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-rw-r--r--src/control/CarCtrl.cpp247
-rw-r--r--src/control/CarCtrl.h16
-rw-r--r--src/control/Script.cpp7
3 files changed, 268 insertions, 2 deletions
diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp
index bcf94479..1f298fd5 100644
--- a/src/control/CarCtrl.cpp
+++ b/src/control/CarCtrl.cpp
@@ -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;
@@ -1173,6 +1180,245 @@ float CCarCtrl::TestCollisionBetween2MovingRects(CVehicle* pVehicleA, CVehicle*
}
#endif
+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) >= VEHICLE_HEIGHT_DIFF_TO_CONSIDER_WEAVING)
+ 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 * (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;
+ 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;
+ }
+}
+
+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)
{
@@ -1187,4 +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::FindAngleToWeaveThroughTraffic, PATCH_JUMP);
ENDPATCHES
diff --git a/src/control/CarCtrl.h b/src/control/CarCtrl.h
index faf78f00..77982ba6 100644
--- a/src/control/CarCtrl.h
+++ b/src/control/CarCtrl.h
@@ -64,6 +64,13 @@ 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 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 +84,15 @@ public:
return (float)timeInCurve / pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
}
+ 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;
diff --git a/src/control/Script.cpp b/src/control/Script.cpp
index c81cd050..885d1d47 100644
--- a/src/control/Script.cpp
+++ b/src/control/Script.cpp
@@ -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;
}