mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-12-01 05:24:14 +01:00
2965 lines
82 KiB
C++
2965 lines
82 KiB
C++
#include "common.h"
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#include "patcher.h"
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#include "main.h"
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#include "Pools.h"
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#include "Particle.h"
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#include "Stats.h"
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#include "World.h"
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#include "DMAudio.h"
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#include "RpAnimBlend.h"
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#include "Ped.h"
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#include "PlayerPed.h"
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#include "General.h"
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#include "VisibilityPlugins.h"
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#include "AudioManager.h"
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#include "HandlingMgr.h"
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#include "Replay.h"
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#include "PedPlacement.h"
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#include "Shadows.h"
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#include "Weather.h"
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#include "ZoneCull.h"
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#include "Population.h"
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#include "Renderer.h"
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#include "Lights.h"
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#include "PointLights.h"
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#include "Pad.h"
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WRAPPER void CPed::KillPedWithCar(CVehicle *veh, float impulse) { EAXJMP(0x4EC430); }
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WRAPPER void CPed::Say(uint16 audio) { EAXJMP(0x4E5A10); }
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WRAPPER void CPed::SetDie(AnimationId anim, float arg1, float arg2) { EAXJMP(0x4D37D0); }
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WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); }
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WRAPPER void CPed::RestorePreviousState(void) { EAXJMP(0x4C5E30); }
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WRAPPER void CPed::ClearAttack(void) { EAXJMP(0x4E6790); }
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WRAPPER void CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *dragAssoc, void *arg) { EAXJMP(0x4E2480); }
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WRAPPER void CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *dragAssoc, void *arg) { EAXJMP(0x4E2920); }
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WRAPPER void CPed::SetPedPositionInCar(void) { EAXJMP(0x4D4970); }
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WRAPPER void CPed::ProcessControl(void) { EAXJMP(0x4C8910); }
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WRAPPER void CPed::PreRender(void) { EAXJMP(0x4CFDD0); }
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WRAPPER void CPed::Render(void) { EAXJMP(0x4D03F0); }
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WRAPPER int32 CPed::ProcessEntityCollision(CEntity*, CColPoint*) { EAXJMP(0x4CBB30); }
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WRAPPER void CPed::SetMoveAnim(void) { EAXJMP(0x4C5A40); }
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WRAPPER void CPed::SetFollowRoute(int16, int16) { EAXJMP(0x4DD690); }
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WRAPPER void CPed::SetDuck(uint32) { EAXJMP(0x4E4920); }
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WRAPPER void CPed::RegisterThreatWithGangPeds(CEntity*) { EAXJMP(0x4E3870); }
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WRAPPER void CPed::MakeChangesForNewWeapon(int8) { EAXJMP(0x4F2560); }
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bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
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bool &CPed::bPedCheat2 = *(bool*)0x95CD5A;
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bool &CPed::bPedCheat3 = *(bool*)0x95CD59;
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uint16 &CPed::distanceMultToCountPedNear = *(uint16*)0x5F8C98;
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CVector &CPed::offsetToOpenRegularCarDoor = *(CVector*)0x62E030;
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CVector &CPed::offsetToOpenLowCarDoor = *(CVector*)0x62E03C;
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CVector &CPed::offsetToOpenVanDoor = *(CVector*)0x62E048;
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void *CPed::operator new(size_t sz) { return CPools::GetPedPool()->New(); }
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void *CPed::operator new(size_t sz, int handle) { return CPools::GetPedPool()->New(handle); }
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void CPed::operator delete(void *p, size_t sz) { CPools::GetPedPool()->Delete((CPed*)p); }
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void CPed::operator delete(void *p, int handle) { CPools::GetPedPool()->Delete((CPed*)p); }
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CPed::~CPed(void)
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{
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CWorld::Remove(this);
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CRadar::ClearBlipForEntity(BLIP_CHAR, CPools::GetPedPool()->GetIndex(this));
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if (bInVehicle && m_pMyVehicle){
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uint8 door_flag = GetVehDoorFlag(m_vehEnterType);
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if (m_pMyVehicle->pDriver == this)
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m_pMyVehicle->pDriver = nil;
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else {
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for (int i = 0; i < m_pMyVehicle->m_nNumMaxPassengers; i++) {
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if (m_pMyVehicle->pPassengers[i] == this)
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m_pMyVehicle->pPassengers[i] = nil;
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}
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}
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if (m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR)
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m_pMyVehicle->m_nGettingOutFlags &= ~door_flag;
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bInVehicle = false;
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m_pMyVehicle = nil;
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}else if (m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK){
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QuitEnteringCar();
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}
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if (m_pFire)
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m_pFire->Extinguish();
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CPopulation::UpdatePedCount(m_nPedType, true);
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DMAudio.DestroyEntity(m_audioEntityId);
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}
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void
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CPed::FlagToDestroyWhenNextProcessed(void)
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{
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bRemoveFromWorld = true;
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if (!bInVehicle || !m_pMyVehicle)
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return;
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if (m_pMyVehicle->pDriver == this){
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m_pMyVehicle->pDriver = nil;
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if (IsPlayer() && m_pMyVehicle->m_status != STATUS_WRECKED)
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m_pMyVehicle->m_status = STATUS_ABANDONED;
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}else{
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m_pMyVehicle->RemovePassenger(this);
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}
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bInVehicle = false;
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m_pMyVehicle = nil;
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if (CharCreatedBy == MISSION_CHAR)
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m_nPedState = PED_DEAD;
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else
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m_nPedState = PED_NONE;
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m_pVehicleAnim = nil;
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}
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static char ObjectiveText[34][28] = {
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"No Obj",
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"Wait on Foot",
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"Flee on Foot Till Safe",
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"Guard Spot",
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"Guard Area",
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"Wait in Car",
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"Wait in Car then Getout",
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"Kill Char on Foot",
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"Kill Char Any Means",
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"Flee Char on Foot Till Safe",
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"Flee Char on Foot Always",
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"GoTo Char on Foot",
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"Follow Char in Formation",
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"Leave Car",
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"Enter Car as Passenger",
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"Enter Car as Driver",
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"Follow Car in Car",
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"Fire at Obj from Vehicle",
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"Destroy Obj",
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"Destroy Car",
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"GoTo Area Any Means",
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"GoTo Area on Foot",
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"Run to Area",
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"GoTo Area in Car",
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"Follow Car on Foot Woffset",
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"Guard Attack",
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"Set Leader",
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"Follow Route",
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"Solicit",
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"Take Taxi",
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"Catch Train",
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"Buy IceCream",
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"Steal Any Car",
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"Mug Char",
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};
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static char StateText[56][18] = {
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"None", // 1
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"Idle",
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"Look Entity",
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"Look Heading",
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"Wander Range",
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"Wander Path",
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"Seek Pos",
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"Seek Entity",
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"Flee Pos",
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"Flee Entity",
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"Pursue",
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"Follow Path",
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"Sniper Mode",
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"Rocket Mode",
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"Dummy",
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"Pause",
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"Attack",
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"Fight",
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"Face Phone",
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"Make Call",
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"Chat",
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"Mug",
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"AimGun",
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"AI Control",
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"Seek Car",
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"Seek InBoat",
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"Follow Route",
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"C.P.R.",
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"Solicit",
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"Buy IceCream",
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"Investigate",
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"Step away",
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"STATES_NO_AI",
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"On Fire",
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"Jump",
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"Fall",
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"GetUp",
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"Stagger",
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"Dive away",
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"STATES_NO_ST",
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"Enter Train",
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"Exit Train",
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"Arrest Plyr",
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"Driving",
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"Passenger",
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"Taxi Passngr",
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"Open Door",
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"Die",
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"Dead",
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"CarJack",
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"Drag fm Car",
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"Enter Car",
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"Steal Car",
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"Exit Car",
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"Hands Up",
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"Arrested",
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};
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static char PersonalityTypeText[32][18] = {
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"Player",
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"Cop",
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"Medic",
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"Fireman",
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"Gang 1",
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"Gang 2",
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"Gang 3",
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"Gang 4",
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"Gang 5",
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"Gang 6",
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"Gang 7",
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"Street Guy",
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"Suit Guy",
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"Sensible Guy",
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"Geek Guy",
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"Old Guy",
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"Tough Guy",
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"Street Girl",
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"Suit Girl",
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"Sensible Girl",
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"Geek Girl",
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"Old Girl",
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"Tough Girl",
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"Tramp",
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"Tourist",
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"Prostitute",
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"Criminal",
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"Busker",
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"Taxi Driver",
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"Psycho",
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"Steward",
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"Sports Fan",
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};
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static char WaitStateText[21][16] = {
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"No Wait",
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"Traffic Lights",
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"Pause CrossRoad",
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"Look CrossRoad",
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"Look Ped",
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"Look Shop",
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"Look Accident",
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"FaceOff Gang",
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"Double Back",
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"Hit Wall",
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"Turn 180deg",
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"Surprised",
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"Ped Stuck",
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"Look About",
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"Play Duck",
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"Play Cower",
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"Play Taxi",
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"Play HandsUp",
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"Play HandsCower",
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"Play Chat",
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"Finish Flee",
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};
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CPed::CPed(uint32 pedType) : m_pedIK(this)
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{
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m_type = ENTITY_TYPE_PED;
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bPedPhysics = true;
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bUseCollisionRecords = true;
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m_vecAnimMoveDelta.x = 0.0;
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m_vecAnimMoveDelta.y = 0.0;
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m_fHealth = 100.0f;
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m_fArmour = 0.0f;
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m_nPedType = pedType;
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field_520 = 0;
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m_talkTimer = 0;
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m_talkTypeLast = 167;
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m_talkType = 167;
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m_objective = OBJECTIVE_NONE;
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m_prevObjective = OBJECTIVE_NONE;
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CharCreatedBy = RANDOM_CHAR;
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m_leader = nil;
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m_pedInObjective = nil;
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m_carInObjective = nil;
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bInVehicle = 0;
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m_pMyVehicle = nil;
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m_pVehicleAnim = nil;
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m_vecOffsetSeek.x = 0.0;
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m_vecOffsetSeek.y = 0.0;
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m_vecOffsetSeek.z = 0.0;
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m_pedFormation = 0;
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m_lastThreatTimer = 0;
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m_nPedStateTimer = 0;
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m_actionX = 0;
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m_actionY = 0;
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m_phoneTalkTimer = 0;
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m_stateUnused = 0;
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m_leaveCarTimer = 0;
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m_getUpTimer = 0;
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m_attackTimer = 0;
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m_timerUnused = 0;
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m_lookTimer = 0;
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m_standardTimer = 0;
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m_lastHitTime = 0;
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m_hitRecoverTimer = 0;
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field_4E8 = 0;
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m_moved = CVector2D(0.0f, 0.0f);
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m_fRotationCur = 0.0f;
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m_headingRate = 15.0f;
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m_fRotationDest = 0.0f;
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m_vehEnterType = CAR_DOOR_LF;
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m_walkAroundType = 0;
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m_pCurrentPhysSurface = nil;
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m_vecOffsetFromPhysSurface = CVector(0.0f, 0.0f, 0.0f);
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m_pSeekTarget = nil;
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m_vecSeekVehicle = CVector(0.0f, 0.0f, 0.0f);
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m_wepSkills = 0;
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field_318 = 1.0f;
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field_31C = 0;
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m_phoneId = -1;
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m_lastAccident = 0;
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m_fleeFrom = nil;
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m_fleeFromPosX = 0;
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m_fleeFromPosY = 0;
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m_fleeTimer = 0;
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m_vecSeekPosEx = CVector(0.0f, 0.0f, 0.0f);
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m_seekExAngle = 0.0f;
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m_nWaitState = WAITSTATE_FALSE;
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m_nWaitTimer = 0;
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m_pCollidingEntity = nil;
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m_nPedState = PED_IDLE;
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m_nLastPedState = PED_NONE;
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m_nMoveState = PEDMOVE_STILL;
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m_nStoredActionState = 0;
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m_pFire = nil;
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m_pPointGunAt = nil;
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m_pLookTarget = nil;
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m_fLookDirection = 0.0f;
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m_pCurSurface = nil;
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m_targetUnused = nil;
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m_nPathNodes = 0;
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m_nCurPathNode = 0;
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m_nPathState = 0;
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m_pNextPathNode = nil;
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m_pLastPathNode = nil;
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m_routeLastPoint = -1;
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m_routePoints = 0;
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m_routePos = 0;
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m_routeType = 0;
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m_bodyPartBleeding = -1;
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m_fMass = 70.0f;
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m_fTurnMass = 100.0f;
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m_fAirResistance = 0.4f / m_fMass;
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m_fElasticity = 0.05f;
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bIsStanding = false;
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m_ped_flagA2 = false;
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m_ped_flagA4 = false;
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bIsPointingGunAt = false;
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bIsLooking = false;
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m_ped_flagA20 = false;
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bIsRestoringLook = false;
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bIsAimingGun = false;
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bIsRestoringGun = false;
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bCanPointGunAtTarget = false;
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bIsTalking = false;
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bIsInTheAir = false;
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bIsLanding = false;
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m_ped_flagB20 = false;
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m_ped_flagB40 = false;
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m_ped_flagB80 = false;
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m_ped_flagC1 = false;
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bRespondsToThreats = true;
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m_ped_flagC4 = true;
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m_ped_flagC8 = false;
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m_ped_flagC10 = false;
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m_ped_flagC20 = false;
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m_ped_flagC40 = false;
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m_ped_flagC80 = false;
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m_ped_flagD1 = false;
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m_ped_flagD2 = false;
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m_ped_flagD4 = false;
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m_ped_flagD8 = false;
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m_ped_flagD10 = false;
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m_ped_flagD20 = false;
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m_ped_flagD40 = false;
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m_ped_flagD80 = false;
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m_ped_flagE1 = false;
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m_ped_flagE2 = false;
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bNotAllowedToDuck = false;
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bCrouchWhenShooting = false;
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bIsDucking = false;
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m_ped_flagE20 = false;
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bDoBloodyFootprints = false;
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m_ped_flagE80 = false;
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m_ped_flagF1 = false;
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m_ped_flagF2 = false;
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m_ped_flagF4 = false;
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m_ped_flagF8 = false;
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m_ped_flagF10 = false;
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m_ped_flagF20 = false;
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m_ped_flagF40 = false;
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m_ped_flagF80 = false;
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m_ped_flagG1 = false;
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m_ped_flagG2 = true;
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m_ped_flagG4 = false;
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m_ped_flagG8 = false;
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m_ped_flagG10 = false;
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m_ped_flagG20 = false;
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m_ped_flagG40 = false;
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m_ped_flagG80 = false;
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m_ped_flagH1 = false;
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m_ped_flagH2 = false;
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m_ped_flagH4 = false;
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m_ped_flagH8 = false;
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m_ped_flagH10 = false;
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m_ped_flagH20 = false;
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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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m_ped_flagI2 = false;
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m_ped_flagI4 = false;
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bRecordedForReplay = false;
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m_ped_flagI10 = false;
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#ifdef KANGAROO_CHEAT
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m_ped_flagI80 = false;
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#endif
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if ((CGeneral::GetRandomNumber() & 3) == 0)
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m_ped_flagD1 = true;
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m_audioEntityId = DMAudio.CreateEntity(0, this);
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DMAudio.SetEntityStatus(m_audioEntityId, 1);
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m_fearFlags = CPedType::GetThreats(m_nPedType);
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m_threatEntity = nil;
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m_eventOrThread = CVector2D(0.0f, 0.0f);
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m_pEventEntity = nil;
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m_fAngleToEvent = 0.0f;
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m_numNearPeds = 0;
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for (int i = 0; i < 10; i++)
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{
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m_nearPeds[i] = nil;
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if (i < 8) {
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m_pPathNodesStates[i] = nil;
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}
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}
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m_maxWeaponTypeAllowed = 0;
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m_currentWeapon = 0;
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m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
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for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++)
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{
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CWeapon &weapon = GetWeapon(i);
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weapon.m_eWeaponType = WEAPONTYPE_UNARMED;
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weapon.m_eWeaponState = WEAPONSTATE_READY;
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weapon.m_nAmmoInClip = 0;
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weapon.m_nAmmoTotal = 0;
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weapon.m_nTimer = 0;
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}
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m_lastHitState = 0;
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GiveWeapon(WEAPONTYPE_UNARMED, 0);
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m_wepAccuracy = 60;
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m_lastWepDam = -1;
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m_collPoly.valid = false;
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m_fCollisionSpeed = 0.0f;
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m_wepModelID = -1;
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CPopulation::UpdatePedCount(m_nPedType, false);
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}
|
|
|
|
uint32
|
|
CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo)
|
|
{
|
|
CWeapon &weapon = GetWeapon(weaponType);
|
|
|
|
if (HasWeapon(weaponType)) {
|
|
if (weapon.m_nAmmoTotal + ammo > 99999)
|
|
weapon.m_nAmmoTotal = 99999;
|
|
else
|
|
weapon.m_nAmmoTotal += ammo;
|
|
|
|
weapon.Reload();
|
|
} else {
|
|
weapon.Initialise(weaponType, ammo);
|
|
// TODO: It seems game uses this as both weapon count and max WeaponType we have, which is ofcourse erroneous.
|
|
m_maxWeaponTypeAllowed++;
|
|
}
|
|
if (weapon.m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO)
|
|
weapon.m_eWeaponState = WEAPONSTATE_READY;
|
|
|
|
return weaponType;
|
|
}
|
|
|
|
static RwObject*
|
|
RemoveAllModelCB(RwObject *object, void *data)
|
|
{
|
|
RpAtomic *atomic = (RpAtomic*)object;
|
|
if (CVisibilityPlugins::GetAtomicModelInfo(atomic)) {
|
|
RpClumpRemoveAtomic(atomic->clump, atomic);
|
|
RpAtomicDestroy(atomic);
|
|
}
|
|
return object;
|
|
}
|
|
|
|
static PedOnGroundState
|
|
CheckForPedsOnGroundToAttack(CPlayerPed *player, CPed **pedOnGround)
|
|
{
|
|
PedOnGroundState stateToReturn;
|
|
float angleToFace;
|
|
CPed *currentPed = nil;
|
|
PedState currentPedState;
|
|
CPed *pedOnTheFloor = nil;
|
|
CPed *deadPed = nil;
|
|
CPed *pedBelow = nil;
|
|
bool foundDead = false;
|
|
bool foundOnTheFloor = false;
|
|
bool foundBelow = false;
|
|
float angleDiff;
|
|
float distance;
|
|
|
|
if (!CGame::nastyGame)
|
|
return NO_PED;
|
|
|
|
for (int currentPedId = 0; currentPedId < player->m_numNearPeds; currentPedId++) {
|
|
|
|
currentPed = player->m_nearPeds[currentPedId];
|
|
|
|
CVector posDifference = currentPed->GetPosition() - player->GetPosition();
|
|
distance = posDifference.Magnitude();
|
|
|
|
if (distance < 2.0f) {
|
|
angleToFace = CGeneral::GetRadianAngleBetweenPoints(
|
|
currentPed->GetPosition().x, currentPed->GetPosition().y,
|
|
player->GetPosition().x, player->GetPosition().y);
|
|
|
|
angleToFace = CGeneral::LimitRadianAngle(angleToFace);
|
|
player->m_fRotationCur = CGeneral::LimitRadianAngle(player->m_fRotationCur);
|
|
|
|
angleDiff = fabs(angleToFace - player->m_fRotationCur);
|
|
|
|
if (angleDiff > PI)
|
|
angleDiff = 2 * PI - angleDiff;
|
|
|
|
currentPedState = currentPed->m_nPedState;
|
|
|
|
if (currentPedState == PED_FALL || currentPedState == PED_GETUP || currentPedState == PED_DIE || currentPedState == PED_DEAD) {
|
|
if (distance < 2.0f && angleDiff < DEGTORAD(65.0f)) {
|
|
if (currentPedState == PED_DEAD) {
|
|
foundDead = 1;
|
|
if (!deadPed)
|
|
deadPed = currentPed;
|
|
} else if (!currentPed->IsPedHeadAbovePos(-0.6f)) {
|
|
foundOnTheFloor = 1;
|
|
if (!pedOnTheFloor)
|
|
pedOnTheFloor = currentPed;
|
|
}
|
|
}
|
|
} else if ((distance >= 0.8f || angleDiff >= DEGTORAD(75.0f))
|
|
&& (distance >= 1.3f || angleDiff >= DEGTORAD(55.0f))
|
|
&& (distance >= 1.7f || angleDiff >= DEGTORAD(35.0f))
|
|
&& (distance >= 2.0f || angleDiff >= DEGTORAD(30.0f))) {
|
|
|
|
if (angleDiff < DEGTORAD(75.0f)) {
|
|
foundBelow = 1;
|
|
if (!pedBelow)
|
|
pedBelow = currentPed;
|
|
}
|
|
} else {
|
|
foundBelow = 1;
|
|
pedBelow = currentPed;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (foundOnTheFloor) {
|
|
currentPed = pedOnTheFloor;
|
|
stateToReturn = PED_ON_THE_FLOOR;
|
|
} else if (foundDead) {
|
|
currentPed = deadPed;
|
|
stateToReturn = PED_DEAD_ON_THE_FLOOR;
|
|
} else if (foundBelow) {
|
|
currentPed = pedBelow;
|
|
stateToReturn = PED_BELOW_PLAYER;
|
|
} else {
|
|
currentPed = nil;
|
|
stateToReturn = NO_PED;
|
|
}
|
|
|
|
if (pedOnGround)
|
|
* pedOnGround = currentPed;
|
|
|
|
return stateToReturn;
|
|
}
|
|
|
|
bool
|
|
CPed::IsPlayer(void)
|
|
{
|
|
return m_nPedType == PEDTYPE_PLAYER1 || m_nPedType== PEDTYPE_PLAYER2 ||
|
|
m_nPedType == PEDTYPE_PLAYER3 || m_nPedType == PEDTYPE_PLAYER4;
|
|
}
|
|
|
|
bool
|
|
CPed::UseGroundColModel(void)
|
|
{
|
|
return m_nPedState == PED_FALL ||
|
|
m_nPedState == PED_DIVE_AWAY ||
|
|
m_nPedState == PED_DIE ||
|
|
m_nPedState == PED_DEAD;
|
|
}
|
|
|
|
bool
|
|
CPed::CanSetPedState(void)
|
|
{
|
|
return m_nPedState != PED_DIE && m_nPedState != PED_ARRESTED &&
|
|
m_nPedState != PED_ENTER_CAR && m_nPedState != PED_DEAD && m_nPedState != PED_CARJACK && m_nPedState != PED_STEAL_CAR;
|
|
}
|
|
|
|
bool
|
|
CPed::IsPedInControl(void)
|
|
{
|
|
return m_nPedState <= PED_STATES_NO_AI
|
|
&& !bIsInTheAir && !bIsLanding
|
|
&& m_fHealth > 0.0f;
|
|
}
|
|
|
|
bool
|
|
CPed::CanStrafeOrMouseControl(void)
|
|
{
|
|
return m_nPedState == PED_NONE || m_nPedState == PED_IDLE || m_nPedState == PED_FLEE_POS || m_nPedState == PED_FLEE_ENTITY ||
|
|
m_nPedState == PED_ATTACK || m_nPedState == PED_FIGHT || m_nPedState == PED_AIM_GUN || m_nPedState == PED_JUMP;
|
|
}
|
|
|
|
void
|
|
CPed::AddWeaponModel(int id)
|
|
{
|
|
RpAtomic *atm;
|
|
|
|
if (id != -1) {
|
|
atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
|
|
RwFrameDestroy(RpAtomicGetFrame(atm));
|
|
RpAtomicSetFrame(atm, GetNodeFrame(PED_HANDR));
|
|
RpClumpAddAtomic((RpClump*)m_rwObject, atm);
|
|
m_wepModelID = id;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::AimGun(void)
|
|
{
|
|
RwV3d pos;
|
|
CVector vector;
|
|
|
|
if (m_pSeekTarget) {
|
|
if (m_pSeekTarget->IsPed()) {
|
|
((CPed*)m_pSeekTarget)->m_pedIK.GetComponentPosition(&pos, PED_TORSO);
|
|
vector.x = pos.x;
|
|
vector.y = pos.y;
|
|
vector.z = pos.z;
|
|
} else {
|
|
vector = m_pSeekTarget->GetPosition();
|
|
}
|
|
Say(SOUND_PED_ATTACK);
|
|
|
|
bCanPointGunAtTarget = m_pedIK.PointGunAtPosition(&vector);
|
|
if (m_pLookTarget != m_pSeekTarget) {
|
|
SetLookFlag(m_pSeekTarget, 1);
|
|
}
|
|
|
|
} else {
|
|
if (IsPlayer()) {
|
|
bCanPointGunAtTarget = m_pedIK.PointGunInDirection(m_fLookDirection, ((CPlayerPed*)this)->m_fFPSMoveHeading);
|
|
} else {
|
|
bCanPointGunAtTarget = m_pedIK.PointGunInDirection(m_fLookDirection, 0.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer)
|
|
{
|
|
CVector pos2 = CVector(
|
|
pos.x,
|
|
pos.y,
|
|
pos.z + 0.1f
|
|
);
|
|
|
|
if (!CPed::IsPlayer() || evenOnPlayer) {
|
|
++CStats::HeadShots;
|
|
|
|
// BUG: This condition will always return true.
|
|
if (m_nPedState != PED_PASSENGER || m_nPedState != PED_TAXI_PASSENGER) {
|
|
CPed::SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
|
|
}
|
|
|
|
m_ped_flagC20 = true;
|
|
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 150;
|
|
|
|
CParticle::AddParticle(PARTICLE_TEST, pos2,
|
|
CVector(0.0f, 0.0f, 0.0f), nil, 0.2f, 0, 0, 0, 0);
|
|
|
|
if (CEntity::GetIsOnScreen()) {
|
|
for(int i=0; i < 32; i++) {
|
|
CParticle::AddParticle(PARTICLE_BLOOD_SMALL,
|
|
pos2, CVector(0.0f, 0.0f, 0.03f),
|
|
nil, 0.0f, 0, 0, 0, 0);
|
|
}
|
|
|
|
for (int i = 0; i < 16; i++) {
|
|
CParticle::AddParticle(PARTICLE_DEBRIS2,
|
|
pos2,
|
|
CVector(0.0f, 0.0f, 0.01f),
|
|
nil, 0.0f, 0, 0, 0, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::RemoveBodyPart(PedNode nodeId, int8 unk)
|
|
{
|
|
RwFrame *frame;
|
|
RwV3d pos;
|
|
|
|
frame = GetNodeFrame(nodeId);
|
|
if (frame) {
|
|
if (CGame::nastyGame) {
|
|
if (nodeId != PED_HEAD)
|
|
CPed::SpawnFlyingComponent(nodeId, unk);
|
|
|
|
RecurseFrameChildrenVisibilityCB(frame, nil);
|
|
pos.x = 0.0f;
|
|
pos.y = 0.0f;
|
|
pos.z = 0.0f;
|
|
|
|
for (frame = RwFrameGetParent(frame); frame; frame = RwFrameGetParent(frame))
|
|
RwV3dTransformPoints(&pos, &pos, 1, RwFrameGetMatrix(frame));
|
|
|
|
if (CEntity::GetIsOnScreen()) {
|
|
CParticle::AddParticle(PARTICLE_TEST, pos,
|
|
CVector(0.0f, 0.0f, 0.0f),
|
|
nil, 0.2f, 0, 0, 0, 0);
|
|
|
|
for (int i = 0; i < 16; i++) {
|
|
CParticle::AddParticle(PARTICLE_BLOOD_SMALL,
|
|
pos,
|
|
CVector(0.0f, 0.0f, 0.03f),
|
|
nil, 0.0f, 0, 0, 0, 0);
|
|
}
|
|
}
|
|
m_ped_flagC20 = true;
|
|
m_bodyPartBleeding = nodeId;
|
|
}
|
|
} else {
|
|
printf("Trying to remove ped component");
|
|
}
|
|
}
|
|
|
|
RwObject*
|
|
CPed::SetPedAtomicVisibilityCB(RwObject *object, void *data)
|
|
{
|
|
if (data == nil)
|
|
RpAtomicSetFlags(object, 0);
|
|
return object;
|
|
}
|
|
|
|
RwFrame*
|
|
CPed::RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data)
|
|
{
|
|
RwFrameForAllObjects(frame, SetPedAtomicVisibilityCB, data);
|
|
RwFrameForAllChildren(frame, RecurseFrameChildrenVisibilityCB, nil);
|
|
return frame;
|
|
}
|
|
|
|
void
|
|
CPed::SetLookFlag(CEntity *target, bool unknown)
|
|
{
|
|
if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
|
|
bIsLooking = true;
|
|
bIsRestoringLook = false;
|
|
m_pLookTarget = target;
|
|
m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget);
|
|
m_fLookDirection = 999999.0f;
|
|
m_lookTimer = 0;
|
|
m_ped_flagA20 = unknown;
|
|
if (m_nPedState != PED_DRIVING) {
|
|
m_pedIK.m_flags &= ~CPedIK::FLAG_2;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetLookFlag(float direction, bool unknown)
|
|
{
|
|
if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
|
|
bIsLooking = true;
|
|
bIsRestoringLook = false;
|
|
m_pLookTarget = nil;
|
|
m_fLookDirection = direction;
|
|
m_lookTimer = 0;
|
|
m_ped_flagA20 = unknown;
|
|
if (m_nPedState != PED_DRIVING) {
|
|
m_pedIK.m_flags &= ~CPedIK::FLAG_2;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetLookTimer(int time)
|
|
{
|
|
if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
|
|
m_lookTimer = CTimer::GetTimeInMilliseconds() + time;
|
|
}
|
|
}
|
|
|
|
bool
|
|
CPed::OurPedCanSeeThisOne(CEntity *target)
|
|
{
|
|
CColPoint colpoint;
|
|
CEntity *ent;
|
|
|
|
CVector2D dist = CVector2D(target->GetPosition()) - CVector2D(this->GetPosition());
|
|
|
|
// Check if target is behind ped
|
|
if (DotProduct2D(dist, CVector2D(this->GetForward())) < 0.0f)
|
|
return false;
|
|
|
|
// Check if target is too far away
|
|
if (dist.Magnitude() >= 40.0f)
|
|
return false;
|
|
|
|
// Check line of sight from head
|
|
CVector headPos = this->GetPosition();
|
|
headPos.z += 1.0f;
|
|
return !CWorld::ProcessLineOfSight(headPos, target->GetPosition(), colpoint, ent, true, false, false, false, false, false);
|
|
}
|
|
|
|
void
|
|
CPed::Avoid(void)
|
|
{
|
|
CPed *nearestPed;
|
|
|
|
if(m_pedStats->m_temper > m_pedStats->m_fear && m_pedStats->m_temper > 50)
|
|
return;
|
|
|
|
if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
|
|
|
|
if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) {
|
|
nearestPed = m_nearPeds[0];
|
|
|
|
if (nearestPed && nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_pedInObjective) {
|
|
|
|
// Check if this ped wants to avoid the nearest one
|
|
if (CPedType::GetAvoid(this->m_nPedType) & CPedType::GetFlag(nearestPed->m_nPedType)) {
|
|
|
|
// Further codes checks whether the distance between us and ped will be equal or below 1.0, if we walk up to him by 1.25 meters.
|
|
// If so, we want to avoid it, so we turn our body 45 degree and look to somewhere else.
|
|
|
|
// Game converts from radians to degress and back again here, doesn't make much sense
|
|
CVector2D forward(-sin(m_fRotationCur), cos(m_fRotationCur));
|
|
forward.Normalise(); // this is kinda pointless
|
|
|
|
// Move forward 1.25 meters
|
|
CVector2D testPosition = CVector2D(GetPosition()) + forward*1.25f;
|
|
|
|
// Get distance to ped we want to avoid
|
|
CVector2D distToPed = CVector2D(nearestPed->GetPosition()) - testPosition;
|
|
|
|
if (distToPed.Magnitude() <= 1.0f && CPed::OurPedCanSeeThisOne((CEntity*)nearestPed)) {
|
|
m_nPedStateTimer = CTimer::GetTimeInMilliseconds()
|
|
+ 500 + (m_randomSeed + 3 * CTimer::GetFrameCounter())
|
|
% 1000 / 5;
|
|
|
|
m_fRotationDest += DEGTORAD(45.0f);
|
|
if (!bIsLooking) {
|
|
CPed::SetLookFlag(nearestPed, 0);
|
|
CPed::SetLookTimer(CGeneral::GetRandomNumberInRange(500, 800));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::ClearAimFlag(void)
|
|
{
|
|
if (bIsAimingGun) {
|
|
bIsAimingGun = false;
|
|
bIsRestoringGun = true;
|
|
m_pedIK.m_flags &= ~CPedIK:: FLAG_4;
|
|
}
|
|
|
|
if (CPed::IsPlayer())
|
|
((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0;
|
|
}
|
|
|
|
void
|
|
CPed::ClearLookFlag(void) {
|
|
if (bIsLooking) {
|
|
bIsLooking = false;
|
|
bIsRestoringLook = true;
|
|
m_ped_flagI1 = false;
|
|
|
|
m_pedIK.m_flags &= ~CPedIK::FLAG_2;
|
|
if (CPed::IsPlayer())
|
|
m_lookTimer = CTimer::GetTimeInMilliseconds() + 2000;
|
|
else
|
|
m_lookTimer = CTimer::GetTimeInMilliseconds() + 4000;
|
|
|
|
if (m_nPedState == PED_LOOK_HEADING || m_nPedState == PED_LOOK_ENTITY) {
|
|
CPed::RestorePreviousState();
|
|
CPed::ClearLookFlag();
|
|
}
|
|
}
|
|
}
|
|
|
|
bool
|
|
CPed::IsPedHeadAbovePos(float zOffset)
|
|
{
|
|
RwMatrix mat;
|
|
|
|
CPedIK::GetWorldMatrix(GetNodeFrame(PED_HEAD), &mat);
|
|
return zOffset + GetPosition().z < RwMatrixGetPos(&mat)->z;
|
|
}
|
|
|
|
void
|
|
CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
|
|
{
|
|
CWeaponInfo *currentWeapon;
|
|
CAnimBlendAssociation *newAnim;
|
|
CPed *ped = (CPed*)arg;
|
|
|
|
if (attackAssoc) {
|
|
switch (attackAssoc->animId) {
|
|
case ANIM_WEAPON_START_THROW:
|
|
if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->field_1380) && ped->IsPlayer()) {
|
|
attackAssoc->blendDelta = -1000.0f;
|
|
newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROWU);
|
|
} else {
|
|
attackAssoc->blendDelta = -1000.0f;
|
|
newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROW);
|
|
}
|
|
|
|
newAnim->SetFinishCallback(FinishedAttackCB, ped);
|
|
return;
|
|
|
|
case ANIM_FIGHT_PPUNCH:
|
|
attackAssoc->blendDelta = -8.0f;
|
|
attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
ped->ClearAttack();
|
|
return;
|
|
|
|
case ANIM_WEAPON_THROW:
|
|
case ANIM_WEAPON_THROWU:
|
|
if (ped->GetWeapon()->m_nAmmoTotal > 0) {
|
|
currentWeapon = CWeaponInfo::GetWeaponInfo(ped->GetWeapon()->m_eWeaponType);
|
|
ped->AddWeaponModel(currentWeapon->m_nModelId);
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!ped->m_ped_flagA4)
|
|
ped->ClearAttack();
|
|
}
|
|
|
|
void
|
|
CPed::Attack(void)
|
|
{
|
|
CAnimBlendAssociation *weaponAnimAssoc;
|
|
int32 weaponAnim;
|
|
float animStart;
|
|
RwFrame *frame;
|
|
eWeaponType ourWeaponType;
|
|
float weaponAnimTime;
|
|
eWeaponFire ourWeaponFire;
|
|
float animLoopEnd;
|
|
CWeaponInfo *ourWeapon;
|
|
bool lastReloadWasInFuture;
|
|
AnimationId reloadAnim;
|
|
CAnimBlendAssociation *reloadAnimAssoc;
|
|
float delayBetweenAnimAndFire;
|
|
CVector firePos;
|
|
|
|
ourWeaponType = GetWeapon()->m_eWeaponType;
|
|
ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType);
|
|
ourWeaponFire = ourWeapon->m_eWeaponFire;
|
|
weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ourWeapon->m_AnimToPlay);
|
|
lastReloadWasInFuture = m_ped_flagA4;
|
|
reloadAnimAssoc = nil;
|
|
reloadAnim = NUM_ANIMS;
|
|
delayBetweenAnimAndFire = ourWeapon->m_fAnimFrameFire;
|
|
weaponAnim = ourWeapon->m_AnimToPlay;
|
|
|
|
if (weaponAnim == ANIM_WEAPON_HGUN_BODY)
|
|
reloadAnim = ANIM_HGUN_RELOAD;
|
|
else if (weaponAnim == ANIM_WEAPON_AK_BODY)
|
|
reloadAnim = ANIM_AK_RELOAD;
|
|
|
|
if (reloadAnim != NUM_ANIMS)
|
|
reloadAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, reloadAnim);
|
|
|
|
if (bIsDucking)
|
|
return;
|
|
|
|
if (reloadAnimAssoc) {
|
|
if (!CPed::IsPlayer() || ((CPlayerPed*)this)->field_1380)
|
|
ClearAttack();
|
|
|
|
return;
|
|
}
|
|
|
|
// BUG: We currently don't know any situation this cond. could be true.
|
|
if (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
|
|
lastReloadWasInFuture = true;
|
|
|
|
if (!weaponAnimAssoc) {
|
|
weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ourWeapon->m_Anim2ToPlay);
|
|
delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
|
|
|
|
// Long throw granade, molotov
|
|
if (!weaponAnimAssoc && ourWeapon->m_bThrow) {
|
|
weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_WEAPON_THROWU);
|
|
delayBetweenAnimAndFire = 0.2f;
|
|
}
|
|
}
|
|
if (weaponAnimAssoc) {
|
|
animStart = ourWeapon->m_fAnimLoopStart;
|
|
weaponAnimTime = weaponAnimAssoc->currentTime;
|
|
if (weaponAnimTime > animStart && weaponAnimTime - weaponAnimAssoc->timeStep <= animStart) {
|
|
if (ourWeapon->m_bCanAimWithArm)
|
|
m_pedIK.m_flags |= CPedIK::FLAG_4;
|
|
else
|
|
m_pedIK.m_flags &= ~CPedIK::FLAG_4;
|
|
}
|
|
|
|
if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) {
|
|
if (weaponAnimAssoc->speed < 1.0f)
|
|
weaponAnimAssoc->speed = 1.0f;
|
|
|
|
} else {
|
|
firePos = ourWeapon->m_vecFireOffset;
|
|
if (ourWeaponType == WEAPONTYPE_BASEBALLBAT) {
|
|
if (weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay)
|
|
firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f;
|
|
|
|
firePos = GetMatrix() * firePos;
|
|
} else if (ourWeaponType != WEAPONTYPE_UNARMED) {
|
|
if (weaponAnimAssoc->animId == ANIM_KICK_FLOOR)
|
|
frame = GetNodeFrame(PED_FOOTR);
|
|
else
|
|
frame = GetNodeFrame(PED_HANDR);
|
|
|
|
for (; frame; frame = RwFrameGetParent(frame))
|
|
RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 1, RwFrameGetMatrix(frame));
|
|
} else {
|
|
firePos = GetMatrix() * firePos;
|
|
}
|
|
|
|
GetWeapon()->Fire(this, &firePos);
|
|
|
|
if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE) {
|
|
RemoveWeaponModel(ourWeapon->m_nModelId);
|
|
}
|
|
if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) {
|
|
SelectGunIfArmed();
|
|
}
|
|
|
|
if (GetWeapon()->m_eWeaponState != WEAPONSTATE_MELEE_MADECONTACT) {
|
|
// If reloading just began, start the animation
|
|
if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING && reloadAnim != NUM_ANIMS && !reloadAnimAssoc) {
|
|
CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, reloadAnim, 8.0f);
|
|
ClearLookFlag();
|
|
ClearAimFlag();
|
|
m_ped_flagA4 = false;
|
|
bIsPointingGunAt = false;
|
|
m_lastHitTime = CTimer::GetTimeInMilliseconds();
|
|
return;
|
|
}
|
|
} else {
|
|
if (weaponAnimAssoc->animId == ANIM_WEAPON_BAT_V || weaponAnimAssoc->animId == ANIM_WEAPON_BAT_H) {
|
|
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f);
|
|
} else if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH) {
|
|
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_PUNCH_ATTACK, 0.0f);
|
|
}
|
|
|
|
weaponAnimAssoc->speed = 0.5f;
|
|
|
|
// BUG: We currently don't know any situation this cond. could be true.
|
|
if (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime) {
|
|
weaponAnimAssoc->callbackType = 0;
|
|
}
|
|
}
|
|
|
|
lastReloadWasInFuture = false;
|
|
}
|
|
|
|
if (ourWeaponType == WEAPONTYPE_SHOTGUN) {
|
|
weaponAnimTime = weaponAnimAssoc->currentTime;
|
|
firePos = ourWeapon->m_vecFireOffset;
|
|
|
|
if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) {
|
|
for (frame = GetNodeFrame(PED_HANDR); frame; frame = RwFrameGetParent(frame))
|
|
RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 1, RwFrameGetMatrix(frame));
|
|
|
|
CVector gunshellPos(
|
|
firePos.x - 0.6f * GetForward().x,
|
|
firePos.y - 0.6f * GetForward().y,
|
|
firePos.z - 0.15f * GetUp().z
|
|
);
|
|
|
|
CVector2D gunshellRot(
|
|
GetRight().x,
|
|
GetRight().y
|
|
);
|
|
|
|
gunshellRot.Normalise();
|
|
GetWeapon()->AddGunshell(this, gunshellPos, gunshellRot, 0.025f);
|
|
}
|
|
}
|
|
animLoopEnd = ourWeapon->m_fAnimLoopEnd;
|
|
if (ourWeaponFire == WEAPON_FIRE_MELEE && weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay)
|
|
animLoopEnd = 3.4f/6.0f;
|
|
|
|
weaponAnimTime = weaponAnimAssoc->currentTime;
|
|
|
|
// Anim loop end, either start the loop again or finish the attack
|
|
if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) {
|
|
|
|
if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animLoopEnd
|
|
&& (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime)
|
|
&& GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
|
|
|
|
weaponAnim = weaponAnimAssoc->animId;
|
|
if (ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), nil) < PED_ON_THE_FLOOR) {
|
|
if (weaponAnim != ourWeapon->m_Anim2ToPlay || weaponAnim == ANIM_RBLOCK_CSHOOT) {
|
|
weaponAnimAssoc->Start(ourWeapon->m_fAnimLoopStart);
|
|
} else {
|
|
CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f);
|
|
}
|
|
} else {
|
|
if (weaponAnim == ourWeapon->m_Anim2ToPlay)
|
|
weaponAnimAssoc->SetCurrentTime(0.1f);
|
|
else
|
|
CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
|
|
}
|
|
} else {
|
|
ClearAimFlag();
|
|
|
|
// Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading)
|
|
if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep <= ourWeapon->m_fAnimLoopEnd) {
|
|
switch (ourWeaponType) {
|
|
case WEAPONTYPE_UZI:
|
|
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f);
|
|
break;
|
|
case WEAPONTYPE_AK47:
|
|
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
|
|
break;
|
|
case WEAPONTYPE_M16:
|
|
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Fun fact: removing this part leds to reloading flamethrower
|
|
if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) {
|
|
weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
|
|
weaponAnimAssoc->blendDelta = -4.0f;
|
|
}
|
|
}
|
|
}
|
|
if (weaponAnimAssoc->currentTime > delayBetweenAnimAndFire)
|
|
lastReloadWasInFuture = false;
|
|
|
|
m_ped_flagA4 = lastReloadWasInFuture;
|
|
return;
|
|
}
|
|
|
|
if (lastReloadWasInFuture) {
|
|
if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !CPed::IsPlayer() || ((CPlayerPed*)this)->field_1380) {
|
|
if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), nil) < PED_ON_THE_FLOOR) {
|
|
weaponAnimAssoc = CAnimManager::BlendAnimation((RpClump*)m_rwObject, ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f);
|
|
} else {
|
|
weaponAnimAssoc = CAnimManager::BlendAnimation((RpClump*)m_rwObject, ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
|
|
}
|
|
|
|
weaponAnimAssoc->SetFinishCallback(CPed::FinishedAttackCB, this);
|
|
weaponAnimAssoc->flags |= ASSOC_RUNNING;
|
|
|
|
if (weaponAnimAssoc->currentTime == weaponAnimAssoc->hierarchy->totalLength)
|
|
weaponAnimAssoc->SetCurrentTime(0.0f);
|
|
|
|
if (CPed::IsPlayer()) {
|
|
((CPlayerPed*)this)->field_1376 = 0.0f;
|
|
((CPlayerPed*)this)->field_1380 = false;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
CPed::FinishedAttackCB(nil, this);
|
|
}
|
|
|
|
void
|
|
CPed::RemoveWeaponModel(int modelId)
|
|
{
|
|
// modelId is not used!! This function just removes the current weapon.
|
|
RwFrameForAllObjects(GetNodeFrame(PED_HANDR),RemoveAllModelCB,nil);
|
|
m_wepModelID = -1;
|
|
}
|
|
|
|
void
|
|
CPed::SetCurrentWeapon(uint32 weaponType)
|
|
{
|
|
CWeaponInfo *weaponInfo;
|
|
if (HasWeapon(weaponType)) {
|
|
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
|
RemoveWeaponModel(weaponInfo->m_nModelId);
|
|
|
|
m_currentWeapon = weaponType;
|
|
|
|
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
|
AddWeaponModel(weaponInfo->m_nModelId);
|
|
}
|
|
}
|
|
|
|
// Only used while deciding which gun ped should switch to, if no ammo left.
|
|
bool
|
|
CPed::SelectGunIfArmed(void)
|
|
{
|
|
for (int i = 0; i < m_maxWeaponTypeAllowed; i++) {
|
|
if (GetWeapon(i).m_nAmmoTotal > 0) {
|
|
eWeaponType weaponType = GetWeapon(i).m_eWeaponType;
|
|
if (weaponType >= WEAPONTYPE_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) {
|
|
SetCurrentWeapon(i);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
SetCurrentWeapon(WEAPONTYPE_UNARMED);
|
|
return false;
|
|
}
|
|
|
|
void
|
|
CPed::Duck(void)
|
|
{
|
|
if (CTimer::GetTimeInMilliseconds() > m_duckTimer)
|
|
ClearDuck();
|
|
}
|
|
|
|
void
|
|
CPed::ClearDuck(void)
|
|
{
|
|
CAnimBlendAssociation *animAssoc;
|
|
|
|
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_DUCK_DOWN);
|
|
if (!animAssoc)
|
|
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_DUCK_LOW);
|
|
|
|
if (animAssoc) {
|
|
|
|
if (bCrouchWhenShooting) {
|
|
|
|
if (m_nPedState == PED_ATTACK || m_nPedState == PED_AIM_GUN) {
|
|
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_RBLOCK_CSHOOT);
|
|
if (!animAssoc || animAssoc->blendDelta < 0.0f) {
|
|
CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f);
|
|
}
|
|
}
|
|
}
|
|
} else
|
|
bIsDucking = false;
|
|
}
|
|
|
|
void
|
|
CPed::ClearPointGunAt(void)
|
|
{
|
|
CAnimBlendAssociation *animAssoc;
|
|
CWeaponInfo *weaponInfo;
|
|
|
|
ClearLookFlag();
|
|
ClearAimFlag();
|
|
bIsPointingGunAt = false;
|
|
if (m_nPedState == PED_AIM_GUN) {
|
|
RestorePreviousState();
|
|
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
|
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, weaponInfo->m_AnimToPlay);
|
|
if (!animAssoc || animAssoc->blendDelta < 0.0f) {
|
|
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, weaponInfo->m_Anim2ToPlay);
|
|
}
|
|
if (animAssoc) {
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
animAssoc->blendDelta = -4.0;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::BeingDraggedFromCar(void)
|
|
{
|
|
CAnimBlendAssociation *animAssoc;
|
|
AnimationId enterAnim;
|
|
bool dontRunAnim = false;
|
|
PedLineUpPhase lineUpType;
|
|
|
|
if (!m_pVehicleAnim) {
|
|
CAnimManager::BlendAnimation((RpClump*) m_rwObject, m_animGroup, ANIM_IDLE_STANCE, 100.0f);
|
|
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_CAR_SIT);
|
|
if (!animAssoc) {
|
|
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_CAR_LSIT);
|
|
if (!animAssoc) {
|
|
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_CAR_SITP);
|
|
if (!animAssoc)
|
|
animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_CAR_SITPLO);
|
|
}
|
|
}
|
|
if (animAssoc)
|
|
animAssoc->blendDelta = -1000.0f;
|
|
|
|
if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) {
|
|
if (m_ped_flagF10) {
|
|
enterAnim = ANIM_CAR_QJACKED;
|
|
} else if (m_pMyVehicle->bLowVehicle) {
|
|
enterAnim = ANIM_CAR_LJACKED_LHS;
|
|
} else {
|
|
enterAnim = ANIM_CAR_JACKED_LHS;
|
|
}
|
|
} else if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) {
|
|
if (m_pMyVehicle->bLowVehicle)
|
|
enterAnim = ANIM_CAR_LJACKED_RHS;
|
|
else
|
|
enterAnim = ANIM_CAR_JACKED_RHS;
|
|
} else
|
|
dontRunAnim = true;
|
|
|
|
|
|
if (!dontRunAnim)
|
|
m_pVehicleAnim = CAnimManager::AddAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, enterAnim);
|
|
|
|
m_pVehicleAnim->SetFinishCallback(PedSetDraggedOutCarCB, this);
|
|
lineUpType = LINE_UP_TO_CAR_START;
|
|
} else if (m_pVehicleAnim->currentTime <= 1.4f) {
|
|
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
|
|
lineUpType = LINE_UP_TO_CAR_START;
|
|
} else {
|
|
lineUpType = LINE_UP_TO_CAR_2;
|
|
}
|
|
|
|
LineUpPedWithCar(lineUpType);
|
|
}
|
|
|
|
void
|
|
CPed::RestartNonPartialAnims(void)
|
|
{
|
|
CAnimBlendAssociation *assoc;
|
|
|
|
for (assoc = RpAnimBlendClumpGetFirstAssociation((RpClump*)m_rwObject); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
|
|
if (!assoc->IsPartial())
|
|
assoc->flags |= ASSOC_RUNNING;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg)
|
|
{
|
|
CAnimBlendAssociation *quickJackedAssoc;
|
|
CVehicle *vehicle;
|
|
CPed *ped = (CPed*)arg;
|
|
eWeaponType weaponType = ped->GetWeapon()->m_eWeaponType;
|
|
|
|
quickJackedAssoc = RpAnimBlendClumpGetAssociation((RpClump*) ped->m_rwObject, ANIM_CAR_QJACKED);
|
|
if (ped->m_nPedState != PED_ARRESTED) {
|
|
ped->m_nLastPedState = PED_NONE;
|
|
if (dragAssoc)
|
|
dragAssoc->blendDelta = -1000.0;
|
|
}
|
|
ped->RestartNonPartialAnims();
|
|
ped->m_pVehicleAnim = nil;
|
|
ped->m_pSeekTarget = nil;
|
|
vehicle = ped->m_pMyVehicle;
|
|
|
|
vehicle->m_nGettingOutFlags &= ~GetVehDoorFlag(ped->m_vehEnterType);
|
|
|
|
if (vehicle->pDriver == ped) {
|
|
vehicle->RemoveDriver();
|
|
if (vehicle->m_nDoorLock == CARLOCK_COP_CAR)
|
|
vehicle->m_nDoorLock = CARLOCK_UNLOCKED;
|
|
|
|
if (ped->m_nPedType == PEDTYPE_COP && vehicle->IsLawEnforcementVehicle())
|
|
vehicle->ChangeLawEnforcerState(false);
|
|
} else {
|
|
for (int i = 0; i < vehicle->m_nNumMaxPassengers; i++) {
|
|
if (vehicle->pPassengers[i] == ped) {
|
|
vehicle->pPassengers[i] = nil;
|
|
vehicle->m_nNumPassengers--;
|
|
}
|
|
}
|
|
}
|
|
|
|
ped->bInVehicle = false;
|
|
if (ped->IsPlayer())
|
|
AudioManager.PlayerJustLeftCar();
|
|
|
|
if (quickJackedAssoc) {
|
|
dragAssoc->SetDeleteCallback(PedSetQuickDraggedOutCarPositionCB, ped);
|
|
} else {
|
|
dragAssoc->SetDeleteCallback(PedSetDraggedOutCarPositionCB, ped);
|
|
if (ped->CanSetPedState())
|
|
CAnimManager::BlendAnimation((RpClump*) ped->m_rwObject, ASSOCGRP_STD, ANIM_GETUP1, 1000.0f);
|
|
}
|
|
|
|
// Only uzi can be used on cars, so previous weapon was stored
|
|
if (ped->IsPlayer() && weaponType == WEAPONTYPE_UZI) {
|
|
if (ped->m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) {
|
|
ped->SetCurrentWeapon(ped->m_storedWeapon);
|
|
ped->m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
|
|
}
|
|
} else {
|
|
ped->AddWeaponModel(CWeaponInfo::GetWeaponInfo(weaponType)->m_nModelId);
|
|
}
|
|
ped->m_nStoredActionState = 0;
|
|
ped->m_ped_flagI4 = false;
|
|
}
|
|
|
|
void
|
|
CPed::GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult)
|
|
{
|
|
CVehicleModelInfo *vehModel;
|
|
CVector vehDoorPos;
|
|
CVector vehDoorOffset;
|
|
float seatOffset;
|
|
|
|
vehModel = (CVehicleModelInfo*) CModelInfo::GetModelInfo(veh->m_modelIndex);
|
|
if (veh->bIsVan && (enterType == CAR_DOOR_LR || enterType == CAR_DOOR_RR)) {
|
|
seatOffset = 0.0f;
|
|
vehDoorOffset = offsetToOpenVanDoor;
|
|
} else {
|
|
seatOffset = veh->m_handling->fSeatOffsetDistance * seatPosMult;
|
|
if (veh->bLowVehicle) {
|
|
vehDoorOffset = offsetToOpenLowCarDoor;
|
|
} else {
|
|
vehDoorOffset = offsetToOpenRegularCarDoor;
|
|
}
|
|
}
|
|
|
|
switch (enterType) {
|
|
case CAR_DOOR_RF:
|
|
if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
|
|
vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_BOAT_RUDDER];
|
|
else
|
|
vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_FRONT_SEATS];
|
|
|
|
vehDoorPos.x += seatOffset;
|
|
vehDoorOffset.x = -vehDoorOffset.x;
|
|
break;
|
|
|
|
case CAR_DOOR_RR:
|
|
vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_REAR_SEATS];
|
|
vehDoorPos.x += seatOffset;
|
|
vehDoorOffset.x = -vehDoorOffset.x;
|
|
break;
|
|
|
|
case CAR_DOOR_LF:
|
|
if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
|
|
vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_BOAT_RUDDER];
|
|
else
|
|
vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_FRONT_SEATS];
|
|
|
|
vehDoorPos.x = -(vehDoorPos.x + seatOffset);
|
|
break;
|
|
|
|
case CAR_DOOR_LR:
|
|
vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_REAR_SEATS];
|
|
vehDoorPos.x = -(vehDoorPos.x + seatOffset);
|
|
break;
|
|
|
|
default:
|
|
if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
|
|
vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_BOAT_RUDDER];
|
|
else
|
|
vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_FRONT_SEATS];
|
|
|
|
vehDoorOffset = CVector(0.0f, 0.0f, 0.0f);
|
|
}
|
|
*output = vehDoorPos - vehDoorOffset;
|
|
}
|
|
|
|
// This function was mostly duplicate of GetLocalPositionToOpenCarDoor, so I've used it.
|
|
void
|
|
CPed::GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType)
|
|
{
|
|
CVector localPos;
|
|
CVector vehDoorPos;
|
|
|
|
GetLocalPositionToOpenCarDoor(&localPos, veh, enterType, 1.0f);
|
|
vehDoorPos = Multiply3x3(veh->GetMatrix(), localPos) + veh->GetPosition();
|
|
|
|
/*
|
|
// Not used.
|
|
CVector localVehDoorOffset;
|
|
|
|
if (veh->bIsVan && (enterType == VEHICLE_ENTER_REAR_LEFT || enterType == VEHICLE_ENTER_REAR_RIGHT)) {
|
|
localVehDoorOffset = offsetToOpenVanDoor;
|
|
} else {
|
|
if (veh->bIsLow) {
|
|
localVehDoorOffset = offsetToOpenLowCarDoor;
|
|
} else {
|
|
localVehDoorOffset = offsetToOpenRegularCarDoor;
|
|
}
|
|
}
|
|
|
|
vehDoorPosWithoutOffset = Multiply3x3(veh->GetMatrix(), localPos + localVehDoorOffset) + veh->GetPosition();
|
|
*/
|
|
*output = vehDoorPos;
|
|
}
|
|
|
|
void
|
|
CPed::GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset)
|
|
{
|
|
CVector doorPos;
|
|
CMatrix vehMat(veh->GetMatrix());
|
|
|
|
GetLocalPositionToOpenCarDoor(output, veh, enterType, offset);
|
|
doorPos = Multiply3x3(vehMat, *output);
|
|
|
|
*output = veh->GetPosition() + doorPos;
|
|
}
|
|
|
|
void
|
|
CPed::LineUpPedWithCar(PedLineUpPhase phase)
|
|
{
|
|
bool vehIsUpsideDown = false;
|
|
int vehAnim;
|
|
float seatPosMult = 0.0f;
|
|
float currentZ;
|
|
float adjustedTimeStep;
|
|
|
|
if (CReplay::IsPlayingBack())
|
|
return;
|
|
|
|
if (!m_ped_flagC8 && phase != LINE_UP_TO_CAR_2) {
|
|
if (RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ANIM_CAR_SIT)) {
|
|
SetPedPositionInCar();
|
|
return;
|
|
}
|
|
if (RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ANIM_CAR_LSIT)) {
|
|
SetPedPositionInCar();
|
|
return;
|
|
}
|
|
if (RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ANIM_CAR_SITP)) {
|
|
SetPedPositionInCar();
|
|
return;
|
|
}
|
|
if (RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ANIM_CAR_SITPLO)) {
|
|
SetPedPositionInCar();
|
|
return;
|
|
}
|
|
m_ped_flagC8 = 1;
|
|
}
|
|
if (phase == LINE_UP_TO_CAR_START) {
|
|
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
|
|
}
|
|
CVehicle *veh = m_pMyVehicle;
|
|
|
|
// Not quite right, IsUpsideDown func. checks for <= -0.9f.
|
|
// Since that function is also used in this file, doesn't this variable indicate upsidedownness?!
|
|
if (veh->GetUp().z <= -0.8f)
|
|
vehIsUpsideDown = true;
|
|
|
|
if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) {
|
|
if (vehIsUpsideDown) {
|
|
m_fRotationDest = -PI + veh->GetForward().Heading();
|
|
} else if (veh->bIsBus) {
|
|
m_fRotationDest = 0.5 * PI + veh->GetForward().Heading();
|
|
} else {
|
|
m_fRotationDest = veh->GetForward().Heading();
|
|
}
|
|
} else if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) {
|
|
if (vehIsUpsideDown) {
|
|
m_fRotationDest = veh->GetForward().Heading();
|
|
} else if (veh->bIsBus) {
|
|
m_fRotationDest = -0.5 * PI + veh->GetForward().Heading();
|
|
} else {
|
|
m_fRotationDest = veh->GetForward().Heading();
|
|
}
|
|
}
|
|
|
|
if (!bInVehicle)
|
|
seatPosMult = 1.0f;
|
|
|
|
if (m_pVehicleAnim) {
|
|
vehAnim = m_pVehicleAnim->animId;
|
|
|
|
switch (vehAnim) {
|
|
case ANIM_CAR_JACKED_RHS:
|
|
case ANIM_CAR_LJACKED_RHS:
|
|
case ANIM_CAR_JACKED_LHS:
|
|
case ANIM_CAR_LJACKED_LHS:
|
|
case ANIM_CAR_QJACKED:
|
|
case ANIM_CAR_GETOUT_LHS:
|
|
case ANIM_CAR_GETOUT_LOW_LHS:
|
|
case ANIM_CAR_GETOUT_RHS:
|
|
case ANIM_CAR_GETOUT_LOW_RHS:
|
|
case ANIM_CAR_CRAWLOUT_RHS:
|
|
case ANIM_CAR_CRAWLOUT_RHS2:
|
|
case ANIM_VAN_GETIN_L:
|
|
case ANIM_VAN_GETOUT_L:
|
|
case ANIM_VAN_GETIN:
|
|
case ANIM_VAN_GETOUT:
|
|
seatPosMult = m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength;
|
|
break;
|
|
case ANIM_CAR_QJACK:
|
|
case ANIM_CAR_GETIN_LHS:
|
|
case ANIM_CAR_GETIN_LOW_LHS:
|
|
case ANIM_CAR_GETIN_RHS:
|
|
case ANIM_CAR_GETIN_LOW_RHS:
|
|
case ANIM_DRIVE_BOAT:
|
|
seatPosMult = m_pVehicleAnim->GetTimeLeft() / m_pVehicleAnim->hierarchy->totalLength;
|
|
break;
|
|
case ANIM_CAR_CLOSEDOOR_LHS:
|
|
case ANIM_CAR_CLOSEDOOR_LOW_LHS:
|
|
case ANIM_CAR_CLOSEDOOR_RHS:
|
|
case ANIM_CAR_CLOSEDOOR_LOW_RHS:
|
|
case ANIM_CAR_SHUFFLE_RHS:
|
|
case ANIM_CAR_LSHUFFLE_RHS:
|
|
seatPosMult = 0.0f;
|
|
break;
|
|
case ANIM_CAR_CLOSE_LHS:
|
|
case ANIM_CAR_CLOSE_RHS:
|
|
case ANIM_COACH_OPEN_L:
|
|
case ANIM_COACH_OPEN_R:
|
|
case ANIM_COACH_IN_L:
|
|
case ANIM_COACH_IN_R:
|
|
case ANIM_COACH_OUT_L:
|
|
seatPosMult = 1.0f;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
CVector neededPos;
|
|
|
|
if (phase == LINE_UP_TO_CAR_2) {
|
|
neededPos = GetPosition();
|
|
} else {
|
|
GetPositionToOpenCarDoor(&neededPos, veh, m_vehEnterType, seatPosMult);
|
|
}
|
|
|
|
CVector autoZPos = neededPos;
|
|
|
|
if (veh->bIsInWater) {
|
|
if (veh->m_vehType == VEHICLE_TYPE_BOAT && veh->IsUpsideDown())
|
|
autoZPos.z += 1.0f;
|
|
} else {
|
|
CPedPlacement::FindZCoorForPed(&autoZPos);
|
|
}
|
|
|
|
if (phase == LINE_UP_TO_CAR_END || phase == LINE_UP_TO_CAR_2) {
|
|
neededPos.z = GetPosition().z;
|
|
|
|
// Getting out
|
|
if (!veh->bIsBus || (veh->bIsBus && vehIsUpsideDown)) {
|
|
float pedZSpeedOnExit = m_vecMoveSpeed.z - 0.008f * CTimer::GetTimeStep();
|
|
|
|
// If we're not in ground at next step, apply animation
|
|
if (neededPos.z + pedZSpeedOnExit >= autoZPos.z) {
|
|
m_vecMoveSpeed.z = pedZSpeedOnExit;
|
|
ApplyMoveSpeed();
|
|
// Removing below line breaks the animation
|
|
neededPos.z = GetPosition().z;
|
|
} else {
|
|
neededPos.z = autoZPos.z;
|
|
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (autoZPos.z > neededPos.z) {
|
|
currentZ = GetPosition().z;
|
|
if (m_pVehicleAnim && vehAnim != ANIM_VAN_GETIN_L && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE && vehAnim != ANIM_VAN_GETIN) {
|
|
neededPos.z = autoZPos.z;
|
|
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
|
|
} else if (neededPos.z <= currentZ && m_pVehicleAnim && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE) {
|
|
adjustedTimeStep = min(m_pVehicleAnim->timeStep, 0.1f);
|
|
|
|
// Smoothly change ped position
|
|
neededPos.z = currentZ - (currentZ - neededPos.z) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep);
|
|
}
|
|
} else {
|
|
// We may need to raise up the ped
|
|
if (phase == LINE_UP_TO_CAR_START) {
|
|
currentZ = GetPosition().z;
|
|
|
|
if (neededPos.z > currentZ) {
|
|
|
|
if (m_pVehicleAnim &&
|
|
(vehAnim == ANIM_CAR_GETIN_RHS || vehAnim == ANIM_CAR_GETIN_LOW_RHS || vehAnim == ANIM_CAR_GETIN_LHS || vehAnim == ANIM_CAR_GETIN_LOW_LHS
|
|
|| vehAnim == ANIM_CAR_QJACK || vehAnim == ANIM_VAN_GETIN_L || vehAnim == ANIM_VAN_GETIN)) {
|
|
adjustedTimeStep = min(m_pVehicleAnim->timeStep, 0.1f);
|
|
|
|
// Smoothly change ped position
|
|
neededPos.z = (neededPos.z - currentZ) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep) + currentZ;
|
|
} else if (m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK) {
|
|
neededPos.z = max(currentZ, autoZPos.z);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool stillGettingInOut = false;
|
|
if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer)
|
|
stillGettingInOut = veh->m_vehType != VEHICLE_TYPE_BOAT || m_ped_flagG10;
|
|
|
|
if (!stillGettingInOut) {
|
|
m_fRotationCur = m_fRotationDest;
|
|
} else {
|
|
float limitedAngle = CGeneral::LimitRadianAngle(m_fRotationDest);
|
|
float timeUntilStateChange = (m_nPedStateTimer - CTimer::GetTimeInMilliseconds())/600.0f;
|
|
|
|
m_vecOffsetSeek.z = 0.0;
|
|
if (timeUntilStateChange <= 0.0f) {
|
|
m_vecOffsetSeek.x = 0.0;
|
|
m_vecOffsetSeek.y = 0.0;
|
|
} else {
|
|
neededPos -= timeUntilStateChange * m_vecOffsetSeek;
|
|
}
|
|
|
|
if (limitedAngle > PI + m_fRotationCur) {
|
|
limitedAngle -= 2 * PI;
|
|
} else if (limitedAngle < m_fRotationCur - PI) {
|
|
limitedAngle += 2 * PI;
|
|
}
|
|
m_fRotationCur -= (m_fRotationCur - limitedAngle) * (1.0f - timeUntilStateChange);
|
|
}
|
|
|
|
if (seatPosMult > 0.2f || vehIsUpsideDown) {
|
|
GetPosition() = neededPos;
|
|
|
|
GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur);
|
|
|
|
// It will be all 0 after rotate.
|
|
GetPosition() = neededPos;
|
|
} else {
|
|
CVector output;
|
|
CMatrix vehDoorMat(veh->GetMatrix());
|
|
|
|
GetLocalPositionToOpenCarDoor(&output, veh, m_vehEnterType, 0.0f);
|
|
vehDoorMat.GetPosition() += Multiply3x3(vehDoorMat, output);
|
|
GetMatrix() = vehDoorMat;
|
|
}
|
|
|
|
}
|
|
|
|
static void
|
|
particleProduceFootDust(CPed *ped, CVector *pos, float size, int times)
|
|
{
|
|
switch (ped->m_nLastCollType)
|
|
{
|
|
case 1: // somewhere hard
|
|
case 3: // soft dirt
|
|
case 5: // pavement
|
|
case 18:// sand
|
|
for (int i = 0; i < times; ++i) {
|
|
CVector adjustedPos = *pos;
|
|
adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
|
|
adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
|
|
CParticle::AddParticle(PARTICLE_PEDFOOT_DUST, adjustedPos, CVector(0.0f, 0.0f, 0.0f), nil, size, CRGBA(0, 0, 0, 0), 0, 0, 0, 0);
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
particleProduceFootSplash(CPed *ped, CVector *pos, float size, int times)
|
|
{
|
|
for (int i = 0; i < times; i++) {
|
|
CVector adjustedPos = *pos;
|
|
adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
|
|
adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
|
|
|
|
CVector direction = ped->GetForward() * -0.05f;
|
|
CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, adjustedPos, direction, nil, size, CRGBA(32, 32, 32, 32), 0, 0, CGeneral::GetRandomNumberInRange(0, 1), 200);
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::PlayFootSteps(void)
|
|
{
|
|
if (bDoBloodyFootprints) {
|
|
if (m_bloodyFootprintCount > 0 && m_bloodyFootprintCount < 300) {
|
|
m_bloodyFootprintCount--;
|
|
|
|
if (m_bloodyFootprintCount == 0)
|
|
bDoBloodyFootprints = false;
|
|
}
|
|
}
|
|
|
|
if (!bIsStanding)
|
|
return;
|
|
|
|
CAnimBlendAssociation *assoc = RpAnimBlendClumpGetFirstAssociation((RpClump*)m_rwObject);
|
|
CAnimBlendAssociation *walkRunAssoc = nil;
|
|
float walkRunAssocBlend = 0.0f, idleAssocBlend = 0.0f;
|
|
|
|
for (; assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
|
|
if (assoc->flags & ASSOC_FLAG80) {
|
|
walkRunAssoc = assoc;
|
|
walkRunAssocBlend += assoc->blendAmount;
|
|
} else if ((assoc->flags & ASSOC_FLAG200) == 0) {
|
|
idleAssocBlend += assoc->blendAmount;
|
|
}
|
|
}
|
|
|
|
if (walkRunAssoc && walkRunAssocBlend > 0.5f && idleAssocBlend < 1.0f) {
|
|
float stepStart = 1 / 15.0f;
|
|
float stepEnd = walkRunAssoc->hierarchy->totalLength / 2.0f + stepStart;
|
|
float currentTime = walkRunAssoc->currentTime;
|
|
int stepPart = 0;
|
|
|
|
if (currentTime >= stepStart && currentTime - walkRunAssoc->timeStep < stepStart)
|
|
stepPart = 1;
|
|
else if (currentTime >= stepEnd && currentTime - walkRunAssoc->timeStep < stepEnd)
|
|
stepPart = 2;
|
|
|
|
if (stepPart != 0) {
|
|
DMAudio.PlayOneShot(m_audioEntityId, stepPart == 1 ? SOUND_STEP_START : SOUND_STEP_END, 1.0f);
|
|
CVector footPos(0.0f, 0.0f, 0.0f);
|
|
|
|
for (RwFrame *frame = GetNodeFrame(stepPart == 1 ? PED_FOOTL : PED_FOOTR); frame; frame = RwFrameGetParent(frame))
|
|
RwV3dTransformPoints(footPos, footPos, 1, RwFrameGetMatrix(frame));
|
|
|
|
CVector forward = GetForward();
|
|
|
|
footPos.z -= 0.1f;
|
|
footPos += 0.2f * forward;
|
|
|
|
if (bDoBloodyFootprints) {
|
|
CVector2D top(forward * 0.26f);
|
|
CVector2D right(GetRight() * 0.14f);
|
|
|
|
CShadows::AddPermanentShadow(1, gpBloodPoolTex, &footPos,
|
|
top.x, top.y,
|
|
right.x, right.y,
|
|
255, 255, 0, 0, 4.0f, 3000.0f, 1.0f);
|
|
|
|
if (m_bloodyFootprintCount <= 20) {
|
|
m_bloodyFootprintCount = 0;
|
|
bDoBloodyFootprints = false;
|
|
} else {
|
|
m_bloodyFootprintCount -= 20;
|
|
}
|
|
}
|
|
if (CWeather::Rain <= 0.1f || CCullZones::CamNoRain() || CCullZones::PlayerNoRain()) {
|
|
if(IsPlayer())
|
|
particleProduceFootDust(this, &footPos, 0.0f, 4);
|
|
} else if(stepPart == 2) {
|
|
particleProduceFootSplash(this, &footPos, 0.15f, 4);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m_nLastCollType == 19) { // Water
|
|
float pedSpeed = CVector2D(m_vecMoveSpeed).Magnitude();
|
|
if (pedSpeed > 0.03f && CTimer::GetFrameCounter() % 2 == 0 && pedSpeed > 0.13f) {
|
|
float particleSize = pedSpeed * 2.0f;
|
|
|
|
if (particleSize < 0.25f)
|
|
particleSize = 0.25f;
|
|
|
|
if (particleSize > 0.75f)
|
|
particleSize = 0.75f;
|
|
|
|
CVector particlePos = GetPosition() + GetForward() * 0.3f;
|
|
particlePos.z -= 1.2f;
|
|
|
|
CVector particleDir = m_vecMoveSpeed * 0.75f;
|
|
|
|
particleDir.z = CGeneral::GetRandomNumberInRange(0.01f, 0.03f);
|
|
CParticle::AddParticle(PARTICLE_PED_SPLASH, particlePos, particleDir, nil, 0.8f * particleSize, CRGBA(155,155,185,128), 0, 0, 0, 0);
|
|
|
|
particleDir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.05f);
|
|
CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, particlePos, particleDir, nil, particleSize, CRGBA(255,255,255,255), 0, 0, 0, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool
|
|
CPed::IsPointerValid(void)
|
|
{
|
|
int8 pedIndex = CPools::GetPedPool()->GetIndex(this) >> 8;
|
|
if (pedIndex < 0 || pedIndex >= NUMPEDS)
|
|
return false;
|
|
|
|
if (m_entryInfoList.first || FindPlayerPed() == this)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
// Some kind of binary sort
|
|
void
|
|
CPed::SortPeds(CPed **list, int min, int max)
|
|
{
|
|
if (min >= max)
|
|
return;
|
|
|
|
CVector leftDiff, rightDiff;
|
|
CVector middleDiff = GetPosition() - list[(max + min) / 2]->GetPosition();
|
|
float middleDist = middleDiff.Magnitude();
|
|
|
|
int left = max;
|
|
int right;
|
|
for(right = min; right <= left; ){
|
|
// Those 1.0s are to make sure loop always run for first time.
|
|
for (float rightDist = middleDist-1.0f; middleDist > rightDist; right++) {
|
|
rightDiff = GetPosition() - list[right]->GetPosition();
|
|
rightDist = rightDiff.Magnitude();
|
|
}
|
|
right--;
|
|
|
|
for (float leftDist = middleDist+1.0f; middleDist < leftDist; left--) {
|
|
leftDiff = GetPosition() - list[left]->GetPosition();
|
|
leftDist = leftDiff.Magnitude();
|
|
}
|
|
left++;
|
|
|
|
if (right <= left) {
|
|
CPed *ped = list[right];
|
|
list[right] = list[left];
|
|
list[left] = ped;
|
|
right++;
|
|
left--;
|
|
}
|
|
}
|
|
SortPeds(list, min, left);
|
|
SortPeds(list, right, max);
|
|
}
|
|
|
|
void
|
|
CPed::BuildPedLists(void)
|
|
{
|
|
static CPed *unsortedNearPeds[10];
|
|
uint16 nextNearPedSlot = 0;
|
|
|
|
if ((CTimer::GetFrameCounter() + m_randomSeed) & 15) {
|
|
|
|
for(int i = 0; i < 10; ) {
|
|
if (m_nearPeds[i]) {
|
|
if (m_nearPeds[i]->IsPointerValid()) {
|
|
float distSqr = (GetPosition() - m_nearPeds[i]->GetPosition()).MagnitudeSqr2D();
|
|
if (distSqr < 900.0f) {
|
|
i++;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// If we arrive here, the ped we're checking isn't "near", so we should remove it.
|
|
for (int j = i; j < 9; j++) {
|
|
m_nearPeds[j] = m_nearPeds[j + 1];
|
|
m_nearPeds[j + 1] = nil;
|
|
}
|
|
// Above loop won't work when it's 9, so we need to empty slot 9.
|
|
m_nearPeds[9] = nil;
|
|
m_numNearPeds--;
|
|
} else
|
|
i++;
|
|
}
|
|
} else {
|
|
CVector centre = CEntity::GetBoundCentre();
|
|
CRect rect(
|
|
(centre.x - 20.0f) * 0.025f + 50.0f,
|
|
(centre.y - 20.0f) * 0.025f + 50.0f,
|
|
(centre.x + 20.0f) * 0.025f + 50.0f,
|
|
(centre.y + 20.0f) * 0.025f + 50.0f);
|
|
|
|
for(int y = rect.top; y <= rect.bottom; y++) {
|
|
for(int x = rect.left; x <= rect.right; x++) {
|
|
for (CPtrNode *pedPtrNode = CWorld::GetSector(x,y)->m_lists[ENTITYLIST_PEDS].first; pedPtrNode; pedPtrNode = pedPtrNode->next) {
|
|
CPed *ped = (CPed*)pedPtrNode->item;
|
|
if (ped != this && !ped->bInVehicle) {
|
|
float dist = (ped->GetPosition() - GetPosition()).Magnitude2D();
|
|
if (distanceMultToCountPedNear * 30.0f > dist)
|
|
{
|
|
unsortedNearPeds[nextNearPedSlot] = ped;
|
|
nextNearPedSlot++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
unsortedNearPeds[nextNearPedSlot] = nil;
|
|
SortPeds(unsortedNearPeds, 0, nextNearPedSlot - 1);
|
|
for (m_numNearPeds = 0; m_numNearPeds < 10; m_numNearPeds++) {
|
|
CPed *ped = unsortedNearPeds[m_numNearPeds];
|
|
if (!ped)
|
|
break;
|
|
|
|
m_nearPeds[m_numNearPeds] = ped;
|
|
}
|
|
for (int pedToClear = m_numNearPeds; pedToClear < 10; pedToClear++)
|
|
m_nearPeds[pedToClear] = nil;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetPedStats(ePedStats pedStat)
|
|
{
|
|
m_pedStats = CPedStats::ms_apPedStats[pedStat];
|
|
}
|
|
|
|
void
|
|
CPed::SetModelIndex(uint32 mi)
|
|
{
|
|
CEntity::SetModelIndex(mi);
|
|
RpAnimBlendClumpInit((RpClump*) m_rwObject);
|
|
RpAnimBlendClumpFillFrameArray((RpClump*) m_rwObject, m_pFrames);
|
|
CPedModelInfo *modelInfo = (CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex);
|
|
SetPedStats((ePedStats) modelInfo->m_pedStatType);
|
|
m_headingRate = m_pedStats->m_headingChangeRate;
|
|
m_animGroup = (AssocGroupId) modelInfo->m_animGroup;
|
|
CAnimManager::AddAnimation((RpClump*) m_rwObject, m_animGroup, ANIM_IDLE_STANCE);
|
|
|
|
// This is a mistake by R*, velocity is CVector, whereas m_vecAnimMoveDelta is CVector2D.
|
|
(*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity = (CVector*) &m_vecAnimMoveDelta;
|
|
}
|
|
|
|
void
|
|
CPed::RemoveLighting(bool reset)
|
|
{
|
|
CRenderer::RemoveVehiclePedLights(this, reset);
|
|
}
|
|
|
|
bool
|
|
CPed::SetupLighting(void)
|
|
{
|
|
ActivateDirectional();
|
|
SetAmbientColoursForPedsCarsAndObjects();
|
|
if (bRenderScorched) {
|
|
WorldReplaceNormalLightsWithScorched(Scene.world, 0.1f);
|
|
} else {
|
|
// Note that this lightMult is only affected by LIGHT_DARKEN. If there's no LIGHT_DARKEN, it will be 1.0.
|
|
float lightMult = CPointLights::GenerateLightsAffectingObject(&GetPosition());
|
|
if (!bHasBlip && lightMult != 1.0f) {
|
|
SetAmbientAndDirectionalColours(lightMult);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void
|
|
CPed::Teleport(CVector pos)
|
|
{
|
|
CWorld::Remove(this);
|
|
GetPosition() = pos;
|
|
bIsStanding = false;
|
|
m_nPedStateTimer = 0;
|
|
m_actionX = 0.0f;
|
|
m_actionY = 0.0f;
|
|
m_pDamageEntity = nil;
|
|
CWorld::Add(this);
|
|
}
|
|
|
|
void
|
|
CPed::CalculateNewOrientation(void)
|
|
{
|
|
if (CReplay::IsPlayingBack() || !IsPedInControl())
|
|
return;
|
|
|
|
CVector pos = GetPosition();
|
|
|
|
GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur);
|
|
|
|
// Because SetRotate makes pos. all 0
|
|
GetPosition() = pos;
|
|
}
|
|
|
|
float
|
|
CPed::WorkOutHeadingForMovingFirstPerson(float offset)
|
|
{
|
|
if (!IsPlayer())
|
|
return 0.0f;
|
|
|
|
CPad *pad0 = CPad::GetPad(0);
|
|
float leftRight = pad0->GetPedWalkLeftRight();
|
|
float upDown = pad0->GetPedWalkUpDown();
|
|
float &angle = ((CPlayerPed*)this)->m_fWalkAngle;
|
|
|
|
if (upDown != 0.0f) {
|
|
angle = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown);
|
|
} else {
|
|
if (leftRight < 0.0f)
|
|
angle = 0.5 * PI;
|
|
else if (leftRight > 0.0f)
|
|
angle = -0.5 * PI;
|
|
}
|
|
|
|
return CGeneral::LimitRadianAngle(offset + angle);
|
|
}
|
|
|
|
void
|
|
CPed::CalculateNewVelocity(void)
|
|
{
|
|
if (IsPedInControl()) {
|
|
float headAmount = DEGTORAD(m_headingRate) * CTimer::GetTimeStep();
|
|
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
|
|
float limitedRotDest = CGeneral::LimitRadianAngle(m_fRotationDest);
|
|
|
|
if (m_fRotationCur - PI > limitedRotDest) {
|
|
limitedRotDest += 2 * PI;
|
|
} else if(PI + m_fRotationCur < limitedRotDest) {
|
|
limitedRotDest -= 2 * PI;
|
|
}
|
|
|
|
if (IsPlayer() && m_nPedState == PED_ATTACK)
|
|
headAmount /= 4.0f;
|
|
|
|
float neededTurn = limitedRotDest - m_fRotationCur;
|
|
if (neededTurn <= headAmount) {
|
|
if (neededTurn > (-headAmount))
|
|
m_fRotationCur += neededTurn;
|
|
else
|
|
m_fRotationCur -= headAmount;
|
|
} else {
|
|
m_fRotationCur += headAmount;
|
|
}
|
|
}
|
|
|
|
CVector2D forward(sin(m_fRotationCur), cos(m_fRotationCur));
|
|
|
|
m_moved.x = CrossProduct2D(m_vecAnimMoveDelta, forward); // (m_vecAnimMoveDelta.x * cos(m_fRotationCur)) + -sin(m_fRotationCur) * m_vecAnimMoveDelta.y;
|
|
m_moved.y = DotProduct2D(m_vecAnimMoveDelta, forward); // m_vecAnimMoveDelta.y* cos(m_fRotationCur) + (m_vecAnimMoveDelta.x * sin(m_fRotationCur));
|
|
|
|
if (CTimer::GetTimeStep() >= 0.01f) {
|
|
m_moved = m_moved * (1 / CTimer::GetTimeStep());
|
|
} else {
|
|
m_moved = m_moved * (1 / 100.0f);
|
|
}
|
|
|
|
if ((!TheCamera.Cams[TheCamera.ActiveCam].GetWeaponFirstPersonOn() && !TheCamera.Cams[0].Using3rdPersonMouseCam())
|
|
|| FindPlayerPed() != this || !CanStrafeOrMouseControl())
|
|
return;
|
|
|
|
float walkAngle = WorkOutHeadingForMovingFirstPerson(m_fRotationCur);
|
|
float pedSpeed = m_moved.Magnitude();
|
|
float localWalkAngle = CGeneral::LimitRadianAngle(walkAngle - m_fRotationCur);
|
|
|
|
if (localWalkAngle < -0.5 * PI) {
|
|
localWalkAngle += PI;
|
|
} else if (localWalkAngle > 0.5 * PI) {
|
|
localWalkAngle -= PI;
|
|
}
|
|
|
|
// Interestingly this part is responsible for diagonal walking.
|
|
if (localWalkAngle > -DEGTORAD(50.0f) && localWalkAngle < DEGTORAD(50.0f)) {
|
|
TheCamera.Cams[TheCamera.ActiveCam].m_fPlayerVelocity = pedSpeed;
|
|
m_moved = CVector2D(-sin(walkAngle), cos(walkAngle)) * pedSpeed;
|
|
}
|
|
|
|
CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_IDLE_STANCE);
|
|
CAnimBlendAssociation* fightAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_FIGHT_IDLE);
|
|
|
|
if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) {
|
|
LimbOrientation newUpperLegs;
|
|
newUpperLegs.phi = localWalkAngle;
|
|
|
|
if (newUpperLegs.phi < -DEGTORAD(100.0f)) {
|
|
newUpperLegs.phi += PI;
|
|
} else if (newUpperLegs.phi > DEGTORAD(100.0f)) {
|
|
newUpperLegs.phi -= PI;
|
|
}
|
|
|
|
if (newUpperLegs.phi > -DEGTORAD(50.0f) && newUpperLegs.phi < DEGTORAD(50.0f)) {
|
|
newUpperLegs.theta = 0.0f;
|
|
m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGL], &newUpperLegs, false);
|
|
m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGR], &newUpperLegs, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool
|
|
CPed::CanBeDeleted(void)
|
|
{
|
|
if (this->bInVehicle)
|
|
return false;
|
|
|
|
switch (CharCreatedBy) {
|
|
case RANDOM_CHAR:
|
|
return true;
|
|
case MISSION_CHAR:
|
|
return false;
|
|
default:
|
|
return true;
|
|
}
|
|
}
|
|
|
|
bool
|
|
CPed::CanPedDriveOff(void)
|
|
{
|
|
if (m_nPedState != PED_DRIVING || m_lookTimer > CTimer::GetTimeInMilliseconds())
|
|
return false;
|
|
|
|
for (int i = 0; i < m_numNearPeds; i++) {
|
|
CPed *ped = m_nearPeds[i];
|
|
if (ped->m_nPedType == m_nPedType && ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && ped->m_carInObjective == m_carInObjective) {
|
|
m_lookTimer = CTimer::GetTimeInMilliseconds() + 1000;
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// I couldn't find where it is used.
|
|
bool
|
|
CPed::CanPedJumpThis(int32 unused)
|
|
{
|
|
CVector2D forward(-sin(m_fRotationCur), cos(m_fRotationCur));
|
|
CVector pos = GetPosition();
|
|
// wat?
|
|
CVector forwardPos(
|
|
forward.x + pos.x,
|
|
forward.y + pos.y,
|
|
pos.z);
|
|
return CWorld::GetIsLineOfSightClear(pos, forwardPos, true, false, false, true, false, false, false);
|
|
}
|
|
|
|
bool
|
|
CPed::CanPedReturnToState(void)
|
|
{
|
|
return m_nPedState <= PED_STATES_NO_AI && m_nPedState != PED_AIM_GUN && m_nPedState != PED_ATTACK &&
|
|
m_nPedState != PED_FIGHT && m_nPedState != PED_STEP_AWAY && m_nPedState != PED_SNIPER_MODE && m_nPedState != PED_LOOK_ENTITY;
|
|
}
|
|
|
|
bool
|
|
CPed::CanSeeEntity(CEntity *entity, float threshold)
|
|
{
|
|
float neededAngle = CGeneral::GetRadianAngleBetweenPoints(
|
|
entity->GetPosition().x,
|
|
entity->GetPosition().x,
|
|
GetPosition().x,
|
|
GetPosition().y);
|
|
|
|
if (neededAngle < 0.0f)
|
|
neededAngle += 2 * PI;
|
|
else if (neededAngle > 2 * PI)
|
|
neededAngle -= 2 * PI;
|
|
|
|
float ourAngle = m_fRotationCur;
|
|
if (ourAngle < 0.0f)
|
|
ourAngle += 2 * PI;
|
|
else if (ourAngle > 2 * PI)
|
|
ourAngle -= 2 * PI;
|
|
|
|
float neededTurn = fabs(neededAngle - ourAngle);
|
|
|
|
return neededTurn < threshold || 2 * PI - threshold < neededTurn;
|
|
}
|
|
|
|
bool
|
|
CPed::IsTemporaryObjective(eObjective objective)
|
|
{
|
|
return objective == OBJECTIVE_LEAVE_VEHICLE || objective == OBJECTIVE_SET_LEADER ||
|
|
objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER;
|
|
}
|
|
|
|
void
|
|
CPed::SetMoveState(eMoveState state)
|
|
{
|
|
m_nMoveState = state;
|
|
}
|
|
|
|
void
|
|
CPed::SetObjectiveTimer(int time)
|
|
{
|
|
if (time == 0) {
|
|
m_objectiveTimer = 0;
|
|
} else if (CTimer::GetTimeInMilliseconds() > m_objectiveTimer) {
|
|
m_objectiveTimer = CTimer::GetTimeInMilliseconds() + time;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::ForceStoredObjective(eObjective objective)
|
|
{
|
|
if (objective != OBJECTIVE_ENTER_CAR_AS_DRIVER && objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
|
|
m_prevObjective = m_objective;
|
|
return;
|
|
}
|
|
|
|
switch (m_objective)
|
|
{
|
|
case OBJECTIVE_FLEE_TILL_SAFE:
|
|
case OBJECTIVE_KILL_CHAR_ON_FOOT:
|
|
case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
|
|
case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
|
|
case OBJECTIVE_GOTO_CHAR_ON_FOOT:
|
|
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
|
|
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
|
|
case OBJECTIVE_GOTO_AREA_ON_FOOT:
|
|
case OBJECTIVE_RUN_TO_AREA:
|
|
return;
|
|
default:
|
|
m_prevObjective = m_objective;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetStoredObjective(void)
|
|
{
|
|
if (m_objective == m_prevObjective)
|
|
return;
|
|
|
|
switch (m_objective)
|
|
{
|
|
case OBJECTIVE_FLEE_TILL_SAFE:
|
|
case OBJECTIVE_KILL_CHAR_ON_FOOT:
|
|
case OBJECTIVE_KILL_CHAR_ANY_MEANS:
|
|
case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
|
|
case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
|
|
case OBJECTIVE_GOTO_CHAR_ON_FOOT:
|
|
case OBJECTIVE_FOLLOW_PED_IN_FORMATION:
|
|
case OBJECTIVE_LEAVE_VEHICLE:
|
|
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
|
|
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
|
|
case OBJECTIVE_GOTO_AREA_ON_FOOT:
|
|
case OBJECTIVE_RUN_TO_AREA:
|
|
return;
|
|
default:
|
|
m_prevObjective = m_objective;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::RestorePreviousObjective(void)
|
|
{
|
|
if (m_objective == OBJECTIVE_NONE)
|
|
return;
|
|
|
|
if (m_objective != OBJECTIVE_LEAVE_VEHICLE && m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER)
|
|
m_pedInObjective = nil;
|
|
|
|
if (m_objective == OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT) {
|
|
m_objective = OBJECTIVE_NONE;
|
|
if (m_pMyVehicle)
|
|
SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
|
|
|
|
} else {
|
|
m_objective = m_prevObjective;
|
|
m_prevObjective = OBJECTIVE_NONE;
|
|
}
|
|
m_ped_flagD40 = false;
|
|
}
|
|
|
|
void
|
|
CPed::SetLeader(CEntity *leader)
|
|
{
|
|
m_leader = (CPed*)leader;
|
|
|
|
if(m_leader)
|
|
m_leader->RegisterReference((CEntity **)&m_leader);
|
|
}
|
|
|
|
void
|
|
CPed::SetObjective(eObjective newObj, void *entity)
|
|
{
|
|
if (m_nPedState == PED_DIE || m_nPedState == PED_DEAD)
|
|
return;
|
|
|
|
if (m_prevObjective == newObj) {
|
|
// Why?
|
|
if (m_prevObjective != OBJECTIVE_NONE)
|
|
return;
|
|
}
|
|
|
|
if (entity == this)
|
|
return;
|
|
|
|
SetObjectiveTimer(0);
|
|
if (m_objective == newObj) {
|
|
switch (newObj) {
|
|
case OBJECTIVE_KILL_CHAR_ON_FOOT:
|
|
case OBJECTIVE_KILL_CHAR_ANY_MEANS:
|
|
case OBJECTIVE_GOTO_CHAR_ON_FOOT:
|
|
case OBJECTIVE_FOLLOW_PED_IN_FORMATION:
|
|
case OBJECTIVE_GOTO_AREA_ANY_MEANS:
|
|
case OBJECTIVE_FIGHT_CHAR:
|
|
if (m_pedInObjective == entity)
|
|
return;
|
|
|
|
break;
|
|
case OBJECTIVE_LEAVE_VEHICLE:
|
|
case OBJECTIVE_FLEE_CAR:
|
|
return;
|
|
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
|
|
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
|
|
case OBJECTIVE_DESTROY_CAR:
|
|
case OBJECTIVE_SOLICIT:
|
|
case OBJECTIVE_BUY_ICE_CREAM:
|
|
if (m_carInObjective == entity)
|
|
return;
|
|
|
|
break;
|
|
case OBJECTIVE_SET_LEADER:
|
|
if (m_leader == entity)
|
|
return;
|
|
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
} else {
|
|
if (newObj == OBJECTIVE_LEAVE_VEHICLE && !bInVehicle)
|
|
return;
|
|
}
|
|
|
|
m_ped_flagD40 = false;
|
|
if (!IsTemporaryObjective(m_objective) || IsTemporaryObjective(newObj)) {
|
|
if (m_objective != newObj) {
|
|
if (IsTemporaryObjective(newObj))
|
|
ForceStoredObjective(newObj);
|
|
else
|
|
SetStoredObjective();
|
|
}
|
|
m_objective = newObj;
|
|
} else {
|
|
m_prevObjective = newObj;
|
|
}
|
|
|
|
switch (newObj) {
|
|
case OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT:
|
|
|
|
// In this special case, entity parameter isn't CEntity, but int.
|
|
SetObjectiveTimer((int)entity);
|
|
return;
|
|
case OBJECTIVE_KILL_CHAR_ON_FOOT:
|
|
case OBJECTIVE_KILL_CHAR_ANY_MEANS:
|
|
case OBJECTIVE_MUG_CHAR:
|
|
m_pLastPathNode = nil;
|
|
m_ped_flagD20 = false;
|
|
m_vecSeekVehicle = CVector(0.0f, 0.0f, 0.0f);
|
|
m_pedInObjective = (CPed*)entity;
|
|
m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
|
|
m_pLookTarget = (CEntity*)entity;
|
|
m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget);
|
|
return;
|
|
case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
|
|
case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
|
|
case OBJECTIVE_GOTO_CHAR_ON_FOOT:
|
|
case OBJECTIVE_FIGHT_CHAR:
|
|
m_vecSeekVehicle = CVector(0.0f, 0.0f, 0.0f);
|
|
m_pedInObjective = (CPed*)entity;
|
|
m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
|
|
return;
|
|
case OBJECTIVE_FOLLOW_PED_IN_FORMATION:
|
|
m_pedInObjective = (CPed*)entity;
|
|
m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
|
|
m_pedFormation = 1;
|
|
return;
|
|
case OBJECTIVE_LEAVE_VEHICLE:
|
|
case OBJECTIVE_FLEE_CAR:
|
|
m_carInObjective = (CVehicle*)entity;
|
|
m_carInObjective->RegisterReference((CEntity **)&m_carInObjective);
|
|
if (!m_carInObjective->bIsBus || m_leaveCarTimer)
|
|
return;
|
|
break;
|
|
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
|
|
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
|
|
if (m_nMoveState == PEDMOVE_STILL)
|
|
SetMoveState(PEDMOVE_RUN);
|
|
|
|
if (((CVehicle*)entity)->m_vehType == VEHICLE_TYPE_BOAT && !IsPlayer()) {
|
|
RestorePreviousObjective();
|
|
return;
|
|
}
|
|
// fall through
|
|
case OBJECTIVE_DESTROY_CAR:
|
|
case OBJECTIVE_SOLICIT:
|
|
case OBJECTIVE_BUY_ICE_CREAM:
|
|
m_carInObjective = (CVehicle*)entity;
|
|
m_carInObjective->RegisterReference((CEntity**)&m_carInObjective);
|
|
m_pSeekTarget = m_carInObjective;
|
|
m_pSeekTarget->RegisterReference((CEntity**)&m_pSeekTarget);
|
|
m_vecSeekVehicle = CVector(0.0f, 0.0f, 0.0f);
|
|
if (newObj == OBJECTIVE_SOLICIT) {
|
|
m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000;
|
|
} else if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == MISSION_CHAR &&
|
|
(m_carInObjective->m_status == STATUS_PLAYER_DISABLED || CPad::GetPad(CWorld::PlayerInFocus)->DisablePlayerControls)) {
|
|
SetObjectiveTimer(14000);
|
|
} else {
|
|
m_objectiveTimer = 0;
|
|
}
|
|
return;
|
|
case OBJECTIVE_SET_LEADER:
|
|
SetLeader((CEntity*)entity);
|
|
RestorePreviousObjective();
|
|
return;
|
|
default:
|
|
return;
|
|
}
|
|
for (int i=0; i < m_carInObjective->m_nNumMaxPassengers; i++) {
|
|
if (m_carInObjective->pPassengers[i] == this) {
|
|
m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 1200 * i;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetIdle(void)
|
|
{
|
|
if (m_nPedState != PED_IDLE && m_nPedState != PED_MUG && m_nPedState != PED_FLEE_ENTITY) {
|
|
m_nPedState = PED_IDLE;
|
|
SetMoveState(PEDMOVE_STILL);
|
|
}
|
|
if (m_nWaitState == WAITSTATE_FALSE) {
|
|
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2000, 4000);
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetObjective(eObjective newObj)
|
|
{
|
|
if (m_nPedState == PED_DIE || m_nPedState == PED_DEAD)
|
|
return;
|
|
|
|
if (newObj == OBJECTIVE_NONE) {
|
|
if ((m_objective == OBJECTIVE_LEAVE_VEHICLE || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)
|
|
&& IsPedInControl()) {
|
|
|
|
m_ped_flagG8 = true;
|
|
return;
|
|
}
|
|
// Unused code from assembly...
|
|
/*
|
|
else if(m_objective == OBJECTIVE_FLEE_CAR) {
|
|
|
|
} else {
|
|
|
|
}
|
|
*/
|
|
m_objective = newObj;
|
|
m_prevObjective = OBJECTIVE_NONE;
|
|
} else if (m_prevObjective != newObj || m_prevObjective == OBJECTIVE_NONE) {
|
|
SetObjectiveTimer(0);
|
|
|
|
if (m_objective == newObj)
|
|
return;
|
|
|
|
if (IsTemporaryObjective(m_objective)) {
|
|
m_prevObjective = newObj;
|
|
} else {
|
|
if (m_objective != newObj)
|
|
SetStoredObjective();
|
|
|
|
m_objective = newObj;
|
|
}
|
|
m_ped_flagD40 = false;
|
|
|
|
switch (newObj) {
|
|
case OBJECTIVE_NONE:
|
|
m_prevObjective = OBJECTIVE_NONE;
|
|
break;
|
|
case OBJECTIVE_HAIL_TAXI:
|
|
m_nWaitTimer = 0;
|
|
SetIdle();
|
|
SetMoveState(PEDMOVE_STILL);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Only used in 01E1: SET_CHAR_OBJ_FOLLOW_ROUTE opcode
|
|
// IDA fails very badly in here, puts a fake loop and ignores SetFollowRoute call...
|
|
void
|
|
CPed::SetObjective(eObjective newObj, int16 routePoint, int16 routeType)
|
|
{
|
|
if (m_nPedState == PED_DIE || m_nPedState == PED_DEAD)
|
|
return;
|
|
|
|
if (m_prevObjective == newObj && m_prevObjective != OBJECTIVE_NONE)
|
|
return;
|
|
|
|
SetObjectiveTimer(0);
|
|
|
|
if (m_objective == newObj && newObj == OBJECTIVE_FOLLOW_ROUTE && m_routeLastPoint == routePoint && m_routeType == routeType)
|
|
return;
|
|
|
|
m_ped_flagD40 = false;
|
|
if (IsTemporaryObjective(m_objective)) {
|
|
m_prevObjective = newObj;
|
|
} else {
|
|
if (m_objective != newObj)
|
|
SetStoredObjective();
|
|
|
|
m_objective = newObj;
|
|
}
|
|
|
|
if (newObj == OBJECTIVE_FOLLOW_ROUTE) {
|
|
SetFollowRoute(routePoint, routeType);
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::ClearChat(void)
|
|
{
|
|
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_IDLE_CHAT);
|
|
if (animAssoc) {
|
|
animAssoc->blendDelta = -8.0f;
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
}
|
|
bIsTalking = false;
|
|
ClearLookFlag();
|
|
RestorePreviousState();
|
|
}
|
|
|
|
bool
|
|
CPed::IsGangMember(void)
|
|
{
|
|
return m_nPedType >= PEDTYPE_GANG1 && m_nPedType <= PEDTYPE_GANG9;
|
|
}
|
|
|
|
void
|
|
CPed::InformMyGangOfAttack(CEntity *attacker)
|
|
{
|
|
CPed *attackerPed;
|
|
|
|
if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS)
|
|
return;
|
|
|
|
if (attacker->IsPed()) {
|
|
attackerPed = (CPed*)attacker;
|
|
} else {
|
|
if (!attacker->IsVehicle())
|
|
return;
|
|
|
|
attackerPed = ((CVehicle*)attacker)->pDriver;
|
|
if (!attackerPed)
|
|
return;
|
|
}
|
|
|
|
if (attackerPed->m_nPedType == PEDTYPE_COP)
|
|
return;
|
|
|
|
for (int i = 0; i < m_numNearPeds; i++) {
|
|
CPed *nearPed = m_nearPeds[i];
|
|
if (nearPed && nearPed != this) {
|
|
CPed *leader = nearPed->m_leader;
|
|
if (leader && leader == this && nearPed->m_pedStats->m_fear < nearPed->m_pedStats->m_temper)
|
|
{
|
|
nearPed->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, attackerPed);
|
|
nearPed->SetObjectiveTimer(30000);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::QuitEnteringCar(void)
|
|
{
|
|
CAnimBlendAssociation *animAssoc = m_pVehicleAnim;
|
|
CVehicle *veh = m_pMyVehicle;
|
|
if (animAssoc)
|
|
animAssoc->blendDelta = -1000.0f;
|
|
|
|
RestartNonPartialAnims();
|
|
|
|
if (!RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_IDLE_STANCE))
|
|
CAnimManager::BlendAnimation((RpClump*) m_rwObject, m_animGroup, ANIM_IDLE_STANCE, 100.0f);
|
|
|
|
if (veh) {
|
|
if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_nPedState == PED_CARJACK)
|
|
veh->m_veh_flagC10 = false;
|
|
|
|
if (veh->m_nNumGettingIn != 0)
|
|
veh->m_nNumGettingIn--;
|
|
|
|
veh->m_nGettingInFlags = GetVehDoorFlag(m_vehEnterType);
|
|
}
|
|
|
|
bUsesCollision = true;
|
|
|
|
if (IsPlayer() && GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) {
|
|
if (IsPlayer() && m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) {
|
|
SetCurrentWeapon(m_storedWeapon);
|
|
m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
|
|
}
|
|
} else {
|
|
CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
|
AddWeaponModel(curWeapon->m_nModelId);
|
|
}
|
|
if (m_nPedState == PED_DIE || m_nPedState == PED_DEAD) {
|
|
animAssoc = m_pVehicleAnim;
|
|
if (animAssoc) {
|
|
animAssoc->blendDelta = -4.0;
|
|
animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
|
|
animAssoc = m_pVehicleAnim;
|
|
animAssoc->flags &= ~ASSOC_RUNNING;
|
|
}
|
|
} else
|
|
SetIdle();
|
|
|
|
m_pVehicleAnim = nil;
|
|
|
|
if (veh) {
|
|
if (veh->m_autoPilot.m_nCruiseSpeed == 0)
|
|
veh->m_autoPilot.m_nCruiseSpeed = 17;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::ReactToAttack(CEntity *attacker)
|
|
{
|
|
if (IsPlayer() && attacker->IsPed()) {
|
|
InformMyGangOfAttack(attacker);
|
|
SetLookFlag(attacker, 1);
|
|
SetLookTimer(700);
|
|
return;
|
|
}
|
|
|
|
if (IsPedInControl() && (CharCreatedBy != MISSION_CHAR || bRespondsToThreats)) {
|
|
CPed *ourLeader = m_leader;
|
|
if (ourLeader != attacker && (!ourLeader || FindPlayerPed() != ourLeader)
|
|
&& attacker->IsPed()) {
|
|
|
|
CPed *attackerPed = (CPed*)attacker;
|
|
if (bNotAllowedToDuck) {
|
|
if (!attackerPed->GetWeapon()->IsTypeMelee()) {
|
|
field_4E8 = CTimer::GetTimeInMilliseconds();
|
|
return;
|
|
}
|
|
} else if (bCrouchWhenShooting || m_ped_flagE1) {
|
|
SetDuck(CGeneral::GetRandomNumberInRange(1000,3000));
|
|
return;
|
|
}
|
|
|
|
if (m_pedStats->m_fear <= 100 - attackerPed->m_pedStats->m_temper) {
|
|
if (m_pedStats != attackerPed->m_pedStats) {
|
|
if (IsGangMember() || m_nPedType == PEDTYPE_EMERGENCY || m_nPedType == PEDTYPE_FIREMAN) {
|
|
RegisterThreatWithGangPeds(attackerPed);
|
|
}
|
|
if (!attackerPed->GetWeapon()->IsTypeMelee() && GetWeapon()->IsTypeMelee()) {
|
|
SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, attacker);
|
|
SetMoveState(PEDMOVE_RUN);
|
|
} else {
|
|
SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, attacker);
|
|
SetObjectiveTimer(20000);
|
|
}
|
|
}
|
|
} else {
|
|
SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, attackerPed);
|
|
SetMoveState(PEDMOVE_RUN);
|
|
if (attackerPed->GetWeapon()->IsTypeMelee())
|
|
Say(SOUND_PED_FLEE_RUN);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool
|
|
CPed::TurnBody(void)
|
|
{
|
|
float lookDir;
|
|
bool doneSmoothly = true;
|
|
|
|
if (m_pLookTarget) {
|
|
CVector &lookPos = m_pLookTarget->GetPosition();
|
|
|
|
lookDir = CGeneral::GetRadianAngleBetweenPoints(
|
|
lookPos.x,
|
|
lookPos.y,
|
|
GetPosition().x,
|
|
GetPosition().y);
|
|
} else
|
|
lookDir = m_fLookDirection;
|
|
|
|
float limitedLookDir = CGeneral::LimitRadianAngle(lookDir);
|
|
float currentRot = m_fRotationCur;
|
|
|
|
if (currentRot - PI > limitedLookDir)
|
|
limitedLookDir += 2 * PI;
|
|
else if (PI + currentRot < limitedLookDir)
|
|
limitedLookDir -= 2 * PI;
|
|
|
|
float neededTurn = currentRot - limitedLookDir;
|
|
m_fRotationDest = limitedLookDir;
|
|
|
|
if (fabs(neededTurn) > 0.05f) {
|
|
doneSmoothly = false;
|
|
currentRot -= neededTurn * 0.2f;
|
|
}
|
|
|
|
m_fRotationCur = currentRot;
|
|
m_fLookDirection = limitedLookDir;
|
|
return doneSmoothly;
|
|
}
|
|
|
|
void
|
|
CPed::Chat(void)
|
|
{
|
|
if (bIsLooking && TurnBody())
|
|
ClearLookFlag();
|
|
|
|
if (!m_pLookTarget || !m_pLookTarget->IsPed()) {
|
|
ClearChat();
|
|
return;
|
|
}
|
|
|
|
CPed *partner = (CPed*) m_pLookTarget;
|
|
|
|
if (partner->m_nPedState != PED_CHAT) {
|
|
ClearChat();
|
|
if (partner->m_pedInObjective) {
|
|
if (partner->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT ||
|
|
partner->m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE)
|
|
ReactToAttack(partner->m_pedInObjective);
|
|
}
|
|
return;
|
|
}
|
|
if (bIsTalking) {
|
|
if (CGeneral::GetRandomNumber() < 512) {
|
|
CAnimBlendAssociation *chatAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_IDLE_CHAT);
|
|
if (chatAssoc) {
|
|
chatAssoc->blendDelta = -4.0f;
|
|
chatAssoc->flags |= ASSOC_FADEOUTWHENDONE;
|
|
}
|
|
bIsTalking = false;
|
|
} else
|
|
Say(SOUND_PED_CHAT);
|
|
|
|
} else if (!RpAnimBlendClumpGetFirstAssociation((RpClump*)m_rwObject, ASSOC_FLAG100)) {
|
|
|
|
if (CGeneral::GetRandomNumber() < 20) {
|
|
CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f);
|
|
}
|
|
if (!bIsTalking) {
|
|
CAnimBlendAssociation *chatAssoc = CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ANIM_IDLE_CHAT, 4.0f);
|
|
float chatTime = CGeneral::GetRandomNumberInRange(0.0f, 3.0f);
|
|
chatAssoc->SetCurrentTime(chatTime);
|
|
|
|
bIsTalking = true;
|
|
Say(SOUND_PED_CHAT);
|
|
}
|
|
}
|
|
if (m_standardTimer && CTimer::GetTimeInMilliseconds() > m_standardTimer) {
|
|
ClearChat();
|
|
m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000;
|
|
}
|
|
}
|
|
|
|
WRAPPER void CPed::PedGetupCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE810); }
|
|
WRAPPER void CPed::PedStaggerCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8D0); }
|
|
WRAPPER void CPed::PedEvadeCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D36E0); }
|
|
WRAPPER void CPed::FinishDieAnimCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D3950); }
|
|
WRAPPER void CPed::FinishedWaitCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D6520); }
|
|
WRAPPER void CPed::FinishLaunchCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D7490); }
|
|
WRAPPER void CPed::FinishHitHeadCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D7A80); }
|
|
WRAPPER void CPed::PedAnimGetInCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DEC80); }
|
|
WRAPPER void CPed::PedAnimDoorOpenCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DE500); }
|
|
WRAPPER void CPed::PedAnimPullPedOutCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DEAF0); }
|
|
WRAPPER void CPed::PedAnimDoorCloseCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DF1B0); }
|
|
WRAPPER void CPed::SetInCarCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CF220); }
|
|
WRAPPER void CPed::PedSetOutCarCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8F0); }
|
|
WRAPPER void CPed::PedAnimAlignCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DE130); }
|
|
WRAPPER void CPed::PedAnimStepOutCarCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DF5C0); }
|
|
WRAPPER void CPed::PedSetInTrainCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E3290); }
|
|
WRAPPER void CPed::PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E36E0); }
|
|
WRAPPER void CPed::FinishFightMoveCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E9830); }
|
|
WRAPPER void CPed::PedAnimDoorCloseRollingCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E4B90); }
|
|
WRAPPER void CPed::FinishJumpCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D7A50); }
|
|
WRAPPER void CPed::PedLandCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8A0); }
|
|
WRAPPER void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4C6580); }
|
|
WRAPPER void CPed::RestoreHeadingRateCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D6550); }
|
|
|
|
class CPed_ : public CPed
|
|
{
|
|
public:
|
|
CPed* ctor(uint32 pedType) { return ::new (this) CPed(pedType); }
|
|
void dtor(void) { CPed::~CPed(); }
|
|
|
|
void SetModelIndex_(uint32 mi) { CPed::SetModelIndex(mi); }
|
|
void FlagToDestroyWhenNextProcessed_(void) { CPed::FlagToDestroyWhenNextProcessed(); }
|
|
bool SetupLighting_(void) { return CPed::SetupLighting(); }
|
|
void RemoveLighting_(bool reset) { CPed::RemoveLighting(reset); }
|
|
void Teleport_(CVector pos) { CPed::Teleport(pos); }
|
|
};
|
|
|
|
STARTPATCHES
|
|
InjectHook(0x4C41C0, &CPed_::ctor, PATCH_JUMP);
|
|
InjectHook(0x4C50D0, &CPed_::dtor, PATCH_JUMP);
|
|
InjectHook(0x4C52A0, &CPed_::SetModelIndex_, PATCH_JUMP);
|
|
InjectHook(0x4D6570, &CPed_::FlagToDestroyWhenNextProcessed_, PATCH_JUMP);
|
|
InjectHook(0x4A7D30, &CPed_::SetupLighting_, PATCH_JUMP);
|
|
InjectHook(0x4A7DC0, &CPed_::RemoveLighting_, PATCH_JUMP);
|
|
InjectHook(0x4D3E70, &CPed_::Teleport_, PATCH_JUMP);
|
|
|
|
InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP);
|
|
InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP);
|
|
InjectHook(0x4EB470, &CPed::ApplyHeadShot, PATCH_JUMP);
|
|
InjectHook(0x4EAEE0, &CPed::RemoveBodyPart, PATCH_JUMP);
|
|
InjectHook(0x4C6460, (void (CPed::*)(CEntity*, bool)) &CPed::SetLookFlag, PATCH_JUMP);
|
|
InjectHook(0x4C63E0, (void (CPed::*)(float, bool)) &CPed::SetLookFlag, PATCH_JUMP);
|
|
InjectHook(0x4D12E0, &CPed::SetLookTimer, PATCH_JUMP);
|
|
InjectHook(0x4C5700, &CPed::OurPedCanSeeThisOne, PATCH_JUMP);
|
|
InjectHook(0x4D2BB0, &CPed::Avoid, PATCH_JUMP);
|
|
InjectHook(0x4C6A50, &CPed::ClearAimFlag, PATCH_JUMP);
|
|
InjectHook(0x4C64F0, &CPed::ClearLookFlag, PATCH_JUMP);
|
|
InjectHook(0x4EB670, &CPed::IsPedHeadAbovePos, PATCH_JUMP);
|
|
InjectHook(0x4E68A0, &CPed::FinishedAttackCB, PATCH_JUMP);
|
|
InjectHook(0x4E5BD0, &CheckForPedsOnGroundToAttack, PATCH_JUMP);
|
|
InjectHook(0x4E6BA0, &CPed::Attack, PATCH_JUMP);
|
|
InjectHook(0x4CF980, &CPed::RemoveWeaponModel, PATCH_JUMP);
|
|
InjectHook(0x4CFA60, &CPed::SetCurrentWeapon, PATCH_JUMP);
|
|
InjectHook(0x4E4A10, &CPed::Duck, PATCH_JUMP);
|
|
InjectHook(0x4E4A30, &CPed::ClearDuck, PATCH_JUMP);
|
|
InjectHook(0x4E6180, &CPed::ClearPointGunAt, PATCH_JUMP);
|
|
InjectHook(0x4E07D0, &CPed::BeingDraggedFromCar, PATCH_JUMP);
|
|
InjectHook(0x4CF000, &CPed::PedSetDraggedOutCarCB, PATCH_JUMP);
|
|
InjectHook(0x4C5D80, &CPed::RestartNonPartialAnims, PATCH_JUMP);
|
|
InjectHook(0x4E4730, &CPed::GetLocalPositionToOpenCarDoor, PATCH_JUMP);
|
|
InjectHook(0x4E4660, (void (*)(CVector*, CVehicle*, uint32, float)) CPed::GetPositionToOpenCarDoor, PATCH_JUMP);
|
|
InjectHook(0x4E1A30, (void (*)(CVector*, CVehicle*, uint32)) CPed::GetPositionToOpenCarDoor, PATCH_JUMP);
|
|
InjectHook(0x4DF940, &CPed::LineUpPedWithCar, PATCH_JUMP);
|
|
InjectHook(0x4CC6C0, &CPed::PlayFootSteps, PATCH_JUMP);
|
|
InjectHook(0x4C5350, &CPed::BuildPedLists, PATCH_JUMP);
|
|
InjectHook(0x4CF9B0, &CPed::GiveWeapon, PATCH_JUMP);
|
|
InjectHook(0x4C7EA0, &CPed::CalculateNewOrientation, PATCH_JUMP);
|
|
InjectHook(0x4C78F0, &CPed::WorkOutHeadingForMovingFirstPerson, PATCH_JUMP);
|
|
InjectHook(0x4C73F0, &CPed::CalculateNewVelocity, PATCH_JUMP);
|
|
InjectHook(0x4D72F0, &CPed::CanPedJumpThis, PATCH_JUMP);
|
|
InjectHook(0x4DD820, &CPed::CanSeeEntity, PATCH_JUMP);
|
|
InjectHook(0x4D9460, &CPed::RestorePreviousObjective, PATCH_JUMP);
|
|
InjectHook(0x4D82C0, (void (CPed::*)(eObjective)) &CPed::SetObjective, PATCH_JUMP);
|
|
InjectHook(0x4D83E0, (void (CPed::*)(eObjective, void*)) &CPed::SetObjective, PATCH_JUMP);
|
|
InjectHook(0x4D89A0, (void (CPed::*)(eObjective, int16, int16)) &CPed::SetObjective, PATCH_JUMP);
|
|
InjectHook(0x4DDEC0, &CPed::ReactToAttack, PATCH_JUMP);
|
|
InjectHook(0x4D0600, &CPed::SetIdle, PATCH_JUMP);
|
|
InjectHook(0x4E0E00, &CPed::QuitEnteringCar, PATCH_JUMP);
|
|
InjectHook(0x4E4AD0, &CPed::InformMyGangOfAttack, PATCH_JUMP);
|
|
InjectHook(0x4D3C80, &CPed::ClearChat, PATCH_JUMP);
|
|
InjectHook(0x4D1390, &CPed::TurnBody, PATCH_JUMP);
|
|
InjectHook(0x4D3AC0, &CPed::Chat, PATCH_JUMP);
|
|
ENDPATCHES
|