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-rw-r--r--src/control/CarCtrl.cpp28
1 files changed, 15 insertions, 13 deletions
diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp
index 2ae12412..781c8799 100644
--- a/src/control/CarCtrl.cpp
+++ b/src/control/CarCtrl.cpp
@@ -38,6 +38,7 @@
#define DISTANCE_TO_SPAWN_ROADBLOCK_PEDS (51.0f)
#define DISTANCE_TO_SCAN_FOR_DANGER (14.0f)
+#define DISTANCE_TO_SCAN_FOR_PED_DANGER (11.0f)
#define SAFE_DISTANCE_TO_PED (3.0f)
#define INFINITE_Z (1000000000.0f)
@@ -160,7 +161,7 @@ CCarCtrl::GenerateOneRandomCar()
carClass = COPS;
carModel = ChoosePoliceCarModel();
}else{
- carModel = ChooseModel(&zone, &vecTargetPos, &carClass);
+ carModel = ChooseModel(&zone, &carClass);
if (carModel == -1 || (carClass == COPS && pWanted->m_nWantedLevel >= 1))
/* 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. */
@@ -377,7 +378,7 @@ CCarCtrl::GenerateOneRandomCar()
break;
case COPS_BOAT:
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
- pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(4.0f, 16.0f);
+ pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(4, 16);
pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
pVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceBoatMissionForWantedLevel();
pVehicle->bCreatedAsPoliceVehicle = true;
@@ -759,7 +760,7 @@ CCarCtrl::ChooseCarRating(CZoneInfo* pZoneInfo)
}
int32
-CCarCtrl::ChooseModel(CZoneInfo* pZone, CVector* pPos, int* pClass) {
+CCarCtrl::ChooseModel(CZoneInfo* pZone, int* pClass) {
int32 model = -1;
int32 i;
for (i = 10; i > 0 && (model == -1 || !CStreaming::HasModelLoaded(model)); i--) {
@@ -1003,7 +1004,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
(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 &&
+ (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D() > 22.0f &&
!IsThisVehicleInteresting(pVehicle) &&
!pVehicle->bIsLocked &&
pVehicle->CanBeDeleted() &&
@@ -1146,10 +1147,10 @@ void
CCarCtrl::ScanForPedDanger(CVehicle* pVehicle)
{
bool storedSlowDownFlag = pVehicle->AutoPilot.m_bSlowedDownBecauseOfPeds;
- float left = pVehicle->GetPosition().x - DISTANCE_TO_SCAN_FOR_DANGER;
- float right = pVehicle->GetPosition().x + DISTANCE_TO_SCAN_FOR_DANGER;
- float top = pVehicle->GetPosition().y - DISTANCE_TO_SCAN_FOR_DANGER;
- float bottom = pVehicle->GetPosition().y + DISTANCE_TO_SCAN_FOR_DANGER;
+ float left = pVehicle->GetPosition().x - DISTANCE_TO_SCAN_FOR_PED_DANGER;
+ float right = pVehicle->GetPosition().x + DISTANCE_TO_SCAN_FOR_PED_DANGER;
+ float top = pVehicle->GetPosition().y - DISTANCE_TO_SCAN_FOR_PED_DANGER;
+ float bottom = pVehicle->GetPosition().y + DISTANCE_TO_SCAN_FOR_PED_DANGER;
int xstart = Max(0, CWorld::GetSectorIndexX(left));
int xend = Min(NUMSECTORS_X - 1, CWorld::GetSectorIndexX(right));
int ystart = Max(0, CWorld::GetSectorIndexY(top));
@@ -1190,7 +1191,7 @@ CCarCtrl::SlowCarOnRailsDownForTrafficAndLights(CVehicle* pVehicle)
if (curSpeed < 0.1f)
pVehicle->AutoPilot.ModifySpeed(0.0f);
else
- pVehicle->AutoPilot.ModifySpeed(Max(maxSpeed, curSpeed - 0.5f * CTimer::GetTimeStep()));
+ pVehicle->AutoPilot.ModifySpeed(Max(maxSpeed, curSpeed - 0.7f * CTimer::GetTimeStep()));
}
}
@@ -1291,7 +1292,7 @@ void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList& lst, CVehicle* pVehicle, f
if (distanceUntilHit < 10.0f){
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS ||
pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_SLOW_DOWN_FOR_CARS){
- *pSpeed = Min(*pSpeed, ABS(distanceUntilHit - 1.0f) * 0.1f * curSpeed);
+ *pSpeed = Min(*pSpeed, ABS(distanceUntilHit - 1.0f) / 10.0f * curSpeed);
pVehicle->AutoPilot.m_bSlowedDownBecauseOfPeds = true;
if (distanceUntilHit < 2.0f){
pVehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT;
@@ -1489,7 +1490,7 @@ float CCarCtrl::TestCollisionBetween2MovingRects(CVehicle* pVehicleA, CVehicle*
float CCarCtrl::FindAngleToWeaveThroughTraffic(CVehicle* pVehicle, CPhysical* pTarget, float angleToTarget, float angleForward)
{
- float distanceToTest = Min(2.0f, pVehicle->GetMoveSpeed().Magnitude2D() * 2.5f + 1.0f) * 12.0f;
+ float distanceToTest = Min(2.0f, pVehicle->GetMoveSpeed().Magnitude2D() / 0.4f + 1.0f) * 12.0f;
float left = pVehicle->GetPosition().x - distanceToTest;
float right = pVehicle->GetPosition().x + distanceToTest;
float top = pVehicle->GetPosition().y - distanceToTest;
@@ -1730,6 +1731,7 @@ void CCarCtrl::WeaveForObject(CEntity* pOtherEntity, CVehicle* pVehicle, float*
bool CCarCtrl::PickNextNodeAccordingStrategy(CVehicle* pVehicle)
{
+ pVehicle->AutoPilot.m_nCruiseSpeedMultiplierType = ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode].speedLimit;
switch (pVehicle->AutoPilot.m_nCarMission){
case MISSION_RAMPLAYER_FARAWAY:
case MISSION_BLOCKPLAYER_FARAWAY:
@@ -2616,7 +2618,7 @@ void CCarCtrl::SteerAIBoatWithPhysicsHeadingForTarget(CVehicle* pVehicle, float
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);
+ float projection = Min(distanceToPlayer / 20.0f, 2.0f);
CVector2D forward = pVehicle->GetForward();
forward.Normalise();
CVector2D vecToProjection = FindPlayerCoors() + FindPlayerSpeed() * projection * GAME_SPEED_TO_CARAI_SPEED;
@@ -2944,7 +2946,7 @@ void CCarCtrl::SteerAICarWithPhysicsHeadingForTarget(CVehicle* pVehicle, CPhysic
float speedDiff = speedTarget - currentSpeed;
if (speedDiff <= 0.0f){
*pAccel = 0.0f;
- *pBrake = Min(0.5f, -speedDiff * 0.05f);
+ *pBrake = Min(0.5f, -speedDiff / 20.0f);
}else if (currentSpeed < 25.0f){
*pAccel = Min(1.0f, speedDiff * 0.1f);
*pBrake = 0.0f;