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-rw-r--r--src/control/CarCtrl.cpp126
1 files changed, 120 insertions, 6 deletions
diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp
index 0df42397..064eab98 100644
--- a/src/control/CarCtrl.cpp
+++ b/src/control/CarCtrl.cpp
@@ -30,8 +30,11 @@
#include "World.h"
#include "Zones.h"
+#define GAME_SPEED_TO_METERS_PER_SECOND 50.0f
+
#define DISTANCE_TO_SPAWN_ROADBLOCK_PEDS 51.0f
#define DISTANCE_TO_SCAN_FOR_DANGER 11.0f
+#define SAFE_DISTANCE_TO_PED 3.0f
#define INFINITE_Z 1000000000.0f
int &CCarCtrl::NumLawEnforcerCars = *(int*)0x8F1B38;
@@ -60,7 +63,6 @@ WRAPPER void CCarCtrl::GenerateEmergencyServicesCar(void) { EAXJMP(0x41FC50); }
WRAPPER void CCarCtrl::PickNextNodeAccordingStrategy(CVehicle*) { EAXJMP(0x41BA50); }
WRAPPER void CCarCtrl::DragCarToPoint(CVehicle*, CVector*) { EAXJMP(0x41D450); }
WRAPPER void CCarCtrl::SlowCarDownForCarsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float) { EAXJMP(0x419B40); }
-WRAPPER void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float) { EAXJMP(0x419300); }
void
CCarCtrl::GenerateRandomCars()
@@ -293,8 +295,8 @@ CCarCtrl::GenerateOneRandomCar()
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) {
+ 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;
}
@@ -481,7 +483,7 @@ CCarCtrl::GenerateOneRandomCar()
delete pCar;
return;
}
- CVehicleModelInfo* pVehicleModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(pCar->GetModelIndex());
+ CVehicleModelInfo* pVehicleModel = pCar->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);
@@ -783,8 +785,8 @@ CCarCtrl::UpdateCarOnRails(CVehicle* pVehicle)
float
CCarCtrl::FindMaximumSpeedForThisCarInTraffic(CVehicle* pVehicle)
{
- if (pVehicle->AutoPilot.m_nDrivingStyle == MISSION_RAMPLAYER_FARAWAY ||
- pVehicle->AutoPilot.m_nDrivingStyle == MISSION_RAMPLAYER_CLOSE)
+ if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_FARAWAY ||
+ pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE)
return pVehicle->AutoPilot.m_nCruiseSpeed;
float left = pVehicle->GetPosition().x - DISTANCE_TO_SCAN_FOR_DANGER;
float right = pVehicle->GetPosition().x + DISTANCE_TO_SCAN_FOR_DANGER;
@@ -869,6 +871,118 @@ CCarCtrl::SlowCarOnRailsDownForTrafficAndLights(CVehicle* pVehicle)
pVehicle->AutoPilot.ModifySpeed(0.0f);
}
}
+#if 0
+WRAPPER void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float) { EAXJMP(0x419300); }
+#else
+void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList& lst, CVehicle* pVehicle, float x_inf, float y_inf, float x_sup, float y_sup, float* pSpeed, float curSpeed)
+{
+ float frontOffset = pVehicle->GetModelInfo()->GetColModel()->boundingBox.max.y;
+ float frontSafe = frontOffset + SAFE_DISTANCE_TO_PED;
+ for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next){
+ CPed* pPed = (CPed*)pNode->item;
+ if (pPed->m_scanCode == CWorld::GetCurrentScanCode())
+ continue;
+ if (!pPed->bUsesCollision)
+ continue;
+ pPed->m_scanCode = CWorld::GetCurrentScanCode();
+ CVector vecPedPos = pPed->GetPosition();
+ if (vecPedPos.x < x_inf || vecPedPos.x > x_sup)
+ continue;
+ if (vecPedPos.y < y_inf || vecPedPos.y > y_sup)
+ continue;
+ if (ABS(vecPedPos.z - pVehicle->GetPosition().z) >= 4.0f)
+ continue;
+ CVector vecToPed = vecPedPos - pVehicle->GetPosition();
+ float dotDirection = DotProduct(pVehicle->GetForward(), vecToPed);
+ float dotVelocity = DotProduct(pVehicle->GetForward(), pVehicle->GetMoveSpeed());
+ if (dotDirection <= frontOffset) /* If already run him over, don't care */
+ continue;
+ float distanceUntilHit = dotDirection - frontOffset;
+ float movementTowardsPedPerSecond = GAME_SPEED_TO_METERS_PER_SECOND * dotVelocity;
+ if (4 * movementTowardsPedPerSecond <= distanceUntilHit)
+ /* If car isn't projected to hit a ped in 4 seconds, don't care */
+ continue;
+ float sidewaysDistance = ABS(DotProduct(pVehicle->GetRight(), vecToPed));
+ float sideLength = pVehicle->GetModelInfo()->GetColModel()->boundingBox.max.x;
+ if (pVehicle->m_vehType == VEHICLE_TYPE_BIKE)
+ sideLength *= 1.6f;
+ if (sideLength + 0.5f < sidewaysDistance)
+ /* If car is far enough taking side into account, don't care */
+ continue;
+ if (pPed->m_type == ENTITY_TYPE_PED){ /* ...how can it not be? */
+ if (pPed->GetPedState() != PED_STEP_AWAY && pPed->GetPedState() != PED_DIVE_AWAY){
+ if (distanceUntilHit < movementTowardsPedPerSecond){
+ /* Very close. Time to evade. */
+ if (pVehicle->GetModelIndex() == MI_RCBANDIT){
+ if (dotVelocity * GAME_SPEED_TO_METERS_PER_SECOND / 2 > distanceUntilHit)
+ pPed->SetEvasiveStep(pVehicle, 0);
+ }else if (dotVelocity > 0.3f){
+ if (sideLength - 0.5f < sidewaysDistance)
+ pPed->SetEvasiveStep(pVehicle, 0);
+ else
+ pPed->SetEvasiveDive(pVehicle, 0);
+ }else{
+ if (sideLength + 0.1f < sidewaysDistance)
+ pPed->SetEvasiveStep(pVehicle, 0);
+ else
+ pPed->SetEvasiveDive(pVehicle, 0);
+ }
+ }else{
+ /* Relatively safe but annoying. */
+ if (pVehicle->m_status == STATUS_PLAYER &&
+ pPed->GetPedState() != PED_FLEE_ENTITY &&
+ pPed->CharCreatedBy == RANDOM_CHAR){
+ float angleCarToPed = CGeneral::GetRadianAngleBetweenPoints(
+ pVehicle->GetPosition().x, pVehicle->GetPosition().y,
+ pPed->GetPosition().x, pPed->GetPosition().y
+ );
+ angleCarToPed = CGeneral::LimitRadianAngle(angleCarToPed);
+ pPed->m_headingRate = CGeneral::LimitRadianAngle(pPed->m_headingRate);
+ float visibilityAngle = ABS(angleCarToPed - pPed->m_headingRate);
+ if (visibilityAngle > PI)
+ visibilityAngle = TWOPI - visibilityAngle;
+ if (visibilityAngle < HALFPI || pVehicle->m_nCarHornTimer){
+ /* if ped sees the danger of if car horn is on */
+ pPed->SetFlee(pVehicle, 2000);
+ pPed->bUsePedNodeSeek = false;
+ pPed->SetMoveState(PEDMOVE_RUN);
+ }
+ }else{
+ CPlayerPed* pPlayerPed = (CPlayerPed*)pPed;
+ if (pPlayerPed->IsPlayer() && dotDirection < frontSafe &&
+ pPlayerPed->IsPedInControl() &&
+ pPlayerPed->m_fMoveSpeed < 0.1f && pPlayerPed->bIsLooking &&
+ CTimer::GetTimeInMilliseconds() > pPlayerPed->m_lookTimer) {
+ pPlayerPed->AnnoyPlayerPed(false);
+ pPlayerPed->SetLookFlag(pVehicle, true);
+ pPlayerPed->SetLookTimer(1500);
+ if (pPlayerPed->GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED ||
+ pPlayerPed->GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT ||
+ pPlayerPed->GetWeapon()->m_eWeaponType == WEAPONTYPE_COLT45 ||
+ pPlayerPed->GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) {
+ pPlayerPed->bShakeFist = true;
+ }
+ }
+ }
+ }
+ }
+ }
+ /* Ped stuff done. Now vehicle stuff. */
+ if (distanceUntilHit < 10.0f){
+ if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS ||
+ pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_SLOW_DOWN_FOR_CARS){
+ *pSpeed = min(*pSpeed, ABS(distanceUntilHit - 1.0f) * 0.1f * curSpeed);
+ pVehicle->AutoPilot.m_bSlowedDownBecauseOfPeds = true;
+ if (distanceUntilHit < 2.0f){
+ pVehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT;
+ pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 3000;
+ }
+ }
+ }
+ }
+}
+#endif
+
bool
CCarCtrl::MapCouldMoveInThisArea(float x, float y)