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-rw-r--r--src/control/CarCtrl.cpp52
1 files changed, 50 insertions, 2 deletions
diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp
index 036c947c..64049793 100644
--- a/src/control/CarCtrl.cpp
+++ b/src/control/CarCtrl.cpp
@@ -81,6 +81,9 @@
#define OFFSCREEN_DESPAWN_RANGE (40.0f)
#define EXTENDED_RANGE_DESPAWN_MULTIPLIER (1.5f)
+//--MIAMI: file done
+
+bool CCarCtrl::bMadDriversCheat;
int CCarCtrl::NumLawEnforcerCars;
int CCarCtrl::NumAmbulancesOnDuty;
int CCarCtrl::NumFiretrucksOnDuty;
@@ -664,7 +667,7 @@ CCarCtrl::GenerateOneRandomCar()
nMadDrivers = 6;
break;
}
- if ((CGeneral::GetRandomNumber() & 0x7F) < nMadDrivers /* TODO(MIAMI): || mad drivers cheat */) {
+ if ((CGeneral::GetRandomNumber() & 0x7F) < nMadDrivers || bMadDriversCheat) {
pVehicle->SetStatus(STATUS_PHYSICS);
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
pVehicle->AutoPilot.m_nCruiseSpeed += 10;
@@ -2519,7 +2522,7 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
SteerAIBoatWithPhysicsAttackingPlayer(pVehicle, pSwerve, pAccel, pBrake, pHandbrake);
return;
case MISSION_PLANE_FLYTOCOORS:
- //SteerAIPlaneTowardsTargetCoors((CAutomobile*)pVehicle);
+ SteerAIPlaneTowardsTargetCoors((CAutomobile*)pVehicle);
return;
case MISSION_SLOWLY_DRIVE_TOWARDS_PLAYER_1:
SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil,
@@ -2741,6 +2744,51 @@ void CCarCtrl::SteerAIHeliTowardsTargetCoors(CAutomobile* pHeli)
pHeli->GetMatrix().GetUp() = up;
}
+void CCarCtrl::SteerAIPlaneTowardsTargetCoors(CAutomobile* pPlane)
+{
+ CVector2D vecToTarget = pPlane->AutoPilot.m_vecDestinationCoors - pPlane->GetPosition();
+ float fForwardZ = (pPlane->AutoPilot.m_vecDestinationCoors.z - pPlane->GetPosition().z) / vecToTarget.Magnitude();
+ fForwardZ = clamp(fForwardZ, -0.3f, 0.3f);
+ float angle = CGeneral::GetATanOfXY(vecToTarget.x, vecToTarget.y);
+ while (angle > TWOPI)
+ angle -= TWOPI;
+ float difference = LimitRadianAngle(angle - pPlane->m_fOrientation);
+ float steer = difference > 0.0f ? 0.04f : -0.04f;
+ if (Abs(difference) < 0.2f)
+ steer *= 5.0f * Abs(difference);
+ pPlane->m_fPlaneSteer *= Pow(0.96, CTimer::GetTimeStep());
+ float steerChange = steer - pPlane->m_fPlaneSteer;
+ float maxChange = 0.003f * CTimer::GetTimeStep();
+ if (Abs(steerChange) < maxChange)
+ pPlane->m_fPlaneSteer = steer;
+ else if (steerChange < 0.0f)
+ pPlane->m_fPlaneSteer -= maxChange;
+ else
+ pPlane->m_fPlaneSteer += maxChange;
+ pPlane->m_fOrientation += pPlane->m_fPlaneSteer * CTimer::GetTimeStep();
+ CVector up(0.0f, 0.0f, 1.0f);
+ up.Normalise();
+ CVector forward(Cos(pPlane->m_fOrientation), Sin(pPlane->m_fOrientation), fForwardZ);
+ forward.Normalise();
+ CVector right = CrossProduct(forward, up);
+ right.z -= 5.0f * pPlane->m_fPlaneSteer;
+ right.Normalise();
+ up = CrossProduct(forward, right);
+ up.Normalise();
+ right = CrossProduct(forward, up);
+ pPlane->GetMatrix().GetRight() = right;
+ pPlane->GetMatrix().GetForward() = forward;
+ pPlane->GetMatrix().GetUp() = up;
+ float newSplit = 1.0f - Pow(0.95, CTimer::GetTimeStep());
+ float oldSplit = 1.0f - newSplit;
+#ifdef FIX_BUGS
+ pPlane->m_vecMoveSpeed = pPlane->m_vecMoveSpeed * oldSplit + pPlane->AutoPilot.GetCruiseSpeed() * 0.01f * forward * newSplit;
+#else
+ pPlane->m_vecMoveSpeed = pPlane->m_vecMoveSpeed * oldSplit + pPlane->AutoPilot.m_nCruiseSpeed * 0.01f * forward * newSplit;
+#endif
+ pPlane->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
+}
+
void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
{
CVector2D forward = pVehicle->GetForward();