Merge pull request #199 from Nick007J/master

CCarCtrl weave stuff
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aap 2019-09-02 08:18:03 +02:00 committed by GitHub
commit 3ad97382d9
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3 changed files with 268 additions and 2 deletions

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@ -38,6 +38,13 @@
#define SAFE_DISTANCE_TO_PED 3.0f
#define INFINITE_Z 1000000000.0f
#define VEHICLE_HEIGHT_DIFF_TO_CONSIDER_WEAVING 4.0f
#define PED_HEIGHT_DIFF_TO_CONSIDER_WEAVING 4.0f
#define OBJECT_HEIGHT_DIFF_TO_CONSIDER_WEAVING 8.0f
#define WIDTH_COEF_TO_WEAVE_SAFELY 1.2f
#define OBJECT_WIDTH_TO_WEAVE 0.3f
#define PED_WIDTH_TO_WEAVE 0.8f
int &CCarCtrl::NumLawEnforcerCars = *(int*)0x8F1B38;
int &CCarCtrl::NumAmbulancesOnDuty = *(int*)0x885BB0;
int &CCarCtrl::NumFiretrucksOnDuty = *(int*)0x9411F0;
@ -1173,6 +1180,245 @@ float CCarCtrl::TestCollisionBetween2MovingRects(CVehicle* pVehicleA, CVehicle*
}
#endif
float CCarCtrl::FindAngleToWeaveThroughTraffic(CVehicle* pVehicle, CPhysical* pTarget, float angleToTarget, float angleForward)
{
float distanceToTest = min(2.0f, pVehicle->GetMoveSpeed().Magnitude2D() * 2.5f + 1.0f) * 12.0f;
float left = pVehicle->GetPosition().x - distanceToTest;
float right = pVehicle->GetPosition().x + distanceToTest;
float top = pVehicle->GetPosition().y - distanceToTest;
float bottom = pVehicle->GetPosition().y + distanceToTest;
int xstart = max(0, CWorld::GetSectorIndexX(left));
int xend = min(NUMSECTORS_X - 1, CWorld::GetSectorIndexX(right));
int ystart = max(0, CWorld::GetSectorIndexY(top));
int yend = min(NUMSECTORS_Y - 1, CWorld::GetSectorIndexY(bottom));
assert(xstart <= xend);
assert(ystart <= yend);
float angleToWeaveLeft = angleToTarget;
float angleToWeaveRight = angleToTarget;
CWorld::AdvanceCurrentScanCode();
float angleToWeaveLeftLastIteration = -9999.9f;
float angleToWeaveRightLastIteration = -9999.9f;
while (angleToWeaveLeft != angleToWeaveLeftLastIteration ||
angleToWeaveRight != angleToWeaveRightLastIteration){
angleToWeaveLeftLastIteration = angleToWeaveLeft;
angleToWeaveRightLastIteration = angleToWeaveRight;
for (int y = ystart; y <= yend; y++) {
for (int x = xstart; x <= xend; x++) {
CSector* s = CWorld::GetSector(x, y);
WeaveThroughCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES], pVehicle, pTarget,
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
WeaveThroughCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES_OVERLAP], pVehicle, pTarget,
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
WeaveThroughPedsSectorList(s->m_lists[ENTITYLIST_PEDS], pVehicle, pTarget,
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
WeaveThroughPedsSectorList(s->m_lists[ENTITYLIST_PEDS_OVERLAP], pVehicle, pTarget,
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
WeaveThroughObjectsSectorList(s->m_lists[ENTITYLIST_OBJECTS], pVehicle,
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
WeaveThroughObjectsSectorList(s->m_lists[ENTITYLIST_OBJECTS_OVERLAP], pVehicle,
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
}
}
}
float angleDiffFromActualToTarget = LimitRadianAngle(angleForward - angleToTarget);
float angleToBisectActualToTarget = LimitRadianAngle(angleToTarget + angleDiffFromActualToTarget / 2);
float angleDiffLeft = LimitRadianAngle(angleToWeaveLeft - angleToBisectActualToTarget);
angleDiffLeft = ABS(angleDiffLeft);
float angleDiffRight = LimitRadianAngle(angleToWeaveRight - angleToBisectActualToTarget);
angleDiffRight = ABS(angleDiffRight);
if (angleDiffLeft > HALFPI && angleDiffRight > HALFPI)
return angleToBisectActualToTarget;
if (ABS(angleDiffLeft - angleDiffRight) < 0.08f)
return angleToWeaveRight;
return angleDiffLeft < angleDiffRight ? angleToWeaveLeft : angleToWeaveRight;
}
void CCarCtrl::WeaveThroughCarsSectorList(CPtrList& lst, CVehicle* pVehicle, CPhysical* pTarget, float x_inf, float y_inf, float x_sup, float y_sup, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
{
for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next) {
CVehicle* pTestVehicle = (CVehicle*)pNode->item;
if (pTestVehicle->m_scanCode == CWorld::GetCurrentScanCode())
continue;
if (!pTestVehicle->bUsesCollision)
continue;
if (pTestVehicle == pTarget)
continue;
pTestVehicle->m_scanCode = CWorld::GetCurrentScanCode();
if (pTestVehicle->GetBoundCentre().x < x_inf || pTestVehicle->GetBoundCentre().x > x_sup)
continue;
if (pTestVehicle->GetBoundCentre().y < y_inf || pTestVehicle->GetBoundCentre().y > y_sup)
continue;
if (Abs(pTestVehicle->GetPosition().z - pVehicle->GetPosition().z) >= VEHICLE_HEIGHT_DIFF_TO_CONSIDER_WEAVING)
continue;
if (pTestVehicle != pVehicle)
WeaveForOtherCar(pTestVehicle, pVehicle, pAngleToWeaveLeft, pAngleToWeaveRight);
}
}
void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
{
if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE && pOtherEntity == FindPlayerVehicle())
return;
if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMCAR_CLOSE && pOtherEntity == pVehicle->AutoPilot.m_pTargetCar)
return;
CVehicle* pOtherCar = (CVehicle*)pOtherEntity;
CVector2D vecDiff = pOtherCar->GetPosition() - pVehicle->GetPosition();
float angleBetweenVehicles = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
float distance = vecDiff.Magnitude();
if (distance < 1.0f)
return;
if (DotProduct2D(pVehicle->GetMoveSpeed() - pOtherCar->GetMoveSpeed(), vecDiff) * 110.0f -
pOtherCar->GetModelInfo()->GetColModel()->boundingSphere.radius -
pVehicle->GetModelInfo()->GetColModel()->boundingSphere.radius < distance)
return;
CVector2D forward = pVehicle->GetForward();
forward.Normalise();
float forwardAngle = CGeneral::GetATanOfXY(forward.x, forward.y);
float angleDiff = angleBetweenVehicles - forwardAngle;
float lenProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.y * sin(angleDiff));
float widthProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.x * cos(angleDiff));
float lengthToEvade = (2 * (lenProjection + widthProjection) + WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x) / distance;
float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicles - *pAngleToWeaveLeft);
diffToLeftAngle = ABS(diffToLeftAngle);
float angleToWeave = lengthToEvade / 2;
if (diffToLeftAngle < angleToWeave){
*pAngleToWeaveLeft = angleBetweenVehicles - angleToWeave;
while (*pAngleToWeaveLeft < -PI)
*pAngleToWeaveLeft += TWOPI;
}
float diffToRightAngle = LimitRadianAngle(angleBetweenVehicles - *pAngleToWeaveRight);
diffToRightAngle = ABS(diffToRightAngle);
if (diffToRightAngle < angleToWeave){
*pAngleToWeaveRight = angleBetweenVehicles + angleToWeave;
while (*pAngleToWeaveRight > PI)
*pAngleToWeaveRight -= TWOPI;
}
}
void CCarCtrl::WeaveThroughPedsSectorList(CPtrList& lst, CVehicle* pVehicle, CPhysical* pTarget, float x_inf, float y_inf, float x_sup, float y_sup, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
{
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;
if (pPed == pTarget)
continue;
pPed->m_scanCode = CWorld::GetCurrentScanCode();
if (pPed->GetPosition().x < x_inf || pPed->GetPosition().x > x_sup)
continue;
if (pPed->GetPosition().y < y_inf || pPed->GetPosition().y > y_sup)
continue;
if (Abs(pPed->GetPosition().z - pPed->GetPosition().z) >= PED_HEIGHT_DIFF_TO_CONSIDER_WEAVING)
continue;
if (pPed->m_pCurSurface != pVehicle)
WeaveForPed(pPed, pVehicle, pAngleToWeaveLeft, pAngleToWeaveRight);
}
}
void CCarCtrl::WeaveForPed(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
{
if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE && pOtherEntity == FindPlayerPed())
return;
CPed* pPed = (CPed*)pOtherEntity;
CVector2D vecDiff = pPed->GetPosition() - pVehicle->GetPosition();
float angleBetweenVehicleAndPed = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
float distance = vecDiff.Magnitude();
float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + PED_WIDTH_TO_WEAVE) / distance;
float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveLeft);
diffToLeftAngle = ABS(diffToLeftAngle);
float angleToWeave = lengthToEvade / 2;
if (diffToLeftAngle < angleToWeave) {
*pAngleToWeaveLeft = angleBetweenVehicleAndPed - angleToWeave;
while (*pAngleToWeaveLeft < -PI)
*pAngleToWeaveLeft += TWOPI;
}
float diffToRightAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveRight);
diffToRightAngle = ABS(diffToRightAngle);
if (diffToRightAngle < angleToWeave) {
*pAngleToWeaveRight = angleBetweenVehicleAndPed + angleToWeave;
while (*pAngleToWeaveRight > PI)
*pAngleToWeaveRight -= TWOPI;
}
}
void CCarCtrl::WeaveThroughObjectsSectorList(CPtrList& lst, CVehicle* pVehicle, float x_inf, float y_inf, float x_sup, float y_sup, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
{
for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next) {
CObject* pObject = (CObject*)pNode->item;
if (pObject->m_scanCode == CWorld::GetCurrentScanCode())
continue;
if (!pObject->bUsesCollision)
continue;
pObject->m_scanCode = CWorld::GetCurrentScanCode();
if (pObject->GetPosition().x < x_inf || pObject->GetPosition().x > x_sup)
continue;
if (pObject->GetPosition().y < y_inf || pObject->GetPosition().y > y_sup)
continue;
if (Abs(pObject->GetPosition().z - pVehicle->GetPosition().z) >= OBJECT_HEIGHT_DIFF_TO_CONSIDER_WEAVING)
continue;
if (pObject->GetUp().z > 0.9f)
WeaveForObject(pObject, pVehicle, pAngleToWeaveLeft, pAngleToWeaveRight);
}
}
void CCarCtrl::WeaveForObject(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
{
float rightCoef;
float forwardCoef;
if (pOtherEntity->GetModelIndex() == MI_TRAFFICLIGHTS){
rightCoef = 2.957f;
forwardCoef = 0.147f;
}else if (pOtherEntity->GetModelIndex() == MI_SINGLESTREETLIGHTS1){
rightCoef = 0.744f;
forwardCoef = 0.0f;
}else if (pOtherEntity->GetModelIndex() == MI_SINGLESTREETLIGHTS2){
rightCoef = 0.043f;
forwardCoef = 0.0f;
}else if (pOtherEntity->GetModelIndex() == MI_SINGLESTREETLIGHTS3){
rightCoef = 1.143f;
forwardCoef = 0.145f;
}else if (pOtherEntity->GetModelIndex() == MI_DOUBLESTREETLIGHTS){
rightCoef = 0.0f;
forwardCoef = -0.048f;
}else if (IsTreeModel(pOtherEntity->GetModelIndex())){
rightCoef = 0.0f;
forwardCoef = 0.0f;
}else if (pOtherEntity->GetModelIndex() == MI_STREETLAMP1 || pOtherEntity->GetModelIndex() == MI_STREETLAMP2){
rightCoef = 0.0f;
forwardCoef = 0.0f;
}else
return;
CObject* pObject = (CObject*)pOtherEntity;
CVector2D vecDiff = pObject->GetPosition() +
rightCoef * pObject->GetRight() +
forwardCoef * pObject->GetForward() -
pVehicle->GetPosition();
float angleBetweenVehicleAndObject = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
float distance = vecDiff.Magnitude();
float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + OBJECT_WIDTH_TO_WEAVE) / distance;
float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveLeft);
diffToLeftAngle = ABS(diffToLeftAngle);
float angleToWeave = lengthToEvade / 2;
if (diffToLeftAngle < angleToWeave) {
*pAngleToWeaveLeft = angleBetweenVehicleAndObject - angleToWeave;
while (*pAngleToWeaveLeft < -PI)
*pAngleToWeaveLeft += TWOPI;
}
float diffToRightAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveRight);
diffToRightAngle = ABS(diffToRightAngle);
if (diffToRightAngle < angleToWeave) {
*pAngleToWeaveRight = angleBetweenVehicleAndObject + angleToWeave;
while (*pAngleToWeaveRight > PI)
*pAngleToWeaveRight -= TWOPI;
}
}
bool
CCarCtrl::MapCouldMoveInThisArea(float x, float y)
{
@ -1187,4 +1433,5 @@ InjectHook(0x417EC0, &CCarCtrl::ChooseModel, PATCH_JUMP);
InjectHook(0x418320, &CCarCtrl::RemoveDistantCars, PATCH_JUMP);
InjectHook(0x418430, &CCarCtrl::PossiblyRemoveVehicle, PATCH_JUMP);
InjectHook(0x418C10, &CCarCtrl::FindMaximumSpeedForThisCarInTraffic, PATCH_JUMP);
InjectHook(0x41A590, &CCarCtrl::FindAngleToWeaveThroughTraffic, PATCH_JUMP);
ENDPATCHES

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@ -64,6 +64,13 @@ public:
static void Init(void);
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*);
static float GetOffsetOfLaneFromCenterOfRoad(int8 lane, CCarPathLink* pLink)
{
@ -77,6 +84,15 @@ public:
return (float)timeInCurve / pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
}
static float LimitRadianAngle(float angle)
{
while (angle < -PI)
angle += TWOPI;
while (angle > PI)
angle -= TWOPI;
return angle;
}
static int32 &NumLawEnforcerCars;
static int32 &NumAmbulancesOnDuty;
static int32 &NumFiretrucksOnDuty;

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@ -3493,12 +3493,15 @@ int8 CRunningScript::ProcessCommandsFrom300To399(int32 command)
default:
break;
}
#ifdef FIX_BUGS
/* BUG: if audio is not initialized, this object will not be freed. */
if (!DMAudio.IsAudioInitialised())
return 0;
#endif
cAudioScriptObject* obj = new cAudioScriptObject();
obj->Posn = *(CVector*)&ScriptParams[0];
obj->AudioId = ScriptParams[3];
obj->AudioEntity = AEHANDLE_NONE;
/* BUG: if audio is not initialized, this object will not be freed. */
/* Issue needs to be addressed in CreateOneShotScriptObject. */
DMAudio.CreateOneShotScriptObject(obj);
return 0;
}