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-rw-r--r--src/control/SetPieces.cpp325
1 files changed, 325 insertions, 0 deletions
diff --git a/src/control/SetPieces.cpp b/src/control/SetPieces.cpp
new file mode 100644
index 00000000..5edcd335
--- /dev/null
+++ b/src/control/SetPieces.cpp
@@ -0,0 +1,325 @@
+#include "common.h"
+
+#include "SetPieces.h"
+#include "Automobile.h"
+#include "CarAI.h"
+#include "CopPed.h"
+#include "GenericGameStorage.h"
+#include "PlayerPed.h"
+#include "Timer.h"
+#include "Vehicle.h"
+#include "Wanted.h"
+#include "World.h"
+#include "VarConsole.h"
+#include "SaveBuf.h"
+
+#define TIME_BETWEEN_SETPIECE_SPAWNS 20000
+
+bool CSetPieces::bDebug;
+uint32 CSetPieces::NumSetPieces;
+CSetPiece CSetPieces::aSetPieces[NUM_SETPIECES];
+
+void CSetPieces::Init(void)
+{
+ bDebug = false;
+ NumSetPieces = 0;
+#ifndef MASTER
+ VarConsole.Add("Show set pieces", &bDebug, true);
+#endif
+}
+
+void CSetPieces::AddOne(uint8 type, CVector2D vTriggerInf, CVector2D vTriggerSup, CVector2D vSpawn1, CVector2D vTarget1, CVector2D vSpawn2, CVector2D vTarget2)
+{
+ if (NumSetPieces >= NUM_SETPIECES)
+ return;
+ aSetPieces[NumSetPieces].m_nType = type;
+ aSetPieces[NumSetPieces].m_vTriggerInf.x = Min(vTriggerInf.x, vTriggerSup.x);
+ aSetPieces[NumSetPieces].m_vTriggerInf.y = Min(vTriggerInf.y, vTriggerSup.y);
+ aSetPieces[NumSetPieces].m_vTriggerSup.x = Max(vTriggerInf.x, vTriggerSup.x);
+ aSetPieces[NumSetPieces].m_vTriggerSup.y = Max(vTriggerInf.y, vTriggerSup.y);
+ aSetPieces[NumSetPieces].m_vSpawn1 = vSpawn1;
+ aSetPieces[NumSetPieces].m_vSpawn2 = vSpawn2;
+ aSetPieces[NumSetPieces].m_vTarget1 = vTarget1;
+ aSetPieces[NumSetPieces].m_vTarget2 = vTarget2;
+ ++NumSetPieces;
+}
+
+void CSetPieces::Update(void)
+{
+ int nFirst = NumSetPieces * (CTimer::GetFrameCounter() % 8) / 8;
+ int nLast = NumSetPieces * (CTimer::GetFrameCounter() % 8 + 1) / 8;
+ for (int i = nFirst; i < nLast; i++)
+ aSetPieces[i].Update();
+#ifndef MASTER
+ // TODO: debug code from mobile
+#endif // !MASTER
+}
+
+void CSetPieces::Save(uint8* buf, uint32* size)
+{
+INITSAVEBUF
+ WriteSaveBuf(buf, NumSetPieces);
+ for (int i = 0; i < NUM_SETPIECES; i++)
+ WriteSaveBuf(buf, aSetPieces[i]);
+ *size = sizeof(NumSetPieces) + NUM_SETPIECES * sizeof(CSetPiece);
+VALIDATESAVEBUF(*size)
+}
+
+void CSetPieces::Load(uint8* buf, uint32 size)
+{
+INITSAVEBUF
+ ReadSaveBuf(&NumSetPieces, buf);
+ for (int i = 0; i < NUM_SETPIECES; i++)
+ ReadSaveBuf(&aSetPieces[i], buf);
+VALIDATESAVEBUF(size)
+}
+
+void CSetPiece::Update(void)
+{
+ if (m_nLastTimeCreated != 0 && CTimer::GetTimeInMilliseconds() <= m_nLastTimeCreated + TIME_BETWEEN_SETPIECE_SPAWNS)
+ return;
+ CVector pos = FindPlayerCoors();
+ if (pos.x < m_vTriggerInf.x || pos.x > m_vTriggerSup.x ||
+ pos.y < m_vTriggerInf.y || pos.y > m_vTriggerSup.y)
+ return;
+ switch (m_nType) {
+ case SETPIECE_TWOCOPCARSINALLEY:
+ {
+ if (FindPlayerPed()->m_pWanted->GetWantedLevel() < 1 || FindPlayerVehicle())
+ return;
+ CVehicle* pVehicle1 = TryToGenerateCopCar(m_vSpawn1, m_vTarget1);
+ if (!pVehicle1)
+ return;
+ CVehicle* pVehicle2 = TryToGenerateCopCar(m_vSpawn2, m_vTarget2);
+ if (!pVehicle2) {
+ CWorld::Remove(pVehicle1);
+ delete pVehicle1;
+ return;
+ }
+ pVehicle1->SetStatus(STATUS_PHYSICS);
+ pVehicle1->AutoPilot.m_fMaxTrafficSpeed = pVehicle1->AutoPilot.m_nCruiseSpeed = 4;
+ pVehicle1->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_SLOW_DOWN_FOR_CARS;
+ pVehicle1->AutoPilot.m_nCarMission = MISSION_SLOWLY_DRIVE_TOWARDS_PLAYER_1;
+ pVehicle1->AutoPilot.m_vecDestinationCoors.x = m_vTarget1.x;
+ pVehicle1->AutoPilot.m_vecDestinationCoors.y = m_vTarget1.y;
+ pVehicle1->AutoPilot.m_vecDestinationCoors.z = 0.0f;
+ pVehicle1->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 25000;
+ CCarAI::AddPoliceCarOccupants(pVehicle1);
+ pVehicle2->SetStatus(STATUS_PHYSICS);
+ pVehicle2->AutoPilot.m_fMaxTrafficSpeed = pVehicle2->AutoPilot.m_nCruiseSpeed = 4;
+ pVehicle2->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_SLOW_DOWN_FOR_CARS;
+ pVehicle2->AutoPilot.m_nCarMission = MISSION_SLOWLY_DRIVE_TOWARDS_PLAYER_1;
+ pVehicle2->AutoPilot.m_vecDestinationCoors.x = m_vTarget2.x;
+ pVehicle2->AutoPilot.m_vecDestinationCoors.y = m_vTarget2.y;
+ pVehicle2->AutoPilot.m_vecDestinationCoors.z = 0.0f;
+ pVehicle2->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 25000;
+ CCarAI::AddPoliceCarOccupants(pVehicle2);
+ m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
+ break;
+ }
+ case SETPIECE_CARBLOCKINGPLAYERFROMSIDE:
+ {
+ if (FindPlayerPed()->m_pWanted->GetWantedLevel() < 2)
+ return;
+ if (!FindPlayerVehicle())
+ return;
+ if (DotProduct2D(FindPlayerSpeed(), (CVector2D)FindPlayerCoors() - m_vSpawn1) >= 0.0f)
+ return;
+ CVehicle* pVehicle1 = TryToGenerateCopCar(m_vSpawn1, m_vTarget1);
+ if (!pVehicle1)
+ return;
+ pVehicle1->SetStatus(STATUS_PHYSICS);
+ pVehicle1->AutoPilot.m_fMaxTrafficSpeed = pVehicle1->AutoPilot.m_nCruiseSpeed = 16;
+ pVehicle1->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_PLOUGH_THROUGH;
+ pVehicle1->AutoPilot.m_nCarMission = MISSION_BLOCKPLAYER_FORWARDANDBACK;
+ pVehicle1->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD;
+ pVehicle1->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 100;
+ pVehicle1->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 10000;
+ pVehicle1->SetMoveSpeed(2.0f * pVehicle1->GetForward() / 3.0f);
+ CCarAI::AddPoliceCarOccupants(pVehicle1);
+ m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
+ return;
+ }
+ case SETPIECE_CARRAMMINGPLAYERFROMSIDE:
+ {
+ if (FindPlayerPed()->m_pWanted->GetWantedLevel() < 2)
+ return;
+ if (!FindPlayerVehicle())
+ return;
+ if (DotProduct2D(FindPlayerSpeed(), (CVector2D)FindPlayerCoors() - m_vSpawn1) >= 0.0f)
+ return;
+ CVehicle* pVehicle1 = TryToGenerateCopCar(m_vSpawn1, m_vTarget1);
+ if (!pVehicle1)
+ return;
+ pVehicle1->SetStatus(STATUS_PHYSICS);
+ pVehicle1->AutoPilot.m_fMaxTrafficSpeed = pVehicle1->AutoPilot.m_nCruiseSpeed = 16;
+ pVehicle1->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
+ pVehicle1->AutoPilot.m_nCarMission = MISSION_RAMCAR_CLOSE;
+ pVehicle1->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD;
+ pVehicle1->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 100;
+ pVehicle1->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 10000;
+ pVehicle1->SetMoveSpeed(2.0f * pVehicle1->GetForward() / 3.0f);
+ CCarAI::AddPoliceCarOccupants(pVehicle1);
+ m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
+ return;
+ }
+ case SETPIECE_CREATECOPPERONFOOT:
+ {
+ if (FindPlayerPed()->m_pWanted->GetWantedLevel() < 1 || FindPlayerVehicle())
+ return;
+ CCopPed* pCop = TryToGenerateCopPed(m_vSpawn1);
+ if (!pCop)
+ return;
+ float z = CWorld::FindGroundZForCoord(m_vTarget1.x, m_vTarget1.y);
+ pCop->bScriptObjectiveCompleted = false;
+ pCop->SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, CVector(m_vTarget1.x, m_vTarget1.y, z));
+ pCop->m_nExtendedRangeTimer = CTimer::GetTimeInMilliseconds() + 10000;
+ m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
+ return;
+ }
+ case SETPIECE_CREATETWOCOPPERSONFOOT:
+ {
+ if (FindPlayerPed()->m_pWanted->GetWantedLevel() < 1 || FindPlayerVehicle())
+ return;
+ CCopPed* pCop = TryToGenerateCopPed(m_vSpawn1);
+ if (!pCop)
+ return;
+ float z = CWorld::FindGroundZForCoord(m_vTarget1.x, m_vTarget1.y);
+ pCop->bScriptObjectiveCompleted = false;
+ pCop->SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, CVector(m_vTarget1.x, m_vTarget1.y, z));
+ pCop->m_nExtendedRangeTimer = CTimer::GetTimeInMilliseconds() + 10000;
+ CCopPed* pCop2 = TryToGenerateCopPed(m_vSpawn2);
+ if (!pCop2) {
+ CWorld::Remove(pCop);
+ delete pCop;
+ return;
+ }
+ z = CWorld::FindGroundZForCoord(m_vTarget2.x, m_vTarget2.y);
+ pCop2->bScriptObjectiveCompleted = false;
+ pCop2->SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, CVector(m_vTarget2.x, m_vTarget2.y, z));
+ pCop2->m_nExtendedRangeTimer = CTimer::GetTimeInMilliseconds() + 10000;
+ m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
+ return;
+ }
+ case SETPIECE_TWOCARSBLOCKINGPLAYERFROMSIDE:
+ {
+ if (FindPlayerPed()->m_pWanted->GetWantedLevel() < 2)
+ return;
+ if (!FindPlayerVehicle())
+ return;
+ if (DotProduct2D(FindPlayerSpeed(), (CVector2D)FindPlayerCoors() - m_vSpawn1) >= 0.0f)
+ return;
+ CVehicle* pVehicle1 = TryToGenerateCopCar(m_vSpawn1, m_vTarget1);
+ if (!pVehicle1)
+ return;
+ pVehicle1->SetStatus(STATUS_PHYSICS);
+ pVehicle1->AutoPilot.m_fMaxTrafficSpeed = pVehicle1->AutoPilot.m_nCruiseSpeed = 16;
+ pVehicle1->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_PLOUGH_THROUGH;
+ pVehicle1->AutoPilot.m_nCarMission = MISSION_BLOCKPLAYER_FORWARDANDBACK;
+ pVehicle1->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD;
+ pVehicle1->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 100;
+ pVehicle1->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 10000;
+ pVehicle1->SetMoveSpeed(2.0f * pVehicle1->GetForward() / 3.0f);
+ CCarAI::AddPoliceCarOccupants(pVehicle1);
+ CVehicle* pVehicle2 = TryToGenerateCopCar(m_vSpawn2, m_vTarget2);
+ if (!pVehicle2) {
+ CWorld::Remove(pVehicle1);
+ delete pVehicle1;
+ return;
+ }
+ pVehicle2->SetStatus(STATUS_PHYSICS);
+ pVehicle2->AutoPilot.m_fMaxTrafficSpeed = pVehicle1->AutoPilot.m_nCruiseSpeed = 16;
+ pVehicle2->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_PLOUGH_THROUGH;
+ pVehicle2->AutoPilot.m_nCarMission = MISSION_BLOCKPLAYER_FORWARDANDBACK;
+ pVehicle2->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD;
+ pVehicle2->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 100;
+ pVehicle2->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 10000;
+ pVehicle2->SetMoveSpeed(2.0f * pVehicle2->GetForward() / 3.0f);
+ CCarAI::AddPoliceCarOccupants(pVehicle2);
+ m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
+ return;
+ }
+ case SETPIECE_TWOCARSRAMMINGPLAYERFROMSIDE:
+ {
+ if (FindPlayerPed()->m_pWanted->GetWantedLevel() < 2)
+ return;
+ if (!FindPlayerVehicle())
+ return;
+ if (DotProduct2D(FindPlayerSpeed(), (CVector2D)FindPlayerCoors() - m_vSpawn1) >= 0.0f)
+ return;
+ CVehicle* pVehicle1 = TryToGenerateCopCar(m_vSpawn1, m_vTarget1);
+ if (!pVehicle1)
+ return;
+ pVehicle1->SetStatus(STATUS_PHYSICS);
+ pVehicle1->AutoPilot.m_fMaxTrafficSpeed = pVehicle1->AutoPilot.m_nCruiseSpeed = 16;
+ pVehicle1->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
+ pVehicle1->AutoPilot.m_nCarMission = MISSION_RAMCAR_CLOSE;
+ pVehicle1->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD;
+ pVehicle1->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 100;
+ pVehicle1->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 10000;
+ pVehicle1->SetMoveSpeed(2.0f * pVehicle1->GetForward() / 3.0f);
+ CCarAI::AddPoliceCarOccupants(pVehicle1);
+ CVehicle* pVehicle2 = TryToGenerateCopCar(m_vSpawn2, m_vTarget2);
+ if (!pVehicle2) {
+ CWorld::Remove(pVehicle1);
+ delete pVehicle1;
+ return;
+ }
+ pVehicle2->SetStatus(STATUS_PHYSICS);
+ pVehicle2->AutoPilot.m_fMaxTrafficSpeed = pVehicle2->AutoPilot.m_nCruiseSpeed = 16;
+ pVehicle2->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
+ pVehicle2->AutoPilot.m_nCarMission = MISSION_RAMCAR_CLOSE;
+ pVehicle2->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD;
+ pVehicle2->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 100;
+ pVehicle2->m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 10000;
+ pVehicle2->SetMoveSpeed(2.0f * pVehicle2->GetForward() / 3.0f);
+ CCarAI::AddPoliceCarOccupants(pVehicle2);
+ m_nLastTimeCreated = CTimer::GetTimeInMilliseconds();
+ return;
+ }
+ }
+}
+
+CVehicle* CSetPiece::TryToGenerateCopCar(CVector2D vSpawn, CVector2D vTarget)
+{
+ CVehicle* pVehicle = new CAutomobile(MI_POLICE, RANDOM_VEHICLE);
+ CVector pos(vSpawn.x, vSpawn.y, 1000.0f);
+ CColPoint point;
+ CEntity* pEntity;
+ if (CWorld::ProcessVerticalLine(pos, -1000.0f, point, pEntity, true, false, false, false, true, false, nil))
+ pos.z = point.point.z + pVehicle->GetHeightAboveRoad();
+ CVector vDirection(vTarget.x - vSpawn.x, vTarget.y - vSpawn.y, 0.0f);
+ vDirection.Normalise();
+ pVehicle->GetForward() = CVector(vDirection.x, vDirection.y, 0.0f);
+ pVehicle->GetRight() = CVector(vDirection.y, -vDirection.x, 0.0f);
+ pVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f);
+ pVehicle->SetPosition(pos);
+ int16 total;
+ CWorld::FindObjectsKindaColliding(pos, pVehicle->GetColModel()->spheres->radius, false, &total, 16, nil, false, true, true, false, false);
+ if (total != 0) {
+ delete pVehicle;
+ return nil;
+ }
+ pVehicle->ChangeLawEnforcerState(true);
+ CWorld::Add(pVehicle);
+ return pVehicle;
+}
+
+CCopPed* CSetPiece::TryToGenerateCopPed(CVector2D vSpawn)
+{
+ CCopPed* pCop = new CCopPed(COP_STREET);
+ CVector pos(vSpawn.x, vSpawn.y, 1000.0f);
+ CColPoint point;
+ CEntity* pEntity;
+ if (CWorld::ProcessVerticalLine(pos, -1000.0f, point, pEntity, true, false, false, false, true, false, nil))
+ pos.z = point.point.z + 0.9f;
+ pCop->SetPosition(pos);
+ int16 total;
+ CWorld::FindObjectsKindaColliding(pos, pCop->GetColModel()->spheres->radius, false, &total, 16, nil, false, true, true, false, false);
+ if (total != 0) {
+ delete pCop;
+ return nil;
+ }
+ CWorld::Add(pCop);
+ return pCop;
+} \ No newline at end of file