1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
|
/*===========================================================================
Copyright (C) 2000 Radical Entertainment Ltd. All rights reserved.
Component: Lane
Description:
Authors: Travis Brown-John
Revisions Date Author Revision
2001/02/02 Tbrown-John Created
===========================================================================*/
#include <roads/lane.h>
#include <roads/road.h>
#include <roads/trafficcontrol.h>
#ifndef TOOLS
#include <memory/srrmemory.h>
#else
#define MEMTRACK_PUSH_GROUP(x)
#define MEMTRACK_POP_GROUP()
#endif
#ifndef TOOLS
#include <worldsim/redbrick/vehicle.h>
#include <worldsim/redbrick/trafficlocomotion.h>
#endif
#include <raddebug.hpp>
//=============================================================================
// Lane::Lane
//=============================================================================
// Description: Constructor
//
// Parameters: None
//
//=============================================================================
Lane::Lane() :
#ifndef TOOLS
mWaitingVehicle( NULL ),
#endif
#if defined(RAD_DEBUG) || defined(RAD_TUNE)
mDesiredDensity( 5 ),
mPoints( NULL ),
mNumPoints( 0 )
#else
mDesiredDensity( 5 )
#endif
{
}
Lane::~Lane()
{
#if defined(RAD_DEBUG) || defined(RAD_TUNE)
if ( mPoints )
{
delete[] mPoints;
mPoints = NULL;
}
#endif
mTrafficVehicles.Clear();
}
void Lane::Create( int density, Road* parentRoad )
{
// DUSIT [Oct21,2002]
// Took out this assert cuz we need to be able to set density to 0 to
// prevent traffic cars from going onto that lane. Why TBJ put this
// assert in there in the first place
//rAssertMsg( fDensity > 0.0f, "Desired Density must be greater than 0.0f" );
mDesiredDensity = density;
mpParentRoad = parentRoad;
if( density > 0 )
{
mTrafficVehicles.Allocate( density );
}
}
#if defined(RAD_DEBUG) || defined(RAD_TUNE)
void Lane::GetStart( rmt::Vector &point ) const
{
GetPoint( 0, &point );
}
void Lane::GetEnd( rmt::Vector &point ) const
{
GetPoint( GetNumPoints() - 1, &point );
}
#endif
// Notify waiting traffic that traffic control signal has changed.
void Lane::NotifyWaitingTraffic( unsigned int state )
{
#ifndef TOOLS
if( TrafficControl::GREEN == state )
{
if( mWaitingVehicle != NULL )
{
Vehicle* v = mWaitingVehicle->GetVehicle();
rAssert( v != NULL );
// If the vehicle was removed from traffic, don't
// bother with notification. This can happen if
// player moves away from intersection.
// Also, if the vehicle is no longer in the intersection,
// we shouldn't just transit it back to DRIVING (it
// could be in any other state by now!)
if( mWaitingVehicle->GetIsActive() && v->mVehicleType == VT_TRAFFIC )
{
if( this == v->mTrafficLocomotion->GetAILane() &&
v->mTrafficLocomotion->GetAI()->GetState() ==
TrafficAI::WAITING_AT_INTERSECTION )
{
v->mTrafficLocomotion->SetAIState( TrafficAI::DRIVING );
}
}
mWaitingVehicle = NULL;
}
}
/*
if ( TrafficLight::ADVANCE_GREEN == state && CanTurnLeft() )
{
// Notify all waiting traffic.
//
}
else if ( TrafficLight::GREEN == state && !CanTurnLeft() )
{
// Notify all waiting traffic.
//
}
*/
#endif
}
#if defined(RAD_DEBUG) || defined(RAD_TUNE)
void Lane::AllocatePoints( unsigned int numPoints )
{
MEMTRACK_PUSH_GROUP( "Lane" );
rAssert( mPoints == NULL );
//TODO: GET RID OF THIS.
#ifndef TOOLS
#ifdef RAD_GAMECUBE
HeapMgr()->PushHeap( GMA_GC_VMM );
#else
HeapMgr()->PushHeap( GMA_LEVEL_OTHER );
#endif
#endif
mPoints = new rmt::Vector[ numPoints ];
rAssert( mPoints );
mNumPoints = numPoints;
#ifndef TOOLS
#ifdef RAD_GAMECUBE
HeapMgr()->PopHeap( GMA_GC_VMM );
#else
HeapMgr()->PopHeap( GMA_LEVEL_OTHER );
#endif
#endif
MEMTRACK_POP_GROUP( "Lane" );
}
unsigned int Lane::GetNumPoints() const
{
return mNumPoints;
}
void Lane::SetPoint( unsigned int index, const rmt::Vector& point )
{
rAssert( index < mNumPoints );
mPoints[index] = point;
}
#endif
|