Merge pull request #197 from Nick007J/master

more CCarCtrl
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aap 2019-08-25 16:10:34 +02:00 committed by GitHub
commit 7d1e1bf1dd
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 197 additions and 7 deletions

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@ -81,7 +81,7 @@ public:
uint32 m_nTimeTempAction;
float m_fMaxTrafficSpeed;
uint8 m_nCruiseSpeed;
uint8 m_flag1 : 1;
uint8 m_bSlowedDownBecauseOfCars : 1;
uint8 m_bSlowedDownBecauseOfPeds : 1;
uint8 m_flag4 : 1;
uint8 m_flag8 : 1;
@ -109,7 +109,7 @@ public:
m_nCruiseSpeed = 10;
m_fMaxTrafficSpeed = 10.0f;
m_bSlowedDownBecauseOfPeds = false;
m_flag1 = false;
m_bSlowedDownBecauseOfCars = false;
m_nPathFindNodesCount = 0;
m_pTargetCar = 0;
m_nTimeToStartMission = CTimer::GetTimeInMilliseconds();

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@ -31,6 +31,7 @@
#include "Zones.h"
#define GAME_SPEED_TO_METERS_PER_SECOND 50.0f
#define GAME_SPEED_TO_CARAI_SPEED 60.0f
#define DISTANCE_TO_SPAWN_ROADBLOCK_PEDS 51.0f
#define DISTANCE_TO_SCAN_FOR_DANGER 11.0f
@ -62,7 +63,6 @@ WRAPPER void CCarCtrl::RemoveFromInterestingVehicleList(CVehicle* v) { EAXJMP(0x
WRAPPER void CCarCtrl::GenerateEmergencyServicesCar(void) { EAXJMP(0x41FC50); }
WRAPPER void CCarCtrl::PickNextNodeAccordingStrategy(CVehicle*) { EAXJMP(0x41BA50); }
WRAPPER void CCarCtrl::DragCarToPoint(CVehicle*, CVector*) { EAXJMP(0x41D450); }
WRAPPER void CCarCtrl::SlowCarDownForCarsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float) { EAXJMP(0x419B40); }
WRAPPER void CCarCtrl::Init(void) { EAXJMP(0x41D280); }
void
@ -440,7 +440,7 @@ CCarCtrl::GenerateOneRandomCar()
}
finalPosition.z = groundZ + pCar->GetHeightAboveRoad();
pCar->GetPosition() = finalPosition;
pCar->SetMoveSpeed(directionIncludingCurve / 60.0f);
pCar->SetMoveSpeed(directionIncludingCurve / GAME_SPEED_TO_CARAI_SPEED);
CVector2D speedDifferenceWithTarget = (CVector2D)pCar->GetMoveSpeed() - vecPlayerSpeed;
CVector2D distanceToTarget = positionIncludingCurve - vecTargetPos;
switch (carClass) {
@ -780,7 +780,7 @@ CCarCtrl::UpdateCarOnRails(CVehicle* pVehicle)
);
positionIncludingCurve.z = 15.0f;
DragCarToPoint(pVehicle, &positionIncludingCurve);
pVehicle->SetMoveSpeed(directionIncludingCurve / 60.0f);
pVehicle->SetMoveSpeed(directionIncludingCurve / GAME_SPEED_TO_CARAI_SPEED);
}
float
@ -984,6 +984,194 @@ void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList& lst, CVehicle* pVehicle, f
}
#endif
void CCarCtrl::SlowCarDownForCarsSectorList(CPtrList& lst, CVehicle* pVehicle, float x_inf, float y_inf, float x_sup, float y_sup, float* pSpeed, float curSpeed)
{
for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next){
CVehicle* pTestVehicle = (CVehicle*)pNode->item;
if (pVehicle == pTestVehicle)
continue;
if (pTestVehicle->m_scanCode == CWorld::GetCurrentScanCode())
continue;
if (!pTestVehicle->bUsesCollision)
continue;
pTestVehicle->m_scanCode = CWorld::GetCurrentScanCode();
CVector boundCenter = pTestVehicle->GetBoundCentre();
if (boundCenter.x < x_inf || boundCenter.x > x_sup)
continue;
if (boundCenter.y < y_inf || boundCenter.y > y_sup)
continue;
if (Abs(boundCenter.z - pVehicle->GetPosition().z) < 5.0f)
SlowCarDownForOtherCar(pTestVehicle, pVehicle, pSpeed, curSpeed);
}
}
void CCarCtrl::SlowCarDownForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float* pSpeed, float curSpeed)
{
CVector forwardA = pVehicle->GetForward();
((CVector2D)forwardA).Normalise();
if (DotProduct2D(pOtherEntity->GetPosition() - pVehicle->GetPosition(), forwardA) < 0.0f)
return;
CVector forwardB = pOtherEntity->GetForward();
((CVector2D)forwardB).Normalise();
forwardA.z = forwardB.z = 0.0f;
CVehicle* pOtherVehicle = (CVehicle*)pOtherEntity;
/* why is the argument CEntity if it's always CVehicle anyway and is casted? */
float speedOtherX = GAME_SPEED_TO_CARAI_SPEED * pOtherVehicle->GetMoveSpeed().x;
float speedOtherY = GAME_SPEED_TO_CARAI_SPEED * pOtherVehicle->GetMoveSpeed().y;
float projectionX = speedOtherX - forwardA.x * curSpeed;
float projectionY = speedOtherY - forwardA.y * curSpeed;
float proximityA = TestCollisionBetween2MovingRects(pOtherVehicle, pVehicle, projectionX, projectionY, &forwardA, &forwardB, 0);
float proximityB = TestCollisionBetween2MovingRects(pVehicle, pOtherVehicle, -projectionX, -projectionY, &forwardB, &forwardA, 1);
float minProximity = min(proximityA, proximityB);
if (minProximity >= 0.0f && minProximity < 1.0f){
minProximity = max(0.0f, (minProximity - 0.2f) * 1.25f);
pVehicle->AutoPilot.m_bSlowedDownBecauseOfCars = true;
*pSpeed = min(*pSpeed, minProximity * curSpeed);
}
if (minProximity >= 0.0f && minProximity < 0.5f && pOtherEntity->IsVehicle() &&
CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission > 15000 &&
CTimer::GetTimeInMilliseconds() - pOtherVehicle->AutoPilot.m_nTimeToStartMission > 15000){
/* If cars are standing for 15 seconds, annoy one of them and make avoid cars. */
if (pOtherEntity != FindPlayerVehicle() &&
DotProduct2D(pVehicle->GetForward(), pOtherVehicle->GetForward()) < 0.5f &&
pVehicle < pOtherVehicle){ /* that comparasion though... */
*pSpeed = max(curSpeed / 5, *pSpeed);
if (pVehicle->m_status == STATUS_SIMPLE){
pVehicle->m_status = STATUS_PHYSICS;
SwitchVehicleToRealPhysics(pVehicle);
}
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 1000;
}
}
}
#if 0
WRAPPER float CCarCtrl::TestCollisionBetween2MovingRects(CVehicle* pVehicleA, CVehicle* pVehicleB, float projectionX, float projectionY, CVector* pForwardA, CVector* pForwardB, uint8 id) { EAXJMP(0x41A020); }
#else
float CCarCtrl::TestCollisionBetween2MovingRects(CVehicle* pVehicleA, CVehicle* pVehicleB, float projectionX, float projectionY, CVector* pForwardA, CVector* pForwardB, uint8 id)
{
CVector2D vecBToA = pVehicleA->GetPosition() - pVehicleB->GetPosition();
float lenB = pVehicleB->GetModelInfo()->GetColModel()->boundingBox.max.y;
float widthB = pVehicleB->GetModelInfo()->GetColModel()->boundingBox.max.x;
float backLenB = -pVehicleB->GetModelInfo()->GetColModel()->boundingBox.min.y;
float lenA = pVehicleA->GetModelInfo()->GetColModel()->boundingBox.max.y;
float widthA = pVehicleA->GetModelInfo()->GetColModel()->boundingBox.max.x;
float backLenA = -pVehicleA->GetModelInfo()->GetColModel()->boundingBox.min.y;
float proximity = 1.0f;
float fullWidthB = 2.0f * widthB;
float fullLenB = lenB + backLenB;
for (int i = 0; i < 4; i++){
float testedOffsetX;
float testedOffsetY;
switch (i) {
case 0: /* Front right corner */
testedOffsetX = vecBToA.x + widthA * pForwardB->y + lenA * pForwardB->x;
testedOffsetY = vecBToA.y + lenA * pForwardB->y - widthA * pForwardB->x;
break;
case 1: /* Front left corner */
testedOffsetX = vecBToA.x + -widthA * pForwardB->x + lenA * pForwardB->x;
testedOffsetY = vecBToA.y + lenA * pForwardB->y + widthA * pForwardB->x;
break;
case 2: /* Rear right corner */
testedOffsetX = vecBToA.x + widthA * pForwardB->y - backLenA * pForwardB->x;
testedOffsetY = vecBToA.y - backLenA * pForwardB->y - widthA * pForwardB->x;
break;
case 3: /* Rear left corner */
testedOffsetX = vecBToA.x - widthA * pForwardB->y - backLenA * pForwardB->x;
testedOffsetY = vecBToA.y - backLenA * pForwardB->y + widthA * pForwardB->x;
break;
default:
break;
}
/* Testing width collision */
float baseWidthProximity = 0.0f;
float fullWidthProximity = 1.0f;
float widthDistance = testedOffsetX * pForwardA->y - testedOffsetY * pForwardA->x;
float widthProjection = projectionX * pForwardA->y - projectionY * pForwardA->x;
if (widthDistance > widthB){
if (widthProjection < 0.0f){
float proximityWidth = -(widthDistance - widthB) / widthProjection;
if (proximityWidth < 1.0f){
baseWidthProximity = proximityWidth;
fullWidthProximity = min(1.0f, proximityWidth - fullWidthB / widthProjection);
}else{
baseWidthProximity = 1.0f;
}
}else{
baseWidthProximity = 1.0f;
fullWidthProximity = 1.0f;
}
}else if (widthDistance < -widthB){
if (widthProjection > 0.0f) {
float proximityWidth = -(widthDistance + widthB) / widthProjection;
if (proximityWidth < 1.0f) {
baseWidthProximity = proximityWidth;
fullWidthProximity = min(1.0f, proximityWidth + fullWidthB / widthProjection);
}
else {
baseWidthProximity = 1.0f;
}
}
else {
baseWidthProximity = 1.0f;
fullWidthProximity = 1.0f;
}
}else if (widthProjection > 0.0f){
fullWidthProximity = (widthB - widthDistance) / widthProjection;
}else if (widthProjection < 0.0f){
fullWidthProximity = -(widthB + widthDistance) / widthProjection;
}
/* Testing length collision */
float baseLengthProximity = 0.0f;
float fullLengthProximity = 1.0f;
float lenDistance = testedOffsetX * pForwardA->x + testedOffsetY * pForwardA->y;
float lenProjection = projectionX * pForwardA->x + projectionY * pForwardA->y;
if (lenDistance > lenB) {
if (lenProjection < 0.0f) {
float proximityLength = -(lenDistance - lenB) / lenProjection;
if (proximityLength < 1.0f) {
baseLengthProximity = proximityLength;
fullLengthProximity = min(1.0f, proximityLength - fullLenB / lenProjection);
}
else {
baseLengthProximity = 1.0f;
}
}
else {
baseLengthProximity = 1.0f;
fullLengthProximity = 1.0f;
}
}
else if (lenDistance < -backLenB) {
if (lenProjection > 0.0f) {
float proximityLength = -(lenDistance + backLenB) / lenProjection;
if (proximityLength < 1.0f) {
baseLengthProximity = proximityLength;
fullLengthProximity = min(1.0f, proximityLength + fullLenB / lenProjection);
}
else {
baseLengthProximity = 1.0f;
}
}
else {
baseLengthProximity = 1.0f;
fullLengthProximity = 1.0f;
}
}
else if (lenProjection > 0.0f) {
fullLengthProximity = (lenB - lenDistance) / lenProjection;
}
else if (lenProjection < 0.0f) {
fullLengthProximity = -(backLenB + lenDistance) / lenProjection;
}
float baseProximity = max(baseWidthProximity, baseLengthProximity);
if (baseProximity < fullWidthProximity && baseProximity < fullLengthProximity)
proximity = min(proximity, baseProximity);
}
return proximity;
}
#endif
bool
CCarCtrl::MapCouldMoveInThisArea(float x, float y)

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@ -62,6 +62,8 @@ public:
static void SlowCarDownForCarsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float);
static void SlowCarDownForPedsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float);
static void Init(void);
static void SlowCarDownForOtherCar(CEntity*, CVehicle*, float*, float);
static float TestCollisionBetween2MovingRects(CVehicle*, CVehicle*, float, float, CVector*, CVector*, uint8);
static float GetOffsetOfLaneFromCenterOfRoad(int8 lane, CCarPathLink* pLink)
{

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@ -311,7 +311,7 @@ CAutomobile::ProcessControl(void)
}
CVisibilityPlugins::SetClumpAlpha((RpClump*)m_rwObject, clumpAlpha);
AutoPilot.m_flag1 = false;
AutoPilot.m_bSlowedDownBecauseOfCars = false;
AutoPilot.m_bSlowedDownBecauseOfPeds = false;
// Set Center of Mass to make car more stable
@ -3931,7 +3931,7 @@ void
CAutomobile::PlayHornIfNecessary(void)
{
if(AutoPilot.m_bSlowedDownBecauseOfPeds ||
AutoPilot.m_flag1)
AutoPilot.m_bSlowedDownBecauseOfCars)
if(!HasCarStoppedBecauseOfLight())
PlayCarHorn();
}