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https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
basic bike support in traffic, script and car gen; some heli AI
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647fd951ec
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d325a3d247
@ -4,6 +4,7 @@
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#include "Accident.h"
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#include "Automobile.h"
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#include "Bike.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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@ -345,7 +346,7 @@ CCarCtrl::GenerateOneRandomCar()
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if (CModelInfo::IsBoatModel(carModel))
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pVehicle = new CBoat(carModel, RANDOM_VEHICLE);
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else if (CModelInfo::IsBikeModel(carModel))
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return; // TODO(MIAMI): spawn bikes
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pVehicle = new CBike(carModel, RANDOM_VEHICLE);
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else
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pVehicle = new CAutomobile(carModel, RANDOM_VEHICLE);
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pVehicle->AutoPilot.m_nPrevRouteNode = 0;
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@ -2502,7 +2503,7 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
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pSwerve, pAccel, pBrake, pHandbrake);
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return;
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case MISSION_HELI_FLYTOCOORS:
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//SteerAIHeliTowardsTargetCoors((CAutomobile*)pVehicle);
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SteerAIHeliTowardsTargetCoors((CAutomobile*)pVehicle);
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return;
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case MISSION_ATTACKPLAYER:
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SteerAIBoatWithPhysicsAttackingPlayer(pVehicle, pSwerve, pAccel, pBrake, pHandbrake);
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@ -2656,9 +2657,8 @@ void CCarCtrl::SteerAIHeliTowardsTargetCoors(CAutomobile* pHeli)
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else
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speed *= 0.2f;
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}
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CVector2D vecAdvanceThisFrame = vecToTarget;
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vecAdvanceThisFrame.Normalise();
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vecAdvanceThisFrame *= speed;
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vecToTarget.Normalise();
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CVector2D vecAdvanceThisFrame(vecToTarget * speed);
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float resistance = Pow(0.997f, CTimer::GetTimeStep());
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pHeli->m_vecMoveSpeed.x *= resistance;
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pHeli->m_vecMoveSpeed.y *= resistance;
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@ -2673,9 +2673,55 @@ void CCarCtrl::SteerAIHeliTowardsTargetCoors(CAutomobile* pHeli)
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pHeli->AddToMoveSpeed(vecAdvanceThisFrame);
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else
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pHeli->AddToMoveSpeed(vecSpeedChange * changeMultiplier);
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pHeli->SetPosition(pHeli->GetPosition() + CVector(CTimer::GetTimeStep() * pHeli->m_vecMoveSpeed.x, CTimer::GetTimeStep() * pHeli->m_vecMoveSpeed.y, 0.0f));
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assert(0);
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// This is not finished yet. Heli fields in CAutomobile required
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pHeli->SetPosition(pHeli->GetPosition() + CVector(CTimer::GetTimeStep() * pHeli->GetMoveSpeed().x, CTimer::GetTimeStep() * pHeli->GetMoveSpeed().y, 0.0f));
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float ZTarget = pHeli->AutoPilot.m_vecDestinationCoors.z;
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if (CTimer::GetTimeInMilliseconds() & 0x800) // switch every ~2 seconds
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ZTarget += 2.0f;
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float ZSpeedTarget = (ZTarget - pHeli->GetPosition().z) * 0.01f;
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float ZSpeedChangeTarget = ZSpeedTarget - pHeli->GetMoveSpeed().z;
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float ZSpeedChangeMax = 0.01f * CTimer::GetTimeStep();
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if (!pHeli->bHeliDestroyed) {
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if (Abs(ZSpeedChangeTarget) < ZSpeedChangeMax)
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pHeli->SetMoveSpeed(pHeli->GetMoveSpeed().x, pHeli->GetMoveSpeed().y, ZSpeedTarget);
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else if (ZSpeedChangeTarget < 0.0f)
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pHeli->AddToMoveSpeed(0.0f, 0.0f, 1.5f * ZSpeedChangeMax);
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else
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pHeli->AddToMoveSpeed(0.0f, 0.0f, ZSpeedChangeMax);
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}
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pHeli->SetPosition(pHeli->GetPosition() + CVector(0.0f, 0.0f, CTimer::GetTimeStep() * pHeli->GetMoveSpeed().z));
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pHeli->SetTurnSpeed(pHeli->GetTurnSpeed().x, pHeli->GetTurnSpeed().y, pHeli->GetTurnSpeed().z * Pow(0.99f, CTimer::GetTimeStep()));
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float ZTurnSpeedTarget;
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if (distanceToTarget < 8.0f && pHeli->m_fHeliOrientation < 0.0f)
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ZTurnSpeedTarget = 0.0f;
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else {
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float fAngleTarget = CGeneral::GetATanOfXY(vecToTarget.x, vecToTarget.y) + PI;
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if (pHeli->m_fHeliOrientation >= 0.0f)
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fAngleTarget = pHeli->m_fHeliOrientation;
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while (fAngleTarget < -PI)
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fAngleTarget += TWOPI;
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while (fAngleTarget > PI)
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fAngleTarget -= TWOPI;
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if (Abs(fAngleTarget) <= 0.4f)
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ZTurnSpeedTarget = 0.0f;
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else if (fAngleTarget < 0.0f)
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ZTurnSpeedTarget = 0.03f;
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else
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ZTurnSpeedTarget = -0.03f;
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}
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float ZTurnSpeedChangeTarget = ZTurnSpeedTarget - pHeli->GetTurnSpeed().z;
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pHeli->m_fOrientation += pHeli->GetTurnSpeed().z * CTimer::GetTimeStep();
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CVector up;
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if (pHeli->bHeliMinimumTilt)
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up = CVector(0.5f * pHeli->GetMoveSpeed().x, 0.5f * pHeli->GetMoveSpeed().y, 1.0f);
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else
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up = CVector(3.0f * pHeli->GetMoveSpeed().x, 3.0f * pHeli->GetMoveSpeed().y, 1.0f);
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up.Normalise();
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CVector forward(Sin(pHeli->m_fOrientation), Cos(pHeli->m_fOrientation), 0.0f);
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CVector right = CrossProduct(up, forward);
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forward = CrossProduct(up, right);
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pHeli->GetMatrix().GetRight() = right;
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pHeli->GetMatrix().GetForward() = forward;
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pHeli->GetMatrix().GetUp() = up;
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}
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void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
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@ -4,6 +4,7 @@
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#include "ScriptCommands.h"
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#include "AnimBlendAssociation.h"
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#include "Bike.h"
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#include "Boat.h"
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#include "BulletInfo.h"
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#include "Camera.h"
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@ -2189,9 +2190,12 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
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else {
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CVehicle* car;
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// TODO(MIAMI)
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//if (!CModelInfo::IsBikeModel(ScriptParams[0]))
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if (!CModelInfo::IsBikeModel(ScriptParams[0]))
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car = new CAutomobile(ScriptParams[0], MISSION_VEHICLE);
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else {
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car = new CBike(ScriptParams[0], MISSION_VEHICLE);
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((CBike*)(car))->bIsStanding = true;
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}
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CVector pos = *(CVector*)&ScriptParams[1];
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if (pos.z <= MAP_Z_LOW_LIMIT)
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pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
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@ -7406,7 +7410,13 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
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if (pPed->GetPedState() == PED_EXIT_CAR || pPed->GetPedState() == PED_DRAG_FROM_CAR) {
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uint8 flags = 0;
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if (pPed->m_pMyVehicle->IsBike()) {
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//TODO(MIAMI)
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if (pPed->m_vehEnterType == CAR_DOOR_LF ||
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pPed->m_vehEnterType == CAR_DOOR_RF ||
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pPed->m_vehEnterType == CAR_WINDSCREEN)
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flags = CAR_DOOR_FLAG_LF | CAR_DOOR_FLAG_RF;
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else if (pPed->m_vehEnterType == CAR_DOOR_LR ||
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pPed->m_vehEnterType == CAR_DOOR_RR)
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flags = CAR_DOOR_FLAG_LR | CAR_DOOR_FLAG_RR;
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}
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else {
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switch (pPed->m_vehEnterType) {
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@ -8046,7 +8056,8 @@ int8 CRunningScript::ProcessCommands900To999(int32 command)
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CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(ScriptParams[0]);
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assert(pVehicle);
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if (pVehicle->IsBike()) {
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//TODO(MIAMI)
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CBike* pBike = (CBike*)pBike;
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pBike->bWaterTight = ScriptParams[1] != 0;
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}
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else if (pVehicle->IsCar()) {
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CAutomobile* pCar = (CAutomobile*)pVehicle;
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@ -8542,7 +8553,11 @@ int8 CRunningScript::ProcessCommands900To999(int32 command)
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if (model == -1)
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return 0;
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CVehicle* car;
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//if (CModelInfo::IsBikeModel(model)) // TODO(MIAMI)
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if (CModelInfo::IsBikeModel(model)) {
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car = new CBike(model, MISSION_VEHICLE);
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((CBike*)(car))->bIsStanding = true;
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}
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else
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car = new CAutomobile(model, MISSION_VEHICLE);
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CVector pos = *(CVector*)&ScriptParams[0];
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pos.z += car->GetDistanceFromCentreOfMassToBaseOfModel();
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@ -9248,8 +9263,7 @@ int8 CRunningScript::ProcessCommands1000To1099(int32 command)
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if (pVehicle->m_vehType == VEHICLE_TYPE_CAR)
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((CAutomobile*)pVehicle)->m_fTraction = fTraction;
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else
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// TODO(MIAMI)
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//((CBike*)pVehicle)->m_fTraction = fTraction;
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((CBike*)pVehicle)->m_fTraction = fTraction;
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return 0;
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}
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case COMMAND_ARE_MEASUREMENTS_IN_METRES:
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@ -10337,8 +10351,21 @@ int8 CRunningScript::ProcessCommands1100To1199(int32 command)
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CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(ScriptParams[0]);
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assert(pVehicle);
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bool bIsBurst = false;
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CBike* pBike = (CBike*)pVehicle;
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if (pVehicle->m_vehType == VEHICLE_APPEARANCE_BIKE) {
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assert("IS_CAR_TYPE_BURST not yet implemented for bikes");
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if (ScriptParams[1] == 4) {
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for (int i = 0; i < 2; i++) {
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if (pBike->m_wheelStatus[i] == WHEEL_STATUS_BURST)
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bIsBurst = true;
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}
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}
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else {
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if (ScriptParams[1] == 2)
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ScriptParams[1] = 0;
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if (ScriptParams[1] == 3)
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ScriptParams[1] = 1;
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bIsBurst = pBike->m_wheelStatus[ScriptParams[1]] == WHEEL_STATUS_BURST;
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}
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}
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else {
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CAutomobile* pCar = (CAutomobile*)pVehicle;
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@ -4270,8 +4270,13 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
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if (method != WEAPONTYPE_DROWNING) {
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#ifdef VC_PED_PORTS
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if (m_pMyVehicle) {
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// TODO(Miami): Bikes
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bool bDone = false;
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if (m_pMyVehicle->IsBike()) {
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m_fHealth = 0.0f;
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//CBike::KnockOffRider -- TODO(MIAMI)
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bDone = true;
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}
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else {
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if (m_pMyVehicle->IsCar() && m_pMyVehicle->pDriver == this) {
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if (m_pMyVehicle->GetStatus() == STATUS_SIMPLE) {
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m_pMyVehicle->SetStatus(STATUS_PHYSICS);
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@ -4285,7 +4290,8 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
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// TODO(MIAMI): argument
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if (m_pMyVehicle->CanPedExitCar(false)) {
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SetObjective(OBJECTIVE_LEAVE_CAR_AND_DIE, m_pMyVehicle);
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} else {
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}
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else {
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m_fHealth = 0.0f;
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if (m_pMyVehicle && m_pMyVehicle->pDriver == this) {
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SetRadioStation();
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@ -4298,6 +4304,7 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
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}
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*/
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}
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}
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for (int i = 0; i < ARRAY_SIZE(m_pMyVehicle->pPassengers); i++) {
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CPed* passenger = m_pMyVehicle->pPassengers[i];
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if (passenger && passenger != this && damagedBy)
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@ -4314,6 +4321,8 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
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} else {
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CDarkel::RegisterKillNotByPlayer(this, method);
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}
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if (bDone)
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return true;
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}
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#endif
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m_fHealth = 1.0f;
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@ -3,6 +3,7 @@
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#include "CarGen.h"
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#include "Automobile.h"
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#include "Bike.h"
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#include "Boat.h"
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#include "Camera.h"
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#include "CarCtrl.h"
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@ -88,7 +89,7 @@ void CCarGenerator::DoInternalProcessing()
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pBoat->SetOrientation(0.0f, 0.0f, DEGTORAD(m_fAngle));
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pBoat->SetStatus(STATUS_ABANDONED);
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pBoat->m_nDoorLock = CARLOCK_UNLOCKED;
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}else{ // TODO(MIAMI): bikes
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}else{
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bool groundFound = false;
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CVector pos = m_vecPos;
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if (pos.z > -100.0f){
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@ -105,16 +106,23 @@ void CCarGenerator::DoInternalProcessing()
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debug("CCarGenerator::DoInternalProcessing - can't find ground z for new car x = %f y = %f \n", m_vecPos.x, m_vecPos.y);
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return;
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}
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if (CModelInfo::IsBikeModel(mi)) {
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CBike* pBike = new CBike(mi, PARKED_VEHICLE);
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pBike->bIsStanding = true;
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pVehicle = pBike;
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}
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else {
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CAutomobile* pCar = new CAutomobile(mi, PARKED_VEHICLE);
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pVehicle = pCar;
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pCar->bIsStatic = false;
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pCar->bEngineOn = false;
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pos.z += pCar->GetDistanceFromCentreOfMassToBaseOfModel();
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pCar->SetPosition(pos);
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pCar->SetOrientation(0.0f, 0.0f, DEGTORAD(m_fAngle));
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pCar->SetStatus(STATUS_ABANDONED);
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pCar->bLightsOn = false;
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pCar->m_nDoorLock = CARLOCK_UNLOCKED;
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}
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pVehicle->bIsStatic = false;
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pVehicle->bEngineOn = false;
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pos.z += pVehicle->GetDistanceFromCentreOfMassToBaseOfModel();
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pVehicle->SetPosition(pos);
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pVehicle->SetOrientation(0.0f, 0.0f, DEGTORAD(m_fAngle));
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pVehicle->SetStatus(STATUS_ABANDONED);
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pVehicle->bLightsOn = false;
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pVehicle->m_nDoorLock = CARLOCK_UNLOCKED;
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}
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CWorld::Add(pVehicle);
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