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-rw-r--r--src/engine/TrainCrossing.cpp89
1 files changed, 89 insertions, 0 deletions
diff --git a/src/engine/TrainCrossing.cpp b/src/engine/TrainCrossing.cpp
new file mode 100644
index 000000000..3216e7945
--- /dev/null
+++ b/src/engine/TrainCrossing.cpp
@@ -0,0 +1,89 @@
+#include <libultraship.h>
+#include "TrainCrossing.h"
+#include "World.h"
+#include "vehicles/Vehicle.h"
+#include "vehicles/Train.h"
+#include <memory>
+
+extern "C" {
+#include "macros.h"
+#include "main.h"
+#include "vehicles.h"
+#include "code_80005FD0.h"
+#include "common_structs.h"
+}
+
+TrainCrossing::TrainCrossing(Vec3f position, u32 waypointMin, u32 waypointMax, f32 approachRadius, f32 exitRadius) {
+ Position[0] = position[0];
+ Position[1] = position[1];
+ Position[2] = position[2];
+ ApproachRadius = approachRadius;
+ ExitRadius = exitRadius;
+ WaypointMin = waypointMin;
+ WaypointMax = waypointMax;
+}
+
+void TrainCrossing::CrossingTrigger() {
+ f32 waypoint;
+ s32 i;
+ OnTriggered = 0;
+
+
+ for (const auto& vehicle : gWorldInstance.Vehicles) {
+ if (auto train = dynamic_cast<ATrain*>(vehicle.get())) {;
+ f32 radius = DynamicRadius(train->Locomotive.position, train->Locomotive.velocity, Position);
+
+ if (Distance(train->Locomotive.position, Position) < radius) {
+ OnTriggered = true; // Trigger within range
+ }
+ }
+ }
+
+ if (OnTriggered) {
+ Timer += 1;
+ } else {
+ Timer = 0;
+ }
+}
+
+void TrainCrossing::AICrossingBehaviour(s32 playerId) {
+ bStopAICrossing[playerId] = 0;
+
+ if ((!(D_801631E0[playerId] != 0)) ||
+ (set_vehicle_render_distance_flags(gPlayers[playerId].pos, TRAIN_CROSSING_AI_DISTANCE, 0))) {
+ if ((OnTriggered == 1) && ((Timer) > FRAMES_SINCE_CROSSING_ACTIVATED)) {
+ if ((sSomeNearestWaypoint > WaypointMin) && (sSomeNearestWaypoint < WaypointMax)) {
+ printf("STOP AI\n");
+ bStopAICrossing[playerId] = 1;
+ }
+ }
+ }
+}
+
+f32 TrainCrossing::Distance(Vec3f a, Vec3f b) {
+ float dx = b[0] - a[0]; // Difference in x-coordinates
+ float dy = b[1] - a[1]; // Difference in y-coordinates
+ float dz = b[2] - a[2]; // Difference in z-coordinates
+ return sqrt(dx * dx + dy * dy + dz * dz); // Return the distance
+}
+
+f32 TrainCrossing::DynamicRadius(Vec3f trainPos, Vec3f trainVelocity, Vec3f crossingPos) {
+ // Calculate direction of train (this assumes velocity is a normalized direction vector)
+ Vec3f trainToCrossing;
+ trainToCrossing[0] = crossingPos[0] - trainPos[0];
+ trainToCrossing[1] = crossingPos[1] - trainPos[1];
+ trainToCrossing[2] = crossingPos[2] - trainPos[2];
+
+ // Dot product to check if the train is approaching or moving away from the crossing
+ f32 dotProduct = trainToCrossing[0] * trainVelocity[0] +
+ trainToCrossing[1] * trainVelocity[1] +
+ trainToCrossing[2] * trainVelocity[2];
+
+ if (dotProduct > 0) {
+ // Train is approaching the crossing
+ return ApproachRadius;
+ } else {
+ // Train has passed the crossing
+ return ExitRadius;
+ }
+}