2019-08-11 17:11:54 +00:00
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#include "common.h"
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2020-04-17 13:31:11 +00:00
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2019-08-11 17:11:54 +00:00
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#include "RoadBlocks.h"
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2020-03-25 14:13:06 +00:00
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#include "PathFind.h"
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2020-04-11 16:45:49 +00:00
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#include "ModelIndices.h"
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#include "Streaming.h"
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#include "World.h"
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#include "PedPlacement.h"
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#include "Automobile.h"
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#include "CopPed.h"
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#include "VisibilityPlugins.h"
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#include "PlayerPed.h"
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#include "Wanted.h"
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#include "Camera.h"
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#include "CarCtrl.h"
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#include "General.h"
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2020-03-25 14:13:06 +00:00
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2020-05-03 13:57:57 +00:00
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#define ROADBLOCKDIST (80.0f)
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2020-04-17 05:54:14 +00:00
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int16 CRoadBlocks::NumRoadBlocks;
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int16 CRoadBlocks::RoadBlockObjects[NUMROADBLOCKS];
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bool CRoadBlocks::InOrOut[NUMROADBLOCKS];
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2019-08-11 17:11:54 +00:00
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2020-03-25 14:13:06 +00:00
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void
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CRoadBlocks::Init(void)
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{
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2020-05-03 13:57:57 +00:00
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int i;
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2020-04-11 16:45:49 +00:00
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NumRoadBlocks = 0;
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2020-05-03 13:57:57 +00:00
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for (i = 0; i < ThePaths.m_numMapObjects; i++) {
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if (ThePaths.m_objectFlags[i] & UseInRoadBlock) {
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2020-04-13 21:13:00 +00:00
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if (NumRoadBlocks < NUMROADBLOCKS) {
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2020-04-11 16:45:49 +00:00
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InOrOut[NumRoadBlocks] = true;
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2020-05-03 13:57:57 +00:00
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RoadBlockObjects[NumRoadBlocks] = i;
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2020-04-11 16:45:49 +00:00
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NumRoadBlocks++;
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} else {
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2020-03-25 14:13:06 +00:00
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#ifndef MASTER
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2020-04-11 16:45:49 +00:00
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printf("Not enough room for the potential roadblocks\n");
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2020-03-25 14:13:06 +00:00
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#endif
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2020-04-11 16:45:49 +00:00
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// FIX: Don't iterate loop after NUMROADBLOCKS
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return;
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}
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}
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}
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}
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void
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CRoadBlocks::GenerateRoadBlockCopsForCar(CVehicle* pVehicle, int32 roadBlockType, int16 roadBlockNode)
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{
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2020-04-11 21:08:16 +00:00
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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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2020-04-11 16:45:49 +00:00
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{1.5f, -1.8f, 0.0f}, {-1.5f, 0.0f, 0.0f}, {1.5, 0.0, 0.0} };
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CEntity* pEntityToAttack = (CEntity*)FindPlayerVehicle();
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if (!pEntityToAttack)
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pEntityToAttack = (CEntity*)FindPlayerPed();
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CColModel* pPoliceColModel = CModelInfo::GetModelInfo(MI_POLICE)->GetColModel();
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float fRadius = pVehicle->GetBoundRadius() / pPoliceColModel->boundingSphere.radius;
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for (int32 i = 0; i < 2; i++) {
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const int32 roadBlockIndex = i + 2 * roadBlockType;
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CVector posForZ = pVehicle->m_matrix * (fRadius * vecRoadBlockOffets[roadBlockIndex]);
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2020-04-11 21:08:16 +00:00
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int32 modelInfoId = MI_COP;
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2020-04-11 16:45:49 +00:00
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eCopType copType = COP_STREET;
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switch (pVehicle->GetModelIndex())
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{
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case MI_FBICAR:
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modelInfoId = MI_FBI;
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copType = COP_FBI;
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break;
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case MI_ENFORCER:
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modelInfoId = MI_SWAT;
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copType = COP_SWAT;
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break;
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case MI_BARRACKS:
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modelInfoId = MI_ARMY;
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copType = COP_ARMY;
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break;
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}
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if (!CStreaming::HasModelLoaded(modelInfoId))
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copType = COP_STREET;
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CCopPed* pCopPed = new CCopPed(copType);
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if (copType == COP_STREET)
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pCopPed->SetCurrentWeapon(WEAPONTYPE_COLT45);
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CPedPlacement::FindZCoorForPed(&posForZ);
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2020-05-07 07:38:07 +00:00
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pCopPed->SetPosition(posForZ);
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CVector vecSavedPos = pCopPed->GetPosition();
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2020-04-11 16:45:49 +00:00
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pCopPed->m_matrix.SetRotate(0.0f, 0.0f, -HALFPI);
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pCopPed->m_matrix.GetPosition() += vecSavedPos;
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pCopPed->m_bIsDisabledCop = true;
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pCopPed->SetIdle();
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pCopPed->bKindaStayInSamePlace = true;
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pCopPed->bNotAllowedToDuck = false;
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2020-05-03 13:57:57 +00:00
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pCopPed->m_nRoadblockNode = roadBlockNode;
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2020-04-11 16:45:49 +00:00
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pCopPed->bCrouchWhenShooting = roadBlockType != 2;
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if (pEntityToAttack) {
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pCopPed->m_pPointGunAt = pEntityToAttack;
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pEntityToAttack->RegisterReference(&pCopPed->m_pPointGunAt);
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pCopPed->SetAttack(pEntityToAttack);
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}
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pCopPed->m_pMyVehicle = pVehicle;
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pVehicle->RegisterReference((CEntity**)&pCopPed->m_pMyVehicle);
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pCopPed->bCullExtraFarAway = true;
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CVisibilityPlugins::SetClumpAlpha(pCopPed->GetClump(), 0);
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CWorld::Add(pCopPed);
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}
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}
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2020-03-25 14:13:06 +00:00
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2020-04-11 16:45:49 +00:00
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void
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CRoadBlocks::GenerateRoadBlocks(void)
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{
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CMatrix offsetMatrix;
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2020-04-11 21:08:16 +00:00
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uint32 frame = CTimer::GetFrameCounter() & 0xF;
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2020-04-13 21:13:00 +00:00
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int16 nRoadblockNode = (int16)(NUMROADBLOCKS * frame) / 16;
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const int16 maxRoadBlocks = (int16)(NUMROADBLOCKS * (frame + 1)) / 16;
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2020-05-03 13:57:57 +00:00
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for (; nRoadblockNode < Min(NumRoadBlocks, maxRoadBlocks); nRoadblockNode++) {
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CTreadable *mapObject = ThePaths.m_mapObjects[RoadBlockObjects[nRoadblockNode]];
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2020-04-13 10:21:39 +00:00
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CVector2D vecDistance = FindPlayerCoors() - mapObject->GetPosition();
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2020-05-03 13:57:57 +00:00
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if (vecDistance.x > -ROADBLOCKDIST && vecDistance.x < ROADBLOCKDIST &&
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vecDistance.y > -ROADBLOCKDIST && vecDistance.y < ROADBLOCKDIST &&
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vecDistance.Magnitude() < ROADBLOCKDIST) {
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if (!InOrOut[nRoadblockNode]) {
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InOrOut[nRoadblockNode] = true;
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2020-04-13 10:21:39 +00:00
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if (FindPlayerVehicle() && (CGeneral::GetRandomNumber() & 0x7F) < FindPlayerPed()->m_pWanted->m_RoadblockDensity) {
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CWanted *pPlayerWanted = FindPlayerPed()->m_pWanted;
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float fMapObjectRadius = 2.0f * mapObject->GetColModel()->boundingBox.max.x;
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int32 vehicleId = MI_POLICE;
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if (pPlayerWanted->AreArmyRequired())
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vehicleId = MI_BARRACKS;
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else if (pPlayerWanted->AreFbiRequired())
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vehicleId = MI_FBICAR;
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else if (pPlayerWanted->AreSwatRequired())
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vehicleId = MI_ENFORCER;
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if (!CStreaming::HasModelLoaded(vehicleId))
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vehicleId = MI_POLICE;
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CColModel *pVehicleColModel = CModelInfo::GetModelInfo(vehicleId)->GetColModel();
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float fModelRadius = 2.0f * pVehicleColModel->boundingSphere.radius + 0.25f;
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int16 radius = (int16)(fMapObjectRadius / fModelRadius);
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if (radius > 0 && radius < 6) {
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2020-05-07 07:38:07 +00:00
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CVector2D vecDistanceToCamera = TheCamera.GetPosition() - mapObject->GetPosition();
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float fDotProduct = DotProduct2D(vecDistanceToCamera, mapObject->GetForward());
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2020-04-13 10:21:39 +00:00
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float fOffset = 0.5f * fModelRadius * (float)(radius - 1);
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for (int16 i = 0; i < radius; i++) {
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uint8 nRoadblockType = fDotProduct < 0.0f;
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if (CGeneral::GetRandomNumber() & 1) {
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offsetMatrix.SetRotateZ(((CGeneral::GetRandomNumber() & 0xFF) - 128.0f) * 0.003f + HALFPI);
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}
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else {
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nRoadblockType = !nRoadblockType;
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offsetMatrix.SetRotateZ(((CGeneral::GetRandomNumber() & 0xFF) - 128.0f) * 0.003f - HALFPI);
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}
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2020-05-03 13:57:57 +00:00
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if (ThePaths.m_objectFlags[RoadBlockObjects[nRoadblockNode]] & ObjectEastWest)
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2020-04-13 10:21:39 +00:00
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offsetMatrix.GetPosition() = CVector(0.0f, -fOffset, 0.6f);
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else
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offsetMatrix.GetPosition() = CVector(-fOffset, 0.0f, 0.6f);
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CMatrix vehicleMatrix = mapObject->m_matrix * offsetMatrix;
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float fModelRadius = CModelInfo::GetModelInfo(vehicleId)->GetColModel()->boundingSphere.radius - 0.25f;
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int16 colliding = 0;
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CWorld::FindObjectsKindaColliding(vehicleMatrix.GetPosition(), fModelRadius, 0, &colliding, 2, nil, false, true, true, false, false);
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if (!colliding) {
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CAutomobile *pVehicle = new CAutomobile(vehicleId, RANDOM_VEHICLE);
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2020-04-30 13:45:45 +00:00
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pVehicle->SetStatus(STATUS_ABANDONED);
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2020-04-13 10:21:39 +00:00
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// pVehicle->GetHeightAboveRoad(); // called but return value is ignored?
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vehicleMatrix.GetPosition().z += fModelRadius - 0.6f;
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pVehicle->m_matrix = vehicleMatrix;
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pVehicle->PlaceOnRoadProperly();
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pVehicle->bIsStatic = false;
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pVehicle->m_matrix.UpdateRW();
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pVehicle->m_nDoorLock = CARLOCK_UNLOCKED;
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CCarCtrl::JoinCarWithRoadSystem(pVehicle);
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pVehicle->bIsLocked = false;
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pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
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pVehicle->AutoPilot.m_nCurrentLane = 0;
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pVehicle->AutoPilot.m_nNextLane = 0;
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pVehicle->AutoPilot.m_fMaxTrafficSpeed = 0.0f;
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pVehicle->AutoPilot.m_nCruiseSpeed = 0.0f;
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pVehicle->bExtendedRange = true;
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if (pVehicle->UsesSiren(pVehicle->GetModelIndex()) && CGeneral::GetRandomNumber() & 1)
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pVehicle->m_bSirenOrAlarm = true;
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2020-05-30 15:07:01 +00:00
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if (pVehicle->GetUp().z > 0.94f) {
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2020-04-13 10:21:39 +00:00
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CVisibilityPlugins::SetClumpAlpha(pVehicle->GetClump(), 0);
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CWorld::Add(pVehicle);
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pVehicle->bCreateRoadBlockPeds = true;
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pVehicle->m_nRoadblockType = nRoadblockType;
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pVehicle->m_nRoadblockNode = nRoadblockNode;
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}
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else {
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delete pVehicle;
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}
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2020-04-13 00:52:18 +00:00
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}
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}
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}
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}
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2020-04-11 16:45:49 +00:00
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}
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2020-04-13 10:21:39 +00:00
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} else {
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2020-05-03 13:57:57 +00:00
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InOrOut[nRoadblockNode] = false;
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2020-04-11 16:45:49 +00:00
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}
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}
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2020-03-25 14:13:06 +00:00
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}
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