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Minor fixes

This commit is contained in:
Nikolay Korolev 2019-08-07 00:42:38 +03:00
parent 4ae4bc94c6
commit c2a7c448ba

View file

@ -22,6 +22,9 @@
#include "World.h" #include "World.h"
#include "Zones.h" #include "Zones.h"
#define LANE_WIDTH 5.0f
#define INFINITE_Z 1000000000.0f
int &CCarCtrl::NumLawEnforcerCars = *(int*)0x8F1B38; int &CCarCtrl::NumLawEnforcerCars = *(int*)0x8F1B38;
int &CCarCtrl::NumAmbulancesOnDuty = *(int*)0x885BB0; int &CCarCtrl::NumAmbulancesOnDuty = *(int*)0x885BB0;
int &CCarCtrl::NumFiretrucksOnDuty = *(int*)0x9411F0; int &CCarCtrl::NumFiretrucksOnDuty = *(int*)0x9411F0;
@ -239,11 +242,12 @@ CCarCtrl::GenerateOneRandomCar()
/* Testing if spawn position can reach target position via valid path. */ /* Testing if spawn position can reach target position via valid path. */
return; return;
int16 idInNode = 0; int16 idInNode = 0;
CPathNode* pNode1 = &ThePaths.m_pathNodes[curNodeId]; CPathNode* pCurNode = &ThePaths.m_pathNodes[curNodeId];
while (idInNode < pNode1->numLinks && CPathNode* pNextNode = &ThePaths.m_pathNodes[nextNodeId];
ThePaths.m_connections[idInNode + pNode1->firstLink] != nextNodeId) while (idInNode < pCurNode->numLinks &&
ThePaths.m_connections[idInNode + pCurNode->firstLink] != nextNodeId)
idInNode++; idInNode++;
int16 connectionId = ThePaths.m_carPathConnections[idInNode + ThePaths.m_pathNodes[curNodeId].firstLink]; int16 connectionId = ThePaths.m_carPathConnections[idInNode + pCurNode->firstLink];
CCarPathLink* pPathLink = &ThePaths.m_carPathLinks[connectionId]; CCarPathLink* pPathLink = &ThePaths.m_carPathLinks[connectionId];
int16 lanesOnCurrentRoad = pPathLink->pathNodeIndex == nextNodeId ? pPathLink->numLeftLanes : pPathLink->numRightLanes; int16 lanesOnCurrentRoad = pPathLink->pathNodeIndex == nextNodeId ? pPathLink->numLeftLanes : pPathLink->numRightLanes;
CVehicleModelInfo* pModelInfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(carModel); CVehicleModelInfo* pModelInfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(carModel);
@ -316,7 +320,7 @@ CCarCtrl::GenerateOneRandomCar()
pCar->AutoPilot.m_nCurrentLane = pCar->AutoPilot.m_nPreviousLane = CGeneral::GetRandomNumber() % lanesOnCurrentRoad; pCar->AutoPilot.m_nCurrentLane = pCar->AutoPilot.m_nPreviousLane = CGeneral::GetRandomNumber() % lanesOnCurrentRoad;
CColBox* boundingBox = &CModelInfo::GetModelInfo(pCar->GetModelIndex())->GetColModel()->boundingBox; CColBox* boundingBox = &CModelInfo::GetModelInfo(pCar->GetModelIndex())->GetColModel()->boundingBox;
float carLength = 1.0f + (boundingBox->max.y - boundingBox->min.y) / 2; float carLength = 1.0f + (boundingBox->max.y - boundingBox->min.y) / 2;
float distanceBetweenNodes = (ThePaths.m_pathNodes[curNodeId].pos - ThePaths.m_pathNodes[nextNodeId].pos).Magnitude2D(); float distanceBetweenNodes = (pCurNode->pos - pNextNode->pos).Magnitude2D();
/* If car is so long that it doesn't fit between two car nodes, place it directly in the middle. */ /* If car is so long that it doesn't fit between two car nodes, place it directly in the middle. */
/* Otherwise put it at least in a way that full vehicle length fits between two nodes. */ /* Otherwise put it at least in a way that full vehicle length fits between two nodes. */
if (distanceBetweenNodes / 2 < carLength) if (distanceBetweenNodes / 2 < carLength)
@ -324,7 +328,7 @@ CCarCtrl::GenerateOneRandomCar()
else else
positionBetweenNodes = min(1.0f - carLength / distanceBetweenNodes, max(carLength / distanceBetweenNodes, positionBetweenNodes)); positionBetweenNodes = min(1.0f - carLength / distanceBetweenNodes, max(carLength / distanceBetweenNodes, positionBetweenNodes));
pCar->AutoPilot.m_nNextDirection = (curNodeId >= nextNodeId) ? 1 : -1; pCar->AutoPilot.m_nNextDirection = (curNodeId >= nextNodeId) ? 1 : -1;
if (ThePaths.m_pathNodes[curNodeId].numLinks == 1){ if (pCurNode->numLinks == 1){
/* Do not create vehicle if there is nowhere to go. */ /* Do not create vehicle if there is nowhere to go. */
delete pCar; delete pCar;
return; return;
@ -332,12 +336,12 @@ CCarCtrl::GenerateOneRandomCar()
int16 nextConnection = pCar->AutoPilot.m_nNextPathNodeInfo; int16 nextConnection = pCar->AutoPilot.m_nNextPathNodeInfo;
int16 newLink; int16 newLink;
while (nextConnection == pCar->AutoPilot.m_nNextPathNodeInfo){ while (nextConnection == pCar->AutoPilot.m_nNextPathNodeInfo){
newLink = CGeneral::GetRandomNumber() % ThePaths.m_pathNodes[curNodeId].numLinks; newLink = CGeneral::GetRandomNumber() % pCurNode->numLinks;
nextConnection = ThePaths.m_carPathConnections[newLink + ThePaths.m_pathNodes[curNodeId].firstLink]; nextConnection = ThePaths.m_carPathConnections[newLink + pCurNode->firstLink];
} }
pCar->AutoPilot.m_nCurrentPathNodeInfo = nextConnection; pCar->AutoPilot.m_nCurrentPathNodeInfo = nextConnection;
pCar->AutoPilot.m_nCurrentDirection = (ThePaths.m_connections[newLink + ThePaths.m_pathNodes[curNodeId].firstLink] >= curNodeId) ? 1 : -1; pCar->AutoPilot.m_nCurrentDirection = (ThePaths.m_connections[newLink + pCurNode->firstLink] >= curNodeId) ? 1 : -1;
CVector2D vecBetweenNodes = ThePaths.m_pathNodes[nextNodeId].pos - ThePaths.m_pathNodes[curNodeId].pos; CVector2D vecBetweenNodes = pNextNode->pos - pCurNode->pos;
float forwardX, forwardY; float forwardX, forwardY;
float distBetweenNodes = vecBetweenNodes.Magnitude(); float distBetweenNodes = vecBetweenNodes.Magnitude();
if (distanceBetweenNodes == 0.0f){ if (distanceBetweenNodes == 0.0f){
@ -358,16 +362,14 @@ CCarCtrl::GenerateOneRandomCar()
float nextPathLinkForwardX = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].dirX; float nextPathLinkForwardX = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].dirX;
float nextPathLinkForwardY = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].dirY; float nextPathLinkForwardY = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].dirY;
/* Selecting lane. */
CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo]; CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo];
float currentLaneCoefficient = (pCurrentLink->numLeftLanes == 0) ? (0.5f - 0.5f * pCurrentLink->numRightLanes) : float currentLaneCoefficient = (pCurrentLink->numLeftLanes == 0) ? (0.5f - 0.5f * pCurrentLink->numRightLanes) :
((pCurrentLink->numRightLanes == 0) ? (0.5f - 0.5f * pCurrentLink->numLeftLanes) : 0.5f); ((pCurrentLink->numRightLanes == 0) ? (0.5f - 0.5f * pCurrentLink->numLeftLanes) : 0.5f);
/* 5.0f is most likely lane width. TODO: enum */ float roadShiftAlongCurrentNode = (pCar->AutoPilot.m_nPreviousLane + currentLaneCoefficient) * LANE_WIDTH;
float roadShiftAlongCurrentNode = (pCar->AutoPilot.m_nPreviousLane + currentLaneCoefficient) * 5.0f;
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo]; CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo];
float nextLaneCoefficient = (pNextLink->numLeftLanes == 0) ? (0.5f - 0.5f * pNextLink->numRightLanes) : float nextLaneCoefficient = (pNextLink->numLeftLanes == 0) ? (0.5f - 0.5f * pNextLink->numRightLanes) :
((pNextLink->numRightLanes == 0) ? (0.5f - 0.5f * pNextLink->numLeftLanes) : 0.5f); ((pNextLink->numRightLanes == 0) ? (0.5f - 0.5f * pNextLink->numLeftLanes) : 0.5f);
float roadShiftAlongNextNode = (pCar->AutoPilot.m_nCurrentLane + nextLaneCoefficient) * 5.0f; float roadShiftAlongNextNode = (pCar->AutoPilot.m_nCurrentLane + nextLaneCoefficient) * LANE_WIDTH;
CVector positionOnCurrentLinkIncludingLane( CVector positionOnCurrentLinkIncludingLane(
pCurrentLink->posX + roadShiftAlongCurrentNode * currentPathLinkForwardY, pCurrentLink->posX + roadShiftAlongCurrentNode * currentPathLinkForwardY,
pCurrentLink->posY - roadShiftAlongCurrentNode * currentPathLinkForwardX, pCurrentLink->posY - roadShiftAlongCurrentNode * currentPathLinkForwardX,
@ -412,11 +414,11 @@ CCarCtrl::GenerateOneRandomCar()
&positionIncludingCurve, &positionIncludingCurve,
&directionIncludingCurve &directionIncludingCurve
); );
CVector vectorBetweenNodes = ThePaths.m_pathNodes[curNodeId].pos - ThePaths.m_pathNodes[nextNodeId].pos; CVector vectorBetweenNodes = pCurNode->pos - pNextNode->pos;
CVector finalPosition = positionIncludingCurve + vectorBetweenNodes * 2.0f / vectorBetweenNodes.Magnitude(); CVector finalPosition = positionIncludingCurve + vectorBetweenNodes * 2.0f / vectorBetweenNodes.Magnitude();
finalPosition.z = positionBetweenNodes * ThePaths.m_pathNodes[nextNodeId].pos.z + finalPosition.z = positionBetweenNodes * pNextNode->pos.z +
(1.0f - positionBetweenNodes) * ThePaths.m_pathNodes[curNodeId].pos.z; (1.0f - positionBetweenNodes) * pCurNode->pos.z;
float groundZ = 1000000000.0f; // TODO: define/enum float groundZ = INFINITE_Z;
CColPoint colPoint; CColPoint colPoint;
CEntity* pEntity; CEntity* pEntity;
if (CWorld::ProcessVerticalLine(finalPosition, 1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil)) if (CWorld::ProcessVerticalLine(finalPosition, 1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil))
@ -425,7 +427,7 @@ CCarCtrl::GenerateOneRandomCar()
if (ABS(colPoint.point.z - finalPosition.z) < ABS(groundZ - finalPosition.z)) if (ABS(colPoint.point.z - finalPosition.z) < ABS(groundZ - finalPosition.z))
groundZ = colPoint.point.z; groundZ = colPoint.point.z;
} }
if (groundZ == 1000000000.0f || ABS(groundZ - finalPosition.z) > 7.0f) { if (groundZ == INFINITE_Z || ABS(groundZ - finalPosition.z) > 7.0f) {
/* Failed to find ground or too far from expected position. */ /* Failed to find ground or too far from expected position. */
delete pCar; delete pCar;
return; return;