2020-05-23 17:06:52 +00:00
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#include "common.h"
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#include "SetPieces.h"
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#include "Automobile.h"
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#include "CarAI.h"
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#include "CopPed.h"
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#include "GenericGameStorage.h"
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#include "PlayerPed.h"
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#include "Timer.h"
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#include "Vehicle.h"
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#include "Wanted.h"
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#include "World.h"
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#define TIME_BETWEEN_SETPIECE_SPAWNS 20000
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2020-05-24 10:48:17 +00:00
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//--MIAMI: file done
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2020-05-23 17:06:52 +00:00
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bool CSetPieces::bDebug;
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uint32 CSetPieces::NumSetPieces;
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CSetPiece CSetPieces::aSetPieces[NUM_SETPIECES];
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void CSetPieces::Init(void)
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{
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bDebug = false;
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NumSetPieces = 0;
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}
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void CSetPieces::AddOne(uint8 type, CVector2D vTriggerInf, CVector2D vTriggerSup, CVector2D vSpawn1, CVector2D vTarget1, CVector2D vSpawn2, CVector2D vTarget2)
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{
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if (NumSetPieces >= NUM_SETPIECES)
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return;
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aSetPieces[NumSetPieces].m_nType = (eSetPieceType)type;
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aSetPieces[NumSetPieces].m_vTriggerInf.x = Min(vTriggerInf.x, vTriggerSup.x);
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aSetPieces[NumSetPieces].m_vTriggerInf.y = Min(vTriggerInf.y, vTriggerSup.y);
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aSetPieces[NumSetPieces].m_vTriggerSup.x = Max(vTriggerInf.x, vTriggerSup.x);
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aSetPieces[NumSetPieces].m_vTriggerSup.y = Max(vTriggerInf.y, vTriggerSup.y);
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aSetPieces[NumSetPieces].m_vSpawn1 = vSpawn1;
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aSetPieces[NumSetPieces].m_vSpawn2 = vSpawn2;
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aSetPieces[NumSetPieces].m_vTarget1 = vTarget1;
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aSetPieces[NumSetPieces].m_vTarget2 = vTarget2;
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++NumSetPieces;
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}
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void CSetPieces::Update(void)
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{
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int nFirst = NumSetPieces * (CTimer::GetFrameCounter() % 8) / 8;
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int nLast = NumSetPieces * (CTimer::GetFrameCounter() % 8 + 1) / 8;
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for (int i = nFirst; i < nLast; i++)
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aSetPieces[i].Update();
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}
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void CSetPieces::Save(uint8* buf, uint32* size)
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{
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INITSAVEBUF
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WriteSaveBuf(buf, NumSetPieces);
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for (int i = 0; i < NUM_SETPIECES; i++)
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WriteSaveBuf(buf, aSetPieces[i]);
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*size = sizeof(NumSetPieces) + NUM_SETPIECES * sizeof(CSetPiece);
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VALIDATESAVEBUF(*size)
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}
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void CSetPieces::Load(uint8* buf, uint32 size)
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{
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INITSAVEBUF
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NumSetPieces = ReadSaveBuf<uint32>(buf);
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for (int i = 0; i < NUM_SETPIECES; i++)
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aSetPieces[i] = ReadSaveBuf<CSetPiece>(buf);
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VALIDATESAVEBUF(size)
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}
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void CSetPiece::Update(void)
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{
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if (m_nLastTimeCreated != 0 && CTimer::GetTimeInMilliseconds() <= m_nLastTimeCreated + TIME_BETWEEN_SETPIECE_SPAWNS)
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return;
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CVector pos = FindPlayerCoors();
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if (pos.x < m_vTriggerInf.x || pos.x > m_vTriggerSup.x ||
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pos.y < m_vTriggerInf.y || pos.y > m_vTriggerSup.y)
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return;
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switch (m_nType) {
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case SETPIECE_TWOCOPCARSINALLEY:
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{
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel < 1 || FindPlayerVehicle())
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return;
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CVehicle* pVehicle1 = TryToGenerateCopCar(m_vSpawn1, m_vTarget1);
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if (!pVehicle1)
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return;
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CVehicle* pVehicle2 = TryToGenerateCopCar(m_vSpawn2, m_vTarget2);
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if (!pVehicle2) {
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CWorld::Remove(pVehicle1);
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delete pVehicle1;
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return;
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}
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pVehicle1->SetStatus(STATUS_PHYSICS);
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pVehicle1->AutoPilot.m_fMaxTrafficSpeed = pVehicle1->AutoPilot.m_nCruiseSpeed = 4;
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pVehicle1->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_SLOW_DOWN_FOR_CARS;
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pVehicle1->AutoPilot.m_nCarMission = MISSION_SLOWLY_DRIVE_TOWARDS_PLAYER_1;
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pVehicle1->AutoPilot.m_vecDestinationCoors.x = m_vTarget1.x;
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pVehicle1->AutoPilot.m_vecDestinationCoors.y = m_vTarget1.y;
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pVehicle1->AutoPilot.m_vecDestinationCoors.z = 0.0f;
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pVehicle1->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 25000;
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CCarAI::AddPoliceCarOccupants(pVehicle1);
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pVehicle2->SetStatus(STATUS_PHYSICS);
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pVehicle2->AutoPilot.m_fMaxTrafficSpeed = pVehicle2->AutoPilot.m_nCruiseSpeed = 4;
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pVehicle2->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_SLOW_DOWN_FOR_CARS;
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pVehicle2->AutoPilot.m_nCarMission = MISSION_SLOWLY_DRIVE_TOWARDS_PLAYER_1;
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pVehicle2->AutoPilot.m_vecDestinationCoors.x = m_vTarget2.x;
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pVehicle2->AutoPilot.m_vecDestinationCoors.y = m_vTarget2.y;
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pVehicle2->AutoPilot.m_vecDestinationCoors.z = 0.0f;
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pVehicle2->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 25000;
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CCarAI::AddPoliceCarOccupants(pVehicle2);
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m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
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break;
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}
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case SETPIECE_CARBLOCKINGPLAYERFROMSIDE:
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{
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel < 2)
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return;
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if (!FindPlayerVehicle())
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return;
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if (DotProduct2D(FindPlayerSpeed(), (CVector2D)FindPlayerCoors() - m_vSpawn1) >= 0.0f)
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return;
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CVehicle* pVehicle1 = TryToGenerateCopCar(m_vSpawn1, m_vTarget1);
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if (!pVehicle1)
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return;
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pVehicle1->SetStatus(STATUS_PHYSICS);
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pVehicle1->AutoPilot.m_fMaxTrafficSpeed = pVehicle1->AutoPilot.m_nCruiseSpeed = 16;
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pVehicle1->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_PLOUGH_THROUGH;
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pVehicle1->AutoPilot.m_nCarMission = MISSION_BLOCKPLAYER_FORWARDANDBACK;
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pVehicle1->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD;
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pVehicle1->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 100;
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pVehicle1->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 10000;
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pVehicle1->SetMoveSpeed(2.0f * pVehicle1->GetForward() / 3.0f);
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CCarAI::AddPoliceCarOccupants(pVehicle1);
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m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
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return;
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}
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case SETPIECE_CARRAMMINGPLAYERFROMSIDE:
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{
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel < 2)
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return;
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if (!FindPlayerVehicle())
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return;
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if (DotProduct2D(FindPlayerSpeed(), (CVector2D)FindPlayerCoors() - m_vSpawn1) >= 0.0f)
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return;
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CVehicle* pVehicle1 = TryToGenerateCopCar(m_vSpawn1, m_vTarget1);
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if (!pVehicle1)
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return;
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pVehicle1->SetStatus(STATUS_PHYSICS);
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pVehicle1->AutoPilot.m_fMaxTrafficSpeed = pVehicle1->AutoPilot.m_nCruiseSpeed = 16;
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pVehicle1->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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pVehicle1->AutoPilot.m_nCarMission = MISSION_RAMCAR_CLOSE;
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pVehicle1->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD;
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pVehicle1->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 100;
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pVehicle1->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 10000;
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pVehicle1->SetMoveSpeed(2.0f * pVehicle1->GetForward() / 3.0f);
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CCarAI::AddPoliceCarOccupants(pVehicle1);
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m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
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return;
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}
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case SETPIECE_CREATECOPPERONFOOT:
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{
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel < 1 || FindPlayerVehicle())
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return;
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CCopPed* pCop = TryToGenerateCopPed(m_vSpawn1);
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if (!pCop)
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return;
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float z = CWorld::FindGroundZForCoord(m_vTarget1.x, m_vTarget1.y);
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pCop->bScriptObjectiveCompleted = false;
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pCop->SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, CVector(m_vTarget1.x, m_vTarget1.y, z));
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pCop->m_nExtendedRangeTimer = CTimer::GetTimeInMilliseconds() + 10000;
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m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
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return;
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}
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case SETPIECE_CREATETWOCOPPERSONFOOT:
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{
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel < 1 || FindPlayerVehicle())
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return;
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CCopPed* pCop = TryToGenerateCopPed(m_vSpawn1);
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if (!pCop)
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return;
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float z = CWorld::FindGroundZForCoord(m_vTarget1.x, m_vTarget1.y);
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pCop->bScriptObjectiveCompleted = false;
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pCop->SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, CVector(m_vTarget1.x, m_vTarget1.y, z));
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pCop->m_nExtendedRangeTimer = CTimer::GetTimeInMilliseconds() + 10000;
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CCopPed* pCop2 = TryToGenerateCopPed(m_vSpawn2);
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if (!pCop2) {
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CWorld::Remove(pCop);
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delete pCop;
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return;
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}
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z = CWorld::FindGroundZForCoord(m_vTarget2.x, m_vTarget2.y);
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pCop2->bScriptObjectiveCompleted = false;
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pCop2->SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, CVector(m_vTarget2.x, m_vTarget2.y, z));
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pCop2->m_nExtendedRangeTimer = CTimer::GetTimeInMilliseconds() + 10000;
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m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
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return;
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}
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case SETPIECE_TWOCARSBLOCKINGPLAYERFROMSIDE:
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{
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel < 2)
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return;
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if (!FindPlayerVehicle())
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return;
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if (DotProduct2D(FindPlayerSpeed(), (CVector2D)FindPlayerCoors() - m_vSpawn1) >= 0.0f)
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return;
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CVehicle* pVehicle1 = TryToGenerateCopCar(m_vSpawn1, m_vTarget1);
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if (!pVehicle1)
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return;
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pVehicle1->SetStatus(STATUS_PHYSICS);
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pVehicle1->AutoPilot.m_fMaxTrafficSpeed = pVehicle1->AutoPilot.m_nCruiseSpeed = 16;
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pVehicle1->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_PLOUGH_THROUGH;
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pVehicle1->AutoPilot.m_nCarMission = MISSION_BLOCKPLAYER_FORWARDANDBACK;
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pVehicle1->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD;
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pVehicle1->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 100;
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pVehicle1->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 10000;
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pVehicle1->SetMoveSpeed(2.0f * pVehicle1->GetForward() / 3.0f);
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CCarAI::AddPoliceCarOccupants(pVehicle1);
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CVehicle* pVehicle2 = TryToGenerateCopCar(m_vSpawn2, m_vTarget2);
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if (!pVehicle2) {
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CWorld::Remove(pVehicle1);
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delete pVehicle1;
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return;
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}
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pVehicle2->SetStatus(STATUS_PHYSICS);
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pVehicle2->AutoPilot.m_fMaxTrafficSpeed = pVehicle1->AutoPilot.m_nCruiseSpeed = 16;
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pVehicle2->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_PLOUGH_THROUGH;
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pVehicle2->AutoPilot.m_nCarMission = MISSION_BLOCKPLAYER_FORWARDANDBACK;
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pVehicle2->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD;
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pVehicle2->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 100;
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pVehicle2->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 10000;
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pVehicle2->SetMoveSpeed(2.0f * pVehicle2->GetForward() / 3.0f);
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CCarAI::AddPoliceCarOccupants(pVehicle2);
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m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
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return;
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}
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case SETPIECE_TWOCARSRAMMINGPLAYERFROMSIDE:
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{
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel < 2)
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return;
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if (!FindPlayerVehicle())
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return;
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if (DotProduct2D(FindPlayerSpeed(), (CVector2D)FindPlayerCoors() - m_vSpawn1) >= 0.0f)
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return;
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CVehicle* pVehicle1 = TryToGenerateCopCar(m_vSpawn1, m_vTarget1);
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if (!pVehicle1)
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return;
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pVehicle1->SetStatus(STATUS_PHYSICS);
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pVehicle1->AutoPilot.m_fMaxTrafficSpeed = pVehicle1->AutoPilot.m_nCruiseSpeed = 16;
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pVehicle1->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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pVehicle1->AutoPilot.m_nCarMission = MISSION_RAMCAR_CLOSE;
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pVehicle1->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD;
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pVehicle1->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 100;
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pVehicle1->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 10000;
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pVehicle1->SetMoveSpeed(2.0f * pVehicle1->GetForward() / 3.0f);
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CCarAI::AddPoliceCarOccupants(pVehicle1);
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CVehicle* pVehicle2 = TryToGenerateCopCar(m_vSpawn2, m_vTarget2);
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if (!pVehicle2) {
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CWorld::Remove(pVehicle2);
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delete pVehicle2;
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return;
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}
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pVehicle2->SetStatus(STATUS_PHYSICS);
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pVehicle2->AutoPilot.m_fMaxTrafficSpeed = pVehicle2->AutoPilot.m_nCruiseSpeed = 16;
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pVehicle2->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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pVehicle2->AutoPilot.m_nCarMission = MISSION_RAMCAR_CLOSE;
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pVehicle2->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD;
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pVehicle2->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 100;
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pVehicle2->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 10000;
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pVehicle2->SetMoveSpeed(2.0f * pVehicle2->GetForward() / 3.0f);
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CCarAI::AddPoliceCarOccupants(pVehicle2);
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m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
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return;
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}
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}
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}
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CVehicle* CSetPiece::TryToGenerateCopCar(CVector2D vSpawn, CVector2D vTarget)
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{
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CVehicle* pVehicle = new CAutomobile(MI_POLICE, RANDOM_VEHICLE);
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CVector pos(vSpawn.x, vSpawn.y, 1000.0f);
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CColPoint point;
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CEntity* pEntity;
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if (CWorld::ProcessVerticalLine(pos, -1000.0f, point, pEntity, true, false, false, false, true, false, nil))
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pos.z = point.point.z + pVehicle->GetHeightAboveRoad();
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CVector vDirection(vTarget.x - vSpawn.x, vTarget.y - vSpawn.y, 0.0f);
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vDirection.Normalise();
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pVehicle->GetForward() = CVector(vDirection.x, vDirection.y, 0.0f);
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pVehicle->GetRight() = CVector(vDirection.y, -vDirection.x, 0.0f);
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pVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f);
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pVehicle->SetPosition(pos);
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int16 total;
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CWorld::FindObjectsKindaColliding(pos, pVehicle->GetColModel()->spheres->radius, false, &total, 16, nil, false, true, true, false, false);
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if (total != 0) {
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delete pVehicle;
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return nil;
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}
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pVehicle->ChangeLawEnforcerState(true);
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CWorld::Add(pVehicle);
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return pVehicle;
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}
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CCopPed* CSetPiece::TryToGenerateCopPed(CVector2D vSpawn)
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{
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CCopPed* pCop = new CCopPed(COP_STREET);
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CVector pos(vSpawn.x, vSpawn.y, 1000.0f);
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CColPoint point;
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CEntity* pEntity;
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if (CWorld::ProcessVerticalLine(pos, -1000.0f, point, pEntity, true, false, false, false, true, false, nil))
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pos.z = point.point.z + 0.9f;
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pCop->SetPosition(pos);
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int16 total;
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CWorld::FindObjectsKindaColliding(pos, pCop->GetColModel()->spheres->radius, false, &total, 16, nil, false, true, true, false, false);
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if (total != 0) {
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delete pCop;
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return nil;
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}
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CWorld::Add(pCop);
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return pCop;
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}
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