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-rw-r--r--src/control/CarCtrl.cpp146
1 files changed, 146 insertions, 0 deletions
diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp
index bcf94479..34015aeb 100644
--- a/src/control/CarCtrl.cpp
+++ b/src/control/CarCtrl.cpp
@@ -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