diff options
Diffstat (limited to 'src/control/CarCtrl.cpp')
-rw-r--r-- | src/control/CarCtrl.cpp | 562 |
1 files changed, 306 insertions, 256 deletions
diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp index 9b2bd4f0..2c5751a3 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" @@ -29,6 +30,7 @@ #include "VisibilityPlugins.h" #include "Vehicle.h" #include "Fire.h" +#include "WaterLevel.h" #include "World.h" #include "Zones.h" @@ -82,22 +84,26 @@ uint32 CCarCtrl::LastTimeLawEnforcerCreated; uint32 CCarCtrl::LastTimeFireTruckCreated; uint32 CCarCtrl::LastTimeAmbulanceCreated; 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 +117,7 @@ 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 +132,7 @@ 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 +142,7 @@ 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 +166,9 @@ CCarCtrl::GenerateOneRandomCar() /* Spawn essentially anywhere. */ frontX = frontY = 0.707f; /* 45 degrees */ angleLimit = -1.0f; + bTopDownCamera = true; invertAngleLimitTest = true; - preferredDistance = 40.0f; + preferredDistance = 55.0f; /* BUG: testForCollision not initialized in original game. */ testForCollision = false; }else if (!pPlayerVehicle){ @@ -174,7 +182,7 @@ CCarCtrl::GenerateOneRandomCar() /* Forward to his current direction (camera direction). */ angleLimit = 0.707f; /* 45 degrees */ invertAngleLimitTest = true; - preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier; + preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier; break; case 1: /* Spawn a vehicle close to player to his side. */ @@ -196,14 +204,14 @@ 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 = 110.0f * 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 = 110.0f * TheCamera.GenerationDistMultiplier; break; case 3: /* Spawn a vehicle close to player to his side. */ @@ -224,14 +232,14 @@ 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 = 110.0f * 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 = 110.0f * TheCamera.GenerationDistMultiplier; break; case 2: case 3: @@ -254,7 +262,7 @@ CCarCtrl::GenerateOneRandomCar() /* Forward to his current direction (camera direction). */ angleLimit = 0.707f; /* 45 degrees */ invertAngleLimitTest = true; - preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier; + preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier; break; case 1: /* Spawn a vehicle close to player to his side. */ @@ -269,17 +277,36 @@ 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 { + return; + // TODO: normal boats + } + } + } 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++; @@ -287,74 +314,67 @@ 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* pCar = new CAutomobile(carModel, RANDOM_VEHICLE); - pCar->AutoPilot.m_nPrevRouteNode = 0; - pCar->AutoPilot.m_nCurrentRouteNode = curNodeId; - pCar->AutoPilot.m_nNextRouteNode = nextNodeId; + CVehicle* pVehicle; + if (CModelInfo::IsBoatModel(carModel)) + pVehicle = new CBoat(carModel, RANDOM_VEHICLE); + //else if (CModelInfo::IsBikeModel(carModel)) + // pVehicle = new CBike(carModel, RANDOM_VEHICLE); + 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: - { - pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14); - if (carClass == EXEC) - pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18); - else if (carClass == POOR || carClass == SPECIAL) - pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10); - CVehicleModelInfo* pVehicleInfo = pCar->GetModelInfo(); - if (pVehicleInfo->GetColModel()->boundingBox.max.y - pCar->GetModelInfo()->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) { - pCar->AutoPilot.m_nCruiseSpeed *= 3; - pCar->AutoPilot.m_nCruiseSpeed /= 4; - } - pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed; - pCar->AutoPilot.m_nCarMission = MISSION_CRUISE; - pCar->AutoPilot.m_nTempAction = TEMPACT_NONE; - pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS; - break; - } case COPS: - pCar->AutoPilot.m_nTempAction = TEMPACT_NONE; + pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE; if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel != 0){ - pCar->AutoPilot.m_nCruiseSpeed = CCarAI::FindPoliceCarSpeedForWantedLevel(pCar); - pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed / 2; - pCar->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel(); - pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; + pVehicle->AutoPilot.m_nCruiseSpeed = CCarAI::FindPoliceCarSpeedForWantedLevel(pVehicle); + pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed / 2; + pVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel(); + pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; }else{ - pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 16); - pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed; - pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS; - pCar->AutoPilot.m_nCarMission = MISSION_CRUISE; + pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 16); + pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed; + pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS; + pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE; } if (carModel == MI_FBICAR){ - pCar->m_currentColour1 = 0; - pCar->m_currentColour2 = 0; + pVehicle->m_currentColour1 = 0; + pVehicle->m_currentColour2 = 0; /* FBI cars are gray in carcols, but we want them black if they going after player. */ } + // TODO(MIAMI): check the flag + 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(); + 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 (pCar && pCar->GetModelIndex() == MI_MRWHOOP) - pCar->m_bSirenOrAlarm = true; - pCar->AutoPilot.m_nNextPathNodeInfo = connectionId; - pCar->AutoPilot.m_nNextLane = pCar->AutoPilot.m_nCurrentLane = CGeneral::GetRandomNumber() % lanesOnCurrentRoad; - CColBox* boundingBox = &CModelInfo::GetModelInfo(pCar->GetModelIndex())->GetColModel()->boundingBox; + 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; + 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. */ @@ -363,20 +383,20 @@ CCarCtrl::GenerateOneRandomCar() positionBetweenNodes = 0.5f; else positionBetweenNodes = Min(1.0f - carLength / distanceBetweenNodes, Max(carLength / distanceBetweenNodes, positionBetweenNodes)); - pCar->AutoPilot.m_nNextDirection = (curNodeId >= nextNodeId) ? 1 : -1; + pVehicle->AutoPilot.m_nNextDirection = (curNodeId >= nextNodeId) ? 1 : -1; if (pCurNode->numLinks == 1){ /* Do not create vehicle if there is nowhere to go. */ - delete pCar; + delete pVehicle; return; } - int16 nextConnection = pCar->AutoPilot.m_nNextPathNodeInfo; + int16 nextConnection = pVehicle->AutoPilot.m_nNextPathNodeInfo; int16 newLink; - while (nextConnection == pCar->AutoPilot.m_nNextPathNodeInfo){ + while (nextConnection == pVehicle->AutoPilot.m_nNextPathNodeInfo){ newLink = CGeneral::GetRandomNumber() % pCurNode->numLinks; nextConnection = ThePaths.m_carPathConnections[newLink + pCurNode->firstLink]; } - pCar->AutoPilot.m_nCurrentPathNodeInfo = nextConnection; - pCar->AutoPilot.m_nCurrentDirection = (ThePaths.ConnectedNode(newLink + pCurNode->firstLink) >= curNodeId) ? 1 : -1; + pVehicle->AutoPilot.m_nCurrentPathNodeInfo = nextConnection; + pVehicle->AutoPilot.m_nCurrentDirection = (ThePaths.ConnectedNode(newLink + pCurNode->firstLink) >= curNodeId) ? 1 : -1; CVector2D vecBetweenNodes = pNextNode->GetPosition() - pCurNode->GetPosition(); float forwardX, forwardY; float distBetweenNodes = vecBetweenNodes.Magnitude(); @@ -389,47 +409,47 @@ CCarCtrl::GenerateOneRandomCar() } /* 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); + pVehicle->GetForward() = CVector(forwardX, forwardY, 0.0f); + pVehicle->GetRight() = CVector(forwardY, -forwardX, 0.0f); + pVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f); - float currentPathLinkForwardX = pCar->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo].GetDirX(); - float currentPathLinkForwardY = pCar->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo].GetDirY(); - float nextPathLinkForwardX = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].GetDirX(); - float nextPathLinkForwardY = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].GetDirY(); + 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(); - CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo]; - CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo]; + CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo]; + CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo]; CVector positionOnCurrentLinkIncludingLane( - pCurrentLink->GetX() + ((pCar->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY, - pCurrentLink->GetY() - ((pCar->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX, + pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY, + pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX, 0.0f); CVector positionOnNextLinkIncludingLane( - pNextLink->GetX() + ((pCar->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY, - pNextLink->GetY() - ((pCar->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX, + pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY, + pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX, 0.0f); - float directionCurrentLinkX = pCurrentLink->GetDirX() * pCar->AutoPilot.m_nCurrentDirection; - float directionCurrentLinkY = pCurrentLink->GetDirY() * pCar->AutoPilot.m_nCurrentDirection; - float directionNextLinkX = pNextLink->GetDirX() * pCar->AutoPilot.m_nNextDirection; - float directionNextLinkY = pNextLink->GetDirY() * pCar->AutoPilot.m_nNextDirection; + float directionCurrentLinkX = pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection; + float directionCurrentLinkY = pCurrentLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection; + float directionNextLinkX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection; + float directionNextLinkY = pNextLink->GetDirY() * pVehicle->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( + pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor( &positionOnCurrentLinkIncludingLane, &positionOnNextLinkIncludingLane, directionCurrentLinkX, directionCurrentLinkY, directionNextLinkX, directionNextLinkY - ) * (1000.0f / pCar->AutoPilot.m_fMaxTrafficSpeed); + ) * (1000.0f / pVehicle->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). */ /* Second fix: adding 0.5f is a mistake. It should be between 0 and 1. It was fixed in SA.*/ /* It is also correct in CAutoPilot::ModifySpeed. */ - pCar->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() - - (uint32)(positionBetweenNodes * pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve); + pVehicle->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() - + (uint32)((0.5f + positionBetweenNodes) * pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve); #else - pCar->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() - - (0.5f + positionBetweenNodes) * pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve; + 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); @@ -440,8 +460,8 @@ CCarCtrl::GenerateOneRandomCar() &positionOnNextLinkIncludingLane, &directionCurrentLink, &directionNextLink, - GetPositionAlongCurrentCurve(pCar), - pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve, + GetPositionAlongCurrentCurve(pVehicle), + pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve, &positionIncludingCurve, &directionIncludingCurve ); @@ -452,136 +472,150 @@ 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 pCar; + delete pVehicle; return; } - finalPosition.z = groundZ + pCar->GetHeightAboveRoad(); - pCar->SetPosition(finalPosition); - pCar->SetMoveSpeed(directionIncludingCurve / GAME_SPEED_TO_CARAI_SPEED); - CVector2D speedDifferenceWithTarget = (CVector2D)pCar->GetMoveSpeed() - vecPlayerSpeed; + 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: - pCar->SetStatus(STATUS_SIMPLE); - break; case COPS: - pCar->SetStatus((pCar->AutoPilot.m_nCarMission == MISSION_CRUISE) ? STATUS_SIMPLE : STATUS_PHYSICS); - pCar->ChangeLawEnforcerState(1); + 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); default: + pVehicle->SetStatus(STATUS_SIMPLE); break; } - CVisibilityPlugins::SetClumpAlpha(pCar->GetClump(), 0); - if (!pCar->GetIsOnScreen()){ - if ((vecTargetPos - pCar->GetPosition()).Magnitude2D() > 50.0f) { + CVisibilityPlugins::SetClumpAlpha(pVehicle->GetClump(), 0); + if (!pVehicle->GetIsOnScreen()){ + if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > 40.0f * (pVehicle->bExtendedRange ? 1.5f : 1.0f)) { /* Too far away cars that are not visible aren't needed. */ - delete pCar; + delete pVehicle; return; } - }else if((vecTargetPos - pCar->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * 130.0f || - (vecTargetPos - pCar->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * 110.0f){ - delete pCar; + }else if((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * (pVehicle->bExtendedRange ? 1.5f : 1.0f) * 120.0f || + (vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * 100.0f){ + delete pVehicle; return; - }else if((TheCamera.GetPosition() - pCar->GetPosition()).Magnitude2D() < 90.0f * TheCamera.GenerationDistMultiplier){ - delete pCar; + }else if((TheCamera.GetPosition() - pVehicle->GetPosition()).Magnitude2D() < 82.5f * TheCamera.GenerationDistMultiplier || bTopDownCamera ){ + delete pVehicle; return; } - CVehicleModelInfo* pVehicleModel = pCar->GetModelInfo(); + // TODO(MIAMI): if MARQUIS then delete + CVehicleModelInfo* pVehicleModel = pVehicle->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); + CWorld::FindObjectsKindaColliding(pVehicle->GetPosition(), radiusToTest + 20.0f, true, &colliding, 2, nil, false, true, false, false, false); if (colliding){ - delete pCar; + delete pVehicle; return; } } - CWorld::FindObjectsKindaColliding(pCar->GetPosition(), radiusToTest, true, &colliding, 2, nil, false, true, false, false, false); + CWorld::FindObjectsKindaColliding(pVehicle->GetPosition(), radiusToTest, true, &colliding, 2, nil, false, true, false, false, false); if (colliding){ - delete pCar; + delete pVehicle; return; } if (speedDifferenceWithTarget.x * distanceToTarget.x + speedDifferenceWithTarget.y * distanceToTarget.y >= 0.0f){ - delete pCar; + delete pVehicle; return; } - pVehicleModel->AvoidSameVehicleColour(&pCar->m_currentColour1, &pCar->m_currentColour2); - CWorld::Add(pCar); - if (carClass == COPS) - CCarAI::AddPoliceCarOccupants(pCar); + pVehicleModel->AvoidSameVehicleColour(&pVehicle->m_currentColour1, &pVehicle->m_currentColour2); + CWorld::Add(pVehicle); + if (carClass == COPS || carClass == COPS_BOAT) + CCarAI::AddPoliceCarOccupants(pVehicle); else - pCar->SetUpDriver(); - if ((CGeneral::GetRandomNumber() & 0x3F) == 0){ /* 1/64 probability */ - pCar->SetStatus(STATUS_PHYSICS); - pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; - pCar->AutoPilot.m_nCruiseSpeed += 10; + pVehicle->SetUpDriver(); //TODO(MIAMI): FIX! + if ((CGeneral::GetRandomNumber() & 0x3F) == 0){ /* 1/64 probability */ /* TODO(MIAMI): FIX!*/ + pVehicle->SetStatus(STATUS_PHYSICS); + pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; + pVehicle->AutoPilot.m_nCruiseSpeed += 10; } if (carClass == COPS) LastTimeLawEnforcerCreated = CTimer::GetTimeInMilliseconds(); + /* TODO(MIAMI): CADDY, VICECHEE, dead ped code*/ + return; +} + +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; + } + + for (int i = 0; i < NUM_GANG_CAR_CLASSES; i++) { + if (rnd < pZone->gangThreshold[i]) { + *pClass = i + FIRST_GANG_CAR_RATING; + model = ChooseGangCarModel(i); + continue; + } + } + + *pClass = ChooseCarRating(pZone); + model = ChooseCarModel(*pClass); } return model; } @@ -590,29 +624,53 @@ 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 @@ -646,6 +704,7 @@ CCarCtrl::ChooseGangCarModel(int32 gang) void CCarCtrl::AddToCarArray(int32 id, int32 vehclass) { + assert(TotalNumOfCarsOfRating[vehclass] < MAX_CAR_MODELS_IN_ARRAY); CarArrays[vehclass][TotalNumOfCarsOfRating[vehclass]++] = id; } @@ -679,7 +738,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle) return; } float distanceToPlayer = (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D(); - float threshold = 50.0f; + float threshold = 40.0f; if (pVehicle->GetIsOnScreen() || TheCamera.Cams[TheCamera.ActiveCam].LookingLeft || TheCamera.Cams[TheCamera.ActiveCam].LookingRight || @@ -691,12 +750,14 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle) pVehicle->bIsLawEnforcer || pVehicle->bIsCarParkVehicle ){ - threshold = 130.0f * TheCamera.GenerationDistMultiplier; + threshold = 120.0f * TheCamera.GenerationDistMultiplier; } + if (TheCamera.GetForward().z < -0.9f) + threshold = 70.0f; if (pVehicle->bExtendedRange) threshold *= 1.5f; if (distanceToPlayer > threshold && !CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){ - if (pVehicle->GetIsOnScreen() && CRenderer::IsEntityCullZoneVisible(pVehicle)) { + if (pVehicle->GetIsOnScreen()){ pVehicle->bFadeOut = true; }else{ CWorld::Remove(pVehicle); @@ -705,7 +766,8 @@ 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 && @@ -722,7 +784,7 @@ 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); @@ -1641,41 +1703,13 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t CPathNode* pTargetNode; 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, -#ifdef FIX_PATHFIND_BUG - CVector(targetX, targetY, targetZ), -#else - CVector(targetX, targetY, 0.0f), -#endif - &pTargetNode, &numNodes, 1, pVehicle, &distanceToTargetNode, 999999.9f, closestNode); - }else - { - - 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, -1); - } + &pTargetNode, &numNodes, 1, pVehicle, &distanceToTargetNode, 999999.9f, -1); int newNextNode; int nextLink; @@ -1879,9 +1913,11 @@ 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; } } @@ -1905,7 +1941,7 @@ void CCarCtrl::ReInit(void) 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) @@ -2741,7 +2777,21 @@ bool CCarCtrl::ThisRoadObjectCouldMove(int16 mi) 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; } |