Merge pull request #521 from Nick007J/miami

miami car control init
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aap 2020-05-08 11:04:00 +02:00 committed by GitHub
commit 2171ebe2da
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GPG Key ID: 4AEE18F83AFDEB23
14 changed files with 336 additions and 270 deletions

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@ -11,6 +11,7 @@
#include "Curves.h"
#include "CutsceneMgr.h"
#include "Gangs.h"
#include "Game.h"
#include "Garages.h"
#include "General.h"
#include "IniFile.h"
@ -29,6 +30,7 @@
#include "VisibilityPlugins.h"
#include "Vehicle.h"
#include "Fire.h"
#include "WaterLevel.h"
#include "World.h"
#include "Zones.h"
@ -82,8 +84,11 @@ uint32 CCarCtrl::LastTimeLawEnforcerCreated;
uint32 CCarCtrl::LastTimeFireTruckCreated;
uint32 CCarCtrl::LastTimeAmbulanceCreated;
int32 CCarCtrl::TotalNumOfCarsOfRating[TOTAL_CUSTOM_CLASSES];
int32 CCarCtrl::NextCarOfRating[TOTAL_CUSTOM_CLASSES];
int32 CCarCtrl::CarArrays[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY];
int32 CCarCtrl::NumRequestsOfCarRating[TOTAL_CUSTOM_CLASSES];
int32 CCarCtrl::NumOfLoadedCarsOfRating[TOTAL_CUSTOM_CLASSES];
int32 CCarCtrl::CarFreqArrays[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY];
int32 CCarCtrl::LoadedCarsArray[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY];
CVehicle* apCarsToKeep[MAX_CARS_TO_KEEP];
uint32 aCarsToKeepTime[MAX_CARS_TO_KEEP];
@ -95,9 +100,8 @@ CCarCtrl::GenerateRandomCars()
return;
}
if (NumRandomCars < 30){
if (CountDownToCarsAtStart == 0){
if (CountDownToCarsAtStart == 0)
GenerateOneRandomCar();
}
else if (--CountDownToCarsAtStart == 0) {
for (int i = 0; i < 100; i++)
GenerateOneRandomCar();
@ -113,6 +117,7 @@ void
CCarCtrl::GenerateOneRandomCar()
{
static int32 unk = 0;
bool bTopDownCamera = false;
CPlayerInfo* pPlayer = &CWorld::Players[CWorld::PlayerInFocus];
CVector vecTargetPos = FindPlayerCentreOfWorld(CWorld::PlayerInFocus);
CVector2D vecPlayerSpeed = FindPlayerSpeed();
@ -127,7 +132,7 @@ CCarCtrl::GenerateOneRandomCar()
int carClass;
int carModel;
if (pWanted->m_nWantedLevel > 1 && NumLawEnforcerCars < pWanted->m_MaximumLawEnforcerVehicles &&
pWanted->m_CurrentCops < pWanted->m_MaxCops && (
pWanted->m_CurrentCops < pWanted->m_MaxCops && !CGame::IsInInterior() && (
pWanted->m_nWantedLevel > 3 ||
pWanted->m_nWantedLevel > 2 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 5000 ||
pWanted->m_nWantedLevel > 1 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 8000)) {
@ -137,7 +142,7 @@ CCarCtrl::GenerateOneRandomCar()
carModel = ChoosePoliceCarModel();
}else{
carModel = ChooseModel(&zone, &vecTargetPos, &carClass);
if (carClass == COPS && pWanted->m_nWantedLevel >= 1)
if (carClass == COPS && pWanted->m_nWantedLevel >= 1 || carModel < 0)
/* 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;
@ -161,8 +166,9 @@ CCarCtrl::GenerateOneRandomCar()
/* Spawn essentially anywhere. */
frontX = frontY = 0.707f; /* 45 degrees */
angleLimit = -1.0f;
bTopDownCamera = true;
invertAngleLimitTest = true;
preferredDistance = 40.0f;
preferredDistance = 55.0f;
/* BUG: testForCollision not initialized in original game. */
testForCollision = false;
}else if (!pPlayerVehicle){
@ -176,7 +182,7 @@ CCarCtrl::GenerateOneRandomCar()
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
break;
case 1:
/* Spawn a vehicle close to player to his side. */
@ -198,14 +204,14 @@ CCarCtrl::GenerateOneRandomCar()
/* Spawn a vehicle in a very narrow gap in front of a player */
angleLimit = 0.85f; /* approx 30 degrees */
invertAngleLimitTest = true;
preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
preferredDistance = 110.0f * 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 = 120.0f * TheCamera.GenerationDistMultiplier;
preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
break;
case 3:
/* Spawn a vehicle close to player to his side. */
@ -226,14 +232,14 @@ CCarCtrl::GenerateOneRandomCar()
/* Spawn a vehicle in a very narrow gap in front of a player */
angleLimit = 0.85f; /* approx 30 degrees */
invertAngleLimitTest = true;
preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
preferredDistance = 110.0f * 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 = 120.0f * TheCamera.GenerationDistMultiplier;
preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
break;
case 2:
case 3:
@ -256,7 +262,7 @@ CCarCtrl::GenerateOneRandomCar()
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
break;
case 1:
/* Spawn a vehicle close to player to his side. */
@ -271,17 +277,36 @@ CCarCtrl::GenerateOneRandomCar()
preferredDistance, angleLimit, invertAngleLimitTest, &spawnPosition, &curNodeId, &nextNodeId,
&positionBetweenNodes, carClass == COPS && pWanted->m_nWantedLevel >= 1))
return;
CPathNode* pCurNode = &ThePaths.m_pathNodes[curNodeId];
CPathNode* pNextNode = &ThePaths.m_pathNodes[nextNodeId];
bool bBoatGenerated = false;
if ((CGeneral::GetRandomNumber() & 0xF) > Min(pCurNode->spawnRate, pNextNode->spawnRate))
return;
if (pCurNode->bWaterPath) {
bBoatGenerated = true;
if (carClass == COPS) {
carModel = MI_PREDATOR;
carClass = COPS_BOAT;
if (!CStreaming::HasModelLoaded(MI_PREDATOR)) {
CStreaming::RequestModel(MI_PREDATOR, STREAMFLAGS_DEPENDENCY);
return;
}
else {
return;
// TODO: normal boats
}
}
}
int16 colliding;
CWorld::FindObjectsKindaColliding(spawnPosition, 10.0f, true, &colliding, 2, nil, false, true, true, false, false);
CWorld::FindObjectsKindaColliding(spawnPosition, bBoatGenerated ? 40.0f : 10.0f, true, &colliding, 2, nil, false, true, true, false, false);
if (colliding)
/* If something is already present in spawn position, do not create vehicle*/
return;
if (!ThePaths.TestCoorsCloseness(vecTargetPos, false, spawnPosition))
if (!bBoatGenerated && !ThePaths.TestCoorsCloseness(vecTargetPos, false, spawnPosition))
/* Testing if spawn position can reach target position via valid path. */
return;
int16 idInNode = 0;
CPathNode* pCurNode = &ThePaths.m_pathNodes[curNodeId];
CPathNode* pNextNode = &ThePaths.m_pathNodes[nextNodeId];
while (idInNode < pCurNode->numLinks &&
ThePaths.ConnectedNode(idInNode + pCurNode->firstLink) != nextNodeId)
idInNode++;
@ -289,79 +314,66 @@ CCarCtrl::GenerateOneRandomCar()
CCarPathLink* pPathLink = &ThePaths.m_carPathLinks[connectionId];
int16 lanesOnCurrentRoad = pPathLink->pathNodeIndex == nextNodeId ? pPathLink->numLeftLanes : pPathLink->numRightLanes;
CVehicleModelInfo* pModelInfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(carModel);
if (lanesOnCurrentRoad == 0 || pModelInfo->m_vehicleType == VEHICLE_TYPE_BIKE)
if (lanesOnCurrentRoad == 0)
/* Not spawning vehicle if road is one way and intended direction is opposide to that way. */
/* Also not spawning bikes but they don't exist in final game. */
return;
CAutomobile* pCar = new CAutomobile(carModel, RANDOM_VEHICLE);
pCar->AutoPilot.m_nPrevRouteNode = 0;
pCar->AutoPilot.m_nCurrentRouteNode = curNodeId;
pCar->AutoPilot.m_nNextRouteNode = nextNodeId;
CVehicle* pVehicle;
if (CModelInfo::IsBoatModel(carModel))
pVehicle = new CBoat(carModel, RANDOM_VEHICLE);
//else if (CModelInfo::IsBikeModel(carModel))
// pVehicle = new CBike(carModel, RANDOM_VEHICLE);
else
pVehicle = new CAutomobile(carModel, RANDOM_VEHICLE);
pVehicle->AutoPilot.m_nPrevRouteNode = 0;
pVehicle->AutoPilot.m_nCurrentRouteNode = curNodeId;
pVehicle->AutoPilot.m_nNextRouteNode = nextNodeId;
switch (carClass) {
case POOR:
case RICH:
case EXEC:
case WORKER:
case BIG:
case TAXI:
// TODO(MIAMI): check this
case MOPED:
case MOTORBIKE:
case LEISUREBOAT:
case WORKERBOAT:
//
case MAFIA:
case TRIAD:
case DIABLO:
case YAKUZA:
case YARDIE:
case COLOMB:
case NINES:
case GANG8:
case GANG9:
{
pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14);
if (carClass == EXEC)
pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18);
else if (carClass == POOR)
pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10);
CVehicleModelInfo* pVehicleInfo = pCar->GetModelInfo();
if (pVehicleInfo->GetColModel()->boundingBox.max.y - pCar->GetModelInfo()->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) {
pCar->AutoPilot.m_nCruiseSpeed *= 3;
pCar->AutoPilot.m_nCruiseSpeed /= 4;
}
pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed;
pCar->AutoPilot.m_nCarMission = MISSION_CRUISE;
pCar->AutoPilot.m_nTempAction = TEMPACT_NONE;
pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
break;
}
case COPS:
pCar->AutoPilot.m_nTempAction = TEMPACT_NONE;
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel != 0){
pCar->AutoPilot.m_nCruiseSpeed = CCarAI::FindPoliceCarSpeedForWantedLevel(pCar);
pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed / 2;
pCar->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
pVehicle->AutoPilot.m_nCruiseSpeed = CCarAI::FindPoliceCarSpeedForWantedLevel(pVehicle);
pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed / 2;
pVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
}else{
pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 16);
pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed;
pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
pCar->AutoPilot.m_nCarMission = MISSION_CRUISE;
pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 16);
pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
}
if (carModel == MI_FBICAR){
pCar->m_currentColour1 = 0;
pCar->m_currentColour2 = 0;
pVehicle->m_currentColour1 = 0;
pVehicle->m_currentColour2 = 0;
/* FBI cars are gray in carcols, but we want them black if they going after player. */
}
// TODO(MIAMI): check the flag
case COPS_BOAT:
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(4.0f, 16.0f);
pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
pVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceBoatMissionForWantedLevel();
break;
default:
pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14);
if (carClass == EXEC)
pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18);
else if (carClass == POOR)
pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10);
if (pVehicle->GetColModel()->boundingBox.max.y - pVehicle->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) {
pVehicle->AutoPilot.m_nCruiseSpeed *= 3;
pVehicle->AutoPilot.m_nCruiseSpeed /= 4;
}
pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
break;
}
if (pCar && pCar->GetModelIndex() == MI_MRWHOOP)
pCar->m_bSirenOrAlarm = true;
pCar->AutoPilot.m_nNextPathNodeInfo = connectionId;
pCar->AutoPilot.m_nNextLane = pCar->AutoPilot.m_nCurrentLane = CGeneral::GetRandomNumber() % lanesOnCurrentRoad;
CBox* boundingBox = &CModelInfo::GetModelInfo(pCar->GetModelIndex())->GetColModel()->boundingBox;
if (pVehicle && pVehicle->GetModelIndex() == MI_MRWHOOP)
pVehicle->m_bSirenOrAlarm = true;
pVehicle->AutoPilot.m_nNextPathNodeInfo = connectionId;
pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane = CGeneral::GetRandomNumber() % lanesOnCurrentRoad;
CBox* boundingBox = &CModelInfo::GetModelInfo(pVehicle->GetModelIndex())->GetColModel()->boundingBox;
float carLength = 1.0f + (boundingBox->max.y - boundingBox->min.y) / 2;
float distanceBetweenNodes = (pCurNode->GetPosition() - pNextNode->GetPosition()).Magnitude2D();
/* If car is so long that it doesn't fit between two car nodes, place it directly in the middle. */
@ -370,20 +382,20 @@ CCarCtrl::GenerateOneRandomCar()
positionBetweenNodes = 0.5f;
else
positionBetweenNodes = Min(1.0f - carLength / distanceBetweenNodes, Max(carLength / distanceBetweenNodes, positionBetweenNodes));
pCar->AutoPilot.m_nNextDirection = (curNodeId >= nextNodeId) ? 1 : -1;
pVehicle->AutoPilot.m_nNextDirection = (curNodeId >= nextNodeId) ? 1 : -1;
if (pCurNode->numLinks == 1){
/* Do not create vehicle if there is nowhere to go. */
delete pCar;
delete pVehicle;
return;
}
int16 nextConnection = pCar->AutoPilot.m_nNextPathNodeInfo;
int16 nextConnection = pVehicle->AutoPilot.m_nNextPathNodeInfo;
int16 newLink;
while (nextConnection == pCar->AutoPilot.m_nNextPathNodeInfo){
while (nextConnection == pVehicle->AutoPilot.m_nNextPathNodeInfo){
newLink = CGeneral::GetRandomNumber() % pCurNode->numLinks;
nextConnection = ThePaths.m_carPathConnections[newLink + pCurNode->firstLink];
}
pCar->AutoPilot.m_nCurrentPathNodeInfo = nextConnection;
pCar->AutoPilot.m_nCurrentDirection = (ThePaths.ConnectedNode(newLink + pCurNode->firstLink) >= curNodeId) ? 1 : -1;
pVehicle->AutoPilot.m_nCurrentPathNodeInfo = nextConnection;
pVehicle->AutoPilot.m_nCurrentDirection = (ThePaths.ConnectedNode(newLink + pCurNode->firstLink) >= curNodeId) ? 1 : -1;
CVector2D vecBetweenNodes = pNextNode->GetPosition() - pCurNode->GetPosition();
float forwardX, forwardY;
float distBetweenNodes = vecBetweenNodes.Magnitude();
@ -396,47 +408,47 @@ CCarCtrl::GenerateOneRandomCar()
}
/* I think the following might be some form of SetRotateZOnly. */
/* Setting up direction between two car nodes. */
pCar->GetForward() = CVector(forwardX, forwardY, 0.0f);
pCar->GetRight() = CVector(forwardY, -forwardX, 0.0f);
pCar->GetUp() = CVector(0.0f, 0.0f, 1.0f);
pVehicle->GetForward() = CVector(forwardX, forwardY, 0.0f);
pVehicle->GetRight() = CVector(forwardY, -forwardX, 0.0f);
pVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f);
float currentPathLinkForwardX = pCar->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo].GetDirX();
float currentPathLinkForwardY = pCar->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo].GetDirY();
float nextPathLinkForwardX = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].GetDirX();
float nextPathLinkForwardY = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].GetDirY();
float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirX();
float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirY();
float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirX();
float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirY();
CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo];
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo];
CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
CVector positionOnCurrentLinkIncludingLane(
pCurrentLink->GetX() + ((pCar->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
pCurrentLink->GetY() - ((pCar->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
0.0f);
CVector positionOnNextLinkIncludingLane(
pNextLink->GetX() + ((pCar->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
pNextLink->GetY() - ((pCar->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
0.0f);
float directionCurrentLinkX = pCurrentLink->GetDirX() * pCar->AutoPilot.m_nCurrentDirection;
float directionCurrentLinkY = pCurrentLink->GetDirY() * pCar->AutoPilot.m_nCurrentDirection;
float directionNextLinkX = pNextLink->GetDirX() * pCar->AutoPilot.m_nNextDirection;
float directionNextLinkY = pNextLink->GetDirY() * pCar->AutoPilot.m_nNextDirection;
float directionCurrentLinkX = pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
float directionCurrentLinkY = pCurrentLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection;
float directionNextLinkX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
float directionNextLinkY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection;
/* We want to make a path between two links that may not have the same forward directions a curve. */
pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
&positionOnCurrentLinkIncludingLane,
&positionOnNextLinkIncludingLane,
directionCurrentLinkX, directionCurrentLinkY,
directionNextLinkX, directionNextLinkY
) * (1000.0f / pCar->AutoPilot.m_fMaxTrafficSpeed);
) * (1000.0f / pVehicle->AutoPilot.m_fMaxTrafficSpeed);
#ifdef FIX_BUGS
/* Casting timer to float is very unwanted. In this case it's not awful */
/* but in CAutoPilot::ModifySpeed it can even cause crashes (see SilentPatch). */
/* Second fix: adding 0.5f is a mistake. It should be between 0 and 1. It was fixed in SA.*/
/* It is also correct in CAutoPilot::ModifySpeed. */
pCar->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
(uint32)(positionBetweenNodes * pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve);
pVehicle->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
(uint32)((0.5f + positionBetweenNodes) * pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
#else
pCar->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
(0.5f + positionBetweenNodes) * pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve;
pVehicle->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
(0.5f + positionBetweenNodes) * pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
#endif
CVector directionCurrentLink(directionCurrentLinkX, directionCurrentLinkY, 0.0f);
CVector directionNextLink(directionNextLinkX, directionNextLinkY, 0.0f);
@ -447,8 +459,8 @@ CCarCtrl::GenerateOneRandomCar()
&positionOnNextLinkIncludingLane,
&directionCurrentLink,
&directionNextLink,
GetPositionAlongCurrentCurve(pCar),
pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve,
GetPositionAlongCurrentCurve(pVehicle),
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve,
&positionIncludingCurve,
&directionIncludingCurve
);
@ -459,142 +471,150 @@ CCarCtrl::GenerateOneRandomCar()
float groundZ = INFINITE_Z;
CColPoint colPoint;
CEntity* pEntity;
if (bBoatGenerated) {
if (!CWaterLevel::GetWaterLevel(finalPosition, &groundZ, true)) {
delete pVehicle;
return;
}
}
else {
if (CWorld::ProcessVerticalLine(finalPosition, 1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil))
groundZ = colPoint.point.z;
if (CWorld::ProcessVerticalLine(finalPosition, -1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil)){
if (CWorld::ProcessVerticalLine(finalPosition, -1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil)) {
if (ABS(colPoint.point.z - finalPosition.z) < ABS(groundZ - finalPosition.z))
groundZ = colPoint.point.z;
}
}
if (groundZ == INFINITE_Z || ABS(groundZ - finalPosition.z) > 7.0f) {
/* Failed to find ground or too far from expected position. */
delete pCar;
delete pVehicle;
return;
}
finalPosition.z = groundZ + pCar->GetHeightAboveRoad();
pCar->SetPosition(finalPosition);
pCar->SetMoveSpeed(directionIncludingCurve / GAME_SPEED_TO_CARAI_SPEED);
CVector2D speedDifferenceWithTarget = (CVector2D)pCar->GetMoveSpeed() - vecPlayerSpeed;
if (CModelInfo::IsBoatModel(carModel)) {
finalPosition.z = groundZ;
pVehicle->bExtendedRange = true;
}
else
finalPosition.z = groundZ + pVehicle->GetHeightAboveRoad();
pVehicle->SetPosition(finalPosition);
pVehicle->SetMoveSpeed(directionIncludingCurve / GAME_SPEED_TO_CARAI_SPEED);
CVector2D speedDifferenceWithTarget = (CVector2D)pVehicle->GetMoveSpeed() - vecPlayerSpeed;
CVector2D distanceToTarget = positionIncludingCurve - vecTargetPos;
switch (carClass) {
case POOR:
case RICH:
case EXEC:
case WORKER:
// TODO(MIAMI): check this
case MOPED:
case MOTORBIKE:
case LEISUREBOAT:
case WORKERBOAT:
//
case BIG:
case TAXI:
case MAFIA:
case TRIAD:
case DIABLO:
case YAKUZA:
case YARDIE:
case COLOMB:
case NINES:
case GANG8:
case GANG9:
pCar->SetStatus(STATUS_SIMPLE);
break;
case COPS:
pCar->SetStatus((pCar->AutoPilot.m_nCarMission == MISSION_CRUISE) ? STATUS_SIMPLE : STATUS_PHYSICS);
pCar->ChangeLawEnforcerState(1);
pVehicle->SetStatus((pVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE) ? STATUS_SIMPLE : STATUS_PHYSICS);
pVehicle->ChangeLawEnforcerState(1);
break;
case COPS_BOAT:
pVehicle->ChangeLawEnforcerState(1);
pVehicle->SetStatus(STATUS_PHYSICS);
default:
pVehicle->SetStatus(STATUS_SIMPLE);
break;
}
CVisibilityPlugins::SetClumpAlpha(pCar->GetClump(), 0);
if (!pCar->GetIsOnScreen()){
if ((vecTargetPos - pCar->GetPosition()).Magnitude2D() > 50.0f) {
CVisibilityPlugins::SetClumpAlpha(pVehicle->GetClump(), 0);
if (!pVehicle->GetIsOnScreen()){
if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > 40.0f * (pVehicle->bExtendedRange ? 1.5f : 1.0f)) {
/* Too far away cars that are not visible aren't needed. */
delete pCar;
delete pVehicle;
return;
}
}else if((vecTargetPos - pCar->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * 130.0f ||
(vecTargetPos - pCar->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * 110.0f){
delete pCar;
}else if((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * (pVehicle->bExtendedRange ? 1.5f : 1.0f) * 120.0f ||
(vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * 100.0f){
delete pVehicle;
return;
}else if((TheCamera.GetPosition() - pCar->GetPosition()).Magnitude2D() < 90.0f * TheCamera.GenerationDistMultiplier){
delete pCar;
}else if((TheCamera.GetPosition() - pVehicle->GetPosition()).Magnitude2D() < 82.5f * TheCamera.GenerationDistMultiplier || bTopDownCamera ){
delete pVehicle;
return;
}
CVehicleModelInfo* pVehicleModel = pCar->GetModelInfo();
// TODO(MIAMI): if MARQUIS then delete
CVehicleModelInfo* pVehicleModel = pVehicle->GetModelInfo();
float radiusToTest = pVehicleModel->GetColModel()->boundingSphere.radius;
if (testForCollision){
CWorld::FindObjectsKindaColliding(pCar->GetPosition(), radiusToTest + 20.0f, true, &colliding, 2, nil, false, true, false, false, false);
CWorld::FindObjectsKindaColliding(pVehicle->GetPosition(), radiusToTest + 20.0f, true, &colliding, 2, nil, false, true, false, false, false);
if (colliding){
delete pCar;
delete pVehicle;
return;
}
}
CWorld::FindObjectsKindaColliding(pCar->GetPosition(), radiusToTest, true, &colliding, 2, nil, false, true, false, false, false);
CWorld::FindObjectsKindaColliding(pVehicle->GetPosition(), radiusToTest, true, &colliding, 2, nil, false, true, false, false, false);
if (colliding){
delete pCar;
delete pVehicle;
return;
}
if (speedDifferenceWithTarget.x * distanceToTarget.x +
speedDifferenceWithTarget.y * distanceToTarget.y >= 0.0f){
delete pCar;
delete pVehicle;
return;
}
pVehicleModel->AvoidSameVehicleColour(&pCar->m_currentColour1, &pCar->m_currentColour2);
CWorld::Add(pCar);
if (carClass == COPS)
CCarAI::AddPoliceCarOccupants(pCar);
pVehicleModel->AvoidSameVehicleColour(&pVehicle->m_currentColour1, &pVehicle->m_currentColour2);
CWorld::Add(pVehicle);
if (carClass == COPS || carClass == COPS_BOAT)
CCarAI::AddPoliceCarOccupants(pVehicle);
else
pCar->SetUpDriver();
if ((CGeneral::GetRandomNumber() & 0x3F) == 0){ /* 1/64 probability */
pCar->SetStatus(STATUS_PHYSICS);
pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
pCar->AutoPilot.m_nCruiseSpeed += 10;
pVehicle->SetUpDriver(); //TODO(MIAMI): FIX!
if ((CGeneral::GetRandomNumber() & 0x3F) == 0){ /* 1/64 probability */ /* TODO(MIAMI): FIX!*/
pVehicle->SetStatus(STATUS_PHYSICS);
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
pVehicle->AutoPilot.m_nCruiseSpeed += 10;
}
if (carClass == COPS)
LastTimeLawEnforcerCreated = CTimer::GetTimeInMilliseconds();
/* TODO(MIAMI): CADDY, VICECHEE, dead ped code*/
return;
}
int32
CCarCtrl::ChooseBoatModel(int32 rating)
{
++NumRequestsOfCarRating[rating];
return ChooseCarModel(rating);
}
int32
CCarCtrl::ChooseBoatRating(CZoneInfo* pZoneInfo)
{
int rnd = CGeneral::GetRandomNumberInRange(0, 1000);
for (int i = 0; i < NUM_BOAT_CLASSES - 1; i++) {
if (rnd < pZoneInfo->boatThreshold[i])
return FIRST_BOAT_RATING + i;
}
return FIRST_BOAT_RATING + NUM_BOAT_CLASSES - 1;
}
int32
CCarCtrl::ChooseCarRating(CZoneInfo* pZoneInfo)
{
int rnd = CGeneral::GetRandomNumberInRange(0, 1000);
for (int i = 0; i < NUM_CAR_CLASSES - 1; i++) {
if (rnd < pZoneInfo->carThreshold[i])
return i;
}
return FIRST_CAR_RATING + NUM_CAR_CLASSES - 1;
}
int32
CCarCtrl::ChooseModel(CZoneInfo* pZone, CVector* pPos, int* pClass) {
int32 model = -1;
while (model == -1 || !CStreaming::HasModelLoaded(model)){
for (int i = 0; i < 10 && (model == -1 || !CStreaming::HasModelLoaded(model)); i++) {
int rnd = CGeneral::GetRandomNumberInRange(0, 1000);
// TODO(MIAMI): new car classes
if (rnd < pZone->carThreshold[0])
model = CCarCtrl::ChooseCarModel((*pClass = NORMAL));
else if (rnd < pZone->carThreshold[1])
model = CCarCtrl::ChooseCarModel((*pClass = POOR));
else if (rnd < pZone->carThreshold[2])
model = CCarCtrl::ChooseCarModel((*pClass = RICH));
else if (rnd < pZone->carThreshold[3])
model = CCarCtrl::ChooseCarModel((*pClass = EXEC));
else if (rnd < pZone->carThreshold[4])
model = CCarCtrl::ChooseCarModel((*pClass = WORKER));
else if (rnd < pZone->carThreshold[5])
model = CCarCtrl::ChooseCarModel((*pClass = BIG));
else if (rnd < pZone->copThreshold)
*pClass = COPS, model = CCarCtrl::ChoosePoliceCarModel();
else if (rnd < pZone->gangThreshold[0])
model = CCarCtrl::ChooseGangCarModel((*pClass = MAFIA) - MAFIA);
else if (rnd < pZone->gangThreshold[1])
model = CCarCtrl::ChooseGangCarModel((*pClass = TRIAD) - MAFIA);
else if (rnd < pZone->gangThreshold[2])
model = CCarCtrl::ChooseGangCarModel((*pClass = DIABLO) - MAFIA);
else if (rnd < pZone->gangThreshold[3])
model = CCarCtrl::ChooseGangCarModel((*pClass = YAKUZA) - MAFIA);
else if (rnd < pZone->gangThreshold[4])
model = CCarCtrl::ChooseGangCarModel((*pClass = YARDIE) - MAFIA);
else if (rnd < pZone->gangThreshold[5])
model = CCarCtrl::ChooseGangCarModel((*pClass = COLOMB) - MAFIA);
else if (rnd < pZone->gangThreshold[6])
model = CCarCtrl::ChooseGangCarModel((*pClass = NINES) - MAFIA);
else if (rnd < pZone->gangThreshold[7])
model = CCarCtrl::ChooseGangCarModel((*pClass = GANG8) - MAFIA);
else if (rnd < pZone->gangThreshold[8])
model = CCarCtrl::ChooseGangCarModel((*pClass = GANG9) - MAFIA);
else
model = CCarCtrl::ChooseCarModel((*pClass = TAXI));
if (rnd < pZone->copThreshold) {
*pClass = COPS;
model = ChoosePoliceCarModel();
continue;
}
for (int i = 0; i < NUM_GANG_CAR_CLASSES; i++) {
if (rnd < pZone->gangThreshold[i]) {
*pClass = i + FIRST_GANG_CAR_RATING;
model = ChooseGangCarModel(i);
continue;
}
}
*pClass = ChooseCarRating(pZone);
model = ChooseCarModel(*pClass);
}
return model;
}
@ -603,34 +623,50 @@ int32
CCarCtrl::ChooseCarModel(int32 vehclass)
{
int32 model = -1;
switch (vehclass) {
case POOR:
case RICH:
case EXEC:
case WORKER:
// TODO(MIAMI): check this
case MOPED:
case MOTORBIKE:
case LEISUREBOAT:
case WORKERBOAT:
//
case BIG:
case TAXI:
{
if (TotalNumOfCarsOfRating[vehclass] == 0)
debug("ChooseCarModel : No cars of type %d have been declared\n", vehclass);
model = CarArrays[vehclass][NextCarOfRating[vehclass]];
int32 total = TotalNumOfCarsOfRating[vehclass];
NextCarOfRating[vehclass] += CGeneral::GetRandomNumberInRange(1, total);
while (NextCarOfRating[vehclass] >= total)
NextCarOfRating[vehclass] -= total;
//NextCarOfRating[vehclass] %= total;
TotalNumOfCarsOfRating[vehclass] = total; /* why... */
}
default:
++NumRequestsOfCarRating[vehclass];
if (NumOfLoadedCarsOfRating[vehclass] == 0)
return -1;
int32 rnd = CGeneral::GetRandomNumberInRange(0, CarFreqArrays[vehclass][NumOfLoadedCarsOfRating[vehclass] - 1]);
int32 index = 0;
while (rnd > CarFreqArrays[vehclass][index])
index++;
assert(LoadedCarsArray[vehclass][index]);
return LoadedCarsArray[vehclass][index];
}
void
CCarCtrl::AddToLoadedVehicleArray(int32 mi, int32 rating, int32 freq)
{
LoadedCarsArray[rating][NumOfLoadedCarsOfRating[rating]] = mi;
assert(mi >= 130);
CarFreqArrays[rating][NumOfLoadedCarsOfRating[rating]] = freq;
if (NumOfLoadedCarsOfRating[rating])
CarFreqArrays[rating][NumOfLoadedCarsOfRating[rating]] += CarFreqArrays[rating][NumOfLoadedCarsOfRating[rating] - 1];
NumOfLoadedCarsOfRating[rating]++;
}
void
CCarCtrl::RemoveFromLoadedVehicleArray(int mi, int32 rating)
{
int index = 0;
while (LoadedCarsArray[rating][index] != -1) {
if (LoadedCarsArray[rating][index] == mi)
break;
}
return model;
int32 freq = CarFreqArrays[rating][index];
if (index > 0)
freq -= CarFreqArrays[rating][index - 1];
while (LoadedCarsArray[rating][index + 1] != -1) {
LoadedCarsArray[rating][index] = LoadedCarsArray[rating][index + 1];
CarFreqArrays[rating][index] = CarFreqArrays[rating][index + 1] - freq;
}
--NumOfLoadedCarsOfRating[rating];
}
int32
CCarCtrl::ChooseCarModelToLoad(int rating)
{
return CarArrays[rating][CGeneral::GetRandomNumberInRange(0, TotalNumOfCarsOfRating[rating])];
}
int32
@ -698,7 +734,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
return;
}
float distanceToPlayer = (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D();
float threshold = 50.0f;
float threshold = 40.0f;
if (pVehicle->GetIsOnScreen() ||
TheCamera.Cams[TheCamera.ActiveCam].LookingLeft ||
TheCamera.Cams[TheCamera.ActiveCam].LookingRight ||
@ -710,8 +746,10 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
pVehicle->bIsLawEnforcer ||
pVehicle->bIsCarParkVehicle
){
threshold = 130.0f * TheCamera.GenerationDistMultiplier;
threshold = 120.0f * TheCamera.GenerationDistMultiplier;
}
if (TheCamera.GetForward().z < -0.9f)
threshold = 70.0f;
if (pVehicle->bExtendedRange)
threshold *= 1.5f;
if (distanceToPlayer > threshold && !CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){
@ -724,7 +762,8 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
return;
}
}
if ((pVehicle->GetStatus() == STATUS_SIMPLE || pVehicle->GetStatus() == STATUS_PHYSICS && pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS) &&
if ((pVehicle->GetStatus() == STATUS_SIMPLE || pVehicle->GetStatus() == STATUS_PHYSICS &&
(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 &&
@ -1870,9 +1909,11 @@ void CCarCtrl::Init(void)
for (int i = 0; i < MAX_CARS_TO_KEEP; i++)
apCarsToKeep[i] = nil;
for (int i = 0; i < TOTAL_CUSTOM_CLASSES; i++){
for (int j = 0; j < MAX_CAR_MODELS_IN_ARRAY; j++)
CarArrays[i][j] = 0;
NextCarOfRating[i] = 0;
for (int j = 0; j < MAX_CAR_MODELS_IN_ARRAY; j++) {
LoadedCarsArray[i][j] = -1;
}
NumOfLoadedCarsOfRating[i] = 0;
NumRequestsOfCarRating[i] = 0;
TotalNumOfCarsOfRating[i] = 0;
}
}
@ -1896,7 +1937,7 @@ void CCarCtrl::ReInit(void)
for (int i = 0; i < MAX_CARS_TO_KEEP; i++)
apCarsToKeep[i] = nil;
for (int i = 0; i < TOTAL_CUSTOM_CLASSES; i++)
NextCarOfRating[i] = 0;
NumRequestsOfCarRating[i] = 0;
}
void CCarCtrl::DragCarToPoint(CVehicle* pVehicle, CVector* pPoint)

View File

@ -48,10 +48,13 @@ public:
NINES,
GANG8,
GANG9,
COPSBOAT,
NUM_CAR_CLASSES = MOTORBIKE+1,
NUM_BOAT_CLASSES = 2,
COPS_BOAT,
FIRST_CAR_RATING = NORMAL,
FIRST_BOAT_RATING = LEISUREBOAT,
FIRST_GANG_CAR_RATING = MAFIA,
NUM_CAR_CLASSES = MOTORBIKE - FIRST_CAR_RATING + 1,
NUM_BOAT_CLASSES = WORKERBOAT - FIRST_BOAT_RATING + 1,
NUM_GANG_CAR_CLASSES = GANG9 - FIRST_GANG_CAR_RATING + 1,
TOTAL_CUSTOM_CLASSES = NUM_CAR_CLASSES + NUM_BOAT_CLASSES
};
@ -116,6 +119,12 @@ public:
static void FindLinksToGoWithTheseNodes(CVehicle*);
static bool GenerateOneEmergencyServicesCar(uint32, CVector);
static float FindSpeedMultiplierWithSpeedFromNodes(int8);
static int32 ChooseBoatModel(int32);
static int32 ChooseBoatRating(CZoneInfo* pZoneInfo);
static int32 ChooseCarRating(CZoneInfo* pZoneInfo);
static void AddToLoadedVehicleArray(int32 mi, int32 rating, int32 freq);
static void RemoveFromLoadedVehicleArray(int32 mi, int32 rating);
static int32 ChooseCarModelToLoad(int rating);
static float GetPositionAlongCurrentCurve(CVehicle* pVehicle)
{
@ -147,8 +156,12 @@ public:
static uint32 LastTimeFireTruckCreated;
static uint32 LastTimeAmbulanceCreated;
static int32 TotalNumOfCarsOfRating[TOTAL_CUSTOM_CLASSES];
static int32 NextCarOfRating[TOTAL_CUSTOM_CLASSES];
static int32 CarArrays[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY];
static int32 NumRequestsOfCarRating[TOTAL_CUSTOM_CLASSES];
static int32 NumOfLoadedCarsOfRating[TOTAL_CUSTOM_CLASSES];
static int32 CarFreqArrays[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY];
static int32 LoadedCarsArray[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY];
};
extern CVehicle* apCarsToKeep[MAX_CARS_TO_KEEP];

View File

@ -1419,14 +1419,14 @@ CPathFind::NewGenerateCarCreationCoors(float x, float y, float dirX, float dirY,
if(m_pathNodes[node1].bDisabled && !ignoreDisabled)
continue;
dist1 = Distance2D(m_pathNodes[node1].GetPosition(), x, y);
if(dist1 < spawnDist + 60.0f){
d1 = dist1 - spawnDist;
if(dist1 < Max(spawnDist + 70.0f, spawnDist * 1.7f)){
d1 = m_pathNodes[node1].bWaterPath ? (dist1 - spawnDist * 1.5f) : (dist1 - spawnDist);
for(j = 0; j < m_pathNodes[node1].numLinks; j++){
node2 = ConnectedNode(m_pathNodes[node1].firstLink + j);
if(m_pathNodes[node2].bDisabled && !ignoreDisabled)
continue;
dist2 = Distance2D(m_pathNodes[node2].GetPosition(), x, y);
d2 = dist2 - spawnDist;
d2 = m_pathNodes[node2].bWaterPath ? (dist2 - spawnDist * 1.5f) : (dist2 - spawnDist);
if(d1*d2 < 0.0f){
// nodes are on different sides of spawn distance
float f2 = Abs(d1)/(Abs(d1) + Abs(d2));

View File

@ -926,10 +926,10 @@ CFileLoader::LoadCarPathNode(const char *line, int id, int node, bool waterPath)
if(id == -1)
ThePaths.StoreDetachedNodeInfoCar(node, type, next, x, y, z, width, numLeft, numRight,
!!(flags&1), !!(flags&4), speed, !!(flags&2), waterPath, spawnRate, false);
!!(flags&1), !!(flags&4), speed, !!(flags&2), waterPath, spawnRate * 15, false);
else
ThePaths.StoreNodeInfoCar(id, node, type, next, x, y, z, 0, numLeft, numRight,
!!(flags&1), !!(flags&4), speed, !!(flags&2), waterPath, spawnRate);
!!(flags&1), !!(flags&4), speed, !!(flags&2), waterPath, spawnRate * 15);
}

View File

@ -59,6 +59,8 @@ public:
static void InitialiseWhenRestarting(void);
static void Process(void);
static bool IsInInterior(void) { return currArea != AREA_MAIN_MAP; }
// NB: these do something on PS2
static void TidyUpMemory(bool, bool);
static void DrasticTidyUpMemory(bool);

View File

@ -1025,7 +1025,9 @@ found:
RemoveModel(ms_vehiclesLoaded[ms_lastVehicleDeleted]);
ms_numVehiclesLoaded--;
ms_vehiclesLoaded[ms_lastVehicleDeleted] = -1;
// TODO(MIAMI): CCarCtrl::RemoveFromLoadedVehicleArray
CVehicleModelInfo* pVehicleInfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(id);
if (pVehicleInfo->m_vehicleClass != -1)
CCarCtrl::RemoveFromLoadedVehicleArray(id, pVehicleInfo->m_vehicleClass);
return true;
}
@ -1159,13 +1161,21 @@ found:
ms_lastVehicleDeleted = id;
// this is more that we wanted actually
ms_numVehiclesLoaded++;
}else
}
else{
RemoveModel(id);
CVehicleModelInfo* pVehicleInfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(modelId);
if (pVehicleInfo->m_vehicleClass != -1)
CCarCtrl::RemoveFromLoadedVehicleArray(modelId, pVehicleInfo->m_vehicleClass);
}
}
ms_vehiclesLoaded[ms_lastVehicleDeleted++] = modelId;
if(ms_lastVehicleDeleted == MAXVEHICLESLOADED)
ms_lastVehicleDeleted = 0;
CVehicleModelInfo* pVehicleInfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(modelId);
if (pVehicleInfo->m_vehicleClass != -1)
CCarCtrl::AddToLoadedVehicleArray(modelId, pVehicleInfo->m_vehicleClass, pVehicleInfo->m_frequency);
return true;
}
@ -1283,25 +1293,24 @@ CStreaming::StreamVehiclesAndPeds(void)
if(timeBeforeNextLoad >= 0)
timeBeforeNextLoad--;
else if(ms_numVehiclesLoaded <= desiredNumVehiclesLoaded){
for(i = 1; i <= 10; i++){
model = CCarCtrl::ChooseCarModel(modelQualityClass);
// TODO(MIAMI): check this
if(model < 0)
continue;
modelQualityClass++;
if(modelQualityClass >= CCarCtrl::TOTAL_CUSTOM_CLASSES)
modelQualityClass = 0;
// check if we want to load this model
if(ms_aInfoForModel[model].m_loadState == STREAMSTATE_NOTLOADED &&
((CVehicleModelInfo*)CModelInfo::GetModelInfo(model))->m_level & (1 << (CGame::currLevel-1)))
break;
CZoneInfo zone;
CTheZones::GetZoneInfoForTimeOfDay(&FindPlayerCoors(), &zone);
int32 maxReq = -1;
int32 mostRequestedRating = 0;
for(i = 0; i < CCarCtrl::TOTAL_CUSTOM_CLASSES; i++){
if(CCarCtrl::NumRequestsOfCarRating[i] > maxReq &&
(i == 0 && zone.carThreshold[0] != 0) ||
(i != 0 && zone.carThreshold[i] != zone.carThreshold[i-1])) {
maxReq = CCarCtrl::NumRequestsOfCarRating[i];
mostRequestedRating = i;
}
if(i <= 10){
}
model = CCarCtrl::ChooseCarModelToLoad(mostRequestedRating);
if(!HasModelLoaded(model)){
RequestModel(model, STREAMFLAGS_DEPENDENCY);
timeBeforeNextLoad = 500;
timeBeforeNextLoad = 350;
}
CCarCtrl::NumRequestsOfCarRating[mostRequestedRating] = 0;
}
}
@ -2435,7 +2444,14 @@ CStreaming::LoadScene(const CVector &pos)
AddModelsToRequestList(pos);
CRadar::StreamRadarSections(pos);
// TODO(MIAMI): stream zone vehicles
if (!CGame::IsInInterior()) {
for (int i = 0; i < 5; i++) {
CZoneInfo zone;
CTheZones::GetZoneInfoForTimeOfDay(&pos, &zone);
int32 model = CCarCtrl::ChooseCarModelToLoad(CCarCtrl::ChooseCarRating(&zone));
CStreaming::RequestModel(model, STREAMFLAGS_DEPENDENCY);
}
}
LoadAllRequestedModels(false);
// TODO(MIAMI): InstanceLoadedModels

View File

@ -16,4 +16,3 @@ public:
virtual bool GetIsATreadable(void) { return false; }
};
static_assert(sizeof(CBuilding) == 0x64, "CBuilding: error");

View File

@ -15,4 +15,3 @@ public:
static void *operator new(size_t);
static void operator delete(void*, size_t);
};
static_assert(sizeof(CDummy) == 0x68, "CDummy: error");

View File

@ -174,4 +174,3 @@ public:
static void AddSteamsFromGround(CPtrList& list);
};
static_assert(sizeof(CEntity) == 0x64, "CEntity: error");

View File

@ -160,4 +160,3 @@ public:
bool CheckCollision(void);
bool CheckCollision_SimpleCar(void);
};
static_assert(sizeof(CPhysical) == 0x128, "CPhysical: error");

View File

@ -10,4 +10,3 @@ public:
CDummyObject(void) {}
CDummyObject(CObject *obj);
};
static_assert(sizeof(CDummyObject) == 0x68, "CDummyObject: error");

View File

@ -113,4 +113,3 @@ public:
static void DeleteAllTempObjects();
static void DeleteAllTempObjectsInArea(CVector point, float fRadius);
};
static_assert(sizeof(CObject) == 0x198, "CObject: error");

View File

@ -8,4 +8,3 @@ class CDummyPed : CDummy
int32 pedType;
int32 unknown;
};
static_assert(sizeof(CDummyPed) == 0x70, "CDummyPed: error");

View File

@ -732,6 +732,7 @@ CPopulation::AddPedInCar(CVehicle* car)
pedType = PEDTYPE_COP;
break;
case MI_POLICE:
case MI_PREDATOR:
preferredModel = COP_STREET;
pedType = PEDTYPE_COP;
break;