2019-08-11 17:11:54 +00:00
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#include "common.h"
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#include "patcher.h"
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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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int16 &CRoadBlocks::NumRoadBlocks = *(int16*)0x95CC34;
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int16 (&CRoadBlocks::RoadBlockObjects)[NUMROADBLOCKS] = *(int16(*)[NUMROADBLOCKS]) * (uintptr*)0x72B3A8;
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bool (&CRoadBlocks::InOrOut)[NUMROADBLOCKS] = *(bool(*)[NUMROADBLOCKS]) * (uintptr*)0x733810;
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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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2020-04-11 16:45:49 +00:00
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NumRoadBlocks = 0;
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for (int objId = 0; objId < ThePaths.m_numMapObjects; objId++) {
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if (ThePaths.m_objectFlags[objId] & UseInRoadBlock) {
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if (NumRoadBlocks < 600) {
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InOrOut[NumRoadBlocks] = true;
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RoadBlockObjects[NumRoadBlocks] = objId;
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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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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} };
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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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int32 modelInfoId = 0;
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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_MOONBEAM:
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case MI_ESPERANT:
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case MI_TAXI:
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case MI_KURUMA:
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case MI_BOBCAT:
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case MI_MRWHOOP:
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case MI_BFINJECT:
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case MI_CORPSE:
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case MI_POLICE:
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case MI_SECURICA:
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case MI_BANSHEE:
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case MI_PREDATOR:
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case MI_BUS:
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case MI_RHINO:
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copType = COP_STREET;
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modelInfoId = MI_COP;
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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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pCopPed->m_matrix.GetPosition() = posForZ;
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CVector vecSavedPos = pCopPed->m_matrix.GetPosition();
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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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pCopPed->m_wRoadblockNode = roadBlockNode;
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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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unsigned int frame = CTimer::GetFrameCounter() & 0xF;
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int16 nRoadblockNode = (int16)(600 * frame) / 16;
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const int16 maxRoadBlocks = (int16)(600 * (frame + 1)) / 16;
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int16 numRoadBlocks = CRoadBlocks::NumRoadBlocks;
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if (CRoadBlocks::NumRoadBlocks >= maxRoadBlocks)
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numRoadBlocks = maxRoadBlocks;
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for (; nRoadblockNode < numRoadBlocks; nRoadblockNode++) {
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CTreadable *mapObject = ThePaths.m_mapObjects[CRoadBlocks::RoadBlockObjects[nRoadblockNode]];
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CVector2D direction = FindPlayerCoors() - mapObject->GetPosition();
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if ((direction.x <= -80.0f || direction.x < 80.0f) || (direction.y <= -80.0f || direction.y < 80.0f)) {
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CRoadBlocks::InOrOut[nRoadblockNode] = false;
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continue;
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}
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if (direction.Magnitude() < 80.0f) {
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CRoadBlocks::InOrOut[nRoadblockNode] = false;
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continue;
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}
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else if (!CRoadBlocks::InOrOut[nRoadblockNode]) {
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CRoadBlocks::InOrOut[nRoadblockNode] = true;
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}
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else {
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continue;
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}
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if (!FindPlayerVehicle())
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continue;
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CWanted *pPlayerWanted = FindPlayerPed()->m_pWanted;
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if ((CGeneral::GetRandomNumber() & 0x7F) >= pPlayerWanted->m_RoadblockDensity)
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continue;
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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 >= 6)
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continue;
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CVector2D directionToCamera = TheCamera.m_matrix.GetPosition() - mapObject->m_matrix.GetPosition();
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float fDotProduct = DotProduct2D(directionToCamera, mapObject->m_matrix.GetUp());
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if (radius <= 0)
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continue;
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float fOffset = 0.5f * fModelRadius * (float)(radius - 1);
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for (int16 modelId = vehicleId; modelId < nRoadblockNode ; modelId++) {
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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 = fDotProduct < 0.0f;
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offsetMatrix.SetRotateZ(((CGeneral::GetRandomNumber() & 0xFF) - 128.0f) * 0.003f - HALFPI);
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}
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if (ThePaths.m_objectFlags[CRoadBlocks::RoadBlockObjects[nRoadblockNode]] & ObjectEastWest)
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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(modelId)->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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continue;
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CAutomobile *pVehicle = new CAutomobile(vehicleId, RANDOM_VEHICLE);
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pVehicle->m_status = STATUS_ABANDONED;
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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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if (pVehicle->m_matrix.GetForward().z <= 0.94f) {
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delete pVehicle;
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}
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else {
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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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}
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}
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2020-03-25 14:13:06 +00:00
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}
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STARTPATCHES
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InjectHook(0x436F50, &CRoadBlocks::Init, PATCH_JUMP);
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2020-04-11 16:45:49 +00:00
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InjectHook(0x4376A0, &CRoadBlocks::GenerateRoadBlockCopsForCar, PATCH_JUMP);
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InjectHook(0x436FA0, &CRoadBlocks::GenerateRoadBlocks, PATCH_JUMP);
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2020-03-25 14:13:06 +00:00
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ENDPATCHES
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