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-rw-r--r--src/control/CarCtrl.cpp40
1 files changed, 21 insertions, 19 deletions
diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp
index 8713c665..9c0343e5 100644
--- a/src/control/CarCtrl.cpp
+++ b/src/control/CarCtrl.cpp
@@ -22,6 +22,9 @@
#include "World.h"
#include "Zones.h"
+#define LANE_WIDTH 5.0f
+#define INFINITE_Z 1000000000.0f
+
int &CCarCtrl::NumLawEnforcerCars = *(int*)0x8F1B38;
int &CCarCtrl::NumAmbulancesOnDuty = *(int*)0x885BB0;
int &CCarCtrl::NumFiretrucksOnDuty = *(int*)0x9411F0;
@@ -239,11 +242,12 @@ CCarCtrl::GenerateOneRandomCar()
/* Testing if spawn position can reach target position via valid path. */
return;
int16 idInNode = 0;
- CPathNode* pNode1 = &ThePaths.m_pathNodes[curNodeId];
- while (idInNode < pNode1->numLinks &&
- ThePaths.m_connections[idInNode + pNode1->firstLink] != nextNodeId)
+ CPathNode* pCurNode = &ThePaths.m_pathNodes[curNodeId];
+ CPathNode* pNextNode = &ThePaths.m_pathNodes[nextNodeId];
+ while (idInNode < pCurNode->numLinks &&
+ ThePaths.m_connections[idInNode + pCurNode->firstLink] != nextNodeId)
idInNode++;
- int16 connectionId = ThePaths.m_carPathConnections[idInNode + ThePaths.m_pathNodes[curNodeId].firstLink];
+ int16 connectionId = ThePaths.m_carPathConnections[idInNode + pCurNode->firstLink];
CCarPathLink* pPathLink = &ThePaths.m_carPathLinks[connectionId];
int16 lanesOnCurrentRoad = pPathLink->pathNodeIndex == nextNodeId ? pPathLink->numLeftLanes : pPathLink->numRightLanes;
CVehicleModelInfo* pModelInfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(carModel);
@@ -316,7 +320,7 @@ CCarCtrl::GenerateOneRandomCar()
pCar->AutoPilot.m_nCurrentLane = pCar->AutoPilot.m_nPreviousLane = CGeneral::GetRandomNumber() % lanesOnCurrentRoad;
CColBox* boundingBox = &CModelInfo::GetModelInfo(pCar->GetModelIndex())->GetColModel()->boundingBox;
float carLength = 1.0f + (boundingBox->max.y - boundingBox->min.y) / 2;
- float distanceBetweenNodes = (ThePaths.m_pathNodes[curNodeId].pos - ThePaths.m_pathNodes[nextNodeId].pos).Magnitude2D();
+ float distanceBetweenNodes = (pCurNode->pos - pNextNode->pos).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)
@@ -324,7 +328,7 @@ CCarCtrl::GenerateOneRandomCar()
else
positionBetweenNodes = min(1.0f - carLength / distanceBetweenNodes, max(carLength / distanceBetweenNodes, positionBetweenNodes));
pCar->AutoPilot.m_nNextDirection = (curNodeId >= nextNodeId) ? 1 : -1;
- if (ThePaths.m_pathNodes[curNodeId].numLinks == 1){
+ if (pCurNode->numLinks == 1){
/* Do not create vehicle if there is nowhere to go. */
delete pCar;
return;
@@ -332,12 +336,12 @@ CCarCtrl::GenerateOneRandomCar()
int16 nextConnection = pCar->AutoPilot.m_nNextPathNodeInfo;
int16 newLink;
while (nextConnection == pCar->AutoPilot.m_nNextPathNodeInfo){
- newLink = CGeneral::GetRandomNumber() % ThePaths.m_pathNodes[curNodeId].numLinks;
- nextConnection = ThePaths.m_carPathConnections[newLink + ThePaths.m_pathNodes[curNodeId].firstLink];
+ 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 + ThePaths.m_pathNodes[curNodeId].firstLink] >= curNodeId) ? 1 : -1;
- CVector2D vecBetweenNodes = ThePaths.m_pathNodes[nextNodeId].pos - ThePaths.m_pathNodes[curNodeId].pos;
+ pCar->AutoPilot.m_nCurrentDirection = (ThePaths.m_connections[newLink + pCurNode->firstLink] >= curNodeId) ? 1 : -1;
+ CVector2D vecBetweenNodes = pNextNode->pos - pCurNode->pos;
float forwardX, forwardY;
float distBetweenNodes = vecBetweenNodes.Magnitude();
if (distanceBetweenNodes == 0.0f){
@@ -358,16 +362,14 @@ CCarCtrl::GenerateOneRandomCar()
float nextPathLinkForwardX = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].dirX;
float nextPathLinkForwardY = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].dirY;
- /* Selecting lane. */
CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo];
float currentLaneCoefficient = (pCurrentLink->numLeftLanes == 0) ? (0.5f - 0.5f * pCurrentLink->numRightLanes) :
((pCurrentLink->numRightLanes == 0) ? (0.5f - 0.5f * pCurrentLink->numLeftLanes) : 0.5f);
- /* 5.0f is most likely lane width. TODO: enum */
- float roadShiftAlongCurrentNode = (pCar->AutoPilot.m_nPreviousLane + currentLaneCoefficient) * 5.0f;
+ float roadShiftAlongCurrentNode = (pCar->AutoPilot.m_nPreviousLane + currentLaneCoefficient) * LANE_WIDTH;
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo];
float nextLaneCoefficient = (pNextLink->numLeftLanes == 0) ? (0.5f - 0.5f * pNextLink->numRightLanes) :
((pNextLink->numRightLanes == 0) ? (0.5f - 0.5f * pNextLink->numLeftLanes) : 0.5f);
- float roadShiftAlongNextNode = (pCar->AutoPilot.m_nCurrentLane + nextLaneCoefficient) * 5.0f;
+ float roadShiftAlongNextNode = (pCar->AutoPilot.m_nCurrentLane + nextLaneCoefficient) * LANE_WIDTH;
CVector positionOnCurrentLinkIncludingLane(
pCurrentLink->posX + roadShiftAlongCurrentNode * currentPathLinkForwardY,
pCurrentLink->posY - roadShiftAlongCurrentNode * currentPathLinkForwardX,
@@ -412,11 +414,11 @@ CCarCtrl::GenerateOneRandomCar()
&positionIncludingCurve,
&directionIncludingCurve
);
- CVector vectorBetweenNodes = ThePaths.m_pathNodes[curNodeId].pos - ThePaths.m_pathNodes[nextNodeId].pos;
+ CVector vectorBetweenNodes = pCurNode->pos - pNextNode->pos;
CVector finalPosition = positionIncludingCurve + vectorBetweenNodes * 2.0f / vectorBetweenNodes.Magnitude();
- finalPosition.z = positionBetweenNodes * ThePaths.m_pathNodes[nextNodeId].pos.z +
- (1.0f - positionBetweenNodes) * ThePaths.m_pathNodes[curNodeId].pos.z;
- float groundZ = 1000000000.0f; // TODO: define/enum
+ finalPosition.z = positionBetweenNodes * pNextNode->pos.z +
+ (1.0f - positionBetweenNodes) * pCurNode->pos.z;
+ float groundZ = INFINITE_Z;
CColPoint colPoint;
CEntity* pEntity;
if (CWorld::ProcessVerticalLine(finalPosition, 1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil))
@@ -425,7 +427,7 @@ CCarCtrl::GenerateOneRandomCar()
if (ABS(colPoint.point.z - finalPosition.z) < ABS(groundZ - finalPosition.z))
groundZ = colPoint.point.z;
}
- if (groundZ == 1000000000.0f || ABS(groundZ - finalPosition.z) > 7.0f) {
+ if (groundZ == INFINITE_Z || ABS(groundZ - finalPosition.z) > 7.0f) {
/* Failed to find ground or too far from expected position. */
delete pCar;
return;