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-rw-r--r--src/control/CarCtrl.cpp285
1 files changed, 170 insertions, 115 deletions
diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp
index a4769d56..6818cd19 100644
--- a/src/control/CarCtrl.cpp
+++ b/src/control/CarCtrl.cpp
@@ -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"
@@ -113,6 +115,7 @@ 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 +130,7 @@ 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)) {
@@ -161,8 +164,9 @@ 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 +180,7 @@ 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 +202,14 @@ 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 +230,14 @@ 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 +260,7 @@ 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 +275,35 @@ 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 {
+ // 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++;
@@ -289,14 +311,19 @@ 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:
@@ -315,48 +342,55 @@ CCarCtrl::GenerateOneRandomCar()
case GANG8:
case GANG9:
{
- pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14);
+ pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14);
if (carClass == EXEC)
- pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18);
+ pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18);
else if (carClass == POOR || carClass == SPECIAL)
- 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;
+ pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10);
+ CVehicleModelInfo* pVehicleInfo = pVehicle->GetModelInfo();
+ if (pVehicleInfo->GetColModel()->boundingBox.max.y - pVehicle->GetModelInfo()->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) {
+ pVehicle->AutoPilot.m_nCruiseSpeed *= 3;
+ pVehicle->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;
+ 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;
}
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:
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. */
@@ -365,20 +399,20 @@ 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();
@@ -391,47 +425,47 @@ 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)(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);
@@ -442,8 +476,8 @@ CCarCtrl::GenerateOneRandomCar()
&positionOnNextLinkIncludingLane,
&directionCurrentLink,
&directionNextLink,
- GetPositionAlongCurrentCurve(pCar),
- pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve,
+ GetPositionAlongCurrentCurve(pVehicle),
+ pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve,
&positionIncludingCurve,
&directionIncludingCurve
);
@@ -454,21 +488,34 @@ CCarCtrl::GenerateOneRandomCar()
float groundZ = INFINITE_Z;
CColPoint colPoint;
CEntity* pEntity;
- 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 (ABS(colPoint.point.z - finalPosition.z) < ABS(groundZ - finalPosition.z))
+ 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 (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:
@@ -487,62 +534,67 @@ 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;
+ case COPS_BOAT:
+ pVehicle->ChangeLawEnforcerState(1);
+ pVehicle->SetStatus(STATUS_PHYSICS);
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() > 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*/
}
int32
@@ -681,7 +733,7 @@ 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 ||
@@ -693,8 +745,10 @@ 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())){
@@ -707,7 +761,8 @@ 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 &&