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/*****************************************************************************
*
* PROJECT: Multi Theft Auto
* (Shared logic for modifications)
* LICENSE: See LICENSE in the top level directory
* FILE: mods/deathmatch/logic/CClientModel.h
* PURPOSE: Model handling class
*
*****************************************************************************/
#include "StdInc.h"
#include "game/CStreaming.h"
CClientModel::CClientModel(CClientManager* pManager, int iModelID, eClientModelType eModelType)
{
m_pManager = pManager;
m_iModelID = iModelID;
m_eModelType = eModelType;
}
CClientModel::~CClientModel(void)
{
Deallocate();
}
bool CClientModel::Allocate(ushort usParentID)
{
m_bAllocatedByUs = true;
CModelInfo* pModelInfo = g_pGame->GetModelInfo(m_iModelID, true);
// Allocate only on free IDs
if (pModelInfo->IsValid())
return false;
// Avoid hierarchy
CModelInfo* pParentModelInfo = g_pGame->GetModelInfo(usParentID, true);
if (pParentModelInfo->GetParentID())
return false;
switch (m_eModelType)
{
case eClientModelType::PED:
pModelInfo->MakePedModel("PSYCHO");
return true;
case eClientModelType::OBJECT:
if (g_pClientGame->GetObjectManager()->IsValidModel(usParentID))
{
pModelInfo->MakeObjectModel(usParentID);
return true;
}
break;
case eClientModelType::OBJECT_DAMAGEABLE:
{
bool isValidModel = g_pClientGame->GetObjectManager()->IsValidModel(usParentID);
bool isDamagable = pParentModelInfo->IsDamageableAtomic();
if (isValidModel && isDamagable)
{
pModelInfo->MakeObjectDamageableModel(usParentID);
return true;
}
break;
}
case eClientModelType::CLUMP:
if (g_pClientGame->GetObjectManager()->IsValidModel(usParentID))
{
pModelInfo->MakeClumpModel(usParentID);
return true;
}
break;
case eClientModelType::TIMED_OBJECT:
if (g_pClientGame->GetObjectManager()->IsValidModel(usParentID))
{
pModelInfo->MakeTimedObjectModel(usParentID);
return true;
}
break;
case eClientModelType::VEHICLE:
if (g_pClientGame->GetVehicleManager()->IsValidModel(usParentID))
{
pModelInfo->MakeVehicleAutomobile(usParentID);
return true;
}
break;
default:
return false;
}
return false;
}
// You can call it only in destructor for DFF.
bool CClientModel::Deallocate()
{
if (!m_bAllocatedByUs)
return false;
SetParentResource(nullptr);
CModelInfo* pModelInfo = g_pGame->GetModelInfo(m_iModelID, true);
if (!pModelInfo || !pModelInfo->IsValid())
return false;
if (m_eModelType != eClientModelType::TXD)
{
// Remove model info
pModelInfo->DeallocateModel();
}
return true;
}
void CClientModel::RestoreEntitiesUsingThisModel()
{
CModelInfo* pModelInfo = g_pGame->GetModelInfo(m_iModelID, true);
if (!pModelInfo || !pModelInfo->IsValid())
return;
switch (m_eModelType)
{
case eClientModelType::PED:
case eClientModelType::OBJECT:
case eClientModelType::OBJECT_DAMAGEABLE:
case eClientModelType::CLUMP:
case eClientModelType::TIMED_OBJECT:
case eClientModelType::VEHICLE:
RestoreDFF(pModelInfo);
return;
case eClientModelType::TXD:
RestoreTXD(pModelInfo);
return;
default:
return;
}
}
void CClientModel::RestoreDFF(CModelInfo* pModelInfo)
{
auto callElementChangeEvent = [](auto& element, unsigned short usParentID, auto modelId)
{
CLuaArguments Arguments;
Arguments.PushNumber(modelId);
Arguments.PushNumber(usParentID);
element.CallEvent("onClientElementModelChange", Arguments, true);
};
auto unloadModelsAndCallEvents = [&](auto iterBegin, auto iterEnd, unsigned short usParentID, auto setElementModelLambda)
{
for (auto iter = iterBegin; iter != iterEnd; iter++)
{
auto& element = **iter;
if (element.GetModel() != m_iModelID)
continue;
if (element.IsStreamedIn())
element.StreamOutForABit();
setElementModelLambda(element);
callElementChangeEvent(element, usParentID, m_iModelID);
}
};
auto unloadModelsAndCallEventsNonStreamed = [&](auto iterBegin, auto iterEnd, unsigned short usParentID, auto setElementModelLambda)
{
for (auto iter = iterBegin; iter != iterEnd; iter++)
{
auto& element = **iter;
if (element.GetModel() != m_iModelID)
continue;
setElementModelLambda(element);
callElementChangeEvent(element, usParentID, m_iModelID);
}
};
switch (m_eModelType)
{
case eClientModelType::PED:
{
// If some ped is using this ID, change him to CJ
CClientPedManager* pPedManager = g_pClientGame->GetManager()->GetPedManager();
unloadModelsAndCallEvents(pPedManager->IterBegin(), pPedManager->IterEnd(), 0, [](auto& element) { element.SetModel(0); });
break;
}
case eClientModelType::CLUMP:
case eClientModelType::OBJECT:
case eClientModelType::OBJECT_DAMAGEABLE:
case eClientModelType::TIMED_OBJECT:
{
const auto& objects = &g_pClientGame->GetManager()->GetObjectManager()->GetObjects();
const auto usParentID = static_cast<unsigned short>(g_pGame->GetModelInfo(m_iModelID)->GetParentID());
unloadModelsAndCallEvents(objects->begin(), objects->end(), usParentID, [=](auto& element) { element.SetModel(usParentID); });
// Restore pickups with custom model
CClientPickupManager* pPickupManager = g_pClientGame->GetManager()->GetPickupManager();
if (pPickupManager)
unloadModelsAndCallEvents(pPickupManager->IterBegin(), pPickupManager->IterEnd(), usParentID,
[=](auto& element) { element.SetModel(usParentID); });
// Restore buildings
CClientBuildingManager* pBuildingsManager = g_pClientGame->GetManager()->GetBuildingManager();
if (pBuildingsManager)
{
auto& buildingsList = pBuildingsManager->GetBuildings();
unloadModelsAndCallEventsNonStreamed(buildingsList.begin(), buildingsList.end(), usParentID,
[=](auto& element) { element.SetModel(usParentID); });
}
// Restore COL
if (CClientColModelManager* pColModelManager = g_pClientGame->GetManager()->GetColModelManager())
pColModelManager->RestoreModel(static_cast<unsigned short>(m_iModelID));
break;
}
case eClientModelType::VEHICLE:
{
CClientVehicleManager* pVehicleManager = g_pClientGame->GetManager()->GetVehicleManager();
const auto usParentID = static_cast<unsigned short>(g_pGame->GetModelInfo(m_iModelID)->GetParentID());
if (pVehicleManager)
unloadModelsAndCallEvents(pVehicleManager->IterBegin(), pVehicleManager->IterEnd(), usParentID,
[=](auto& element) { element.SetModelBlocking(usParentID, 255, 255); });
break;
}
}
// Restore DFF/TXD
if (CClientDFFManager* pDFFManager = g_pClientGame->GetManager()->GetDFFManager())
pDFFManager->RestoreModel(static_cast<unsigned short>(m_iModelID));
}
bool CClientModel::AllocateTXD(std::string& strTxdName)
{
std::uint32_t uiSlotID = g_pGame->GetPools()->GetTxdPool().AllocateTextureDictonarySlot(m_iModelID - MAX_MODEL_DFF_ID, strTxdName);
if (uiSlotID != -1)
{
m_bAllocatedByUs = true;
return true;
}
return false;
}
void CClientModel::RestoreTXD(CModelInfo* pModelInfo)
{
uint uiTextureDictonarySlotID = pModelInfo->GetModel() - MAX_MODEL_DFF_ID;
for (uint uiModelID = 0; uiModelID < MAX_MODEL_DFF_ID; uiModelID++)
{
CModelInfo* pModelInfo = g_pGame->GetModelInfo(uiModelID, true);
if (pModelInfo->GetTextureDictionaryID() == uiTextureDictonarySlotID)
pModelInfo->SetTextureDictionaryID(0);
}
g_pGame->GetPools()->GetTxdPool().RemoveTextureDictonarySlot(uiTextureDictonarySlotID);
g_pGame->GetStreaming()->SetStreamingInfo(pModelInfo->GetModel(), 0, 0, 0, -1);
}