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-rw-r--r--src/control/CarCtrl.cpp492
1 files changed, 492 insertions, 0 deletions
diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp
index 12b444a2..8713c665 100644
--- a/src/control/CarCtrl.cpp
+++ b/src/control/CarCtrl.cpp
@@ -2,6 +2,26 @@
#include "patcher.h"
#include "CarCtrl.h"
+#include "Automobile.h"
+#include "Camera.h"
+#include "CarAI.h"
+#include "CarGen.h"
+#include "Curves.h"
+#include "CutsceneMgr.h"
+#include "General.h"
+#include "IniFile.h"
+#include "ModelIndices.h"
+#include "PathFind.h"
+#include "Ped.h"
+#include "PlayerInfo.h"
+#include "PlayerPed.h"
+#include "Timer.h"
+#include "VisibilityPlugins.h"
+#include "Vehicle.h"
+#include "Wanted.h"
+#include "World.h"
+#include "Zones.h"
+
int &CCarCtrl::NumLawEnforcerCars = *(int*)0x8F1B38;
int &CCarCtrl::NumAmbulancesOnDuty = *(int*)0x885BB0;
int &CCarCtrl::NumFiretrucksOnDuty = *(int*)0x9411F0;
@@ -10,6 +30,9 @@ float& CCarCtrl::CarDensityMultiplier = *(float*)0x5EC8B4;
int32 &CCarCtrl::NumMissionCars = *(int32*)0x8F1B54;
int32 &CCarCtrl::NumRandomCars = *(int32*)0x943118;
int32 &CCarCtrl::NumParkedCars = *(int32*)0x8F29E0;
+int8 &CCarCtrl::CountDownToCarsAtStart = *(int8*)0x95CD63;
+int32 &CCarCtrl::MaxNumberOfCarsInUse = *(int32*)0x5EC8B8;
+uint32 &CCarCtrl::LastTimeLawEnforcerCreated = *(uint32*)0x8F5FF0;
WRAPPER void CCarCtrl::SwitchVehicleToRealPhysics(CVehicle*) { EAXJMP(0x41F7F0); }
WRAPPER void CCarCtrl::AddToCarArray(int32 id, int32 vehclass) { EAXJMP(0x4182F0); }
@@ -21,6 +44,471 @@ WRAPPER void CCarCtrl::SteerAICarWithPhysics(CVehicle*) { EAXJMP(0x41DA60); }
WRAPPER void CCarCtrl::UpdateCarOnRails(CVehicle*) { EAXJMP(0x418880); }
WRAPPER void CCarCtrl::ScanForPedDanger(CVehicle *veh) { EAXJMP(0x418F40); }
WRAPPER void CCarCtrl::RemoveFromInterestingVehicleList(CVehicle* v) { EAXJMP(0x41F7A0); }
+WRAPPER void CCarCtrl::GenerateEmergencyServicesCar(void) { EAXJMP(0x41FC50); }
+WRAPPER int32 CCarCtrl::ChooseModel(CZoneInfo*, CVector*, int*) { EAXJMP(0x417EC0); }
+WRAPPER int32 CCarCtrl::ChoosePoliceCarModel(void) { EAXJMP(0x4181F0); }
+
+void
+CCarCtrl::GenerateRandomCars()
+{
+ if (CCutsceneMgr::IsCutsceneProcessing())
+ return;
+ if (NumRandomCars < 30){
+ if (CountDownToCarsAtStart == 0){
+ GenerateOneRandomCar();
+ }
+ else if (--CountDownToCarsAtStart == 0) {
+ for (int i = 0; i < 50; i++)
+ GenerateOneRandomCar();
+ CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter = 20;
+ }
+ }
+ /* Approximately once per 4 seconds. */
+ if ((CTimer::GetTimeInMilliseconds() & 0xFFFFF000) != (CTimer::GetPreviousTimeInMilliseconds() & 0xFFFFF000))
+ GenerateEmergencyServicesCar();
+}
+
+void
+CCarCtrl::GenerateOneRandomCar()
+{
+ static int32 unk = 0;
+ CPlayerInfo* pPlayer = &CWorld::Players[CWorld::PlayerInFocus];
+ CVector vecTargetPos = FindPlayerCentreOfWorld(CWorld::PlayerInFocus);
+ CVector2D vecPlayerSpeed = FindPlayerSpeed();
+ CZoneInfo zone;
+ CTheZones::GetZoneInfoForTimeOfDay(&vecTargetPos, &zone);
+ pPlayer->m_nTrafficMultiplier = pPlayer->m_fRoadDensity * zone.carDensity;
+ if (NumRandomCars >= pPlayer->m_nTrafficMultiplier * CarDensityMultiplier * CIniFile::CarNumberMultiplier)
+ return;
+ if (NumFiretrucksOnDuty + NumAmbulancesOnDuty + NumParkedCars + NumMissionCars + NumLawEnforcerCars + NumRandomCars >= MaxNumberOfCarsInUse)
+ return;
+ CWanted* pWanted = pPlayer->m_pPed->m_pWanted;
+ int carClass;
+ int carModel;
+ if (pWanted->m_nWantedLevel > 1 && NumLawEnforcerCars < pWanted->m_MaximumLawEnforcerVehicles &&
+ pWanted->m_CurrentCops < pWanted->m_MaxCops && (
+ pWanted->m_nWantedLevel > 3 ||
+ pWanted->m_nWantedLevel > 2 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 5000 ||
+ pWanted->m_nWantedLevel > 1 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 8000)) {
+ /* Last pWanted->m_nWantedLevel > 1 is unnecessary but I added it for better readability. */
+ /* Wouldn't be surprised it was there originally but was optimized out. */
+ carClass = COPS;
+ carModel = ChoosePoliceCarModel();
+ }else{
+ carModel = ChooseModel(&zone, &vecTargetPos, &carClass);
+ if (carClass == COPS && pWanted->m_nWantedLevel >= 1)
+ /* All cop spawns with wanted level are handled by condition above. */
+ /* In particular it means that cop cars never spawn if player has wanted level of 1. */
+ return;
+ }
+ float frontX, frontY;
+ float preferredDistance, angleLimit;
+ bool invertAngleLimitTest;
+ CVector spawnPosition;
+ int32 curNodeId, nextNodeId;
+ float positionBetweenNodes;
+ bool testForCollision;
+ CVehicle* pPlayerVehicle = FindPlayerVehicle();
+ CVector2D vecPlayerVehicleSpeed;
+ float fPlayerVehicleSpeed;
+ if (pPlayerVehicle) {
+ vecPlayerVehicleSpeed = FindPlayerVehicle()->GetMoveSpeed();
+ fPlayerVehicleSpeed = vecPlayerVehicleSpeed.Magnitude();
+ }
+ if (TheCamera.GetForward().z < -0.9f){
+ /* Player uses topdown camera. */
+ /* Spawn essentially anywhere. */
+ frontX = frontY = 0.707f; /* 45 degrees */
+ angleLimit = -1.0f;
+ invertAngleLimitTest = true;
+ preferredDistance = 40.0f;
+ /* BUG: testForCollision not initialized in original game. */
+ testForCollision = false;
+ }else if (!pPlayerVehicle){
+ /* Player is not in vehicle. */
+ testForCollision = true;
+ frontX = TheCamera.CamFrontXNorm;
+ frontY = TheCamera.CamFrontYNorm;
+ switch (CTimer::GetFrameCounter() & 1) {
+ case 0:
+ /* 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;
+ break;
+ case 1:
+ /* Spawn a vehicle close to player to his side. */
+ /* Kinda not within camera angle. */
+ angleLimit = 0.707f; /* 45 degrees */
+ invertAngleLimitTest = false;
+ preferredDistance = 40.0f;
+ break;
+ }
+ }else if (fPlayerVehicleSpeed > 0.4f){ /* 72 km/h */
+ /* Player is moving fast in vehicle */
+ /* Prefer spawning vehicles very far away from him. */
+ frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed;
+ frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed;
+ testForCollision = false;
+ switch (CTimer::GetFrameCounter() & 3) {
+ case 0:
+ case 1:
+ /* 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;
+ 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;
+ break;
+ case 3:
+ /* Spawn a vehicle close to player to his side. */
+ /* Kinda not within camera angle. */
+ angleLimit = 0.707f; /* 45 degrees */
+ invertAngleLimitTest = false;
+ preferredDistance = 40.0f;
+ break;
+ }
+ }else if (fPlayerVehicleSpeed > 0.1f){ /* 18 km/h */
+ /* Player is moving moderately fast in vehicle */
+ /* Spawn more vehicles to player's side. */
+ frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed;
+ frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed;
+ testForCollision = false;
+ switch (CTimer::GetFrameCounter() & 3) {
+ case 0:
+ /* 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;
+ 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;
+ break;
+ case 2:
+ case 3:
+ /* Spawn a vehicle close to player to his side. */
+ /* Kinda not within camera angle. */
+ angleLimit = 0.707f; /* 45 degrees */
+ invertAngleLimitTest = false;
+ preferredDistance = 40.0f;
+ break;
+ }
+ }else{
+ /* Player is in vehicle but moving very slow. */
+ /* Then use camera direction instead of vehicle direction. */
+ testForCollision = true;
+ frontX = TheCamera.CamFrontXNorm;
+ frontY = TheCamera.CamFrontYNorm;
+ switch (CTimer::GetFrameCounter() & 1) {
+ case 0:
+ /* 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;
+ break;
+ case 1:
+ /* Spawn a vehicle close to player to his side. */
+ /* Kinda not within camera angle. */
+ angleLimit = 0.707f; /* 45 degrees */
+ invertAngleLimitTest = false;
+ preferredDistance = 40.0f;
+ break;
+ }
+ }
+ if (!ThePaths.NewGenerateCarCreationCoors(vecTargetPos.x, vecTargetPos.y, frontX, frontY,
+ preferredDistance, angleLimit, invertAngleLimitTest, &spawnPosition, &curNodeId, &nextNodeId,
+ &positionBetweenNodes, carClass == COPS && pWanted->m_nWantedLevel >= 1))
+ return;
+ int16 colliding;
+ CWorld::FindObjectsKindaColliding(spawnPosition, 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))
+ /* Testing if spawn position can reach target position via valid path. */
+ return;
+ int16 idInNode = 0;
+ CPathNode* pNode1 = &ThePaths.m_pathNodes[curNodeId];
+ while (idInNode < pNode1->numLinks &&
+ ThePaths.m_connections[idInNode + pNode1->firstLink] != nextNodeId)
+ idInNode++;
+ int16 connectionId = ThePaths.m_carPathConnections[idInNode + ThePaths.m_pathNodes[curNodeId].firstLink];
+ 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)
+ /* 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;
+ switch (carClass) {
+ case POOR:
+ case RICH:
+ case EXEC:
+ case WORKER:
+ case SPECIAL:
+ case BIG:
+ case TAXI:
+ case MAFIA:
+ case TRIAD:
+ case DIABLO:
+ case YAKUZA:
+ case YARDIE:
+ case COLOMB:
+ case NINES:
+ case GANG8:
+ case GANG9:
+ {
+ pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14);
+ if (carClass == EXEC)
+ pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18);
+ else if (carClass == POOR || carClass == SPECIAL)
+ pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10);
+ CVehicleModelInfo* pVehicleInfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(pCar->GetModelIndex());
+ if (pVehicleInfo->GetColModel()->boundingBox.max.y - pVehicleInfo->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) {
+ pCar->AutoPilot.m_nCruiseSpeed *= 3;
+ pCar->AutoPilot.m_nCruiseSpeed /= 4;
+ }
+ pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed;
+ pCar->AutoPilot.m_nCarMission = MISSION_CRUISE;
+ pCar->AutoPilot.m_nAnimationId = TEMPACT_NONE;
+ pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
+ break;
+ }
+ case COPS:
+ pCar->AutoPilot.m_nAnimationId = 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;
+ }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;
+ }
+ if (carModel == MI_FBICAR){
+ pCar->m_currentColour1 = 0;
+ pCar->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_nCurrentLane = pCar->AutoPilot.m_nPreviousLane = CGeneral::GetRandomNumber() % lanesOnCurrentRoad;
+ CColBox* boundingBox = &CModelInfo::GetModelInfo(pCar->GetModelIndex())->GetColModel()->boundingBox;
+ float carLength = 1.0f + (boundingBox->max.y - boundingBox->min.y) / 2;
+ float distanceBetweenNodes = (ThePaths.m_pathNodes[curNodeId].pos - ThePaths.m_pathNodes[nextNodeId].pos).Magnitude2D();
+ /* If car is so long that it doesn't fit between two car nodes, place it directly in the middle. */
+ /* Otherwise put it at least in a way that full vehicle length fits between two nodes. */
+ if (distanceBetweenNodes / 2 < carLength)
+ positionBetweenNodes = 0.5f;
+ else
+ positionBetweenNodes = min(1.0f - carLength / distanceBetweenNodes, max(carLength / distanceBetweenNodes, positionBetweenNodes));
+ pCar->AutoPilot.m_nNextDirection = (curNodeId >= nextNodeId) ? 1 : -1;
+ if (ThePaths.m_pathNodes[curNodeId].numLinks == 1){
+ /* Do not create vehicle if there is nowhere to go. */
+ delete pCar;
+ return;
+ }
+ int16 nextConnection = pCar->AutoPilot.m_nNextPathNodeInfo;
+ int16 newLink;
+ while (nextConnection == pCar->AutoPilot.m_nNextPathNodeInfo){
+ newLink = CGeneral::GetRandomNumber() % ThePaths.m_pathNodes[curNodeId].numLinks;
+ nextConnection = ThePaths.m_carPathConnections[newLink + ThePaths.m_pathNodes[curNodeId].firstLink];
+ }
+ pCar->AutoPilot.m_nCurrentPathNodeInfo = nextConnection;
+ pCar->AutoPilot.m_nCurrentDirection = (ThePaths.m_connections[newLink + ThePaths.m_pathNodes[curNodeId].firstLink] >= curNodeId) ? 1 : -1;
+ CVector2D vecBetweenNodes = ThePaths.m_pathNodes[nextNodeId].pos - ThePaths.m_pathNodes[curNodeId].pos;
+ float forwardX, forwardY;
+ float distBetweenNodes = vecBetweenNodes.Magnitude();
+ if (distanceBetweenNodes == 0.0f){
+ forwardX = 1.0f;
+ forwardY = 0.0f;
+ }else{
+ forwardX = vecBetweenNodes.x / distBetweenNodes;
+ forwardY = vecBetweenNodes.y / distBetweenNodes;
+ }
+ /* 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);
+
+ float currentPathLinkForwardX = pCar->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo].dirX;
+ float currentPathLinkForwardY = pCar->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo].dirY;
+ float nextPathLinkForwardX = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].dirX;
+ float nextPathLinkForwardY = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].dirY;
+
+ /* Selecting lane. */
+ CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo];
+ float currentLaneCoefficient = (pCurrentLink->numLeftLanes == 0) ? (0.5f - 0.5f * pCurrentLink->numRightLanes) :
+ ((pCurrentLink->numRightLanes == 0) ? (0.5f - 0.5f * pCurrentLink->numLeftLanes) : 0.5f);
+ /* 5.0f is most likely lane width. TODO: enum */
+ float roadShiftAlongCurrentNode = (pCar->AutoPilot.m_nPreviousLane + currentLaneCoefficient) * 5.0f;
+ CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo];
+ float nextLaneCoefficient = (pNextLink->numLeftLanes == 0) ? (0.5f - 0.5f * pNextLink->numRightLanes) :
+ ((pNextLink->numRightLanes == 0) ? (0.5f - 0.5f * pNextLink->numLeftLanes) : 0.5f);
+ float roadShiftAlongNextNode = (pCar->AutoPilot.m_nCurrentLane + nextLaneCoefficient) * 5.0f;
+ CVector positionOnCurrentLinkIncludingLane(
+ pCurrentLink->posX + roadShiftAlongCurrentNode * currentPathLinkForwardY,
+ pCurrentLink->posY - roadShiftAlongCurrentNode * currentPathLinkForwardX,
+ 0.0f);
+ CVector positionOnNextLinkIncludingLane(
+ pNextLink->posX + roadShiftAlongNextNode * nextPathLinkForwardY,
+ pNextLink->posY - roadShiftAlongNextNode * nextPathLinkForwardX,
+ 0.0f);
+ float directionCurrentLinkX = pCurrentLink->dirX * pCar->AutoPilot.m_nCurrentDirection;
+ float directionCurrentLinkY = pCurrentLink->dirY * pCar->AutoPilot.m_nCurrentDirection;
+ float directionNextLinkX = pNextLink->dirX * pCar->AutoPilot.m_nNextDirection;
+ float directionNextLinkY = pNextLink->dirY * pCar->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_nCurveSpeedScale = 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). */
+ pCar->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
+ (uint32)((0.5f + positionBetweenNodes) * pCar->AutoPilot.m_nCurveSpeedScale);
+#else
+ pCar->AutoPilot.m_nTotalSpeedScaleFactor = CTimer::GetTimeInMilliseconds() -
+ (0.5f + positionBetweenNodes) * pCar->AutoPilot.m_nSpeedScaleFactor;
+#endif
+ uint32 timeAlreadyInCurve = CTimer::GetTimeInMilliseconds() - pCar->AutoPilot.m_nTimeEnteredCurve;
+ float positionAlongCurve = (float)timeAlreadyInCurve / pCar->AutoPilot.m_nCurveSpeedScale;
+ CVector directionCurrentLink(directionCurrentLinkX, directionCurrentLinkY, 0.0f);
+ CVector directionNextLink(directionNextLinkX, directionNextLinkY, 0.0f);
+ CVector positionIncludingCurve;
+ CVector directionIncludingCurve;
+ CCurves::CalcCurvePoint(
+ &positionOnCurrentLinkIncludingLane,
+ &positionOnNextLinkIncludingLane,
+ &directionCurrentLink,
+ &directionNextLink,
+ positionAlongCurve,
+ pCar->AutoPilot.m_nCurveSpeedScale,
+ &positionIncludingCurve,
+ &directionIncludingCurve
+ );
+ CVector vectorBetweenNodes = ThePaths.m_pathNodes[curNodeId].pos - ThePaths.m_pathNodes[nextNodeId].pos;
+ CVector finalPosition = positionIncludingCurve + vectorBetweenNodes * 2.0f / vectorBetweenNodes.Magnitude();
+ finalPosition.z = positionBetweenNodes * ThePaths.m_pathNodes[nextNodeId].pos.z +
+ (1.0f - positionBetweenNodes) * ThePaths.m_pathNodes[curNodeId].pos.z;
+ float groundZ = 1000000000.0f; // TODO: define/enum
+ 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))
+ groundZ = colPoint.point.z;
+ }
+ if (groundZ == 1000000000.0f || ABS(groundZ - finalPosition.z) > 7.0f) {
+ /* Failed to find ground or too far from expected position. */
+ delete pCar;
+ return;
+ }
+ finalPosition.z = groundZ + pCar->GetHeightAboveRoad();
+ pCar->GetPosition() = finalPosition;
+ pCar->SetMoveSpeed(directionIncludingCurve / 60.0f);
+ CVector2D speedDifferenceWithTarget = (CVector2D)pCar->GetMoveSpeed() - vecPlayerSpeed;
+ CVector2D distanceToTarget = positionIncludingCurve - vecTargetPos;
+ switch (carClass) {
+ case POOR:
+ case RICH:
+ case EXEC:
+ case WORKER:
+ case SPECIAL:
+ case BIG:
+ case TAXI:
+ case MAFIA:
+ case TRIAD:
+ case DIABLO:
+ case YAKUZA:
+ case YARDIE:
+ case COLOMB:
+ case NINES:
+ case GANG8:
+ case GANG9:
+ pCar->m_status = STATUS_SIMPLE;
+ break;
+ case COPS:
+ pCar->m_status = (pCar->AutoPilot.m_nCarMission == MISSION_CRUISE) ? STATUS_SIMPLE : STATUS_PHYSICS;
+ pCar->ChangeLawEnforcerState(1);
+ break;
+ default:
+ break;
+ }
+ CVisibilityPlugins::SetClumpAlpha(pCar->GetClump(), 0);
+ if (!pCar->GetIsOnScreen()){
+ if ((vecTargetPos - pCar->GetPosition()).Magnitude2D() > 50.0f) {
+ /* Too far away cars that are not visible aren't needed. */
+ delete pCar;
+ return;
+ }
+ }else if((vecTargetPos - pCar->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * 130.0f ||
+ (vecTargetPos - pCar->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * 110.0f){
+ delete pCar;
+ return;
+ }else if((TheCamera.GetPosition() - pCar->GetPosition()).Magnitude2D() < 90.0f * TheCamera.GenerationDistMultiplier){
+ delete pCar;
+ return;
+ }
+ CVehicleModelInfo* pVehicleModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(pCar->GetModelIndex());
+ float radiusToTest = pVehicleModel->GetColModel()->boundingSphere.radius;
+ if (testForCollision){
+ CWorld::FindObjectsKindaColliding(pCar->GetPosition(), radiusToTest + 20.0f, true, &colliding, 2, nil, false, true, false, false, false);
+ if (colliding){
+ delete pCar;
+ return;
+ }
+ }
+ CWorld::FindObjectsKindaColliding(pCar->GetPosition(), radiusToTest, true, &colliding, 2, nil, false, true, false, false, false);
+ if (colliding){
+ delete pCar;
+ return;
+ }
+ if (speedDifferenceWithTarget.x * distanceToTarget.x +
+ speedDifferenceWithTarget.y * distanceToTarget.y >= 0.0f){
+ delete pCar;
+ return;
+ }
+ pVehicleModel->AvoidSameVehicleColour(&pCar->m_currentColour1, &pCar->m_currentColour2);
+ CWorld::Add(pCar);
+ if (carClass == COPS)
+ CCarAI::AddPoliceOccupants(pCar);
+ else
+ pCar->SetUpDriver();
+ if ((CGeneral::GetRandomNumber() & 0x3F) == 0){ /* 1/64 probability */
+ pCar->m_status = STATUS_PHYSICS;
+ pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
+ pCar->AutoPilot.m_nCruiseSpeed += 10;
+ }
+ if (carClass == COPS)
+ LastTimeLawEnforcerCreated = CTimer::GetTimeInMilliseconds();
+}
bool
CCarCtrl::MapCouldMoveInThisArea(float x, float y)
@@ -29,3 +517,7 @@ CCarCtrl::MapCouldMoveInThisArea(float x, float y)
return x > -342.0f && x < -219.0f &&
y > -677.0f && y < -580.0f;
}
+
+STARTPATCHES
+InjectHook(0x416580, &CCarCtrl::GenerateRandomCars, PATCH_JUMP);
+ENDPATCHES \ No newline at end of file