re3/src/control/RoadBlocks.cpp

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#include "common.h"
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#include "RoadBlocks.h"
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#include "PathFind.h"
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#include "ModelIndices.h"
#include "Streaming.h"
#include "World.h"
#include "PedPlacement.h"
#include "Automobile.h"
#include "CopPed.h"
#include "VisibilityPlugins.h"
#include "PlayerPed.h"
#include "Wanted.h"
#include "Camera.h"
#include "CarCtrl.h"
#include "General.h"
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#include "Object.h"
//--MIAMI: file done
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#define ROADBLOCKDIST (90.0f)
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#define ROADBLOCK_OBJECT_WIDTH (4.0f)
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int16 CRoadBlocks::NumRoadBlocks;
int16 CRoadBlocks::RoadBlockNodes[NUMROADBLOCKS];
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bool CRoadBlocks::InOrOut[NUMROADBLOCKS];
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CScriptRoadblock CRoadBlocks::aScriptRoadBlocks[NUM_SCRIPT_ROADBLOCKS];
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void
CRoadBlocks::Init(void)
{
int i;
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NumRoadBlocks = 0;
for(i = 0; i < ThePaths.m_numCarPathNodes; i++){
if(ThePaths.m_pathNodes[i].bUseInRoadBlock && ThePaths.m_pathNodes[i].numLinks == 2){
if (NumRoadBlocks < NUMROADBLOCKS) {
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InOrOut[NumRoadBlocks] = true;
RoadBlockNodes[NumRoadBlocks] = i;
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NumRoadBlocks++;
} else {
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#ifndef MASTER
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printf("Not enough room for the potential roadblocks\n");
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#endif
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// FIX: Don't iterate loop after NUMROADBLOCKS
return;
}
}
}
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ClearScriptRoadBlocks();
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}
void
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CRoadBlocks::GenerateRoadBlockCopsForCar(CVehicle* pVehicle, int32 roadBlockType)
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{
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static const CVector vecRoadBlockOffets[6] = { {-1.5, 1.8f, 0.0f}, {-1.5f, -1.8f, 0.0f}, {1.5f, 1.8f, 0.0f},
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{1.5f, -1.8f, 0.0f}, {-1.5f, 0.0f, 0.0f}, {1.5, 0.0, 0.0} };
CEntity* pEntityToAttack = (CEntity*)FindPlayerVehicle();
if (!pEntityToAttack)
pEntityToAttack = (CEntity*)FindPlayerPed();
CColModel* pPoliceColModel = CModelInfo::GetModelInfo(MI_POLICE)->GetColModel();
float fRadius = pVehicle->GetBoundRadius() / pPoliceColModel->boundingSphere.radius;
for (int32 i = 0; i < 2; i++) {
const int32 roadBlockIndex = i + 2 * roadBlockType;
CVector posForZ = pVehicle->m_matrix * (fRadius * vecRoadBlockOffets[roadBlockIndex]);
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int32 modelInfoId = MI_COP;
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eCopType copType = COP_STREET;
switch (pVehicle->GetModelIndex())
{
case MI_FBIRANCH:
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modelInfoId = MI_FBI;
copType = COP_FBI;
break;
case MI_ENFORCER:
modelInfoId = MI_SWAT;
copType = COP_SWAT;
break;
case MI_BARRACKS:
modelInfoId = MI_ARMY;
copType = COP_ARMY;
break;
}
if (!CStreaming::HasModelLoaded(modelInfoId))
copType = COP_STREET;
CCopPed* pCopPed = new CCopPed(copType);
if (copType == COP_STREET)
pCopPed->SetCurrentWeapon(WEAPONTYPE_COLT45);
CPedPlacement::FindZCoorForPed(&posForZ);
pCopPed->SetPosition(posForZ);
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pCopPed->SetOrientation(0.0f, 0.0f, -HALFPI);
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pCopPed->m_bIsDisabledCop = true;
pCopPed->SetIdle();
pCopPed->bKindaStayInSamePlace = true;
pCopPed->bNotAllowedToDuck = false;
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pCopPed->m_nExtendedRangeTimer = CTimer::GetTimeInMilliseconds() + 10000;
pCopPed->m_nRoadblockVeh = pVehicle;
pCopPed->m_nRoadblockVeh->RegisterReference((CEntity**)&pCopPed->m_nRoadblockVeh);
pCopPed->bCrouchWhenShooting = roadBlockType == 2 ? false : true;
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if (pEntityToAttack) {
pCopPed->SetWeaponLockOnTarget(pEntityToAttack);
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pCopPed->SetAttack(pEntityToAttack);
}
pCopPed->m_pMyVehicle = pVehicle;
pVehicle->RegisterReference((CEntity**)&pCopPed->m_pMyVehicle);
pCopPed->bCullExtraFarAway = true;
CVisibilityPlugins::SetClumpAlpha(pCopPed->GetClump(), 0);
CWorld::Add(pCopPed);
}
}
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void
CRoadBlocks::GenerateRoadBlocks(void)
{
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CMatrix tmp1, tmp2;
static int16 unk;
#ifdef SQUEEZE_PERFORMANCE
if (FindPlayerPed()->m_pWanted->m_RoadblockDensity == 0)
return;
#endif
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uint32 frame = CTimer::GetFrameCounter() & 0xF;
int16 nRoadblockNode = (int16)(NUMROADBLOCKS * frame) / 16;
const int16 maxRoadBlocks = (int16)(NUMROADBLOCKS * (frame + 1)) / 16;
for (; nRoadblockNode < Min(NumRoadBlocks, maxRoadBlocks); nRoadblockNode++) {
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int16 node = RoadBlockNodes[nRoadblockNode];
CVector2D vecDistance = FindPlayerCoors() - ThePaths.m_pathNodes[node].GetPosition();
if (vecDistance.x > -ROADBLOCKDIST && vecDistance.x < ROADBLOCKDIST &&
vecDistance.y > -ROADBLOCKDIST && vecDistance.y < ROADBLOCKDIST &&
vecDistance.Magnitude() < ROADBLOCKDIST) {
if (!InOrOut[nRoadblockNode]) {
InOrOut[nRoadblockNode] = true;
if (FindPlayerVehicle() && (CGeneral::GetRandomNumber() & 0x7F) < FindPlayerPed()->m_pWanted->m_RoadblockDensity) {
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CCarPathLink* pLink1 = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[ThePaths.m_pathNodes[node].firstLink]];
CCarPathLink* pLink2 = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[ThePaths.m_pathNodes[node].firstLink + 1]];
int lanes = Min(pLink1->numRightLanes + pLink1->numLeftLanes, pLink2->numLeftLanes + pLink2->numRightLanes);
float length = LANE_WIDTH * (lanes + 1);
CVector forward(pLink2->GetY() - pLink1->GetY(), -(pLink2->GetX() - pLink1->GetX()), 0.0f);
forward.Normalise();
if (ThePaths.m_pathNodes[node].HasDivider()) {
CreateRoadBlockBetween2Points(
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ThePaths.m_pathNodes[node].GetPosition() + (length * 0.5f + ThePaths.m_pathNodes[node].GetDividerWidth()) * forward,
ThePaths.m_pathNodes[node].GetPosition() + ThePaths.m_pathNodes[node].GetDividerWidth() * forward);
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CreateRoadBlockBetween2Points(
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ThePaths.m_pathNodes[node].GetPosition() - ThePaths.m_pathNodes[node].GetDividerWidth() * forward,
ThePaths.m_pathNodes[node].GetPosition() - (length * 0.5f + ThePaths.m_pathNodes[node].GetDividerWidth()) * forward);
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}
else {
CreateRoadBlockBetween2Points(
ThePaths.m_pathNodes[node].GetPosition() + (length * 0.5f) * forward,
ThePaths.m_pathNodes[node].GetPosition() - (length * 0.5f) * forward);
}
}
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}
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}
else {
InOrOut[nRoadblockNode] = false;
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}
}
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int i = CTimer::GetFrameCounter() & 0xF;
if (!aScriptRoadBlocks[i].m_bInUse)
return;
if ((aScriptRoadBlocks[i].GetPosition() - FindPlayerCoors()).Magnitude() < 100.0f) {
CreateRoadBlockBetween2Points(aScriptRoadBlocks[i].m_vInf, aScriptRoadBlocks[i].m_vSup);
aScriptRoadBlocks[i].m_bInUse = false;
}
}
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void
CRoadBlocks::ClearScriptRoadBlocks(void)
{
for (int i = 0; i < NUM_SCRIPT_ROADBLOCKS; i++)
aScriptRoadBlocks[i].m_bInUse = false;
}
void
CRoadBlocks::RegisterScriptRoadBlock(CVector vInf, CVector vSup)
{
int32 i;
for (i = 0; i < NUM_SCRIPT_ROADBLOCKS; i++) {
if (!aScriptRoadBlocks[i].m_bInUse)
break;
}
if (i == NUM_SCRIPT_ROADBLOCKS)
return;
aScriptRoadBlocks[i].m_bInUse = true;
aScriptRoadBlocks[i].m_vInf = vInf;
aScriptRoadBlocks[i].m_vSup = vSup;
}
void
CRoadBlocks::CreateRoadBlockBetween2Points(CVector point1, CVector point2)
{
CMatrix tmp;
CVector forward = (point2 - point1);
float distBetween = forward.Magnitude();
CVector pos = (point1 + point2) / 2;
CVector right(forward.y, -forward.x, 0.0f);
forward.Normalise();
right.Normalise();
if (DotProduct(FindPlayerCoors() - pos, right) < 0.0f) {
right *= -1.0f;
}
int32 vehicleId = MI_POLICE;
if (FindPlayerPed()->m_pWanted->AreArmyRequired())
vehicleId = MI_BARRACKS;
else if (FindPlayerPed()->m_pWanted->AreFbiRequired())
vehicleId = MI_FBICAR;
else if (FindPlayerPed()->m_pWanted->AreSwatRequired())
vehicleId = MI_ENFORCER;
if (!CStreaming::HasModelLoaded(vehicleId))
vehicleId = MI_POLICE;
CColModel* pVehicleColModel = CModelInfo::GetModelInfo(vehicleId)->GetColModel();
float fModelRadius = 2.0f * pVehicleColModel->boundingSphere.radius + 0.25f;
int16 numRoadblockVehicles = Min(6, (int16)(distBetween / fModelRadius));
for (int16 i = 0; i < numRoadblockVehicles; i++) {
float offset = fModelRadius * (i - numRoadblockVehicles / 2);
tmp.SetTranslate(0.0f, 0.0f, 0.0f);
tmp.GetRight() = CVector(forward.y, -forward.x, 0.0f);
tmp.GetForward() = forward;
tmp.GetUp() = CVector(0.0f, 0.0f, 1.0f);
tmp.RotateZ(((CGeneral::GetRandomNumber() & 0xFF) - 128.0f) * 0.003f);
if (CGeneral::GetRandomNumber() & 1)
tmp.RotateZ(((CGeneral::GetRandomNumber() & 0xFF) - 128.0f) * 0.003f + 3.1416f);
tmp.SetTranslateOnly(offset * forward + pos);
tmp.GetPosition().z += 0.6f;
float fModelRadius = CModelInfo::GetModelInfo(vehicleId)->GetColModel()->boundingSphere.radius - 0.25f;
int16 colliding = 0;
CWorld::FindObjectsKindaColliding(tmp.GetPosition(), fModelRadius, 0, &colliding, 2, nil, false, true, true, false, false);
if (!colliding) {
CAutomobile* pVehicle = new CAutomobile(vehicleId, RANDOM_VEHICLE);
pVehicle->SetStatus(STATUS_ABANDONED);
// pVehicle->GetHeightAboveRoad(); // called but return value is ignored?
tmp.GetPosition().z += fModelRadius - 0.6f;
pVehicle->m_matrix = tmp;
pVehicle->PlaceOnRoadProperly();
pVehicle->SetIsStatic(false);
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pVehicle->m_matrix.UpdateRW();
pVehicle->m_nDoorLock = CARLOCK_UNLOCKED;
CCarCtrl::JoinCarWithRoadSystem(pVehicle);
pVehicle->bIsLocked = false;
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane = 0;
pVehicle->AutoPilot.m_nCruiseSpeed = pVehicle->AutoPilot.m_fMaxTrafficSpeed = 0;
pVehicle->bExtendedRange = true;
if (pVehicle->UsesSiren() && CGeneral::GetRandomNumber() & 1)
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pVehicle->m_bSirenOrAlarm = true;
if (pVehicle->GetUp().z > 0.94f) {
CVisibilityPlugins::SetClumpAlpha(pVehicle->GetClump(), 0);
CWorld::Add(pVehicle);
pVehicle->bCreateRoadBlockPeds = true;
pVehicle->m_nRoadblockType = DotProduct(pVehicle->GetRight(), pVehicle->GetPosition() - FindPlayerCoors()) >= 0.0f;
pVehicle->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 7000;
}
else {
delete pVehicle;
}
}
}
int numBarriers = distBetween / ROADBLOCK_OBJECT_WIDTH;
CStreaming::RequestModel(MI_ROADWORKBARRIER1, STREAMFLAGS_DONT_REMOVE);
if (!CStreaming::HasModelLoaded(MI_ROADWORKBARRIER1))
return;
for (int i = 0; i < numBarriers; i++) {
float offset = ROADBLOCK_OBJECT_WIDTH * (i - numBarriers / 2);
tmp.SetTranslate(0.0f, 0.0f, 0.0f);
tmp.GetRight() = CVector(forward.y, -forward.x, 0.0f);
tmp.GetForward() = forward;
tmp.GetUp() = CVector(0.0f, 0.0f, 1.0f);
tmp.RotateZ(((CGeneral::GetRandomNumber() & 0xFF) - 128.0f) * 0.003f);
tmp.SetTranslateOnly(5.0f * right + offset * forward + pos);
tmp.GetPosition().x += (CGeneral::GetRandomNumber() & 0xF) * 0.1f;
tmp.GetPosition().y += (CGeneral::GetRandomNumber() & 0xF) * 0.1f;
bool found;
tmp.GetPosition().z = CWorld::FindGroundZFor3DCoord(tmp.GetPosition().x, tmp.GetPosition().y, tmp.GetPosition().z + 2.0f, &found);
if (!found)
continue;
int16 colliding = 0;
CBaseModelInfo* pMI = CModelInfo::GetModelInfo(MI_ROADWORKBARRIER1);
tmp.GetPosition().z -= pMI->GetColModel()->boundingBox.min.z;
CWorld::FindObjectsKindaColliding(tmp.GetPosition(), pMI->GetColModel()->boundingSphere.radius, 0, &colliding, 2, nil, false, true, true, false, false);
if (colliding == 0) {
CObject* pObject = new CObject(MI_ROADWORKBARRIER1, true);
pObject->GetMatrix() = tmp;
pObject->ObjectCreatedBy = TEMP_OBJECT;
pObject->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 600000;
CWorld::Add(pObject);
}
}
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}