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path: root/src/control/RoadBlocks.cpp
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#include "common.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"

#define ROADBLOCKDIST (80.0f)

int16 CRoadBlocks::NumRoadBlocks;
int16 CRoadBlocks::RoadBlockObjects[NUMROADBLOCKS];
bool CRoadBlocks::InOrOut[NUMROADBLOCKS];

void
CRoadBlocks::Init(void)
{
	int i;
	NumRoadBlocks = 0;
	for (i = 0; i < ThePaths.m_numMapObjects; i++) {
		if (ThePaths.m_objectFlags[i] & UseInRoadBlock) {
			if (NumRoadBlocks < NUMROADBLOCKS) {
				InOrOut[NumRoadBlocks] = true;
				RoadBlockObjects[NumRoadBlocks] = i;
				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)
{
	static const CVector vecRoadBlockOffets[6] = { CVector(-1.5, 1.8f, 0.0f), CVector(-1.5f, -1.8f, 0.0f), CVector(1.5f, 1.8f, 0.0f),
	CVector(1.5f, -1.8f, 0.0f), CVector(-1.5f, 0.0f, 0.0f), CVector(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 = MI_COP;
		eCopType copType = COP_STREET;
		switch (pVehicle->GetModelIndex())
		{
		case MI_FBICAR:
			modelInfoId = MI_FBI;
			copType = COP_FBI;
			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->SetPosition(posForZ);
		CVector vecSavedPos = pCopPed->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_nRoadblockNode = roadBlockNode;
		pCopPed->bCrouchWhenShooting = roadBlockType != 2;
		if (pEntityToAttack) {
			pCopPed->SetWeaponLockOnTarget(pEntityToAttack);
			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) 
{ 
#ifdef SQUEEZE_PERFORMANCE
	if (FindPlayerPed()->m_pWanted->m_RoadblockDensity == 0)
		return;
#endif
	CMatrix offsetMatrix;
	uint32 frame = CTimer::GetFrameCounter() & 0xF;
	int16 nRoadblockNode = (int16)(NUMROADBLOCKS * frame) / 16;
	const int16 maxRoadBlocks = (int16)(NUMROADBLOCKS * (frame + 1)) / 16;
	for (; nRoadblockNode < Min(NumRoadBlocks, maxRoadBlocks); nRoadblockNode++) {
		CTreadable *mapObject = ThePaths.m_mapObjects[RoadBlockObjects[nRoadblockNode]];
		CVector2D vecDistance = FindPlayerCoors() - mapObject->GetPosition();
		if (vecDistance.x > -ROADBLOCKDIST && vecDistance.x < ROADBLOCKDIST &&
			vecDistance.y > -ROADBLOCKDIST && vecDistance.y < ROADBLOCKDIST &&
			vecDistance.Magnitude() < ROADBLOCKDIST) {
			if (!InOrOut[nRoadblockNode]) {
				InOrOut[nRoadblockNode] = true;
				if (FindPlayerVehicle() && (CGeneral::GetRandomNumber() & 0x7F) < FindPlayerPed()->m_pWanted->m_RoadblockDensity) {
					CWanted *pPlayerWanted = FindPlayerPed()->m_pWanted;
					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 vecDistanceToCamera = TheCamera.GetPosition() - mapObject->GetPosition();
					float fDotProduct = DotProduct2D(vecDistanceToCamera, mapObject->GetForward());
					float fOffset = 0.5f * fModelRadius * (float)(radius - 1);
					for (int16 i = 0; i < radius; i++) {
						uint8 nRoadblockType = fDotProduct < 0.0f;
						if (CGeneral::GetRandomNumber() & 1) {
							offsetMatrix.SetRotateZ(((CGeneral::GetRandomNumber() & 0xFF) - 128.0f) * 0.003f + HALFPI);
						}
						else {
							nRoadblockType = !nRoadblockType;
							offsetMatrix.SetRotateZ(((CGeneral::GetRandomNumber() & 0xFF) - 128.0f) * 0.003f - HALFPI);
						}
						if (ThePaths.m_objectFlags[RoadBlockObjects[nRoadblockNode]] & ObjectEastWest)
							offsetMatrix.GetPosition() = CVector(0.0f, i * fModelRadius - fOffset, 0.6f);
						else
							offsetMatrix.GetPosition() = CVector(i * fModelRadius - fOffset, 0.0f, 0.6f);
						CMatrix vehicleMatrix = mapObject->m_matrix * offsetMatrix;
						float fModelRadius = CModelInfo::GetModelInfo(vehicleId)->GetColModel()->boundingSphere.radius - 0.25f;
						int16 colliding = 0;
						CWorld::FindObjectsKindaColliding(vehicleMatrix.GetPosition(), fModelRadius, 0, &colliding, 2, nil, false, true, true, false, false);
						if (!colliding) {
							CAutomobile *pVehicle = new CAutomobile(vehicleId, RANDOM_VEHICLE);
							pVehicle->SetStatus(STATUS_ABANDONED);
							// pVehicle->GetHeightAboveRoad(); // called but return value is ignored?
							vehicleMatrix.GetPosition().z += fModelRadius - 0.6f;
							pVehicle->m_matrix = vehicleMatrix;
							pVehicle->PlaceOnRoadProperly();
							pVehicle->SetIsStatic(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->GetUp().z > 0.94f) {
								CVisibilityPlugins::SetClumpAlpha(pVehicle->GetClump(), 0);
								CWorld::Add(pVehicle);
								pVehicle->bCreateRoadBlockPeds = true;
								pVehicle->m_nRoadblockType = nRoadblockType;
								pVehicle->m_nRoadblockNode = nRoadblockNode;
							}
							else {
								delete pVehicle;
							}
						}
					}
				}
			}
		} else {
			InOrOut[nRoadblockNode] = false;
		}
	}
}