diff options
Diffstat (limited to 'src/engine/TrainCrossing.cpp')
| -rw-r--r-- | src/engine/TrainCrossing.cpp | 89 |
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; + } +} |
