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-rw-r--r--src/control/CarAI.cpp13
-rw-r--r--src/control/CarCtrl.cpp113
-rw-r--r--src/control/CarCtrl.h12
3 files changed, 85 insertions, 53 deletions
diff --git a/src/control/CarAI.cpp b/src/control/CarAI.cpp
index a3fcbf9a..c8e80c32 100644
--- a/src/control/CarAI.cpp
+++ b/src/control/CarAI.cpp
@@ -4,6 +4,7 @@
#include "Accident.h"
#include "AutoPilot.h"
+#include "Bridge.h"
#include "CarCtrl.h"
#include "General.h"
#include "HandlingMgr.h"
@@ -74,6 +75,18 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
case STATUS_PLAYER_DISABLED:
break;
case STATUS_SIMPLE:
+ {
+ if (pVehicle->m_pCurGroundEntity && CBridge::ThisIsABridgeObjectMovingUp(pVehicle->m_pCurGroundEntity->GetModelIndex()))
+ pVehicle->SetStatus(STATUS_PHYSICS);
+ CColPoint colPoint;
+ CEntity* pEntity;
+ if (pVehicle->m_randomSeed & 0x3F == CTimer::GetFrameCounter() & 0x3F &&
+ !CWorld::ProcessVerticalLine(pVehicle->GetPosition(), -2.0f, colPoint, pEntity, true, false, false, false, true, false, nil)) {
+ debug("FLOATING CAR TURNED INTO PHYSICS CAR!\n");
+ pVehicle->SetStatus(STATUS_PHYSICS);
+ }
+ }
+ // fallthough
case STATUS_PHYSICS:
switch (pVehicle->AutoPilot.m_nCarMission) {
case MISSION_RAMPLAYER_FARAWAY:
diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp
index 2af218c4..a6ddf24f 100644
--- a/src/control/CarCtrl.cpp
+++ b/src/control/CarCtrl.cpp
@@ -746,12 +746,6 @@ CCarCtrl::GenerateOneRandomCar()
}
}
-bool
-CCarCtrl::BoatWithTallMast(int32 mi)
-{
- return mi == MI_RIO || mi == MI_TROPIC || mi == MI_MARQUIS;
-}
-
int32
CCarCtrl::ChooseBoatModel(int32 rating)
{
@@ -1603,7 +1597,7 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float
if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMCAR_CLOSE && pOtherEntity == pVehicle->AutoPilot.m_pTargetCar)
return;
CVector2D vecDiff = pOtherCar->GetPosition() - pVehicle->GetPosition();
- float angleBetweenVehicles = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
+ float angleBetweenVehicles = GetATanOfXY(vecDiff.x, vecDiff.y);
float distance = vecDiff.Magnitude();
if (distance < 1.0f)
return;
@@ -1613,7 +1607,7 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float
return;
CVector2D forward = pVehicle->GetForward();
forward.Normalise();
- float forwardAngle = CGeneral::GetATanOfXY(forward.x, forward.y);
+ float forwardAngle = GetATanOfXY(forward.x, forward.y);
float angleDiff = angleBetweenVehicles - forwardAngle;
float lenProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.y * sin(angleDiff));
float widthProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.x * cos(angleDiff));
@@ -1622,16 +1616,12 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float
diffToLeftAngle = ABS(diffToLeftAngle);
float angleToWeave = lengthToEvade / 2;
if (diffToLeftAngle < angleToWeave){
- *pAngleToWeaveLeft = angleBetweenVehicles - angleToWeave;
- while (*pAngleToWeaveLeft < -PI)
- *pAngleToWeaveLeft += TWOPI;
+ *pAngleToWeaveLeft = LimitRadianAngle(angleBetweenVehicles - angleToWeave);
}
float diffToRightAngle = LimitRadianAngle(angleBetweenVehicles - *pAngleToWeaveRight);
diffToRightAngle = ABS(diffToRightAngle);
if (diffToRightAngle < angleToWeave){
- *pAngleToWeaveRight = angleBetweenVehicles + angleToWeave;
- while (*pAngleToWeaveRight > PI)
- *pAngleToWeaveRight -= TWOPI;
+ *pAngleToWeaveRight = LimitRadianAngle(angleBetweenVehicles + angleToWeave);
}
}
@@ -1663,23 +1653,19 @@ void CCarCtrl::WeaveForPed(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAn
return;
CPed* pPed = (CPed*)pOtherEntity;
CVector2D vecDiff = pPed->GetPosition() - pVehicle->GetPosition();
- float angleBetweenVehicleAndPed = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
+ float angleBetweenVehicleAndPed = GetATanOfXY(vecDiff.x, vecDiff.y);
float distance = vecDiff.Magnitude();
float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + PED_WIDTH_TO_WEAVE) / distance;
float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveLeft);
diffToLeftAngle = ABS(diffToLeftAngle);
float angleToWeave = lengthToEvade / 2;
if (diffToLeftAngle < angleToWeave) {
- *pAngleToWeaveLeft = angleBetweenVehicleAndPed - angleToWeave;
- while (*pAngleToWeaveLeft < -PI)
- *pAngleToWeaveLeft += TWOPI;
+ *pAngleToWeaveLeft = LimitRadianAngle(angleBetweenVehicleAndPed - angleToWeave);
}
float diffToRightAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveRight);
diffToRightAngle = ABS(diffToRightAngle);
if (diffToRightAngle < angleToWeave) {
- *pAngleToWeaveRight = angleBetweenVehicleAndPed + angleToWeave;
- while (*pAngleToWeaveRight > PI)
- *pAngleToWeaveRight -= TWOPI;
+ *pAngleToWeaveRight = LimitRadianAngle(angleBetweenVehicleAndPed + angleToWeave);
}
}
@@ -1735,23 +1721,19 @@ void CCarCtrl::WeaveForObject(CEntity* pOtherEntity, CVehicle* pVehicle, float*
rightCoef * pObject->GetRight() +
forwardCoef * pObject->GetForward() -
pVehicle->GetPosition();
- float angleBetweenVehicleAndObject = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
+ float angleBetweenVehicleAndObject = GetATanOfXY(vecDiff.x, vecDiff.y);
float distance = vecDiff.Magnitude();
float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + OBJECT_WIDTH_TO_WEAVE) / distance;
float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveLeft);
diffToLeftAngle = ABS(diffToLeftAngle);
float angleToWeave = lengthToEvade / 2;
if (diffToLeftAngle < angleToWeave) {
- *pAngleToWeaveLeft = angleBetweenVehicleAndObject - angleToWeave;
- while (*pAngleToWeaveLeft < -PI)
- *pAngleToWeaveLeft += TWOPI;
+ *pAngleToWeaveLeft = LimitRadianAngle(angleBetweenVehicleAndObject - angleToWeave);
}
float diffToRightAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveRight);
diffToRightAngle = ABS(diffToRightAngle);
if (diffToRightAngle < angleToWeave) {
- *pAngleToWeaveRight = angleBetweenVehicleAndObject + angleToWeave;
- while (*pAngleToWeaveRight > PI)
- *pAngleToWeaveRight -= TWOPI;
+ *pAngleToWeaveRight = LimitRadianAngle(angleBetweenVehicleAndObject + angleToWeave);
}
}
@@ -2031,7 +2013,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
int nextLink;
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);
+ float currentAngle = GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
nextLink = 0;
float lowestAngleChange = 10.0f;
int numLinks = pCurNode->numLinks;
@@ -2041,7 +2023,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
if (conNode == prevNode && i > 1)
continue;
CPathNode* pTestNode = &ThePaths.m_pathNodes[conNode];
- float angle = CGeneral::GetATanOfXY(pTestNode->GetX() - pCurNode->GetX(), pTestNode->GetY() - pCurNode->GetY());
+ float angle = GetATanOfXY(pTestNode->GetX() - pCurNode->GetX(), pTestNode->GetY() - pCurNode->GetY());
angle = LimitRadianAngle(angle - currentAngle);
angle = ABS(angle);
if (angle < lowestAngleChange) {
@@ -2459,6 +2441,16 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
*pHandbrake = true;
return;
case MISSION_CRUISE:
+ if (CTrafficLights::ShouldCarStopForBridge(pVehicle)) {
+ *pAccel = 0.0f;
+ *pBrake = 1.0f;
+ *pHandbrake = true;
+#ifdef FIX_BUGS
+ *pSwerve = 0.0f;
+#endif
+ break;
+ }
+ // fallthough
case MISSION_RAMPLAYER_FARAWAY:
case MISSION_BLOCKPLAYER_FARAWAY:
case MISSION_GOTOCOORDS:
@@ -2529,11 +2521,19 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
*pHandbrake = false;
return;
case MISSION_RAMCAR_CLOSE:
+ if (!pVehicle->AutoPilot.m_pTargetCar) {
+ debug("NO TARGET VEHICLE FOR MISSION_RAMCAR_CLOSE\n");
+ return;
+ }
SteerAICarWithPhysicsHeadingForTarget(pVehicle, pVehicle->AutoPilot.m_pTargetCar,
pVehicle->AutoPilot.m_pTargetCar->GetPosition().x, pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
pSwerve, pAccel, pBrake, pHandbrake);
return;
case MISSION_BLOCKCAR_CLOSE:
+ if (!pVehicle->AutoPilot.m_pTargetCar) {
+ debug("NO TARGET VEHICLE FOR MISSION_BLOCKCAR_CLOSE\n");
+ return;
+ }
SteerAICarWithPhysicsTryingToBlockTarget(pVehicle,
pVehicle->AutoPilot.m_pTargetCar->GetPosition().x,
pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
@@ -2542,6 +2542,9 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
pSwerve, pAccel, pBrake, pHandbrake);
return;
case MISSION_BLOCKCAR_HANDBRAKESTOP:
+ if (!pVehicle->AutoPilot.m_pTargetCar) {
+ return;
+ }
SteerAICarWithPhysicsTryingToBlockTarget_Stop(pVehicle,
pVehicle->AutoPilot.m_pTargetCar->GetPosition().x,
pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
@@ -2619,8 +2622,8 @@ void CCarCtrl::SteerAIBoatWithPhysicsHeadingForTarget(CVehicle* pVehicle, float
{
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 angleToTarget = GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
+ float angleForward = GetATanOfXY(forward.x, forward.y);
float steerAngle = LimitRadianAngle(angleToTarget - angleForward);
steerAngle = clamp(steerAngle, -DEFAULT_MAX_STEER_ANGLE, DEFAULT_MAX_STEER_ANGLE);
#ifdef FIX_BUGS
@@ -2651,8 +2654,8 @@ void CCarCtrl::SteerAIBoatWithPhysicsAttackingPlayer(CVehicle* pVehicle, float*
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 angleToTarget = GetATanOfXY(vecToProjection.x - pVehicle->GetPosition().x, vecToProjection.y - pVehicle->GetPosition().y);
+ float angleForward = GetATanOfXY(forward.x, forward.y);
float steerAngle = LimitRadianAngle(angleToTarget - angleForward);
#ifdef FIX_BUGS
float speedTarget = pVehicle->AutoPilot.GetCruiseSpeed();
@@ -2740,7 +2743,7 @@ void CCarCtrl::SteerAIHeliTowardsTargetCoors(CAutomobile* pHeli)
if (distanceToTarget < 8.0f && pHeli->m_fHeliOrientation < 0.0f)
ZTurnSpeedTarget = 0.0f;
else {
- float fAngleTarget = CGeneral::GetATanOfXY(vecToTarget.x, vecToTarget.y) + PI;
+ float fAngleTarget = GetATanOfXY(vecToTarget.x, vecToTarget.y) + PI;
if (pHeli->m_fHeliOrientation >= 0.0f)
fAngleTarget = pHeli->m_fHeliOrientation;
fAngleTarget -= pHeli->m_fOrientation;
@@ -2783,7 +2786,7 @@ 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);
+ float angle = GetATanOfXY(vecToTarget.x, vecToTarget.y);
while (angle > TWOPI)
angle -= TWOPI;
float difference = LimitRadianAngle(angle - pPlane->m_fOrientation);
@@ -2880,8 +2883,8 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv
projectedPosition.y = positionOnCurrentLinkIncludingLane.y;
}
CVector2D distanceToProjectedPosition = projectedPosition - pVehicle->GetPosition();
- float angleCurrentLink = CGeneral::GetATanOfXY(distanceToProjectedPosition.x, distanceToProjectedPosition.y);
- float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
+ float angleCurrentLink = GetATanOfXY(distanceToProjectedPosition.x, distanceToProjectedPosition.y);
+ float angleForward = GetATanOfXY(forward.x, forward.y);
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS)
angleCurrentLink = FindAngleToWeaveThroughTraffic(pVehicle, nil, angleCurrentLink, angleForward);
float steerAngle = LimitRadianAngle(angleCurrentLink - angleForward);
@@ -2920,11 +2923,11 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv
pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x);
trajectory -= pVehicle->GetPosition();
float speedAngleMultiplier = FindSpeedMultiplier(
- CGeneral::GetATanOfXY(trajectory.x, trajectory.y) - angleForward,
+ GetATanOfXY(trajectory.x, trajectory.y) - angleForward,
MIN_ANGLE_FOR_SPEED_LIMITING, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT);
float tmpWideMultiplier = FindSpeedMultiplier(
- CGeneral::GetATanOfXY(currentPathLinkForward.x, currentPathLinkForward.y) -
- CGeneral::GetATanOfXY(nextPathLinkForwardX, nextPathLinkForwardY),
+ GetATanOfXY(currentPathLinkForward.x, currentPathLinkForward.y) -
+ GetATanOfXY(nextPathLinkForwardX, nextPathLinkForwardY),
MIN_ANGLE_FOR_SPEED_LIMITING_BETWEEN_NODES, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT);
float speedNodesMultiplier;
if (scalarDistanceToNextNode > DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN || pVehicle->AutoPilot.m_nCruiseSpeed < 12)
@@ -2958,8 +2961,8 @@ void CCarCtrl::SteerAICarWithPhysicsHeadingForTarget(CVehicle* pVehicle, CPhysic
*pHandbrake = false;
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 angleToTarget = GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
+ float angleForward = GetATanOfXY(forward.x, forward.y);
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS)
angleToTarget = FindAngleToWeaveThroughTraffic(pVehicle, pTarget, angleToTarget, angleForward);
float steerAngle = LimitRadianAngle(angleToTarget - angleForward);
@@ -3165,7 +3168,7 @@ bool CCarCtrl::JoinCarWithRoadSystemGotoCoors(CVehicle* pVehicle, CVector vecTar
void CCarCtrl::FindLinksToGoWithTheseNodes(CVehicle* pVehicle)
{
if (pVehicle->m_nRouteSeed)
- CGeneral::SetRandomSeed(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++)
@@ -3207,10 +3210,12 @@ void CCarCtrl::GenerateEmergencyServicesCar(void)
return;
if (CGame::IsInInterior())
return;
+ if (TheCamera.m_WideScreenOn) // TODO(LCS): verify
+ return;
if (NumFiretrucksOnDuty + NumAmbulancesOnDuty + NumParkedCars + NumMissionCars +
NumLawEnforcerCars + NumRandomCars > MaxNumberOfCarsInUse)
return;
- if (NumAmbulancesOnDuty == 0){
+ if (NumAmbulancesOnDuty == 0 /* TODO(LCS): && gbEmergencyVehiclesEnabled */){
if (gAccidentManager.CountActiveAccidents() < 2){
if (CStreaming::HasModelLoaded(MI_AMBULAN))
CStreaming::SetModelIsDeletable(MI_MEDIC);
@@ -3229,7 +3234,7 @@ void CCarCtrl::GenerateEmergencyServicesCar(void)
}
}
}
- if (NumFiretrucksOnDuty == 0){
+ if (NumFiretrucksOnDuty == 0 /* TODO(LCS): && gbEmergencyVehiclesEnabled */){
if (gFireManager.GetTotalActiveFires() < 3){
if (CStreaming::HasModelLoaded(MI_FIRETRUCK))
CStreaming::SetModelIsDeletable(MI_FIREMAN);
@@ -3386,6 +3391,17 @@ bool CCarCtrl::MapCouldMoveInThisArea(float x, float y)
#endif
}
+bool
+CCarCtrl::BoatWithTallMast(int32 mi)
+{
+ return mi == MI_RIO || mi == MI_TROPIC || mi == MI_MARQUIS;
+}
+
+bool CCarCtrl::OkToCreateVehicleAtThisPosition(const CVector& pos)
+{
+ return true;
+}
+
float CCarCtrl::FindSpeedMultiplierWithSpeedFromNodes(int8 type)
{
switch (type)
@@ -3395,3 +3411,8 @@ float CCarCtrl::FindSpeedMultiplierWithSpeedFromNodes(int8 type)
}
return 1.0f;
}
+
+void CCarCtrl::RenderDebugInfo(CVehicle*)
+{
+ //TODO(LCS)
+}
diff --git a/src/control/CarCtrl.h b/src/control/CarCtrl.h
index 61ebb35c..fcb7929b 100644
--- a/src/control/CarCtrl.h
+++ b/src/control/CarCtrl.h
@@ -1,6 +1,7 @@
#pragma once
#include "PathFind.h"
#include "Boat.h"
+#include "General.h"
#include "Vehicle.h"
#define GAME_SPEED_TO_METERS_PER_SECOND 50.0f
@@ -130,8 +131,9 @@ public:
static void SteerAIBoatWithPhysicsAttackingPlayer(CVehicle*, float*, float*, float*, bool*);
static void SteerAICarBlockingPlayerForwardAndBack(CVehicle*, float*, float*, float*, bool*);
- static bool OkToCreateVehicleAtThisPosition(const CVector&) { return true; }
- static float GetATanOfXY(float x, float y) { float t = CGeneral::GetATanOfXY(x, y); if (t < 0.0f) t += TWOPI; return t; } // TODO(LCS): replace where required
+ static bool OkToCreateVehicleAtThisPosition(const CVector&);
+ static void RenderDebugInfo(CVehicle*);
+ static float GetATanOfXY(float x, float y) { float t = CGeneral::GetATanOfXY(x, y); if (t < 0.0f) t += TWOPI; return t; }
static float GetPositionAlongCurrentCurve(CVehicle* pVehicle)
{
@@ -141,11 +143,7 @@ public:
static float LimitRadianAngle(float angle)
{
- while (angle < -PI)
- angle += TWOPI;
- while (angle > PI)
- angle -= TWOPI;
- return angle;
+ return CGeneral::LimitRadianAngle(angle);
}
static bool bMadDriversCheat;