#include "common.h" #include "patcher.h" #include "CarGen.h" #include "Automobile.h" #include "Boat.h" #include "Camera.h" #include "CarCtrl.h" #include "CutsceneMgr.h" #include "General.h" #include "Pools.h" #include "Streaming.h" #include "Timer.h" #include "Vehicle.h" #include "World.h" uint8 &CTheCarGenerators::ProcessCounter = *(uint8*)0x95CDAF; uint32 &CTheCarGenerators::NumOfCarGenerators = *(uint32*)0x8E2C1C; CCarGenerator (&CTheCarGenerators::CarGeneratorArray)[NUM_CARGENS] = *(CCarGenerator(*)[NUM_CARGENS])*(uintptr*)0x87CB18; uint8 &CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter = *(uint8*)0x95CDC6; uint32 &CTheCarGenerators::CurrentActiveCount = *(uint32*)0x8F2C5C; void CCarGenerator::SwitchOff() { m_nUsesRemaining = 0; --CTheCarGenerators::CurrentActiveCount; } void CCarGenerator::SwitchOn() { m_nUsesRemaining = -1; m_nTimer = CalcNextGen(); ++CTheCarGenerators::CurrentActiveCount; } uint32 CCarGenerator::CalcNextGen() { return CTimer::GetTimeInMilliseconds() + 4; } void CCarGenerator::DoInternalProcessing() { if (CheckForBlockage()) { m_nTimer += 4; if (m_nUsesRemaining == 0) --CTheCarGenerators::CurrentActiveCount; return; } if (CCarCtrl::NumParkedCars >= 10) return; CStreaming::RequestModel(m_nModelIndex, STREAMFLAGS_DEPENDENCY); if (!CStreaming::HasModelLoaded(m_nModelIndex)) return; if (CModelInfo::IsBoatModel(m_nModelIndex)){ CBoat* pBoat = new CBoat(m_nModelIndex, PARKED_VEHICLE); pBoat->bIsStatic = false; pBoat->bEngineOn = false; CVector pos = m_vecPos; if (pos.z <= -100.0f) pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y); pos.z += pBoat->GetDistanceFromCentreOfMassToBaseOfModel(); pBoat->GetPosition() = pos; pBoat->SetOrientation(0.0f, 0.0f, DEGTORAD(m_fAngle)); pBoat->m_status = STATUS_ABANDONED; pBoat->m_nDoorLock = CARLOCK_UNLOCKED; CWorld::Add(pBoat); if (CGeneral::GetRandomNumberInRange(0, 100) < m_nAlarm) pBoat->m_nAlarmState = -1; if (CGeneral::GetRandomNumberInRange(0, 100) < m_nDoorlock) pBoat->m_nDoorLock = CARLOCK_LOCKED; if (m_nColor1 != -1 && m_nColor2){ pBoat->m_currentColour1 = m_nColor1; pBoat->m_currentColour2 = m_nColor2; } m_nVehicleHandle = CPools::GetVehiclePool()->GetIndex(pBoat); }else{ bool groundFound = false; CVector pos = m_vecPos; if (pos.z > -100.0f){ pos.z = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z, &groundFound); }else{ CColPoint cp; CEntity* pEntity; groundFound = CWorld::ProcessVerticalLine(CVector(pos.x, pos.y, 1000.0f), -1000.0f, cp, pEntity, true, false, false, false, false, false, nil); if (groundFound) pos.z = cp.point.z; } if (!groundFound) { debug("CCarGenerator::DoInternalProcessing - can't find ground z for new car x = %f y = %f \n", m_vecPos.x, m_vecPos.y); }else{ CAutomobile* pCar = new CAutomobile(m_nModelIndex, PARKED_VEHICLE); pCar->bIsStatic = false; pCar->bEngineOn = false; pos.z += pCar->GetDistanceFromCentreOfMassToBaseOfModel(); pCar->GetPosition() = pos; pCar->SetOrientation(0.0f, 0.0f, DEGTORAD(m_fAngle)); pCar->m_status = STATUS_ABANDONED; pCar->bLightsOn = false; pCar->m_nDoorLock = CARLOCK_UNLOCKED; CWorld::Add(pCar); if (CGeneral::GetRandomNumberInRange(0, 100) < m_nAlarm) pCar->m_nAlarmState = -1; if (CGeneral::GetRandomNumberInRange(0, 100) < m_nDoorlock) pCar->m_nDoorLock = CARLOCK_LOCKED; if (m_nColor1 != -1 && m_nColor2) { pCar->m_currentColour1 = m_nColor1; pCar->m_currentColour2 = m_nColor2; } m_nVehicleHandle = CPools::GetVehiclePool()->GetIndex(pCar); } } if (m_nUsesRemaining < -1) /* I don't think this is a correct comparasion */ --m_nUsesRemaining; m_nTimer = CalcNextGen(); if (m_nUsesRemaining == 0) --CTheCarGenerators::CurrentActiveCount; } void CCarGenerator::Process() { if (m_nVehicleHandle == -1 && (CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter || CTimer::GetTimeInMilliseconds() >= m_nTimer) && m_nUsesRemaining != 0 && CheckIfWithinRangeOfAnyPlayer()) DoInternalProcessing(); if (m_nVehicleHandle == -1) return; CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(m_nVehicleHandle); if (!pVehicle){ m_nVehicleHandle = -1; return; } if (pVehicle->m_status != STATUS_PLAYER) return; m_nTimer += 60000; m_nVehicleHandle = -1; m_bIsBlocking = true; pVehicle->bExtendedRange = false; } void CCarGenerator::Setup(float x, float y, float z, float angle, int32 mi, int16 color1, int16 color2, uint8 force, uint8 alarm, uint8 lock, uint16 min_delay, uint16 max_delay) { CMatrix m1, m2, m3; /* Unused but present on stack, so I'll leave them. */ m_vecPos = CVector(x, y, z); m_fAngle = angle; m_nModelIndex = mi; m_nColor1 = color1; m_nColor2 = color2; m_bForceSpawn = force; m_nAlarm = alarm; m_nDoorlock = lock; m_nMinDelay = min_delay; m_nMaxDelay = max_delay; m_nVehicleHandle = -1; m_nTimer = CTimer::GetTimeInMilliseconds() + 1; m_nUsesRemaining = 0; m_bIsBlocking = false; m_vecInf = CModelInfo::GetModelInfo(m_nModelIndex)->GetColModel()->boundingBox.min; m_vecSup = CModelInfo::GetModelInfo(m_nModelIndex)->GetColModel()->boundingBox.max; m_fSize = max(m_vecInf.Magnitude(), m_vecSup.Magnitude()); } bool CCarGenerator::CheckForBlockage() { int16 entities; CWorld::FindObjectsKindaColliding(CVector(m_vecPos), m_fSize, 1, &entities, 2, nil, false, true, true, false, false); return entities > 0; } bool CCarGenerator::CheckIfWithinRangeOfAnyPlayer() { CVector2D direction = FindPlayerCentreOfWorld(CWorld::PlayerInFocus) - m_vecPos; float distance = direction.Magnitude(); float farclip = 120.0f * TheCamera.GenerationDistMultiplier; float nearclip = farclip - 20.0f; if (distance >= farclip){ if (m_bIsBlocking) m_bIsBlocking = false; return false; } if (CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter) return true; if (m_bIsBlocking) return false; if (distance < nearclip) return false; return DotProduct2D(direction, FindPlayerSpeed()) <= 0; } void CCarGenerator::Save(uint8 *buffer) { WriteSaveBuf(buffer, m_nModelIndex); WriteSaveBuf(buffer, m_vecPos); WriteSaveBuf(buffer, m_fAngle); WriteSaveBuf(buffer, m_nColor1); WriteSaveBuf(buffer, m_nColor2); WriteSaveBuf(buffer, m_bForceSpawn); WriteSaveBuf(buffer, m_nAlarm); WriteSaveBuf(buffer, m_nDoorlock); WriteSaveBuf(buffer, (uint8)0); WriteSaveBuf(buffer, m_nMinDelay); WriteSaveBuf(buffer, m_nMaxDelay); WriteSaveBuf(buffer, m_nTimer); WriteSaveBuf(buffer, m_nVehicleHandle); WriteSaveBuf(buffer, m_nUsesRemaining); WriteSaveBuf(buffer, m_bIsBlocking); WriteSaveBuf(buffer, (uint8)0); WriteSaveBuf(buffer, m_vecInf); WriteSaveBuf(buffer, m_vecSup); WriteSaveBuf(buffer, m_fSize); // or //WriteSaveBuf(buffer, *this); } void CCarGenerator::Load(uint8 *buffer) { m_nModelIndex = ReadSaveBuf(buffer); m_vecPos = ReadSaveBuf(buffer); m_fAngle = ReadSaveBuf(buffer); m_nColor1 = ReadSaveBuf(buffer); m_nColor2 = ReadSaveBuf(buffer); m_bForceSpawn = ReadSaveBuf(buffer); m_nAlarm = ReadSaveBuf(buffer); m_nDoorlock = ReadSaveBuf(buffer); ReadSaveBuf(buffer); m_nMinDelay = ReadSaveBuf(buffer); m_nMaxDelay = ReadSaveBuf(buffer); m_nTimer = ReadSaveBuf(buffer); m_nVehicleHandle = ReadSaveBuf(buffer); m_nUsesRemaining = ReadSaveBuf(buffer); m_bIsBlocking = ReadSaveBuf(buffer); ReadSaveBuf(buffer); m_vecInf = ReadSaveBuf(buffer); m_vecSup = ReadSaveBuf(buffer); m_fSize = ReadSaveBuf(buffer); // or //*this = ReadSaveBuf(buffer); } void CTheCarGenerators::Process() { if (FindPlayerTrain() || CCutsceneMgr::IsRunning()) return; if (++CTheCarGenerators::ProcessCounter == 4) CTheCarGenerators::ProcessCounter = 0; for (uint32 i = ProcessCounter; i < NumOfCarGenerators; i += 4) CTheCarGenerators::CarGeneratorArray[i].Process(); if (GenerateEvenIfPlayerIsCloseCounter) GenerateEvenIfPlayerIsCloseCounter--; } int32 CTheCarGenerators::CreateCarGenerator(float x, float y, float z, float angle, int32 mi, int16 color1, int16 color2, uint8 force, uint8 alarm, uint8 lock, uint16 min_delay, uint16 max_delay) { CarGeneratorArray[NumOfCarGenerators].Setup(x, y, z, angle, mi, color1, color2, force, alarm, lock, min_delay, max_delay); return NumOfCarGenerators++; } void CTheCarGenerators::Init() { GenerateEvenIfPlayerIsCloseCounter = 0; NumOfCarGenerators = 0; ProcessCounter = 0; CurrentActiveCount = 0; } void CTheCarGenerators::SaveAllCarGenerators(uint8 *buffer, uint32 *size) { *size = 20 + sizeof(CarGeneratorArray) + SAVE_HEADER_SIZE; INITSAVEBUF WriteSaveHeader(buffer, 'C','G','N','\0', *size - SAVE_HEADER_SIZE); WriteSaveBuf(buffer, 12); /* what is this? */ WriteSaveBuf(buffer, NumOfCarGenerators); WriteSaveBuf(buffer, CurrentActiveCount); WriteSaveBuf(buffer, ProcessCounter); WriteSaveBuf(buffer, GenerateEvenIfPlayerIsCloseCounter); WriteSaveBuf(buffer, (int16)0); WriteSaveBuf(buffer, sizeof(CarGeneratorArray)); for (int i = 0; i < NUM_CARGENS; i++){ CarGeneratorArray[i].Save(buffer); } VALIDATESAVEBUF(*size) } void CTheCarGenerators::LoadAllCarGenerators(uint8* buffer, uint32 size) { Init(); INITSAVEBUF assert(size == 20 + sizeof(CarGeneratorArray) + SAVE_HEADER_SIZE); CheckSaveHeader(buffer, 'C','G','N','\0', size - SAVE_HEADER_SIZE); ReadSaveBuf(buffer); NumOfCarGenerators = ReadSaveBuf(buffer); CurrentActiveCount = ReadSaveBuf(buffer); ProcessCounter = ReadSaveBuf(buffer); GenerateEvenIfPlayerIsCloseCounter = ReadSaveBuf(buffer); ReadSaveBuf(buffer); assert(ReadSaveBuf(buffer) == sizeof(CarGeneratorArray)); for (int i = 0; i < NUM_CARGENS; i++) { CarGeneratorArray[i].Load(buffer); } VALIDATESAVEBUF(size) } STARTPATCHES InjectHook(0x543020, CTheCarGenerators::Init, PATCH_JUMP); InjectHook(0x542F40, CTheCarGenerators::Process, PATCH_JUMP); InjectHook(0x543050, CTheCarGenerators::SaveAllCarGenerators, PATCH_JUMP); InjectHook(0x5431E0, CTheCarGenerators::LoadAllCarGenerators, PATCH_JUMP); ENDPATCHES