
|
|
lanesOnNextNode = pNextLink->numRightLanes;
|
|
}
|
|
float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->dirX;
|
|
float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * pNextLink->dirX;
|
|
if (lanesOnNextNode >= 0){
|
|
if ((CGeneral::GetRandomNumber() & 0x600) == 0){
|
|
/* 25% chance vehicle will try to switch lane */
|
|
CVector2D dist = pNextPathNode->pos - pCurPathNode->pos;
|
|
if (dist.MagnitudeSqr() >= SQR(14.0f)){
|
|
if (CGeneral::GetRandomTrueFalse())
|
|
pVehicle->AutoPilot.m_nNextLane += 1;
|
|
else
|
|
pVehicle->AutoPilot.m_nNextLane -= 1;
|
|
}
|
|
}
|
|
pVehicle->AutoPilot.m_nNextLane = min(lanesOnNextNode - 1, pVehicle->AutoPilot.m_nNextLane);
|
|
pVehicle->AutoPilot.m_nNextLane = max(0, pVehicle->AutoPilot.m_nNextLane);
|
|
}else{
|
|
pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane;
|
|
}
|
|
if (pVehicle->AutoPilot.m_bStayInFastLane)
|
|
pVehicle->AutoPilot.m_nNextLane = 0;
|
|
CVector positionOnCurrentLinkIncludingLane(
|
|
pCurLink->posX + ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH), /* ...what about Y? */
|
|
pCurLink->posY - ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
|
|
0.0f);
|
|
CVector positionOnNextLinkIncludingLane(
|
|
pNextLink->posX + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH),
|
|
pNextLink->posY - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
|
|
0.0f);
|
|
float directionCurrentLinkX = pCurLink->dirX * pVehicle->AutoPilot.m_nCurrentDirection;
|
|
float directionCurrentLinkY = pCurLink->dirY * pVehicle->AutoPilot.m_nCurrentDirection;
|
|
float directionNextLinkX = pNextLink->dirX * pVehicle->AutoPilot.m_nNextDirection;
|
|
float directionNextLinkY = pNextLink->dirY * pVehicle->AutoPilot.m_nNextDirection;
|
|
/* We want to make a path between two links that may not have the same forward directions a curve. */
|
|
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
|
|
&positionOnCurrentLinkIncludingLane,
|
|
&positionOnNextLinkIncludingLane,
|
|
directionCurrentLinkX, directionCurrentLinkY,
|
|
directionNextLinkX, directionNextLinkY
|
|
) * (1000.0f / pVehicle->AutoPilot.m_fMaxTrafficSpeed);
|
|
if (pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve < 10)
|
|
/* Oh hey there Obbe */
|
|
printf("fout\n");
|
|
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = max(10, pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
|
|
}
|
|
|
|
uint8 CCarCtrl::FindPathDirection(int32 prevNode, int32 curNode, int32 nextNode)
|
|
{
|
|
CVector2D prevToCur = ThePaths.m_pathNodes[curNode].pos - ThePaths.m_pathNodes[prevNode].pos;
|
|
CVector2D curToNext = ThePaths.m_pathNodes[nextNode].pos - ThePaths.m_pathNodes[curNode].pos;
|
|
float distPrevToCur = prevToCur.Magnitude();
|
|
if (distPrevToCur == 0.0f)
|
|
return PATH_DIRECTION_NONE;
|
|
/* We are trying to determine angle between prevToCur and curToNext. */
|
|
/* To find it, we consider a to be an angle between y axis and prevToCur */
|
|
/* and b to be an angle between x axis and curToNext */
|
|
/* Then the angle we are looking for is (pi/2 + a + b). */
|
|
float sin_a = prevToCur.x / distPrevToCur;
|
|
float cos_a = prevToCur.y / distPrevToCur;
|
|
float distCurToNext = curToNext.Magnitude();
|
|
if (distCurToNext == 0.0f)
|
|
return PATH_DIRECTION_NONE;
|
|
float sin_b = curToNext.y / distCurToNext;
|
|
float cos_b = curToNext.x / distCurToNext;
|
|
/* sin(a) * sin(b) - cos(a) * cos(b) = -cos(a+b) = sin(pi/2+a+b) */
|
|
float sin_direction = sin_a * sin_b - cos_a * cos_b;
|
|
if (sin_direction > 0.77f) /* Roughly between -50 and -130 degrees */
|
|
return PATH_DIRECTION_LEFT;
|
|
if (sin_direction < -0.77f) /* Roughly between 50 and 130 degrees */
|
|
return PATH_DIRECTION_RIGHT;
|
|
return PATH_DIRECTION_STRAIGHT;
|
|
}
|
|
|
|
#ifdef FIX_PATHFIND_BUG
|
|
void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float targetY, float targetZ, CVehicle* pTarget)
|
|
#else
|
|
void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float targetY, CVehicle* pTarget)
|
|
#endif
|
|
{
|
|
int prevNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
|
|
int curNode = pVehicle->AutoPilot.m_nNextRouteNode;
|
|
CPathNode* pPrevNode = &ThePaths.m_pathNodes[prevNode];
|
|
CPathNode* pCurNode = &ThePaths.m_pathNodes[curNode];
|
|
CPathNode* pTargetNode;
|
|
int16 numNodes;
|
|
float distanceToTargetNode;
|
|
#ifndef REMOVE_TREADABLE_PATHFIND
|
|
if (pTarget && pTarget->m_pCurGroundEntity &&
|
|
pTarget->m_pCurGroundEntity->m_type == ENTITY_TYPE_BUILDING &&
|
|
((CBuilding*)pTarget->m_pCurGroundEntity)->GetIsATreadable() &&
|
|
((CTreadable*)pTarget->m_pCurGroundEntity)->m_nodeIndices[0][0] >= 0){
|
|
CTreadable* pCurrentMapObject = (CTreadable*)pTarget->m_pCurGroundEntity;
|
|
int closestNode = -1;
|
|
float minDist = 100000.0f;
|
|
for (int i = 0; i < 12; i++){
|
|
int node = pCurrentMapObject->m_nodeIndices[0][i];
|
|
if (node < 0)
|
|
break;
|
|
float dist = (ThePaths.m_pathNodes[node].pos - pTarget->GetPosition()).Magnitude();
|
|
if (dist < minDist){
|
|
minDist = dist;
|
|
closestNode = node;
|
|
}
|
|
}
|
|
ThePaths.DoPathSearch(0, pCurNode->pos, curNode,
|
|
#ifdef FIX_PATHFIND_BUG
|
|
CVector(targetX, targetY, targetZ),
|
|
#else
|
|
CVector(targetX, targetY, 0.0f),
|
|
#endif
|
|
&pTargetNode, &numNodes, 1, pVehicle, &distanceToTargetNode, 999999.9f, closestNode);
|
|
}else{
|
|
#endif
|
|
ThePaths.DoPathSearch(0, pCurNode->pos, curNode,
|
|
#ifdef FIX_PATHFIND_BUG
|
|
CVector(targetX, targetY, targetZ),
|
|
#else
|
|
CVector(targetX, targetY, 0.0f),
|
|
#endif
|
|
&pTargetNode, &numNodes, 1, pVehicle, &distanceToTargetNode, 999999.9f, -1);
|
|
#ifndef REMOVE_TREADABLE_PATHFIND
|
|
}
|
|
#endif
|
|
int newNextNode;
|
|
int nextLink;
|
|
if (numNodes != 1 || pTargetNode == pCurNode){
|
|
float currentAngle = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
|
|
nextLink = 0;
|
|
float lowestAngleChange = 10.0f;
|
|
int numLinks = pCurNode->numLinks;
|
|
newNextNode = 0;
|
|
for (int i = 0; i < numLinks; i++){
|
|
int conNode = ThePaths.m_connections[i + pCurNode->firstLink];
|
|
if (conNode == prevNode && i > 1)
|
|
continue;
|
|
CPathNode* pTestNode = &ThePaths.m_pathNodes[conNode];
|
|
float angle = CGeneral::GetATanOfXY(pTestNode->pos.x - pCurNode->pos.x, pTestNode->pos.y - pCurNode->pos.y);
|
|
angle = LimitRadianAngle(angle - currentAngle);
|
|
angle = ABS(angle);
|
|
if (angle < lowestAngleChange){
|
|
lowestAngleChange = angle;
|
|
newNextNode = conNode;
|
|
nextLink = i;
|
|
}
|
|
}
|
|
}else{
|
|
nextLink = 0;
|
|
newNextNode = pTargetNode - ThePaths.m_pathNodes;
|
|
for (int i = pCurNode->firstLink; ThePaths.m_connections[i] != newNextNode; i++, nextLink++)
|
|
;
|
|
}
|
|
CPathNode* pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
|
|
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink]];
|
|
CCarPathLink* pCurLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
|
|
pVehicle->AutoPilot.m_nPrevRouteNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
|
|
pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_nNextRouteNode;
|
|
pVehicle->AutoPilot.m_nNextRouteNode = newNextNode;
|
|
pVehicle->AutoPilot.m_nTimeEnteredCurve += pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
|
|
pVehicle->AutoPilot.m_nPreviousPathNodeInfo = pVehicle->AutoPilot.m_nCurrentPathNodeInfo;
|
|
pVehicle->AutoPilot.m_nCurrentPathNodeInfo = pVehicle->AutoPilot.m_nNextPathNodeInfo;
|
|
pVehicle->AutoPilot.m_nPreviousDirection = pVehicle->AutoPilot.m_nCurrentDirection;
|
|
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];
|
|
int8 lanesOnNextNode;
|
|
if (curNode >= pVehicle->AutoPilot.m_nNextRouteNode) {
|
|
pVehicle->AutoPilot.m_nNextDirection = 1;
|
|
lanesOnNextNode = pNextLink->numLeftLanes;
|
|
}
|
|
else {
|
|
pVehicle->AutoPilot.m_nNextDirection = -1;
|
|
lanesOnNextNode = pNextLink->numRightLanes;
|
|
}
|
|
float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->dirX;
|
|
float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->dirY;
|
|
float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * pNextLink->dirX;
|
|
float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * pNextLink->dirY;
|
|
if (lanesOnNextNode >= 0) {
|
|
CVector2D dist = pNextPathNode->pos - pCurNode->pos;
|
|
if (dist.MagnitudeSqr() >= SQR(7.0f)){
|
|
/* 25% chance vehicle will try to switch lane */
|
|
/* No lane switching if following car from far away */
|
|
/* ...although it's always one of those. */
|
|
if ((CGeneral::GetRandomNumber() & 0x600) == 0 &&
|
|
pVehicle->AutoPilot.m_nCarMission != MISSION_RAMPLAYER_FARAWAY &&
|
|
pVehicle->AutoPilot.m_nCarMission != MISSION_BLOCKPLAYER_FARAWAY &&
|
|
pVehicle->AutoPilot.m_nCarMission != MISSION_RAMCAR_FARAWAY &&
|
|
pVehicle->AutoPilot.m_nCarMission != MISSION_BLOCKCAR_FARAWAY){
|
|
if (CGeneral::GetRandomTrueFalse())
|
|
pVehicle->AutoPilot.m_nNextLane += 1;
|
|
else
|
|
pVehicle->AutoPilot.m_nNextLane -= 1;
|
|
}
|
|
}
|
|
pVehicle->AutoPilot.m_nNextLane = min(lanesOnNextNode - 1, pVehicle->AutoPilot.m_nNextLane);
|
|
pVehicle->AutoPilot.m_nNextLane = max(0, pVehicle->AutoPilot.m_nNextLane);
|
|
}
|
|
else {
|
|
pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane;
|
|
}
|
|
if (pVehicle->AutoPilot.m_bStayInFastLane)
|
|
pVehicle->AutoPilot.m_nNextLane = 0;
|
|
CVector positionOnCurrentLinkIncludingLane(
|
|
pCurLink->posX + ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
|
|
pCurLink->posY - ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
|
|
0.0f);
|
|
CVector positionOnNextLinkIncludingLane(
|
|
pNextLink->posX + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
|
|
pNextLink->posY - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
|
|
0.0f);
|
|
float directionCurrentLinkX = pCurLink->dirX * pVehicle->AutoPilot.m_nCurrentDirection;
|
|
float directionCurrentLinkY = pCurLink->dirY * pVehicle->AutoPilot.m_nCurrentDirection;
|
|
float directionNextLinkX = pNextLink->dirX * pVehicle->AutoPilot.m_nNextDirection;
|
|
float directionNextLinkY = pNextLink->dirY * pVehicle->AutoPilot.m_nNextDirection;
|
|
/* We want to make a path between two links that may not have the same forward directions a curve. */
|
|
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
|
|
&positionOnCurrentLinkIncludingLane,
|
|
&positionOnNextLinkIncludingLane,
|
|
directionCurrentLinkX, directionCurrentLinkY,
|
|
directionNextLinkX, directionNextLinkY
|
|
) * (1000.0f / pVehicle->AutoPilot.m_fMaxTrafficSpeed);
|
|
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = max(10, pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
|
|
}
|
|
|
|
bool CCarCtrl::PickNextNodeToFollowPath(CVehicle* pVehicle)
|
|
{
|
|
int curNode = pVehicle->AutoPilot.m_nNextRouteNode;
|
|
CPathNode* pCurNode = &ThePaths.m_pathNodes[curNode];
|
|
if (pVehicle->AutoPilot.m_nPathFindNodesCount == 0){
|
|
ThePaths.DoPathSearch(0, pVehicle->GetPosition(), curNode,
|
|
pVehicle->AutoPilot.m_vecDestinationCoors, pVehicle->AutoPilot.m_aPathFindNodesInfo,
|
|
&pVehicle->AutoPilot.m_nPathFindNodesCount, NUM_PATH_NODES_IN_AUTOPILOT,
|
|
pVehicle, nil, 999999.9f, -1);
|
|
if (pVehicle->AutoPilot.m_nPathFindNodesCount < 1)
|
|
return true;
|
|
}
|
|
CPathNode* pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
|
|
CCarPathLink* pCurLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
|
|
pVehicle->AutoPilot.m_nPrevRouteNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
|
|
pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_nNextRouteNode;
|
|
pVehicle->AutoPilot.m_nNextRouteNode = pVehicle->AutoPilot.m_aPathFindNodesInfo[0] - ThePaths.m_pathNodes;
|
|
pVehicle->AutoPilot.RemoveOnePathNode();
|
|
pVehicle->AutoPilot.m_nTimeEnteredCurve += pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
|
|
pVehicle->AutoPilot.m_nPreviousPathNodeInfo = pVehicle->AutoPilot.m_nCurrentPathNodeInfo;
|
|
pVehicle->AutoPilot.m_nCurrentPathNodeInfo = pVehicle->AutoPilot.m_nNextPathNodeInfo;
|
|
pVehicle->AutoPilot.m_nPreviousDirection = pVehicle->AutoPilot.m_nCurrentDirection;
|
|
pVehicle->AutoPilot.m_nCurrentDirection = pVehicle->AutoPilot.m_nNextDirection;
|
|
pVehicle->AutoPilot.m_nCurrentLane = pVehicle->AutoPilot.m_nNextLane;
|
|
int nextLink = 0;
|
|
for (int i = pCurNode->firstLink; ThePaths.m_connections[i] != pVehicle->AutoPilot.m_nNextRouteNode; i++, nextLink++)
|
|
;
|
|
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink]];
|
|
pVehicle->AutoPilot.m_nNextPathNodeInfo = ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink];
|
|
int8 lanesOnNextNode;
|
|
if (curNode >= pVehicle->AutoPilot.m_nNextRouteNode) {
|
|
pVehicle->AutoPilot.m_nNextDirection = 1;
|
|
lanesOnNextNode = pNextLink->numLeftLanes;
|
|
}
|
|
else {
|
|
pVehicle->AutoPilot.m_nNextDirection = -1;
|
|
lanesOnNextNode = pNextLink->numRightLanes;
|
|
}
|
|
float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->dirX;
|
|
float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->dirY;
|
|
float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * pNextLink->dirX;
|
|
float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * pNextLink->dirY;
|
|
if (lanesOnNextNode >= 0) {
|
|
CVector2D dist = pNextPathNode->pos - pCurNode->pos;
|
|
if (dist.MagnitudeSqr() >= SQR(7.0f) && (CGeneral::GetRandomNumber() & 0x600) == 0) {
|
|
if (CGeneral::GetRandomTrueFalse())
|
|
pVehicle->AutoPilot.m_nNextLane += 1;
|
|
else
|
|
pVehicle->AutoPilot.m_nNextLane -= 1;
|
|
}
|
|
pVehicle->AutoPilot.m_nNextLane = min(lanesOnNextNode - 1, pVehicle->AutoPilot.m_nNextLane);
|
|
pVehicle->AutoPilot.m_nNextLane = max(0, pVehicle->AutoPilot.m_nNextLane);
|
|
}
|
|
else {
|
|
pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane;
|
|
}
|
|
if (pVehicle->AutoPilot.m_bStayInFastLane)
|
|
pVehicle->AutoPilot.m_nNextLane = 0;
|
|
CVector positionOnCurrentLinkIncludingLane(
|
|
pCurLink->posX + ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
|
|
pCurLink->posY - ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
|
|
0.0f);
|
|
CVector positionOnNextLinkIncludingLane(
|
|
pNextLink->posX + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
|
|
pNextLink->posY - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
|
|
0.0f);
|
|
float directionCurrentLinkX = pCurLink->dirX * pVehicle->AutoPilot.m_nCurrentDirection;
|
|
float directionCurrentLinkY = pCurLink->dirY * pVehicle->AutoPilot.m_nCurrentDirection;
|
|
float directionNextLinkX = pNextLink->dirX * pVehicle->AutoPilot.m_nNextDirection;
|
|
float directionNextLinkY = pNextLink->dirY * pVehicle->AutoPilot.m_nNextDirection;
|
|
/* We want to make a path between two links that may not have the same forward directions a curve. */
|
|
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
|
|
&positionOnCurrentLinkIncludingLane,
|
|
&positionOnNextLinkIncludingLane,
|
|
directionCurrentLinkX, directionCurrentLinkY,
|
|
directionNextLinkX, directionNextLinkY
|
|
) * (1000.0f / pVehicle->AutoPilot.m_fMaxTrafficSpeed);
|
|
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = max(10, pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
|
|
return false;
|
|
}
|
|
|
|
void CCarCtrl::Init(void)
|
|
{
|
|
NumRandomCars = 0;
|
|
NumLawEnforcerCars = 0;
|
|
NumMissionCars = 0;
|
|
NumParkedCars = 0;
|
|
NumPermanentCars = 0;
|
|
NumAmbulancesOnDuty = 0;
|
|
NumFiretrucksOnDuty = 0;
|
|
LastTimeFireTruckCreated = 0;
|
|
LastTimeAmbulanceCreated = 0;
|
|
bCarsGeneratedAroundCamera = false;
|
|
CountDownToCarsAtStart = 2;
|
|
CarDensityMultiplier = 1.0f;
|
|
for (int i = 0; i < MAX_CARS_TO_KEEP; i++)
|
|
apCarsToKeep[i] = nil;
|
|
for (int i = 0; i < TOTAL_CUSTOM_CLASSES; i++){
|
|
for (int j = 0; j < MAX_CAR_MODELS_IN_ARRAY; j++)
|
|
CarArrays[i][j] = 0;
|
|
NextCarOfRating[i] = 0;
|
|
TotalNumOfCarsOfRating[i] = 0;
|
|
}
|
|
}
|
|
|
|
void CCarCtrl::ReInit(void)
|
|
{
|
|
NumRandomCars = 0;
|
|
NumLawEnforcerCars = 0;
|
|
NumMissionCars = 0;
|
|
NumParkedCars = 0;
|
|
NumPermanentCars = 0;
|
|
NumAmbulancesOnDuty = 0;
|
|
NumFiretrucksOnDuty = 0;
|
|
CountDownToCarsAtStart = 2;
|
|
CarDensityMultiplier = 1.0f;
|
|
for (int i = 0; i < MAX_CARS_TO_KEEP; i++)
|
|
apCarsToKeep[i] = nil;
|
|
for (int i = 0; i < TOTAL_CUSTOM_CLASSES; i++)
|
|
NextCarOfRating[i] = 0;
|
|
}
|
|
|
|
void CCarCtrl::DragCarToPoint(CVehicle* pVehicle, CVector* pPoint)
|
|
{
|
|
CVector2D posBehind = (CVector2D)pVehicle->GetPosition() - 3 * pVehicle->GetForward() / 2;
|
|
CVector2D posTarget = *pPoint;
|
|
CVector2D direction = posBehind - posTarget;
|
|
CVector2D midPos = posTarget + direction * 3 / direction.Magnitude();
|
|
float actualAheadZ;
|
|
float actualBehindZ;
|
|
CColPoint point;
|
|
CEntity* pRoadObject;
|
|
if (CCollision::IsStoredPolyStillValidVerticalLine(CVector(posTarget.x, posTarget.y, pVehicle->GetPosition().z - 3.0f),
|
|
pVehicle->GetPosition().z - 3.0f, point, &pVehicle->m_aCollPolys[0])){
|
|
actualAheadZ = point.point.z;
|
|
}else if (CWorld::ProcessVerticalLine(CVector(posTarget.x, posTarget.y, pVehicle->GetPosition().z + 1.5f),
|
|
pVehicle->GetPosition().z - 2.0f, point,
|
|
pRoadObject, true, false, false, false, false, false, &pVehicle->m_aCollPolys[0])){
|
|
actualAheadZ = point.point.z;
|
|
pVehicle->m_pCurGroundEntity = pRoadObject;
|
|
if (ThisRoadObjectCouldMove(pRoadObject->GetModelIndex()))
|
|
pVehicle->m_aCollPolys[0].valid = false;
|
|
}else if (CWorld::ProcessVerticalLine(CVector(posTarget.x, posTarget.y, pVehicle->GetPosition().z + 3.0f),
|
|
pVehicle->GetPosition().z - 3.0f, point,
|
|
pRoadObject, true, false, false, false, false, false, &pVehicle->m_aCollPolys[0])) {
|
|
actualAheadZ = point.point.z;
|
|
pVehicle->m_pCurGroundEntity = pRoadObject;
|
|
if (ThisRoadObjectCouldMove(pRoadObject->GetModelIndex()))
|
|
pVehicle->m_aCollPolys[0].valid = false;
|
|
}else{
|
|
actualAheadZ = pVehicle->m_fMapObjectHeightAhead;
|
|
}
|
|
pVehicle->m_fMapObjectHeightAhead = actualAheadZ;
|
|
if (CCollision::IsStoredPolyStillValidVerticalLine(CVector(midPos.x, midPos.y, pVehicle->GetPosition().z - 3.0f),
|
|
pVehicle->GetPosition().z - 3.0f, point, &pVehicle->m_aCollPolys[1])){
|
|
actualBehindZ = point.point.z;
|
|
}else if (CWorld::ProcessVerticalLine(CVector(midPos.x, midPos.y, pVehicle->GetPosition().z + 1.5f),
|
|
pVehicle->GetPosition().z - 2.0f, point,
|
|
pRoadObject, true, false, false, false, false, false, &pVehicle->m_aCollPolys[1])){
|
|
actualBehindZ = point.point.z;
|
|
pVehicle->m_pCurGroundEntity = pRoadObject;
|
|
if (ThisRoadObjectCouldMove(pRoadObject->GetModelIndex()))
|
|
pVehicle->m_aCollPolys[1].valid = false;
|
|
}else if (CWorld::ProcessVerticalLine(CVector(midPos.x, midPos.y, pVehicle->GetPosition().z + 3.0f),
|
|
pVehicle->GetPosition().z - 3.0f, point,
|
|
pRoadObject, true, false, false, false, false, false, &pVehicle->m_aCollPolys[1])){
|
|
actualBehindZ = point.point.z;
|
|
pVehicle->m_pCurGroundEntity = pRoadObject;
|
|
if (ThisRoadObjectCouldMove(pRoadObject->GetModelIndex()))
|
|
pVehicle->m_aCollPolys[1].valid = false;
|
|
}else{
|
|
actualBehindZ = pVehicle->m_fMapObjectHeightBehind;
|
|
}
|
|
pVehicle->m_fMapObjectHeightBehind = actualBehindZ;
|
|
float angleZ = Atan2((actualAheadZ - actualBehindZ) / 3, 1.0f);
|
|
float cosZ = Cos(angleZ);
|
|
float sinZ = Sin(angleZ);
|
|
pVehicle->GetRight() = CVector(posTarget.y - midPos.y, -(posTarget.x - midPos.x), 0.0f) / 3;
|
|
pVehicle->GetForward() = CVector(-cosZ * pVehicle->GetRight().y, cosZ * pVehicle->GetRight().x, sinZ);
|
|
pVehicle->GetUp() = CrossProduct(pVehicle->GetRight(), pVehicle->GetForward());
|
|
pVehicle->GetPosition() = (CVector(midPos.x, midPos.y, actualBehindZ)
|
|
+ CVector(posTarget.x, posTarget.y, actualAheadZ)) / 2;
|
|
pVehicle->GetPosition().z += pVehicle->GetHeightAboveRoad();
|
|
}
|
|
|
|
float CCarCtrl::FindSpeedMultiplier(float angleChange, float minAngle, float maxAngle, float coef)
|
|
{
|
|
float angle = Abs(LimitRadianAngle(angleChange));
|
|
float n = angle - minAngle;
|
|
n = max(0.0f, n);
|
|
float d = maxAngle - minAngle;
|
|
float mult = 1.0f - n / d * (1.0f - coef);
|
|
if (n > d)
|
|
return coef;
|
|
return mult;
|
|
}
|
|
|
|
void CCarCtrl::SteerAICarWithPhysics(CVehicle* pVehicle)
|
|
{
|
|
float swerve;
|
|
float accel;
|
|
float brake;
|
|
bool handbrake;
|
|
switch (pVehicle->AutoPilot.m_nTempAction){
|
|
case TEMPACT_WAIT:
|
|
swerve = 0.0f;
|
|
accel = 0.0f;
|
|
brake = 0.2f;
|
|
handbrake = false;
|
|
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction){
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
|
|
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds();
|
|
}
|
|
break;
|
|
case TEMPACT_REVERSE:
|
|
SteerAICarWithPhysics_OnlyMission(pVehicle, &swerve, &accel, &brake, &handbrake);
|
|
handbrake = false;
|
|
swerve = -swerve;
|
|
if (DotProduct(pVehicle->GetMoveSpeed(), pVehicle->GetForward()) > 0.04f){
|
|
accel = 0.0f;
|
|
brake = 0.5f;
|
|
}else{
|
|
accel = -0.5f;
|
|
brake = 0.0f;
|
|
}
|
|
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction)
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
break;
|
|
case TEMPACT_HANDBRAKETURNLEFT:
|
|
swerve = -1.0f; // It seems like this should be swerve = 1.0f (fixed in VC)
|
|
accel = 0.0f;
|
|
brake = 0.0f;
|
|
handbrake = true;
|
|
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction)
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
break;
|
|
case TEMPACT_HANDBRAKETURNRIGHT:
|
|
swerve = 1.0f; // It seems like this should be swerve = -1.0f (fixed in VC)
|
|
accel = 0.0f;
|
|
brake = 0.0f;
|
|
handbrake = true;
|
|
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction)
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
break;
|
|
case TEMPACT_HANDBRAKESTRAIGHT:
|
|
swerve = 0.0f;
|
|
accel = 0.0f;
|
|
brake = 0.0f;
|
|
handbrake = true;
|
|
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction)
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
break;
|
|
case TEMPACT_TURNLEFT:
|
|
swerve = 1.0f;
|
|
accel = 1.0f;
|
|
brake = 0.0f;
|
|
handbrake = false;
|
|
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction)
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
break;
|
|
case TEMPACT_TURNRIGHT:
|
|
swerve = -1.0f;
|
|
accel = 1.0f;
|
|
brake = 0.0f;
|
|
handbrake = false;
|
|
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction)
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
break;
|
|
case TEMPACT_GOFORWARD:
|
|
swerve = 0.0f;
|
|
accel = 0.5f;
|
|
brake = 0.0f;
|
|
handbrake = false;
|
|
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction)
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
break;
|
|
case TEMPACT_SWERVELEFT:
|
|
case TEMPACT_SWERVERIGHT:
|
|
swerve = (pVehicle->AutoPilot.m_nTempAction == TEMPACT_SWERVERIGHT) ? 0.15f : -0.15f;
|
|
accel = 0.0f;
|
|
brake = 0.001f;
|
|
handbrake = false;
|
|
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction - 1000)
|
|
swerve = -swerve;
|
|
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTimeTempAction)
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
break;
|
|
default:
|
|
SteerAICarWithPhysics_OnlyMission(pVehicle, &swerve, &accel, &brake, &handbrake);
|
|
break;
|
|
}
|
|
pVehicle->m_fSteerAngle = swerve;
|
|
pVehicle->bIsHandbrakeOn = handbrake;
|
|
pVehicle->m_fGasPedal = accel;
|
|
pVehicle->m_fBrakePedal = brake;
|
|
}
|
|
|
|
void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
|
|
{
|
|
switch (pVehicle->AutoPilot.m_nCarMission) {
|
|
case MISSION_NONE:
|
|
*pSwerve = 0.0f;
|
|
*pAccel = 0.0f;
|
|
*pBrake = 0.5f;
|
|
*pHandbrake = true;
|
|
return;
|
|
case MISSION_CRUISE:
|
|
case MISSION_RAMPLAYER_FARAWAY:
|
|
case MISSION_BLOCKPLAYER_FARAWAY:
|
|
case MISSION_GOTOCOORDS:
|
|
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();
|
|
if (FindPlayerVehicle()){
|
|
if (pVehicle->m_randomSeed & 1 && DotProduct(FindPlayerVehicle()->GetForward(), pVehicle->GetForward()) > 0.5f){
|
|
float targetWidth = FindPlayerVehicle()->GetColModel()->boundingBox.max.x;
|
|
float ownWidth = pVehicle->GetColModel()->boundingBox.max.x;
|
|
if (pVehicle->m_randomSeed & 2){
|
|
targetPos += (targetWidth + ownWidth - 0.2f) * FindPlayerVehicle()->GetRight();
|
|
}else{
|
|
targetPos -= (targetWidth + ownWidth - 0.2f) * FindPlayerVehicle()->GetRight();
|
|
}
|
|
float targetSpeed = FindPlayerVehicle()->GetMoveSpeed().Magnitude();
|
|
float distanceToTarget = ((CVector2D)pVehicle->GetPosition() - targetPos).Magnitude();
|
|
if (12.0f * targetSpeed + 2.0f > distanceToTarget && pVehicle->AutoPilot.m_nTempAction == TEMPACT_NONE){
|
|
pVehicle->AutoPilot.m_nTempAction = (pVehicle->m_randomSeed & 2) ? TEMPACT_TURNLEFT : TEMPACT_TURNRIGHT;
|
|
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 250;
|
|
}
|
|
}else{
|
|
targetPos += FindPlayerVehicle()->GetRight() / 160 * ((pVehicle->m_randomSeed & 0xFF) - 128);
|
|
}
|
|
}
|
|
SteerAICarWithPhysicsHeadingForTarget(pVehicle, FindPlayerVehicle(), targetPos.x, targetPos.y, pSwerve, pAccel, pBrake, pHandbrake);
|
|
return;
|
|
}
|
|
case MISSION_BLOCKPLAYER_CLOSE:
|
|
SteerAICarWithPhysicsTryingToBlockTarget(pVehicle, FindPlayerCoors().x, FindPlayerCoors().y,
|
|
FindPlayerSpeed().x, FindPlayerSpeed().y, pSwerve, pAccel, pBrake, pHandbrake);
|
|
return;
|
|
case MISSION_BLOCKPLAYER_HANDBRAKESTOP:
|
|
SteerAICarWithPhysicsTryingToBlockTarget_Stop(pVehicle, FindPlayerCoors().x, FindPlayerCoors().y,
|
|
FindPlayerSpeed().x, FindPlayerSpeed().y, pSwerve, pAccel, pBrake, pHandbrake);
|
|
return;
|
|
case MISSION_GOTOCOORDS_STRAIGHT:
|
|
case MISSION_GOTO_COORDS_STRAIGHT_ACCURATE:
|
|
SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil,
|
|
pVehicle->AutoPilot.m_vecDestinationCoors.x, pVehicle->AutoPilot.m_vecDestinationCoors.y,
|
|
pSwerve, pAccel, pBrake, pHandbrake);
|
|
return;
|
|
case MISSION_EMERGENCYVEHICLE_STOP:
|
|
case MISSION_STOP_FOREVER:
|
|
*pSwerve = 0.0f;
|
|
*pAccel = 0.0f;
|
|
*pHandbrake = true;
|
|
*pBrake = 0.5f;
|
|
return;
|
|
case MISSION_RAMCAR_CLOSE:
|
|
SteerAICarWithPhysicsHeadingForTarget(pVehicle, pVehicle->AutoPilot.m_pTargetCar,
|
|
pVehicle->AutoPilot.m_pTargetCar->GetPosition().x, pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
|
|
pSwerve, pAccel, pBrake, pHandbrake);
|
|
return;
|
|
case MISSION_BLOCKCAR_CLOSE:
|
|
SteerAICarWithPhysicsTryingToBlockTarget(pVehicle,
|
|
pVehicle->AutoPilot.m_pTargetCar->GetPosition().x,
|
|
pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
|
|
pVehicle->AutoPilot.m_pTargetCar->GetMoveSpeed().x,
|
|
pVehicle->AutoPilot.m_pTargetCar->GetMoveSpeed().y,
|
|
pSwerve, pAccel, pBrake, pHandbrake);
|
|
return;
|
|
case MISSION_BLOCKCAR_HANDBRAKESTOP:
|
|
SteerAICarWithPhysicsTryingToBlockTarget_Stop(pVehicle,
|
|
pVehicle->AutoPilot.m_pTargetCar->GetPosition().x,
|
|
pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
|
|
pVehicle->AutoPilot.m_pTargetCar->GetMoveSpeed().x,
|
|
pVehicle->AutoPilot.m_pTargetCar->GetMoveSpeed().y,
|
|
pSwerve, pAccel, pBrake, pHandbrake);
|
|
return;
|
|
default:
|
|
return;
|
|
}
|
|
}
|
|
|
|
void CCarCtrl::SteerAIBoatWithPhysics(CBoat* pBoat)
|
|
{
|
|
if (pBoat->AutoPilot.m_nCarMission == MISSION_GOTOCOORDS_ASTHECROWSWIMS){
|
|
SteerAIBoatWithPhysicsHeadingForTarget(pBoat,
|
|
pBoat->AutoPilot.m_vecDestinationCoors.x, pBoat->AutoPilot.m_vecDestinationCoors.y,
|
|
&pBoat->m_fSteeringLeftRight, &pBoat->m_fAccelerate, &pBoat->m_fBrake);
|
|
}else if (pBoat->AutoPilot.m_nCarMission == MISSION_NONE){
|
|
pBoat->m_fSteeringLeftRight = 0.0f;
|
|
pBoat->m_fAccelerate = 0.0f;
|
|
pBoat->m_fBrake = 0.0f;
|
|
}
|
|
pBoat->m_fSteerAngle = pBoat->m_fSteeringLeftRight;
|
|
pBoat->m_fGasPedal = pBoat->m_fAccelerate;
|
|
pBoat->m_fBrakePedal = pBoat->m_fBrake;
|
|
pBoat->bIsHandbrakeOn = false;
|
|
}
|
|
|
|
float CCarCtrl::FindMaxSteerAngle(CVehicle* pVehicle)
|
|
{
|
|
return pVehicle->GetModelIndex() == MI_ENFORCER ? 0.7f : DEFAULT_MAX_STEER_ANGLE;
|
|
}
|
|
|
|
void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
|
|
{
|
|
CVector2D forward = pVehicle->GetForward();
|
|
forward.Normalise();
|
|
CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
|
|
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
|
|
CVector2D currentPathLinkForward(pCurrentLink->dirX * pVehicle->AutoPilot.m_nCurrentDirection,
|
|
pCurrentLink->dirY * pVehicle->AutoPilot.m_nCurrentDirection);
|
|
float nextPathLinkForwardX = pNextLink->dirX * pVehicle->AutoPilot.m_nNextDirection;
|
|
float nextPathLinkForwardY = pNextLink->dirY * pVehicle->AutoPilot.m_nNextDirection;
|
|
CVector2D positionOnCurrentLinkIncludingLane(
|
|
pCurrentLink->posX + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.y,
|
|
pCurrentLink->posY - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x);
|
|
CVector2D positionOnNextLinkIncludingLane(
|
|
pNextLink->posX + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
|
|
pNextLink->posY - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX);
|
|
CVector2D distanceToNextNode = (CVector2D)pVehicle->GetPosition() - positionOnCurrentLinkIncludingLane;
|
|
float scalarDistanceToNextNode = distanceToNextNode.Magnitude();
|
|
CVector2D distanceBetweenNodes = positionOnNextLinkIncludingLane - positionOnCurrentLinkIncludingLane;
|
|
float dp = DotProduct2D(distanceBetweenNodes, distanceToNextNode);
|
|
if (scalarDistanceToNextNode < DISTANCE_TO_NEXT_NODE_TO_SELECT_NEW ||
|
|
dp > 0.0f && scalarDistanceToNextNode < DISTANCE_TO_FACING_NEXT_NODE_TO_SELECT_NEW ||
|
|
dp / (scalarDistanceToNextNode * distanceBetweenNodes.Magnitude()) > 0.7f ||
|
|
pVehicle->AutoPilot.m_nNextPathNodeInfo == pVehicle->AutoPilot.m_nCurrentPathNodeInfo){
|
|
if (PickNextNodeAccordingStrategy(pVehicle)) {
|
|
switch (pVehicle->AutoPilot.m_nCarMission){
|
|
case MISSION_GOTOCOORDS:
|
|
pVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_STRAIGHT;
|
|
*pSwerve = 0.0f;
|
|
*pAccel = 0.0f;
|
|
*pBrake = 0.0f;
|
|
*pHandbrake = false;
|
|
return;
|
|
case MISSION_GOTOCOORDS_ACCURATE:
|
|
pVehicle->AutoPilot.m_nCarMission = MISSION_GOTO_COORDS_STRAIGHT_ACCURATE;
|
|
*pSwerve = 0.0f;
|
|
*pAccel = 0.0f;
|
|
*pBrake = 0.0f;
|
|
*pHandbrake = false;
|
|
return;
|
|
}
|
|
}
|
|
pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
|
|
scalarDistanceToNextNode = CVector2D(
|
|
pCurrentLink->posX + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.y - pVehicle->GetPosition().x,
|
|
pCurrentLink->posY - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x - pVehicle->GetPosition().y).Magnitude();
|
|
pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
|
|
currentPathLinkForward.x = pCurrentLink->dirX * pVehicle->AutoPilot.m_nCurrentDirection;
|
|
currentPathLinkForward.y = pCurrentLink->dirY * pVehicle->AutoPilot.m_nCurrentDirection;
|
|
nextPathLinkForwardX = pNextLink->dirX * pVehicle->AutoPilot.m_nNextDirection;
|
|
nextPathLinkForwardY = pNextLink->dirY * pVehicle->AutoPilot.m_nNextDirection;
|
|
}
|
|
positionOnCurrentLinkIncludingLane.x = pCurrentLink->posX + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.y;
|
|
positionOnCurrentLinkIncludingLane.y = pCurrentLink->posY - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x;
|
|
CVector2D projectedPosition = positionOnCurrentLinkIncludingLane - currentPathLinkForward * scalarDistanceToNextNode * 0.4f;
|
|
if (scalarDistanceToNextNode > DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN){
|
|
projectedPosition.x = positionOnCurrentLinkIncludingLane.x;
|
|
projectedPosition.y = positionOnCurrentLinkIncludingLane.y;
|
|
}
|
|
CVector2D distanceToProjectedPosition = projectedPosition - pVehicle->GetPosition();
|
|
float angleCurrentLink = CGeneral::GetATanOfXY(distanceToProjectedPosition.x, distanceToProjectedPosition.y);
|
|
float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
|
|
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS)
|
|
angleCurrentLink = FindAngleToWeaveThroughTraffic(pVehicle, nil, angleCurrentLink, angleForward);
|
|
float steerAngle = LimitRadianAngle(angleCurrentLink - angleForward);
|
|
float maxAngle = FindMaxSteerAngle(pVehicle);
|
|
steerAngle = min(maxAngle, max(-maxAngle, steerAngle));
|
|
if (pVehicle->GetMoveSpeed().Magnitude() > MIN_SPEED_TO_START_LIMITING_STEER)
|
|
steerAngle = min(MAX_ANGLE_TO_STEER_AT_HIGH_SPEED, max(-MAX_ANGLE_TO_STEER_AT_HIGH_SPEED, steerAngle));
|
|
float currentForwardSpeed = DotProduct(pVehicle->GetMoveSpeed(), pVehicle->GetForward()) * GAME_SPEED_TO_CARAI_SPEED;
|
|
float speedStyleMultiplier;
|
|
switch (pVehicle->AutoPilot.m_nDrivingStyle) {
|
|
case DRIVINGSTYLE_STOP_FOR_CARS:
|
|
case DRIVINGSTYLE_SLOW_DOWN_FOR_CARS:
|
|
speedStyleMultiplier = FindMaximumSpeedForThisCarInTraffic(pVehicle) / pVehicle->AutoPilot.m_nCruiseSpeed;
|
|
break;
|
|
default:
|
|
speedStyleMultiplier = 1.0f;
|
|
break;
|
|
}
|
|
switch (pVehicle->AutoPilot.m_nDrivingStyle) {
|
|
case DRIVINGSTYLE_STOP_FOR_CARS:
|
|
case DRIVINGSTYLE_SLOW_DOWN_FOR_CARS:
|
|
if (CTrafficLights::ShouldCarStopForLight(pVehicle, false)){
|
|
CCarAI::CarHasReasonToStop(pVehicle);
|
|
speedStyleMultiplier = 0.0f;
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
if (CTrafficLights::ShouldCarStopForBridge(pVehicle)){
|
|
CCarAI::CarHasReasonToStop(pVehicle);
|
|
speedStyleMultiplier = 0.0f;
|
|
}
|
|
CVector2D trajectory(pCurrentLink->posX + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.y,
|
|
pCurrentLink->posY - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x);
|
|
trajectory -= pVehicle->GetPosition();
|
|
float speedAngleMultiplier = FindSpeedMultiplier(
|
|
CGeneral::GetATanOfXY(trajectory.x, trajectory.y) - angleForward,
|
|
MIN_ANGLE_FOR_SPEED_LIMITING, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT);
|
|
float tmpWideMultiplier = FindSpeedMultiplier(
|
|
CGeneral::GetATanOfXY(currentPathLinkForward.x, currentPathLinkForward.y) -
|
|
CGeneral::GetATanOfXY(nextPathLinkForwardX, nextPathLinkForwardY),
|
|
MIN_ANGLE_FOR_SPEED_LIMITING_BETWEEN_NODES, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT);
|
|
float speedNodesMultiplier;
|
|
if (scalarDistanceToNextNode > DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN || pVehicle->AutoPilot.m_nCruiseSpeed < 12)
|
|
speedNodesMultiplier = 1.0f;
|
|
else
|
|
speedNodesMultiplier = 1.0f -
|
|
(1.0f - scalarDistanceToNextNode / DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN) *
|
|
(1.0f - tmpWideMultiplier);
|
|
float speedMultiplier = min(speedStyleMultiplier, min(speedAngleMultiplier, speedNodesMultiplier));
|
|
float speed = pVehicle->AutoPilot.m_nCruiseSpeed * speedMultiplier;
|
|
float speedDifference = speed - currentForwardSpeed;
|
|
if (speed < 0.05f && speedDifference < 0.03f){
|
|
*pBrake = 1.0f;
|
|
*pAccel = 0.0f;
|
|
}else if (speedDifference <= 0.0f){
|
|
*pBrake = min(0.5f, -speedDifference * 0.05f);
|
|
*pAccel = 0.0f;
|
|
}else if (currentForwardSpeed < 2.0f){
|
|
*pBrake = 0.0f;
|
|
*pAccel = min(1.0f, speedDifference * 0.25f);
|
|
}else{
|
|
*pBrake = 0.0f;
|
|
*pAccel = min(1.0f, speedDifference * 0.125f);
|
|
}
|
|
*pSwerve = steerAngle;
|
|
*pHandbrake = false;
|
|
}
|
|
|
|
void CCarCtrl::SteerAICarWithPhysicsHeadingForTarget(CVehicle* pVehicle, CPhysical* pTarget, float targetX, float targetY, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
|
|
{
|
|
*pHandbrake = false;
|
|
CVector2D forward = pVehicle->GetForward();
|
|
forward.Normalise();
|
|
float angleToTarget = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
|
|
float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
|
|
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS)
|
|
angleToTarget = FindAngleToWeaveThroughTraffic(pVehicle, pTarget, angleToTarget, angleForward);
|
|
float steerAngle = LimitRadianAngle(angleToTarget - angleForward);
|
|
if (pVehicle->GetMoveSpeed().Magnitude() > MIN_SPEED_TO_APPLY_HANDBRAKE)
|
|
if (ABS(steerAngle) > MIN_ANGLE_TO_APPLY_HANDBRAKE)
|
|
*pHandbrake = true;
|
|
float maxAngle = FindMaxSteerAngle(pVehicle);
|
|
steerAngle = min(maxAngle, max(-maxAngle, steerAngle));
|
|
float speedMultiplier = FindSpeedMultiplier(angleToTarget - angleForward,
|
|
MIN_ANGLE_FOR_SPEED_LIMITING, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT);
|
|
float speedTarget = pVehicle->AutoPilot.m_nCruiseSpeed * speedMultiplier;
|
|
float currentSpeed = pVehicle->GetMoveSpeed().Magnitude() * GAME_SPEED_TO_CARAI_SPEED;
|
|
float speedDiff = speedTarget - currentSpeed;
|
|
if (speedDiff <= 0.0f){
|
|
*pAccel = 0.0f;
|
|
*pBrake = min(0.5f, -speedDiff * 0.05f);
|
|
}else if (currentSpeed < 25.0f){
|
|
*pAccel = min(1.0f, speedDiff * 0.1f);
|
|
*pBrake = 0.0f;
|
|
}else{
|
|
*pAccel = 1.0f;
|
|
*pBrake = 0.0f;
|
|
}
|
|
*pSwerve = steerAngle;
|
|
}
|
|
|
|
void CCarCtrl::SteerAICarWithPhysicsTryingToBlockTarget(CVehicle* pVehicle, float targetX, float targetY, float targetSpeedX, float targetSpeedY, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
|
|
{
|
|
CVector2D targetPos(targetX, targetY);
|
|
CVector2D offset(targetSpeedX, targetSpeedY);
|
|
float trajectoryLen = offset.Magnitude();
|
|
if (trajectoryLen > MAX_SPEED_TO_ACCOUNT_IN_INTERCEPTING)
|
|
offset *= MAX_SPEED_TO_ACCOUNT_IN_INTERCEPTING / trajectoryLen;
|
|
targetPos += offset * GAME_SPEED_TO_CARAI_SPEED;
|
|
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
|
SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil, targetPos.x, targetPos.y, pSwerve, pAccel, pBrake, pHandbrake);
|
|
if ((targetPos - pVehicle->GetPosition()).MagnitudeSqr() < SQR(DISTANCE_TO_SWITCH_FROM_BLOCK_TO_STOP))
|
|
pVehicle->AutoPilot.m_nCarMission = (pVehicle->AutoPilot.m_nCarMission == MISSION_BLOCKCAR_CLOSE) ?
|
|
MISSION_BLOCKCAR_HANDBRAKESTOP : MISSION_BLOCKPLAYER_HANDBRAKESTOP;
|
|
}
|
|
void CCarCtrl::SteerAICarWithPhysicsTryingToBlockTarget_Stop(CVehicle* pVehicle, float targetX, float targetY, float targetSpeedX, float targetSpeedY, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
|
|
{
|
|
*pSwerve = 0.0f;
|
|
*pAccel = 0.0f;
|
|
*pBrake = 1.0f;
|
|
*pHandbrake = true;
|
|
float distanceToTargetSqr = (CVector2D(targetX, targetY) - pVehicle->GetPosition()).MagnitudeSqr();
|
|
if (distanceToTargetSqr > SQR(DISTANCE_TO_SWITCH_FROM_STOP_TO_BLOCK)){
|
|
pVehicle->AutoPilot.m_nCarMission = (pVehicle->AutoPilot.m_nCarMission == MISSION_BLOCKCAR_HANDBRAKESTOP) ?
|
|
MISSION_BLOCKCAR_CLOSE : MISSION_BLOCKPLAYER_CLOSE;
|
|
return;
|
|
}
|
|
if (pVehicle->AutoPilot.m_nCarMission == MISSION_BLOCKCAR_HANDBRAKESTOP){
|
|
if (((CVector2D)pVehicle->GetMoveSpeed()).MagnitudeSqr() < SQR(0.01f) &&
|
|
CVector2D(targetSpeedX, targetSpeedY).MagnitudeSqr() < SQR(0.02f) &&
|
|
pVehicle->bIsLawEnforcer){
|
|
CCarAI::TellOccupantsToLeaveCar(pVehicle);
|
|
pVehicle->AutoPilot.m_nCruiseSpeed = 0;
|
|
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
|
|
}
|
|
}else{
|
|
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(); // very doubtful constant
|
|
#endif
|
|
else
|
|
pVehicle->m_nTimeBlocked = 0;
|
|
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);
|
|
pVehicle->AutoPilot.m_nCruiseSpeed = 0;
|
|
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CCarCtrl::SteerAIBoatWithPhysicsHeadingForTarget(CBoat* pBoat, float targetX, float targetY, float* pSwerve, float* pAccel, float* pBrake)
|
|
{
|
|
CVector2D forward(pBoat->GetForward());
|
|
forward.Normalise();
|
|
CVector2D distanceToTarget = CVector2D(targetX, targetY) - pBoat->GetPosition();
|
|
float angleToTarget = CGeneral::GetATanOfXY(distanceToTarget.x, distanceToTarget.y);
|
|
float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
|
|
float angleDiff = LimitRadianAngle(angleToTarget - angleForward);
|
|
angleDiff = min(DEFAULT_MAX_STEER_ANGLE, max(-DEFAULT_MAX_STEER_ANGLE, angleDiff));
|
|
float currentSpeed = pBoat->GetMoveSpeed().Magnitude2D(); // +0.0f for some reason
|
|
float speedDiff = pBoat->AutoPilot.m_nCruiseSpeed - currentSpeed * 60.0f;
|
|
if (speedDiff > 0.0f){
|
|
float accRemaining = speedDiff / pBoat->AutoPilot.m_nCruiseSpeed;
|
|
*pAccel = (accRemaining > 0.25f) ? 1.0f : 1.0f - (0.25f - accRemaining) * 4.0f;
|
|
}else
|
|
*pAccel = (speedDiff < -5.0f) ? -0.2f : -0.1f;
|
|
*pBrake = 0.0f;
|
|
*pSwerve = angleDiff;
|
|
}
|
|
|
|
void
|
|
CCarCtrl::RegisterVehicleOfInterest(CVehicle* pVehicle)
|
|
{
|
|
for (int i = 0; i < MAX_CARS_TO_KEEP; i++) {
|
|
if (apCarsToKeep[i] == pVehicle) {
|
|
aCarsToKeepTime[i] = CTimer::GetTimeInMilliseconds();
|
|
return;
|
|
}
|
|
}
|
|
for (int i = 0; i < MAX_CARS_TO_KEEP; i++) {
|
|
if (!apCarsToKeep[i]) {
|
|
apCarsToKeep[i] = pVehicle;
|
|
aCarsToKeepTime[i] = CTimer::GetTimeInMilliseconds();
|
|
return;
|
|
}
|
|
}
|
|
uint32 oldestCarWeKeepTime = UINT_MAX;
|
|
int oldestCarWeKeepIndex = 0;
|
|
for (int i = 0; i < MAX_CARS_TO_KEEP; i++) {
|
|
if (apCarsToKeep[i] && aCarsToKeepTime[i] < oldestCarWeKeepTime) {
|
|
oldestCarWeKeepTime = aCarsToKeepTime[i];
|
|
oldestCarWeKeepIndex = i;
|
|
}
|
|
}
|
|
apCarsToKeep[oldestCarWeKeepIndex] = pVehicle;
|
|
aCarsToKeepTime[oldestCarWeKeepIndex] = CTimer::GetTimeInMilliseconds();
|
|
}
|
|
|
|
bool
|
|
CCarCtrl::IsThisVehicleInteresting(CVehicle* pVehicle)
|
|
{
|
|
for (int i = 0; i < MAX_CARS_TO_KEEP; i++) {
|
|
if (apCarsToKeep[i] == pVehicle)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void CCarCtrl::RemoveFromInterestingVehicleList(CVehicle* pVehicle)
|
|
{
|
|
for (int i = 0; i < MAX_CARS_TO_KEEP; i++) {
|
|
if (apCarsToKeep[i] == pVehicle)
|
|
apCarsToKeep[i] = nil;
|
|
}
|
|
}
|
|
|
|
void CCarCtrl::ClearInterestingVehicleList()
|
|
{
|
|
for (int i = 0; i < MAX_CARS_TO_KEEP; i++) {
|
|
apCarsToKeep[i] = nil;
|
|
}
|
|
}
|
|
|
|
void CCarCtrl::SwitchVehicleToRealPhysics(CVehicle* pVehicle)
|
|
{
|
|
pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
|
|
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds();
|
|
}
|
|
|
|
void CCarCtrl::JoinCarWithRoadSystem(CVehicle* pVehicle)
|
|
{
|
|
pVehicle->AutoPilot.m_nPrevRouteNode = pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_nNextRouteNode = 0;
|
|
pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_nPreviousPathNodeInfo = pVehicle->AutoPilot.m_nNextPathNodeInfo = 0;
|
|
int nodeId = ThePaths.FindNodeClosestToCoorsFavourDirection(pVehicle->GetPosition(), 0, pVehicle->GetForward().x, pVehicle->GetForward().y);
|
|
CPathNode* pNode = &ThePaths.m_pathNodes[nodeId];
|
|
int prevNodeId = -1;
|
|
float minDistance = 999999.9f;
|
|
for (int i = 0; i < pNode->numLinks; i++){
|
|
int candidateId = ThePaths.m_connections[i + pNode->firstLink];
|
|
CPathNode* pCandidateNode = &ThePaths.m_pathNodes[candidateId];
|
|
float distance = (pCandidateNode->pos - pNode->pos).Magnitude2D();
|
|
if (distance < minDistance){
|
|
minDistance = distance;
|
|
prevNodeId = candidateId;
|
|
}
|
|
}
|
|
if (prevNodeId < 0)
|
|
return;
|
|
CVector2D forward = pVehicle->GetForward();
|
|
CPathNode* pPrevNode = &ThePaths.m_pathNodes[prevNodeId];
|
|
if (forward.x == 0.0f && forward.y == 0.0f)
|
|
forward.x = 1.0f;
|
|
if (DotProduct2D(pNode->pos - pPrevNode->pos, forward) < 0.0f){
|
|
int tmp;
|
|
tmp = prevNodeId;
|
|
prevNodeId = nodeId;
|
|
nodeId = tmp;
|
|
}
|
|
pVehicle->AutoPilot.m_nPrevRouteNode = 0;
|
|
pVehicle->AutoPilot.m_nCurrentRouteNode = prevNodeId;
|
|
pVehicle->AutoPilot.m_nNextRouteNode = nodeId;
|
|
pVehicle->AutoPilot.m_nPathFindNodesCount = 0;
|
|
FindLinksToGoWithTheseNodes(pVehicle);
|
|
pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane = 0;
|
|
}
|
|
|
|
bool CCarCtrl::JoinCarWithRoadSystemGotoCoors(CVehicle* pVehicle, CVector vecTarget, bool isProperNow)
|
|
{
|
|
pVehicle->AutoPilot.m_vecDestinationCoors = vecTarget;
|
|
ThePaths.DoPathSearch(0, pVehicle->GetPosition(), -1, vecTarget, pVehicle->AutoPilot.m_aPathFindNodesInfo,
|
|
&pVehicle->AutoPilot.m_nPathFindNodesCount, NUM_PATH_NODES_IN_AUTOPILOT, pVehicle, nil, 999999.9f, -1);
|
|
ThePaths.RemoveBadStartNode(pVehicle->GetPosition(),
|
|
pVehicle->AutoPilot.m_aPathFindNodesInfo, &pVehicle->AutoPilot.m_nPathFindNodesCount);
|
|
if (pVehicle->AutoPilot.m_nPathFindNodesCount < 2){
|
|
pVehicle->AutoPilot.m_nPrevRouteNode = pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_nNextRouteNode = 0;
|
|
return true;
|
|
}
|
|
pVehicle->AutoPilot.m_nPrevRouteNode = 0;
|
|
pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_aPathFindNodesInfo[0] - ThePaths.m_pathNodes;
|
|
pVehicle->AutoPilot.RemoveOnePathNode();
|
|
pVehicle->AutoPilot.m_nNextRouteNode = pVehicle->AutoPilot.m_aPathFindNodesInfo[0] - ThePaths.m_pathNodes;
|
|
pVehicle->AutoPilot.RemoveOnePathNode();
|
|
FindLinksToGoWithTheseNodes(pVehicle);
|
|
pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane = 0;
|
|
return false;
|
|
}
|
|
|
|
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)
|
|
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;
|
|
int curLink;
|
|
int curConnection;
|
|
if (pCurNode->numLinks == 1) {
|
|
curLink = 0;
|
|
curConnection = ThePaths.m_carPathConnections[pCurNode->firstLink];
|
|
}else{
|
|
curConnection = pVehicle->AutoPilot.m_nNextPathNodeInfo;
|
|
while (curConnection == pVehicle->AutoPilot.m_nNextPathNodeInfo){
|
|
curLink = CGeneral::GetRandomNumber() % pCurNode->numLinks;
|
|
curConnection = ThePaths.m_carPathConnections[curLink + pCurNode->firstLink];
|
|
}
|
|
}
|
|
pVehicle->AutoPilot.m_nCurrentPathNodeInfo = curConnection;
|
|
pVehicle->AutoPilot.m_nCurrentDirection = (ThePaths.m_connections[curLink + pCurNode->firstLink] >= pVehicle->AutoPilot.m_nCurrentRouteNode) ? 1 : -1;
|
|
}
|
|
|
|
void CCarCtrl::GenerateEmergencyServicesCar(void)
|
|
{
|
|
if (FindPlayerPed()->m_pWanted->m_nWantedLevel > 3)
|
|
return;
|
|
if (NumFiretrucksOnDuty + NumAmbulancesOnDuty + NumParkedCars + NumMissionCars +
|
|
NumLawEnforcerCars + NumRandomCars > MaxNumberOfCarsInUse)
|
|
return;
|
|
if (NumAmbulancesOnDuty == 0){
|
|
if (gAccidentManager.CountActiveAccidents() < 2){
|
|
if (CStreaming::HasModelLoaded(MI_AMBULAN))
|
|
CStreaming::SetModelIsDeletable(MI_MEDIC);
|
|
}else{
|
|
float distance = 30.0f;
|
|
CAccident* pNearestAccident = gAccidentManager.FindNearestAccident(FindPlayerCoors(), &distance);
|
|
if (pNearestAccident){
|
|
if (CountCarsOfType(MI_AMBULAN) < 2 && CTimer::GetTimeInMilliseconds() > LastTimeAmbulanceCreated + 30000){
|
|
CStreaming::RequestModel(MI_AMBULAN, STREAMFLAGS_DEPENDENCY);
|
|
CStreaming::RequestModel(MI_MEDIC, STREAMFLAGS_DONT_REMOVE);
|
|
if (CStreaming::HasModelLoaded(MI_AMBULAN) && CStreaming::HasModelLoaded(MI_MEDIC)){
|
|
if (GenerateOneEmergencyServicesCar(MI_AMBULAN, pNearestAccident->m_pVictim->GetPosition()))
|
|
LastTimeAmbulanceCreated = CTimer::GetTimeInMilliseconds();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (NumFiretrucksOnDuty == 0){
|
|
if (gFireManager.GetTotalActiveFires() < 3){
|
|
if (CStreaming::HasModelLoaded(MI_FIRETRUCK))
|
|
CStreaming::SetModelIsDeletable(MI_FIREMAN);
|
|
}else{
|
|
float distance = 30.0f;
|
|
CFire* pNearestFire = gFireManager.FindNearestFire(FindPlayerCoors(), &distance);
|
|
if (pNearestFire) {
|
|
if (CountCarsOfType(MI_FIRETRUCK) < 2 && CTimer::GetTimeInMilliseconds() > LastTimeFireTruckCreated + 30000){
|
|
CStreaming::RequestModel(MI_FIRETRUCK, STREAMFLAGS_DEPENDENCY);
|
|
CStreaming::RequestModel(MI_FIREMAN, STREAMFLAGS_DONT_REMOVE);
|
|
if (CStreaming::HasModelLoaded(MI_FIRETRUCK) && CStreaming::HasModelLoaded(MI_FIREMAN)){
|
|
if (GenerateOneEmergencyServicesCar(MI_FIRETRUCK, pNearestFire->m_vecPos))
|
|
LastTimeFireTruckCreated = CTimer::GetTimeInMilliseconds();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CCarCtrl::GenerateOneEmergencyServicesCar(uint32 mi, CVector vecPos)
|
|
{
|
|
CVector pPlayerPos = FindPlayerCentreOfWorld(CWorld::PlayerInFocus);
|
|
bool created = false;
|
|
int attempts = 0;
|
|
CVector spawnPos;
|
|
int curNode, nextNode;
|
|
float posBetweenNodes;
|
|
while (!created && attempts < 5){
|
|
if (ThePaths.NewGenerateCarCreationCoors(pPlayerPos.x, pPlayerPos.y, 0.707f, 0.707f,
|
|
120.0f, -1.0f, true, &spawnPos, &curNode, &nextNode, &posBetweenNodes, false)){
|
|
int16 colliding[2];
|
|
CWorld::FindObjectsKindaColliding(spawnPos, 10.0f, true, colliding, 2, nil, false, true, true, false, false);
|
|
if (colliding[0] == 0)
|
|
created = true;
|
|
}
|
|
attempts += 1;
|
|
}
|
|
if (attempts >= 5)
|
|
return nil;
|
|
CAutomobile* pVehicle = new CAutomobile(mi, RANDOM_VEHICLE);
|
|
pVehicle->AutoPilot.m_vecDestinationCoors = vecPos;
|
|
pVehicle->GetPosition() = spawnPos;
|
|
pVehicle->AutoPilot.m_nCarMission = (JoinCarWithRoadSystemGotoCoors(pVehicle, vecPos, false)) ? MISSION_GOTOCOORDS_STRAIGHT : MISSION_GOTOCOORDS;
|
|
pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed = 25;
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
|
CVector2D direction = vecPos - spawnPos;
|
|
direction.Normalise();
|
|
pVehicle->GetForward() = CVector(direction.x, direction.y, 0.0f);
|
|
pVehicle->GetRight() = CVector(direction.y, -direction.x, 0.0f);
|
|
pVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f);
|
|
spawnPos.z = posBetweenNodes * ThePaths.m_pathNodes[curNode].pos.z + (1.0f - posBetweenNodes) * ThePaths.m_pathNodes[nextNode].pos.z;
|
|
float groundZ = INFINITE_Z;
|
|
CColPoint colPoint;
|
|
CEntity* pEntity;
|
|
if (CWorld::ProcessVerticalLine(spawnPos, 1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil))
|
|
groundZ = colPoint.point.z;
|
|
if (CWorld::ProcessVerticalLine(spawnPos, -1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil)) {
|
|
if (ABS(colPoint.point.z - spawnPos.z) < ABS(groundZ - spawnPos.z))
|
|
groundZ = colPoint.point.z;
|
|
}
|
|
if (groundZ == INFINITE_Z) {
|
|
delete pVehicle;
|
|
return false;
|
|
}
|
|
spawnPos.z = groundZ + pVehicle->GetDistanceFromCentreOfMassToBaseOfModel();
|
|
pVehicle->GetPosition() = spawnPos;
|
|
pVehicle->SetMoveSpeed(CVector(0.0f, 0.0f, 0.0f));
|
|
pVehicle->m_status = STATUS_PHYSICS;
|
|
switch (mi){
|
|
case MI_FIRETRUCK:
|
|
pVehicle->bIsFireTruckOnDuty = true;
|
|
++NumFiretrucksOnDuty;
|
|
CCarAI::AddFiretruckOccupants(pVehicle);
|
|
break;
|
|
case MI_AMBULAN:
|
|
pVehicle->bIsAmbulanceOnDuty = true;
|
|
++NumAmbulancesOnDuty;
|
|
CCarAI::AddAmbulanceOccupants(pVehicle);
|
|
break;
|
|
}
|
|
pVehicle->m_bSirenOrAlarm = true;
|
|
CWorld::Add(pVehicle);
|
|
printf("CREATED EMERGENCY VEHICLE\n");
|
|
return true;
|
|
}
|
|
|
|
void CCarCtrl::UpdateCarCount(CVehicle* pVehicle, bool remove)
|
|
{
|
|
if (remove){
|
|
switch (pVehicle->VehicleCreatedBy){
|
|
case RANDOM_VEHICLE:
|
|
if (pVehicle->bIsLawEnforcer)
|
|
--NumLawEnforcerCars;
|
|
--NumRandomCars;
|
|
return;
|
|
case MISSION_VEHICLE:
|
|
--NumMissionCars;
|
|
return;
|
|
case PARKED_VEHICLE:
|
|
--NumParkedCars;
|
|
return;
|
|
case PERMANENT_VEHICLE:
|
|
--NumPermanentCars;;
|
|
return;
|
|
}
|
|
}
|
|
else{
|
|
switch (pVehicle->VehicleCreatedBy){
|
|
case RANDOM_VEHICLE:
|
|
if (pVehicle->bIsLawEnforcer)
|
|
++NumLawEnforcerCars;
|
|
++NumRandomCars;
|
|
return;
|
|
case MISSION_VEHICLE:
|
|
++NumMissionCars;
|
|
return;
|
|
case PARKED_VEHICLE:
|
|
++NumParkedCars;
|
|
return;
|
|
case PERMANENT_VEHICLE:
|
|
++NumPermanentCars;;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CCarCtrl::ThisRoadObjectCouldMove(int16 mi)
|
|
{
|
|
return mi == MI_BRIDGELIFT || mi == MI_BRIDGEROADSEGMENT;
|
|
}
|
|
|
|
bool CCarCtrl::MapCouldMoveInThisArea(float x, float y)
|
|
{
|
|
// bridge moves up and down
|
|
return x > -342.0f && x < -219.0f &&
|
|
y > -677.0f && y < -580.0f;
|
|
}
|
|
|
|
STARTPATCHES
|
|
InjectHook(0x416580, &CCarCtrl::GenerateRandomCars, PATCH_JUMP);
|
|
InjectHook(0x417EC0, &CCarCtrl::ChooseModel, PATCH_JUMP);
|
|
InjectHook(0x418320, &CCarCtrl::RemoveDistantCars, PATCH_JUMP);
|
|
InjectHook(0x418430, &CCarCtrl::PossiblyRemoveVehicle, PATCH_JUMP);
|
|
InjectHook(0x41D280, &CCarCtrl::Init, PATCH_JUMP);
|
|
InjectHook(0x41D3B0, &CCarCtrl::ReInit, PATCH_JUMP);
|
|
InjectHook(0x41E250, &CCarCtrl::SteerAIBoatWithPhysics, PATCH_JUMP);
|
|
InjectHook(0x41F6E0, &CCarCtrl::RegisterVehicleOfInterest, PATCH_JUMP);
|
|
InjectHook(0x41F780, &CCarCtrl::IsThisVehicleInteresting, PATCH_JUMP);
|
|
InjectHook(0x41F7A0, &CCarCtrl::RemoveFromInterestingVehicleList, PATCH_JUMP);
|
|
InjectHook(0x41F7D0, &CCarCtrl::ClearInterestingVehicleList, PATCH_JUMP);
|
|
InjectHook(0x41F7F0, &CCarCtrl::SwitchVehicleToRealPhysics, PATCH_JUMP);
|
|
InjectHook(0x41F820, &CCarCtrl::JoinCarWithRoadSystem, PATCH_JUMP);
|
|
InjectHook(0x41FA00, &CCarCtrl::JoinCarWithRoadSystemGotoCoors, PATCH_JUMP);
|
|
ENDPATCHES
|