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author | Nikolay Korolev <nickvnuk@gmail.com> | 2019-09-02 18:04:09 +0200 |
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committer | Nikolay Korolev <nickvnuk@gmail.com> | 2019-09-02 18:04:09 +0200 |
commit | b2236d8951562e8b780e979fd473fc7b0f7120ec (patch) | |
tree | f8c7198e6124f85be46f0b40b27c50fc4bd53c0b /src/control/CarCtrl.cpp | |
parent | CCarCtrl Weave stuff done (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/control/CarCtrl.cpp | 225 |
1 files changed, 224 insertions, 1 deletions
diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp index 1f298fd5..dc3500d3 100644 --- a/src/control/CarCtrl.cpp +++ b/src/control/CarCtrl.cpp @@ -45,6 +45,11 @@ #define OBJECT_WIDTH_TO_WEAVE 0.3f #define PED_WIDTH_TO_WEAVE 0.8f +#define PATH_DIRECTION_NONE 0 +#define PATH_DIRECTION_STRAIGHT 1 +#define PATH_DIRECTION_RIGHT 2 +#define PATH_DIRECTION_LEFT 4 + int &CCarCtrl::NumLawEnforcerCars = *(int*)0x8F1B38; int &CCarCtrl::NumAmbulancesOnDuty = *(int*)0x885BB0; int &CCarCtrl::NumFiretrucksOnDuty = *(int*)0x9411F0; @@ -68,9 +73,9 @@ WRAPPER void CCarCtrl::JoinCarWithRoadSystem(CVehicle*) { EAXJMP(0x41F820); } WRAPPER void CCarCtrl::SteerAICarWithPhysics(CVehicle*) { EAXJMP(0x41DA60); } WRAPPER void CCarCtrl::RemoveFromInterestingVehicleList(CVehicle* v) { EAXJMP(0x41F7A0); } 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 bool CCarCtrl::PickNextNodeToFollowPath(CVehicle*) { EAXJMP(0x41CD50); } void CCarCtrl::GenerateRandomCars() @@ -1419,6 +1424,223 @@ void CCarCtrl::WeaveForObject(CEntity* pOtherEntity, CVehicle* pVehicle, float* } } +bool CCarCtrl::PickNextNodeAccordingStrategy(CVehicle* pVehicle) +{ + switch (pVehicle->AutoPilot.m_nCarMission){ + case MISSION_RAMPLAYER_FARAWAY: + case MISSION_BLOCKPLAYER_FARAWAY: + PickNextNodeToChaseCar(pVehicle, + FindPlayerCoors().x, + FindPlayerCoors().y, +#ifdef FIX_PATHFIND_BUG + FindPlayerCoors().z, +#endif + FindPlayerVehicle()); + return false; + case MISSION_GOTOCOORDS: + case MISSION_GOTOCOORDS_ACCURATE: + return PickNextNodeToFollowPath(pVehicle); + case MISSION_RAMCAR_FARAWAY: + case MISSION_BLOCKCAR_FARAWAY: + PickNextNodeToChaseCar(pVehicle, + pVehicle->AutoPilot.m_pTargetCar->GetPosition().x, + pVehicle->AutoPilot.m_pTargetCar->GetPosition().y, +#ifdef FIX_PATHFIND_BUG + pVehicle->AutoPilot.m_pTargetCar->GetPosition().z, +#endif + pVehicle->AutoPilot.m_pTargetCar); + return false; + default: + PickNextNodeRandomly(pVehicle); + return false; + } +} + +void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle) +{ + int32 prevNode = pVehicle->AutoPilot.m_nCurrentRouteNode; + int32 curNode = pVehicle->AutoPilot.m_nNextRouteNode; + uint8 totalLinks = ThePaths.m_pathNodes[curNode].numLinks; + CCarPathLink* pCurLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo]; + uint8 lanesOnCurrentPath = pCurLink->pathNodeIndex == curNode ? + pCurLink->numRightLanes : pCurLink->numLeftLanes; + uint8 allowedDirections = PATH_DIRECTION_NONE; + uint8 nextLane = pVehicle->AutoPilot.m_nNextLane; + if (nextLane == 0) + /* We are always allowed to turn left from leftmost lane */ + allowedDirections |= PATH_DIRECTION_LEFT; + if (nextLane == lanesOnCurrentPath - 1) + /* We are always allowed to turn right from rightmost lane */ + allowedDirections |= PATH_DIRECTION_RIGHT; + if (lanesOnCurrentPath < 3 || allowedDirections == PATH_DIRECTION_NONE) + /* We are always allowed to go straight on one/two-laned road */ + /* or if we are in one of middle lanes of the road */ + allowedDirections |= PATH_DIRECTION_STRAIGHT; + int attempt; + pVehicle->AutoPilot.m_nPrevRouteNode = pVehicle->AutoPilot.m_nCurrentRouteNode; + pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_nNextRouteNode; + CPathNode* pPrevPathNode = &ThePaths.m_pathNodes[prevNode]; + CPathNode* pCurPathNode = &ThePaths.m_pathNodes[curNode]; + int16 nextLink; + CCarPathLink* pNextLink; + CPathNode* pNextPathNode; + bool goingAgainstOneWayRoad; + uint8 direction; + for(attempt = 0; attempt < 15; attempt++){ + if (attempt != 0){ + if (pVehicle->AutoPilot.m_nNextRouteNode != prevNode){ + if (direction & allowedDirections){ + pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode]; + if ((!pNextPathNode->bDeadEnd || pPrevPathNode->bDeadEnd) && + (!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) && + (!pNextPathNode->bBetweenLevels || pPrevPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel) && + !goingAgainstOneWayRoad) + break; + } + } + } + nextLink = CGeneral::GetRandomNumber() % totalLinks; + pVehicle->AutoPilot.m_nNextRouteNode = ThePaths.m_connections[nextLink + pCurPathNode->firstLink]; + direction = FindPathDirection(prevNode, curNode, pVehicle->AutoPilot.m_nNextRouteNode); + pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]]; + goingAgainstOneWayRoad = pNextLink->pathNodeIndex == curNode ? pNextLink->numRightLanes == 0 : pNextLink->numLeftLanes == 0; + } + if (attempt >= 15) { + /* If we failed 15 times, then remove dead end and current lane limitations */ + for (attempt = 0; attempt < 15; attempt++) { + if (attempt != 0) { + if (pVehicle->AutoPilot.m_nNextRouteNode != prevNode) { + pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode]; + if ((!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) && + (!pNextPathNode->bBetweenLevels || pNextPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel) && + !goingAgainstOneWayRoad) + break; + } + } + nextLink = CGeneral::GetRandomNumber() % totalLinks; + pVehicle->AutoPilot.m_nNextRouteNode = ThePaths.m_connections[nextLink + pCurPathNode->firstLink]; + pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]]; + goingAgainstOneWayRoad = pNextLink->pathNodeIndex == curNode ? pNextLink->numRightLanes == 0 : pNextLink->numLeftLanes == 0; + } + } + if (attempt >= 15) { + /* If we failed again, remove no U-turn limitation and remove randomness */ + for (nextLink = 0; nextLink < totalLinks; nextLink++) { + pVehicle->AutoPilot.m_nNextRouteNode = ThePaths.m_connections[nextLink + pCurPathNode->firstLink]; + pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]]; + goingAgainstOneWayRoad = pNextLink->pathNodeIndex == curNode ? pNextLink->numRightLanes == 0 : pNextLink->numLeftLanes == 0; + if (!goingAgainstOneWayRoad) { + pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode]; + if ((!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) && + (!pNextPathNode->bBetweenLevels || pNextPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel)) + /* Nice way to exit loop but this will fail because this is used for indexing! */ + nextLink = 1000; + } + } + if (nextLink < 999) + /* If everything else failed, turn vehicle around */ + pVehicle->AutoPilot.m_nNextRouteNode = prevNode; + } + pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode]; + pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]]; + if (prevNode == pVehicle->AutoPilot.m_nNextRouteNode){ + /* We can no longer shift vehicle without physics if we have to turn it around. */ + pVehicle->m_status = STATUS_PHYSICS; + SwitchVehicleToRealPhysics(pVehicle); + } + pVehicle->AutoPilot.m_nTimeEnteredCurve += pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve; + pVehicle->AutoPilot.m_nPreviousPathNodeInfo = pVehicle->AutoPilot.m_nCurrentPathNodeInfo; + pVehicle->AutoPilot.m_nCurrentPathNodeInfo = pVehicle->AutoPilot.m_nNextPathNodeInfo; + pVehicle->AutoPilot.m_nPreviousDirection = pVehicle->AutoPilot.m_nCurrentDirection; + pVehicle->AutoPilot.m_nCurrentDirection = pVehicle->AutoPilot.m_nNextDirection; + pVehicle->AutoPilot.m_nCurrentLane = pVehicle->AutoPilot.m_nNextLane; + pVehicle->AutoPilot.m_nNextPathNodeInfo = ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]; + uint8 lanesOnNextNode; + if (curNode >= pVehicle->AutoPilot.m_nNextRouteNode){ + pVehicle->AutoPilot.m_nNextDirection = 1; + lanesOnNextNode = pNextLink->numLeftLanes; + }else{ + pVehicle->AutoPilot.m_nNextDirection = -1; + lanesOnNextNode = pNextLink->numRightLanes; + } + float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->dirX; + float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * pNextLink->dirX; + if (lanesOnNextNode >= 0){ + if ((CGeneral::GetRandomNumber() & 0x600) == 0){ + /* 25% chance vehicle will try to switch lane */ + CVector2D dist = pNextPathNode->pos - pCurPathNode->pos; + if (dist.MagnitudeSqr() >= SQR(14.0f)){ + if (CGeneral::GetRandomTrueFalse()) + pVehicle->AutoPilot.m_nNextLane += 1; + else + pVehicle->AutoPilot.m_nNextLane -= 1; + } + } + pVehicle->AutoPilot.m_nNextLane = min(lanesOnNextNode - 1, pVehicle->AutoPilot.m_nNextLane); + pVehicle->AutoPilot.m_nNextLane = max(0, pVehicle->AutoPilot.m_nNextLane); + }else{ + pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane; + } + if (pVehicle->AutoPilot.m_bStayInFastLane) + pVehicle->AutoPilot.m_nNextLane = 0; + CVector positionOnCurrentLinkIncludingLane( + pCurLink->posX + GetOffsetOfLaneFromCenterOfRoad(pVehicle->AutoPilot.m_nCurrentLane, pCurLink), /* ...what about Y? */ + pCurLink->posY - GetOffsetOfLaneFromCenterOfRoad(pVehicle->AutoPilot.m_nCurrentLane, pCurLink) * currentPathLinkForwardX, + 0.0f); + CVector positionOnNextLinkIncludingLane( + pNextLink->posX + GetOffsetOfLaneFromCenterOfRoad(pVehicle->AutoPilot.m_nNextLane, pNextLink), + pNextLink->posY - GetOffsetOfLaneFromCenterOfRoad(pVehicle->AutoPilot.m_nNextLane, pNextLink) * nextPathLinkForwardX, + 0.0f); + float directionCurrentLinkX = pCurLink->dirX * pVehicle->AutoPilot.m_nCurrentDirection; + float directionCurrentLinkY = pCurLink->dirY * pVehicle->AutoPilot.m_nCurrentDirection; + float directionNextLinkX = pNextLink->dirX * pVehicle->AutoPilot.m_nNextDirection; + float directionNextLinkY = pNextLink->dirY * pVehicle->AutoPilot.m_nNextDirection; + /* We want to make a path between two links that may not have the same forward directions a curve. */ + pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor( + &positionOnCurrentLinkIncludingLane, + &positionOnNextLinkIncludingLane, + directionCurrentLinkX, directionCurrentLinkY, + directionNextLinkX, directionNextLinkY + ) * (1000.0f / pVehicle->AutoPilot.m_fMaxTrafficSpeed); + if (pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve < 10) + /* Oh hey there Obbe */ + debug("fout\n"); + pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = max(10, pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve); +} + +uint8 CCarCtrl::FindPathDirection(int32 prevNode, int32 curNode, int32 nextNode) +{ + CVector2D prevToCur = ThePaths.m_pathNodes[curNode].pos - ThePaths.m_pathNodes[prevNode].pos; + CVector2D curToNext = ThePaths.m_pathNodes[nextNode].pos - ThePaths.m_pathNodes[curNode].pos; + float distPrevToCur = prevToCur.Magnitude(); + if (distPrevToCur == 0.0f) + return PATH_DIRECTION_NONE; + /* We are trying to determine angle between prevToCur and curToNext. */ + /* To find it, we consider a to be an angle between y axis and prevToCur */ + /* and b to be an angle between x axis and curToNext */ + /* Then the angle we are looking for is (pi/2 + a + b). */ + float sin_a = prevToCur.x / distPrevToCur; + float cos_a = prevToCur.y / distPrevToCur; + float distCurToNext = curToNext.Magnitude(); + if (distCurToNext == 0.0f) + return PATH_DIRECTION_NONE; + float sin_b = curToNext.y / distCurToNext; + float cos_b = curToNext.x / distCurToNext; + /* sin(a) * sin(b) - cos(a) * cos(b) = -cos(a+b) = sin(pi/2+a+b) */ + float sin_direction = sin_a * sin_b - cos_a * cos_b; + if (sin_direction > 0.77f) /* Roughly between -50 and -130 degrees */ + return PATH_DIRECTION_LEFT; + if (sin_direction < -0.77f) /* Roughly between 50 and 130 degrees */ + return PATH_DIRECTION_RIGHT; + return PATH_DIRECTION_STRAIGHT; +} + +#ifdef FIX_PATHFIND_BUG +//TODO: implement +#else +WRAPPER void CCarCtrl::PickNextNodeToChaseCar(CVehicle*, float, float, CVehicle*) { EAXJMP(0x41C480); } +#endif + bool CCarCtrl::MapCouldMoveInThisArea(float x, float y) { @@ -1434,4 +1656,5 @@ InjectHook(0x418320, &CCarCtrl::RemoveDistantCars, PATCH_JUMP); InjectHook(0x418430, &CCarCtrl::PossiblyRemoveVehicle, PATCH_JUMP); InjectHook(0x418C10, &CCarCtrl::FindMaximumSpeedForThisCarInTraffic, PATCH_JUMP); InjectHook(0x41A590, &CCarCtrl::FindAngleToWeaveThroughTraffic, PATCH_JUMP); +InjectHook(0x41BA50, &CCarCtrl::PickNextNodeAccordingStrategy, PATCH_JUMP); ENDPATCHES |