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-rw-r--r--src/control/CarCtrl.cpp94
1 files changed, 47 insertions, 47 deletions
diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp
index 827c97e7..ae38b68f 100644
--- a/src/control/CarCtrl.cpp
+++ b/src/control/CarCtrl.cpp
@@ -362,7 +362,7 @@ CCarCtrl::GenerateOneRandomCar()
if (distanceBetweenNodes / 2 < carLength)
positionBetweenNodes = 0.5f;
else
- positionBetweenNodes = min(1.0f - carLength / distanceBetweenNodes, max(carLength / distanceBetweenNodes, positionBetweenNodes));
+ positionBetweenNodes = Min(1.0f - carLength / distanceBetweenNodes, Max(carLength / distanceBetweenNodes, positionBetweenNodes));
pCar->AutoPilot.m_nNextDirection = (curNodeId >= nextNodeId) ? 1 : -1;
if (pCurNode->numLinks == 1){
/* Do not create vehicle if there is nowhere to go. */
@@ -804,10 +804,10 @@ CCarCtrl::FindMaximumSpeedForThisCarInTraffic(CVehicle* pVehicle)
float right = pVehicle->GetPosition().x + DISTANCE_TO_SCAN_FOR_DANGER;
float top = pVehicle->GetPosition().y - DISTANCE_TO_SCAN_FOR_DANGER;
float bottom = pVehicle->GetPosition().y + DISTANCE_TO_SCAN_FOR_DANGER;
- 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));
+ 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);
@@ -838,10 +838,10 @@ CCarCtrl::ScanForPedDanger(CVehicle* pVehicle)
float right = pVehicle->GetPosition().x + DISTANCE_TO_SCAN_FOR_DANGER;
float top = pVehicle->GetPosition().y - DISTANCE_TO_SCAN_FOR_DANGER;
float bottom = pVehicle->GetPosition().y + DISTANCE_TO_SCAN_FOR_DANGER;
- 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));
+ 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);
@@ -873,12 +873,12 @@ CCarCtrl::SlowCarOnRailsDownForTrafficAndLights(CVehicle* pVehicle)
float curSpeed = pVehicle->AutoPilot.m_fMaxTrafficSpeed;
if (maxSpeed >= curSpeed){
if (maxSpeed > curSpeed)
- pVehicle->AutoPilot.ModifySpeed(min(maxSpeed, curSpeed + 0.05f * CTimer::GetTimeStep()));
+ pVehicle->AutoPilot.ModifySpeed(Min(maxSpeed, curSpeed + 0.05f * CTimer::GetTimeStep()));
}else if (curSpeed != 0.0f) {
if (curSpeed < 0.1f)
pVehicle->AutoPilot.ModifySpeed(0.0f);
else
- pVehicle->AutoPilot.ModifySpeed(max(maxSpeed, curSpeed - 0.5f * CTimer::GetTimeStep()));
+ pVehicle->AutoPilot.ModifySpeed(Max(maxSpeed, curSpeed - 0.5f * CTimer::GetTimeStep()));
}
}
@@ -979,7 +979,7 @@ void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList& lst, CVehicle* pVehicle, f
if (distanceUntilHit < 10.0f){
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS ||
pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_SLOW_DOWN_FOR_CARS){
- *pSpeed = min(*pSpeed, ABS(distanceUntilHit - 1.0f) * 0.1f * curSpeed);
+ *pSpeed = Min(*pSpeed, ABS(distanceUntilHit - 1.0f) * 0.1f * curSpeed);
pVehicle->AutoPilot.m_bSlowedDownBecauseOfPeds = true;
if (distanceUntilHit < 2.0f){
pVehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT;
@@ -1028,11 +1028,11 @@ void CCarCtrl::SlowCarDownForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle,
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);
+ float minProximity = Min(proximityA, proximityB);
if (minProximity >= 0.0f && minProximity < 1.0f){
- minProximity = max(0.0f, (minProximity - 0.2f) * 1.25f);
+ minProximity = Max(0.0f, (minProximity - 0.2f) * 1.25f);
pVehicle->AutoPilot.m_bSlowedDownBecauseOfCars = true;
- *pSpeed = min(*pSpeed, minProximity * curSpeed);
+ *pSpeed = Min(*pSpeed, minProximity * curSpeed);
}
if (minProximity >= 0.0f && minProximity < 0.5f && pOtherEntity->IsVehicle() &&
CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission > 15000 &&
@@ -1041,7 +1041,7 @@ void CCarCtrl::SlowCarDownForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle,
if (pOtherEntity != FindPlayerVehicle() &&
DotProduct2D(pVehicle->GetForward(), pOtherVehicle->GetForward()) < 0.5f &&
pVehicle < pOtherVehicle){ /* that comparasion though... */
- *pSpeed = max(curSpeed / 5, *pSpeed);
+ *pSpeed = Max(curSpeed / 5, *pSpeed);
if (pVehicle->m_status == STATUS_SIMPLE){
pVehicle->m_status = STATUS_PHYSICS;
SwitchVehicleToRealPhysics(pVehicle);
@@ -1097,7 +1097,7 @@ float CCarCtrl::TestCollisionBetween2MovingRects(CVehicle* pVehicleA, CVehicle*
float proximityWidth = -(widthDistance - widthB) / widthProjection;
if (proximityWidth < 1.0f){
baseWidthProximity = proximityWidth;
- fullWidthProximity = min(1.0f, proximityWidth - fullWidthB / widthProjection);
+ fullWidthProximity = Min(1.0f, proximityWidth - fullWidthB / widthProjection);
}else{
baseWidthProximity = 1.0f;
}
@@ -1110,7 +1110,7 @@ float CCarCtrl::TestCollisionBetween2MovingRects(CVehicle* pVehicleA, CVehicle*
float proximityWidth = -(widthDistance + widthB) / widthProjection;
if (proximityWidth < 1.0f) {
baseWidthProximity = proximityWidth;
- fullWidthProximity = min(1.0f, proximityWidth + fullWidthB / widthProjection);
+ fullWidthProximity = Min(1.0f, proximityWidth + fullWidthB / widthProjection);
}
else {
baseWidthProximity = 1.0f;
@@ -1135,7 +1135,7 @@ float CCarCtrl::TestCollisionBetween2MovingRects(CVehicle* pVehicleA, CVehicle*
float proximityLength = -(lenDistance - lenB) / lenProjection;
if (proximityLength < 1.0f) {
baseLengthProximity = proximityLength;
- fullLengthProximity = min(1.0f, proximityLength - fullLenB / lenProjection);
+ fullLengthProximity = Min(1.0f, proximityLength - fullLenB / lenProjection);
}
else {
baseLengthProximity = 1.0f;
@@ -1151,7 +1151,7 @@ float CCarCtrl::TestCollisionBetween2MovingRects(CVehicle* pVehicleA, CVehicle*
float proximityLength = -(lenDistance + backLenB) / lenProjection;
if (proximityLength < 1.0f) {
baseLengthProximity = proximityLength;
- fullLengthProximity = min(1.0f, proximityLength + fullLenB / lenProjection);
+ fullLengthProximity = Min(1.0f, proximityLength + fullLenB / lenProjection);
}
else {
baseLengthProximity = 1.0f;
@@ -1168,24 +1168,24 @@ float CCarCtrl::TestCollisionBetween2MovingRects(CVehicle* pVehicleA, CVehicle*
else if (lenProjection < 0.0f) {
fullLengthProximity = -(backLenB + lenDistance) / lenProjection;
}
- float baseProximity = max(baseWidthProximity, baseLengthProximity);
+ float baseProximity = Max(baseWidthProximity, baseLengthProximity);
if (baseProximity < fullWidthProximity && baseProximity < fullLengthProximity)
- proximity = min(proximity, baseProximity);
+ proximity = Min(proximity, baseProximity);
}
return proximity;
}
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 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));
+ 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);
@@ -1566,8 +1566,8 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
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);
+ 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;
}
@@ -1595,7 +1595,7 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
if (pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve < 10)
/* Oh hey there Obbe */
printf("fout\n");
- pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = max(10, pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
+ pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = Max(10, pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
}
uint8 CCarCtrl::FindPathDirection(int32 prevNode, int32 curNode, int32 nextNode)
@@ -1746,8 +1746,8 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
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);
+ 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;
@@ -1773,7 +1773,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
directionCurrentLinkX, directionCurrentLinkY,
directionNextLinkX, directionNextLinkY
) * (1000.0f / pVehicle->AutoPilot.m_fMaxTrafficSpeed);
- pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = max(10, pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
+ pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = Max(10, pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
}
bool CCarCtrl::PickNextNodeToFollowPath(CVehicle* pVehicle)
@@ -1826,8 +1826,8 @@ bool CCarCtrl::PickNextNodeToFollowPath(CVehicle* pVehicle)
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);
+ 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;
@@ -1853,7 +1853,7 @@ bool CCarCtrl::PickNextNodeToFollowPath(CVehicle* pVehicle)
directionCurrentLinkX, directionCurrentLinkY,
directionNextLinkX, directionNextLinkY
) * (1000.0f / pVehicle->AutoPilot.m_fMaxTrafficSpeed);
- pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = max(10, pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
+ pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = Max(10, pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
return false;
}
@@ -1965,7 +1965,7 @@ float CCarCtrl::FindSpeedMultiplier(float angleChange, float minAngle, float max
{
float angle = Abs(LimitRadianAngle(angleChange));
float n = angle - minAngle;
- n = max(0.0f, n);
+ n = Max(0.0f, n);
float d = maxAngle - minAngle;
float mult = 1.0f - n / d * (1.0f - coef);
if (n > d)
@@ -2252,9 +2252,9 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv
angleCurrentLink = FindAngleToWeaveThroughTraffic(pVehicle, nil, angleCurrentLink, angleForward);
float steerAngle = LimitRadianAngle(angleCurrentLink - angleForward);
float maxAngle = FindMaxSteerAngle(pVehicle);
- steerAngle = min(maxAngle, max(-maxAngle, steerAngle));
+ steerAngle = Min(maxAngle, Max(-maxAngle, steerAngle));
if (pVehicle->GetMoveSpeed().Magnitude() > MIN_SPEED_TO_START_LIMITING_STEER)
- steerAngle = min(MAX_ANGLE_TO_STEER_AT_HIGH_SPEED, max(-MAX_ANGLE_TO_STEER_AT_HIGH_SPEED, steerAngle));
+ steerAngle = Min(MAX_ANGLE_TO_STEER_AT_HIGH_SPEED, Max(-MAX_ANGLE_TO_STEER_AT_HIGH_SPEED, steerAngle));
float currentForwardSpeed = DotProduct(pVehicle->GetMoveSpeed(), pVehicle->GetForward()) * GAME_SPEED_TO_CARAI_SPEED;
float speedStyleMultiplier;
switch (pVehicle->AutoPilot.m_nDrivingStyle) {
@@ -2298,21 +2298,21 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv
speedNodesMultiplier = 1.0f -
(1.0f - scalarDistanceToNextNode / DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN) *
(1.0f - tmpWideMultiplier);
- float speedMultiplier = min(speedStyleMultiplier, min(speedAngleMultiplier, speedNodesMultiplier));
+ float speedMultiplier = Min(speedStyleMultiplier, Min(speedAngleMultiplier, speedNodesMultiplier));
float speed = pVehicle->AutoPilot.m_nCruiseSpeed * speedMultiplier;
float speedDifference = speed - currentForwardSpeed;
if (speed < 0.05f && speedDifference < 0.03f){
*pBrake = 1.0f;
*pAccel = 0.0f;
}else if (speedDifference <= 0.0f){
- *pBrake = min(0.5f, -speedDifference * 0.05f);
+ *pBrake = Min(0.5f, -speedDifference * 0.05f);
*pAccel = 0.0f;
}else if (currentForwardSpeed < 2.0f){
*pBrake = 0.0f;
- *pAccel = min(1.0f, speedDifference * 0.25f);
+ *pAccel = Min(1.0f, speedDifference * 0.25f);
}else{
*pBrake = 0.0f;
- *pAccel = min(1.0f, speedDifference * 0.125f);
+ *pAccel = Min(1.0f, speedDifference * 0.125f);
}
*pSwerve = steerAngle;
*pHandbrake = false;
@@ -2332,7 +2332,7 @@ void CCarCtrl::SteerAICarWithPhysicsHeadingForTarget(CVehicle* pVehicle, CPhysic
if (ABS(steerAngle) > MIN_ANGLE_TO_APPLY_HANDBRAKE)
*pHandbrake = true;
float maxAngle = FindMaxSteerAngle(pVehicle);
- steerAngle = min(maxAngle, max(-maxAngle, steerAngle));
+ steerAngle = Min(maxAngle, Max(-maxAngle, steerAngle));
float speedMultiplier = FindSpeedMultiplier(angleToTarget - angleForward,
MIN_ANGLE_FOR_SPEED_LIMITING, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT);
float speedTarget = pVehicle->AutoPilot.m_nCruiseSpeed * speedMultiplier;
@@ -2340,9 +2340,9 @@ void CCarCtrl::SteerAICarWithPhysicsHeadingForTarget(CVehicle* pVehicle, CPhysic
float speedDiff = speedTarget - currentSpeed;
if (speedDiff <= 0.0f){
*pAccel = 0.0f;
- *pBrake = min(0.5f, -speedDiff * 0.05f);
+ *pBrake = Min(0.5f, -speedDiff * 0.05f);
}else if (currentSpeed < 25.0f){
- *pAccel = min(1.0f, speedDiff * 0.1f);
+ *pAccel = Min(1.0f, speedDiff * 0.1f);
*pBrake = 0.0f;
}else{
*pAccel = 1.0f;
@@ -2414,7 +2414,7 @@ void CCarCtrl::SteerAIBoatWithPhysicsHeadingForTarget(CBoat* pBoat, float target
float angleToTarget = CGeneral::GetATanOfXY(distanceToTarget.x, distanceToTarget.y);
float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
float angleDiff = LimitRadianAngle(angleToTarget - angleForward);
- angleDiff = min(DEFAULT_MAX_STEER_ANGLE, max(-DEFAULT_MAX_STEER_ANGLE, angleDiff));
+ angleDiff = Min(DEFAULT_MAX_STEER_ANGLE, Max(-DEFAULT_MAX_STEER_ANGLE, angleDiff));
float currentSpeed = pBoat->GetMoveSpeed().Magnitude2D(); // +0.0f for some reason
float speedDiff = pBoat->AutoPilot.m_nCruiseSpeed - currentSpeed * 60.0f;
if (speedDiff > 0.0f){