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author | Nikolay Korolev <nickvnuk@gmail.com> | 2019-08-25 15:47:22 +0200 |
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committer | Nikolay Korolev <nickvnuk@gmail.com> | 2019-08-25 15:47:22 +0200 |
commit | 64cef333c8b04b66806e150add1287f78f47e365 (patch) | |
tree | f371bc782b1ad934845f366451c52c3f341b4049 /src | |
parent | merge (diff) | |
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Diffstat (limited to 'src')
-rw-r--r-- | src/control/AutoPilot.h | 4 | ||||
-rw-r--r-- | src/control/CarCtrl.cpp | 194 | ||||
-rw-r--r-- | src/control/CarCtrl.h | 2 | ||||
-rw-r--r-- | src/vehicles/Automobile.cpp | 4 |
4 files changed, 197 insertions, 7 deletions
diff --git a/src/control/AutoPilot.h b/src/control/AutoPilot.h index e0adc23a..4043c4e5 100644 --- a/src/control/AutoPilot.h +++ b/src/control/AutoPilot.h @@ -81,7 +81,7 @@ public: uint32 m_nTimeTempAction; float m_fMaxTrafficSpeed; uint8 m_nCruiseSpeed; - uint8 m_flag1 : 1; + uint8 m_bSlowedDownBecauseOfCars : 1; uint8 m_bSlowedDownBecauseOfPeds : 1; uint8 m_flag4 : 1; uint8 m_flag8 : 1; @@ -109,7 +109,7 @@ public: m_nCruiseSpeed = 10; m_fMaxTrafficSpeed = 10.0f; m_bSlowedDownBecauseOfPeds = false; - m_flag1 = false; + m_bSlowedDownBecauseOfCars = false; m_nPathFindNodesCount = 0; m_pTargetCar = 0; m_nTimeToStartMission = CTimer::GetTimeInMilliseconds(); diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp index 2609f8ca..bcf94479 100644 --- a/src/control/CarCtrl.cpp +++ b/src/control/CarCtrl.cpp @@ -31,6 +31,7 @@ #include "Zones.h" #define GAME_SPEED_TO_METERS_PER_SECOND 50.0f +#define GAME_SPEED_TO_CARAI_SPEED 60.0f #define DISTANCE_TO_SPAWN_ROADBLOCK_PEDS 51.0f #define DISTANCE_TO_SCAN_FOR_DANGER 11.0f @@ -62,7 +63,6 @@ WRAPPER void CCarCtrl::RemoveFromInterestingVehicleList(CVehicle* v) { EAXJMP(0x 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::SlowCarDownForCarsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float) { EAXJMP(0x419B40); } WRAPPER void CCarCtrl::Init(void) { EAXJMP(0x41D280); } void @@ -440,7 +440,7 @@ CCarCtrl::GenerateOneRandomCar() } finalPosition.z = groundZ + pCar->GetHeightAboveRoad(); pCar->GetPosition() = finalPosition; - pCar->SetMoveSpeed(directionIncludingCurve / 60.0f); + pCar->SetMoveSpeed(directionIncludingCurve / GAME_SPEED_TO_CARAI_SPEED); CVector2D speedDifferenceWithTarget = (CVector2D)pCar->GetMoveSpeed() - vecPlayerSpeed; CVector2D distanceToTarget = positionIncludingCurve - vecTargetPos; switch (carClass) { @@ -780,7 +780,7 @@ CCarCtrl::UpdateCarOnRails(CVehicle* pVehicle) ); positionIncludingCurve.z = 15.0f; DragCarToPoint(pVehicle, &positionIncludingCurve); - pVehicle->SetMoveSpeed(directionIncludingCurve / 60.0f); + pVehicle->SetMoveSpeed(directionIncludingCurve / GAME_SPEED_TO_CARAI_SPEED); } float @@ -984,6 +984,194 @@ void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList& lst, CVehicle* pVehicle, f } #endif +void CCarCtrl::SlowCarDownForCarsSectorList(CPtrList& lst, CVehicle* pVehicle, float x_inf, float y_inf, float x_sup, float y_sup, float* pSpeed, float curSpeed) +{ + for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next){ + CVehicle* pTestVehicle = (CVehicle*)pNode->item; + if (pVehicle == pTestVehicle) + continue; + if (pTestVehicle->m_scanCode == CWorld::GetCurrentScanCode()) + continue; + if (!pTestVehicle->bUsesCollision) + continue; + pTestVehicle->m_scanCode = CWorld::GetCurrentScanCode(); + CVector boundCenter = pTestVehicle->GetBoundCentre(); + if (boundCenter.x < x_inf || boundCenter.x > x_sup) + continue; + if (boundCenter.y < y_inf || boundCenter.y > y_sup) + continue; + if (Abs(boundCenter.z - pVehicle->GetPosition().z) < 5.0f) + SlowCarDownForOtherCar(pTestVehicle, pVehicle, pSpeed, curSpeed); + } +} + +void CCarCtrl::SlowCarDownForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float* pSpeed, float curSpeed) +{ + CVector forwardA = pVehicle->GetForward(); + ((CVector2D)forwardA).Normalise(); + if (DotProduct2D(pOtherEntity->GetPosition() - pVehicle->GetPosition(), forwardA) < 0.0f) + return; + CVector forwardB = pOtherEntity->GetForward(); + ((CVector2D)forwardB).Normalise(); + forwardA.z = forwardB.z = 0.0f; + CVehicle* pOtherVehicle = (CVehicle*)pOtherEntity; + /* why is the argument CEntity if it's always CVehicle anyway and is casted? */ + float speedOtherX = GAME_SPEED_TO_CARAI_SPEED * pOtherVehicle->GetMoveSpeed().x; + float speedOtherY = GAME_SPEED_TO_CARAI_SPEED * pOtherVehicle->GetMoveSpeed().y; + float projectionX = speedOtherX - forwardA.x * curSpeed; + float projectionY = speedOtherY - forwardA.y * curSpeed; + float proximityA = TestCollisionBetween2MovingRects(pOtherVehicle, pVehicle, projectionX, projectionY, &forwardA, &forwardB, 0); + float proximityB = TestCollisionBetween2MovingRects(pVehicle, pOtherVehicle, -projectionX, -projectionY, &forwardB, &forwardA, 1); + float minProximity = min(proximityA, proximityB); + if (minProximity >= 0.0f && minProximity < 1.0f){ + minProximity = max(0.0f, (minProximity - 0.2f) * 1.25f); + pVehicle->AutoPilot.m_bSlowedDownBecauseOfCars = true; + *pSpeed = min(*pSpeed, minProximity * curSpeed); + } + if (minProximity >= 0.0f && minProximity < 0.5f && pOtherEntity->IsVehicle() && + CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission > 15000 && + CTimer::GetTimeInMilliseconds() - pOtherVehicle->AutoPilot.m_nTimeToStartMission > 15000){ + /* If cars are standing for 15 seconds, annoy one of them and make avoid cars. */ + if (pOtherEntity != FindPlayerVehicle() && + DotProduct2D(pVehicle->GetForward(), pOtherVehicle->GetForward()) < 0.5f && + pVehicle < pOtherVehicle){ /* that comparasion though... */ + *pSpeed = max(curSpeed / 5, *pSpeed); + if (pVehicle->m_status == STATUS_SIMPLE){ + pVehicle->m_status = STATUS_PHYSICS; + SwitchVehicleToRealPhysics(pVehicle); + } + pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; + pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 1000; + } + } +} + +#if 0 +WRAPPER float CCarCtrl::TestCollisionBetween2MovingRects(CVehicle* pVehicleA, CVehicle* pVehicleB, float projectionX, float projectionY, CVector* pForwardA, CVector* pForwardB, uint8 id) { EAXJMP(0x41A020); } +#else +float CCarCtrl::TestCollisionBetween2MovingRects(CVehicle* pVehicleA, CVehicle* pVehicleB, float projectionX, float projectionY, CVector* pForwardA, CVector* pForwardB, uint8 id) +{ + CVector2D vecBToA = pVehicleA->GetPosition() - pVehicleB->GetPosition(); + float lenB = pVehicleB->GetModelInfo()->GetColModel()->boundingBox.max.y; + float widthB = pVehicleB->GetModelInfo()->GetColModel()->boundingBox.max.x; + float backLenB = -pVehicleB->GetModelInfo()->GetColModel()->boundingBox.min.y; + float lenA = pVehicleA->GetModelInfo()->GetColModel()->boundingBox.max.y; + float widthA = pVehicleA->GetModelInfo()->GetColModel()->boundingBox.max.x; + float backLenA = -pVehicleA->GetModelInfo()->GetColModel()->boundingBox.min.y; + float proximity = 1.0f; + float fullWidthB = 2.0f * widthB; + float fullLenB = lenB + backLenB; + for (int i = 0; i < 4; i++){ + float testedOffsetX; + float testedOffsetY; + switch (i) { + case 0: /* Front right corner */ + testedOffsetX = vecBToA.x + widthA * pForwardB->y + lenA * pForwardB->x; + testedOffsetY = vecBToA.y + lenA * pForwardB->y - widthA * pForwardB->x; + break; + case 1: /* Front left corner */ + testedOffsetX = vecBToA.x + -widthA * pForwardB->x + lenA * pForwardB->x; + testedOffsetY = vecBToA.y + lenA * pForwardB->y + widthA * pForwardB->x; + break; + case 2: /* Rear right corner */ + testedOffsetX = vecBToA.x + widthA * pForwardB->y - backLenA * pForwardB->x; + testedOffsetY = vecBToA.y - backLenA * pForwardB->y - widthA * pForwardB->x; + break; + case 3: /* Rear left corner */ + testedOffsetX = vecBToA.x - widthA * pForwardB->y - backLenA * pForwardB->x; + testedOffsetY = vecBToA.y - backLenA * pForwardB->y + widthA * pForwardB->x; + break; + default: + break; + } + /* Testing width collision */ + float baseWidthProximity = 0.0f; + float fullWidthProximity = 1.0f; + float widthDistance = testedOffsetX * pForwardA->y - testedOffsetY * pForwardA->x; + float widthProjection = projectionX * pForwardA->y - projectionY * pForwardA->x; + if (widthDistance > widthB){ + if (widthProjection < 0.0f){ + float proximityWidth = -(widthDistance - widthB) / widthProjection; + if (proximityWidth < 1.0f){ + baseWidthProximity = proximityWidth; + fullWidthProximity = min(1.0f, proximityWidth - fullWidthB / widthProjection); + }else{ + baseWidthProximity = 1.0f; + } + }else{ + baseWidthProximity = 1.0f; + fullWidthProximity = 1.0f; + } + }else if (widthDistance < -widthB){ + if (widthProjection > 0.0f) { + float proximityWidth = -(widthDistance + widthB) / widthProjection; + if (proximityWidth < 1.0f) { + baseWidthProximity = proximityWidth; + fullWidthProximity = min(1.0f, proximityWidth + fullWidthB / widthProjection); + } + else { + baseWidthProximity = 1.0f; + } + } + else { + baseWidthProximity = 1.0f; + fullWidthProximity = 1.0f; + } + }else if (widthProjection > 0.0f){ + fullWidthProximity = (widthB - widthDistance) / widthProjection; + }else if (widthProjection < 0.0f){ + fullWidthProximity = -(widthB + widthDistance) / widthProjection; + } + /* Testing length collision */ + float baseLengthProximity = 0.0f; + float fullLengthProximity = 1.0f; + float lenDistance = testedOffsetX * pForwardA->x + testedOffsetY * pForwardA->y; + float lenProjection = projectionX * pForwardA->x + projectionY * pForwardA->y; + if (lenDistance > lenB) { + if (lenProjection < 0.0f) { + float proximityLength = -(lenDistance - lenB) / lenProjection; + if (proximityLength < 1.0f) { + baseLengthProximity = proximityLength; + fullLengthProximity = min(1.0f, proximityLength - fullLenB / lenProjection); + } + else { + baseLengthProximity = 1.0f; + } + } + else { + baseLengthProximity = 1.0f; + fullLengthProximity = 1.0f; + } + } + else if (lenDistance < -backLenB) { + if (lenProjection > 0.0f) { + float proximityLength = -(lenDistance + backLenB) / lenProjection; + if (proximityLength < 1.0f) { + baseLengthProximity = proximityLength; + fullLengthProximity = min(1.0f, proximityLength + fullLenB / lenProjection); + } + else { + baseLengthProximity = 1.0f; + } + } + else { + baseLengthProximity = 1.0f; + fullLengthProximity = 1.0f; + } + } + else if (lenProjection > 0.0f) { + fullLengthProximity = (lenB - lenDistance) / lenProjection; + } + else if (lenProjection < 0.0f) { + fullLengthProximity = -(backLenB + lenDistance) / lenProjection; + } + float baseProximity = max(baseWidthProximity, baseLengthProximity); + if (baseProximity < fullWidthProximity && baseProximity < fullLengthProximity) + proximity = min(proximity, baseProximity); + } + return proximity; +} +#endif bool CCarCtrl::MapCouldMoveInThisArea(float x, float y) diff --git a/src/control/CarCtrl.h b/src/control/CarCtrl.h index b28e6889..faf78f00 100644 --- a/src/control/CarCtrl.h +++ b/src/control/CarCtrl.h @@ -62,6 +62,8 @@ public: static void SlowCarDownForCarsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float); static void SlowCarDownForPedsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float); static void Init(void); + static void SlowCarDownForOtherCar(CEntity*, CVehicle*, float*, float); + static float TestCollisionBetween2MovingRects(CVehicle*, CVehicle*, float, float, CVector*, CVector*, uint8); static float GetOffsetOfLaneFromCenterOfRoad(int8 lane, CCarPathLink* pLink) { diff --git a/src/vehicles/Automobile.cpp b/src/vehicles/Automobile.cpp index 488dcf69..581b5815 100644 --- a/src/vehicles/Automobile.cpp +++ b/src/vehicles/Automobile.cpp @@ -311,7 +311,7 @@ CAutomobile::ProcessControl(void) } CVisibilityPlugins::SetClumpAlpha((RpClump*)m_rwObject, clumpAlpha); - AutoPilot.m_flag1 = false; + AutoPilot.m_bSlowedDownBecauseOfCars = false; AutoPilot.m_bSlowedDownBecauseOfPeds = false; // Set Center of Mass to make car more stable @@ -3931,7 +3931,7 @@ void CAutomobile::PlayHornIfNecessary(void) { if(AutoPilot.m_bSlowedDownBecauseOfPeds || - AutoPilot.m_flag1) + AutoPilot.m_bSlowedDownBecauseOfCars) if(!HasCarStoppedBecauseOfLight()) PlayCarHorn(); } |