implemented most of vice city path system

This commit is contained in:
aap
2020-05-03 15:57:57 +02:00
parent ff4af35292
commit 702da55ec9
20 changed files with 1149 additions and 367 deletions

View File

@@ -150,12 +150,12 @@ CTrafficLights::ScanForLightsOnMap(void)
// Check cars
for(i = 0; i < ThePaths.m_numCarPathLinks; i++){
CVector2D dist = ThePaths.m_carPathLinks[i].pos - light->GetPosition();
CVector2D dist = ThePaths.m_carPathLinks[i].GetPosition() - light->GetPosition();
float dotY = Abs(DotProduct2D(dist, light->GetForward())); // forward is direction of car light
float dotX = DotProduct2D(dist, light->GetRight()); // towards base of light
// it has to be on the correct side of the node and also not very far away
if(dotX < 0.0f && dotX > -15.0f && dotY < 3.0f){
float dz = ThePaths.m_pathNodes[ThePaths.m_carPathLinks[i].pathNodeIndex].pos.z -
float dz = ThePaths.m_pathNodes[ThePaths.m_carPathLinks[i].pathNodeIndex].GetZ() -
light->GetPosition().z;
if(dz < 15.0f){
ThePaths.m_carPathLinks[i].trafficLightType = FindTrafficLightType(light);
@@ -182,16 +182,16 @@ CTrafficLights::ScanForLightsOnMap(void)
// Check peds
for(i = ThePaths.m_numCarPathNodes; i < ThePaths.m_numPathNodes; i++){
float dist1, dist2;
dist1 = Abs(ThePaths.m_pathNodes[i].pos.x - light->GetPosition().x) +
Abs(ThePaths.m_pathNodes[i].pos.y - light->GetPosition().y);
dist1 = Abs(ThePaths.m_pathNodes[i].GetX() - light->GetPosition().x) +
Abs(ThePaths.m_pathNodes[i].GetY() - light->GetPosition().y);
if(dist1 < 50.0f){
for(l = 0; l < ThePaths.m_pathNodes[i].numLinks; l++){
j = ThePaths.m_pathNodes[i].firstLink + l;
if(ThePaths.m_connectionFlags[j].bCrossesRoad){
dist2 = Abs(ThePaths.m_pathNodes[j].pos.x - light->GetPosition().x) +
Abs(ThePaths.m_pathNodes[j].pos.y - light->GetPosition().y);
if(ThePaths.ConnectionCrossesRoad(j)){
dist2 = Abs(ThePaths.m_pathNodes[j].GetX() - light->GetPosition().x) +
Abs(ThePaths.m_pathNodes[j].GetY() - light->GetPosition().y);
if(dist1 < 15.0f || dist2 < 15.0f)
ThePaths.m_connectionFlags[j].bTrafficLight = true;
ThePaths.ConnectionSetTrafficLight(j);
}
}
}
@@ -213,8 +213,8 @@ CTrafficLights::ShouldCarStopForLight(CVehicle *vehicle, bool alwaysStop)
if(alwaysStop ||
(type&~SOME_FLAG) == 1 && LightForCars1() != CAR_LIGHTS_GREEN ||
(type&~SOME_FLAG) == 2 && LightForCars2() != CAR_LIGHTS_GREEN){
float dist = DotProduct2D(CVector2D(vehicle->GetPosition()) - ThePaths.m_carPathLinks[node].pos,
ThePaths.m_carPathLinks[node].dir);
float dist = DotProduct2D(CVector2D(vehicle->GetPosition()) - ThePaths.m_carPathLinks[node].GetPosition(),
ThePaths.m_carPathLinks[node].GetDirection());
if(vehicle->AutoPilot.m_nNextDirection == -1){
if(dist > 0.0f && dist < 8.0f)
return true;
@@ -233,8 +233,8 @@ CTrafficLights::ShouldCarStopForLight(CVehicle *vehicle, bool alwaysStop)
if(alwaysStop ||
(type&~SOME_FLAG) == 1 && LightForCars1() != CAR_LIGHTS_GREEN ||
(type&~SOME_FLAG) == 2 && LightForCars2() != CAR_LIGHTS_GREEN){
float dist = DotProduct2D(CVector2D(vehicle->GetPosition()) - ThePaths.m_carPathLinks[node].pos,
ThePaths.m_carPathLinks[node].dir);
float dist = DotProduct2D(CVector2D(vehicle->GetPosition()) - ThePaths.m_carPathLinks[node].GetPosition(),
ThePaths.m_carPathLinks[node].GetDirection());
if(vehicle->AutoPilot.m_nCurrentDirection == -1){
if(dist > 0.0f && dist < 8.0f)
return true;
@@ -254,8 +254,8 @@ CTrafficLights::ShouldCarStopForLight(CVehicle *vehicle, bool alwaysStop)
if(alwaysStop ||
(type&~SOME_FLAG) == 1 && LightForCars1() != CAR_LIGHTS_GREEN ||
(type&~SOME_FLAG) == 2 && LightForCars2() != CAR_LIGHTS_GREEN){
float dist = DotProduct2D(CVector2D(vehicle->GetPosition()) - ThePaths.m_carPathLinks[node].pos,
ThePaths.m_carPathLinks[node].dir);
float dist = DotProduct2D(CVector2D(vehicle->GetPosition()) - ThePaths.m_carPathLinks[node].GetPosition(),
ThePaths.m_carPathLinks[node].GetDirection());
if(vehicle->AutoPilot.m_nPreviousDirection == -1){
if(dist > 0.0f && dist < 6.0f)
return true;