mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-23 17:49:16 +01:00
commit
de1627eb4c
@ -30,8 +30,11 @@
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#include "World.h"
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#include "Zones.h"
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#define GAME_SPEED_TO_METERS_PER_SECOND 50.0f
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#define DISTANCE_TO_SPAWN_ROADBLOCK_PEDS 51.0f
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#define DISTANCE_TO_SCAN_FOR_DANGER 11.0f
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#define SAFE_DISTANCE_TO_PED 3.0f
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#define INFINITE_Z 1000000000.0f
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int &CCarCtrl::NumLawEnforcerCars = *(int*)0x8F1B38;
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@ -60,8 +63,8 @@ WRAPPER void CCarCtrl::GenerateEmergencyServicesCar(void) { EAXJMP(0x41FC50); }
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WRAPPER void CCarCtrl::PickNextNodeAccordingStrategy(CVehicle*) { EAXJMP(0x41BA50); }
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WRAPPER void CCarCtrl::DragCarToPoint(CVehicle*, CVector*) { EAXJMP(0x41D450); }
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WRAPPER void CCarCtrl::SlowCarDownForCarsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float) { EAXJMP(0x419B40); }
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WRAPPER void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float) { EAXJMP(0x419300); }
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WRAPPER void CCarCtrl::Init(void) { EAXJMP(0x41D280); }
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void
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CCarCtrl::GenerateRandomCars()
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{
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@ -293,8 +296,8 @@ CCarCtrl::GenerateOneRandomCar()
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pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18);
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else if (carClass == POOR || carClass == SPECIAL)
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pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10);
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CVehicleModelInfo* pVehicleInfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(pCar->GetModelIndex());
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if (pVehicleInfo->GetColModel()->boundingBox.max.y - pVehicleInfo->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) {
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CVehicleModelInfo* pVehicleInfo = pCar->GetModelInfo();
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if (pVehicleInfo->GetColModel()->boundingBox.max.y - pCar->GetModelInfo()->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) {
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pCar->AutoPilot.m_nCruiseSpeed *= 3;
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pCar->AutoPilot.m_nCruiseSpeed /= 4;
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}
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@ -481,7 +484,7 @@ CCarCtrl::GenerateOneRandomCar()
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delete pCar;
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return;
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}
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CVehicleModelInfo* pVehicleModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(pCar->GetModelIndex());
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CVehicleModelInfo* pVehicleModel = pCar->GetModelInfo();
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float radiusToTest = pVehicleModel->GetColModel()->boundingSphere.radius;
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if (testForCollision){
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CWorld::FindObjectsKindaColliding(pCar->GetPosition(), radiusToTest + 20.0f, true, &colliding, 2, nil, false, true, false, false, false);
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@ -783,8 +786,8 @@ CCarCtrl::UpdateCarOnRails(CVehicle* pVehicle)
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float
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CCarCtrl::FindMaximumSpeedForThisCarInTraffic(CVehicle* pVehicle)
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{
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if (pVehicle->AutoPilot.m_nDrivingStyle == MISSION_RAMPLAYER_FARAWAY ||
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pVehicle->AutoPilot.m_nDrivingStyle == MISSION_RAMPLAYER_CLOSE)
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if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_FARAWAY ||
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pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE)
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return pVehicle->AutoPilot.m_nCruiseSpeed;
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float left = pVehicle->GetPosition().x - DISTANCE_TO_SCAN_FOR_DANGER;
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float right = pVehicle->GetPosition().x + DISTANCE_TO_SCAN_FOR_DANGER;
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@ -869,6 +872,118 @@ CCarCtrl::SlowCarOnRailsDownForTrafficAndLights(CVehicle* pVehicle)
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pVehicle->AutoPilot.ModifySpeed(0.0f);
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}
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}
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#if 0
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WRAPPER void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float) { EAXJMP(0x419300); }
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#else
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void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList& lst, CVehicle* pVehicle, float x_inf, float y_inf, float x_sup, float y_sup, float* pSpeed, float curSpeed)
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{
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float frontOffset = pVehicle->GetModelInfo()->GetColModel()->boundingBox.max.y;
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float frontSafe = frontOffset + SAFE_DISTANCE_TO_PED;
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for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next){
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CPed* pPed = (CPed*)pNode->item;
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if (pPed->m_scanCode == CWorld::GetCurrentScanCode())
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continue;
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if (!pPed->bUsesCollision)
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continue;
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pPed->m_scanCode = CWorld::GetCurrentScanCode();
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CVector vecPedPos = pPed->GetPosition();
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if (vecPedPos.x < x_inf || vecPedPos.x > x_sup)
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continue;
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if (vecPedPos.y < y_inf || vecPedPos.y > y_sup)
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continue;
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if (ABS(vecPedPos.z - pVehicle->GetPosition().z) >= 4.0f)
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continue;
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CVector vecToPed = vecPedPos - pVehicle->GetPosition();
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float dotDirection = DotProduct(pVehicle->GetForward(), vecToPed);
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float dotVelocity = DotProduct(pVehicle->GetForward(), pVehicle->GetMoveSpeed());
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if (dotDirection <= frontOffset) /* If already run him over, don't care */
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continue;
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float distanceUntilHit = dotDirection - frontOffset;
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float movementTowardsPedPerSecond = GAME_SPEED_TO_METERS_PER_SECOND * dotVelocity;
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if (4 * movementTowardsPedPerSecond <= distanceUntilHit)
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/* If car isn't projected to hit a ped in 4 seconds, don't care */
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continue;
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float sidewaysDistance = ABS(DotProduct(pVehicle->GetRight(), vecToPed));
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float sideLength = pVehicle->GetModelInfo()->GetColModel()->boundingBox.max.x;
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if (pVehicle->m_vehType == VEHICLE_TYPE_BIKE)
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sideLength *= 1.6f;
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if (sideLength + 0.5f < sidewaysDistance)
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/* If car is far enough taking side into account, don't care */
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continue;
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if (pPed->m_type == ENTITY_TYPE_PED){ /* ...how can it not be? */
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if (pPed->GetPedState() != PED_STEP_AWAY && pPed->GetPedState() != PED_DIVE_AWAY){
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if (distanceUntilHit < movementTowardsPedPerSecond){
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/* Very close. Time to evade. */
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if (pVehicle->GetModelIndex() == MI_RCBANDIT){
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if (dotVelocity * GAME_SPEED_TO_METERS_PER_SECOND / 2 > distanceUntilHit)
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pPed->SetEvasiveStep(pVehicle, 0);
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}else if (dotVelocity > 0.3f){
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if (sideLength - 0.5f < sidewaysDistance)
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pPed->SetEvasiveStep(pVehicle, 0);
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else
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pPed->SetEvasiveDive(pVehicle, 0);
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}else{
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if (sideLength + 0.1f < sidewaysDistance)
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pPed->SetEvasiveStep(pVehicle, 0);
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else
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pPed->SetEvasiveDive(pVehicle, 0);
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}
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}else{
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/* Relatively safe but annoying. */
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if (pVehicle->m_status == STATUS_PLAYER &&
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pPed->GetPedState() != PED_FLEE_ENTITY &&
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pPed->CharCreatedBy == RANDOM_CHAR){
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float angleCarToPed = CGeneral::GetRadianAngleBetweenPoints(
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pVehicle->GetPosition().x, pVehicle->GetPosition().y,
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pPed->GetPosition().x, pPed->GetPosition().y
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);
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angleCarToPed = CGeneral::LimitRadianAngle(angleCarToPed);
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pPed->m_headingRate = CGeneral::LimitRadianAngle(pPed->m_headingRate);
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float visibilityAngle = ABS(angleCarToPed - pPed->m_headingRate);
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if (visibilityAngle > PI)
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visibilityAngle = TWOPI - visibilityAngle;
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if (visibilityAngle < HALFPI || pVehicle->m_nCarHornTimer){
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/* if ped sees the danger of if car horn is on */
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pPed->SetFlee(pVehicle, 2000);
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pPed->bUsePedNodeSeek = false;
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pPed->SetMoveState(PEDMOVE_RUN);
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}
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}else{
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CPlayerPed* pPlayerPed = (CPlayerPed*)pPed;
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if (pPlayerPed->IsPlayer() && dotDirection < frontSafe &&
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pPlayerPed->IsPedInControl() &&
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pPlayerPed->m_fMoveSpeed < 0.1f && pPlayerPed->bIsLooking &&
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CTimer::GetTimeInMilliseconds() > pPlayerPed->m_lookTimer) {
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pPlayerPed->AnnoyPlayerPed(false);
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pPlayerPed->SetLookFlag(pVehicle, true);
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pPlayerPed->SetLookTimer(1500);
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if (pPlayerPed->GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED ||
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pPlayerPed->GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT ||
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pPlayerPed->GetWeapon()->m_eWeaponType == WEAPONTYPE_COLT45 ||
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pPlayerPed->GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) {
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pPlayerPed->bShakeFist = true;
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}
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}
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}
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}
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}
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}
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/* Ped stuff done. Now vehicle stuff. */
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if (distanceUntilHit < 10.0f){
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if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS ||
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pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_SLOW_DOWN_FOR_CARS){
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*pSpeed = min(*pSpeed, ABS(distanceUntilHit - 1.0f) * 0.1f * curSpeed);
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pVehicle->AutoPilot.m_bSlowedDownBecauseOfPeds = true;
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if (distanceUntilHit < 2.0f){
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT;
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pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 3000;
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}
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}
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}
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}
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}
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#endif
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bool
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CCarCtrl::MapCouldMoveInThisArea(float x, float y)
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@ -471,7 +471,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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m_ped_flagD4 = false;
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m_ped_flagD8 = false;
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bIsPedDieAnimPlaying = false;
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bIsFleeing = false;
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bUsePedNodeSeek = false;
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m_ped_flagD40 = false;
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bScriptObjectiveCompleted = false;
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@ -511,7 +511,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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m_ped_flagH40 = false;
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m_ped_flagH80 = false;
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m_ped_flagI1 = false;
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bShakeFist = false;
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bNoCriticalHits = false;
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m_ped_flagI4 = false;
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bHasAlreadyBeenRecorded = false;
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@ -997,7 +997,7 @@ CPed::ClearLookFlag(void) {
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if (bIsLooking) {
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bIsLooking = false;
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bIsRestoringLook = true;
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m_ped_flagI1 = false;
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bShakeFist = false;
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m_pedIK.m_flags &= ~CPedIK::FLAG_2;
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if (IsPlayer())
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@ -2553,7 +2553,7 @@ CPed::SetObjective(eObjective newObj, void *entity)
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case OBJECTIVE_KILL_CHAR_ANY_MEANS:
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case OBJECTIVE_MUG_CHAR:
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m_pNextPathNode = nil;
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bIsFleeing = false;
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bUsePedNodeSeek = false;
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m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
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m_pedInObjective = (CPed*)entity;
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m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
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@ -3740,7 +3740,7 @@ void
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CPed::ClearFlee(void)
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{
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RestorePreviousState();
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bIsFleeing = false;
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bUsePedNodeSeek = false;
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m_standardTimer = 0;
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m_fleeTimer = 0;
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}
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@ -4839,7 +4839,7 @@ CPed::SetFlee(CEntity* fleeFrom, int time)
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SetStoredState();
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m_nPedState = PED_FLEE_ENTITY;
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bIsFleeing = true;
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bUsePedNodeSeek = true;
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SetMoveState(PEDMOVE_RUN);
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m_fleeFrom = fleeFrom;
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m_fleeFrom->RegisterReference((CEntity **) &m_fleeFrom);
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@ -4875,7 +4875,7 @@ CPed::SetFlee(CVector2D const &from, int time)
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m_fleeFromPosY = from.y;
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}
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bIsFleeing = true;
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bUsePedNodeSeek = true;
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m_pNextPathNode = nil;
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m_fleeTimer = CTimer::GetTimeInMilliseconds() + time;
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@ -5348,7 +5348,7 @@ CPed::CollideWithPed(CPed *collideWith)
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doWeRun = false;
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SetFlee(collideWith, 5000);
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bIsFleeing = true;
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bUsePedNodeSeek = true;
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m_pNextPathNode = nil;
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if (!doWeRun)
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SetMoveState(PEDMOVE_WALK);
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@ -6380,7 +6380,7 @@ SelectClosestNodeForSeek(CPed *ped, CPathNode *node, CVector2D closeDist, CVecto
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bool
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CPed::FindBestCoordsFromNodes(CVector unused, CVector *bestCoords)
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{
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if (m_pNextPathNode || !bIsFleeing)
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if (m_pNextPathNode || !bUsePedNodeSeek)
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return false;
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CVector ourPos = GetPosition();
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@ -6772,7 +6772,7 @@ CPed::Wait(void)
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SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pLookTarget);
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if (m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_FLEE_POS) {
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bIsFleeing = true;
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bUsePedNodeSeek = true;
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m_pNextPathNode = nil;
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}
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if (m_nMoveState != PEDMOVE_RUN)
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@ -6790,7 +6790,7 @@ CPed::Wait(void)
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SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pLookTarget);
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if (m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_FLEE_POS)
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{
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bIsFleeing = true;
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bUsePedNodeSeek = true;
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m_pNextPathNode = nil;
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}
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SetMoveState(PEDMOVE_RUN);
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@ -6998,7 +6998,7 @@ CPed::Seek(void)
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else
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bScriptObjectiveCompleted = true;
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bIsFleeing = true;
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bUsePedNodeSeek = true;
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}
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if (SeekFollowingPath(nil))
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@ -7038,7 +7038,7 @@ CPed::Flee(void)
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m_fleeTimer = CTimer::GetTimeInMilliseconds() + 5000;
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}
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if (bIsFleeing) {
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if (bUsePedNodeSeek) {
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CPathNode *realLastNode = nil;
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uint8 nextDirection = 0;
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uint8 curDirectionShouldBe = 9; // means not defined yet
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@ -7091,7 +7091,7 @@ CPed::Flee(void)
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m_nPathState = nextDirection;
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m_standardTimer = CTimer::GetTimeInMilliseconds() + 2000;
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} else {
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bIsFleeing = false;
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bUsePedNodeSeek = false;
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SetMoveState(PEDMOVE_RUN);
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Flee();
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}
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@ -285,7 +285,7 @@ public:
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uint8 m_ped_flagD4 : 1;
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uint8 m_ped_flagD8 : 1;
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uint8 bIsPedDieAnimPlaying : 1;
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uint8 bIsFleeing : 1;
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uint8 bUsePedNodeSeek : 1;
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uint8 m_ped_flagD40 : 1; // reset when objective changes
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uint8 bScriptObjectiveCompleted : 1;
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@ -325,7 +325,7 @@ public:
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uint8 m_ped_flagH40 : 1;
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uint8 m_ped_flagH80 : 1;
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uint8 m_ped_flagI1 : 1;
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uint8 bShakeFist : 1; // test shake hand at look entity
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uint8 bNoCriticalHits : 1; // if set, limbs won't came off
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uint8 m_ped_flagI4 : 1;
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uint8 bHasAlreadyBeenRecorded : 1;
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@ -270,6 +270,8 @@ public:
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bool IsAlarmOn(void) { return m_nAlarmState != 0 && m_nAlarmState != -1; }
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CVehicleModelInfo* GetModelInfo() { return (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); }
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static bool &bWheelsOnlyCheat;
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static bool &bAllDodosCheat;
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static bool &bCheat3;
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