Merge pull request #203 from Nick007J/master

CCarCtrl pathfinding
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aap 2019-09-12 10:06:30 +02:00 committed by GitHub
commit 7f81eb86a3
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7 changed files with 502 additions and 30 deletions

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@ -2,4 +2,5 @@
#include "patcher.h" #include "patcher.h"
#include "AutoPilot.h" #include "AutoPilot.h"
WRAPPER void CAutoPilot::RemoveOnePathNode() { EAXJMP(0x413A00); }
WRAPPER void CAutoPilot::ModifySpeed(float) { EAXJMP(0x4137B0); } WRAPPER void CAutoPilot::ModifySpeed(float) { EAXJMP(0x4137B0); }

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@ -2,6 +2,7 @@
#include "Timer.h" #include "Timer.h"
class CVehicle; class CVehicle;
struct CPathNode;
enum eCarMission : uint8 enum eCarMission : uint8
{ {
@ -60,9 +61,9 @@ enum eCarDrivingStyle : uint8
class CAutoPilot { class CAutoPilot {
public: public:
uint32 m_nCurrentRouteNode; int32 m_nCurrentRouteNode;
uint32 m_nNextRouteNode; int32 m_nNextRouteNode;
uint32 m_nPrevRouteNode; int32 m_nPrevRouteNode;
uint32 m_nTimeEnteredCurve; uint32 m_nTimeEnteredCurve;
uint32 m_nTimeToSpendOnCurrentCurve; uint32 m_nTimeToSpendOnCurrentCurve;
uint32 m_nCurrentPathNodeInfo; uint32 m_nCurrentPathNodeInfo;
@ -83,12 +84,12 @@ public:
uint8 m_nCruiseSpeed; uint8 m_nCruiseSpeed;
uint8 m_bSlowedDownBecauseOfCars : 1; uint8 m_bSlowedDownBecauseOfCars : 1;
uint8 m_bSlowedDownBecauseOfPeds : 1; uint8 m_bSlowedDownBecauseOfPeds : 1;
uint8 m_flag4 : 1; uint8 m_bStayInCurrentLevel : 1;
uint8 m_flag8 : 1; uint8 m_bStayInFastLane : 1;
uint8 m_flag10 : 1; uint8 m_flag10 : 1;
CVector m_vecDestinationCoors; CVector m_vecDestinationCoors;
void *m_aPathFindNodesInfo[8]; CPathNode *m_aPathFindNodesInfo[NUM_PATH_NODES_IN_AUTOPILOT];
uint16 m_nPathFindNodesCount; int16 m_nPathFindNodesCount;
CVehicle *m_pTargetCar; CVehicle *m_pTargetCar;
CAutoPilot(void) { CAutoPilot(void) {
@ -114,9 +115,10 @@ public:
m_pTargetCar = 0; m_pTargetCar = 0;
m_nTimeToStartMission = CTimer::GetTimeInMilliseconds(); m_nTimeToStartMission = CTimer::GetTimeInMilliseconds();
m_nAntiReverseTimer = m_nTimeToStartMission; m_nAntiReverseTimer = m_nTimeToStartMission;
m_flag8 = false; m_bStayInFastLane = false;
} }
void ModifySpeed(float); void ModifySpeed(float);
void RemoveOnePathNode();
}; };
static_assert(sizeof(CAutoPilot) == 0x70, "CAutoPilot: error"); static_assert(sizeof(CAutoPilot) == 0x70, "CAutoPilot: error");

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@ -45,6 +45,13 @@
#define OBJECT_WIDTH_TO_WEAVE 0.3f #define OBJECT_WIDTH_TO_WEAVE 0.3f
#define PED_WIDTH_TO_WEAVE 0.8f #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
#define ATTEMPTS_TO_FIND_NEXT_NODE 15
int &CCarCtrl::NumLawEnforcerCars = *(int*)0x8F1B38; int &CCarCtrl::NumLawEnforcerCars = *(int*)0x8F1B38;
int &CCarCtrl::NumAmbulancesOnDuty = *(int*)0x885BB0; int &CCarCtrl::NumAmbulancesOnDuty = *(int*)0x885BB0;
int &CCarCtrl::NumFiretrucksOnDuty = *(int*)0x9411F0; int &CCarCtrl::NumFiretrucksOnDuty = *(int*)0x9411F0;
@ -68,7 +75,6 @@ WRAPPER void CCarCtrl::JoinCarWithRoadSystem(CVehicle*) { EAXJMP(0x41F820); }
WRAPPER void CCarCtrl::SteerAICarWithPhysics(CVehicle*) { EAXJMP(0x41DA60); } WRAPPER void CCarCtrl::SteerAICarWithPhysics(CVehicle*) { EAXJMP(0x41DA60); }
WRAPPER void CCarCtrl::RemoveFromInterestingVehicleList(CVehicle* v) { EAXJMP(0x41F7A0); } WRAPPER void CCarCtrl::RemoveFromInterestingVehicleList(CVehicle* v) { EAXJMP(0x41F7A0); }
WRAPPER void CCarCtrl::GenerateEmergencyServicesCar(void) { EAXJMP(0x41FC50); } 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::DragCarToPoint(CVehicle*, CVector*) { EAXJMP(0x41D450); }
WRAPPER void CCarCtrl::Init(void) { EAXJMP(0x41D280); } WRAPPER void CCarCtrl::Init(void) { EAXJMP(0x41D280); }
@ -1419,6 +1425,451 @@ 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 < ATTEMPTS_TO_FIND_NEXT_NODE; 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 >= ATTEMPTS_TO_FIND_NEXT_NODE) {
/* If we failed 15 times, then remove dead end and current lane limitations */
for (attempt = 0; attempt < ATTEMPTS_TO_FIND_NEXT_NODE; 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 >= ATTEMPTS_TO_FIND_NEXT_NODE) {
/* 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
void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float targetY, float targetZ, CVehicle* pTarget)
#else
void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float targetY, CVehicle* pTarget)
#endif
{
int prevNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
int curNode = pVehicle->AutoPilot.m_nNextRouteNode;
CPathNode* pPrevNode = &ThePaths.m_pathNodes[prevNode];
CPathNode* pCurNode = &ThePaths.m_pathNodes[curNode];
CPathNode* pTargetNode;
int16 numNodes;
float distanceToTargetNode;
#ifndef REMOVE_TREADABLE_PATHFIND
if (pTarget && pTarget->m_pCurGroundEntity->m_type == ENTITY_TYPE_BUILDING &&
((CBuilding*)pTarget->m_pCurGroundEntity)->GetIsATreadable() &&
((CTreadable*)pTarget->m_pCurGroundEntity)->m_nodeIndices[0][0] >= 0){
CTreadable* pCurrentMapObject = (CTreadable*)pTarget->m_pCurGroundEntity;
int closestNode = -1;
float minDist = 100000.0f;
for (int i = 0; i < 12; i++){
int node = pCurrentMapObject->m_nodeIndices[0][i];
if (node < 0)
break;
float dist = (ThePaths.m_pathNodes[node].pos - pTarget->GetPosition()).Magnitude();
if (dist < minDist){
minDist = dist;
closestNode = node;
}
}
ThePaths.DoPathSearch(0, pCurNode->pos, curNode,
#ifdef FIX_PATHFIND_BUG
CVector(targetX, targetY, targetZ),
#else
CVector(targetX, targetY, 0.0f),
#endif
&pTargetNode, &numNodes, 1, pVehicle, &distanceToTargetNode, 999999.9f, closestNode);
}else{
#endif
ThePaths.DoPathSearch(0, pCurNode->pos, curNode,
#ifdef FIX_PATHFIND_BUG
CVector(targetX, targetY, targetZ),
#else
CVector(targetX, targetY, 0.0f),
#endif
&pTargetNode, &numNodes, 1, pVehicle, &distanceToTargetNode, 999999.9f, -1);
#ifndef REMOVE_TREADABLE_PATHFIND
}
#endif
int newNextNode;
int nextLink;
if (numNodes != 1 || pTargetNode == pCurNode){
float currentAngle = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
nextLink = 0;
float lowestAngleChange = 10.0f;
int numLinks = pCurNode->numLinks;
newNextNode = 0;
for (int i = 0; i < numLinks; i++){
int conNode = ThePaths.m_connections[i + pCurNode->firstLink];
if (conNode == prevNode && i > 1)
continue;
CPathNode* pTestNode = &ThePaths.m_pathNodes[conNode];
float angle = CGeneral::GetATanOfXY(pTestNode->pos.x - pCurNode->pos.x, pTestNode->pos.y - pCurNode->pos.y);
angle = LimitRadianAngle(angle - currentAngle);
angle = ABS(angle);
if (angle < lowestAngleChange){
lowestAngleChange = angle;
newNextNode = conNode;
nextLink = i;
}
}
}else{
nextLink = 0;
newNextNode = pTargetNode - ThePaths.m_pathNodes;
for (int i = pCurNode->firstLink; ThePaths.m_connections[i] != newNextNode; i++, nextLink++)
;
}
CPathNode* pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink]];
CCarPathLink* pCurLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
pVehicle->AutoPilot.m_nPrevRouteNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_nNextRouteNode;
pVehicle->AutoPilot.m_nNextRouteNode = newNextNode;
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 + pCurNode->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 currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->dirY;
float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * pNextLink->dirX;
float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * pNextLink->dirY;
if (lanesOnNextNode >= 0) {
CVector2D dist = pNextPathNode->pos - pCurNode->pos;
if (dist.MagnitudeSqr() >= SQR(7.0f)){
/* 25% chance vehicle will try to switch lane */
/* No lane switching if following car from far away */
/* ...although it's always one of those. */
if ((CGeneral::GetRandomNumber() & 0x600) == 0 &&
pVehicle->AutoPilot.m_nCarMission != MISSION_RAMPLAYER_FARAWAY &&
pVehicle->AutoPilot.m_nCarMission != MISSION_BLOCKPLAYER_FARAWAY &&
pVehicle->AutoPilot.m_nCarMission != MISSION_RAMCAR_FARAWAY &&
pVehicle->AutoPilot.m_nCarMission != MISSION_BLOCKCAR_FARAWAY){
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) * currentPathLinkForwardY,
pCurLink->posY - GetOffsetOfLaneFromCenterOfRoad(pVehicle->AutoPilot.m_nCurrentLane, pCurLink) * currentPathLinkForwardX,
0.0f);
CVector positionOnNextLinkIncludingLane(
pNextLink->posX + GetOffsetOfLaneFromCenterOfRoad(pVehicle->AutoPilot.m_nNextLane, pNextLink) * nextPathLinkForwardY,
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);
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = max(10, pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
}
bool CCarCtrl::PickNextNodeToFollowPath(CVehicle* pVehicle)
{
int curNode = pVehicle->AutoPilot.m_nNextRouteNode;
CPathNode* pCurNode = &ThePaths.m_pathNodes[curNode];
CPathNode* pTargetNode;
int16 numNodes;
float distanceToTargetNode;
if (pVehicle->AutoPilot.m_nPathFindNodesCount == 0){
ThePaths.DoPathSearch(0, pVehicle->GetPosition(), curNode,
pVehicle->AutoPilot.m_vecDestinationCoors, pVehicle->AutoPilot.m_aPathFindNodesInfo,
&pVehicle->AutoPilot.m_nPathFindNodesCount, NUM_PATH_NODES_IN_AUTOPILOT,
pVehicle, nil, 999999.9f, -1);
if (pVehicle->AutoPilot.m_nPathFindNodesCount < 1)
return true;
}
CPathNode* pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
CCarPathLink* pCurLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
pVehicle->AutoPilot.m_nPrevRouteNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_nNextRouteNode;
pVehicle->AutoPilot.m_nNextRouteNode = pVehicle->AutoPilot.m_aPathFindNodesInfo[0] - ThePaths.m_pathNodes;
pVehicle->AutoPilot.RemoveOnePathNode();
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;
int nextLink = 0;
for (int i = pCurNode->firstLink; ThePaths.m_connections[i] != pVehicle->AutoPilot.m_nNextRouteNode; i++, nextLink++)
;
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink]];
pVehicle->AutoPilot.m_nNextPathNodeInfo = ThePaths.m_carPathConnections[nextLink + pCurNode->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 currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->dirY;
float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * pNextLink->dirX;
float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * pNextLink->dirY;
if (lanesOnNextNode >= 0) {
CVector2D dist = pNextPathNode->pos - pCurNode->pos;
if (dist.MagnitudeSqr() >= SQR(7.0f) && (CGeneral::GetRandomNumber() & 0x600) == 0) {
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) * currentPathLinkForwardY,
pCurLink->posY - GetOffsetOfLaneFromCenterOfRoad(pVehicle->AutoPilot.m_nCurrentLane, pCurLink) * currentPathLinkForwardX,
0.0f);
CVector positionOnNextLinkIncludingLane(
pNextLink->posX + GetOffsetOfLaneFromCenterOfRoad(pVehicle->AutoPilot.m_nNextLane, pNextLink) * nextPathLinkForwardY,
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);
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = max(10, pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
return false;
}
bool bool
CCarCtrl::MapCouldMoveInThisArea(float x, float y) CCarCtrl::MapCouldMoveInThisArea(float x, float y)
{ {
@ -1434,4 +1885,5 @@ InjectHook(0x418320, &CCarCtrl::RemoveDistantCars, PATCH_JUMP);
InjectHook(0x418430, &CCarCtrl::PossiblyRemoveVehicle, PATCH_JUMP); InjectHook(0x418430, &CCarCtrl::PossiblyRemoveVehicle, PATCH_JUMP);
InjectHook(0x418C10, &CCarCtrl::FindMaximumSpeedForThisCarInTraffic, PATCH_JUMP); InjectHook(0x418C10, &CCarCtrl::FindMaximumSpeedForThisCarInTraffic, PATCH_JUMP);
InjectHook(0x41A590, &CCarCtrl::FindAngleToWeaveThroughTraffic, PATCH_JUMP); InjectHook(0x41A590, &CCarCtrl::FindAngleToWeaveThroughTraffic, PATCH_JUMP);
InjectHook(0x41BA50, &CCarCtrl::PickNextNodeAccordingStrategy, PATCH_JUMP);
ENDPATCHES ENDPATCHES

View File

@ -11,6 +11,10 @@ enum{
#define LANE_WIDTH 5.0f #define LANE_WIDTH 5.0f
#ifdef FIX_BUGS
#define FIX_PATHFIND_BUG
#endif
class CCarCtrl class CCarCtrl
{ {
enum eCarClass { enum eCarClass {
@ -56,7 +60,7 @@ public:
static bool IsThisVehicleInteresting(CVehicle*); static bool IsThisVehicleInteresting(CVehicle*);
static int32 CountCarsOfType(int32 mi); static int32 CountCarsOfType(int32 mi);
static void SlowCarOnRailsDownForTrafficAndLights(CVehicle*); static void SlowCarOnRailsDownForTrafficAndLights(CVehicle*);
static void PickNextNodeAccordingStrategy(CVehicle*); static bool PickNextNodeAccordingStrategy(CVehicle*);
static void DragCarToPoint(CVehicle*, CVector*); static void DragCarToPoint(CVehicle*, CVector*);
static float FindMaximumSpeedForThisCarInTraffic(CVehicle*); static float FindMaximumSpeedForThisCarInTraffic(CVehicle*);
static void SlowCarDownForCarsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float); static void SlowCarDownForCarsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float);
@ -71,6 +75,14 @@ public:
static void WeaveForPed(CEntity*, CVehicle*, float*, float*); static void WeaveForPed(CEntity*, CVehicle*, float*, float*);
static void WeaveThroughObjectsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float*); static void WeaveThroughObjectsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float*);
static void WeaveForObject(CEntity*, CVehicle*, float*, float*); static void WeaveForObject(CEntity*, CVehicle*, float*, float*);
#ifdef FIX_PATHFIND_BUG
static void PickNextNodeToChaseCar(CVehicle*, float, float, float, CVehicle*);
#else
static void PickNextNodeToChaseCar(CVehicle*, float, float, CVehicle*);
#endif
static bool PickNextNodeToFollowPath(CVehicle*);
static void PickNextNodeRandomly(CVehicle*);
static uint8 FindPathDirection(int32, int32, int32);
static float GetOffsetOfLaneFromCenterOfRoad(int8 lane, CCarPathLink* pLink) static float GetOffsetOfLaneFromCenterOfRoad(int8 lane, CCarPathLink* pLink)
{ {

View File

@ -1127,7 +1127,7 @@ enum {
COMMAND_GET_DEBUG_CAMERA_POINT_AT, COMMAND_GET_DEBUG_CAMERA_POINT_AT,
COMMAND_ATTACH_CHAR_TO_CAR, COMMAND_ATTACH_CHAR_TO_CAR,
COMMAND_DETACH_CHAR_FROM_CAR, COMMAND_DETACH_CHAR_FROM_CAR,
COMMAND_SET_CAR_CHANGE_LANE, COMMAND_SET_CAR_STAY_IN_FAST_LANE,
COMMAND_CLEAR_CHAR_LAST_WEAPON_DAMAGE, COMMAND_CLEAR_CHAR_LAST_WEAPON_DAMAGE,
COMMAND_CLEAR_CAR_LAST_WEAPON_DAMAGE, COMMAND_CLEAR_CAR_LAST_WEAPON_DAMAGE,
COMMAND_GET_RANDOM_COP_IN_AREA, COMMAND_GET_RANDOM_COP_IN_AREA,

View File

@ -71,7 +71,9 @@ enum Config {
NUMPICKUPS = 336, NUMPICKUPS = 336,
NUMEVENTS = 64, NUMEVENTS = 64,
NUM_CARGENS = 160 NUM_CARGENS = 160,
NUM_PATH_NODES_IN_AUTOPILOT = 8,
}; };
// We'll use this once we're ready to become independent of the game // We'll use this once we're ready to become independent of the game
@ -132,3 +134,4 @@ enum Config {
#define EXPLODING_AIRTRAIN // can blow up jumbo jet with rocket launcher #define EXPLODING_AIRTRAIN // can blow up jumbo jet with rocket launcher
#define ANIMATE_PED_COL_MODEL #define ANIMATE_PED_COL_MODEL
#define CANCELLABLE_CAR_ENTER #define CANCELLABLE_CAR_ENTER
//#define REMOVE_TREADABLE_PATHFIND

View File

@ -105,7 +105,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
AutoPilot.m_nCarMission = MISSION_NONE; AutoPilot.m_nCarMission = MISSION_NONE;
AutoPilot.m_nTempAction = TEMPACT_NONE; AutoPilot.m_nTempAction = TEMPACT_NONE;
AutoPilot.m_nTimeToStartMission = CTimer::GetTimeInMilliseconds(); AutoPilot.m_nTimeToStartMission = CTimer::GetTimeInMilliseconds();
AutoPilot.m_flag4 = false; AutoPilot.m_bStayInCurrentLevel = false;
AutoPilot.m_flag10 = false; AutoPilot.m_flag10 = false;
} }
@ -434,24 +434,26 @@ CVehicle::UsesSiren(uint32 id)
bool bool
CVehicle::IsVehicleNormal(void) CVehicle::IsVehicleNormal(void)
{ {
if(pDriver && m_nNumPassengers == 0 && m_status != STATUS_WRECKED){ if (!pDriver || m_nNumPassengers != 0 || m_status == STATUS_WRECKED)
switch(GetModelIndex()) return false;
case MI_FIRETRUCK: switch (GetModelIndex()){
case MI_AMBULAN: case MI_FIRETRUCK:
case MI_TAXI: case MI_AMBULAN:
case MI_POLICE: case MI_TAXI:
case MI_ENFORCER: case MI_POLICE:
case MI_BUS: case MI_ENFORCER:
case MI_RHINO: case MI_BUS:
case MI_BARRACKS: case MI_RHINO:
case MI_DODO: case MI_BARRACKS:
case MI_COACH: case MI_DODO:
case MI_CABBIE: case MI_COACH:
case MI_RCBANDIT: case MI_CABBIE:
case MI_BORGNINE: case MI_RCBANDIT:
return false; case MI_BORGNINE:
return false;
default:
return true;
} }
return false;
} }
bool bool