From 370c4e48cd87122e8d38f1a72f6b8f62ff7b9c96 Mon Sep 17 00:00:00 2001 From: Filip Gawin Date: Sun, 19 Apr 2020 18:34:08 +0200 Subject: Try to build with mingw --- src/control/CarCtrl.cpp | 94 ++++++++++++++++++++++++------------------------- 1 file changed, 47 insertions(+), 47 deletions(-) (limited to 'src/control/CarCtrl.cpp') 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){ -- cgit v1.2.3