mirror of https://github.com/Nofated095/re-GTA.git
CCarCtrl Weave stuff done
This commit is contained in:
parent
cd30a76dc5
commit
3c0bbb10f3
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@ -38,6 +38,13 @@
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#define SAFE_DISTANCE_TO_PED 3.0f
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#define SAFE_DISTANCE_TO_PED 3.0f
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#define INFINITE_Z 1000000000.0f
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#define INFINITE_Z 1000000000.0f
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#define VEHICLE_HEIGHT_DIFF_TO_CONSIDER_WEAVING 4.0f
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#define PED_HEIGHT_DIFF_TO_CONSIDER_WEAVING 4.0f
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#define OBJECT_HEIGHT_DIFF_TO_CONSIDER_WEAVING 8.0f
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#define WIDTH_COEF_TO_WEAVE_SAFELY 1.2f
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#define OBJECT_WIDTH_TO_WEAVE 0.3f
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#define PED_WIDTH_TO_WEAVE 0.8f
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int &CCarCtrl::NumLawEnforcerCars = *(int*)0x8F1B38;
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int &CCarCtrl::NumLawEnforcerCars = *(int*)0x8F1B38;
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int &CCarCtrl::NumAmbulancesOnDuty = *(int*)0x885BB0;
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int &CCarCtrl::NumAmbulancesOnDuty = *(int*)0x885BB0;
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int &CCarCtrl::NumFiretrucksOnDuty = *(int*)0x9411F0;
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int &CCarCtrl::NumFiretrucksOnDuty = *(int*)0x9411F0;
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@ -64,10 +71,6 @@ WRAPPER void CCarCtrl::GenerateEmergencyServicesCar(void) { EAXJMP(0x41FC50); }
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WRAPPER void CCarCtrl::PickNextNodeAccordingStrategy(CVehicle*) { EAXJMP(0x41BA50); }
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WRAPPER void CCarCtrl::PickNextNodeAccordingStrategy(CVehicle*) { EAXJMP(0x41BA50); }
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WRAPPER void CCarCtrl::DragCarToPoint(CVehicle*, CVector*) { EAXJMP(0x41D450); }
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WRAPPER void CCarCtrl::DragCarToPoint(CVehicle*, CVector*) { EAXJMP(0x41D450); }
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WRAPPER void CCarCtrl::Init(void) { EAXJMP(0x41D280); }
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WRAPPER void CCarCtrl::Init(void) { EAXJMP(0x41D280); }
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WRAPPER void CCarCtrl::WeaveThroughPedsSectorList(CPtrList&, CVehicle*, CPhysical*, float, float, float, float, float*, float*) { EAXJMP(0x41B1B0); }
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WRAPPER void CCarCtrl::WeaveForPed(CEntity*, CVehicle*, float*, float*) { EAXJMP(0x41B2D0); }
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WRAPPER void CCarCtrl::WeaveThroughObjectsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float*) { EAXJMP(0x41B520); }
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WRAPPER void CCarCtrl::WeaveForObject(CEntity*, CVehicle*, float*, float*) { EAXJMP(0x41B640); }
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void
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void
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CCarCtrl::GenerateRandomCars()
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CCarCtrl::GenerateRandomCars()
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@ -1177,28 +1180,6 @@ float CCarCtrl::TestCollisionBetween2MovingRects(CVehicle* pVehicleA, CVehicle*
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}
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}
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#endif
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#endif
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float CCarCtrl::FindAngleToWeaveThroughTrafficTest(CVehicle* pVehicle, CPhysical* pTarget, float angleToTarget, float angleForward)
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{
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float myval = FindAngleToWeaveThroughTraffic(pVehicle, pTarget, angleToTarget, angleForward);
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DWORD dwProtect[2];
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VirtualProtect((void*)(0x41A590), 5, PAGE_EXECUTE_READWRITE, &dwProtect[0]);
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*(BYTE*)(0x41A590) = 0x53;
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*(BYTE*)(0x41A591) = 0x56;
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*(BYTE*)(0x41A592) = 0x57;
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*(BYTE*)(0x41A593) = 0x55;
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*(BYTE*)(0x41A594) = 0x83;
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VirtualProtect((void*)(0x41A590), 5, dwProtect[0], &dwProtect[1]);
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float gameval = ((float(*)(CVehicle*, CPhysical*, float, float))(0x41A590))(pVehicle, pTarget, angleToTarget, angleForward);
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VirtualProtect((void*)(0x41A590), 5, PAGE_EXECUTE_READWRITE, &dwProtect[0]);
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*(BYTE*)(0x41A590) = 0xE9;
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*(ptrdiff_t*)(0x41A591) = (DWORD)(&CCarCtrl::FindAngleToWeaveThroughTrafficTest) - (0x41A590) - 5;
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VirtualProtect((void*)(0x41A590), 5, dwProtect[0], &dwProtect[1]);
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if (myval == gameval)
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return myval;
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debug("FindAngleToWeaveThroughTraffic failed! Expected %f, received %f\n", gameval, myval);
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return gameval;
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}
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float CCarCtrl::FindAngleToWeaveThroughTraffic(CVehicle* pVehicle, CPhysical* pTarget, float angleToTarget, float angleForward)
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float CCarCtrl::FindAngleToWeaveThroughTraffic(CVehicle* pVehicle, CPhysical* pTarget, float angleToTarget, float angleForward)
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{
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{
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float distanceToTest = min(2.0f, pVehicle->GetMoveSpeed().Magnitude2D() * 2.5f + 1.0f) * 12.0f;
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float distanceToTest = min(2.0f, pVehicle->GetMoveSpeed().Magnitude2D() * 2.5f + 1.0f) * 12.0f;
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@ -1271,7 +1252,7 @@ void CCarCtrl::WeaveThroughCarsSectorList(CPtrList& lst, CVehicle* pVehicle, CPh
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continue;
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continue;
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if (pTestVehicle->GetBoundCentre().y < y_inf || pTestVehicle->GetBoundCentre().y > y_sup)
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if (pTestVehicle->GetBoundCentre().y < y_inf || pTestVehicle->GetBoundCentre().y > y_sup)
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continue;
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continue;
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if (Abs(pTestVehicle->GetPosition().z - pVehicle->GetPosition().z) >= 4.0f)
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if (Abs(pTestVehicle->GetPosition().z - pVehicle->GetPosition().z) >= VEHICLE_HEIGHT_DIFF_TO_CONSIDER_WEAVING)
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continue;
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continue;
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if (pTestVehicle != pVehicle)
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if (pTestVehicle != pVehicle)
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WeaveForOtherCar(pTestVehicle, pVehicle, pAngleToWeaveLeft, pAngleToWeaveRight);
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WeaveForOtherCar(pTestVehicle, pVehicle, pAngleToWeaveLeft, pAngleToWeaveRight);
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@ -1300,7 +1281,7 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float
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float angleDiff = angleBetweenVehicles - forwardAngle;
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float angleDiff = angleBetweenVehicles - forwardAngle;
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float lenProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.y * sin(angleDiff));
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float lenProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.y * sin(angleDiff));
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float widthProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.x * cos(angleDiff));
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float widthProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.x * cos(angleDiff));
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float lengthToEvade = (2.0f * (lenProjection + widthProjection) + 2.4f * pVehicle->GetColModel()->boundingBox.max.x) / distance;
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float lengthToEvade = (2 * (lenProjection + widthProjection) + WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x) / distance;
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float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicles - *pAngleToWeaveLeft);
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float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicles - *pAngleToWeaveLeft);
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diffToLeftAngle = ABS(diffToLeftAngle);
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diffToLeftAngle = ABS(diffToLeftAngle);
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float angleToWeave = lengthToEvade / 2;
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float angleToWeave = lengthToEvade / 2;
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@ -1318,6 +1299,126 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float
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}
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}
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}
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}
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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)
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{
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for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next) {
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CPed* pPed = (CPed*)pNode->item;
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if (pPed->m_scanCode == CWorld::GetCurrentScanCode())
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continue;
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if (!pPed->bUsesCollision)
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continue;
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if (pPed == pTarget)
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continue;
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pPed->m_scanCode = CWorld::GetCurrentScanCode();
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if (pPed->GetPosition().x < x_inf || pPed->GetPosition().x > x_sup)
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continue;
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if (pPed->GetPosition().y < y_inf || pPed->GetPosition().y > y_sup)
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continue;
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if (Abs(pPed->GetPosition().z - pPed->GetPosition().z) >= PED_HEIGHT_DIFF_TO_CONSIDER_WEAVING)
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continue;
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if (pPed->m_pCurSurface != pVehicle)
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WeaveForPed(pPed, pVehicle, pAngleToWeaveLeft, pAngleToWeaveRight);
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}
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}
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void CCarCtrl::WeaveForPed(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
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{
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if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE && pOtherEntity == FindPlayerPed())
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return;
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CPed* pPed = (CPed*)pOtherEntity;
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CVector2D vecDiff = pPed->GetPosition() - pVehicle->GetPosition();
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float angleBetweenVehicleAndPed = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
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float distance = vecDiff.Magnitude();
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float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + PED_WIDTH_TO_WEAVE) / distance;
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float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveLeft);
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diffToLeftAngle = ABS(diffToLeftAngle);
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float angleToWeave = lengthToEvade / 2;
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if (diffToLeftAngle < angleToWeave) {
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*pAngleToWeaveLeft = angleBetweenVehicleAndPed - angleToWeave;
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while (*pAngleToWeaveLeft < -PI)
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*pAngleToWeaveLeft += TWOPI;
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}
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float diffToRightAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveRight);
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diffToRightAngle = ABS(diffToRightAngle);
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if (diffToRightAngle < angleToWeave) {
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*pAngleToWeaveRight = angleBetweenVehicleAndPed + angleToWeave;
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while (*pAngleToWeaveRight > PI)
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*pAngleToWeaveRight -= TWOPI;
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}
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}
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void CCarCtrl::WeaveThroughObjectsSectorList(CPtrList& lst, CVehicle* pVehicle, float x_inf, float y_inf, float x_sup, float y_sup, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
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{
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for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next) {
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CObject* pObject = (CObject*)pNode->item;
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if (pObject->m_scanCode == CWorld::GetCurrentScanCode())
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continue;
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if (!pObject->bUsesCollision)
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continue;
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pObject->m_scanCode = CWorld::GetCurrentScanCode();
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if (pObject->GetPosition().x < x_inf || pObject->GetPosition().x > x_sup)
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continue;
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if (pObject->GetPosition().y < y_inf || pObject->GetPosition().y > y_sup)
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continue;
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if (Abs(pObject->GetPosition().z - pVehicle->GetPosition().z) >= OBJECT_HEIGHT_DIFF_TO_CONSIDER_WEAVING)
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continue;
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if (pObject->GetUp().z > 0.9f)
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WeaveForObject(pObject, pVehicle, pAngleToWeaveLeft, pAngleToWeaveRight);
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}
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}
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void CCarCtrl::WeaveForObject(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
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{
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float rightCoef;
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float forwardCoef;
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if (pOtherEntity->GetModelIndex() == MI_TRAFFICLIGHTS){
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rightCoef = 2.957f;
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forwardCoef = 0.147f;
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}else if (pOtherEntity->GetModelIndex() == MI_SINGLESTREETLIGHTS1){
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rightCoef = 0.744f;
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forwardCoef = 0.0f;
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}else if (pOtherEntity->GetModelIndex() == MI_SINGLESTREETLIGHTS2){
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rightCoef = 0.043f;
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forwardCoef = 0.0f;
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}else if (pOtherEntity->GetModelIndex() == MI_SINGLESTREETLIGHTS3){
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rightCoef = 1.143f;
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forwardCoef = 0.145f;
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}else if (pOtherEntity->GetModelIndex() == MI_DOUBLESTREETLIGHTS){
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rightCoef = 0.0f;
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forwardCoef = -0.048f;
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}else if (IsTreeModel(pOtherEntity->GetModelIndex())){
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rightCoef = 0.0f;
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forwardCoef = 0.0f;
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}else if (pOtherEntity->GetModelIndex() == MI_STREETLAMP1 || pOtherEntity->GetModelIndex() == MI_STREETLAMP2){
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rightCoef = 0.0f;
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forwardCoef = 0.0f;
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}else
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return;
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CObject* pObject = (CObject*)pOtherEntity;
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CVector2D vecDiff = pObject->GetPosition() +
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rightCoef * pObject->GetRight() +
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forwardCoef * pObject->GetForward() -
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pVehicle->GetPosition();
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float angleBetweenVehicleAndObject = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
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float distance = vecDiff.Magnitude();
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float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + OBJECT_WIDTH_TO_WEAVE) / distance;
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float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveLeft);
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diffToLeftAngle = ABS(diffToLeftAngle);
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float angleToWeave = lengthToEvade / 2;
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if (diffToLeftAngle < angleToWeave) {
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*pAngleToWeaveLeft = angleBetweenVehicleAndObject - angleToWeave;
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while (*pAngleToWeaveLeft < -PI)
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*pAngleToWeaveLeft += TWOPI;
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}
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float diffToRightAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveRight);
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diffToRightAngle = ABS(diffToRightAngle);
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if (diffToRightAngle < angleToWeave) {
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*pAngleToWeaveRight = angleBetweenVehicleAndObject + angleToWeave;
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while (*pAngleToWeaveRight > PI)
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*pAngleToWeaveRight -= TWOPI;
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}
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}
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bool
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bool
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CCarCtrl::MapCouldMoveInThisArea(float x, float y)
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CCarCtrl::MapCouldMoveInThisArea(float x, float y)
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{
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{
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@ -1332,5 +1433,5 @@ InjectHook(0x417EC0, &CCarCtrl::ChooseModel, PATCH_JUMP);
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InjectHook(0x418320, &CCarCtrl::RemoveDistantCars, PATCH_JUMP);
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InjectHook(0x418320, &CCarCtrl::RemoveDistantCars, PATCH_JUMP);
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InjectHook(0x418430, &CCarCtrl::PossiblyRemoveVehicle, PATCH_JUMP);
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InjectHook(0x418430, &CCarCtrl::PossiblyRemoveVehicle, PATCH_JUMP);
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InjectHook(0x418C10, &CCarCtrl::FindMaximumSpeedForThisCarInTraffic, PATCH_JUMP);
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InjectHook(0x418C10, &CCarCtrl::FindMaximumSpeedForThisCarInTraffic, PATCH_JUMP);
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InjectHook(0x41A590, &CCarCtrl::FindAngleToWeaveThroughTrafficTest, PATCH_JUMP);
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InjectHook(0x41A590, &CCarCtrl::FindAngleToWeaveThroughTraffic, PATCH_JUMP);
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ENDPATCHES
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ENDPATCHES
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@ -65,7 +65,6 @@ public:
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static void SlowCarDownForOtherCar(CEntity*, CVehicle*, float*, float);
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static void SlowCarDownForOtherCar(CEntity*, CVehicle*, float*, float);
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static float TestCollisionBetween2MovingRects(CVehicle*, CVehicle*, float, float, CVector*, CVector*, uint8);
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static float TestCollisionBetween2MovingRects(CVehicle*, CVehicle*, float, float, CVector*, CVector*, uint8);
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static float FindAngleToWeaveThroughTraffic(CVehicle*, CPhysical*, float, float);
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static float FindAngleToWeaveThroughTraffic(CVehicle*, CPhysical*, float, float);
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static float FindAngleToWeaveThroughTrafficTest(CVehicle*, CPhysical*, float, float);
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static void WeaveThroughCarsSectorList(CPtrList&, CVehicle*, CPhysical*, float, float, float, float, float*, float*);
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static void WeaveThroughCarsSectorList(CPtrList&, CVehicle*, CPhysical*, float, float, float, float, float*, float*);
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static void WeaveForOtherCar(CEntity*, CVehicle*, float*, float*);
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static void WeaveForOtherCar(CEntity*, CVehicle*, float*, float*);
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static void WeaveThroughPedsSectorList(CPtrList&, CVehicle*, CPhysical*, float, float, float, float, float*, float*);
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static void WeaveThroughPedsSectorList(CPtrList&, CVehicle*, CPhysical*, float, float, float, float, float*, float*);
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return (float)timeInCurve / pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
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return (float)timeInCurve / pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
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}
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}
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/* Used very often and differs from CGeneral::LimitRadianAngle */
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static float LimitRadianAngle(float angle)
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static float LimitRadianAngle(float angle)
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{
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{
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while (angle < -PI)
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while (angle < -PI)
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