diff options
-rw-r--r-- | src/control/CarCtrl.cpp | 276 |
1 files changed, 174 insertions, 102 deletions
diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp index 9b2bd4f0..71236580 100644 --- a/src/control/CarCtrl.cpp +++ b/src/control/CarCtrl.cpp @@ -291,10 +291,10 @@ CCarCtrl::GenerateOneRandomCar() /* 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; + CAutomobile* 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: @@ -313,48 +313,48 @@ 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. */ } 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; - CColBox* 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; + CColBox* 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. */ @@ -363,20 +363,20 @@ 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(); @@ -389,47 +389,110 @@ 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 = 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(); + +#ifdef FIX_BUGS + CCarPathLink* pCurrentLink; + CCarPathLink* pNextLink; + CVector positionOnCurrentLinkIncludingLane; + CVector positionOnNextLinkIncludingLane; + float directionCurrentLinkX; + float directionCurrentLinkY; + float directionNextLinkX; + float directionNextLinkY; + if (positionBetweenNodes < 0.5f) { + 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(); + + pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo]; + pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo]; + positionOnCurrentLinkIncludingLane = CVector( + pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY, + pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX, + 0.0f); + positionOnNextLinkIncludingLane = CVector( + pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY, + pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX, + 0.0f); + directionCurrentLinkX = pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection; + directionCurrentLinkY = pCurrentLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection; + directionNextLinkX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection; + 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. */ + pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor( + &positionOnCurrentLinkIncludingLane, + &positionOnNextLinkIncludingLane, + directionCurrentLinkX, directionCurrentLinkY, + directionNextLinkX, directionNextLinkY + ) * (1000.0f / pVehicle->AutoPilot.m_fMaxTrafficSpeed); + pVehicle->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() - + (uint32)((0.5f + positionBetweenNodes) * pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve); + } + else { + PickNextNodeRandomly(pVehicle); + pVehicle->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() - + (uint32)((positionBetweenNodes - 0.5f) * pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve); - 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]; + pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo]; + pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo]; + positionOnCurrentLinkIncludingLane = CVector( + pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY, + pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX, + 0.0f); + positionOnNextLinkIncludingLane = CVector( + pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY, + pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX, + 0.0f); + directionCurrentLinkX = pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection; + directionCurrentLinkY = pCurrentLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection; + directionNextLinkX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection; + directionNextLinkY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection; + pCurNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nCurrentRouteNode]; + pNextNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode]; + } +#else + 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[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); -#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); -#else - pCar->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() - - (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; |