#include #include "TrainCrossing.h" #include "World.h" #include "vehicles/Vehicle.h" #include "vehicles/Train.h" #include 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(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)) { 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; } }