diff options
Diffstat (limited to 'src/control/CarCtrl.cpp')
-rw-r--r-- | src/control/CarCtrl.cpp | 1065 |
1 files changed, 725 insertions, 340 deletions
diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp index cd86ce4c..956bad28 100644 --- a/src/control/CarCtrl.cpp +++ b/src/control/CarCtrl.cpp @@ -11,6 +11,7 @@ #include "Curves.h" #include "CutsceneMgr.h" #include "Gangs.h" +#include "Game.h" #include "Garages.h" #include "General.h" #include "IniFile.h" @@ -19,6 +20,7 @@ #include "Ped.h" #include "PlayerInfo.h" #include "PlayerPed.h" +#include "Population.h" #include "Wanted.h" #include "Pools.h" #include "Renderer.h" @@ -29,43 +31,54 @@ #include "VisibilityPlugins.h" #include "Vehicle.h" #include "Fire.h" +#include "WaterLevel.h" #include "World.h" #include "Zones.h" -#define DISTANCE_TO_SPAWN_ROADBLOCK_PEDS 51.0f -#define DISTANCE_TO_SCAN_FOR_DANGER 11.0f -#define SAFE_DISTANCE_TO_PED 3.0f -#define INFINITE_Z 1000000000.0f - -#define VEHICLE_HEIGHT_DIFF_TO_CONSIDER_WEAVING 4.0f -#define PED_HEIGHT_DIFF_TO_CONSIDER_WEAVING 4.0f -#define OBJECT_HEIGHT_DIFF_TO_CONSIDER_WEAVING 8.0f -#define WIDTH_COEF_TO_WEAVE_SAFELY 1.2f -#define OBJECT_WIDTH_TO_WEAVE 0.3f -#define PED_WIDTH_TO_WEAVE 0.8f - -#define PATH_DIRECTION_NONE 0 -#define PATH_DIRECTION_STRAIGHT 1 -#define PATH_DIRECTION_RIGHT 2 -#define PATH_DIRECTION_LEFT 4 - -#define ATTEMPTS_TO_FIND_NEXT_NODE 15 - -#define DISTANCE_TO_SWITCH_FROM_BLOCK_TO_STOP 5.0f -#define DISTANCE_TO_SWITCH_FROM_STOP_TO_BLOCK 10.0f -#define MAX_SPEED_TO_ACCOUNT_IN_INTERCEPTING 0.13f -#define DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN 40.0f -#define MAX_ANGLE_TO_STEER_AT_HIGH_SPEED 0.2f -#define MIN_SPEED_TO_START_LIMITING_STEER 0.45f -#define DISTANCE_TO_NEXT_NODE_TO_SELECT_NEW 5.0f -#define DISTANCE_TO_FACING_NEXT_NODE_TO_SELECT_NEW 8.0f -#define DEFAULT_MAX_STEER_ANGLE 0.5f -#define MIN_LOWERING_SPEED_COEFFICIENT 0.4f -#define MAX_ANGLE_FOR_SPEED_LIMITING 1.2f -#define MIN_ANGLE_FOR_SPEED_LIMITING 0.4f -#define MIN_ANGLE_FOR_SPEED_LIMITING_BETWEEN_NODES 0.1f -#define MIN_ANGLE_TO_APPLY_HANDBRAKE 0.7f -#define MIN_SPEED_TO_APPLY_HANDBRAKE 0.3f +#define DISTANCE_TO_SPAWN_ROADBLOCK_PEDS (51.0f) +#define DISTANCE_TO_SCAN_FOR_DANGER (14.0f) +#define SAFE_DISTANCE_TO_PED (3.0f) +#define INFINITE_Z (1000000000.0f) + +#define VEHICLE_HEIGHT_DIFF_TO_CONSIDER_WEAVING (4.0f) +#define PED_HEIGHT_DIFF_TO_CONSIDER_WEAVING (4.0f) +#define OBJECT_HEIGHT_DIFF_TO_CONSIDER_WEAVING (8.0f) +#define WIDTH_COEF_TO_WEAVE_SAFELY (1.2f) +#define OBJECT_WIDTH_TO_WEAVE (0.3f) +#define PED_WIDTH_TO_WEAVE (0.8f) + +#define PATH_DIRECTION_NONE (0) +#define PATH_DIRECTION_STRAIGHT (1) +#define PATH_DIRECTION_RIGHT (2) +#define PATH_DIRECTION_LEFT (4) + +#define ATTEMPTS_TO_FIND_NEXT_NODE (15) + +#define DISTANCE_TO_SWITCH_FROM_BLOCK_TO_STOP (5.0f) +#define DISTANCE_TO_SWITCH_FROM_STOP_TO_BLOCK (10.0f) +#define MAX_SPEED_TO_ACCOUNT_IN_INTERCEPTING (0.13f) +#define DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN (40.0f) +#define MAX_ANGLE_TO_STEER_AT_HIGH_SPEED (0.2f) +#define MIN_SPEED_TO_START_LIMITING_STEER (0.45f) +#define DISTANCE_TO_NEXT_NODE_TO_SELECT_NEW (5.0f) +#define DISTANCE_TO_FACING_NEXT_NODE_TO_SELECT_NEW (8.0f) +#define DEFAULT_MAX_STEER_ANGLE (0.5f) +#define MIN_LOWERING_SPEED_COEFFICIENT (0.4f) +#define MAX_ANGLE_FOR_SPEED_LIMITING (1.2f) +#define MIN_ANGLE_FOR_SPEED_LIMITING (0.4f) +#define MIN_ANGLE_FOR_SPEED_LIMITING_BETWEEN_NODES (0.1f) +#define MIN_ANGLE_TO_APPLY_HANDBRAKE (0.7f) +#define MIN_SPEED_TO_APPLY_HANDBRAKE (0.3f) + +#define PROBABILITY_OF_DEAD_PED_ACCIDENT (0.005f) +#define DISTANCE_BETWEEN_CAR_AND_DEAD_PED (6.0f) +#define PROBABILITY_OF_PASSENGER_IN_VEHICLE (0.125f) + +#define ONSCREEN_DESPAWN_RANGE (120.0f) +#define MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN (100.0f) +#define REQUEST_ONSCREEN_DISTANCE ((ONSCREEN_DESPAWN_RANGE + MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN) / 2) +#define OFFSCREEN_DESPAWN_RANGE (40.0f) +#define EXTENDED_RANGE_DESPAWN_MULTIPLIER (1.5f) int CCarCtrl::NumLawEnforcerCars; int CCarCtrl::NumAmbulancesOnDuty; @@ -81,23 +94,29 @@ int32 CCarCtrl::MaxNumberOfCarsInUse = 12; uint32 CCarCtrl::LastTimeLawEnforcerCreated; uint32 CCarCtrl::LastTimeFireTruckCreated; uint32 CCarCtrl::LastTimeAmbulanceCreated; +int32 CCarCtrl::MiamiViceCycle; +uint32 CCarCtrl::LastTimeMiamiViceGenerated; int32 CCarCtrl::TotalNumOfCarsOfRating[TOTAL_CUSTOM_CLASSES]; -int32 CCarCtrl::NextCarOfRating[TOTAL_CUSTOM_CLASSES]; int32 CCarCtrl::CarArrays[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY]; +int32 CCarCtrl::NumRequestsOfCarRating[TOTAL_CUSTOM_CLASSES]; +int32 CCarCtrl::NumOfLoadedCarsOfRating[TOTAL_CUSTOM_CLASSES]; +int32 CCarCtrl::CarFreqArrays[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY]; +int32 CCarCtrl::LoadedCarsArray[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY]; CVehicle* apCarsToKeep[MAX_CARS_TO_KEEP]; uint32 aCarsToKeepTime[MAX_CARS_TO_KEEP]; void CCarCtrl::GenerateRandomCars() { - if (CCutsceneMgr::IsRunning()) + if (CCutsceneMgr::IsRunning()) { + CountDownToCarsAtStart = 2; return; + } if (NumRandomCars < 30){ - if (CountDownToCarsAtStart == 0){ + if (CountDownToCarsAtStart == 0) GenerateOneRandomCar(); - } else if (--CountDownToCarsAtStart == 0) { - for (int i = 0; i < 50; i++) + for (int i = 0; i < 100; i++) GenerateOneRandomCar(); CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter = 20; } @@ -111,6 +130,7 @@ void CCarCtrl::GenerateOneRandomCar() { static int32 unk = 0; + bool bTopDownCamera = false; CPlayerInfo* pPlayer = &CWorld::Players[CWorld::PlayerInFocus]; CVector vecTargetPos = FindPlayerCentreOfWorld(CWorld::PlayerInFocus); CVector2D vecPlayerSpeed = FindPlayerSpeed(); @@ -125,7 +145,7 @@ CCarCtrl::GenerateOneRandomCar() int carClass; int carModel; if (pWanted->m_nWantedLevel > 1 && NumLawEnforcerCars < pWanted->m_MaximumLawEnforcerVehicles && - pWanted->m_CurrentCops < pWanted->m_MaxCops && ( + pWanted->m_CurrentCops < pWanted->m_MaxCops && !CGame::IsInInterior() && ( pWanted->m_nWantedLevel > 3 || pWanted->m_nWantedLevel > 2 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 5000 || pWanted->m_nWantedLevel > 1 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 8000)) { @@ -135,7 +155,7 @@ CCarCtrl::GenerateOneRandomCar() carModel = ChoosePoliceCarModel(); }else{ carModel = ChooseModel(&zone, &vecTargetPos, &carClass); - if (carClass == COPS && pWanted->m_nWantedLevel >= 1) + if (carClass == COPS && pWanted->m_nWantedLevel >= 1 || carModel < 0) /* All cop spawns with wanted level are handled by condition above. */ /* In particular it means that cop cars never spawn if player has wanted level of 1. */ return; @@ -159,8 +179,9 @@ CCarCtrl::GenerateOneRandomCar() /* Spawn essentially anywhere. */ frontX = frontY = 0.707f; /* 45 degrees */ angleLimit = -1.0f; + bTopDownCamera = true; invertAngleLimitTest = true; - preferredDistance = 40.0f; + preferredDistance = OFFSCREEN_DESPAWN_RANGE + 15.0f; /* BUG: testForCollision not initialized in original game. */ testForCollision = false; }else if (!pPlayerVehicle){ @@ -174,14 +195,14 @@ CCarCtrl::GenerateOneRandomCar() /* Forward to his current direction (camera direction). */ angleLimit = 0.707f; /* 45 degrees */ invertAngleLimitTest = true; - preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier; + preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier; break; case 1: /* Spawn a vehicle close to player to his side. */ /* Kinda not within camera angle. */ angleLimit = 0.707f; /* 45 degrees */ invertAngleLimitTest = false; - preferredDistance = 40.0f; + preferredDistance = OFFSCREEN_DESPAWN_RANGE; break; } }else if (fPlayerVehicleSpeed > 0.4f){ /* 72 km/h */ @@ -196,21 +217,21 @@ CCarCtrl::GenerateOneRandomCar() /* Spawn a vehicle in a very narrow gap in front of a player */ angleLimit = 0.85f; /* approx 30 degrees */ invertAngleLimitTest = true; - preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier; + preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier; break; case 2: /* Spawn a vehicle relatively far away from player. */ /* Forward to his current direction (camera direction). */ angleLimit = 0.707f; /* 45 degrees */ invertAngleLimitTest = true; - preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier; + preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier; break; case 3: /* Spawn a vehicle close to player to his side. */ /* Kinda not within camera angle. */ angleLimit = 0.707f; /* 45 degrees */ invertAngleLimitTest = false; - preferredDistance = 40.0f; + preferredDistance = OFFSCREEN_DESPAWN_RANGE; break; } }else if (fPlayerVehicleSpeed > 0.1f){ /* 18 km/h */ @@ -224,14 +245,14 @@ CCarCtrl::GenerateOneRandomCar() /* Spawn a vehicle in a very narrow gap in front of a player */ angleLimit = 0.85f; /* approx 30 degrees */ invertAngleLimitTest = true; - preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier; + preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier; break; case 1: /* Spawn a vehicle relatively far away from player. */ /* Forward to his current direction (camera direction). */ angleLimit = 0.707f; /* 45 degrees */ invertAngleLimitTest = true; - preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier; + preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier; break; case 2: case 3: @@ -239,7 +260,7 @@ CCarCtrl::GenerateOneRandomCar() /* Kinda not within camera angle. */ angleLimit = 0.707f; /* 45 degrees */ invertAngleLimitTest = false; - preferredDistance = 40.0f; + preferredDistance = OFFSCREEN_DESPAWN_RANGE; break; } }else{ @@ -254,14 +275,14 @@ CCarCtrl::GenerateOneRandomCar() /* Forward to his current direction (camera direction). */ angleLimit = 0.707f; /* 45 degrees */ invertAngleLimitTest = true; - preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier; + preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier; break; case 1: /* Spawn a vehicle close to player to his side. */ /* Kinda not within camera angle. */ angleLimit = 0.707f; /* 45 degrees */ invertAngleLimitTest = false; - preferredDistance = 40.0f; + preferredDistance = OFFSCREEN_DESPAWN_RANGE; break; } } @@ -269,17 +290,45 @@ CCarCtrl::GenerateOneRandomCar() preferredDistance, angleLimit, invertAngleLimitTest, &spawnPosition, &curNodeId, &nextNodeId, &positionBetweenNodes, carClass == COPS && pWanted->m_nWantedLevel >= 1)) return; + CPathNode* pCurNode = &ThePaths.m_pathNodes[curNodeId]; + CPathNode* pNextNode = &ThePaths.m_pathNodes[nextNodeId]; + bool bBoatGenerated = false; + if ((CGeneral::GetRandomNumber() & 0xF) > Min(pCurNode->spawnRate, pNextNode->spawnRate)) + return; + if (pCurNode->bWaterPath) { + bBoatGenerated = true; + if (carClass == COPS) { + carModel = MI_PREDATOR; + carClass = COPS_BOAT; + if (!CStreaming::HasModelLoaded(MI_PREDATOR)) { + CStreaming::RequestModel(MI_PREDATOR, STREAMFLAGS_DEPENDENCY); + return; + } + } + else { + int i; + carModel = -1; + for (i = 10; i > 0 && (carModel == -1 || !CStreaming::HasModelLoaded(carModel)); i--) { + carModel = ChooseBoatModel(ChooseBoatRating(&zone)); + } + if (i == 0) + return; + } + if (pCurNode->bOnlySmallBoats || pNextNode->bOnlySmallBoats) { + if (BoatWithTallMast(carModel)) + return; + } + } int16 colliding; - CWorld::FindObjectsKindaColliding(spawnPosition, 10.0f, true, &colliding, 2, nil, false, true, true, false, false); + CWorld::FindObjectsKindaColliding(spawnPosition, bBoatGenerated ? 40.0f : 10.0f, true, &colliding, 2, nil, false, true, true, false, false); if (colliding) /* If something is already present in spawn position, do not create vehicle*/ return; - if (!ThePaths.TestCoorsCloseness(vecTargetPos, false, spawnPosition)) + if (!bBoatGenerated && !ThePaths.TestCoorsCloseness(vecTargetPos, false, spawnPosition)) /* Testing if spawn position can reach target position via valid path. */ return; int16 idInNode = 0; - CPathNode* pCurNode = &ThePaths.m_pathNodes[curNodeId]; - CPathNode* pNextNode = &ThePaths.m_pathNodes[nextNodeId]; + while (idInNode < pCurNode->numLinks && ThePaths.ConnectedNode(idInNode + pCurNode->firstLink) != nextNodeId) idInNode++; @@ -287,48 +336,20 @@ CCarCtrl::GenerateOneRandomCar() CCarPathLink* pPathLink = &ThePaths.m_carPathLinks[connectionId]; int16 lanesOnCurrentRoad = pPathLink->pathNodeIndex == nextNodeId ? pPathLink->numLeftLanes : pPathLink->numRightLanes; CVehicleModelInfo* pModelInfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(carModel); - if (lanesOnCurrentRoad == 0 || pModelInfo->m_vehicleType == VEHICLE_TYPE_BIKE) + if (lanesOnCurrentRoad == 0) /* Not spawning vehicle if road is one way and intended direction is opposide to that way. */ - /* Also not spawning bikes but they don't exist in final game. */ return; - CAutomobile* pVehicle = new CAutomobile(carModel, RANDOM_VEHICLE); + CVehicle* pVehicle; + if (CModelInfo::IsBoatModel(carModel)) + pVehicle = new CBoat(carModel, RANDOM_VEHICLE); + else if (CModelInfo::IsBikeModel(carModel)) + return; // TODO(MIAMI): spawn bikes + else + pVehicle = new CAutomobile(carModel, RANDOM_VEHICLE); pVehicle->AutoPilot.m_nPrevRouteNode = 0; pVehicle->AutoPilot.m_nCurrentRouteNode = curNodeId; pVehicle->AutoPilot.m_nNextRouteNode = nextNodeId; 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: - { - pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14); - if (carClass == EXEC) - pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18); - else if (carClass == POOR || carClass == SPECIAL) - pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10); - CVehicleModelInfo* pVehicleInfo = pVehicle->GetModelInfo(); - if (pVehicleInfo->GetColModel()->boundingBox.max.y - pVehicle->GetModelInfo()->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) { - pVehicle->AutoPilot.m_nCruiseSpeed *= 3; - pVehicle->AutoPilot.m_nCruiseSpeed /= 4; - } - pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed; - pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE; - pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE; - pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS; - break; - } case COPS: pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE; if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel != 0){ @@ -345,16 +366,37 @@ CCarCtrl::GenerateOneRandomCar() if (carModel == MI_FBICAR){ pVehicle->m_currentColour1 = 0; pVehicle->m_currentColour2 = 0; - /* FBI cars are gray in carcols, but we want them black if they going after player. */ } + pVehicle->bCreatedAsPoliceVehicle = true; + break; + case COPS_BOAT: + pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE; + pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(4.0f, 16.0f); + pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed; + pVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceBoatMissionForWantedLevel(); + pVehicle->bCreatedAsPoliceVehicle = true; + break; default: + pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14); + if (carClass == EXEC) + pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18); + else if (carClass == POOR) + pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10); + if (pVehicle->GetColModel()->boundingBox.max.y - pVehicle->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) { + pVehicle->AutoPilot.m_nCruiseSpeed *= 3; + pVehicle->AutoPilot.m_nCruiseSpeed /= 4; + } + pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed; + pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE; + pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE; + pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS; break; } if (pVehicle && pVehicle->GetModelIndex() == MI_MRWHOOP) pVehicle->m_bSirenOrAlarm = true; pVehicle->AutoPilot.m_nNextPathNodeInfo = connectionId; pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane = CGeneral::GetRandomNumber() % lanesOnCurrentRoad; - CColBox* boundingBox = &CModelInfo::GetModelInfo(pVehicle->GetModelIndex())->GetColModel()->boundingBox; + CBox* boundingBox = &CModelInfo::GetModelInfo(pVehicle->GetModelIndex())->GetColModel()->boundingBox; float carLength = 1.0f + (boundingBox->max.y - boundingBox->min.y) / 2; float distanceBetweenNodes = (pCurNode->GetPosition() - pNextNode->GetPosition()).Magnitude2D(); /* If car is so long that it doesn't fit between two car nodes, place it directly in the middle. */ @@ -393,11 +435,6 @@ CCarCtrl::GenerateOneRandomCar() pVehicle->GetRight() = CVector(forwardY, -forwardX, 0.0f); pVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f); - float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirX(); - float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirY(); - float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirX(); - float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirY(); - #ifdef FIX_BUGS CCarPathLink* pCurrentLink; CCarPathLink* pNextLink; @@ -492,6 +529,7 @@ CCarCtrl::GenerateOneRandomCar() pVehicle->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() - (0.5f + positionBetweenNodes) * pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve; #endif + CVector directionCurrentLink(directionCurrentLinkX, directionCurrentLinkY, 0.0f); CVector directionNextLink(directionNextLinkX, directionNextLinkY, 0.0f); CVector positionIncludingCurve; @@ -513,62 +551,69 @@ CCarCtrl::GenerateOneRandomCar() 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)) + if (bBoatGenerated) { + if (!CWaterLevel::GetWaterLevel(finalPosition, &groundZ, true)) { + delete pVehicle; + return; + } + } + else { + 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 pVehicle; return; } - finalPosition.z = groundZ + pVehicle->GetHeightAboveRoad(); + if (CModelInfo::IsBoatModel(carModel)) { + finalPosition.z = groundZ; + pVehicle->bExtendedRange = true; + } + else + finalPosition.z = groundZ + pVehicle->GetHeightAboveRoad(); pVehicle->SetPosition(finalPosition); pVehicle->SetMoveSpeed(directionIncludingCurve / GAME_SPEED_TO_CARAI_SPEED); CVector2D speedDifferenceWithTarget = (CVector2D)pVehicle->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: - pVehicle->SetStatus(STATUS_SIMPLE); - break; case COPS: pVehicle->SetStatus((pVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE) ? STATUS_SIMPLE : STATUS_PHYSICS); pVehicle->ChangeLawEnforcerState(1); break; + case COPS_BOAT: + pVehicle->ChangeLawEnforcerState(1); + pVehicle->SetStatus(STATUS_PHYSICS); + break; default: + bBoatGenerated ? pVehicle->SetStatus(STATUS_PHYSICS) : pVehicle->SetStatus(STATUS_SIMPLE); break; } CVisibilityPlugins::SetClumpAlpha(pVehicle->GetClump(), 0); if (!pVehicle->GetIsOnScreen()){ - if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > 50.0f) { + if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > OFFSCREEN_DESPAWN_RANGE * (pVehicle->bExtendedRange ? EXTENDED_RANGE_DESPAWN_MULTIPLIER : 1.0f)) { /* Too far away cars that are not visible aren't needed. */ delete pVehicle; return; } - }else if((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * 130.0f || - (vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * 110.0f){ - delete pVehicle; - return; - }else if((TheCamera.GetPosition() - pVehicle->GetPosition()).Magnitude2D() < 90.0f * TheCamera.GenerationDistMultiplier){ - delete pVehicle; - return; + }else{ + if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * (pVehicle->bExtendedRange ? EXTENDED_RANGE_DESPAWN_MULTIPLIER : 1.0f) * ONSCREEN_DESPAWN_RANGE || + (vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN) { + delete pVehicle; + return; + } + if ((TheCamera.GetPosition() - pVehicle->GetPosition()).Magnitude2D() < 82.5f * TheCamera.GenerationDistMultiplier || bTopDownCamera) { + delete pVehicle; + return; + } + if (pVehicle->GetModelIndex() == MI_MARQUIS) { // so marquis can only spawn if player doesn't see it? + delete pVehicle; + return; + } } CVehicleModelInfo* pVehicleModel = pVehicle->GetModelInfo(); float radiusToTest = pVehicleModel->GetColModel()->boundingSphere.radius; @@ -591,58 +636,152 @@ CCarCtrl::GenerateOneRandomCar() } pVehicleModel->AvoidSameVehicleColour(&pVehicle->m_currentColour1, &pVehicle->m_currentColour2); CWorld::Add(pVehicle); - if (carClass == COPS) + if (carClass == COPS || carClass == COPS_BOAT) CCarAI::AddPoliceCarOccupants(pVehicle); - else + else { pVehicle->SetUpDriver(); - if ((CGeneral::GetRandomNumber() & 0x3F) == 0){ /* 1/64 probability */ + int32 passengers = 0; + for (int i = 0; i < pVehicle->m_nNumMaxPassengers; i++) + passengers += (CGeneral::GetRandomNumberInRange(0.0f, 1.0f) < PROBABILITY_OF_PASSENGER_IN_VEHICLE) ? 1 : 0; + if (CModelInfo::IsCarModel(carModel) && (CModelInfo::GetModelInfo(carModel)->GetAnimFileIndex() == CAnimManager::GetAnimationBlockIndex("van") && passengers >= 1)) + passengers = 1; + for (int i = 0; i < passengers; i++) { + CPed* pPassenger = pVehicle->SetupPassenger(i); + if (pPassenger) { + ++CPopulation::ms_nTotalCarPassengerPeds; + pPassenger->bCarPassenger = true; + } + } + } + int nMadDrivers; + switch (pVehicle->GetVehicleAppearance()) { + case VEHICLE_BIKE: + nMadDrivers = 30; + break; + case VEHICLE_BOAT: + nMadDrivers = 40; + break; + default: + nMadDrivers = 6; + break; + } + if ((CGeneral::GetRandomNumber() & 0x7F) < nMadDrivers /* TODO(MIAMI): || mad drivers cheat */) { pVehicle->SetStatus(STATUS_PHYSICS); pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; pVehicle->AutoPilot.m_nCruiseSpeed += 10; } if (carClass == COPS) LastTimeLawEnforcerCreated = CTimer::GetTimeInMilliseconds(); + if (pVehicle->GetModelIndex() == MI_CADDY) { + pVehicle->SetStatus(STATUS_PHYSICS); + pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; + } + if (carClass == COPS && pVehicle->GetModelIndex() == MI_VICECHEE) { + CVehicleModelInfo* pVehicleModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(MI_VICECHEE); + switch (MiamiViceCycle) { + case 0: + pVehicleModel->SetVehicleColour(53, 77); + break; + case 1: + pVehicleModel->SetVehicleColour(15, 77); + break; + case 2: + pVehicleModel->SetVehicleColour(41, 77); + break; + case 3: + pVehicleModel->SetVehicleColour(61, 77); + break; + default: + break; + } + } + if (CGeneral::GetRandomNumberInRange(0.0f, 1.0f) >= (1 - PROBABILITY_OF_DEAD_PED_ACCIDENT)) { + if (CModelInfo::IsCarModel(pVehicle->GetModelIndex()) && !pVehicle->bIsLawEnforcer) { + if (CPopulation::AddDeadPedInFrontOfCar(pVehicle->GetPosition() + pVehicle->GetForward() * DISTANCE_BETWEEN_CAR_AND_DEAD_PED, pVehicle)) { + pVehicle->AutoPilot.m_nCruiseSpeed = 0; + pVehicle->SetMoveSpeed(0.0f, 0.0f, 0.0f); + for (int i = 0; i < pVehicle->m_nNumPassengers; i++) { + if (pVehicle->pPassengers[i]) { + pVehicle->pPassengers[i]->SetObjective(OBJECTIVE_LEAVE_VEHICLE, pVehicle); + pVehicle->pPassengers[i]->m_nLastPedState = PED_WANDER_PATH; + pVehicle->pPassengers[i]->m_vehicleInAccident = pVehicle; + pVehicle->pPassengers[i]->bDeadPedInFrontOfCar = true; + pVehicle->RegisterReference((CEntity**)&pVehicle->pPassengers[i]->m_vehicleInAccident); + } + } + if (pVehicle->pDriver) { + pVehicle->pDriver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, pVehicle); + pVehicle->pDriver->m_nLastPedState = PED_WANDER_PATH; + pVehicle->pDriver->m_vehicleInAccident = pVehicle; + pVehicle->pDriver->bDeadPedInFrontOfCar = true; + pVehicle->RegisterReference((CEntity**)&pVehicle->pDriver->m_vehicleInAccident); + } + } + } + } +} + +bool +CCarCtrl::BoatWithTallMast(int32 mi) +{ + return mi == MI_RIO || mi == MI_TROPIC || mi == MI_MARQUIS; +} + +int32 +CCarCtrl::ChooseBoatModel(int32 rating) +{ + ++NumRequestsOfCarRating[rating]; + return ChooseCarModel(rating); +} + +int32 +CCarCtrl::ChooseBoatRating(CZoneInfo* pZoneInfo) +{ + int rnd = CGeneral::GetRandomNumberInRange(0, 1000); + for (int i = 0; i < NUM_BOAT_CLASSES - 1; i++) { + if (rnd < pZoneInfo->boatThreshold[i]) + return FIRST_BOAT_RATING + i; + } + return FIRST_BOAT_RATING + NUM_BOAT_CLASSES - 1; +} + +int32 +CCarCtrl::ChooseCarRating(CZoneInfo* pZoneInfo) +{ + int rnd = CGeneral::GetRandomNumberInRange(0, 1000); + for (int i = 0; i < NUM_CAR_CLASSES - 1; i++) { + if (rnd < pZoneInfo->carThreshold[i]) + return i; + } + return FIRST_CAR_RATING + NUM_CAR_CLASSES - 1; } int32 CCarCtrl::ChooseModel(CZoneInfo* pZone, CVector* pPos, int* pClass) { int32 model = -1; - while (model == -1 || !CStreaming::HasModelLoaded(model)){ + for (int i = 0; i < 10 && (model == -1 || !CStreaming::HasModelLoaded(model)); i++) { 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)); + + if (rnd < pZone->copThreshold) { + *pClass = COPS; + model = ChoosePoliceCarModel(); + continue; + } + + int j; + for (j = 0; j < NUM_GANG_CAR_CLASSES; j++) { + if (rnd < pZone->gangThreshold[i]) { + *pClass = j + FIRST_GANG_CAR_RATING; + model = ChooseGangCarModel(j); + break; + } + } + + if (j != NUM_GANG_CAR_CLASSES) + continue; + + *pClass = ChooseCarRating(pZone); + model = ChooseCarModel(*pClass); } return model; } @@ -651,34 +790,86 @@ 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", vehclass); - model = CarArrays[vehclass][NextCarOfRating[vehclass]]; - int32 total = TotalNumOfCarsOfRating[vehclass]; - NextCarOfRating[vehclass] += CGeneral::GetRandomNumberInRange(1, total); - while (NextCarOfRating[vehclass] >= total) - NextCarOfRating[vehclass] -= total; - //NextCarOfRating[vehclass] %= total; - TotalNumOfCarsOfRating[vehclass] = total; /* why... */ - } - default: - break; - } - return model; + ++NumRequestsOfCarRating[vehclass]; + if (NumOfLoadedCarsOfRating[vehclass] == 0) + return -1; + int32 rnd = CGeneral::GetRandomNumberInRange(0, CarFreqArrays[vehclass][NumOfLoadedCarsOfRating[vehclass] - 1]); + int32 index = 0; + while (rnd > CarFreqArrays[vehclass][index]) + index++; + assert(LoadedCarsArray[vehclass][index]); + return LoadedCarsArray[vehclass][index]; +} + +void +CCarCtrl::AddToLoadedVehicleArray(int32 mi, int32 rating, int32 freq) +{ + LoadedCarsArray[rating][NumOfLoadedCarsOfRating[rating]] = mi; + assert(mi >= 130); + CarFreqArrays[rating][NumOfLoadedCarsOfRating[rating]] = freq; + if (NumOfLoadedCarsOfRating[rating]) + CarFreqArrays[rating][NumOfLoadedCarsOfRating[rating]] += CarFreqArrays[rating][NumOfLoadedCarsOfRating[rating] - 1]; + NumOfLoadedCarsOfRating[rating]++; +} + +void +CCarCtrl::RemoveFromLoadedVehicleArray(int mi, int32 rating) +{ + int index = 0; + while (LoadedCarsArray[rating][index] != -1) { + if (LoadedCarsArray[rating][index] == mi) + break; + index++; + } + assert(LoadedCarsArray[rating][index] == mi); + int32 freq = CarFreqArrays[rating][index]; + if (index > 0) + freq -= CarFreqArrays[rating][index - 1]; + while (LoadedCarsArray[rating][index + 1] != -1) { + LoadedCarsArray[rating][index] = LoadedCarsArray[rating][index + 1]; + CarFreqArrays[rating][index] = CarFreqArrays[rating][index + 1] - freq; + index++; + } + --NumOfLoadedCarsOfRating[rating]; +} + +int32 +CCarCtrl::ChooseCarModelToLoad(int rating) +{ + return CarArrays[rating][CGeneral::GetRandomNumberInRange(0, TotalNumOfCarsOfRating[rating])]; } int32 CCarCtrl::ChoosePoliceCarModel(void) { + if (FindPlayerPed()->m_pWanted->AreMiamiViceRequired() && +#ifdef FIX_BUGS + (CTimer::GetTimeInMilliseconds() > LastTimeMiamiViceGenerated + 120000 || LastTimeMiamiViceGenerated == 0) && +#else + CTimer::GetTimeInMilliseconds() > LastTimeMiamiViceGenerated + 120000 && +#endif + CStreaming::HasModelLoaded(MI_VICECHEE)) { + switch (MiamiViceCycle) { + case 0: + if (CStreaming::HasModelLoaded(MI_VICE1) && CStreaming::HasModelLoaded(MI_VICE2)) + return MI_VICECHEE; + break; + case 1: + if (CStreaming::HasModelLoaded(MI_VICE3) && CStreaming::HasModelLoaded(MI_VICE4)) + return MI_VICECHEE; + break; + case 2: + if (CStreaming::HasModelLoaded(MI_VICE5) && CStreaming::HasModelLoaded(MI_VICE6)) + return MI_VICECHEE; + break; + case 3: + if (CStreaming::HasModelLoaded(MI_VICE7) && CStreaming::HasModelLoaded(MI_VICE8)) + return MI_VICECHEE; + break; + default: + break; + } + } if (FindPlayerPed()->m_pWanted->AreSwatRequired() && CStreaming::HasModelLoaded(MI_ENFORCER) && CStreaming::HasModelLoaded(MI_POLICE)) @@ -698,8 +889,7 @@ CCarCtrl::ChoosePoliceCarModel(void) int32 CCarCtrl::ChooseGangCarModel(int32 gang) { - if (CStreaming::HasModelLoaded(MI_GANG01 + 2 * gang) && - CStreaming::HasModelLoaded(MI_GANG02 + 2 * gang)) + if (CGangs::HaveGangModelsLoaded(gang)) return CGangs::GetGangVehicleModel(gang); return -1; } @@ -707,6 +897,7 @@ CCarCtrl::ChooseGangCarModel(int32 gang) void CCarCtrl::AddToCarArray(int32 id, int32 vehclass) { + assert(TotalNumOfCarsOfRating[vehclass] < MAX_CAR_MODELS_IN_ARRAY); CarArrays[vehclass][TotalNumOfCarsOfRating[vehclass]++] = id; } @@ -728,6 +919,36 @@ CCarCtrl::RemoveDistantCars() } void +CCarCtrl::RemoveCarsIfThePoolGetsFull(void) +{ + if ((CTimer::GetFrameCounter() & 7) != 3) + return; + if (CPools::GetVehiclePool()->GetNoOfFreeSpaces() >= 8) + return; + int i = CPools::GetVehiclePool()->GetSize(); + float md = 999999.9f; + CVehicle* pClosestVehicle = nil; + while (i--) { + CVehicle* pVehicle = CPools::GetVehiclePool()->GetSlot(i); + if (!pVehicle) + continue; + if (IsThisVehicleInteresting(pVehicle) || pVehicle->bIsLocked) + continue; + if (!pVehicle->CanBeDeleted() || CCranes::IsThisCarBeingTargettedByAnyCrane(pVehicle)) + continue; + float distance = (TheCamera.GetPosition() - pVehicle->GetPosition()).Magnitude(); + if (distance < md) { + md = distance; + pClosestVehicle = pVehicle; + } + } + if (pClosestVehicle) { + CWorld::Remove(pClosestVehicle); + delete pClosestVehicle; + } +} + +void CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle) { CVector vecPlayerPos = FindPlayerCentreOfWorld(CWorld::PlayerInFocus); @@ -740,7 +961,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle) return; } float distanceToPlayer = (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D(); - float threshold = 50.0f; + float threshold = OFFSCREEN_DESPAWN_RANGE; if (pVehicle->GetIsOnScreen() || TheCamera.Cams[TheCamera.ActiveCam].LookingLeft || TheCamera.Cams[TheCamera.ActiveCam].LookingRight || @@ -752,12 +973,14 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle) pVehicle->bIsLawEnforcer || pVehicle->bIsCarParkVehicle ){ - threshold = 130.0f * TheCamera.GenerationDistMultiplier; + threshold = ONSCREEN_DESPAWN_RANGE * TheCamera.GenerationDistMultiplier; } + if (TheCamera.GetForward().z < -0.9f) + threshold = 70.0f; if (pVehicle->bExtendedRange) - threshold *= 1.5f; + threshold *= EXTENDED_RANGE_DESPAWN_MULTIPLIER; if (distanceToPlayer > threshold && !CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){ - if (pVehicle->GetIsOnScreen() && CRenderer::IsEntityCullZoneVisible(pVehicle)) { + if (pVehicle->GetIsOnScreen()){ pVehicle->bFadeOut = true; }else{ CWorld::Remove(pVehicle); @@ -766,7 +989,8 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle) return; } } - if ((pVehicle->GetStatus() == STATUS_SIMPLE || pVehicle->GetStatus() == STATUS_PHYSICS && pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS) && + if ((pVehicle->GetStatus() == STATUS_SIMPLE || pVehicle->GetStatus() == STATUS_PHYSICS && + (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS || pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS_IGNORE_LIGHTS)) && CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission > 5000 && !pVehicle->GetIsOnScreen() && (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D() > 25.0f && @@ -783,7 +1007,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle) if (pVehicle->GetStatus() != STATUS_WRECKED || pVehicle->m_nTimeOfDeath == 0) return; if (CTimer::GetTimeInMilliseconds() > pVehicle->m_nTimeOfDeath + 60000 && - !(pVehicle->GetIsOnScreen() && CRenderer::IsEntityCullZoneVisible(pVehicle)) ){ + !pVehicle->GetIsOnScreen()){ if ((pVehicle->GetPosition() - vecPlayerPos).MagnitudeSqr() > SQR(7.5f)){ if (!CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){ CWorld::Remove(pVehicle); @@ -807,6 +1031,16 @@ CCarCtrl::CountCarsOfType(int32 mi) return total; } +static CVector GetRandomOffsetForVehicle(CVehicle* pVehicle, bool bNext) +{ + CVector offset; + int32 seed = ((bNext ? pVehicle->AutoPilot.m_nNextPathNodeInfo : pVehicle->AutoPilot.m_nCurrentPathNodeInfo) + pVehicle->m_randomSeed) & 7; + offset.x = (seed - 3) * 0.009f; + offset.y = ((seed >> 3) - 3) * 0.009f; + offset.z = 0.0f; + return offset; +} + void CCarCtrl::UpdateCarOnRails(CVehicle* pVehicle) { @@ -839,8 +1073,12 @@ CCarCtrl::UpdateCarOnRails(CVehicle* pVehicle) pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY, pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX, 0.0f); - CVector directionCurrentLink(currentPathLinkForwardX, currentPathLinkForwardY, 0.0f); - CVector directionNextLink(nextPathLinkForwardX, nextPathLinkForwardY, 0.0f); + CVector directionCurrentLink = GetRandomOffsetForVehicle(pVehicle, false); + directionCurrentLink += CVector(currentPathLinkForwardX, currentPathLinkForwardY, 0.0f); + directionCurrentLink.Normalise(); + CVector directionNextLink = GetRandomOffsetForVehicle(pVehicle, true); + directionNextLink += CVector(nextPathLinkForwardX, nextPathLinkForwardY, 0.0f); + directionNextLink.Normalise(); CVector positionIncludingCurve; CVector directionIncludingCurve; CCurves::CalcCurvePoint( @@ -863,7 +1101,7 @@ CCarCtrl::FindMaximumSpeedForThisCarInTraffic(CVehicle* pVehicle) { if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS || pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_PLOUGH_THROUGH) - return pVehicle->AutoPilot.m_nCruiseSpeed; + return pVehicle->AutoPilot.GetCruiseSpeed(); 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; @@ -875,23 +1113,23 @@ CCarCtrl::FindMaximumSpeedForThisCarInTraffic(CVehicle* pVehicle) assert(xstart <= xend); assert(ystart <= yend); - float maxSpeed = pVehicle->AutoPilot.m_nCruiseSpeed; + float maxSpeed = pVehicle->AutoPilot.GetCruiseSpeed(); 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); + SlowCarDownForCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.GetCruiseSpeed()); + SlowCarDownForCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES_OVERLAP], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.GetCruiseSpeed()); + SlowCarDownForPedsSectorList(s->m_lists[ENTITYLIST_PEDS], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.GetCruiseSpeed()); + SlowCarDownForPedsSectorList(s->m_lists[ENTITYLIST_PEDS_OVERLAP], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.GetCruiseSpeed()); } } pVehicle->bWarnedPeds = true; if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS) return maxSpeed; - return (maxSpeed + pVehicle->AutoPilot.m_nCruiseSpeed) / 2; + return (maxSpeed + pVehicle->AutoPilot.GetCruiseSpeed()) / 2; } void @@ -1093,8 +1331,8 @@ void CCarCtrl::SlowCarDownForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, 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); + if (minProximity >= 0.0f && minProximity < 1.5f){ + minProximity = Max(0.0f, (minProximity - 0.2f) / 1.3f); pVehicle->AutoPilot.m_bSlowedDownBecauseOfCars = true; *pSpeed = Min(*pSpeed, minProximity * curSpeed); } @@ -1320,19 +1558,21 @@ void CCarCtrl::WeaveThroughCarsSectorList(CPtrList& lst, CVehicle* pVehicle, CPh void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAngleToWeaveLeft, float* pAngleToWeaveRight) { + CVehicle* pOtherCar = (CVehicle*)pOtherEntity; + if (pVehicle->bPartOfConvoy && pOtherCar->bPartOfConvoy) + return; 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) + pOtherCar->GetColModel()->boundingSphere.radius - + pVehicle->GetColModel()->boundingSphere.radius < distance) return; CVector2D forward = pVehicle->GetForward(); forward.Normalise(); @@ -1506,23 +1746,30 @@ bool CCarCtrl::PickNextNodeAccordingStrategy(CVehicle* pVehicle) return false; default: PickNextNodeRandomly(pVehicle); + if (ThePaths.GetNode(pVehicle->AutoPilot.m_nNextRouteNode)->bOnlySmallBoats && BoatWithTallMast(pVehicle->GetModelIndex())) + pVehicle->AutoPilot.m_nCruiseSpeed = 0; return false; } } void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle) { + if (pVehicle->m_nRouteSeed) + CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed); 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]; -#ifdef FIX_BUGS - uint8 lanesOnCurrentPath = pCurLink->pathNodeIndex == curNode ? - pCurLink->numLeftLanes : pCurLink->numRightLanes; -#else - uint8 lanesOnCurrentPath = pCurLink->pathNodeIndex == curNode ? - pCurLink->numRightLanes : pCurLink->numLeftLanes; -#endif + uint8 lanesOnCurrentPath; + bool isOnOneWayRoad; + if (pCurLink->pathNodeIndex == curNode) { + lanesOnCurrentPath = pCurLink->numLeftLanes; + isOnOneWayRoad = pCurLink->numRightLanes == 0; + } + else { + lanesOnCurrentPath = pCurLink->numRightLanes; + isOnOneWayRoad = pCurLink->numLeftLanes == 0; + } uint8 allowedDirections = PATH_DIRECTION_NONE; uint8 nextLane = pVehicle->AutoPilot.m_nNextLane; if (nextLane == 0) @@ -1544,6 +1791,7 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle) CCarPathLink* pNextLink; CPathNode* pNextPathNode; bool goingAgainstOneWayRoad; + bool nextNodeIsOneWayRoad; uint8 direction; for(attempt = 0; attempt < ATTEMPTS_TO_FIND_NEXT_NODE; attempt++){ if (attempt != 0){ @@ -1553,7 +1801,7 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle) if ((!pNextPathNode->bDeadEnd || pPrevPathNode->bDeadEnd) && (!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) && (!pNextPathNode->bBetweenLevels || pPrevPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel) && - !goingAgainstOneWayRoad) + !goingAgainstOneWayRoad && (!isOnOneWayRoad || !nextNodeIsOneWayRoad)) break; } } @@ -1563,9 +1811,10 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle) 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; + nextNodeIsOneWayRoad = pNextLink->pathNodeIndex == curNode ? pNextLink->numLeftLanes == 0 : pNextLink->numRightLanes == 0; } if (attempt >= ATTEMPTS_TO_FIND_NEXT_NODE) { - /* If we failed 15 times, then remove dead end and current lane limitations */ + /* If we failed 15 times, then remove dead end, one way road and current lane limitations */ for (attempt = 0; attempt < ATTEMPTS_TO_FIND_NEXT_NODE; attempt++) { if (attempt != 0) { if (pVehicle->AutoPilot.m_nNextRouteNode != prevNode) { @@ -1646,6 +1895,7 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle) } if (pVehicle->AutoPilot.m_bStayInFastLane) pVehicle->AutoPilot.m_nNextLane = 0; +#ifdef FIX_BUGS CVector positionOnCurrentLinkIncludingLane( pCurLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY, pCurLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX, @@ -1654,6 +1904,16 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle) pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY, pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX, 0.0f); +#else + CVector positionOnCurrentLinkIncludingLane( + pCurLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH), + pCurLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX, + 0.0f); + CVector positionOnNextLinkIncludingLane( + pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY, + pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX, + 0.0f); +#endif float directionCurrentLinkX = pCurLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection; float directionCurrentLinkY = pCurLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection; float directionNextLinkX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection; @@ -1704,74 +1964,57 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float targetY, CVehicle* pTarget) #endif { + if (pVehicle->m_nRouteSeed) + CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed); 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; + CPathNode* pTargetNode[2]; int16 numNodes; float distanceToTargetNode; - if (pTarget && pTarget->m_pCurGroundEntity && - pTarget->m_pCurGroundEntity->IsBuilding() && - ((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].GetPosition() - pTarget->GetPosition()).Magnitude(); - if (dist < minDist){ - minDist = dist; - closestNode = node; - } - } - ThePaths.DoPathSearch(0, pCurNode->GetPosition(), curNode, + ThePaths.DoPathSearch(0, pCurNode->GetPosition(), curNode, #ifdef FIX_PATHFIND_BUG - CVector(targetX, targetY, targetZ), + CVector(targetX, targetY, targetZ), #else - CVector(targetX, targetY, 0.0f), + CVector(targetX, targetY, 0.0f), #endif - &pTargetNode, &numNodes, 1, pVehicle, &distanceToTargetNode, 999999.9f, closestNode); - }else - { - - ThePaths.DoPathSearch(0, pCurNode->GetPosition(), curNode, -#ifdef FIX_PATHFIND_BUG - CVector(targetX, targetY, targetZ), -#else - CVector(targetX, targetY, 0.0f), -#endif - &pTargetNode, &numNodes, 1, pVehicle, &distanceToTargetNode, 999999.9f, -1); - } + pTargetNode, &numNodes, 2, pVehicle, &distanceToTargetNode, 999999.9f, -1); 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.ConnectedNode(i + pCurNode->firstLink); - if (conNode == prevNode && i > 1) - continue; - CPathNode* pTestNode = &ThePaths.m_pathNodes[conNode]; - float angle = CGeneral::GetATanOfXY(pTestNode->GetX() - pCurNode->GetX(), pTestNode->GetY() - pCurNode->GetY()); - angle = LimitRadianAngle(angle - currentAngle); - angle = ABS(angle); - if (angle < lowestAngleChange){ - lowestAngleChange = angle; - newNextNode = conNode; - nextLink = i; + if (numNodes != 1 && numNodes != 2 || pTargetNode[0] == pCurNode){ + if (numNodes != 2 || pTargetNode[1] == 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.ConnectedNode(i + pCurNode->firstLink); + if (conNode == prevNode && i > 1) + continue; + CPathNode* pTestNode = &ThePaths.m_pathNodes[conNode]; + float angle = CGeneral::GetATanOfXY(pTestNode->GetX() - pCurNode->GetX(), pTestNode->GetY() - pCurNode->GetY()); + angle = LimitRadianAngle(angle - currentAngle); + angle = ABS(angle); + if (angle < lowestAngleChange) { + lowestAngleChange = angle; + newNextNode = conNode; + nextLink = i; + } } } - }else{ + else { + nextLink = 0; + newNextNode = pTargetNode[1] - ThePaths.m_pathNodes; + for (int i = pCurNode->firstLink; ThePaths.ConnectedNode(i) != newNextNode; i++, nextLink++) + ; + } + } + else { nextLink = 0; - newNextNode = pTargetNode - ThePaths.m_pathNodes; + newNextNode = pTargetNode[0] - ThePaths.m_pathNodes; for (int i = pCurNode->firstLink; ThePaths.ConnectedNode(i) != newNextNode; i++, nextLink++) ; } @@ -1791,11 +2034,11 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t int8 lanesOnNextNode; if (curNode >= pVehicle->AutoPilot.m_nNextRouteNode) { pVehicle->AutoPilot.m_nNextDirection = 1; - lanesOnNextNode = pNextLink->numLeftLanes; + lanesOnNextNode = pNextLink->numRightLanes; } else { pVehicle->AutoPilot.m_nNextDirection = -1; - lanesOnNextNode = pNextLink->numRightLanes; + lanesOnNextNode = pNextLink->numLeftLanes; } float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirX(); float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirY(); @@ -1850,6 +2093,8 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t bool CCarCtrl::PickNextNodeToFollowPath(CVehicle* pVehicle) { + if (pVehicle->m_nRouteSeed) + CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed); int curNode = pVehicle->AutoPilot.m_nNextRouteNode; CPathNode* pCurNode = &ThePaths.m_pathNodes[curNode]; if (pVehicle->AutoPilot.m_nPathFindNodesCount == 0){ @@ -1942,6 +2187,7 @@ void CCarCtrl::Init(void) LastTimeAmbulanceCreated = 0; #ifdef FIX_BUGS LastTimeLawEnforcerCreated = 0; + LastTimeMiamiViceGenerated = 0; #endif bCarsGeneratedAroundCamera = false; CountDownToCarsAtStart = 2; @@ -1949,9 +2195,11 @@ void CCarCtrl::Init(void) 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; + for (int j = 0; j < MAX_CAR_MODELS_IN_ARRAY; j++) { + LoadedCarsArray[i][j] = -1; + } + NumOfLoadedCarsOfRating[i] = 0; + NumRequestsOfCarRating[i] = 0; TotalNumOfCarsOfRating[i] = 0; } } @@ -1969,13 +2217,14 @@ void CCarCtrl::ReInit(void) LastTimeFireTruckCreated = 0; LastTimeAmbulanceCreated = 0; LastTimeLawEnforcerCreated = 0; + LastTimeMiamiViceGenerated = 0; #endif 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; + NumRequestsOfCarRating[i] = 0; } void CCarCtrl::DragCarToPoint(CVehicle* pVehicle, CVector* pPoint) @@ -2085,7 +2334,7 @@ void CCarCtrl::SteerAICarWithPhysics(CVehicle* pVehicle) 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) + swerve = 1.0f; accel = 0.0f; brake = 0.0f; handbrake = true; @@ -2093,7 +2342,7 @@ void CCarCtrl::SteerAICarWithPhysics(CVehicle* pVehicle) 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) + swerve = -1.0f; accel = 0.0f; brake = 0.0f; handbrake = true; @@ -2204,6 +2453,9 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe SteerAICarWithPhysicsTryingToBlockTarget_Stop(pVehicle, FindPlayerCoors().x, FindPlayerCoors().y, FindPlayerSpeed().x, FindPlayerSpeed().y, pSwerve, pAccel, pBrake, pHandbrake); return; + case MISSION_WAITFORDELETION: + case MISSION_HELI_LAND: + return; case MISSION_GOTOCOORDS_STRAIGHT: case MISSION_GOTO_COORDS_STRAIGHT_ACCURATE: SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil, @@ -2217,6 +2469,12 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe *pHandbrake = true; *pBrake = 0.5f; return; + case MISSION_GOTOCOORDS_ASTHECROWSWIMS: + SteerAIBoatWithPhysicsHeadingForTarget(pVehicle, + pVehicle->AutoPilot.m_vecDestinationCoors.x, pVehicle->AutoPilot.m_vecDestinationCoors.y, + pSwerve, pAccel, pBrake); + *pHandbrake = false; + return; case MISSION_RAMCAR_CLOSE: SteerAICarWithPhysicsHeadingForTarget(pVehicle, pVehicle->AutoPilot.m_pTargetCar, pVehicle->AutoPilot.m_pTargetCar->GetPosition().x, pVehicle->AutoPilot.m_pTargetCar->GetPosition().y, @@ -2238,26 +2496,93 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe pVehicle->AutoPilot.m_pTargetCar->GetMoveSpeed().y, pSwerve, pAccel, pBrake, pHandbrake); return; + case MISSION_HELI_FLYTOCOORS: + //SteerAIHeliTowardsTargetCoors((CAutomobile*)pVehicle); + return; + case MISSION_ATTACKPLAYER: + SteerAIBoatWithPhysicsAttackingPlayer(pVehicle, pSwerve, pAccel, pBrake, pHandbrake); + return; + case MISSION_PLANE_FLYTOCOORS: + //SteerAIPlaneTowardsTargetCoors((CAutomobile*)pVehicle); + return; + case MISSION_SLOWLY_DRIVE_TOWARDS_PLAYER_1: + SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil, + pVehicle->AutoPilot.m_vecDestinationCoors.x, pVehicle->AutoPilot.m_vecDestinationCoors.y, + pSwerve, pAccel, pBrake, pHandbrake); + return; + case MISSION_SLOWLY_DRIVE_TOWARDS_PLAYER_2: + SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil, FindPlayerCoors().x, FindPlayerCoors().y, + pSwerve, pAccel, pBrake, pHandbrake); + return; + case MISSION_BLOCKPLAYER_FORWARDANDBACK: + //SteerAICarBlockingPlayerForwardAndBack(pVehicle, pSwerve, pAccel, pBrake, pHandbrake); + return; default: + assert(0); return; } } -void CCarCtrl::SteerAIBoatWithPhysics(CBoat* pBoat) +void CCarCtrl::SteerAIBoatWithPhysicsHeadingForTarget(CVehicle* pVehicle, float targetX, float targetY, float* pSwerve, float* pAccel, float* pBrake) { - 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; + 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); + float steerAngle = LimitRadianAngle(angleToTarget - angleForward); + steerAngle = clamp(steerAngle, -DEFAULT_MAX_STEER_ANGLE, DEFAULT_MAX_STEER_ANGLE); +#ifdef FIX_BUGS + float speedTarget = pVehicle->AutoPilot.GetCruiseSpeed(); +#else + float speedTarget = pVehicle->AutoPilot.m_nCruiseSpeed; +#endif + float currentSpeed = pVehicle->GetMoveSpeed().Magnitude() * GAME_SPEED_TO_CARAI_SPEED; + float speedDiff = speedTarget - currentSpeed; + if (speedDiff <= 0.0f) { + speedDiff < -5.0f ? *pAccel = -0.2f : *pAccel = -0.1f; + steerAngle *= -1; + } + else if (speedDiff / currentSpeed > 0.25f) { + *pAccel = 1.0f; } - pBoat->m_fSteerAngle = pBoat->m_fSteeringLeftRight; - pBoat->m_fGasPedal = pBoat->m_fAccelerate; - pBoat->m_fBrakePedal = pBoat->m_fBrake; - pBoat->bIsHandbrakeOn = false; + else { + *pAccel = 1.0f - (0.25f - speedDiff / currentSpeed) * 4.0f; + } + *pBrake = 0.0f; + *pSwerve = steerAngle; +} + +void CCarCtrl::SteerAIBoatWithPhysicsAttackingPlayer(CVehicle* pVehicle, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake) +{ + float distanceToPlayer = (FindPlayerCoors() - pVehicle->GetPosition()).Magnitude(); + float projection = Min(distanceToPlayer * 0.05f, 2.0f); + CVector2D forward = pVehicle->GetForward(); + forward.Normalise(); + CVector2D vecToProjection = FindPlayerCoors() + FindPlayerSpeed() * projection * GAME_SPEED_TO_CARAI_SPEED; + float angleToTarget = CGeneral::GetATanOfXY(vecToProjection.x - pVehicle->GetPosition().x, vecToProjection.y - pVehicle->GetPosition().y); + float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y); + float steerAngle = LimitRadianAngle(angleToTarget - angleForward); +#ifdef FIX_BUGS + float speedTarget = pVehicle->AutoPilot.GetCruiseSpeed(); +#else + float speedTarget = pVehicle->AutoPilot.m_nCruiseSpeed; +#endif + float currentSpeed = pVehicle->GetMoveSpeed().Magnitude() * GAME_SPEED_TO_CARAI_SPEED; + float speedDiff = speedTarget - currentSpeed; + if (speedDiff <= 0.0f) { + speedDiff < -5.0f ? *pAccel = -0.2f : *pAccel = -0.1f; + } + else if (speedDiff / currentSpeed > 0.25f) { + *pAccel = 1.0f; + } + else { + *pAccel = 1.0f - (0.25f - speedDiff / currentSpeed) * 4.0f; + } + *pBrake = 0.0f; + *pSwerve = steerAngle; + *pHandbrake = false; + if (pVehicle->GetModelIndex() == MI_PREDATOR && distanceToPlayer < 40.0f && steerAngle < 0.15f) + pVehicle->FireFixedMachineGuns(); } float CCarCtrl::FindMaxSteerAngle(CVehicle* pVehicle) @@ -2265,6 +2590,50 @@ float CCarCtrl::FindMaxSteerAngle(CVehicle* pVehicle) return pVehicle->GetModelIndex() == MI_ENFORCER ? 0.7f : DEFAULT_MAX_STEER_ANGLE; } +void CCarCtrl::SteerAIHeliTowardsTargetCoors(CAutomobile* pHeli) +{ + if (pHeli->m_aWheelSpeed[1] < 0.22f) + pHeli->m_aWheelSpeed[1] += 0.001f; + if (pHeli->m_aWheelSpeed[1] < 0.22f) + return; + CVector2D vecToTarget = pHeli->AutoPilot.m_vecDestinationCoors - pHeli->GetPosition(); + float distanceToTarget = vecToTarget.Magnitude(); +#ifdef FIX_BUGS + float speed = pHeli->AutoPilot.GetCruiseSpeed() * 0.01f; +#else + float speed = pHeli->AutoPilot.m_nCruiseSpeed * 0.01f; +#endif + if (distanceToTarget >= 100.0f) + { + if (distanceToTarget > 75.0f) + speed *= 0.7f; + else if (distanceToTarget > 10.0f) + speed *= 0.4f; + else + speed *= 0.2f; + } + CVector2D vecAdvanceThisFrame = vecToTarget; + vecAdvanceThisFrame.Normalise(); + vecAdvanceThisFrame *= speed; + float resistance = Pow(0.997f, CTimer::GetTimeStep()); + pHeli->m_vecMoveSpeed.x *= resistance; + pHeli->m_vecMoveSpeed.y *= resistance; + vecAdvanceThisFrame -= pHeli->m_vecMoveSpeed; + CVector2D vecSpeedChange = vecAdvanceThisFrame - pHeli->m_vecMoveSpeed; + float vecSpeedChangeLength = vecSpeedChange.Magnitude(); + vecSpeedChange.Normalise(); + float changeMultiplier = 0.002f * CTimer::GetTimeStep(); + if (distanceToTarget < 5.0f) + changeMultiplier /= 5.0f; + if (vecSpeedChangeLength < changeMultiplier) + pHeli->AddToMoveSpeed(vecAdvanceThisFrame); + else + pHeli->AddToMoveSpeed(vecSpeedChange * changeMultiplier); + pHeli->SetPosition(pHeli->GetPosition() + CVector(CTimer::GetTimeStep() * pHeli->m_vecMoveSpeed.x, CTimer::GetTimeStep() * pHeli->m_vecMoveSpeed.y, 0.0f)); + assert(0); + // This is not finished yet. Heli fields in CAutomobile required +} + void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake) { CVector2D forward = pVehicle->GetForward(); @@ -2292,18 +2661,12 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv 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; + SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil, pVehicle->AutoPilot.m_vecDestinationCoors.x, + pVehicle->AutoPilot.m_vecDestinationCoors.y, pSwerve, pAccel, pBrake, pHandbrake); 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; + SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil, pVehicle->AutoPilot.m_vecDestinationCoors.x, + pVehicle->AutoPilot.m_vecDestinationCoors.y, pSwerve, pAccel, pBrake, pHandbrake); return; default: break; } @@ -2340,6 +2703,7 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv switch (pVehicle->AutoPilot.m_nDrivingStyle) { case DRIVINGSTYLE_STOP_FOR_CARS: case DRIVINGSTYLE_SLOW_DOWN_FOR_CARS: + case DRIVINGSTYLE_STOP_FOR_CARS_IGNORE_LIGHTS: speedStyleMultiplier = FindMaximumSpeedForThisCarInTraffic(pVehicle) / pVehicle->AutoPilot.m_nCruiseSpeed; break; default: @@ -2445,6 +2809,7 @@ void CCarCtrl::SteerAICarWithPhysicsTryingToBlockTarget(CVehicle* pVehicle, floa 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; @@ -2486,26 +2851,6 @@ void CCarCtrl::SteerAICarWithPhysicsTryingToBlockTarget_Stop(CVehicle* pVehicle, } } -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) { @@ -2627,6 +2972,8 @@ bool CCarCtrl::JoinCarWithRoadSystemGotoCoors(CVehicle* pVehicle, CVector vecTar void CCarCtrl::FindLinksToGoWithTheseNodes(CVehicle* pVehicle) { + if (pVehicle->m_nRouteSeed) + CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed); int nextLink; CPathNode* pCurNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nCurrentRouteNode]; for (nextLink = 0; nextLink < 12; nextLink++) @@ -2640,11 +2987,21 @@ void CCarCtrl::FindLinksToGoWithTheseNodes(CVehicle* pVehicle) 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]; + int closestLink = -1; + float md = 999999.9f; + + for (curLink = 0; curLink < pCurNode->numLinks; curLink++) { + int node = ThePaths.ConnectedNode(curLink + pCurNode->firstLink); + CPathNode* pNode = &ThePaths.m_pathNodes[node]; + if (node == pVehicle->AutoPilot.m_nNextRouteNode) + continue; + float dist = CCollision::DistToLine(&pCurNode->GetPosition(), &pNode->GetPosition(), &pVehicle->GetPosition()); + if (dist < md) { + md = dist; + closestLink = curLink; + } } + curConnection = ThePaths.m_carPathConnections[closestLink + pCurNode->firstLink]; } pVehicle->AutoPilot.m_nCurrentPathNodeInfo = curConnection; pVehicle->AutoPilot.m_nCurrentDirection = (ThePaths.ConnectedNode(curLink + pCurNode->firstLink) >= pVehicle->AutoPilot.m_nCurrentRouteNode) ? 1 : -1; @@ -2654,6 +3011,8 @@ void CCarCtrl::GenerateEmergencyServicesCar(void) { if (FindPlayerPed()->m_pWanted->m_nWantedLevel > 3) return; + if (CGame::IsInInterior()) + return; if (NumFiretrucksOnDuty + NumAmbulancesOnDuty + NumParkedCars + NumMissionCars + NumLawEnforcerCars + NumRandomCars > MaxNumberOfCarsInUse) return; @@ -2709,9 +3068,11 @@ bool CCarCtrl::GenerateOneEmergencyServicesCar(uint32 mi, CVector vecPos) 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; + if (!ThePaths.GetNode(curNode)->bWaterPath) { + CWorld::FindObjectsKindaColliding(spawnPos, 10.0f, true, colliding, 2, nil, false, true, true, false, false); + if (colliding[0] == 0) + created = true; + } } attempts += 1; } @@ -2770,18 +3131,24 @@ void CCarCtrl::UpdateCarCount(CVehicle* pVehicle, bool remove) if (remove){ switch (pVehicle->VehicleCreatedBy){ case RANDOM_VEHICLE: - if (pVehicle->bIsLawEnforcer) - --NumLawEnforcerCars; - --NumRandomCars; + if (pVehicle->bIsLawEnforcer) { + if (--NumLawEnforcerCars < 0) + NumLawEnforcerCars = 0; + } + if (--NumRandomCars < 0) + NumRandomCars = 0; return; case MISSION_VEHICLE: - --NumMissionCars; + if (--NumMissionCars < 0) + NumMissionCars = 0; return; case PARKED_VEHICLE: - --NumParkedCars; + if (--NumParkedCars < 0) + NumParkedCars = 0; return; case PERMANENT_VEHICLE: - --NumPermanentCars;; + if (--NumPermanentCars < 0) + NumPermanentCars = 0; return; } } @@ -2799,7 +3166,7 @@ void CCarCtrl::UpdateCarCount(CVehicle* pVehicle, bool remove) ++NumParkedCars; return; case PERMANENT_VEHICLE: - ++NumPermanentCars;; + ++NumPermanentCars; return; } } @@ -2807,12 +3174,30 @@ void CCarCtrl::UpdateCarCount(CVehicle* pVehicle, bool remove) bool CCarCtrl::ThisRoadObjectCouldMove(int16 mi) { +#ifdef GTA_BRIDGE return mi == MI_BRIDGELIFT || mi == MI_BRIDGEROADSEGMENT; +#else + return false; +#endif } bool CCarCtrl::MapCouldMoveInThisArea(float x, float y) { +#ifdef GTA_BRIDGE // actually they forgot that in VC... // bridge moves up and down return x > -342.0f && x < -219.0f && y > -677.0f && y < -580.0f; +#else + return false; +#endif +} + +float CCarCtrl::FindSpeedMultiplierWithSpeedFromNodes(int8 type) +{ + switch (type) + { + case 1: return 1.5f; + case 2: return 2.0f; + } + return 1.0f; } |