CCarCtrl Weave stuff done

This commit is contained in:
Nikolay Korolev 2019-09-01 20:38:35 +03:00
parent cd30a76dc5
commit 3c0bbb10f3
2 changed files with 130 additions and 31 deletions

View file

@ -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;
@ -64,10 +71,6 @@ 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()
@ -1177,28 +1180,6 @@ 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;
@ -1271,7 +1252,7 @@ void CCarCtrl::WeaveThroughCarsSectorList(CPtrList& lst, CVehicle* pVehicle, CPh
continue;
if (pTestVehicle->GetBoundCentre().y < y_inf || pTestVehicle->GetBoundCentre().y > y_sup)
continue;
if (Abs(pTestVehicle->GetPosition().z - pVehicle->GetPosition().z) >= 4.0f)
if (Abs(pTestVehicle->GetPosition().z - pVehicle->GetPosition().z) >= VEHICLE_HEIGHT_DIFF_TO_CONSIDER_WEAVING)
continue;
if (pTestVehicle != pVehicle)
WeaveForOtherCar(pTestVehicle, pVehicle, pAngleToWeaveLeft, pAngleToWeaveRight);
@ -1300,7 +1281,7 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float
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 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;
@ -1318,6 +1299,126 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float
}
}
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)
{
@ -1332,5 +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::FindAngleToWeaveThroughTrafficTest, PATCH_JUMP);
InjectHook(0x41A590, &CCarCtrl::FindAngleToWeaveThroughTraffic, PATCH_JUMP);
ENDPATCHES

View file

@ -65,7 +65,6 @@ public:
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*);
@ -85,7 +84,6 @@ public:
return (float)timeInCurve / pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
}
/* Used very often and differs from CGeneral::LimitRadianAngle */
static float LimitRadianAngle(float angle)
{
while (angle < -PI)