diff options
Diffstat (limited to '')
-rw-r--r-- | src/control/CarCtrl.cpp | 28 |
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; |