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@ -2,6 +2,29 @@
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#include "patcher.h"
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#include "CarCtrl.h"
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#include "Automobile.h"
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#include "Camera.h"
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#include "CarAI.h"
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#include "CarGen.h"
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#include "Curves.h"
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#include "CutsceneMgr.h"
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#include "General.h"
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#include "IniFile.h"
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#include "ModelIndices.h"
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#include "PathFind.h"
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#include "Ped.h"
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#include "PlayerInfo.h"
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#include "PlayerPed.h"
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#include "Timer.h"
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#include "VisibilityPlugins.h"
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#include "Vehicle.h"
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#include "Wanted.h"
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#include "World.h"
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#include "Zones.h"
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#define LANE_WIDTH 5.0f
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#define INFINITE_Z 1000000000.0f
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int &CCarCtrl::NumLawEnforcerCars = *(int*)0x8F1B38;
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int &CCarCtrl::NumAmbulancesOnDuty = *(int*)0x885BB0;
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int &CCarCtrl::NumFiretrucksOnDuty = *(int*)0x9411F0;
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@ -10,6 +33,9 @@ float& CCarCtrl::CarDensityMultiplier = *(float*)0x5EC8B4;
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int32 &CCarCtrl::NumMissionCars = *(int32*)0x8F1B54;
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int32 &CCarCtrl::NumRandomCars = *(int32*)0x943118;
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int32 &CCarCtrl::NumParkedCars = *(int32*)0x8F29E0;
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int8 &CCarCtrl::CountDownToCarsAtStart = *(int8*)0x95CD63;
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int32 &CCarCtrl::MaxNumberOfCarsInUse = *(int32*)0x5EC8B8;
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uint32 &CCarCtrl::LastTimeLawEnforcerCreated = *(uint32*)0x8F5FF0;
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WRAPPER void CCarCtrl::SwitchVehicleToRealPhysics(CVehicle*) { EAXJMP(0x41F7F0); }
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WRAPPER void CCarCtrl::AddToCarArray(int32 id, int32 vehclass) { EAXJMP(0x4182F0); }
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@ -21,6 +47,470 @@ WRAPPER void CCarCtrl::SteerAICarWithPhysics(CVehicle*) { EAXJMP(0x41DA60); }
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WRAPPER void CCarCtrl::UpdateCarOnRails(CVehicle*) { EAXJMP(0x418880); }
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WRAPPER void CCarCtrl::ScanForPedDanger(CVehicle *veh) { EAXJMP(0x418F40); }
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WRAPPER void CCarCtrl::RemoveFromInterestingVehicleList(CVehicle* v) { EAXJMP(0x41F7A0); }
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WRAPPER void CCarCtrl::GenerateEmergencyServicesCar(void) { EAXJMP(0x41FC50); }
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WRAPPER int32 CCarCtrl::ChooseModel(CZoneInfo*, CVector*, int*) { EAXJMP(0x417EC0); }
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WRAPPER int32 CCarCtrl::ChoosePoliceCarModel(void) { EAXJMP(0x4181F0); }
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void
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CCarCtrl::GenerateRandomCars()
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{
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if (CCutsceneMgr::IsCutsceneProcessing())
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return;
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if (NumRandomCars < 30){
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if (CountDownToCarsAtStart == 0){
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GenerateOneRandomCar();
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}
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else if (--CountDownToCarsAtStart == 0) {
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for (int i = 0; i < 50; i++)
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GenerateOneRandomCar();
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CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter = 20;
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}
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}
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/* Approximately once per 4 seconds. */
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if ((CTimer::GetTimeInMilliseconds() & 0xFFFFF000) != (CTimer::GetPreviousTimeInMilliseconds() & 0xFFFFF000))
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GenerateEmergencyServicesCar();
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}
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void
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CCarCtrl::GenerateOneRandomCar()
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{
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static int32 unk = 0;
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CPlayerInfo* pPlayer = &CWorld::Players[CWorld::PlayerInFocus];
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CVector vecTargetPos = FindPlayerCentreOfWorld(CWorld::PlayerInFocus);
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CVector2D vecPlayerSpeed = FindPlayerSpeed();
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CZoneInfo zone;
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CTheZones::GetZoneInfoForTimeOfDay(&vecTargetPos, &zone);
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pPlayer->m_nTrafficMultiplier = pPlayer->m_fRoadDensity * zone.carDensity;
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if (NumRandomCars >= pPlayer->m_nTrafficMultiplier * CarDensityMultiplier * CIniFile::CarNumberMultiplier)
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return;
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if (NumFiretrucksOnDuty + NumAmbulancesOnDuty + NumParkedCars + NumMissionCars + NumLawEnforcerCars + NumRandomCars >= MaxNumberOfCarsInUse)
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return;
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CWanted* pWanted = pPlayer->m_pPed->m_pWanted;
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int carClass;
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int carModel;
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if (pWanted->m_nWantedLevel > 1 && NumLawEnforcerCars < pWanted->m_MaximumLawEnforcerVehicles &&
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pWanted->m_CurrentCops < pWanted->m_MaxCops && (
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pWanted->m_nWantedLevel > 3 ||
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pWanted->m_nWantedLevel > 2 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 5000 ||
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pWanted->m_nWantedLevel > 1 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 8000)) {
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/* Last pWanted->m_nWantedLevel > 1 is unnecessary but I added it for better readability. */
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/* Wouldn't be surprised it was there originally but was optimized out. */
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carClass = COPS;
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carModel = ChoosePoliceCarModel();
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}else{
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carModel = ChooseModel(&zone, &vecTargetPos, &carClass);
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if (carClass == COPS && pWanted->m_nWantedLevel >= 1)
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/* All cop spawns with wanted level are handled by condition above. */
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/* In particular it means that cop cars never spawn if player has wanted level of 1. */
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return;
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}
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float frontX, frontY;
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float preferredDistance, angleLimit;
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bool invertAngleLimitTest;
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CVector spawnPosition;
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int32 curNodeId, nextNodeId;
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float positionBetweenNodes;
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bool testForCollision;
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CVehicle* pPlayerVehicle = FindPlayerVehicle();
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CVector2D vecPlayerVehicleSpeed;
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float fPlayerVehicleSpeed;
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if (pPlayerVehicle) {
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vecPlayerVehicleSpeed = FindPlayerVehicle()->GetMoveSpeed();
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fPlayerVehicleSpeed = vecPlayerVehicleSpeed.Magnitude();
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}
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if (TheCamera.GetForward().z < -0.9f){
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/* Player uses topdown camera. */
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/* Spawn essentially anywhere. */
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frontX = frontY = 0.707f; /* 45 degrees */
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angleLimit = -1.0f;
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invertAngleLimitTest = true;
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preferredDistance = 40.0f;
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/* BUG: testForCollision not initialized in original game. */
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testForCollision = false;
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}else if (!pPlayerVehicle){
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/* Player is not in vehicle. */
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testForCollision = true;
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frontX = TheCamera.CamFrontXNorm;
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frontY = TheCamera.CamFrontYNorm;
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switch (CTimer::GetFrameCounter() & 1) {
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case 0:
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/* Spawn a vehicle relatively far away from player. */
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/* Forward to his current direction (camera direction). */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = true;
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preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
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break;
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case 1:
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/* Spawn a vehicle close to player to his side. */
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/* Kinda not within camera angle. */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = false;
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preferredDistance = 40.0f;
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break;
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}
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}else if (fPlayerVehicleSpeed > 0.4f){ /* 72 km/h */
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/* Player is moving fast in vehicle */
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/* Prefer spawning vehicles very far away from him. */
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frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed;
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frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed;
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testForCollision = false;
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switch (CTimer::GetFrameCounter() & 3) {
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case 0:
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case 1:
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/* Spawn a vehicle in a very narrow gap in front of a player */
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angleLimit = 0.85f; /* approx 30 degrees */
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invertAngleLimitTest = true;
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preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
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break;
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case 2:
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/* Spawn a vehicle relatively far away from player. */
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/* Forward to his current direction (camera direction). */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = true;
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preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
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break;
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case 3:
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/* Spawn a vehicle close to player to his side. */
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/* Kinda not within camera angle. */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = false;
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preferredDistance = 40.0f;
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break;
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}
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}else if (fPlayerVehicleSpeed > 0.1f){ /* 18 km/h */
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/* Player is moving moderately fast in vehicle */
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/* Spawn more vehicles to player's side. */
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frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed;
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frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed;
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testForCollision = false;
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switch (CTimer::GetFrameCounter() & 3) {
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case 0:
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/* Spawn a vehicle in a very narrow gap in front of a player */
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angleLimit = 0.85f; /* approx 30 degrees */
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invertAngleLimitTest = true;
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preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
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break;
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case 1:
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/* Spawn a vehicle relatively far away from player. */
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/* Forward to his current direction (camera direction). */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = true;
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preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
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break;
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case 2:
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case 3:
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/* Spawn a vehicle close to player to his side. */
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/* Kinda not within camera angle. */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = false;
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preferredDistance = 40.0f;
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break;
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}
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}else{
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/* Player is in vehicle but moving very slow. */
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/* Then use camera direction instead of vehicle direction. */
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testForCollision = true;
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frontX = TheCamera.CamFrontXNorm;
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frontY = TheCamera.CamFrontYNorm;
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switch (CTimer::GetFrameCounter() & 1) {
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case 0:
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/* Spawn a vehicle relatively far away from player. */
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/* Forward to his current direction (camera direction). */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = true;
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preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
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break;
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case 1:
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/* Spawn a vehicle close to player to his side. */
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/* Kinda not within camera angle. */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = false;
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preferredDistance = 40.0f;
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break;
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}
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}
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if (!ThePaths.NewGenerateCarCreationCoors(vecTargetPos.x, vecTargetPos.y, frontX, frontY,
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preferredDistance, angleLimit, invertAngleLimitTest, &spawnPosition, &curNodeId, &nextNodeId,
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&positionBetweenNodes, carClass == COPS && pWanted->m_nWantedLevel >= 1))
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return;
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int16 colliding;
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CWorld::FindObjectsKindaColliding(spawnPosition, 10.0f, true, &colliding, 2, nil, false, true, true, false, false);
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if (colliding)
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/* If something is already present in spawn position, do not create vehicle*/
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return;
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if (!ThePaths.TestCoorsCloseness(vecTargetPos, false, spawnPosition))
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/* Testing if spawn position can reach target position via valid path. */
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return;
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int16 idInNode = 0;
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CPathNode* pCurNode = &ThePaths.m_pathNodes[curNodeId];
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CPathNode* pNextNode = &ThePaths.m_pathNodes[nextNodeId];
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while (idInNode < pCurNode->numLinks &&
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ThePaths.m_connections[idInNode + pCurNode->firstLink] != nextNodeId)
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idInNode++;
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int16 connectionId = ThePaths.m_carPathConnections[idInNode + pCurNode->firstLink];
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CCarPathLink* pPathLink = &ThePaths.m_carPathLinks[connectionId];
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int16 lanesOnCurrentRoad = pPathLink->pathNodeIndex == nextNodeId ? pPathLink->numLeftLanes : pPathLink->numRightLanes;
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CVehicleModelInfo* pModelInfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(carModel);
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if (lanesOnCurrentRoad == 0 || pModelInfo->m_vehicleType == VEHICLE_TYPE_BIKE)
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/* Not spawning vehicle if road is one way and intended direction is opposide to that way. */
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/* Also not spawning bikes but they don't exist in final game. */
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return;
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CAutomobile* pCar = new CAutomobile(carModel, RANDOM_VEHICLE);
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pCar->AutoPilot.m_nPrevRouteNode = 0;
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pCar->AutoPilot.m_nCurrentRouteNode = curNodeId;
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pCar->AutoPilot.m_nNextRouteNode = nextNodeId;
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switch (carClass) {
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case POOR:
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case RICH:
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case EXEC:
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case WORKER:
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case SPECIAL:
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case BIG:
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case TAXI:
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case MAFIA:
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case TRIAD:
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case DIABLO:
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case YAKUZA:
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case YARDIE:
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case COLOMB:
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case NINES:
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case GANG8:
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case GANG9:
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{
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pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14);
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if (carClass == EXEC)
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pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18);
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else if (carClass == POOR || carClass == SPECIAL)
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pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10);
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CVehicleModelInfo* pVehicleInfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(pCar->GetModelIndex());
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if (pVehicleInfo->GetColModel()->boundingBox.max.y - pVehicleInfo->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) {
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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 = (pCurNode->pos - pNextNode->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 (pCurNode->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() % pCurNode->numLinks;
|
|
|
|
|
nextConnection = ThePaths.m_carPathConnections[newLink + pCurNode->firstLink];
|
|
|
|
|
}
|
|
|
|
|
pCar->AutoPilot.m_nCurrentPathNodeInfo = nextConnection;
|
|
|
|
|
pCar->AutoPilot.m_nCurrentDirection = (ThePaths.m_connections[newLink + pCurNode->firstLink] >= curNodeId) ? 1 : -1;
|
|
|
|
|
CVector2D vecBetweenNodes = pNextNode->pos - pCurNode->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;
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
float roadShiftAlongCurrentNode = (pCar->AutoPilot.m_nPreviousLane + currentLaneCoefficient) * LANE_WIDTH;
|
|
|
|
|
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) * LANE_WIDTH;
|
|
|
|
|
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 = pCurNode->pos - pNextNode->pos;
|
|
|
|
|
CVector finalPosition = positionIncludingCurve + vectorBetweenNodes * 2.0f / vectorBetweenNodes.Magnitude();
|
|
|
|
|
finalPosition.z = positionBetweenNodes * pNextNode->pos.z +
|
|
|
|
|
(1.0f - positionBetweenNodes) * pCurNode->pos.z;
|
|
|
|
|
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))
|
|
|
|
|
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;
|
|
|
|
|
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 +519,7 @@ 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
|