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@ -21,19 +21,49 @@
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#define DISTANCE_TO_SWITCH_DISTANCE_GOTO 20.0f
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float CCarAI::FindSwitchDistanceClose(CVehicle*)
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//--MIAMI: done
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float CCarAI::FindSwitchDistanceClose(CVehicle* pVehicle)
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{
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#ifndef MIAMI
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return 30.0f;
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#else
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return pVehicle->AutoPilot.m_nSwitchDistance;
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#endif
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}
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//--MIAMI: done
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float CCarAI::FindSwitchDistanceFarNormalVehicle(CVehicle* pVehicle)
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{
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return FindSwitchDistanceClose(pVehicle) + 5.0f;
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}
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//--MIAMI: done
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float CCarAI::FindSwitchDistanceFar(CVehicle* pVehicle)
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{
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return pVehicle->bIsLawEnforcer ? 50.0f : 35.0f;
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if (pVehicle->bIsLawEnforcer)
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return 50.0f;
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return FindSwitchDistanceFarNormalVehicle(pVehicle);
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}
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#ifdef MIAMI
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//--MIAMI: done
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void CCarAI::BackToCruisingIfNoWantedLevel(CVehicle* pVehicle)
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{
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if (FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
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(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())) {
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CCarCtrl::JoinCarWithRoadSystem(pVehicle);
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pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
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pVehicle->m_bSirenOrAlarm = false;
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if (CCullZones::NoPolice())
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pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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}
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}
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#endif
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//--MIAMI: done
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void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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{
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//return;
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if (pVehicle->bIsLawEnforcer){
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if (pVehicle->AutoPilot.m_nCarMission == MISSION_BLOCKCAR_FARAWAY ||
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pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_FARAWAY ||
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@ -61,14 +91,19 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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if (pVehicle->UsesSiren(pVehicle->GetModelIndex()))
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pVehicle->m_bSirenOrAlarm = true;
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}
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#ifndef MIAMI
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if (FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
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(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())) {
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CCarCtrl::JoinCarWithRoadSystem(pVehicle);
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pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
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pVehicle->m_bSirenOrAlarm = false;
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if (CCullZones::NoPolice())
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pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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}
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#else
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BackToCruisingIfNoWantedLevel(pVehicle);
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#endif
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break;
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case MISSION_RAMPLAYER_CLOSE:
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if (FindSwitchDistanceFar(pVehicle) >= (FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() ||
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@ -113,16 +148,24 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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pVehicle->m_bSirenOrAlarm = false;
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pVehicle->m_nCarHornTimer = 0;
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}
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#ifdef MIAMI
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if (pVehicle->bIsLawEnforcer)
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MellowOutChaseSpeed(pVehicle);
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BackToCruisingIfNoWantedLevel(pVehicle);
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#else
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if (FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
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(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())){
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CCarCtrl::JoinCarWithRoadSystem(pVehicle);
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pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
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pVehicle->m_bSirenOrAlarm = false;
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if (CCullZones::NoPolice())
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pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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}
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else if (pVehicle->bIsLawEnforcer)
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MellowOutChaseSpeed(pVehicle);
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#endif
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break;
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case MISSION_BLOCKPLAYER_FARAWAY:
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if (FindSwitchDistanceClose(pVehicle) > (FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() ||
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@ -131,14 +174,19 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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if (pVehicle->UsesSiren(pVehicle->GetModelIndex()))
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pVehicle->m_bSirenOrAlarm = true;
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}
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#ifndef MIAMI
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if (FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
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(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())) {
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CCarCtrl::JoinCarWithRoadSystem(pVehicle);
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pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
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pVehicle->m_bSirenOrAlarm = false;
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if (CCullZones::NoPolice())
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pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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}
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#else
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BackToCruisingIfNoWantedLevel(pVehicle);
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#endif
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break;
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case MISSION_BLOCKPLAYER_CLOSE:
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if (FindSwitchDistanceFar(pVehicle) >= (FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() ||
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@ -168,19 +216,30 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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pVehicle->m_bSirenOrAlarm = false;
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pVehicle->m_nCarHornTimer = 0;
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}
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#ifdef MIAMI
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if (pVehicle->bIsLawEnforcer)
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MellowOutChaseSpeed(pVehicle);
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BackToCruisingIfNoWantedLevel(pVehicle);
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#else
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if (FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
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(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())) {
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CCarCtrl::JoinCarWithRoadSystem(pVehicle);
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pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
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pVehicle->m_bSirenOrAlarm = false;
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if (CCullZones::NoPolice())
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pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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}
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else if (pVehicle->bIsLawEnforcer)
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if (pVehicle->bIsLawEnforcer)
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MellowOutChaseSpeed(pVehicle);
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#endif
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break;
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case MISSION_GOTOCOORDS:
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#ifdef MIAMI
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if ((pVehicle->AutoPilot.m_vecDestinationCoors - pVehicle->GetPosition()).Magnitude2D() < FindSwitchDistanceClose(pVehicle) ||
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#else
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if ((pVehicle->AutoPilot.m_vecDestinationCoors - pVehicle->GetPosition()).Magnitude2D() < DISTANCE_TO_SWITCH_DISTANCE_GOTO ||
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#endif
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pVehicle->AutoPilot.m_bIgnorePathfinding)
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pVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_STRAIGHT;
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break;
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@ -192,8 +251,14 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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if (distance < 5.0f){
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pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
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#ifdef MIAMI
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if (pVehicle->bParking) {
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TellOccupantsToLeaveCar(pVehicle);
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pVehicle->bParking = false;
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}
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else if (distance > 35.0f && !pVehicle->AutoPilot.m_bIgnorePathfinding && (CTimer::GetFrameCounter() & 7) == 0){
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#endif
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}
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else if (distance > FindSwitchDistanceFarNormalVehicle(pVehicle) && !pVehicle->AutoPilot.m_bIgnorePathfinding && (CTimer::GetFrameCounter() & 7) == 0){
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
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pVehicle->AutoPilot.m_nCarMission = (CCarCtrl::JoinCarWithRoadSystemGotoCoors(pVehicle, pVehicle->AutoPilot.m_vecDestinationCoors, true)) ?
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MISSION_GOTOCOORDS_STRAIGHT : MISSION_GOTOCOORDS;
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@ -248,8 +313,14 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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if (distance < 1.0f) {
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pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
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#ifdef MIAMI
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if (pVehicle->bParking) {
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TellOccupantsToLeaveCar(pVehicle);
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pVehicle->bParking = false;
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}
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else if (distance > 35.0f && !pVehicle->AutoPilot.m_bIgnorePathfinding && (CTimer::GetFrameCounter() & 7) == 0) {
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#endif
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}
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else if (distance > FindSwitchDistanceFarNormalVehicle(pVehicle) && !pVehicle->AutoPilot.m_bIgnorePathfinding && (CTimer::GetFrameCounter() & 7) == 0) {
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
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pVehicle->AutoPilot.m_nCarMission = (CCarCtrl::JoinCarWithRoadSystemGotoCoors(pVehicle, pVehicle->AutoPilot.m_vecDestinationCoors, true)) ?
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MISSION_GOTO_COORDS_STRAIGHT_ACCURATE : MISSION_GOTOCOORDS_ACCURATE;
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@ -267,6 +338,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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break;
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case MISSION_RAMCAR_CLOSE:
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if (pVehicle->AutoPilot.m_pTargetCar){
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#ifndef MIAMI
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if
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#ifdef FIX_BUGS
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(FindPlayerVehicle() == pVehicle->AutoPilot.m_pTargetCar &&
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@ -284,6 +356,12 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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if (CCullZones::NoPolice())
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pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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}
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#else
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#ifdef FIX_BUGS // btw fixed in SA
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if (FindPlayerVehicle() == pVehicle->AutoPilot.m_pTargetCar)
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#endif
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BackToCruisingIfNoWantedLevel(pVehicle);
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#endif
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if ((pVehicle->AutoPilot.m_pTargetCar->GetPosition() - pVehicle->GetPosition()).Magnitude2D() <= FindSwitchDistanceFar(pVehicle) ||
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pVehicle->AutoPilot.m_bIgnorePathfinding){
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if (pVehicle->GetHasCollidedWith(pVehicle->AutoPilot.m_pTargetCar)){
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@ -325,13 +403,53 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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}
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break;
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#ifdef MIAMI
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case MISSION_ATTACKPLAYER:
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if (pVehicle->bIsLawEnforcer)
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MellowOutChaseSpeedBoat(pVehicle);
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BackToCruisingIfNoWantedLevel(pVehicle);
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break;
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case MISSION_SLOWLY_DRIVE_TOWARDS_PLAYER_1:
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if (((CVector2D)(pVehicle->AutoPilot.m_vecDestinationCoors) - pVehicle->GetPosition()).Magnitude() < 1.5f)
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pVehicle->AutoPilot.m_nCarMission = MISSION_SLOWLY_DRIVE_TOWARDS_PLAYER_2;
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BackToCruisingIfNoWantedLevel(pVehicle);
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break;
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case MISSION_SLOWLY_DRIVE_TOWARDS_PLAYER_2:
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{
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float distance = ((CVector2D)FindPlayerCoors() - pVehicle->GetPosition()).Magnitude();
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if (distance < 13.0f) {
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TellOccupantsToLeaveCar(pVehicle);
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pVehicle->AutoPilot.m_nCruiseSpeed = 0;
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pVehicle->AutoPilot.m_nCarMission = MISSION_STOP_FOREVER;
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}
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if (distance > 70.0f || FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone ||
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(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())) {
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TellOccupantsToLeaveCar(pVehicle);
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pVehicle->AutoPilot.m_nCruiseSpeed = 0;
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pVehicle->AutoPilot.m_nCarMission = MISSION_STOP_FOREVER;
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}
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break;
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}
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case MISSION_BLOCKPLAYER_FORWARDANDBACK:
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{
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CVector2D diff = (CVector2D)FindPlayerCoors() - pVehicle->GetPosition();
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float distance = Max(0.001f, diff.Magnitude());
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if (!FindPlayerVehicle() || DotProduct2D(CVector2D(diff.x / distance, diff.y / distance), FindPlayerSpeed()) > 0.05f)
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pVehicle->AutoPilot.m_nCarMission = MISSION_BLOCKPLAYER_CLOSE;
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BackToCruisingIfNoWantedLevel(pVehicle);
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}
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#endif
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default:
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if (pVehicle->bIsLawEnforcer && FindPlayerPed()->m_pWanted->m_nWantedLevel > 0 && !CCullZones::NoPolice()){
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if (ABS(FindPlayerCoors().x - pVehicle->GetPosition().x) > 10.0f ||
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ABS(FindPlayerCoors().y - pVehicle->GetPosition().y) > 10.0f){
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pVehicle->AutoPilot.m_nCruiseSpeed = FindPoliceCarSpeedForWantedLevel(pVehicle);
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pVehicle->SetStatus(STATUS_PHYSICS);
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pVehicle->AutoPilot.m_nCarMission = FindPoliceCarMissionForWantedLevel();
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pVehicle->AutoPilot.m_nCarMission =
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#ifdef MIAMI
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pVehicle->GetVehicleAppearance() == VEHICLE_BOAT ? FindPoliceBoatMissionForWantedLevel() :
|
|
|
|
|
#endif
|
|
|
|
|
FindPoliceCarMissionForWantedLevel();
|
|
|
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
|
|
|
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
|
|
|
|
}else if (pVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE){
|
|
|
|
@ -352,6 +470,13 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
|
|
|
|
|
pVehicle->AutoPilot.m_nCruiseSpeed = 0;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
#ifdef MIAMI
|
|
|
|
|
if (pVehicle->bIsLawEnforcer && FindPlayerPed()->m_pWanted->m_nWantedLevel >= 1 && CCullZones::PoliceAbandonCars()) {
|
|
|
|
|
TellOccupantsToLeaveCar(pVehicle);
|
|
|
|
|
pVehicle->AutoPilot.m_nCruiseSpeed = 0;
|
|
|
|
|
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
float flatSpeed = pVehicle->GetMoveSpeed().MagnitudeSqr2D();
|
|
|
|
|
if (flatSpeed > SQR(0.018f)){
|
|
|
|
|
pVehicle->AutoPilot.m_nTimeToStartMission = CTimer::GetTimeInMilliseconds();
|
|
|
|
@ -360,9 +485,17 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
|
|
|
|
|
if (pVehicle->GetStatus() == STATUS_PHYSICS && pVehicle->AutoPilot.m_nTempAction == TEMPACT_NONE){
|
|
|
|
|
if (pVehicle->AutoPilot.m_nCarMission != MISSION_NONE){
|
|
|
|
|
if (pVehicle->AutoPilot.m_nCarMission != MISSION_STOP_FOREVER &&
|
|
|
|
|
#ifdef MIAMI
|
|
|
|
|
pVehicle->AutoPilot.m_nCarMission != MISSION_BLOCKPLAYER_HANDBRAKESTOP &&
|
|
|
|
|
#endif
|
|
|
|
|
pVehicle->AutoPilot.m_nCruiseSpeed != 0 &&
|
|
|
|
|
(pVehicle->VehicleCreatedBy != RANDOM_VEHICLE || pVehicle->AutoPilot.m_nCarMission != MISSION_CRUISE)){
|
|
|
|
|
if (pVehicle->AutoPilot.m_nDrivingStyle != DRIVINGSTYLE_STOP_FOR_CARS){
|
|
|
|
|
if (pVehicle->AutoPilot.m_nDrivingStyle != DRIVINGSTYLE_STOP_FOR_CARS
|
|
|
|
|
#ifdef MIAMI
|
|
|
|
|
&& pVehicle->AutoPilot.m_nDrivingStyle != DRIVINGSTYLE_STOP_FOR_CARS_IGNORE_LIGHTS ||
|
|
|
|
|
pVehicle->VehicleCreatedBy == MISSION_VEHICLE
|
|
|
|
|
#endif
|
|
|
|
|
) {
|
|
|
|
|
if (CTimer::GetTimeInMilliseconds() - pVehicle->m_nLastTimeCollided > 500)
|
|
|
|
|
pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
|
|
|
|
|
if (flatSpeed < SQR(0.018f) && CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nAntiReverseTimer > 2000){
|
|
|
|
@ -393,6 +526,15 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
|
|
|
|
|
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 400;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
#ifdef MIAMI
|
|
|
|
|
if (pVehicle->bIsLawEnforcer) {
|
|
|
|
|
if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_FARAWAY ||
|
|
|
|
|
pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE) {
|
|
|
|
|
if (FindPlayerVehicle() && FindPlayerVehicle()->GetVehicleAppearance() == VEHICLE_BIKE)
|
|
|
|
|
pVehicle->AutoPilot.m_nCarMission = MISSION_BLOCKPLAYER_FARAWAY;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
if (pVehicle->GetUp().z < 0.7f){
|
|
|
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT;
|
|
|
|
|
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 1000;
|
|
|
|
@ -432,13 +574,45 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
|
|
|
|
|
if ((uint8)(pVehicle->m_randomSeed ^ CGeneral::GetRandomNumber()) == 0xAD)
|
|
|
|
|
pVehicle->m_nCarHornTimer = 45;
|
|
|
|
|
}
|
|
|
|
|
#ifdef MIAMI
|
|
|
|
|
float target = 1.0f;
|
|
|
|
|
if (pVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE)
|
|
|
|
|
target = CCarCtrl::FindSpeedMultiplierWithSpeedFromNodes(pVehicle->AutoPilot.m_nCruiseSpeedMultiplierType);
|
|
|
|
|
float change = CTimer::GetTimeStep() * 0.01f;
|
|
|
|
|
if (Abs(pVehicle->AutoPilot.m_fCruiseSpeedMultiplier - target) < change)
|
|
|
|
|
pVehicle->AutoPilot.m_fCruiseSpeedMultiplier = target;
|
|
|
|
|
else if (pVehicle->AutoPilot.m_fCruiseSpeedMultiplier > target)
|
|
|
|
|
pVehicle->AutoPilot.m_fCruiseSpeedMultiplier -= change;
|
|
|
|
|
else
|
|
|
|
|
pVehicle->AutoPilot.m_fCruiseSpeedMultiplier += change;
|
|
|
|
|
|
|
|
|
|
if (pVehicle->bIsLawEnforcer && FindPlayerPed()->m_pWanted->m_nWantedLevel > 0) {
|
|
|
|
|
if (!FindPlayerVehicle() ||
|
|
|
|
|
FindPlayerVehicle()->GetVehicleAppearance() == VEHICLE_CAR ||
|
|
|
|
|
FindPlayerVehicle()->GetVehicleAppearance() == VEHICLE_BIKE) {
|
|
|
|
|
if (pVehicle->GetVehicleAppearance() == VEHICLE_BOAT) {
|
|
|
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT;
|
|
|
|
|
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 1000;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if (FindPlayerVehicle()->GetVehicleAppearance() == VEHICLE_BOAT) {
|
|
|
|
|
if (pVehicle->GetVehicleAppearance() == VEHICLE_CAR ||
|
|
|
|
|
pVehicle->GetVehicleAppearance() == VEHICLE_BIKE) {
|
|
|
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT;
|
|
|
|
|
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 1000;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//--MIAMI: done
|
|
|
|
|
void CCarAI::CarHasReasonToStop(CVehicle* pVehicle)
|
|
|
|
|
{
|
|
|
|
|
pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//--MIAMI: done
|
|
|
|
|
float CCarAI::GetCarToGoToCoors(CVehicle* pVehicle, CVector* pTarget)
|
|
|
|
|
{
|
|
|
|
|
if (pVehicle->AutoPilot.m_nCarMission != MISSION_GOTOCOORDS && pVehicle->AutoPilot.m_nCarMission != MISSION_GOTOCOORDS_STRAIGHT){
|
|
|
|
@ -456,10 +630,23 @@ float CCarAI::GetCarToGoToCoors(CVehicle* pVehicle, CVector* pTarget)
|
|
|
|
|
return (pVehicle->GetPosition() - *pTarget).Magnitude2D();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CCarAI::AddPoliceOccupants(CVehicle* pVehicle)
|
|
|
|
|
#ifdef MIAMI
|
|
|
|
|
//--MIAMI: done
|
|
|
|
|
float CCarAI::GetCarToParkAtCoors(CVehicle* pVehicle, CVector* pTarget)
|
|
|
|
|
{
|
|
|
|
|
GetCarToGoToCoors(pVehicle, pTarget);
|
|
|
|
|
pVehicle->bParking = true;
|
|
|
|
|
pVehicle->AutoPilot.m_nCruiseSpeed = 10;
|
|
|
|
|
return (pVehicle->GetPosition() - *pTarget).Magnitude2D();
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
//--MIAMI: TODO: MI_VICECHEE
|
|
|
|
|
void CCarAI::AddPoliceCarOccupants(CVehicle* pVehicle)
|
|
|
|
|
{
|
|
|
|
|
if (pVehicle->bOccupantsHaveBeenGenerated)
|
|
|
|
|
return;
|
|
|
|
|
pVehicle->bOccupantsHaveBeenGenerated = true;
|
|
|
|
|
switch (pVehicle->GetModelIndex()){
|
|
|
|
|
case MI_FBICAR:
|
|
|
|
|
case MI_ENFORCER:
|
|
|
|
@ -474,36 +661,85 @@ void CCarAI::AddPoliceOccupants(CVehicle* pVehicle)
|
|
|
|
|
if (FindPlayerPed()->m_pWanted->m_nWantedLevel > 1)
|
|
|
|
|
pVehicle->SetupPassenger(0);
|
|
|
|
|
return;
|
|
|
|
|
#ifdef MIAMI
|
|
|
|
|
case MI_PREDATOR:
|
|
|
|
|
pVehicle->SetUpDriver();
|
|
|
|
|
return;
|
|
|
|
|
//TODO(MIAMI) uncomment this when we have MI_VICECHEE
|
|
|
|
|
/*
|
|
|
|
|
case MI_VICECHEE:
|
|
|
|
|
{
|
|
|
|
|
pVehicle->SetUpDriver()->bIsMiamiViceCop = true;
|
|
|
|
|
pVehicle->SetUpPassenger(0)->bIsMiamiViceCop = true;
|
|
|
|
|
CPopulation::NumMiamiViceCops += 2;
|
|
|
|
|
CCarCtrl::MiamiViceCycle = (CCarCtrl::MiamiViceCycle + 1) % 4;
|
|
|
|
|
CCarCtrl::LastTimeMiamiViceGenerated = CTimer::GetTimeInMilliseconds();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
*/
|
|
|
|
|
#endif
|
|
|
|
|
default:
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//--MIAMI: done
|
|
|
|
|
void CCarAI::AddAmbulanceOccupants(CVehicle* pVehicle)
|
|
|
|
|
{
|
|
|
|
|
pVehicle->SetUpDriver();
|
|
|
|
|
pVehicle->SetupPassenger(1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//--MIAMI: done
|
|
|
|
|
void CCarAI::AddFiretruckOccupants(CVehicle* pVehicle)
|
|
|
|
|
{
|
|
|
|
|
pVehicle->SetUpDriver();
|
|
|
|
|
pVehicle->SetupPassenger(0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//--MIAMI: done
|
|
|
|
|
void CCarAI::TellOccupantsToLeaveCar(CVehicle* pVehicle)
|
|
|
|
|
{
|
|
|
|
|
if (pVehicle->pDriver){
|
|
|
|
|
pVehicle->pDriver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, pVehicle);
|
|
|
|
|
if (pVehicle->GetModelIndex())
|
|
|
|
|
if (pVehicle->GetModelIndex() == MI_AMBULAN)
|
|
|
|
|
pVehicle->pDriver->Say(SOUND_PED_LEAVE_VEHICLE);
|
|
|
|
|
}
|
|
|
|
|
int timer = 100;
|
|
|
|
|
for (int i = 0; i < pVehicle->m_nNumMaxPassengers; i++){
|
|
|
|
|
if (pVehicle->pPassengers[i])
|
|
|
|
|
if (pVehicle->pPassengers[i]) {
|
|
|
|
|
#ifdef MIAMI
|
|
|
|
|
pVehicle->pPassengers[i]->m_leaveCarTimer = timer;
|
|
|
|
|
pVehicle->pPassengers[i]->SetObjective(OBJECTIVE_LEAVE_VEHICLE, pVehicle);
|
|
|
|
|
timer += CGeneral::GetRandomNumberInRange(200, 400);
|
|
|
|
|
#else
|
|
|
|
|
pVehicle->pPassengers[i]->SetObjective(OBJECTIVE_LEAVE_VEHICLE, pVehicle);
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifdef MIAMI
|
|
|
|
|
//--MIAMI: done
|
|
|
|
|
void CCarAI::TellOccupantsToFleeCar(CVehicle* pVehicle)
|
|
|
|
|
{
|
|
|
|
|
if (pVehicle->pDriver && !pVehicle->pDriver->IsPlayer()) {
|
|
|
|
|
pVehicle->pDriver->SetObjective(OBJECTIVE_FLEE_TILL_SAFE);
|
|
|
|
|
if (pVehicle->GetModelIndex() != MI_FIRETRUCK && pVehicle->GetModelIndex() == MI_AMBULAN)
|
|
|
|
|
pVehicle->pDriver->Say(SOUND_PED_LEAVE_VEHICLE);
|
|
|
|
|
}
|
|
|
|
|
int timer = 100;
|
|
|
|
|
for (int i = 0; i < pVehicle->m_nNumMaxPassengers; i++) {
|
|
|
|
|
if (pVehicle->pPassengers[i]) {
|
|
|
|
|
pVehicle->pPassengers[i]->m_leaveCarTimer = timer;
|
|
|
|
|
pVehicle->pPassengers[i]->SetObjective(OBJECTIVE_FLEE_TILL_SAFE);
|
|
|
|
|
timer += CGeneral::GetRandomNumberInRange(200, 400);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
//--MIAMI: done
|
|
|
|
|
void CCarAI::TellCarToRamOtherCar(CVehicle* pVehicle, CVehicle* pTarget)
|
|
|
|
|
{
|
|
|
|
|
pVehicle->AutoPilot.m_pTargetCar = pTarget;
|
|
|
|
@ -513,6 +749,7 @@ void CCarAI::TellCarToRamOtherCar(CVehicle* pVehicle, CVehicle* pTarget)
|
|
|
|
|
pVehicle->AutoPilot.m_nCruiseSpeed = Max(6, pVehicle->AutoPilot.m_nCruiseSpeed);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//--MIAMI: done
|
|
|
|
|
void CCarAI::TellCarToBlockOtherCar(CVehicle* pVehicle, CVehicle* pTarget)
|
|
|
|
|
{
|
|
|
|
|
pVehicle->AutoPilot.m_pTargetCar = pTarget;
|
|
|
|
@ -521,6 +758,8 @@ void CCarAI::TellCarToBlockOtherCar(CVehicle* pVehicle, CVehicle* pTarget)
|
|
|
|
|
pVehicle->bEngineOn = true;
|
|
|
|
|
pVehicle->AutoPilot.m_nCruiseSpeed = Max(6, pVehicle->AutoPilot.m_nCruiseSpeed);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//--MIAMI: done
|
|
|
|
|
eCarMission CCarAI::FindPoliceCarMissionForWantedLevel()
|
|
|
|
|
{
|
|
|
|
|
switch (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel){
|
|
|
|
@ -535,6 +774,24 @@ eCarMission CCarAI::FindPoliceCarMissionForWantedLevel()
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifdef MIAMI
|
|
|
|
|
//--MIAMI: done
|
|
|
|
|
eCarMission CCarAI::FindPoliceBoatMissionForWantedLevel()
|
|
|
|
|
{
|
|
|
|
|
switch (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel) {
|
|
|
|
|
case 0:
|
|
|
|
|
case 1: return MISSION_BLOCKPLAYER_FARAWAY;
|
|
|
|
|
case 2:
|
|
|
|
|
case 3:
|
|
|
|
|
case 4:
|
|
|
|
|
case 5:
|
|
|
|
|
case 6: return MISSION_ATTACKPLAYER;
|
|
|
|
|
default: return MISSION_BLOCKPLAYER_FARAWAY;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
//--MIAMI: done
|
|
|
|
|
int32 CCarAI::FindPoliceCarSpeedForWantedLevel(CVehicle* pVehicle)
|
|
|
|
|
{
|
|
|
|
|
switch (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel) {
|
|
|
|
@ -549,6 +806,7 @@ int32 CCarAI::FindPoliceCarSpeedForWantedLevel(CVehicle* pVehicle)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//--MIAMI: done
|
|
|
|
|
void CCarAI::MellowOutChaseSpeed(CVehicle* pVehicle)
|
|
|
|
|
{
|
|
|
|
|
if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel == 1){
|
|
|
|
@ -587,8 +845,31 @@ void CCarAI::MellowOutChaseSpeed(CVehicle* pVehicle)
|
|
|
|
|
pVehicle->AutoPilot.m_nCruiseSpeed = 34;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
#ifdef MIAMI
|
|
|
|
|
if (!FindPlayerVehicle() && FindPlayerPed()->GetMoveSpeed().Magnitude() < 0.07f) {
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if ((FindPlayerCoors() - pVehicle->GetPosition()).Magnitude() < 30.0f)
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pVehicle->AutoPilot.m_nCruiseSpeed = Min(10, pVehicle->AutoPilot.m_nCruiseSpeed);
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}
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#endif
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}
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#ifdef MIAMI
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//--MIAMI: done
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void CCarAI::MellowOutChaseSpeedBoat(CVehicle* pVehicle)
|
|
|
|
|
{
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|
|
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switch (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel) {
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|
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case 0: pVehicle->AutoPilot.m_nCruiseSpeed = 8; break;
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|
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case 1: pVehicle->AutoPilot.m_nCruiseSpeed = 10; break;
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|
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case 2: pVehicle->AutoPilot.m_nCruiseSpeed = 15; break;
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|
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case 3: pVehicle->AutoPilot.m_nCruiseSpeed = 20; break;
|
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|
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case 4: pVehicle->AutoPilot.m_nCruiseSpeed = 25; break;
|
|
|
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case 5: pVehicle->AutoPilot.m_nCruiseSpeed = 30; break;
|
|
|
|
|
case 6: pVehicle->AutoPilot.m_nCruiseSpeed = 40; break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
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#endif
|
|
|
|
|
|
|
|
|
|
//--MIAMI: done
|
|
|
|
|
void CCarAI::MakeWayForCarWithSiren(CVehicle *pVehicle)
|
|
|
|
|
{
|
|
|
|
|
float flatSpeed = pVehicle->GetMoveSpeed().Magnitude2D();
|
|
|
|
@ -601,7 +882,7 @@ void CCarAI::MakeWayForCarWithSiren(CVehicle *pVehicle)
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|
|
|
|
CVehicle* vehicle = CPools::GetVehiclePool()->GetSlot(i);
|
|
|
|
|
if (!vehicle)
|
|
|
|
|
continue;
|
|
|
|
|
if (vehicle->m_vehType != VEHICLE_TYPE_CAR && vehicle->m_vehType != VEHICLE_TYPE_BIKE)
|
|
|
|
|
if (!vehicle->IsCar() && !vehicle->IsBike())
|
|
|
|
|
continue;
|
|
|
|
|
if (vehicle->GetStatus() != STATUS_SIMPLE && vehicle->GetStatus() != STATUS_PHYSICS)
|
|
|
|
|
continue;
|
|
|
|
@ -611,6 +892,10 @@ void CCarAI::MakeWayForCarWithSiren(CVehicle *pVehicle)
|
|
|
|
|
continue;
|
|
|
|
|
if (vehicle == pVehicle)
|
|
|
|
|
continue;
|
|
|
|
|
#ifdef MIAMI
|
|
|
|
|
if (vehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS)
|
|
|
|
|
return;
|
|
|
|
|
#endif
|
|
|
|
|
if (Abs(pVehicle->GetPosition().z - vehicle->GetPosition().z) >= 5.0f)
|
|
|
|
|
continue;
|
|
|
|
|
CVector2D distance = vehicle->GetPosition() - pVehicle->GetPosition();
|
|
|
|
|