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-rw-r--r--src/control/CarAI.cpp13
-rw-r--r--src/control/CarCtrl.cpp341
-rw-r--r--src/control/CarCtrl.h11
3 files changed, 214 insertions, 151 deletions
diff --git a/src/control/CarAI.cpp b/src/control/CarAI.cpp
index e7f3a546..ed7f432e 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 1023f2a3..056c7713 100644
--- a/src/control/CarCtrl.cpp
+++ b/src/control/CarCtrl.cpp
@@ -11,6 +11,7 @@
#include "Cranes.h"
#include "Curves.h"
#include "CutsceneMgr.h"
+#include "Frontend.h"
#include "Gangs.h"
#include "Game.h"
#include "Garages.h"
@@ -76,10 +77,11 @@
#define DISTANCE_BETWEEN_CAR_AND_DEAD_PED (6.0f)
#define PROBABILITY_OF_PASSENGER_IN_VEHICLE (0.125f)
-#define ONSCREEN_DESPAWN_RANGE (120.0f)
-#define MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN (100.0f)
-#define REQUEST_ONSCREEN_DISTANCE ((ONSCREEN_DESPAWN_RANGE + MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN) / 2)
-#define OFFSCREEN_DESPAWN_RANGE (40.0f)
+#define ONSCREEN_DESPAWN_RANGE (190.0f)
+#define MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN (130.0f)
+#define REQUEST_ONSCREEN_DISTANCE (140.0f)
+#define OFFSCREEN_DESPAWN_RANGE (60.0f)
+#define MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN (40.0f)
#define EXTENDED_RANGE_DESPAWN_MULTIPLIER (1.5f)
//--MIAMI: file done
@@ -95,7 +97,7 @@ int32 CCarCtrl::NumRandomCars;
int32 CCarCtrl::NumParkedCars;
int32 CCarCtrl::NumPermanentCars;
int8 CCarCtrl::CountDownToCarsAtStart;
-int32 CCarCtrl::MaxNumberOfCarsInUse = 12;
+int32 CCarCtrl::MaxNumberOfCarsInUse = 30;
uint32 CCarCtrl::LastTimeLawEnforcerCreated;
uint32 CCarCtrl::LastTimeFireTruckCreated;
uint32 CCarCtrl::LastTimeAmbulanceCreated;
@@ -161,14 +163,19 @@ CCarCtrl::GenerateOneRandomCar()
carClass = COPS;
carModel = ChoosePoliceCarModel();
}else{
- 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. */
- return;
+ for (int i = 0; i < 5; i++) {
+ carModel = ChooseModel(&zone, &carClass);
+ if (carModel == -1)
+ return;
+ if (!(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. */
+ break;
+ }
}
float frontX, frontY;
float preferredDistance, angleLimit;
+ float requestMultiplier;
bool invertAngleLimitTest;
CVector spawnPosition;
int32 curNodeId, nextNodeId;
@@ -188,11 +195,14 @@ CCarCtrl::GenerateOneRandomCar()
angleLimit = -1.0f;
bTopDownCamera = true;
invertAngleLimitTest = true;
- preferredDistance = OFFSCREEN_DESPAWN_RANGE + 15.0f;
+ preferredDistance = MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN + 15.0f;
/* BUG: testForCollision not initialized in original game. */
testForCollision = false;
}else if (!pPlayerVehicle){
/* Player is not in vehicle. */
+ requestMultiplier = 13.0f / 20.0f;
+ if (FrontEndMenuManager.m_PrefsUseWideScreen) // TODO(LCS): static
+ requestMultiplier *= 4.0f / 3.0f;
testForCollision = true;
frontX = TheCamera.CamFrontXNorm;
frontY = TheCamera.CamFrontYNorm;
@@ -202,95 +212,105 @@ CCarCtrl::GenerateOneRandomCar()
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
- preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
+ preferredDistance = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * TheCamera.GenerationDistMultiplier;
break;
case 1:
/* Spawn a vehicle close to player to his side. */
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
- preferredDistance = OFFSCREEN_DESPAWN_RANGE;
+ preferredDistance = MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN;
break;
}
- }else if (fPlayerVehicleSpeed > 0.4f){ /* 72 km/h */
+ }
+ else {
+ requestMultiplier = 13.0f / 20.0f;
+ if (TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON && !FrontEndMenuManager.m_PrefsUseWideScreen)
+ requestMultiplier *= 0.9f;
+ if (FrontEndMenuManager.m_PrefsUseWideScreen) // TODO(LCS): static
+ requestMultiplier *= 4.0f / 3.0f;
+ if (fPlayerVehicleSpeed > 0.4f) { /* 72 km/h */
/* Player is moving fast in vehicle */
/* Prefer spawning vehicles very far away from him. */
- frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed;
- frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed;
- testForCollision = false;
- switch (CTimer::GetFrameCounter() & 3) {
- case 0:
- case 1:
- /* Spawn a vehicle in a very narrow gap in front of a player */
- angleLimit = 0.85f; /* approx 30 degrees */
- invertAngleLimitTest = true;
- preferredDistance = REQUEST_ONSCREEN_DISTANCE * 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 = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
- break;
- case 3:
- /* Spawn a vehicle close to player to his side. */
- /* Kinda not within camera angle. */
- angleLimit = 0.707f; /* 45 degrees */
- invertAngleLimitTest = false;
- preferredDistance = OFFSCREEN_DESPAWN_RANGE;
- break;
+ frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed;
+ frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed;
+ testForCollision = false;
+ switch (CTimer::GetFrameCounter() & 3) {
+ case 0:
+ case 1:
+ /* Spawn a vehicle in a very narrow gap in front of a player */
+ angleLimit = 0.85f; /* approx 30 degrees */
+ invertAngleLimitTest = true;
+ preferredDistance = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * 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 = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * TheCamera.GenerationDistMultiplier;
+ break;
+ case 3:
+ /* Spawn a vehicle close to player to his side. */
+ /* Kinda not within camera angle. */
+ angleLimit = 0.707f; /* 45 degrees */
+ invertAngleLimitTest = false;
+ preferredDistance = MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN;
+ break;
+ }
}
- }else if (fPlayerVehicleSpeed > 0.1f){ /* 18 km/h */
- /* Player is moving moderately fast in vehicle */
- /* Spawn more vehicles to player's side. */
- frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed;
- frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed;
- testForCollision = false;
- switch (CTimer::GetFrameCounter() & 3) {
- case 0:
- /* Spawn a vehicle in a very narrow gap in front of a player */
- angleLimit = 0.85f; /* approx 30 degrees */
- invertAngleLimitTest = true;
- preferredDistance = REQUEST_ONSCREEN_DISTANCE * 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 = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
- break;
- case 2:
- case 3:
- /* Spawn a vehicle close to player to his side. */
- /* Kinda not within camera angle. */
- angleLimit = 0.707f; /* 45 degrees */
- invertAngleLimitTest = false;
- preferredDistance = OFFSCREEN_DESPAWN_RANGE;
- break;
+ else if (fPlayerVehicleSpeed > 0.1f) { /* 18 km/h */
+ /* Player is moving moderately fast in vehicle */
+ /* Spawn more vehicles to player's side. */
+ frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed;
+ frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed;
+ testForCollision = false;
+ switch (CTimer::GetFrameCounter() & 3) {
+ case 0:
+ /* Spawn a vehicle in a very narrow gap in front of a player */
+ angleLimit = 0.85f; /* approx 30 degrees */
+ invertAngleLimitTest = true;
+ preferredDistance = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * 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 = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * TheCamera.GenerationDistMultiplier;
+ break;
+ case 2:
+ case 3:
+ /* Spawn a vehicle close to player to his side. */
+ /* Kinda not within camera angle. */
+ angleLimit = 0.707f; /* 45 degrees */
+ invertAngleLimitTest = false;
+ preferredDistance = MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN;
+ break;
+ }
}
- }else{
- /* Player is in vehicle but moving very slow. */
- /* Then use camera direction instead of vehicle direction. */
- testForCollision = true;
- frontX = TheCamera.CamFrontXNorm;
- frontY = TheCamera.CamFrontYNorm;
- switch (CTimer::GetFrameCounter() & 1) {
- case 0:
- /* Spawn a vehicle relatively far away from player. */
- /* Forward to his current direction (camera direction). */
- angleLimit = 0.707f; /* 45 degrees */
- invertAngleLimitTest = true;
- preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
- break;
- case 1:
- /* Spawn a vehicle close to player to his side. */
- /* Kinda not within camera angle. */
- angleLimit = 0.707f; /* 45 degrees */
- invertAngleLimitTest = false;
- preferredDistance = OFFSCREEN_DESPAWN_RANGE;
- break;
+ else {
+ /* Player is in vehicle but moving very slow. */
+ /* Then use camera direction instead of vehicle direction. */
+ testForCollision = true;
+ frontX = TheCamera.CamFrontXNorm;
+ frontY = TheCamera.CamFrontYNorm;
+ switch (CTimer::GetFrameCounter() & 1) {
+ case 0:
+ /* Spawn a vehicle relatively far away from player. */
+ /* Forward to his current direction (camera direction). */
+ angleLimit = 0.707f; /* 45 degrees */
+ invertAngleLimitTest = true;
+ preferredDistance = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * TheCamera.GenerationDistMultiplier;
+ break;
+ case 1:
+ /* Spawn a vehicle close to player to his side. */
+ /* Kinda not within camera angle. */
+ angleLimit = 0.707f; /* 45 degrees */
+ invertAngleLimitTest = false;
+ preferredDistance = MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN;
+ break;
+ }
}
}
if (!ThePaths.GenerateCarCreationCoors(vecTargetPos.x, vecTargetPos.y, frontX, frontY,
@@ -300,6 +320,8 @@ CCarCtrl::GenerateOneRandomCar()
CPathNode* pCurNode = &ThePaths.m_pathNodes[curNodeId];
CPathNode* pNextNode = &ThePaths.m_pathNodes[nextNodeId];
bool bBoatGenerated = false;
+ if (!OkToCreateVehicleAtThisPosition(spawnPosition))
+ return;
if ((CGeneral::GetRandomNumber() & 0xF) > Min(pCurNode->spawnRate, pNextNode->spawnRate))
return;
if (pCurNode->bWaterPath) {
@@ -599,12 +621,12 @@ CCarCtrl::GenerateOneRandomCar()
return;
}
}else{
- if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * (pVehicle->bExtendedRange ? EXTENDED_RANGE_DESPAWN_MULTIPLIER : 1.0f) * ONSCREEN_DESPAWN_RANGE ||
- (vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN) {
+ if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * requestMultiplier * (pVehicle->bExtendedRange ? EXTENDED_RANGE_DESPAWN_MULTIPLIER : 1.0f) * ONSCREEN_DESPAWN_RANGE ||
+ (vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * requestMultiplier * MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN) {
delete pVehicle;
return;
}
- if ((TheCamera.GetPosition() - pVehicle->GetPosition()).Magnitude2D() < 82.5f * TheCamera.GenerationDistMultiplier || bTopDownCamera) {
+ if ((TheCamera.GetPosition() - pVehicle->GetPosition()).Magnitude2D() < 105.0f * requestMultiplier * TheCamera.GenerationDistMultiplier || bTopDownCamera) {
delete pVehicle;
return;
}
@@ -654,13 +676,13 @@ CCarCtrl::GenerateOneRandomCar()
int nMadDrivers;
switch (pVehicle->GetVehicleAppearance()) {
case VEHICLE_APPEARANCE_BIKE:
- nMadDrivers = 30;
+ nMadDrivers = 20;
break;
case VEHICLE_APPEARANCE_BOAT:
nMadDrivers = 40;
break;
default:
- nMadDrivers = 6;
+ nMadDrivers = 3;
break;
}
if ((CGeneral::GetRandomNumber() & 0x7F) < nMadDrivers || bMadDriversCheat) {
@@ -719,12 +741,6 @@ CCarCtrl::GenerateOneRandomCar()
}
}
-bool
-CCarCtrl::BoatWithTallMast(int32 mi)
-{
- return mi == MI_RIO || mi == MI_TROPIC || mi == MI_MARQUIS;
-}
-
int32
CCarCtrl::ChooseBoatModel(int32 rating)
{
@@ -944,6 +960,7 @@ CCarCtrl::RemoveCarsIfThePoolGetsFull(void)
}
}
if (pClosestVehicle) {
+ debug(":::::::::::\'Nearest removed\' cause pools was full -> NumRandomCars %d\n", NumRandomCars);
CWorld::Remove(pClosestVehicle);
delete pClosestVehicle;
}
@@ -966,7 +983,10 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
return;
}
float distanceToPlayer = (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D();
- float threshold = OFFSCREEN_DESPAWN_RANGE;
+ float despawnMultiplier = 1.0f;
+ if (FindPlayerVehicle() && TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON && !FrontEndMenuManager.m_PrefsUseWideScreen)
+ despawnMultiplier = 0.75f;
+ float threshold = OFFSCREEN_DESPAWN_RANGE * despawnMultiplier;
if (pVehicle->GetIsOnScreen() ||
TheCamera.Cams[TheCamera.ActiveCam].LookingLeft ||
TheCamera.Cams[TheCamera.ActiveCam].LookingRight ||
@@ -979,7 +999,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
pVehicle->bIsCarParkVehicle ||
CTimer::GetTimeInMilliseconds() < pVehicle->m_nSetPieceExtendedRangeTime
){
- threshold = ONSCREEN_DESPAWN_RANGE * TheCamera.GenerationDistMultiplier;
+ threshold = ONSCREEN_DESPAWN_RANGE * despawnMultiplier * TheCamera.GenerationDistMultiplier;
}
if (TheCamera.GetForward().z < -0.9f)
threshold = 70.0f;
@@ -1572,7 +1592,7 @@ 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;
@@ -1582,7 +1602,7 @@ 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));
@@ -1591,16 +1611,12 @@ 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);
}
}
@@ -1632,23 +1648,19 @@ 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);
}
}
@@ -1704,23 +1716,19 @@ 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);
}
}
@@ -1762,7 +1770,7 @@ bool CCarCtrl::PickNextNodeAccordingStrategy(CVehicle* pVehicle)
void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
{
if (pVehicle->m_nRouteSeed)
- CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed);
+ CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed++);
int32 prevNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
int32 curNode = pVehicle->AutoPilot.m_nNextRouteNode;
uint8 totalLinks = ThePaths.m_pathNodes[curNode].numLinks;
@@ -1848,13 +1856,15 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
if ((!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) &&
(!pNextPathNode->bBetweenLevels || pPrevPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel))
- /* Nice way to exit loop but this will fail because this is used for indexing! */
- nextLink = 1000;
+ break;
}
}
- if (nextLink < 999)
+ if (nextLink >= totalLinks) {
/* If everything else failed, turn vehicle around */
+ nextLink = 0;
+ debug("Couldn\'t find ANYTHING. Just go back from where we came.\n");
pVehicle->AutoPilot.m_nNextRouteNode = prevNode;
+ }
}
pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
@@ -1967,7 +1977,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
#endif
{
if (pVehicle->m_nRouteSeed)
- CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed);
+ CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed++);
int prevNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
int curNode = pVehicle->AutoPilot.m_nNextRouteNode;
CPathNode* pPrevNode = &ThePaths.m_pathNodes[prevNode];
@@ -1987,7 +1997,7 @@ 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;
@@ -1997,7 +2007,7 @@ 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) {
@@ -2415,6 +2425,16 @@ 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:
@@ -2485,11 +2505,19 @@ 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,
@@ -2498,6 +2526,9 @@ 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,
@@ -2575,8 +2606,8 @@ 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
@@ -2607,8 +2638,8 @@ 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();
@@ -2696,7 +2727,7 @@ 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;
@@ -2739,7 +2770,7 @@ 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);
@@ -2836,8 +2867,8 @@ 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);
@@ -2882,11 +2913,11 @@ 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)
@@ -2920,8 +2951,8 @@ 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);
@@ -3127,7 +3158,7 @@ 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++)
@@ -3169,10 +3200,12 @@ 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);
@@ -3191,7 +3224,7 @@ 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);
@@ -3348,6 +3381,17 @@ 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)
@@ -3357,3 +3401,8 @@ 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 5efbe275..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
@@ -130,6 +131,10 @@ public:
static void SteerAIBoatWithPhysicsAttackingPlayer(CVehicle*, float*, float*, float*, bool*);
static void SteerAICarBlockingPlayerForwardAndBack(CVehicle*, float*, float*, float*, bool*);
+ 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)
{
uint32 timeInCurve = CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeEnteredCurve;
@@ -138,11 +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;