Minor fixes
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@ -22,6 +22,9 @@
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#include "World.h"
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#include "Zones.h"
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#define LANE_WIDTH 5.0f
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#define INFINITE_Z 1000000000.0f
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int &CCarCtrl::NumLawEnforcerCars = *(int*)0x8F1B38;
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int &CCarCtrl::NumAmbulancesOnDuty = *(int*)0x885BB0;
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int &CCarCtrl::NumFiretrucksOnDuty = *(int*)0x9411F0;
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@ -239,11 +242,12 @@ CCarCtrl::GenerateOneRandomCar()
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/* Testing if spawn position can reach target position via valid path. */
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return;
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int16 idInNode = 0;
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CPathNode* pNode1 = &ThePaths.m_pathNodes[curNodeId];
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while (idInNode < pNode1->numLinks &&
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ThePaths.m_connections[idInNode + pNode1->firstLink] != nextNodeId)
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CPathNode* pCurNode = &ThePaths.m_pathNodes[curNodeId];
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CPathNode* pNextNode = &ThePaths.m_pathNodes[nextNodeId];
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while (idInNode < pCurNode->numLinks &&
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ThePaths.m_connections[idInNode + pCurNode->firstLink] != nextNodeId)
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idInNode++;
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int16 connectionId = ThePaths.m_carPathConnections[idInNode + ThePaths.m_pathNodes[curNodeId].firstLink];
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int16 connectionId = ThePaths.m_carPathConnections[idInNode + pCurNode->firstLink];
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CCarPathLink* pPathLink = &ThePaths.m_carPathLinks[connectionId];
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int16 lanesOnCurrentRoad = pPathLink->pathNodeIndex == nextNodeId ? pPathLink->numLeftLanes : pPathLink->numRightLanes;
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CVehicleModelInfo* pModelInfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(carModel);
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@ -316,7 +320,7 @@ CCarCtrl::GenerateOneRandomCar()
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pCar->AutoPilot.m_nCurrentLane = pCar->AutoPilot.m_nPreviousLane = CGeneral::GetRandomNumber() % lanesOnCurrentRoad;
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CColBox* boundingBox = &CModelInfo::GetModelInfo(pCar->GetModelIndex())->GetColModel()->boundingBox;
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float carLength = 1.0f + (boundingBox->max.y - boundingBox->min.y) / 2;
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float distanceBetweenNodes = (ThePaths.m_pathNodes[curNodeId].pos - ThePaths.m_pathNodes[nextNodeId].pos).Magnitude2D();
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float distanceBetweenNodes = (pCurNode->pos - pNextNode->pos).Magnitude2D();
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/* If car is so long that it doesn't fit between two car nodes, place it directly in the middle. */
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/* Otherwise put it at least in a way that full vehicle length fits between two nodes. */
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if (distanceBetweenNodes / 2 < carLength)
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@ -324,7 +328,7 @@ CCarCtrl::GenerateOneRandomCar()
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else
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positionBetweenNodes = min(1.0f - carLength / distanceBetweenNodes, max(carLength / distanceBetweenNodes, positionBetweenNodes));
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pCar->AutoPilot.m_nNextDirection = (curNodeId >= nextNodeId) ? 1 : -1;
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if (ThePaths.m_pathNodes[curNodeId].numLinks == 1){
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if (pCurNode->numLinks == 1){
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/* Do not create vehicle if there is nowhere to go. */
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delete pCar;
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return;
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@ -332,12 +336,12 @@ CCarCtrl::GenerateOneRandomCar()
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int16 nextConnection = pCar->AutoPilot.m_nNextPathNodeInfo;
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int16 newLink;
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while (nextConnection == pCar->AutoPilot.m_nNextPathNodeInfo){
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newLink = CGeneral::GetRandomNumber() % ThePaths.m_pathNodes[curNodeId].numLinks;
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nextConnection = ThePaths.m_carPathConnections[newLink + ThePaths.m_pathNodes[curNodeId].firstLink];
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newLink = CGeneral::GetRandomNumber() % pCurNode->numLinks;
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nextConnection = ThePaths.m_carPathConnections[newLink + pCurNode->firstLink];
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}
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pCar->AutoPilot.m_nCurrentPathNodeInfo = nextConnection;
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pCar->AutoPilot.m_nCurrentDirection = (ThePaths.m_connections[newLink + ThePaths.m_pathNodes[curNodeId].firstLink] >= curNodeId) ? 1 : -1;
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CVector2D vecBetweenNodes = ThePaths.m_pathNodes[nextNodeId].pos - ThePaths.m_pathNodes[curNodeId].pos;
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pCar->AutoPilot.m_nCurrentDirection = (ThePaths.m_connections[newLink + pCurNode->firstLink] >= curNodeId) ? 1 : -1;
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CVector2D vecBetweenNodes = pNextNode->pos - pCurNode->pos;
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float forwardX, forwardY;
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float distBetweenNodes = vecBetweenNodes.Magnitude();
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if (distanceBetweenNodes == 0.0f){
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@ -358,16 +362,14 @@ CCarCtrl::GenerateOneRandomCar()
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float nextPathLinkForwardX = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].dirX;
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float nextPathLinkForwardY = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].dirY;
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/* Selecting lane. */
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CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo];
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float currentLaneCoefficient = (pCurrentLink->numLeftLanes == 0) ? (0.5f - 0.5f * pCurrentLink->numRightLanes) :
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((pCurrentLink->numRightLanes == 0) ? (0.5f - 0.5f * pCurrentLink->numLeftLanes) : 0.5f);
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/* 5.0f is most likely lane width. TODO: enum */
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float roadShiftAlongCurrentNode = (pCar->AutoPilot.m_nPreviousLane + currentLaneCoefficient) * 5.0f;
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float roadShiftAlongCurrentNode = (pCar->AutoPilot.m_nPreviousLane + currentLaneCoefficient) * LANE_WIDTH;
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CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo];
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float nextLaneCoefficient = (pNextLink->numLeftLanes == 0) ? (0.5f - 0.5f * pNextLink->numRightLanes) :
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((pNextLink->numRightLanes == 0) ? (0.5f - 0.5f * pNextLink->numLeftLanes) : 0.5f);
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float roadShiftAlongNextNode = (pCar->AutoPilot.m_nCurrentLane + nextLaneCoefficient) * 5.0f;
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float roadShiftAlongNextNode = (pCar->AutoPilot.m_nCurrentLane + nextLaneCoefficient) * LANE_WIDTH;
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CVector positionOnCurrentLinkIncludingLane(
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pCurrentLink->posX + roadShiftAlongCurrentNode * currentPathLinkForwardY,
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pCurrentLink->posY - roadShiftAlongCurrentNode * currentPathLinkForwardX,
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@ -412,11 +414,11 @@ CCarCtrl::GenerateOneRandomCar()
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&positionIncludingCurve,
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&directionIncludingCurve
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);
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CVector vectorBetweenNodes = ThePaths.m_pathNodes[curNodeId].pos - ThePaths.m_pathNodes[nextNodeId].pos;
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CVector vectorBetweenNodes = pCurNode->pos - pNextNode->pos;
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CVector finalPosition = positionIncludingCurve + vectorBetweenNodes * 2.0f / vectorBetweenNodes.Magnitude();
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finalPosition.z = positionBetweenNodes * ThePaths.m_pathNodes[nextNodeId].pos.z +
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(1.0f - positionBetweenNodes) * ThePaths.m_pathNodes[curNodeId].pos.z;
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float groundZ = 1000000000.0f; // TODO: define/enum
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finalPosition.z = positionBetweenNodes * pNextNode->pos.z +
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(1.0f - positionBetweenNodes) * pCurNode->pos.z;
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float groundZ = INFINITE_Z;
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CColPoint colPoint;
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CEntity* pEntity;
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if (CWorld::ProcessVerticalLine(finalPosition, 1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil))
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@ -425,7 +427,7 @@ CCarCtrl::GenerateOneRandomCar()
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if (ABS(colPoint.point.z - finalPosition.z) < ABS(groundZ - finalPosition.z))
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groundZ = colPoint.point.z;
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}
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if (groundZ == 1000000000.0f || ABS(groundZ - finalPosition.z) > 7.0f) {
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if (groundZ == INFINITE_Z || ABS(groundZ - finalPosition.z) > 7.0f) {
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/* Failed to find ground or too far from expected position. */
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delete pCar;
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return;
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