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-rw-r--r--src/control/CarCtrl.cpp485
1 files changed, 279 insertions, 206 deletions
diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp
index f347b2c9..71236580 100644
--- a/src/control/CarCtrl.cpp
+++ b/src/control/CarCtrl.cpp
@@ -281,7 +281,7 @@ CCarCtrl::GenerateOneRandomCar()
CPathNode* pCurNode = &ThePaths.m_pathNodes[curNodeId];
CPathNode* pNextNode = &ThePaths.m_pathNodes[nextNodeId];
while (idInNode < pCurNode->numLinks &&
- ThePaths.m_connections[idInNode + pCurNode->firstLink] != nextNodeId)
+ ThePaths.ConnectedNode(idInNode + pCurNode->firstLink) != nextNodeId)
idInNode++;
int16 connectionId = ThePaths.m_carPathConnections[idInNode + pCurNode->firstLink];
CCarPathLink* pPathLink = &ThePaths.m_carPathLinks[connectionId];
@@ -291,10 +291,10 @@ CCarCtrl::GenerateOneRandomCar()
/* Not spawning vehicle if road is one way and intended direction is opposide to that way. */
/* Also not spawning bikes but they don't exist in final game. */
return;
- CAutomobile* pCar = new CAutomobile(carModel, RANDOM_VEHICLE);
- pCar->AutoPilot.m_nPrevRouteNode = 0;
- pCar->AutoPilot.m_nCurrentRouteNode = curNodeId;
- pCar->AutoPilot.m_nNextRouteNode = nextNodeId;
+ CAutomobile* pVehicle = new CAutomobile(carModel, RANDOM_VEHICLE);
+ pVehicle->AutoPilot.m_nPrevRouteNode = 0;
+ pVehicle->AutoPilot.m_nCurrentRouteNode = curNodeId;
+ pVehicle->AutoPilot.m_nNextRouteNode = nextNodeId;
switch (carClass) {
case POOR:
case RICH:
@@ -313,71 +313,71 @@ CCarCtrl::GenerateOneRandomCar()
case GANG8:
case GANG9:
{
- pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14);
+ pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14);
if (carClass == EXEC)
- pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18);
+ pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18);
else if (carClass == POOR || carClass == SPECIAL)
- pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10);
- CVehicleModelInfo* pVehicleInfo = pCar->GetModelInfo();
- if (pVehicleInfo->GetColModel()->boundingBox.max.y - pCar->GetModelInfo()->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) {
- pCar->AutoPilot.m_nCruiseSpeed *= 3;
- pCar->AutoPilot.m_nCruiseSpeed /= 4;
+ pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10);
+ CVehicleModelInfo* pVehicleInfo = pVehicle->GetModelInfo();
+ if (pVehicleInfo->GetColModel()->boundingBox.max.y - pVehicle->GetModelInfo()->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) {
+ pVehicle->AutoPilot.m_nCruiseSpeed *= 3;
+ pVehicle->AutoPilot.m_nCruiseSpeed /= 4;
}
- pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed;
- pCar->AutoPilot.m_nCarMission = MISSION_CRUISE;
- pCar->AutoPilot.m_nTempAction = TEMPACT_NONE;
- pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
+ pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
+ pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
+ pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
+ pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
break;
}
case COPS:
- pCar->AutoPilot.m_nTempAction = TEMPACT_NONE;
+ pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel != 0){
- pCar->AutoPilot.m_nCruiseSpeed = CCarAI::FindPoliceCarSpeedForWantedLevel(pCar);
- pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed / 2;
- pCar->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
- pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
+ pVehicle->AutoPilot.m_nCruiseSpeed = CCarAI::FindPoliceCarSpeedForWantedLevel(pVehicle);
+ pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed / 2;
+ pVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
+ pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
}else{
- pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 16);
- pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed;
- pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
- pCar->AutoPilot.m_nCarMission = MISSION_CRUISE;
+ pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 16);
+ pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
+ pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
+ pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
}
if (carModel == MI_FBICAR){
- pCar->m_currentColour1 = 0;
- pCar->m_currentColour2 = 0;
+ pVehicle->m_currentColour1 = 0;
+ pVehicle->m_currentColour2 = 0;
/* FBI cars are gray in carcols, but we want them black if they going after player. */
}
default:
break;
}
- if (pCar && pCar->GetModelIndex() == MI_MRWHOOP)
- pCar->m_bSirenOrAlarm = true;
- pCar->AutoPilot.m_nNextPathNodeInfo = connectionId;
- pCar->AutoPilot.m_nNextLane = pCar->AutoPilot.m_nCurrentLane = CGeneral::GetRandomNumber() % lanesOnCurrentRoad;
- CColBox* boundingBox = &CModelInfo::GetModelInfo(pCar->GetModelIndex())->GetColModel()->boundingBox;
+ if (pVehicle && pVehicle->GetModelIndex() == MI_MRWHOOP)
+ pVehicle->m_bSirenOrAlarm = true;
+ pVehicle->AutoPilot.m_nNextPathNodeInfo = connectionId;
+ pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane = CGeneral::GetRandomNumber() % lanesOnCurrentRoad;
+ CColBox* boundingBox = &CModelInfo::GetModelInfo(pVehicle->GetModelIndex())->GetColModel()->boundingBox;
float carLength = 1.0f + (boundingBox->max.y - boundingBox->min.y) / 2;
- float distanceBetweenNodes = (pCurNode->pos - pNextNode->pos).Magnitude2D();
+ float distanceBetweenNodes = (pCurNode->GetPosition() - pNextNode->GetPosition()).Magnitude2D();
/* If car is so long that it doesn't fit between two car nodes, place it directly in the middle. */
/* Otherwise put it at least in a way that full vehicle length fits between two nodes. */
if (distanceBetweenNodes / 2 < carLength)
positionBetweenNodes = 0.5f;
else
positionBetweenNodes = Min(1.0f - carLength / distanceBetweenNodes, Max(carLength / distanceBetweenNodes, positionBetweenNodes));
- pCar->AutoPilot.m_nNextDirection = (curNodeId >= nextNodeId) ? 1 : -1;
+ pVehicle->AutoPilot.m_nNextDirection = (curNodeId >= nextNodeId) ? 1 : -1;
if (pCurNode->numLinks == 1){
/* Do not create vehicle if there is nowhere to go. */
- delete pCar;
+ delete pVehicle;
return;
}
- int16 nextConnection = pCar->AutoPilot.m_nNextPathNodeInfo;
+ int16 nextConnection = pVehicle->AutoPilot.m_nNextPathNodeInfo;
int16 newLink;
- while (nextConnection == pCar->AutoPilot.m_nNextPathNodeInfo){
+ while (nextConnection == pVehicle->AutoPilot.m_nNextPathNodeInfo){
newLink = CGeneral::GetRandomNumber() % pCurNode->numLinks;
nextConnection = ThePaths.m_carPathConnections[newLink + pCurNode->firstLink];
}
- pCar->AutoPilot.m_nCurrentPathNodeInfo = nextConnection;
- pCar->AutoPilot.m_nCurrentDirection = (ThePaths.m_connections[newLink + pCurNode->firstLink] >= curNodeId) ? 1 : -1;
- CVector2D vecBetweenNodes = pNextNode->pos - pCurNode->pos;
+ pVehicle->AutoPilot.m_nCurrentPathNodeInfo = nextConnection;
+ pVehicle->AutoPilot.m_nCurrentDirection = (ThePaths.ConnectedNode(newLink + pCurNode->firstLink) >= curNodeId) ? 1 : -1;
+ CVector2D vecBetweenNodes = pNextNode->GetPosition() - pCurNode->GetPosition();
float forwardX, forwardY;
float distBetweenNodes = vecBetweenNodes.Magnitude();
if (distanceBetweenNodes == 0.0f){
@@ -389,44 +389,110 @@ CCarCtrl::GenerateOneRandomCar()
}
/* I think the following might be some form of SetRotateZOnly. */
/* Setting up direction between two car nodes. */
- pCar->GetForward() = CVector(forwardX, forwardY, 0.0f);
- pCar->GetRight() = CVector(forwardY, -forwardX, 0.0f);
- pCar->GetUp() = CVector(0.0f, 0.0f, 1.0f);
+ pVehicle->GetForward() = CVector(forwardX, forwardY, 0.0f);
+ pVehicle->GetRight() = CVector(forwardY, -forwardX, 0.0f);
+ pVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f);
- float currentPathLinkForwardX = pCar->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo].dir.x;
- float currentPathLinkForwardY = pCar->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo].dir.y;
- float nextPathLinkForwardX = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].dir.x;
- float nextPathLinkForwardY = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].dir.y;
+ float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirX();
+ float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirY();
+ float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirX();
+ float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirY();
+
+#ifdef FIX_BUGS
+ CCarPathLink* pCurrentLink;
+ CCarPathLink* pNextLink;
+ CVector positionOnCurrentLinkIncludingLane;
+ CVector positionOnNextLinkIncludingLane;
+ float directionCurrentLinkX;
+ float directionCurrentLinkY;
+ float directionNextLinkX;
+ float directionNextLinkY;
+ if (positionBetweenNodes < 0.5f) {
+ float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirX();
+ float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirY();
+ float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirX();
+ float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirY();
+
+ pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
+ pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
+ positionOnCurrentLinkIncludingLane = CVector(
+ pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
+ pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
+ 0.0f);
+ positionOnNextLinkIncludingLane = CVector(
+ pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
+ pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
+ 0.0f);
+ directionCurrentLinkX = pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
+ directionCurrentLinkY = pCurrentLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection;
+ directionNextLinkX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
+ directionNextLinkY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection;
+ /* We want to make a path between two links that may not have the same forward directions a curve. */
+ pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
+ &positionOnCurrentLinkIncludingLane,
+ &positionOnNextLinkIncludingLane,
+ directionCurrentLinkX, directionCurrentLinkY,
+ directionNextLinkX, directionNextLinkY
+ ) * (1000.0f / pVehicle->AutoPilot.m_fMaxTrafficSpeed);
+ pVehicle->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
+ (uint32)((0.5f + positionBetweenNodes) * pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
+ }
+ else {
+ PickNextNodeRandomly(pVehicle);
+ pVehicle->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
+ (uint32)((positionBetweenNodes - 0.5f) * pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
- CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo];
- CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo];
+ float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirX();
+ float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirY();
+ float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirX();
+ float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirY();
+
+ pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
+ pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
+ positionOnCurrentLinkIncludingLane = CVector(
+ pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
+ pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
+ 0.0f);
+ positionOnNextLinkIncludingLane = CVector(
+ pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
+ pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
+ 0.0f);
+ directionCurrentLinkX = pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
+ directionCurrentLinkY = pCurrentLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection;
+ directionNextLinkX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
+ directionNextLinkY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection;
+ pCurNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nCurrentRouteNode];
+ pNextNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
+ }
+#else
+ float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirX();
+ float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirY();
+ float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirX();
+ float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirY();
+
+ CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
+ CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
CVector positionOnCurrentLinkIncludingLane(
- pCurrentLink->pos.x + ((pCar->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
- pCurrentLink->pos.y - ((pCar->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
+ pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
+ pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
0.0f);
CVector positionOnNextLinkIncludingLane(
- pNextLink->pos.x + ((pCar->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
- pNextLink->pos.y - ((pCar->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
+ pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
+ pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
0.0f);
- float directionCurrentLinkX = pCurrentLink->dir.x * pCar->AutoPilot.m_nCurrentDirection;
- float directionCurrentLinkY = pCurrentLink->dir.y * pCar->AutoPilot.m_nCurrentDirection;
- float directionNextLinkX = pNextLink->dir.x * pCar->AutoPilot.m_nNextDirection;
- float directionNextLinkY = pNextLink->dir.y * pCar->AutoPilot.m_nNextDirection;
+ float directionCurrentLinkX = pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
+ float directionCurrentLinkY = pCurrentLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection;
+ float directionNextLinkX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
+ float directionNextLinkY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection;
/* We want to make a path between two links that may not have the same forward directions a curve. */
- pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
+ pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
&positionOnCurrentLinkIncludingLane,
&positionOnNextLinkIncludingLane,
directionCurrentLinkX, directionCurrentLinkY,
directionNextLinkX, directionNextLinkY
- ) * (1000.0f / pCar->AutoPilot.m_fMaxTrafficSpeed);
-#ifdef FIX_BUGS
- /* Casting timer to float is very unwanted. In this case it's not awful */
- /* but in CAutoPilot::ModifySpeed it can even cause crashes (see SilentPatch). */
- pCar->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
- (uint32)((0.5f + positionBetweenNodes) * pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve);
-#else
- pCar->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
- (0.5f + positionBetweenNodes) * pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve;
+ ) * (1000.0f / pVehicle->AutoPilot.m_fMaxTrafficSpeed);
+ pVehicle->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
+ (0.5f + positionBetweenNodes) * pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
#endif
CVector directionCurrentLink(directionCurrentLinkX, directionCurrentLinkY, 0.0f);
CVector directionNextLink(directionNextLinkX, directionNextLinkY, 0.0f);
@@ -437,15 +503,15 @@ CCarCtrl::GenerateOneRandomCar()
&positionOnNextLinkIncludingLane,
&directionCurrentLink,
&directionNextLink,
- GetPositionAlongCurrentCurve(pCar),
- pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve,
+ GetPositionAlongCurrentCurve(pVehicle),
+ pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve,
&positionIncludingCurve,
&directionIncludingCurve
);
- CVector vectorBetweenNodes = pCurNode->pos - pNextNode->pos;
+ CVector vectorBetweenNodes = pCurNode->GetPosition() - pNextNode->GetPosition();
CVector finalPosition = positionIncludingCurve + vectorBetweenNodes * 2.0f / vectorBetweenNodes.Magnitude();
- finalPosition.z = positionBetweenNodes * pNextNode->pos.z +
- (1.0f - positionBetweenNodes) * pCurNode->pos.z;
+ finalPosition.z = positionBetweenNodes * pNextNode->GetZ() +
+ (1.0f - positionBetweenNodes) * pCurNode->GetZ();
float groundZ = INFINITE_Z;
CColPoint colPoint;
CEntity* pEntity;
@@ -457,13 +523,13 @@ CCarCtrl::GenerateOneRandomCar()
}
if (groundZ == INFINITE_Z || ABS(groundZ - finalPosition.z) > 7.0f) {
/* Failed to find ground or too far from expected position. */
- delete pCar;
+ delete pVehicle;
return;
}
- finalPosition.z = groundZ + pCar->GetHeightAboveRoad();
- pCar->GetPosition() = finalPosition;
- pCar->SetMoveSpeed(directionIncludingCurve / GAME_SPEED_TO_CARAI_SPEED);
- CVector2D speedDifferenceWithTarget = (CVector2D)pCar->GetMoveSpeed() - vecPlayerSpeed;
+ finalPosition.z = groundZ + pVehicle->GetHeightAboveRoad();
+ pVehicle->SetPosition(finalPosition);
+ pVehicle->SetMoveSpeed(directionIncludingCurve / GAME_SPEED_TO_CARAI_SPEED);
+ CVector2D speedDifferenceWithTarget = (CVector2D)pVehicle->GetMoveSpeed() - vecPlayerSpeed;
CVector2D distanceToTarget = positionIncludingCurve - vecTargetPos;
switch (carClass) {
case POOR:
@@ -482,59 +548,59 @@ CCarCtrl::GenerateOneRandomCar()
case NINES:
case GANG8:
case GANG9:
- pCar->m_status = STATUS_SIMPLE;
+ pVehicle->SetStatus(STATUS_SIMPLE);
break;
case COPS:
- pCar->m_status = (pCar->AutoPilot.m_nCarMission == MISSION_CRUISE) ? STATUS_SIMPLE : STATUS_PHYSICS;
- pCar->ChangeLawEnforcerState(1);
+ pVehicle->SetStatus((pVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE) ? STATUS_SIMPLE : STATUS_PHYSICS);
+ pVehicle->ChangeLawEnforcerState(1);
break;
default:
break;
}
- CVisibilityPlugins::SetClumpAlpha(pCar->GetClump(), 0);
- if (!pCar->GetIsOnScreen()){
- if ((vecTargetPos - pCar->GetPosition()).Magnitude2D() > 50.0f) {
+ CVisibilityPlugins::SetClumpAlpha(pVehicle->GetClump(), 0);
+ if (!pVehicle->GetIsOnScreen()){
+ if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > 50.0f) {
/* Too far away cars that are not visible aren't needed. */
- delete pCar;
+ delete pVehicle;
return;
}
- }else if((vecTargetPos - pCar->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * 130.0f ||
- (vecTargetPos - pCar->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * 110.0f){
- delete pCar;
+ }else if((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * 130.0f ||
+ (vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * 110.0f){
+ delete pVehicle;
return;
- }else if((TheCamera.GetPosition() - pCar->GetPosition()).Magnitude2D() < 90.0f * TheCamera.GenerationDistMultiplier){
- delete pCar;
+ }else if((TheCamera.GetPosition() - pVehicle->GetPosition()).Magnitude2D() < 90.0f * TheCamera.GenerationDistMultiplier){
+ delete pVehicle;
return;
}
- CVehicleModelInfo* pVehicleModel = pCar->GetModelInfo();
+ CVehicleModelInfo* pVehicleModel = pVehicle->GetModelInfo();
float radiusToTest = pVehicleModel->GetColModel()->boundingSphere.radius;
if (testForCollision){
- CWorld::FindObjectsKindaColliding(pCar->GetPosition(), radiusToTest + 20.0f, true, &colliding, 2, nil, false, true, false, false, false);
+ CWorld::FindObjectsKindaColliding(pVehicle->GetPosition(), radiusToTest + 20.0f, true, &colliding, 2, nil, false, true, false, false, false);
if (colliding){
- delete pCar;
+ delete pVehicle;
return;
}
}
- CWorld::FindObjectsKindaColliding(pCar->GetPosition(), radiusToTest, true, &colliding, 2, nil, false, true, false, false, false);
+ CWorld::FindObjectsKindaColliding(pVehicle->GetPosition(), radiusToTest, true, &colliding, 2, nil, false, true, false, false, false);
if (colliding){
- delete pCar;
+ delete pVehicle;
return;
}
if (speedDifferenceWithTarget.x * distanceToTarget.x +
speedDifferenceWithTarget.y * distanceToTarget.y >= 0.0f){
- delete pCar;
+ delete pVehicle;
return;
}
- pVehicleModel->AvoidSameVehicleColour(&pCar->m_currentColour1, &pCar->m_currentColour2);
- CWorld::Add(pCar);
+ pVehicleModel->AvoidSameVehicleColour(&pVehicle->m_currentColour1, &pVehicle->m_currentColour2);
+ CWorld::Add(pVehicle);
if (carClass == COPS)
- CCarAI::AddPoliceOccupants(pCar);
+ CCarAI::AddPoliceCarOccupants(pVehicle);
else
- pCar->SetUpDriver();
+ pVehicle->SetUpDriver();
if ((CGeneral::GetRandomNumber() & 0x3F) == 0){ /* 1/64 probability */
- pCar->m_status = STATUS_PHYSICS;
- pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
- pCar->AutoPilot.m_nCruiseSpeed += 10;
+ pVehicle->SetStatus(STATUS_PHYSICS);
+ pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
+ pVehicle->AutoPilot.m_nCruiseSpeed += 10;
}
if (carClass == COPS)
LastTimeLawEnforcerCreated = CTimer::GetTimeInMilliseconds();
@@ -693,7 +759,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
if (pVehicle->bExtendedRange)
threshold *= 1.5f;
if (distanceToPlayer > threshold && !CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){
- if (pVehicle->GetIsOnScreen() && CRenderer::IsEntityCullZoneVisible(pVehicle)){
+ if (pVehicle->GetIsOnScreen() && CRenderer::IsEntityCullZoneVisible(pVehicle)) {
pVehicle->bFadeOut = true;
}else{
CWorld::Remove(pVehicle);
@@ -702,7 +768,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
return;
}
}
- if ((pVehicle->m_status == STATUS_SIMPLE || pVehicle->m_status == STATUS_PHYSICS && pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS) &&
+ if ((pVehicle->GetStatus() == STATUS_SIMPLE || pVehicle->GetStatus() == STATUS_PHYSICS && pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS) &&
CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission > 5000 &&
!pVehicle->GetIsOnScreen() &&
(pVehicle->GetPosition() - vecPlayerPos).Magnitude2D() > 25.0f &&
@@ -716,10 +782,10 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
delete pVehicle;
return;
}
- if (pVehicle->m_status != STATUS_WRECKED || pVehicle->m_nTimeOfDeath == 0)
+ if (pVehicle->GetStatus() != STATUS_WRECKED || pVehicle->m_nTimeOfDeath == 0)
return;
if (CTimer::GetTimeInMilliseconds() > pVehicle->m_nTimeOfDeath + 60000 &&
- (!pVehicle->GetIsOnScreen() || !CRenderer::IsEntityCullZoneVisible(pVehicle))){
+ !(pVehicle->GetIsOnScreen() && CRenderer::IsEntityCullZoneVisible(pVehicle)) ){
if ((pVehicle->GetPosition() - vecPlayerPos).MagnitudeSqr() > SQR(7.5f)){
if (!CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){
CWorld::Remove(pVehicle);
@@ -759,21 +825,21 @@ CCarCtrl::UpdateCarOnRails(CVehicle* pVehicle)
SlowCarOnRailsDownForTrafficAndLights(pVehicle);
if (pVehicle->AutoPilot.m_nTimeEnteredCurve + pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve <= CTimer::GetTimeInMilliseconds())
PickNextNodeAccordingStrategy(pVehicle);
- if (pVehicle->m_status == STATUS_PHYSICS)
+ if (pVehicle->GetStatus() == STATUS_PHYSICS)
return;
CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
- float currentPathLinkForwardX = pCurrentLink->dir.x * pVehicle->AutoPilot.m_nCurrentDirection;
- float currentPathLinkForwardY = pCurrentLink->dir.y * pVehicle->AutoPilot.m_nCurrentDirection;
- float nextPathLinkForwardX = pNextLink->dir.x * pVehicle->AutoPilot.m_nNextDirection;
- float nextPathLinkForwardY = pNextLink->dir.y * pVehicle->AutoPilot.m_nNextDirection;
+ float currentPathLinkForwardX = pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
+ float currentPathLinkForwardY = pCurrentLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection;
+ float nextPathLinkForwardX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
+ float nextPathLinkForwardY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection;
CVector positionOnCurrentLinkIncludingLane(
- pCurrentLink->pos.x + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
- pCurrentLink->pos.y - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
+ pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
+ pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
0.0f);
CVector positionOnNextLinkIncludingLane(
- pNextLink->pos.x + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
- pNextLink->pos.y - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
+ pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
+ pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
0.0f);
CVector directionCurrentLink(currentPathLinkForwardX, currentPathLinkForwardY, 0.0f);
CVector directionNextLink(nextPathLinkForwardX, nextPathLinkForwardY, 0.0f);
@@ -917,7 +983,7 @@ void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList& lst, CVehicle* pVehicle, f
if (sideLength + 0.5f < sidewaysDistance)
/* If car is far enough taking side into account, don't care */
continue;
- if (pPed->m_type == ENTITY_TYPE_PED){ /* ...how can it not be? */
+ if (pPed->IsPed()){ /* ...how can it not be? */
if (pPed->GetPedState() != PED_STEP_AWAY && pPed->GetPedState() != PED_DIVE_AWAY){
if (distanceUntilHit < movementTowardsPedPerSecond){
/* Very close. Time to evade. */
@@ -937,7 +1003,7 @@ void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList& lst, CVehicle* pVehicle, f
}
}else{
/* Relatively safe but annoying. */
- if (pVehicle->m_status == STATUS_PLAYER &&
+ if (pVehicle->GetStatus() == STATUS_PLAYER &&
pPed->GetPedState() != PED_FLEE_ENTITY &&
pPed->CharCreatedBy == RANDOM_CHAR){
float angleCarToPed = CGeneral::GetRadianAngleBetweenPoints(
@@ -1039,11 +1105,11 @@ void CCarCtrl::SlowCarDownForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle,
CTimer::GetTimeInMilliseconds() - pOtherVehicle->AutoPilot.m_nTimeToStartMission > 15000){
/* If cars are standing for 15 seconds, annoy one of them and make avoid cars. */
if (pOtherEntity != FindPlayerVehicle() &&
- DotProduct2D(pVehicle->GetForward(), pOtherVehicle->GetForward()) < 0.5f &&
+ DotProduct2D(pVehicle->GetForward(), pOtherVehicle->GetForward()) < -0.5f &&
pVehicle < pOtherVehicle){ /* that comparasion though... */
*pSpeed = Max(curSpeed / 5, *pSpeed);
- if (pVehicle->m_status == STATUS_SIMPLE){
- pVehicle->m_status = STATUS_PHYSICS;
+ if (pVehicle->GetStatus() == STATUS_SIMPLE){
+ pVehicle->SetStatus(STATUS_PHYSICS);
SwitchVehicleToRealPhysics(pVehicle);
}
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
@@ -1452,8 +1518,13 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
int32 curNode = pVehicle->AutoPilot.m_nNextRouteNode;
uint8 totalLinks = ThePaths.m_pathNodes[curNode].numLinks;
CCarPathLink* pCurLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
+#ifdef FIX_BUGS
+ uint8 lanesOnCurrentPath = pCurLink->pathNodeIndex == curNode ?
+ pCurLink->numLeftLanes : pCurLink->numRightLanes;
+#else
uint8 lanesOnCurrentPath = pCurLink->pathNodeIndex == curNode ?
pCurLink->numRightLanes : pCurLink->numLeftLanes;
+#endif
uint8 allowedDirections = PATH_DIRECTION_NONE;
uint8 nextLane = pVehicle->AutoPilot.m_nNextLane;
if (nextLane == 0)
@@ -1490,7 +1561,7 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
}
}
nextLink = CGeneral::GetRandomNumber() % totalLinks;
- pVehicle->AutoPilot.m_nNextRouteNode = ThePaths.m_connections[nextLink + pCurPathNode->firstLink];
+ pVehicle->AutoPilot.m_nNextRouteNode = ThePaths.ConnectedNode(nextLink + pCurPathNode->firstLink);
direction = FindPathDirection(prevNode, curNode, pVehicle->AutoPilot.m_nNextRouteNode);
pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
goingAgainstOneWayRoad = pNextLink->pathNodeIndex == curNode ? pNextLink->numRightLanes == 0 : pNextLink->numLeftLanes == 0;
@@ -1508,7 +1579,7 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
}
}
nextLink = CGeneral::GetRandomNumber() % totalLinks;
- pVehicle->AutoPilot.m_nNextRouteNode = ThePaths.m_connections[nextLink + pCurPathNode->firstLink];
+ pVehicle->AutoPilot.m_nNextRouteNode = ThePaths.ConnectedNode(nextLink + pCurPathNode->firstLink);
pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
goingAgainstOneWayRoad = pNextLink->pathNodeIndex == curNode ? pNextLink->numRightLanes == 0 : pNextLink->numLeftLanes == 0;
}
@@ -1516,7 +1587,7 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
if (attempt >= ATTEMPTS_TO_FIND_NEXT_NODE) {
/* If we failed again, remove no U-turn limitation and remove randomness */
for (nextLink = 0; nextLink < totalLinks; nextLink++) {
- pVehicle->AutoPilot.m_nNextRouteNode = ThePaths.m_connections[nextLink + pCurPathNode->firstLink];
+ pVehicle->AutoPilot.m_nNextRouteNode = ThePaths.ConnectedNode(nextLink + pCurPathNode->firstLink);
pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
goingAgainstOneWayRoad = pNextLink->pathNodeIndex == curNode ? pNextLink->numRightLanes == 0 : pNextLink->numLeftLanes == 0;
if (!goingAgainstOneWayRoad) {
@@ -1535,7 +1606,7 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
if (prevNode == pVehicle->AutoPilot.m_nNextRouteNode){
/* We can no longer shift vehicle without physics if we have to turn it around. */
- pVehicle->m_status = STATUS_PHYSICS;
+ pVehicle->SetStatus(STATUS_PHYSICS);
SwitchVehicleToRealPhysics(pVehicle);
}
pVehicle->AutoPilot.m_nTimeEnteredCurve += pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
@@ -1553,12 +1624,16 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
pVehicle->AutoPilot.m_nNextDirection = -1;
lanesOnNextNode = pNextLink->numRightLanes;
}
- float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->dir.x;
- float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * pNextLink->dir.x;
+ float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirX();
+ float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * pNextLink->GetDirX();
+#ifdef FIX_BUGS
+ float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirY();
+ float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * pNextLink->GetDirY();
+#endif
if (lanesOnNextNode >= 0){
if ((CGeneral::GetRandomNumber() & 0x600) == 0){
/* 25% chance vehicle will try to switch lane */
- CVector2D dist = pNextPathNode->pos - pCurPathNode->pos;
+ CVector2D dist = pNextPathNode->GetPosition() - pCurPathNode->GetPosition();
if (dist.MagnitudeSqr() >= SQR(14.0f)){
if (CGeneral::GetRandomTrueFalse())
pVehicle->AutoPilot.m_nNextLane += 1;
@@ -1574,17 +1649,17 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
if (pVehicle->AutoPilot.m_bStayInFastLane)
pVehicle->AutoPilot.m_nNextLane = 0;
CVector positionOnCurrentLinkIncludingLane(
- pCurLink->pos.x + ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH), /* ...what about Y? */
- pCurLink->pos.y - ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
+ pCurLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
+ pCurLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
0.0f);
CVector positionOnNextLinkIncludingLane(
- pNextLink->pos.x + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH),
- pNextLink->pos.y - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
+ pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
+ pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
0.0f);
- float directionCurrentLinkX = pCurLink->dir.x * pVehicle->AutoPilot.m_nCurrentDirection;
- float directionCurrentLinkY = pCurLink->dir.y * pVehicle->AutoPilot.m_nCurrentDirection;
- float directionNextLinkX = pNextLink->dir.x * pVehicle->AutoPilot.m_nNextDirection;
- float directionNextLinkY = pNextLink->dir.y * pVehicle->AutoPilot.m_nNextDirection;
+ float directionCurrentLinkX = pCurLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
+ float directionCurrentLinkY = pCurLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection;
+ float directionNextLinkX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
+ float directionNextLinkY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection;
/* We want to make a path between two links that may not have the same forward directions a curve. */
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
&positionOnCurrentLinkIncludingLane,
@@ -1600,8 +1675,8 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
uint8 CCarCtrl::FindPathDirection(int32 prevNode, int32 curNode, int32 nextNode)
{
- CVector2D prevToCur = ThePaths.m_pathNodes[curNode].pos - ThePaths.m_pathNodes[prevNode].pos;
- CVector2D curToNext = ThePaths.m_pathNodes[nextNode].pos - ThePaths.m_pathNodes[curNode].pos;
+ CVector2D prevToCur = ThePaths.m_pathNodes[curNode].GetPosition() - ThePaths.m_pathNodes[prevNode].GetPosition();
+ CVector2D curToNext = ThePaths.m_pathNodes[nextNode].GetPosition() - ThePaths.m_pathNodes[curNode].GetPosition();
float distPrevToCur = prevToCur.Magnitude();
if (distPrevToCur == 0.0f)
return PATH_DIRECTION_NONE;
@@ -1638,9 +1713,8 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
CPathNode* pTargetNode;
int16 numNodes;
float distanceToTargetNode;
-#ifndef REMOVE_TREADABLE_PATHFIND
if (pTarget && pTarget->m_pCurGroundEntity &&
- pTarget->m_pCurGroundEntity->m_type == ENTITY_TYPE_BUILDING &&
+ pTarget->m_pCurGroundEntity->IsBuilding() &&
((CBuilding*)pTarget->m_pCurGroundEntity)->GetIsATreadable() &&
((CTreadable*)pTarget->m_pCurGroundEntity)->m_nodeIndices[0][0] >= 0){
CTreadable* pCurrentMapObject = (CTreadable*)pTarget->m_pCurGroundEntity;
@@ -1650,31 +1724,31 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
int node = pCurrentMapObject->m_nodeIndices[0][i];
if (node < 0)
break;
- float dist = (ThePaths.m_pathNodes[node].pos - pTarget->GetPosition()).Magnitude();
+ float dist = (ThePaths.m_pathNodes[node].GetPosition() - pTarget->GetPosition()).Magnitude();
if (dist < minDist){
minDist = dist;
closestNode = node;
}
}
- ThePaths.DoPathSearch(0, pCurNode->pos, curNode,
+ ThePaths.DoPathSearch(0, pCurNode->GetPosition(), curNode,
#ifdef FIX_PATHFIND_BUG
CVector(targetX, targetY, targetZ),
#else
CVector(targetX, targetY, 0.0f),
#endif
&pTargetNode, &numNodes, 1, pVehicle, &distanceToTargetNode, 999999.9f, closestNode);
- }else{
-#endif
- ThePaths.DoPathSearch(0, pCurNode->pos, curNode,
+ }else
+ {
+
+ ThePaths.DoPathSearch(0, pCurNode->GetPosition(), curNode,
#ifdef FIX_PATHFIND_BUG
CVector(targetX, targetY, targetZ),
#else
CVector(targetX, targetY, 0.0f),
#endif
&pTargetNode, &numNodes, 1, pVehicle, &distanceToTargetNode, 999999.9f, -1);
-#ifndef REMOVE_TREADABLE_PATHFIND
}
-#endif
+
int newNextNode;
int nextLink;
if (numNodes != 1 || pTargetNode == pCurNode){
@@ -1684,11 +1758,11 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
int numLinks = pCurNode->numLinks;
newNextNode = 0;
for (int i = 0; i < numLinks; i++){
- int conNode = ThePaths.m_connections[i + pCurNode->firstLink];
+ int conNode = ThePaths.ConnectedNode(i + pCurNode->firstLink);
if (conNode == prevNode && i > 1)
continue;
CPathNode* pTestNode = &ThePaths.m_pathNodes[conNode];
- float angle = CGeneral::GetATanOfXY(pTestNode->pos.x - pCurNode->pos.x, pTestNode->pos.y - pCurNode->pos.y);
+ float angle = CGeneral::GetATanOfXY(pTestNode->GetX() - pCurNode->GetX(), pTestNode->GetY() - pCurNode->GetY());
angle = LimitRadianAngle(angle - currentAngle);
angle = ABS(angle);
if (angle < lowestAngleChange){
@@ -1700,7 +1774,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
}else{
nextLink = 0;
newNextNode = pTargetNode - ThePaths.m_pathNodes;
- for (int i = pCurNode->firstLink; ThePaths.m_connections[i] != newNextNode; i++, nextLink++)
+ for (int i = pCurNode->firstLink; ThePaths.ConnectedNode(i) != newNextNode; i++, nextLink++)
;
}
CPathNode* pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
@@ -1725,12 +1799,12 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
pVehicle->AutoPilot.m_nNextDirection = -1;
lanesOnNextNode = pNextLink->numRightLanes;
}
- float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->dir.x;
- float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->dir.y;
- float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * pNextLink->dir.x;
- float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * pNextLink->dir.y;
+ float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirX();
+ float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirY();
+ float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * pNextLink->GetDirX();
+ float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * pNextLink->GetDirY();
if (lanesOnNextNode >= 0) {
- CVector2D dist = pNextPathNode->pos - pCurNode->pos;
+ CVector2D dist = pNextPathNode->GetPosition() - pCurNode->GetPosition();
if (dist.MagnitudeSqr() >= SQR(7.0f)){
/* 25% chance vehicle will try to switch lane */
/* No lane switching if following car from far away */
@@ -1755,17 +1829,17 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
if (pVehicle->AutoPilot.m_bStayInFastLane)
pVehicle->AutoPilot.m_nNextLane = 0;
CVector positionOnCurrentLinkIncludingLane(
- pCurLink->pos.x + ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
- pCurLink->pos.y - ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
+ pCurLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
+ pCurLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
0.0f);
CVector positionOnNextLinkIncludingLane(
- pNextLink->pos.x + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
- pNextLink->pos.y - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
+ pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
+ pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
0.0f);
- float directionCurrentLinkX = pCurLink->dir.x * pVehicle->AutoPilot.m_nCurrentDirection;
- float directionCurrentLinkY = pCurLink->dir.y * pVehicle->AutoPilot.m_nCurrentDirection;
- float directionNextLinkX = pNextLink->dir.x * pVehicle->AutoPilot.m_nNextDirection;
- float directionNextLinkY = pNextLink->dir.y * pVehicle->AutoPilot.m_nNextDirection;
+ float directionCurrentLinkX = pCurLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
+ float directionCurrentLinkY = pCurLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection;
+ float directionNextLinkX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
+ float directionNextLinkY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection;
/* We want to make a path between two links that may not have the same forward directions a curve. */
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
&positionOnCurrentLinkIncludingLane,
@@ -1801,7 +1875,7 @@ bool CCarCtrl::PickNextNodeToFollowPath(CVehicle* pVehicle)
pVehicle->AutoPilot.m_nCurrentDirection = pVehicle->AutoPilot.m_nNextDirection;
pVehicle->AutoPilot.m_nCurrentLane = pVehicle->AutoPilot.m_nNextLane;
int nextLink = 0;
- for (int i = pCurNode->firstLink; ThePaths.m_connections[i] != pVehicle->AutoPilot.m_nNextRouteNode; i++, nextLink++)
+ for (int i = pCurNode->firstLink; ThePaths.ConnectedNode(i) != pVehicle->AutoPilot.m_nNextRouteNode; i++, nextLink++)
;
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink]];
pVehicle->AutoPilot.m_nNextPathNodeInfo = ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink];
@@ -1814,12 +1888,12 @@ bool CCarCtrl::PickNextNodeToFollowPath(CVehicle* pVehicle)
pVehicle->AutoPilot.m_nNextDirection = -1;
lanesOnNextNode = pNextLink->numRightLanes;
}
- float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->dir.x;
- float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->dir.y;
- float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * pNextLink->dir.x;
- float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * pNextLink->dir.y;
+ float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirX();
+ float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirY();
+ float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * pNextLink->GetDirX();
+ float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * pNextLink->GetDirY();
if (lanesOnNextNode >= 0) {
- CVector2D dist = pNextPathNode->pos - pCurNode->pos;
+ CVector2D dist = pNextPathNode->GetPosition() - pCurNode->GetPosition();
if (dist.MagnitudeSqr() >= SQR(7.0f) && (CGeneral::GetRandomNumber() & 0x600) == 0) {
if (CGeneral::GetRandomTrueFalse())
pVehicle->AutoPilot.m_nNextLane += 1;
@@ -1835,17 +1909,17 @@ bool CCarCtrl::PickNextNodeToFollowPath(CVehicle* pVehicle)
if (pVehicle->AutoPilot.m_bStayInFastLane)
pVehicle->AutoPilot.m_nNextLane = 0;
CVector positionOnCurrentLinkIncludingLane(
- pCurLink->pos.x + ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
- pCurLink->pos.y - ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
+ pCurLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
+ pCurLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
0.0f);
CVector positionOnNextLinkIncludingLane(
- pNextLink->pos.x + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
- pNextLink->pos.y - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
+ pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
+ pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
0.0f);
- float directionCurrentLinkX = pCurLink->dir.x * pVehicle->AutoPilot.m_nCurrentDirection;
- float directionCurrentLinkY = pCurLink->dir.y * pVehicle->AutoPilot.m_nCurrentDirection;
- float directionNextLinkX = pNextLink->dir.x * pVehicle->AutoPilot.m_nNextDirection;
- float directionNextLinkY = pNextLink->dir.y * pVehicle->AutoPilot.m_nNextDirection;
+ float directionCurrentLinkX = pCurLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
+ float directionCurrentLinkY = pCurLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection;
+ float directionNextLinkX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
+ float directionNextLinkY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection;
/* We want to make a path between two links that may not have the same forward directions a curve. */
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
&positionOnCurrentLinkIncludingLane,
@@ -1964,9 +2038,8 @@ void CCarCtrl::DragCarToPoint(CVehicle* pVehicle, CVector* pPoint)
pVehicle->GetRight() = CVector(posTarget.y - midPos.y, -(posTarget.x - midPos.x), 0.0f) / 3;
pVehicle->GetForward() = CVector(-cosZ * pVehicle->GetRight().y, cosZ * pVehicle->GetRight().x, sinZ);
pVehicle->GetUp() = CrossProduct(pVehicle->GetRight(), pVehicle->GetForward());
- pVehicle->GetPosition() = (CVector(midPos.x, midPos.y, actualBehindZ)
- + CVector(posTarget.x, posTarget.y, actualAheadZ)) / 2;
- pVehicle->GetPosition().z += pVehicle->GetHeightAboveRoad();
+ pVehicle->SetPosition((CVector(midPos.x, midPos.y, actualBehindZ) + CVector(posTarget.x, posTarget.y, actualAheadZ)) / 2);
+ pVehicle->GetMatrix().GetPosition().z += pVehicle->GetHeightAboveRoad();
}
float CCarCtrl::FindSpeedMultiplier(float angleChange, float minAngle, float maxAngle, float coef)
@@ -2200,16 +2273,16 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv
forward.Normalise();
CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
- CVector2D currentPathLinkForward(pCurrentLink->dir.x * pVehicle->AutoPilot.m_nCurrentDirection,
- pCurrentLink->dir.y * pVehicle->AutoPilot.m_nCurrentDirection);
- float nextPathLinkForwardX = pNextLink->dir.x * pVehicle->AutoPilot.m_nNextDirection;
- float nextPathLinkForwardY = pNextLink->dir.y * pVehicle->AutoPilot.m_nNextDirection;
+ CVector2D currentPathLinkForward(pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection,
+ pCurrentLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection);
+ float nextPathLinkForwardX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
+ float nextPathLinkForwardY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection;
CVector2D positionOnCurrentLinkIncludingLane(
- pCurrentLink->pos.x + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.y,
- pCurrentLink->pos.y - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x);
+ pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.y,
+ pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x);
CVector2D positionOnNextLinkIncludingLane(
- pNextLink->pos.x + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
- pNextLink->pos.y - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX);
+ pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
+ pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX);
CVector2D distanceToNextNode = (CVector2D)pVehicle->GetPosition() - positionOnCurrentLinkIncludingLane;
float scalarDistanceToNextNode = distanceToNextNode.Magnitude();
CVector2D distanceBetweenNodes = positionOnNextLinkIncludingLane - positionOnCurrentLinkIncludingLane;
@@ -2238,16 +2311,16 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv
}
pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
scalarDistanceToNextNode = CVector2D(
- pCurrentLink->pos.x + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.y - pVehicle->GetPosition().x,
- pCurrentLink->pos.y - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x - pVehicle->GetPosition().y).Magnitude();
+ pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.y - pVehicle->GetPosition().x,
+ pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x - pVehicle->GetPosition().y).Magnitude();
pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
- currentPathLinkForward.x = pCurrentLink->dir.x * pVehicle->AutoPilot.m_nCurrentDirection;
- currentPathLinkForward.y = pCurrentLink->dir.y * pVehicle->AutoPilot.m_nCurrentDirection;
- nextPathLinkForwardX = pNextLink->dir.x * pVehicle->AutoPilot.m_nNextDirection;
- nextPathLinkForwardY = pNextLink->dir.y * pVehicle->AutoPilot.m_nNextDirection;
+ currentPathLinkForward.x = pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
+ currentPathLinkForward.y = pCurrentLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection;
+ nextPathLinkForwardX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
+ nextPathLinkForwardY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection;
}
- positionOnCurrentLinkIncludingLane.x = pCurrentLink->pos.x + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.y;
- positionOnCurrentLinkIncludingLane.y = pCurrentLink->pos.y - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x;
+ positionOnCurrentLinkIncludingLane.x = pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.y;
+ positionOnCurrentLinkIncludingLane.y = pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x;
CVector2D projectedPosition = positionOnCurrentLinkIncludingLane - currentPathLinkForward * scalarDistanceToNextNode * 0.4f;
if (scalarDistanceToNextNode > DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN){
projectedPosition.x = positionOnCurrentLinkIncludingLane.x;
@@ -2289,8 +2362,8 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv
CCarAI::CarHasReasonToStop(pVehicle);
speedStyleMultiplier = 0.0f;
}
- CVector2D trajectory(pCurrentLink->pos.x + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.y,
- pCurrentLink->pos.y - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x);
+ CVector2D trajectory(pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.y,
+ pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x);
trajectory -= pVehicle->GetPosition();
float speedAngleMultiplier = FindSpeedMultiplier(
CGeneral::GetATanOfXY(trajectory.x, trajectory.y) - angleForward,
@@ -2504,9 +2577,9 @@ void CCarCtrl::JoinCarWithRoadSystem(CVehicle* pVehicle)
int prevNodeId = -1;
float minDistance = 999999.9f;
for (int i = 0; i < pNode->numLinks; i++){
- int candidateId = ThePaths.m_connections[i + pNode->firstLink];
+ int candidateId = ThePaths.ConnectedNode(i + pNode->firstLink);
CPathNode* pCandidateNode = &ThePaths.m_pathNodes[candidateId];
- float distance = (pCandidateNode->pos - pNode->pos).Magnitude2D();
+ float distance = (pCandidateNode->GetPosition() - pNode->GetPosition()).Magnitude2D();
if (distance < minDistance){
minDistance = distance;
prevNodeId = candidateId;
@@ -2518,7 +2591,7 @@ void CCarCtrl::JoinCarWithRoadSystem(CVehicle* pVehicle)
CPathNode* pPrevNode = &ThePaths.m_pathNodes[prevNodeId];
if (forward.x == 0.0f && forward.y == 0.0f)
forward.x = 1.0f;
- if (DotProduct2D(pNode->pos - pPrevNode->pos, forward) < 0.0f){
+ if (DotProduct2D(pNode->GetPosition() - pPrevNode->GetPosition(), forward) < 0.0f){
int tmp;
tmp = prevNodeId;
prevNodeId = nodeId;
@@ -2558,7 +2631,7 @@ void CCarCtrl::FindLinksToGoWithTheseNodes(CVehicle* pVehicle)
int nextLink;
CPathNode* pCurNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nCurrentRouteNode];
for (nextLink = 0; nextLink < 12; nextLink++)
- if (ThePaths.m_connections[nextLink + pCurNode->firstLink] == pVehicle->AutoPilot.m_nNextRouteNode)
+ if (ThePaths.ConnectedNode(nextLink + pCurNode->firstLink) == pVehicle->AutoPilot.m_nNextRouteNode)
break;
pVehicle->AutoPilot.m_nNextPathNodeInfo = ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink];
pVehicle->AutoPilot.m_nNextDirection = (pVehicle->AutoPilot.m_nCurrentRouteNode >= pVehicle->AutoPilot.m_nNextRouteNode) ? 1 : -1;
@@ -2575,7 +2648,7 @@ void CCarCtrl::FindLinksToGoWithTheseNodes(CVehicle* pVehicle)
}
}
pVehicle->AutoPilot.m_nCurrentPathNodeInfo = curConnection;
- pVehicle->AutoPilot.m_nCurrentDirection = (ThePaths.m_connections[curLink + pCurNode->firstLink] >= pVehicle->AutoPilot.m_nCurrentRouteNode) ? 1 : -1;
+ pVehicle->AutoPilot.m_nCurrentDirection = (ThePaths.ConnectedNode(curLink + pCurNode->firstLink) >= pVehicle->AutoPilot.m_nCurrentRouteNode) ? 1 : -1;
}
void CCarCtrl::GenerateEmergencyServicesCar(void)
@@ -2647,7 +2720,7 @@ bool CCarCtrl::GenerateOneEmergencyServicesCar(uint32 mi, CVector vecPos)
return nil;
CAutomobile* pVehicle = new CAutomobile(mi, RANDOM_VEHICLE);
pVehicle->AutoPilot.m_vecDestinationCoors = vecPos;
- pVehicle->GetPosition() = spawnPos;
+ pVehicle->SetPosition(spawnPos);
pVehicle->AutoPilot.m_nCarMission = (JoinCarWithRoadSystemGotoCoors(pVehicle, vecPos, false)) ? MISSION_GOTOCOORDS_STRAIGHT : MISSION_GOTOCOORDS;
pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed = 25;
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
@@ -2657,7 +2730,7 @@ bool CCarCtrl::GenerateOneEmergencyServicesCar(uint32 mi, CVector vecPos)
pVehicle->GetForward() = CVector(direction.x, direction.y, 0.0f);
pVehicle->GetRight() = CVector(direction.y, -direction.x, 0.0f);
pVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f);
- spawnPos.z = posBetweenNodes * ThePaths.m_pathNodes[curNode].pos.z + (1.0f - posBetweenNodes) * ThePaths.m_pathNodes[nextNode].pos.z;
+ spawnPos.z = posBetweenNodes * ThePaths.m_pathNodes[curNode].GetZ() + (1.0f - posBetweenNodes) * ThePaths.m_pathNodes[nextNode].GetZ();
float groundZ = INFINITE_Z;
CColPoint colPoint;
CEntity* pEntity;
@@ -2672,9 +2745,9 @@ bool CCarCtrl::GenerateOneEmergencyServicesCar(uint32 mi, CVector vecPos)
return false;
}
spawnPos.z = groundZ + pVehicle->GetDistanceFromCentreOfMassToBaseOfModel();
- pVehicle->GetPosition() = spawnPos;
+ pVehicle->SetPosition(spawnPos);
pVehicle->SetMoveSpeed(CVector(0.0f, 0.0f, 0.0f));
- pVehicle->m_status = STATUS_PHYSICS;
+ pVehicle->SetStatus(STATUS_PHYSICS);
switch (mi){
case MI_FIRETRUCK:
pVehicle->bIsFireTruckOnDuty = true;