#include "common.h"
#include "patcher.h"
#include "RoadBlocks.h"
#include "PathFind.h"
#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"
int16 &CRoadBlocks::NumRoadBlocks = *(int16*)0x95CC34;
int16 (&CRoadBlocks::RoadBlockObjects)[NUMROADBLOCKS] = *(int16(*)[NUMROADBLOCKS]) * (uintptr*)0x72B3A8;
bool (&CRoadBlocks::InOrOut)[NUMROADBLOCKS] = *(bool(*)[NUMROADBLOCKS]) * (uintptr*)0x733810;
void
CRoadBlocks::Init(void)
{
NumRoadBlocks = 0;
for (int objId = 0; objId < ThePaths.m_numMapObjects; objId++) {
if (ThePaths.m_objectFlags[objId] & UseInRoadBlock) {
if (NumRoadBlocks < 600) {
InOrOut[NumRoadBlocks] = true;
RoadBlockObjects[NumRoadBlocks] = objId;
NumRoadBlocks++;
} else {
#ifndef MASTER
printf("Not enough room for the potential roadblocks\n");
#endif
// FIX: Don't iterate loop after NUMROADBLOCKS
return;
}
}
}
}
void
CRoadBlocks::GenerateRoadBlockCopsForCar(CVehicle* pVehicle, int32 roadBlockType, int16 roadBlockNode)
{
CVector vecRoadBlockOffets[6] = { {-1.5, 1.8f, 0.0f}, {-1.5f, -1.8f, 0.0f}, {1.5f, 1.8f, 0.0f},
{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]);
int32 modelInfoId = 0;
eCopType copType = COP_STREET;
switch (pVehicle->GetModelIndex())
{
case MI_FBICAR:
modelInfoId = MI_FBI;
copType = COP_FBI;
break;
case MI_MOONBEAM:
case MI_ESPERANT:
case MI_TAXI:
case MI_KURUMA:
case MI_BOBCAT:
case MI_MRWHOOP:
case MI_BFINJECT:
case MI_CORPSE:
case MI_POLICE:
case MI_SECURICA:
case MI_BANSHEE:
case MI_PREDATOR:
case MI_BUS:
case MI_RHINO:
copType = COP_STREET;
modelInfoId = MI_COP;
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->m_matrix.GetPosition() = posForZ;
CVector vecSavedPos = pCopPed->m_matrix.GetPosition();
pCopPed->m_matrix.SetRotate(0.0f, 0.0f, -HALFPI);
pCopPed->m_matrix.GetPosition() += vecSavedPos;
pCopPed->m_bIsDisabledCop = true;
pCopPed->SetIdle();
pCopPed->bKindaStayInSamePlace = true;
pCopPed->bNotAllowedToDuck = false;
pCopPed->m_wRoadblockNode = roadBlockNode;
pCopPed->bCrouchWhenShooting = roadBlockType != 2;
if (pEntityToAttack) {
pCopPed->m_pPointGunAt = pEntityToAttack;
pEntityToAttack->RegisterReference(&pCopPed->m_pPointGunAt);
pCopPed->SetAttack(pEntityToAttack);
}
pCopPed->m_pMyVehicle = pVehicle;
pVehicle->RegisterReference((CEntity**)&pCopPed->m_pMyVehicle);
pCopPed->bCullExtraFarAway = true;
CVisibilityPlugins::SetClumpAlpha(pCopPed->GetClump(), 0);
CWorld::Add(pCopPed);
}
}
void
CRoadBlocks::GenerateRoadBlocks(void)
{
CMatrix offsetMatrix;
unsigned int frame = CTimer::GetFrameCounter() & 0xF;
int16 nRoadblockNode = (int16)(600 * frame) / 16;
const int16 maxRoadBlocks = (int16)(600 * (frame + 1)) / 16;
int16 numRoadBlocks = CRoadBlocks::NumRoadBlocks;
if (CRoadBlocks::NumRoadBlocks >= maxRoadBlocks)
numRoadBlocks = maxRoadBlocks;
for (; nRoadblockNode < numRoadBlocks; nRoadblockNode++) {
CTreadable *mapObject = ThePaths.m_mapObjects[CRoadBlocks::RoadBlockObjects[nRoadblockNode]];
CVector2D direction = FindPlayerCoors() - mapObject->GetPosition();
if ((direction.x <= -80.0f || direction.x < 80.0f) || (direction.y <= -80.0f || direction.y < 80.0f)) {
CRoadBlocks::InOrOut[nRoadblockNode] = false;
continue;
}
if (direction.Magnitude() < 80.0f) {
CRoadBlocks::InOrOut[nRoadblockNode] = false;
continue;
}
else if (!CRoadBlocks::InOrOut[nRoadblockNode]) {
CRoadBlocks::InOrOut[nRoadblockNode] = true;
}
else {
continue;
}
if (!FindPlayerVehicle())
continue;
CWanted *pPlayerWanted = FindPlayerPed()->m_pWanted;
if ((CGeneral::GetRandomNumber() & 0x7F) >= pPlayerWanted->m_RoadblockDensity)
continue;
float fMapObjectRadius = 2.0f * mapObject->GetColModel()->boundingBox.max.x;
int32 vehicleId = MI_POLICE;
if (pPlayerWanted->AreArmyRequired())
vehicleId = MI_BARRACKS;
else if (pPlayerWanted->AreFbiRequired())
vehicleId = MI_FBICAR;
else if (pPlayerWanted->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 radius = (int16)(fMapObjectRadius / fModelRadius);
if (radius >= 6)
continue;
CVector2D directionToCamera = TheCamera.m_matrix.GetPosition() - mapObject->m_matrix.GetPosition();
float fDotProduct = DotProduct2D(directionToCamera, mapObject->m_matrix.GetUp());
if (radius <= 0)
continue;
float fOffset = 0.5f * fModelRadius * (float)(radius - 1);
for (int16 modelId = vehicleId; modelId < nRoadblockNode ; modelId++) {
uint8 nRoadblockType = fDotProduct >= 0.0f;
if (CGeneral::GetRandomNumber() & 1) {
offsetMatrix.SetRotateZ(((CGeneral::GetRandomNumber() & 0xFF) - 128.0f) * 0.003f + HALFPI);
}
else {
nRoadblockType = fDotProduct < 0.0f;
offsetMatrix.SetRotateZ(((CGeneral::GetRandomNumber() & 0xFF) - 128.0f) * 0.003f - HALFPI);
}
if (ThePaths.m_objectFlags[CRoadBlocks::RoadBlockObjects[nRoadblockNode]] & ObjectEastWest)
offsetMatrix.GetPosition() = CVector(0.0f, -fOffset, 0.6f);
else
offsetMatrix.GetPosition() = CVector(-fOffset, 0.0f, 0.6f);
CMatrix vehicleMatrix = mapObject->m_matrix * offsetMatrix;
float fModelRadius = CModelInfo::GetModelInfo(modelId)->GetColModel()->boundingSphere.radius - 0.25f;
int16 colliding = 0;
CWorld::FindObjectsKindaColliding(vehicleMatrix.GetPosition(), fModelRadius, 0, &colliding, 2, nil, false, true, true, false, false);
if (colliding)
continue;
CAutomobile *pVehicle = new CAutomobile(vehicleId, RANDOM_VEHICLE);
pVehicle->m_status = STATUS_ABANDONED;
// pVehicle->GetHeightAboveRoad(); // called but return value is ignored?
vehicleMatrix.GetPosition().z += fModelRadius - 0.6f;
pVehicle->m_matrix = vehicleMatrix;
pVehicle->PlaceOnRoadProperly();
pVehicle->bIsStatic = false;
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_nCurrentLane = 0;
pVehicle->AutoPilot.m_nNextLane = 0;
pVehicle->AutoPilot.m_fMaxTrafficSpeed = 0.0f;
pVehicle->AutoPilot.m_nCruiseSpeed = 0.0f;
pVehicle->bExtendedRange = true;
if (pVehicle->UsesSiren(pVehicle->GetModelIndex()) && CGeneral::GetRandomNumber() & 1)
pVehicle->m_bSirenOrAlarm = true;
if (pVehicle->m_matrix.GetForward().z <= 0.94f) {
delete pVehicle;
}
else {
CVisibilityPlugins::SetClumpAlpha(pVehicle->GetClump(), 0);
CWorld::Add(pVehicle);
pVehicle->bCreateRoadBlockPeds = true;
pVehicle->m_nRoadblockType = nRoadblockType;
pVehicle->m_nRoadblockNode = nRoadblockNode;
}
}
}
}
STARTPATCHES
InjectHook(0x436F50, &CRoadBlocks::Init, PATCH_JUMP);
InjectHook(0x4376A0, &CRoadBlocks::GenerateRoadBlockCopsForCar, PATCH_JUMP);
InjectHook(0x436FA0, &CRoadBlocks::GenerateRoadBlocks, PATCH_JUMP);
ENDPATCHES