mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-23 01:29:16 +01:00
car control fixes
This commit is contained in:
parent
28103775ba
commit
9fce6c4ed3
@ -291,10 +291,10 @@ CCarCtrl::GenerateOneRandomCar()
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/* Not spawning vehicle if road is one way and intended direction is opposide to that way. */
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/* Also not spawning bikes but they don't exist in final game. */
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return;
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CAutomobile* pCar = new CAutomobile(carModel, RANDOM_VEHICLE);
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pCar->AutoPilot.m_nPrevRouteNode = 0;
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pCar->AutoPilot.m_nCurrentRouteNode = curNodeId;
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pCar->AutoPilot.m_nNextRouteNode = nextNodeId;
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CAutomobile* pVehicle = new CAutomobile(carModel, RANDOM_VEHICLE);
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pVehicle->AutoPilot.m_nPrevRouteNode = 0;
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pVehicle->AutoPilot.m_nCurrentRouteNode = curNodeId;
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pVehicle->AutoPilot.m_nNextRouteNode = nextNodeId;
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switch (carClass) {
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case POOR:
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case RICH:
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@ -313,48 +313,48 @@ CCarCtrl::GenerateOneRandomCar()
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case GANG8:
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case GANG9:
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{
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pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14);
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pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14);
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if (carClass == EXEC)
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pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18);
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pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18);
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else if (carClass == POOR || carClass == SPECIAL)
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pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10);
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CVehicleModelInfo* pVehicleInfo = pCar->GetModelInfo();
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if (pVehicleInfo->GetColModel()->boundingBox.max.y - pCar->GetModelInfo()->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) {
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pCar->AutoPilot.m_nCruiseSpeed *= 3;
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pCar->AutoPilot.m_nCruiseSpeed /= 4;
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pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10);
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CVehicleModelInfo* pVehicleInfo = pVehicle->GetModelInfo();
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if (pVehicleInfo->GetColModel()->boundingBox.max.y - pVehicle->GetModelInfo()->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) {
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pVehicle->AutoPilot.m_nCruiseSpeed *= 3;
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pVehicle->AutoPilot.m_nCruiseSpeed /= 4;
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}
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pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed;
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pCar->AutoPilot.m_nCarMission = MISSION_CRUISE;
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pCar->AutoPilot.m_nTempAction = TEMPACT_NONE;
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pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
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pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
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pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
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break;
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}
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case COPS:
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pCar->AutoPilot.m_nTempAction = TEMPACT_NONE;
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
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if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel != 0){
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pCar->AutoPilot.m_nCruiseSpeed = CCarAI::FindPoliceCarSpeedForWantedLevel(pCar);
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pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed / 2;
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pCar->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
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pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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pVehicle->AutoPilot.m_nCruiseSpeed = CCarAI::FindPoliceCarSpeedForWantedLevel(pVehicle);
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pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed / 2;
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pVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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}else{
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pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 16);
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pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed;
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pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
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pCar->AutoPilot.m_nCarMission = MISSION_CRUISE;
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pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 16);
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pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
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pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
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}
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if (carModel == MI_FBICAR){
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pCar->m_currentColour1 = 0;
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pCar->m_currentColour2 = 0;
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pVehicle->m_currentColour1 = 0;
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pVehicle->m_currentColour2 = 0;
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/* FBI cars are gray in carcols, but we want them black if they going after player. */
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}
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default:
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break;
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}
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if (pCar && pCar->GetModelIndex() == MI_MRWHOOP)
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pCar->m_bSirenOrAlarm = true;
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pCar->AutoPilot.m_nNextPathNodeInfo = connectionId;
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pCar->AutoPilot.m_nNextLane = pCar->AutoPilot.m_nCurrentLane = CGeneral::GetRandomNumber() % lanesOnCurrentRoad;
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CColBox* boundingBox = &CModelInfo::GetModelInfo(pCar->GetModelIndex())->GetColModel()->boundingBox;
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if (pVehicle && pVehicle->GetModelIndex() == MI_MRWHOOP)
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pVehicle->m_bSirenOrAlarm = true;
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pVehicle->AutoPilot.m_nNextPathNodeInfo = connectionId;
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pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane = CGeneral::GetRandomNumber() % lanesOnCurrentRoad;
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CColBox* boundingBox = &CModelInfo::GetModelInfo(pVehicle->GetModelIndex())->GetColModel()->boundingBox;
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float carLength = 1.0f + (boundingBox->max.y - boundingBox->min.y) / 2;
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float distanceBetweenNodes = (pCurNode->GetPosition() - pNextNode->GetPosition()).Magnitude2D();
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/* If car is so long that it doesn't fit between two car nodes, place it directly in the middle. */
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@ -363,20 +363,20 @@ CCarCtrl::GenerateOneRandomCar()
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positionBetweenNodes = 0.5f;
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else
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positionBetweenNodes = Min(1.0f - carLength / distanceBetweenNodes, Max(carLength / distanceBetweenNodes, positionBetweenNodes));
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pCar->AutoPilot.m_nNextDirection = (curNodeId >= nextNodeId) ? 1 : -1;
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pVehicle->AutoPilot.m_nNextDirection = (curNodeId >= nextNodeId) ? 1 : -1;
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if (pCurNode->numLinks == 1){
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/* Do not create vehicle if there is nowhere to go. */
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delete pCar;
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delete pVehicle;
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return;
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}
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int16 nextConnection = pCar->AutoPilot.m_nNextPathNodeInfo;
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int16 nextConnection = pVehicle->AutoPilot.m_nNextPathNodeInfo;
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int16 newLink;
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while (nextConnection == pCar->AutoPilot.m_nNextPathNodeInfo){
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while (nextConnection == pVehicle->AutoPilot.m_nNextPathNodeInfo){
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newLink = CGeneral::GetRandomNumber() % pCurNode->numLinks;
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nextConnection = ThePaths.m_carPathConnections[newLink + pCurNode->firstLink];
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}
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pCar->AutoPilot.m_nCurrentPathNodeInfo = nextConnection;
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pCar->AutoPilot.m_nCurrentDirection = (ThePaths.ConnectedNode(newLink + pCurNode->firstLink) >= curNodeId) ? 1 : -1;
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pVehicle->AutoPilot.m_nCurrentPathNodeInfo = nextConnection;
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pVehicle->AutoPilot.m_nCurrentDirection = (ThePaths.ConnectedNode(newLink + pCurNode->firstLink) >= curNodeId) ? 1 : -1;
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CVector2D vecBetweenNodes = pNextNode->GetPosition() - pCurNode->GetPosition();
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float forwardX, forwardY;
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float distBetweenNodes = vecBetweenNodes.Magnitude();
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@ -389,47 +389,110 @@ CCarCtrl::GenerateOneRandomCar()
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}
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/* I think the following might be some form of SetRotateZOnly. */
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/* Setting up direction between two car nodes. */
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pCar->GetForward() = CVector(forwardX, forwardY, 0.0f);
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pCar->GetRight() = CVector(forwardY, -forwardX, 0.0f);
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pCar->GetUp() = CVector(0.0f, 0.0f, 1.0f);
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pVehicle->GetForward() = CVector(forwardX, forwardY, 0.0f);
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pVehicle->GetRight() = CVector(forwardY, -forwardX, 0.0f);
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pVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f);
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float currentPathLinkForwardX = pCar->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo].GetDirX();
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float currentPathLinkForwardY = pCar->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo].GetDirY();
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float nextPathLinkForwardX = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].GetDirX();
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float nextPathLinkForwardY = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].GetDirY();
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float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirX();
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float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirY();
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float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirX();
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float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirY();
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CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo];
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CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo];
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#ifdef FIX_BUGS
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CCarPathLink* pCurrentLink;
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CCarPathLink* pNextLink;
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CVector positionOnCurrentLinkIncludingLane;
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CVector positionOnNextLinkIncludingLane;
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float directionCurrentLinkX;
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float directionCurrentLinkY;
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float directionNextLinkX;
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float directionNextLinkY;
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if (positionBetweenNodes < 0.5f) {
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float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirX();
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float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirY();
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float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirX();
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float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirY();
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pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
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pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
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positionOnCurrentLinkIncludingLane = CVector(
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pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
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pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
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0.0f);
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positionOnNextLinkIncludingLane = CVector(
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pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
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pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
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0.0f);
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directionCurrentLinkX = pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
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directionCurrentLinkY = pCurrentLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection;
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directionNextLinkX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
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directionNextLinkY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection;
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/* We want to make a path between two links that may not have the same forward directions a curve. */
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pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
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&positionOnCurrentLinkIncludingLane,
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&positionOnNextLinkIncludingLane,
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directionCurrentLinkX, directionCurrentLinkY,
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directionNextLinkX, directionNextLinkY
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) * (1000.0f / pVehicle->AutoPilot.m_fMaxTrafficSpeed);
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pVehicle->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
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(uint32)((0.5f + positionBetweenNodes) * pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
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}
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else {
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PickNextNodeRandomly(pVehicle);
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pVehicle->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
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(uint32)((positionBetweenNodes - 0.5f) * pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
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float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirX();
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float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirY();
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float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirX();
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float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirY();
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pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
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pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
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positionOnCurrentLinkIncludingLane = CVector(
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pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
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pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
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0.0f);
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positionOnNextLinkIncludingLane = CVector(
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pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
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pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
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0.0f);
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directionCurrentLinkX = pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
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directionCurrentLinkY = pCurrentLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection;
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directionNextLinkX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
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directionNextLinkY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection;
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pCurNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nCurrentRouteNode];
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pNextNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
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}
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#else
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float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirX();
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float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirY();
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float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirX();
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float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirY();
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CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
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CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
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CVector positionOnCurrentLinkIncludingLane(
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pCurrentLink->GetX() + ((pCar->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
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pCurrentLink->GetY() - ((pCar->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
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pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
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pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
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0.0f);
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CVector positionOnNextLinkIncludingLane(
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pNextLink->GetX() + ((pCar->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
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pNextLink->GetY() - ((pCar->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
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pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
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pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
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0.0f);
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float directionCurrentLinkX = pCurrentLink->GetDirX() * pCar->AutoPilot.m_nCurrentDirection;
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float directionCurrentLinkY = pCurrentLink->GetDirY() * pCar->AutoPilot.m_nCurrentDirection;
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float directionNextLinkX = pNextLink->GetDirX() * pCar->AutoPilot.m_nNextDirection;
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float directionNextLinkY = pNextLink->GetDirY() * pCar->AutoPilot.m_nNextDirection;
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float directionCurrentLinkX = pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
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float directionCurrentLinkY = pCurrentLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection;
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float directionNextLinkX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
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float directionNextLinkY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection;
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/* We want to make a path between two links that may not have the same forward directions a curve. */
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pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
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pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
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&positionOnCurrentLinkIncludingLane,
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&positionOnNextLinkIncludingLane,
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directionCurrentLinkX, directionCurrentLinkY,
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directionNextLinkX, directionNextLinkY
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) * (1000.0f / pCar->AutoPilot.m_fMaxTrafficSpeed);
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#ifdef FIX_BUGS
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/* Casting timer to float is very unwanted. In this case it's not awful */
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/* but in CAutoPilot::ModifySpeed it can even cause crashes (see SilentPatch). */
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/* Second fix: adding 0.5f is a mistake. It should be between 0 and 1. It was fixed in SA.*/
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/* It is also correct in CAutoPilot::ModifySpeed. */
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pCar->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
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(uint32)(positionBetweenNodes * pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve);
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#else
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pCar->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
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(0.5f + positionBetweenNodes) * pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve;
|
||||
) * (1000.0f / pVehicle->AutoPilot.m_fMaxTrafficSpeed);
|
||||
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);
|
||||
@ -440,8 +503,8 @@ CCarCtrl::GenerateOneRandomCar()
|
||||
&positionOnNextLinkIncludingLane,
|
||||
&directionCurrentLink,
|
||||
&directionNextLink,
|
||||
GetPositionAlongCurrentCurve(pCar),
|
||||
pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve,
|
||||
GetPositionAlongCurrentCurve(pVehicle),
|
||||
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve,
|
||||
&positionIncludingCurve,
|
||||
&directionIncludingCurve
|
||||
);
|
||||
@ -460,13 +523,13 @@ CCarCtrl::GenerateOneRandomCar()
|
||||
}
|
||||
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;
|
||||
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:
|
||||
@ -485,59 +548,59 @@ CCarCtrl::GenerateOneRandomCar()
|
||||
case NINES:
|
||||
case GANG8:
|
||||
case GANG9:
|
||||
pCar->SetStatus(STATUS_SIMPLE);
|
||||
pVehicle->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;
|
||||
default:
|
||||
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() > 50.0f) {
|
||||
/* 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 * 130.0f ||
|
||||
(vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * 110.0f){
|
||||
delete pVehicle;
|
||||
return;
|
||||
}else if((TheCamera.GetPosition() - pCar->GetPosition()).Magnitude2D() < 90.0f * TheCamera.GenerationDistMultiplier){
|
||||
delete pCar;
|
||||
}else if((TheCamera.GetPosition() - pVehicle->GetPosition()).Magnitude2D() < 90.0f * TheCamera.GenerationDistMultiplier){
|
||||
delete pVehicle;
|
||||
return;
|
||||
}
|
||||
CVehicleModelInfo* pVehicleModel = pCar->GetModelInfo();
|
||||
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);
|
||||
pVehicleModel->AvoidSameVehicleColour(&pVehicle->m_currentColour1, &pVehicle->m_currentColour2);
|
||||
CWorld::Add(pVehicle);
|
||||
if (carClass == COPS)
|
||||
CCarAI::AddPoliceCarOccupants(pCar);
|
||||
CCarAI::AddPoliceCarOccupants(pVehicle);
|
||||
else
|
||||
pCar->SetUpDriver();
|
||||
pVehicle->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->SetStatus(STATUS_PHYSICS);
|
||||
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
||||
pVehicle->AutoPilot.m_nCruiseSpeed += 10;
|
||||
}
|
||||
if (carClass == COPS)
|
||||
LastTimeLawEnforcerCreated = CTimer::GetTimeInMilliseconds();
|
||||
@ -1042,7 +1105,7 @@ void CCarCtrl::SlowCarDownForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle,
|
||||
CTimer::GetTimeInMilliseconds() - pOtherVehicle->AutoPilot.m_nTimeToStartMission > 15000){
|
||||
/* If cars are standing for 15 seconds, annoy one of them and make avoid cars. */
|
||||
if (pOtherEntity != FindPlayerVehicle() &&
|
||||
DotProduct2D(pVehicle->GetForward(), pOtherVehicle->GetForward()) < 0.5f &&
|
||||
DotProduct2D(pVehicle->GetForward(), pOtherVehicle->GetForward()) < -0.5f &&
|
||||
pVehicle < pOtherVehicle){ /* that comparasion though... */
|
||||
*pSpeed = Max(curSpeed / 5, *pSpeed);
|
||||
if (pVehicle->GetStatus() == STATUS_SIMPLE){
|
||||
@ -1455,8 +1518,13 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
|
||||
int32 curNode = pVehicle->AutoPilot.m_nNextRouteNode;
|
||||
uint8 totalLinks = ThePaths.m_pathNodes[curNode].numLinks;
|
||||
CCarPathLink* pCurLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
|
||||
#ifdef FIX_BUGS
|
||||
uint8 lanesOnCurrentPath = pCurLink->pathNodeIndex == curNode ?
|
||||
pCurLink->numLeftLanes : pCurLink->numRightLanes;
|
||||
#else
|
||||
uint8 lanesOnCurrentPath = pCurLink->pathNodeIndex == curNode ?
|
||||
pCurLink->numRightLanes : pCurLink->numLeftLanes;
|
||||
#endif
|
||||
uint8 allowedDirections = PATH_DIRECTION_NONE;
|
||||
uint8 nextLane = pVehicle->AutoPilot.m_nNextLane;
|
||||
if (nextLane == 0)
|
||||
@ -1558,6 +1626,10 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
|
||||
}
|
||||
float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirX();
|
||||
float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * pNextLink->GetDirX();
|
||||
#ifdef FIX_BUGS
|
||||
float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirY();
|
||||
float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * pNextLink->GetDirY();
|
||||
#endif
|
||||
if (lanesOnNextNode >= 0){
|
||||
if ((CGeneral::GetRandomNumber() & 0x600) == 0){
|
||||
/* 25% chance vehicle will try to switch lane */
|
||||
@ -1577,11 +1649,11 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
|
||||
if (pVehicle->AutoPilot.m_bStayInFastLane)
|
||||
pVehicle->AutoPilot.m_nNextLane = 0;
|
||||
CVector positionOnCurrentLinkIncludingLane(
|
||||
pCurLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH), /* ...what about Y? */
|
||||
pCurLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
|
||||
pCurLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
|
||||
0.0f);
|
||||
CVector positionOnNextLinkIncludingLane(
|
||||
pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH),
|
||||
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 = pCurLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
|
||||
|
Loading…
Reference in New Issue
Block a user