CCarCtrl stuff

This commit is contained in:
Nikolay Korolev 2019-09-01 17:02:23 +03:00
parent 792893df59
commit cd30a76dc5
3 changed files with 169 additions and 2 deletions

View File

@ -64,6 +64,10 @@ 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::Init(void) { EAXJMP(0x41D280); }
WRAPPER void CCarCtrl::WeaveThroughPedsSectorList(CPtrList&, CVehicle*, CPhysical*, float, float, float, float, float*, float*) { EAXJMP(0x41B1B0); }
WRAPPER void CCarCtrl::WeaveForPed(CEntity*, CVehicle*, float*, float*) { EAXJMP(0x41B2D0); }
WRAPPER void CCarCtrl::WeaveThroughObjectsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float*) { EAXJMP(0x41B520); }
WRAPPER void CCarCtrl::WeaveForObject(CEntity*, CVehicle*, float*, float*) { EAXJMP(0x41B640); }
void
CCarCtrl::GenerateRandomCars()
@ -1173,6 +1177,147 @@ float CCarCtrl::TestCollisionBetween2MovingRects(CVehicle* pVehicleA, CVehicle*
}
#endif
float CCarCtrl::FindAngleToWeaveThroughTrafficTest(CVehicle* pVehicle, CPhysical* pTarget, float angleToTarget, float angleForward)
{
float myval = FindAngleToWeaveThroughTraffic(pVehicle, pTarget, angleToTarget, angleForward);
DWORD dwProtect[2];
VirtualProtect((void*)(0x41A590), 5, PAGE_EXECUTE_READWRITE, &dwProtect[0]);
*(BYTE*)(0x41A590) = 0x53;
*(BYTE*)(0x41A591) = 0x56;
*(BYTE*)(0x41A592) = 0x57;
*(BYTE*)(0x41A593) = 0x55;
*(BYTE*)(0x41A594) = 0x83;
VirtualProtect((void*)(0x41A590), 5, dwProtect[0], &dwProtect[1]);
float gameval = ((float(*)(CVehicle*, CPhysical*, float, float))(0x41A590))(pVehicle, pTarget, angleToTarget, angleForward);
VirtualProtect((void*)(0x41A590), 5, PAGE_EXECUTE_READWRITE, &dwProtect[0]);
*(BYTE*)(0x41A590) = 0xE9;
*(ptrdiff_t*)(0x41A591) = (DWORD)(&CCarCtrl::FindAngleToWeaveThroughTrafficTest) - (0x41A590) - 5;
VirtualProtect((void*)(0x41A590), 5, dwProtect[0], &dwProtect[1]);
if (myval == gameval)
return myval;
debug("FindAngleToWeaveThroughTraffic failed! Expected %f, received %f\n", gameval, myval);
return gameval;
}
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) >= 4.0f)
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 = (2.0f * (lenProjection + widthProjection) + 2.4f * 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;
}
}
bool
CCarCtrl::MapCouldMoveInThisArea(float x, float y)
{
@ -1187,4 +1332,5 @@ 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::FindAngleToWeaveThroughTrafficTest, PATCH_JUMP);
ENDPATCHES

View File

@ -64,6 +64,14 @@ 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 float FindAngleToWeaveThroughTrafficTest(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 +85,16 @@ public:
return (float)timeInCurve / pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
}
/* Used very often and differs from CGeneral::LimitRadianAngle */
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;
}