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#pragma once
#include "PathFind.h"
#include "Boat.h"
#include "General.h"
#include "Vehicle.h"

#define GAME_SPEED_TO_METERS_PER_SECOND 50.0f
#define METERS_PER_SECOND_TO_GAME_SPEED (1.0f / GAME_SPEED_TO_METERS_PER_SECOND)
#define GAME_SPEED_TO_CARAI_SPEED 60.0f
#define TIME_COPS_WAIT_TO_EXIT_AFTER_STOPPING 2500

class CZoneInfo;
class CAutomobile;

enum{
	MAX_CARS_TO_KEEP = 2,
	MAX_CAR_MODELS_IN_ARRAY = 25,
};

#ifdef GTA_NETWORK
enum {
	TOTAL_MULTIPLAYER_CAR_BANKS = 3,
	CARS_IN_MULTIPLAYER_BANK = 8
};
#endif

#ifdef FIX_BUGS
#define FIX_PATHFIND_BUG
#endif

class CCarCtrl
{
public:
	enum eCarClass {
		NORMAL = 0,
		POOR,
		RICH,
		EXEC,
		WORKER,
		BIG,
		TAXI,
		MOPED,
		MOTORBIKE,

		LEISUREBOAT,
		WORKERBOAT,

		COPS,
		CUBAN,
		HAITIAN,
		STREET,
		DIAZ,
		BIKER,
		SECURITY,
		PLAYER,
		GOLFERS,
		GANG9,
		COPS_BOAT,
		FIRST_CAR_RATING = NORMAL,
		FIRST_BOAT_RATING = LEISUREBOAT,
		FIRST_GANG_CAR_RATING = CUBAN,
		NUM_CAR_CLASSES = MOTORBIKE - FIRST_CAR_RATING + 1,
		NUM_BOAT_CLASSES = WORKERBOAT - FIRST_BOAT_RATING + 1,
		NUM_GANG_CAR_CLASSES = GANG9 - FIRST_GANG_CAR_RATING + 1,
		TOTAL_CUSTOM_CLASSES = NUM_CAR_CLASSES + NUM_BOAT_CLASSES
	};

	static void SwitchVehicleToRealPhysics(CVehicle*);
	static void AddToCarArray(int32 id, int32 vehclass);
	static void UpdateCarCount(CVehicle*, bool);
	static int32 ChooseCarModel(int32 vehclass);
	static bool JoinCarWithRoadSystemGotoCoors(CVehicle*, CVector, bool);
	static void JoinCarWithRoadSystem(CVehicle*);
	static void UpdateCarOnRails(CVehicle*);
	static bool MapCouldMoveInThisArea(float x, float y);
	static void ScanForPedDanger(CVehicle *veh);
	static void RemoveFromInterestingVehicleList(CVehicle*);
	static void GenerateRandomCars(void);
	static void GenerateOneRandomCar(void);
	static void GenerateEmergencyServicesCar(void);
	static int32 ChooseModel(CZoneInfo*, int*);
	static int32 ChoosePoliceCarModel(void);
	static int32 ChooseGangCarModel(int32 gang);
	static void RemoveDistantCars(void);
	static void PossiblyRemoveVehicle(CVehicle*);
	static bool IsThisVehicleInteresting(CVehicle*);
	static void RegisterVehicleOfInterest(CVehicle*);
	static int32 CountCarsOfType(int32 mi);
	static void SlowCarOnRailsDownForTrafficAndLights(CVehicle*);
	static bool PickNextNodeAccordingStrategy(CVehicle*);
	static void DragCarToPoint(CVehicle*, CVector*);
	static float FindMaximumSpeedForThisCarInTraffic(CVehicle*);
	static void SlowCarDownForCarsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float);
	static void SlowCarDownForPedsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float);
	static void SlowCarDownForOtherCar(CEntity*, CVehicle*, float*, float);
	static float TestCollisionBetween2MovingRects(CVehicle*, CVehicle*, float, float, CVector*, CVector*, uint8);
	static float FindAngleToWeaveThroughTraffic(CVehicle*, CPhysical*, float, float);
	static void WeaveThroughCarsSectorList(CPtrList&, CVehicle*, CPhysical*, float, float, float, float, float*, float*);
	static void WeaveForOtherCar(CEntity*, CVehicle*, float*, float*);
	static void WeaveThroughPedsSectorList(CPtrList&, CVehicle*, CPhysical*, float, float, float, float, float*, float*);
	static void WeaveForPed(CEntity*, CVehicle*, float*, float*);
	static void WeaveThroughObjectsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float*);
	static void WeaveForObject(CEntity*, CVehicle*, float*, float*);
#ifdef FIX_PATHFIND_BUG
	static void PickNextNodeToChaseCar(CVehicle*, float, float, float, CVehicle*);
#else
	static void PickNextNodeToChaseCar(CVehicle*, float, float, CVehicle*);
#endif
	static bool PickNextNodeToFollowPath(CVehicle*);
	static void PickNextNodeRandomly(CVehicle*);
	static uint8 FindPathDirection(int32, int32, int32);
	static void Init(void);
	static void ReInit(void);
	static float FindSpeedMultiplier(float, float, float, float);
	static void SteerAICarWithPhysics(CVehicle*);
	static void SteerAICarWithPhysics_OnlyMission(CVehicle*, float*, float*, float*, bool*);
	static float FindMaxSteerAngle(CVehicle*);
	static void SteerAICarWithPhysicsFollowPath(CVehicle*, float*, float*, float*, bool*);
	static void SteerAICarWithPhysicsHeadingForTarget(CVehicle*, CPhysical*, float, float, float*, float*, float*, bool*);
	static void SteerAICarWithPhysicsTryingToBlockTarget(CVehicle*, float, float, float, float, float*, float*, float*, bool*);
	static void SteerAICarWithPhysicsTryingToBlockTarget_Stop(CVehicle*, float, float, float, float, float*, float*, float*, bool*);
	static bool ThisRoadObjectCouldMove(int16);
	static void ClearInterestingVehicleList();
	static void FindLinksToGoWithTheseNodes(CVehicle*);
	static bool GenerateOneEmergencyServicesCar(uint32, CVector);
	static float FindSpeedMultiplierWithSpeedFromNodes(int8);
	static int32 ChooseBoatModel(int32);
	static int32 ChooseBoatRating(CZoneInfo* pZoneInfo);
	static int32 ChooseCarRating(CZoneInfo* pZoneInfo);
	static void AddToLoadedVehicleArray(int32 mi, int32 rating, int32 freq);
	static void RemoveFromLoadedVehicleArray(int32 mi, int32 rating);
	static int32 ChooseCarModelToLoad(int32 rating);
	static bool BoatWithTallMast(int32 mi);
	static void RemoveCarsIfThePoolGetsFull(void);
	static void SteerAIBoatWithPhysicsHeadingForTarget(CVehicle*, float, float, float*, float*, float*);
	static void SteerAIHeliTowardsTargetCoors(CAutomobile*);
	static void SteerAIPlaneTowardsTargetCoors(CAutomobile*);
	static void SteerAIBoatWithPhysicsAttackingPlayer(CVehicle*, float*, float*, float*, bool*);
	static void SteerAICarBlockingPlayerForwardAndBack(CVehicle*, float*, float*, float*, bool*);

	static bool OkToCreateVehicleAtThisPosition(const CVector&);
	static void RenderDebugInfo(CVehicle*);
	static void SetMultiplayerAmbientCarLimit(uint32);
	static void ToggleScriptControlsMpCarLimit(bool);
	static void MultiPlayerRemoveVehicleAndDriver(CVehicle*);
	static void Write(base::cRelocatableChunkWriter&);

	static float GetPositionAlongCurrentCurve(CVehicle* pVehicle)
	{
		uint32 timeInCurve = CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeEnteredCurve;
		return (float)timeInCurve / pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
	}

	static float LimitRadianAngle(float angle)
	{
		return CGeneral::LimitRadianAngle(angle);
	}

	static bool bMadDriversCheat;
	static int32 NumLawEnforcerCars;
	static int32 NumAmbulancesOnDuty;
	static int32 NumFiretrucksOnDuty;
	static int32 NumRandomCars;
	static int32 NumMissionCars;
	static int32 NumParkedCars;
	static int32 NumPermanentCars;
	static bool bCarsGeneratedAroundCamera;
	static float CarDensityMultiplier;
	static int8 CountDownToCarsAtStart;
	static int32 MaxNumberOfCarsInUse;
	static uint32 LastTimeLawEnforcerCreated;
	static uint32 LastTimeFireTruckCreated;
	static uint32 LastTimeAmbulanceCreated;
	static int32 TotalNumOfCarsOfRating[TOTAL_CUSTOM_CLASSES];
	static int32 CarArrays[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY];

	static int32 MiamiViceCycle;
	static uint32 LastTimeMiamiViceGenerated;
	static int32 NumRequestsOfCarRating[TOTAL_CUSTOM_CLASSES];
	static int32 NumOfLoadedCarsOfRating[TOTAL_CUSTOM_CLASSES];
	static int32 CarFreqArrays[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY];
	static int32 LoadedCarsArray[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY];

#ifdef GTA_NETWORK
	static const int32 MultiplayerCarBanks[TOTAL_MULTIPLAYER_CAR_BANKS][CARS_IN_MULTIPLAYER_BANK];
#endif

	static uint32 maxRandomMpCars;
	static bool scriptControlsMpCarLimit;

};

extern CVehicle* apCarsToKeep[MAX_CARS_TO_KEEP];
extern bool gbEmergencyVehiclesEnabled;