Merge branch 'master' into audio3

This commit is contained in:
aap 2019-07-05 14:34:41 +02:00 committed by GitHub
commit 9d13ab28a8
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GPG Key ID: 4AEE18F83AFDEB23
19 changed files with 1284 additions and 196 deletions

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@ -1254,7 +1254,8 @@ CCam::FixCamWhenObscuredByVehicle(const CVector &TargetCoors)
Source.z += HeightFixerCarsObscuring; Source.z += HeightFixerCarsObscuring;
} }
bool CCam::Using3rdPersonMouseCam() bool
CCam::Using3rdPersonMouseCam()
{ {
return CCamera::m_bUseMouse3rdPerson && return CCamera::m_bUseMouse3rdPerson &&
(Mode == MODE_FOLLOWPED || (Mode == MODE_FOLLOWPED ||
@ -1263,6 +1264,16 @@ bool CCam::Using3rdPersonMouseCam()
Mode != MODE_TOPDOWN1 && this->CamTargetEntity == FindPlayerPed()); Mode != MODE_TOPDOWN1 && this->CamTargetEntity == FindPlayerPed());
} }
bool
CCam::GetWeaponFirstPersonOn()
{
CEntity *target = this->CamTargetEntity;
if (target && target->IsPed())
return ((CPed*)target)->GetWeapon()->m_bAddRotOffset;
return false;
}
STARTPATCHES STARTPATCHES
InjectHook(0x42C760, &CCamera::IsSphereVisible, PATCH_JUMP); InjectHook(0x42C760, &CCamera::IsSphereVisible, PATCH_JUMP);
InjectHook(0x46FD00, &CCamera::SetFadeColour, PATCH_JUMP); InjectHook(0x46FD00, &CCamera::SetFadeColour, PATCH_JUMP);

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@ -171,6 +171,7 @@ struct CCam
void Cam_On_A_String_Unobscured(const CVector &TargetCoors, float BaseDist); void Cam_On_A_String_Unobscured(const CVector &TargetCoors, float BaseDist);
void FixCamWhenObscuredByVehicle(const CVector &TargetCoors); void FixCamWhenObscuredByVehicle(const CVector &TargetCoors);
bool Using3rdPersonMouseCam(); bool Using3rdPersonMouseCam();
bool GetWeaponFirstPersonOn();
void Process_Debug(float *vec, float a, float b, float c); void Process_Debug(float *vec, float a, float b, float c);
void Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, float, float); void Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, float, float);

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@ -4,10 +4,6 @@ class CGeneral
{ {
public: public:
static float GetATanOfXY(float x, float y){ static float GetATanOfXY(float x, float y){
// why exactly doesn't this work?
// if(y >= 0.0f) return atan2(x, y);
// return atan2(x, y) + 2*M_PI;
if(x == 0.0f && y == 0.0f) if(x == 0.0f && y == 0.0f)
return 0.0f; return 0.0f;
float xabs = fabs(x); float xabs = fabs(x);
@ -42,13 +38,14 @@ public:
static float LimitRadianAngle(float angle) static float LimitRadianAngle(float angle)
{ {
float result;
if (angle < -25.0f) if (angle < -25.0f)
angle = -25.0f; result = -25.0f;
else if (angle > 25.0f)
if (angle > 25.0f) result = 25.0f;
angle = 25.0f; else
result = angle;
float result = angle;
while (result >= PI) { while (result >= PI) {
result -= 2 * PI; result -= 2 * PI;
@ -71,7 +68,7 @@ public:
if (x > 0.0f) { if (x > 0.0f) {
if (y > 0.0f) if (y > 0.0f)
return 2 * PI - atan2(x / y, 1.0f); return PI - atan2(x / y, 1.0f);
else else
return -atan2(x / y, 1.0f); return -atan2(x / y, 1.0f);
} else { } else {
@ -84,7 +81,7 @@ public:
// not too sure about all these... // not too sure about all these...
static uint16 GetRandomNumber(void) static uint16 GetRandomNumber(void)
{ return myrand() & 0xFFFF; } { return myrand() & MYRAND_MAX; }
// Probably don't want to ever reach high // Probably don't want to ever reach high
static float GetRandomNumberInRange(float low, float high) static float GetRandomNumberInRange(float low, float high)
{ return low + (high - low)*(GetRandomNumber()/float(MYRAND_MAX + 1)); } { return low + (high - low)*(GetRandomNumber()/float(MYRAND_MAX + 1)); }

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@ -5,4 +5,4 @@ class CStats
public: public:
static int32 &DaysPassed; static int32 &DaysPassed;
static int32 &HeadShots; static int32 &HeadShots;
}; };

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@ -85,7 +85,7 @@ enum Config {
#elif defined GTA_PC #elif defined GTA_PC
# define GTA3_1_1_PATCH # define GTA3_1_1_PATCH
# ifdef GTA_PS2_STUFF # ifdef GTA_PS2_STUFF
# define USE_PS2_RAND //# define USE_PS2_RAND // this is unsafe until we have the game reversed
# define RANDOMSPLASH // use random splash as on PS2 # define RANDOMSPLASH // use random splash as on PS2
# define PS2_MATFX # define PS2_MATFX
# endif # endif

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@ -10,3 +10,4 @@ float &CPopulation::PedDensityMultiplier = *(float*)0x5FA56C;
WRAPPER void CPopulation::UpdatePedCount(uint32, bool) { EAXJMP(0x4F5A60); } WRAPPER void CPopulation::UpdatePedCount(uint32, bool) { EAXJMP(0x4F5A60); }
WRAPPER void CPopulation::DealWithZoneChange(eLevelName oldLevel, eLevelName newLevel, bool) { EAXJMP(0x4F6200); } WRAPPER void CPopulation::DealWithZoneChange(eLevelName oldLevel, eLevelName newLevel, bool) { EAXJMP(0x4F6200); }
WRAPPER CPed *CPopulation::AddPedInCar(CVehicle *vehicle) { EAXJMP(0x4F5800); }

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@ -1,6 +1,7 @@
#pragma once #pragma once
#include "PedType.h" class CPed;
class CVehicle;
struct PedGroup struct PedGroup
{ {
@ -17,4 +18,5 @@ public:
static void UpdatePedCount(uint32, bool); static void UpdatePedCount(uint32, bool);
static void DealWithZoneChange(eLevelName oldLevel, eLevelName newLevel, bool); static void DealWithZoneChange(eLevelName oldLevel, eLevelName newLevel, bool);
static CPed *AddPedInCar(CVehicle *vehicle);
}; };

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@ -717,7 +717,7 @@ void CReplay::ProcessCarUpdate(CVehicle *vehicle, float interpolation, CAddressI
car->m_DamageManager.SetDoorStatus(CDamageManager::CAR_DOOR_RR, 3); car->m_DamageManager.SetDoorStatus(CDamageManager::CAR_DOOR_RR, 3);
car->SetDoorDamage(12, CDamageManager::CAR_DOOR_RR, true); car->SetDoorDamage(12, CDamageManager::CAR_DOOR_RR, true);
} }
vehicle->m_veh_flagA10 = true; vehicle->bEngineOn = true;
if (vehicle->IsCar()) if (vehicle->IsCar())
((CAutomobile*)vehicle)->m_nDriveWheelsOnGround = 4; ((CAutomobile*)vehicle)->m_nDriveWheelsOnGround = 4;
CWorld::Remove(vehicle); CWorld::Remove(vehicle);

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@ -1,5 +1,6 @@
#include "common.h" #include "common.h"
#include "patcher.h" #include "patcher.h"
#include "main.h"
#include "Pools.h" #include "Pools.h"
#include "Particle.h" #include "Particle.h"
#include "Stats.h" #include "Stats.h"
@ -18,6 +19,10 @@
#include "Weather.h" #include "Weather.h"
#include "CullZones.h" #include "CullZones.h"
#include "Population.h" #include "Population.h"
#include "Renderer.h"
#include "Lights.h"
#include "PointLights.h"
#include "Pad.h"
WRAPPER void CPed::QuitEnteringCar() { EAXJMP(0x4E0E00); } WRAPPER void CPed::QuitEnteringCar() { EAXJMP(0x4E0E00); }
WRAPPER void CPed::KillPedWithCar(CVehicle* veh, float impulse) { EAXJMP(0x4EC430); } WRAPPER void CPed::KillPedWithCar(CVehicle* veh, float impulse) { EAXJMP(0x4EC430); }
@ -30,11 +35,8 @@ WRAPPER void CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation* dra
WRAPPER void CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation* dragAssoc, void* arg) { EAXJMP(0x4E2920); } WRAPPER void CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation* dragAssoc, void* arg) { EAXJMP(0x4E2920); }
WRAPPER void CPed::SetPedPositionInCar(void) { EAXJMP(0x4D4970); } WRAPPER void CPed::SetPedPositionInCar(void) { EAXJMP(0x4D4970); }
WRAPPER void CPed::ProcessControl(void) { EAXJMP(0x4C8910); } WRAPPER void CPed::ProcessControl(void) { EAXJMP(0x4C8910); }
WRAPPER void CPed::Teleport(CVector) { EAXJMP(0x4D3E70); }
WRAPPER void CPed::PreRender(void) { EAXJMP(0x4CFDD0); } WRAPPER void CPed::PreRender(void) { EAXJMP(0x4CFDD0); }
WRAPPER void CPed::Render(void) { EAXJMP(0x4D03F0); } WRAPPER void CPed::Render(void) { EAXJMP(0x4D03F0); }
WRAPPER bool CPed::SetupLighting(void) { EAXJMP(0x4A7D30); }
WRAPPER void CPed::RemoveLighting(bool) { EAXJMP(0x4A7DC0); }
WRAPPER int32 CPed::ProcessEntityCollision(CEntity*, CColPoint*) { EAXJMP(0x4CBB30); } WRAPPER int32 CPed::ProcessEntityCollision(CEntity*, CColPoint*) { EAXJMP(0x4CBB30); }
WRAPPER void CPed::SetMoveAnim(void) { EAXJMP(0x4C5A40); } WRAPPER void CPed::SetMoveAnim(void) { EAXJMP(0x4C5A40); }
@ -102,7 +104,7 @@ CPed::FlagToDestroyWhenNextProcessed(void)
} }
bInVehicle = false; bInVehicle = false;
m_pMyVehicle = nil; m_pMyVehicle = nil;
if (m_nCreatedBy == 2) /* TODO: enum (MISSION) */ if (CharCreatedBy == MISSION_CHAR)
m_nPedState = PED_DEAD; m_nPedState = PED_DEAD;
else else
m_nPedState = PED_NONE; m_nPedState = PED_NONE;
@ -279,12 +281,12 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
m_talkTimer = 0; m_talkTimer = 0;
m_talkTypeLast = 167; m_talkTypeLast = 167;
m_talkType = 167; m_talkType = 167;
m_objective = 0; m_objective = OBJECTIVE_NONE;
m_prevObjective = 0; m_prevObjective = OBJECTIVE_NONE;
m_nCreatedBy = 1; CharCreatedBy = RANDOM_CHAR;
field_180 = 0; m_leader = nil;
m_field_16C = nil; m_pedInObjective = nil;
field_170 = 0; m_carInObjective = nil;
bInVehicle = 0; bInVehicle = 0;
m_pMyVehicle = nil; m_pMyVehicle = nil;
m_pVehicleAnim = nil; m_pVehicleAnim = nil;
@ -307,8 +309,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
m_lastHitTime = 0; m_lastHitTime = 0;
m_hitRecoverTimer = 0; m_hitRecoverTimer = 0;
field_4E8 = 0; field_4E8 = 0;
m_movedX = 0; m_moved = CVector2D(0.0f, 0.0f);
m_movedY = 0;
m_fRotationCur = 0.0f; m_fRotationCur = 0.0f;
m_headingRate = 15.0f; m_headingRate = 15.0f;
m_fRotationDest = 0.0f; m_fRotationDest = 0.0f;
@ -334,13 +335,13 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
m_pCollidingEntity = nil; m_pCollidingEntity = nil;
m_nPedState = PED_IDLE; m_nPedState = PED_IDLE;
m_nLastPedState = PED_NONE; m_nLastPedState = PED_NONE;
m_nMoveState = 1; m_nMoveState = PEDMOVE_STILL;
m_nStoredActionState = 0; m_nStoredActionState = 0;
m_pFire = nil; m_pFire = nil;
m_pPointGunAt = nil; m_pPointGunAt = nil;
m_pLookTarget = 0; m_pLookTarget = nil;
m_fLookDirection = 0.0f; m_fLookDirection = 0.0f;
m_pCurSurface = 0; m_pCurSurface = nil;
m_targetUnused = nil; m_targetUnused = nil;
m_nPathNodes = 0; m_nPathNodes = 0;
m_nCurPathNode = 0; m_nCurPathNode = 0;
@ -630,6 +631,21 @@ CPed::CanSetPedState(void)
m_nPedState != PED_ENTER_CAR && m_nPedState != PED_DEAD && m_nPedState != PED_CARJACK && m_nPedState != PED_STEAL_CAR; 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
&& !m_ped_flagB8 && !m_ped_flagB10
&& 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 void
CPed::AddWeaponModel(int id) CPed::AddWeaponModel(int id)
{ {
@ -847,7 +863,7 @@ CPed::Avoid(void)
if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) { if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) {
nearestPed = m_nearPeds[0]; nearestPed = m_nearPeds[0];
if (nearestPed && nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_field_16C) { if (nearestPed && nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_pedInObjective) {
// Check if this ped wants to avoid the nearest one // Check if this ped wants to avoid the nearest one
if (CPedType::GetAvoid(this->m_nPedType) & CPedType::GetFlag(nearestPed->m_nPedType)) { if (CPedType::GetAvoid(this->m_nPedType) & CPedType::GetFlag(nearestPed->m_nPedType)) {
@ -1325,13 +1341,13 @@ CPed::BeingDraggedFromCar(void)
if (m_vehEnterType == VEHICLE_ENTER_FRONT_LEFT || m_vehEnterType == VEHICLE_ENTER_REAR_LEFT) { if (m_vehEnterType == VEHICLE_ENTER_FRONT_LEFT || m_vehEnterType == VEHICLE_ENTER_REAR_LEFT) {
if (m_ped_flagF10) { if (m_ped_flagF10) {
enterAnim = ANIM_CAR_QJACKED; enterAnim = ANIM_CAR_QJACKED;
} else if (m_pMyVehicle->bIsLow) { } else if (m_pMyVehicle->bLowVehicle) {
enterAnim = ANIM_CAR_LJACKED_LHS; enterAnim = ANIM_CAR_LJACKED_LHS;
} else { } else {
enterAnim = ANIM_CAR_JACKED_LHS; enterAnim = ANIM_CAR_JACKED_LHS;
} }
} else if (m_vehEnterType == VEHICLE_ENTER_FRONT_RIGHT || m_vehEnterType == VEHICLE_ENTER_REAR_RIGHT) { } else if (m_vehEnterType == VEHICLE_ENTER_FRONT_RIGHT || m_vehEnterType == VEHICLE_ENTER_REAR_RIGHT) {
if (m_pMyVehicle->bIsLow) if (m_pMyVehicle->bLowVehicle)
enterAnim = ANIM_CAR_LJACKED_RHS; enterAnim = ANIM_CAR_LJACKED_RHS;
else else
enterAnim = ANIM_CAR_JACKED_RHS; enterAnim = ANIM_CAR_JACKED_RHS;
@ -1454,7 +1470,7 @@ CPed::GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enter
vehDoorOffset = offsetToOpenVanDoor; vehDoorOffset = offsetToOpenVanDoor;
} else { } else {
seatOffset = veh->m_handling->fSeatOffsetDistance * seatPosMult; seatOffset = veh->m_handling->fSeatOffsetDistance * seatPosMult;
if (veh->bIsLow) { if (veh->bLowVehicle) {
vehDoorOffset = offsetToOpenLowCarDoor; vehDoorOffset = offsetToOpenLowCarDoor;
} else { } else {
vehDoorOffset = offsetToOpenRegularCarDoor; vehDoorOffset = offsetToOpenRegularCarDoor;
@ -2037,15 +2053,496 @@ CPed::SetModelIndex(uint32 mi)
RpAnimBlendClumpInit((RpClump*) m_rwObject); RpAnimBlendClumpInit((RpClump*) m_rwObject);
RpAnimBlendClumpFillFrameArray((RpClump*) m_rwObject, m_pFrames); RpAnimBlendClumpFillFrameArray((RpClump*) m_rwObject, m_pFrames);
CPedModelInfo *modelInfo = (CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex); CPedModelInfo *modelInfo = (CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex);
SetPedStats(static_cast<ePedStats>(modelInfo->m_pedStatType)); SetPedStats((ePedStats) modelInfo->m_pedStatType);
m_headingRate = m_pedStats->m_headingChangeRate; m_headingRate = m_pedStats->m_headingChangeRate;
m_animGroup = static_cast<AssocGroupId>(modelInfo->m_animGroup); m_animGroup = (AssocGroupId) modelInfo->m_animGroup;
CAnimManager::AddAnimation((RpClump*) m_rwObject, m_animGroup, ANIM_IDLE_STANCE); CAnimManager::AddAnimation((RpClump*) m_rwObject, m_animGroup, ANIM_IDLE_STANCE);
// This is a mistake by R*, velocity is CVector, whereas m_vecAnimMoveDelta is CVector2D. // This is a mistake by R*, velocity is CVector, whereas m_vecAnimMoveDelta is CVector2D.
(*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity = (CVector*) &m_vecAnimMoveDelta; (*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;
}
}
}
WRAPPER void CPed::PedGetupCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE810); } WRAPPER void CPed::PedGetupCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE810); }
WRAPPER void CPed::PedStaggerCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8D0); } WRAPPER void CPed::PedStaggerCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8D0); }
WRAPPER void CPed::PedEvadeCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D36E0); } WRAPPER void CPed::PedEvadeCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D36E0); }
@ -2090,7 +2587,6 @@ STARTPATCHES
InjectHook(0x4E6BA0, &CPed::Attack, PATCH_JUMP); InjectHook(0x4E6BA0, &CPed::Attack, PATCH_JUMP);
InjectHook(0x4CF980, &CPed::RemoveWeaponModel, PATCH_JUMP); InjectHook(0x4CF980, &CPed::RemoveWeaponModel, PATCH_JUMP);
InjectHook(0x4CFA60, &CPed::SetCurrentWeapon, PATCH_JUMP); InjectHook(0x4CFA60, &CPed::SetCurrentWeapon, PATCH_JUMP);
InjectHook(0x4DD920, &CPed::SelectGunIfArmed, PATCH_JUMP);
InjectHook(0x4E4A10, &CPed::Duck, PATCH_JUMP); InjectHook(0x4E4A10, &CPed::Duck, PATCH_JUMP);
InjectHook(0x4E4A30, &CPed::ClearDuck, PATCH_JUMP); InjectHook(0x4E4A30, &CPed::ClearDuck, PATCH_JUMP);
InjectHook(0x4E6180, &CPed::ClearPointGunAt, PATCH_JUMP); InjectHook(0x4E6180, &CPed::ClearPointGunAt, PATCH_JUMP);
@ -2104,7 +2600,16 @@ STARTPATCHES
InjectHook(0x4CC6C0, &CPed::PlayFootSteps, PATCH_JUMP); InjectHook(0x4CC6C0, &CPed::PlayFootSteps, PATCH_JUMP);
InjectHook(0x4C5350, &CPed::BuildPedLists, PATCH_JUMP); InjectHook(0x4C5350, &CPed::BuildPedLists, PATCH_JUMP);
InjectHook(0x4CF9B0, &CPed::GiveWeapon, PATCH_JUMP); InjectHook(0x4CF9B0, &CPed::GiveWeapon, PATCH_JUMP);
InjectHook(0x4C5330, &CPed::SetPedStats, PATCH_JUMP);
InjectHook(0x4C52A0, &CPed::SetModelIndex_, PATCH_JUMP); InjectHook(0x4C52A0, &CPed::SetModelIndex_, PATCH_JUMP);
InjectHook(0x4D6570, &CPed::FlagToDestroyWhenNextProcessed_, 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(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(0x4D83E0, (void (CPed::*)(eObjective, void*)) &CPed::SetObjective, PATCH_JUMP);
ENDPATCHES ENDPATCHES

View File

@ -13,6 +13,45 @@
struct CPathNode; struct CPathNode;
enum eObjective {
OBJECTIVE_NONE,
OBJECTIVE_IDLE,
OBJECTIVE_FLEE_TILL_SAFE,
OBJECTIVE_GUARD_SPOT,
OBJECTIVE_GUARD_AREA,
OBJECTIVE_WAIT_IN_CAR,
OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT,
OBJECTIVE_KILL_CHAR_ON_FOOT,
OBJECTIVE_KILL_CHAR_ANY_MEANS,
OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE,
OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS,
OBJECTIVE_GOTO_CHAR_ON_FOOT,
OBJECTIVE_FOLLOW_PED_IN_FORMATION,
OBJECTIVE_LEAVE_VEHICLE,
OBJECTIVE_ENTER_CAR_AS_PASSENGER,
OBJECTIVE_ENTER_CAR_AS_DRIVER,
OBJECTIVE_FOLLOW_CAR_IN_CAR,
OBJECTIVE_FIRE_AT_OBJ_FROM_VEHICLE,
OBJECTIVE_DESTROY_OBJ,
OBJECTIVE_DESTROY_CAR,
OBJECTIVE_GOTO_AREA_ANY_MEANS,
OBJECTIVE_GOTO_AREA_ON_FOOT,
OBJECTIVE_RUN_TO_AREA,
OBJECTIVE_23,
OBJECTIVE_24,
OBJECTIVE_FIGHT_CHAR,
OBJECTIVE_SET_LEADER,
OBJECTIVE_FOLLOW_ROUTE,
OBJECTIVE_SOLICIT,
OBJECTIVE_HAIL_TAXI,
OBJECTIVE_CATCH_TRAIN,
OBJECTIVE_BUY_ICE_CREAM,
OBJECTIVE_STEAL_ANY_CAR,
OBJECTIVE_MUG_CHAR,
OBJECTIVE_FLEE_CAR,
OBJECTIVE_35
};
enum { enum {
VEHICLE_ENTER_FRONT_RIGHT = 11, VEHICLE_ENTER_FRONT_RIGHT = 11,
VEHICLE_ENTER_REAR_RIGHT = 12, VEHICLE_ENTER_REAR_RIGHT = 12,
@ -20,6 +59,11 @@ enum {
VEHICLE_ENTER_REAR_LEFT = 16, VEHICLE_ENTER_REAR_LEFT = 16,
}; };
enum {
RANDOM_CHAR = 1,
MISSION_CHAR,
};
enum PedLineUpPhase { enum PedLineUpPhase {
LINE_UP_TO_CAR_START, LINE_UP_TO_CAR_START,
LINE_UP_TO_CAR_END, LINE_UP_TO_CAR_END,
@ -86,18 +130,18 @@ enum PedState
PED_PASSENGER, PED_PASSENGER,
PED_TAXI_PASSENGER, PED_TAXI_PASSENGER,
PED_OPEN_DOOR, PED_OPEN_DOOR,
PED_DIE = 48, PED_DIE,
PED_DEAD = 49, PED_DEAD,
PED_CARJACK, PED_CARJACK,
PED_DRAG_FROM_CAR, PED_DRAG_FROM_CAR,
PED_ENTER_CAR, PED_ENTER_CAR,
PED_STEAL_CAR, PED_STEAL_CAR,
PED_EXIT_CAR, PED_EXIT_CAR,
PED_HANDS_UP, PED_HANDS_UP,
PED_ARRESTED = 56, PED_ARRESTED,
}; };
enum { enum eMoveState {
PEDMOVE_NONE, PEDMOVE_NONE,
PEDMOVE_STILL, PEDMOVE_STILL,
PEDMOVE_WALK, PEDMOVE_WALK,
@ -113,6 +157,8 @@ public:
// 0x128 // 0x128
CStoredCollPoly m_collPoly; CStoredCollPoly m_collPoly;
float m_fCollisionSpeed; float m_fCollisionSpeed;
// cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CPed.h from R*
uint8 bIsStanding : 1; uint8 bIsStanding : 1;
uint8 m_ped_flagA2 : 1; uint8 m_ped_flagA2 : 1;
uint8 m_ped_flagA4 : 1; // stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime) uint8 m_ped_flagA4 : 1; // stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
@ -133,7 +179,7 @@ public:
uint8 m_ped_flagC1 : 1; uint8 m_ped_flagC1 : 1;
uint8 m_ped_flagC2 : 1; uint8 m_ped_flagC2 : 1;
uint8 m_ped_flagC4 : 1; uint8 m_ped_flagC4 : 1; // false when in bus, bRenderPedInCar?
uint8 m_ped_flagC8 : 1; uint8 m_ped_flagC8 : 1;
uint8 m_ped_flagC10 : 1; uint8 m_ped_flagC10 : 1;
uint8 m_ped_flagC20 : 1; // just left some body part? uint8 m_ped_flagC20 : 1; // just left some body part?
@ -146,7 +192,7 @@ public:
uint8 m_ped_flagD8 : 1; uint8 m_ped_flagD8 : 1;
uint8 m_ped_flagD10 : 1; uint8 m_ped_flagD10 : 1;
uint8 m_ped_flagD20 : 1; uint8 m_ped_flagD20 : 1;
uint8 m_ped_flagD40 : 1; uint8 m_ped_flagD40 : 1; // reset when objective changes
uint8 m_ped_flagD80 : 1; uint8 m_ped_flagD80 : 1;
uint8 m_ped_flagE1 : 1; uint8 m_ped_flagE1 : 1;
@ -193,18 +239,19 @@ public:
uint8 m_ped_flagI20 : 1; uint8 m_ped_flagI20 : 1;
uint8 m_ped_flagI40 : 1; uint8 m_ped_flagI40 : 1;
uint8 m_ped_flagI80 : 1; uint8 m_ped_flagI80 : 1;
uint8 stuff10[3]; uint8 stuff10[3];
uint8 m_nCreatedBy; uint8 CharCreatedBy;
uint8 field_161; uint8 field_161;
uint8 pad_162[2]; uint8 pad_162[2];
uint32 m_objective; eObjective m_objective;
uint32 m_prevObjective; eObjective m_prevObjective;
CPed* m_field_16C; CPed *m_pedInObjective;
uint32 field_170; CVehicle *m_carInObjective;
uint32 field_174; uint32 field_174;
uint32 field_178; uint32 field_178;
uint32 field_17C; uint32 field_17C;
uint32 field_180; CPed *m_leader;
uint32 m_pedFormation; uint32 m_pedFormation;
uint32 m_fearFlags; uint32 m_fearFlags;
CEntity *m_threatEntity; CEntity *m_threatEntity;
@ -223,7 +270,7 @@ public:
uint32 m_nPedStateTimer; uint32 m_nPedStateTimer;
PedState m_nPedState; PedState m_nPedState;
PedState m_nLastPedState; PedState m_nLastPedState;
int32 m_nMoveState; eMoveState m_nMoveState;
int32 m_nStoredActionState; int32 m_nStoredActionState;
int32 m_nPrevActionState; int32 m_nPrevActionState;
int32 m_nWaitState; int32 m_nWaitState;
@ -246,8 +293,7 @@ public:
uint16 m_routeType; uint16 m_routeType;
uint16 m_routeCurDir; uint16 m_routeCurDir;
uint16 field_2D2; uint16 field_2D2;
float m_movedX; CVector2D m_moved;
float m_movedY;
float m_fRotationCur; float m_fRotationCur;
float m_fRotationDest; float m_fRotationDest;
float m_headingRate; float m_headingRate;
@ -304,7 +350,7 @@ public:
uint32 m_attackTimer; uint32 m_attackTimer;
uint32 m_lastHitTime; uint32 m_lastHitTime;
uint32 m_hitRecoverTimer; uint32 m_hitRecoverTimer;
uint32 field_4E0; uint32 m_objectiveTimer;
uint32 m_duckTimer; uint32 m_duckTimer;
uint32 field_4E8; uint32 field_4E8;
int32 m_bloodyFootprintCount; int32 m_bloodyFootprintCount;
@ -345,9 +391,6 @@ public:
CPed* ctor(uint32 pedType) { return ::new (this) CPed(pedType); } CPed* ctor(uint32 pedType) { return ::new (this) CPed(pedType); }
void dtor(void) { this->CPed::~CPed(); } void dtor(void) { this->CPed::~CPed(); }
bool IsPlayer(void);
bool UseGroundColModel(void);
bool CanSetPedState(void);
void AddWeaponModel(int id); void AddWeaponModel(int id);
void AimGun(void); void AimGun(void);
void KillPedWithCar(CVehicle *veh, float impulse); void KillPedWithCar(CVehicle *veh, float impulse);
@ -369,7 +412,6 @@ public:
bool IsPedHeadAbovePos(float zOffset); bool IsPedHeadAbovePos(float zOffset);
void RemoveWeaponModel(int modelId); void RemoveWeaponModel(int modelId);
void SetCurrentWeapon(uint32 weaponType); void SetCurrentWeapon(uint32 weaponType);
bool SelectGunIfArmed(void);
void Duck(void); void Duck(void);
void ClearDuck(void); void ClearDuck(void);
void ClearPointGunAt(void); void ClearPointGunAt(void);
@ -379,14 +421,22 @@ public:
void SetPedPositionInCar(void); void SetPedPositionInCar(void);
void PlayFootSteps(void); void PlayFootSteps(void);
void QuitEnteringCar(void); void QuitEnteringCar(void);
bool IsPointerValid(void);
void SortPeds(CPed**, int, int);
void BuildPedLists(void); void BuildPedLists(void);
uint32 GiveWeapon(eWeaponType weaponType, uint32 ammo); uint32 GiveWeapon(eWeaponType weaponType, uint32 ammo);
void SetPedStats(ePedStats); void CalculateNewOrientation(void);
float WorkOutHeadingForMovingFirstPerson(float);
void CalculateNewVelocity(void);
bool CanPedJumpThis(int32);
bool CanSeeEntity(CEntity*, float);
void RestorePreviousObjective(void);
void SetObjective(eObjective, void*);
// Static methods
static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset); static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset);
static void GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult); static void GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult);
static void GetPositionToOpenCarDoor(CVector* output, CVehicle* veh, uint32 enterType); static void GetPositionToOpenCarDoor(CVector* output, CVehicle* veh, uint32 enterType);
// Callbacks
static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data); static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data); static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data);
static void PedGetupCB(CAnimBlendAssociation *assoc, void *arg); static void PedGetupCB(CAnimBlendAssociation *assoc, void *arg);
@ -416,14 +466,39 @@ public:
static void PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg); static void PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg); static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
// functions that I see unnecessary to hook
bool IsPlayer(void);
bool UseGroundColModel(void);
bool CanSetPedState(void);
bool IsPedInControl(void);
bool CanPedDriveOff(void);
bool CanBeDeleted(void);
bool CanStrafeOrMouseControl(void);
bool CanPedReturnToState(void);
void SetMoveState(eMoveState);
bool IsTemporaryObjective(eObjective objective);
void SetObjectiveTimer(int);
bool SelectGunIfArmed(void);
bool IsPointerValid(void);
void SortPeds(CPed**, int, int);
void ForceStoredObjective(eObjective);
void SetStoredObjective(void);
void SetLeader(CEntity* leader);
void SetPedStats(ePedStats);
inline bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; } inline bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
inline CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; } inline CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
inline CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; } inline CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
inline RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; } inline RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
PedState GetPedState(void) { return m_nPedState; }
void SetPedState(PedState state) { m_nPedState = state; }
// to make patching virtual functions possible // to make patching virtual functions possible
void SetModelIndex_(uint32 mi) { CPed::SetModelIndex(mi); } void SetModelIndex_(uint32 mi) { CPed::SetModelIndex(mi); }
void FlagToDestroyWhenNextProcessed_(void) { CPed::FlagToDestroyWhenNextProcessed(); } 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); }
// set by 0482:set_threat_reaction_range_multiplier opcode // set by 0482:set_threat_reaction_range_multiplier opcode
static uint16 &distanceMultToCountPedNear; static uint16 &distanceMultToCountPedNear;
@ -447,6 +522,6 @@ static_assert(offsetof(CPed, m_weapons) == 0x35C, "CPed: error");
static_assert(offsetof(CPed, m_currentWeapon) == 0x498, "CPed: error"); static_assert(offsetof(CPed, m_currentWeapon) == 0x498, "CPed: error");
static_assert(offsetof(CPed, m_lookTimer) == 0x4CC, "CPed: error"); static_assert(offsetof(CPed, m_lookTimer) == 0x4CC, "CPed: error");
static_assert(offsetof(CPed, m_bodyPartBleeding) == 0x4F2, "CPed: error"); static_assert(offsetof(CPed, m_bodyPartBleeding) == 0x4F2, "CPed: error");
static_assert(offsetof(CPed, m_field_16C) == 0x16C, "CPed: error"); static_assert(offsetof(CPed, m_pedInObjective) == 0x16C, "CPed: error");
static_assert(offsetof(CPed, m_pEventEntity) == 0x19C, "CPed: error"); static_assert(offsetof(CPed, m_pEventEntity) == 0x19C, "CPed: error");
static_assert(sizeof(CPed) == 0x53C, "CPed: error"); static_assert(sizeof(CPed) == 0x53C, "CPed: error");

View File

@ -5,6 +5,8 @@
WRAPPER bool CPedIK::PointGunInDirection(float phi, float theta) { EAXJMP(0x4ED9B0); } WRAPPER bool CPedIK::PointGunInDirection(float phi, float theta) { EAXJMP(0x4ED9B0); }
WRAPPER bool CPedIK::PointGunAtPosition(CVector *position) { EAXJMP(0x4ED920); } WRAPPER bool CPedIK::PointGunAtPosition(CVector *position) { EAXJMP(0x4ED920); }
WRAPPER void CPedIK::ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED2C0); }
WRAPPER void CPedIK::ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED140); }
CPedIK::CPedIK(CPed *ped) CPedIK::CPedIK(CPed *ped)
{ {
@ -20,6 +22,59 @@ CPedIK::CPedIK(CPed *ped)
m_lowerArmOrient.theta = 0.0f; m_lowerArmOrient.theta = 0.0f;
} }
void
CPedIK::RotateTorso(AnimBlendFrameData *animBlend, LimbOrientation *limb, bool changeRoll)
{
RwFrame *f = animBlend->frame;
RwMatrix *mat = CPedIK::GetWorldMatrix(RwFrameGetParent(f), RwMatrixCreate());
RwV3d upVector = { mat->right.z, mat->up.z, mat->at.z };
RwV3d rightVector;
RwV3d pos = RwFrameGetMatrix(f)->pos;
// rotation == 0 -> looking in y direction
// left? vector
float c = cos(m_ped->m_fRotationCur);
float s = sin(m_ped->m_fRotationCur);
rightVector.x = -(c*mat->right.x + s*mat->right.y);
rightVector.y = -(c*mat->up.x + s*mat->up.y);
rightVector.z = -(c*mat->at.x + s*mat->at.y);
if(changeRoll){
// Used when aiming only involves over the legs.(canAimWithArm)
// Automatically changes roll(forward rotation) axis of the parts above upper legs while moving, based on position of upper legs.
// Not noticeable in normal conditions...
RwV3d forwardVector;
CVector inversedForward = CrossProduct(CVector(0.0f, 0.0f, 1.0f), mat->up);
inversedForward.Normalise();
float dotProduct = DotProduct(mat->at, inversedForward);
if(dotProduct > 1.0f) dotProduct = 1.0f;
if(dotProduct < -1.0f) dotProduct = -1.0f;
float alpha = acos(dotProduct);
if(mat->at.z < 0.0f)
alpha = -alpha;
forwardVector.x = s * mat->right.x - c * mat->right.y;
forwardVector.y = s * mat->up.x - c * mat->up.y;
forwardVector.z = s * mat->at.x - c * mat->at.y;
float curYaw, curPitch;
CPedIK::ExtractYawAndPitchWorld(mat, &curYaw, &curPitch);
RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT);
RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi - (curYaw - m_ped->m_fRotationCur)), rwCOMBINEPOSTCONCAT);
RwMatrixRotate(RwFrameGetMatrix(f), &forwardVector, RADTODEG(alpha), rwCOMBINEPOSTCONCAT);
}else{
// pitch
RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT);
// yaw
RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi), rwCOMBINEPOSTCONCAT);
}
RwFrameGetMatrix(f)->pos = pos;
RwMatrixDestroy(mat);
}
void void
CPedIK::GetComponentPosition(RwV3d *pos, PedNode node) CPedIK::GetComponentPosition(RwV3d *pos, PedNode node)
{ {
@ -50,4 +105,5 @@ CPedIK::GetWorldMatrix(RwFrame *source, RwMatrix *destination)
STARTPATCHES STARTPATCHES
InjectHook(0x4ED0F0, &CPedIK::GetComponentPosition, PATCH_JUMP); InjectHook(0x4ED0F0, &CPedIK::GetComponentPosition, PATCH_JUMP);
InjectHook(0x4ED060, &CPedIK::GetWorldMatrix, PATCH_JUMP); InjectHook(0x4ED060, &CPedIK::GetWorldMatrix, PATCH_JUMP);
InjectHook(0x4EDDB0, &CPedIK::RotateTorso, PATCH_JUMP);
ENDPATCHES ENDPATCHES

View File

@ -1,6 +1,7 @@
#pragma once #pragma once
#include "common.h" #include "common.h"
#include "PedModelInfo.h" #include "PedModelInfo.h"
#include "AnimBlendClumpData.h"
struct LimbOrientation struct LimbOrientation
{ {
@ -32,5 +33,8 @@ public:
bool PointGunAtPosition(CVector *position); bool PointGunAtPosition(CVector *position);
void GetComponentPosition(RwV3d *pos, PedNode node); void GetComponentPosition(RwV3d *pos, PedNode node);
static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination); static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination);
void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
void ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*);
void ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*);
}; };
static_assert(sizeof(CPedIK) == 0x28, "CPedIK: error"); static_assert(sizeof(CPedIK) == 0x28, "CPedIK: error");

View File

@ -109,9 +109,9 @@ public:
// Force actually means Impulse here // Force actually means Impulse here
void ApplyMoveForce(float jx, float jy, float jz); void ApplyMoveForce(float jx, float jy, float jz);
void ApplyMoveForce(const CVector &j) { ApplyMoveForce(j.x, j.y, j.z); } void ApplyMoveForce(const CVector &j) { ApplyMoveForce(j.x, j.y, j.z); }
// v(x,y,z) is direction of force, p(x,y,z) is point relative to model center where force is applied // j(x,y,z) is direction of force, p(x,y,z) is point relative to model center where force is applied
void ApplyTurnForce(float jx, float jy, float jz, float rx, float ry, float rz); void ApplyTurnForce(float jx, float jy, float jz, float px, float py, float pz);
// v is direction of force, p is point relative to model center where force is applied // j is direction of force, p is point relative to model center where force is applied
void ApplyTurnForce(const CVector &j, const CVector &p) { ApplyTurnForce(j.x, j.y, j.z, p.x, p.y, p.z); } void ApplyTurnForce(const CVector &j, const CVector &p) { ApplyTurnForce(j.x, j.y, j.z, p.x, p.y, p.z); }
void ApplyFrictionMoveForce(float jx, float jy, float jz); void ApplyFrictionMoveForce(float jx, float jy, float jz);
void ApplyFrictionMoveForce(const CVector &j) { ApplyFrictionMoveForce(j.x, j.y, j.z); } void ApplyFrictionMoveForce(const CVector &j) { ApplyFrictionMoveForce(j.x, j.y, j.z); }

View File

@ -36,7 +36,7 @@ public:
int8 field_1415; int8 field_1415;
CVector field_1416[6]; CVector field_1416[6];
int32 field_1488[6]; int32 field_1488[6];
float field_1512; float m_fWalkAngle;
float m_fFPSMoveHeading; float m_fFPSMoveHeading;
~CPlayerPed(); ~CPlayerPed();

View File

@ -1,9 +1,17 @@
#include "common.h" #include "common.h"
#include "main.h"
#include "patcher.h" #include "patcher.h"
#include "Timer.h"
#include "Vehicle.h" #include "Vehicle.h"
#include "Pools.h" #include "Pools.h"
#include "HandlingMgr.h"
#include "CarCtrl.h" #include "CarCtrl.h"
#include "Population.h"
#include "ModelIndices.h" #include "ModelIndices.h"
#include "World.h"
#include "Lights.h"
#include "PointLights.h"
#include "Renderer.h"
#include "DMAudio.h" #include "DMAudio.h"
#include "Radar.h" #include "Radar.h"
@ -40,30 +48,238 @@ CVehicle::~CVehicle()
CCarCtrl::NumAmbulancesOnDuty--; CCarCtrl::NumAmbulancesOnDuty--;
bIsAmbulanceOnDuty = false; bIsAmbulanceOnDuty = false;
} }
if (bIsFiretruckOnDuty){ if (bIsFireTruckOnDuty){
CCarCtrl::NumFiretrucksOnDuty--; CCarCtrl::NumFiretrucksOnDuty--;
bIsFiretruckOnDuty = false; bIsFireTruckOnDuty = false;
}
}
bool
CVehicle::IsLawEnforcementVehicle(void)
{
switch (m_modelIndex) {
case MI_FBICAR:
case MI_POLICE:
case MI_ENFORCER:
case MI_PREDATOR:
case MI_RHINO:
case MI_BARRACKS:
return true;
default:
return false;
} }
} }
void void
CVehicle::ChangeLawEnforcerState(bool enable) CVehicle::SetModelIndex(uint32 id)
{
CEntity::SetModelIndex(id);
m_aExtras[0] = CVehicleModelInfo::ms_compsUsed[0];
m_aExtras[1] = CVehicleModelInfo::ms_compsUsed[1];
m_nNumMaxPassengers = CVehicleModelInfo::GetMaximumNumberOfPassengersFromNumberOfDoors(id);
}
bool
CVehicle::SetupLighting(void)
{
ActivateDirectional();
SetAmbientColoursForPedsCarsAndObjects();
if(bRenderScorched){
WorldReplaceNormalLightsWithScorched(Scene.world, 0.1f);
}else{
CVector coors = GetPosition();
float lighting = CPointLights::GenerateLightsAffectingObject(&coors);
if(!bHasBlip && lighting != 1.0f){
SetAmbientAndDirectionalColours(lighting);
return true;
}
}
return false;
}
void
CVehicle::RemoveLighting(bool reset)
{
CRenderer::RemoveVehiclePedLights(this, reset);
}
float
CVehicle::GetHeightAboveRoad(void)
{
return -1.0f * CModelInfo::GetModelInfo(GetModelIndex())->GetColModel()->boundingBox.min.z;
}
bool
CVehicle::IsLawEnforcementVehicle(void)
{
switch(GetModelIndex()){
case MI_FBICAR:
case MI_POLICE:
case MI_ENFORCER:
case MI_PREDATOR:
case MI_RHINO:
case MI_BARRACKS:
return true;
default:
return false;
}
}
bool
CVehicle::UsesSiren(uint32 id)
{
switch(id){
case MI_FIRETRUCK:
case MI_AMBULAN:
case MI_FBICAR:
case MI_MRWHOOP:
case MI_POLICE:
case MI_ENFORCER:
case MI_PREDATOR:
return true;
default:
return false;
}
}
bool
CVehicle::IsVehicleNormal(void)
{
if(pDriver && m_nNumPassengers == 0 && m_status != STATUS_WRECKED){
switch(GetModelIndex())
case MI_FIRETRUCK:
case MI_AMBULAN:
case MI_TAXI:
case MI_POLICE:
case MI_ENFORCER:
case MI_BUS:
case MI_RHINO:
case MI_BARRACKS:
case MI_DODO:
case MI_COACH:
case MI_CABBIE:
case MI_RCBANDIT:
case MI_BORGNINE:
return false;
}
return false;
}
bool
CVehicle::CarHasRoof(void)
{
if((m_handling->Flags & HANDLING_HAS_NO_ROOF) == 0)
return true;
if(m_aExtras[0] && m_aExtras[1])
return false;
return true;
}
bool
CVehicle::IsUpsideDown(void)
{
if(GetUp().z > -0.9f)
return false;
return true;
}
bool
CVehicle::IsOnItsSide(void)
{
if(GetRight().z < 0.8f && GetRight().z > -0.8f)
return false;
return true;
}
bool
CVehicle::CanBeDeleted(void)
{
int i;
if(m_nNumGettingIn || m_nGettingOutFlags)
return false;
if(pDriver){
// This looks like it was inlined
if(pDriver->CharCreatedBy == MISSION_CHAR)
return false;
if(pDriver->GetPedState() != PED_DRIVING &&
pDriver->GetPedState() != PED_DEAD)
return false;
}
for(i = 0; i < 8; i++){
// Same check as above
if(pPassengers[i]){
if(pPassengers[i]->CharCreatedBy == MISSION_CHAR)
return false;
if(pPassengers[i]->GetPedState() != PED_DRIVING &&
pPassengers[i]->GetPedState() != PED_DEAD)
return false;
}
// and then again... probably because something was inlined
if(pPassengers[i]){
if(pPassengers[i]->GetPedState() != PED_DRIVING &&
pPassengers[i]->GetPedState() != PED_DEAD)
return false;
}
}
switch(VehicleCreatedBy){
case RANDOM_VEHICLE: return true;
case MISSION_VEHICLE: return false;
case PARKED_VEHICLE: return true;
case PERMANENT_VEHICLE: return false;
}
return true;
}
bool
CVehicle::CanPedOpenLocks(CPed *ped)
{
if(m_nDoorLock == CARLOCK_LOCKED ||
m_nDoorLock == CARLOCK_COP_CAR ||
m_nDoorLock == CARLOCK_LOCKED_PLAYER_INSIDE)
return false;
if(ped->IsPlayer() && m_nDoorLock == CARLOCK_LOCKOUT_PLAYER_ONLY)
return false;
return true;
}
bool
CVehicle::CanPedEnterCar(void)
{
CVector up = GetUp();
// can't enter when car is on side
if(up.z > 0.1f || up.z < -0.1f){
// also when car is moving too fast
if(m_vecMoveSpeed.MagnitudeSqr() > sq(0.2f))
return false;
if(m_vecTurnSpeed.MagnitudeSqr() > sq(0.2f))
return false;
return true;
}
return false;
}
bool
CVehicle::CanPedExitCar(void)
{
CVector up = GetUp();
if(up.z > 0.1f || up.z < -0.1f){
// can't exit when car is moving too fast
if(m_vecMoveSpeed.MagnitudeSqr() > 0.005f)
return false;
// if car is slow enough, check turn speed
if(fabs(m_vecTurnSpeed.x) > 0.01f ||
fabs(m_vecTurnSpeed.y) > 0.01f ||
fabs(m_vecTurnSpeed.z) > 0.01f)
return false;
return true;
}else{
// What is this? just > replaced by >= ??
// can't exit when car is moving too fast
if(m_vecMoveSpeed.MagnitudeSqr() >= 0.005f)
return false;
// if car is slow enough, check turn speed
if(fabs(m_vecTurnSpeed.x) >= 0.01f ||
fabs(m_vecTurnSpeed.y) >= 0.01f ||
fabs(m_vecTurnSpeed.z) >= 0.01f)
return false;
return true;
}
}
void
CVehicle::ChangeLawEnforcerState(uint8 enable)
{ {
if (enable) { if (enable) {
if (!bIsLawEnforcer) { if (!bIsLawEnforcer) {
@ -78,6 +294,111 @@ CVehicle::ChangeLawEnforcerState(bool enable)
} }
} }
CPed*
CVehicle::SetUpDriver(void)
{
if(pDriver)
return pDriver;
if(VehicleCreatedBy != RANDOM_VEHICLE)
return nil;
pDriver = CPopulation::AddPedInCar(this);
pDriver->m_pMyVehicle = this;
pDriver->m_pMyVehicle->RegisterReference((CEntity**)&pDriver->m_pMyVehicle);
pDriver->bInVehicle = true;
pDriver->SetPedState(PED_DRIVING);
if(bIsBus)
pDriver->m_ped_flagC4 = false;
return pDriver;
}
CPed*
CVehicle::SetupPassenger(int n)
{
if(pPassengers[n])
return pPassengers[n];
pPassengers[n] = CPopulation::AddPedInCar(this);
pPassengers[n]->m_pMyVehicle = this;
pPassengers[n]->m_pMyVehicle->RegisterReference((CEntity**)&pPassengers[n]->m_pMyVehicle);
pPassengers[n]->bInVehicle = true;
pPassengers[n]->SetPedState(PED_DRIVING);
if(bIsBus)
pPassengers[n]->m_ped_flagC4 = false;
return pPassengers[n];
}
void
CVehicle::SetDriver(CPed *driver)
{
pDriver = driver;
pDriver->RegisterReference((CEntity**)&pDriver);
if(bFreebies && driver == FindPlayerPed()){
if(GetModelIndex() == MI_AMBULAN)
FindPlayerPed()->m_fHealth = min(FindPlayerPed()->m_fHealth + 20.0f, 100.0f);
else if(GetModelIndex() == MI_TAXI)
CWorld::Players[CWorld::PlayerInFocus].m_nMoney += 25;
else if(GetModelIndex() == MI_POLICE)
driver->GiveWeapon(WEAPONTYPE_SHOTGUN, 5);
else if(GetModelIndex() == MI_ENFORCER)
driver->m_fArmour = max(driver->m_fArmour, 100.0f);
else if(GetModelIndex() == MI_CABBIE || GetModelIndex() == MI_BORGNINE)
CWorld::Players[CWorld::PlayerInFocus].m_nMoney += 25;
bFreebies = false;
}
ApplyTurnForce(0.0f, 0.0f, -0.2f*driver->m_fMass,
driver->GetPosition().x - GetPosition().x,
driver->GetPosition().y - GetPosition().y,
0.0f);
}
bool
CVehicle::AddPassenger(CPed *passenger)
{
int i;
ApplyTurnForce(0.0f, 0.0f, -0.2f*passenger->m_fMass,
passenger->GetPosition().x - GetPosition().x,
passenger->GetPosition().y - GetPosition().y,
0.0f);
for(i = 0; i < m_nNumMaxPassengers; i++)
if(pPassengers[i] == nil){
pPassengers[i] = passenger;
m_nNumPassengers++;
return true;
}
return false;
}
bool
CVehicle::AddPassenger(CPed *passenger, uint8 n)
{
if(bIsBus)
return AddPassenger(passenger);
ApplyTurnForce(0.0f, 0.0f, -0.2f*passenger->m_fMass,
passenger->GetPosition().x - GetPosition().x,
passenger->GetPosition().y - GetPosition().y,
0.0f);
if(n < m_nNumMaxPassengers && pPassengers[n] == nil){
pPassengers[n] = passenger;
m_nNumPassengers++;
return true;
}
return false;
}
void
CVehicle::RemoveDriver(void)
{
m_status = STATUS_ABANDONED;
pDriver = nil;
}
void void
CVehicle::RemovePassenger(CPed *p) CVehicle::RemovePassenger(CPed *p)
{ {
@ -101,19 +422,68 @@ CVehicle::RemovePassenger(CPed *p)
} }
void void
CVehicle::RemoveDriver(void) CVehicle::ProcessCarAlarm(void)
{ {
m_status = STATUS_ABANDONED; uint32 step;
pDriver = nil;
if(m_nAlarmState == 0 || m_nAlarmState == -1)
return;
step = CTimer::GetTimeStep()/50.0f * 1000.0f;
if((uint16)m_nAlarmState < step)
m_nAlarmState = 0;
else
m_nAlarmState -= step;
} }
bool bool
CVehicle::IsUpsideDown(void) CVehicle::IsSphereTouchingVehicle(float sx, float sy, float sz, float radius)
{ {
return GetUp().z <= -0.9f; float x, y, z;
// sphere relative to vehicle
CVector sph = CVector(sx, sy, sz) - GetPosition();
CColModel *colmodel = CModelInfo::GetModelInfo(GetModelIndex())->GetColModel();
x = DotProduct(sph, GetRight());
if(colmodel->boundingBox.min.x - radius > x ||
colmodel->boundingBox.max.x + radius < x)
return false;
y = DotProduct(sph, GetForward());
if(colmodel->boundingBox.min.y - radius > y ||
colmodel->boundingBox.max.y + radius < y)
return false;
z = DotProduct(sph, GetUp());
if(colmodel->boundingBox.min.z - radius > z ||
colmodel->boundingBox.max.z + radius < z)
return false;
return true;
} }
STARTPATCHES STARTPATCHES
InjectHook(0x551170, &CVehicle::SetModelIndex_, PATCH_JUMP);
InjectHook(0x4A7DD0, &CVehicle::SetupLighting_, PATCH_JUMP);
InjectHook(0x4A7E60, &CVehicle::RemoveLighting_, PATCH_JUMP);
InjectHook(0x417E60, &CVehicle::GetHeightAboveRoad_, PATCH_JUMP);
InjectHook(0x552880, &CVehicle::IsLawEnforcementVehicle, PATCH_JUMP);
InjectHook(0x552820, &CVehicle::ChangeLawEnforcerState, PATCH_JUMP); InjectHook(0x552820, &CVehicle::ChangeLawEnforcerState, PATCH_JUMP);
InjectHook(0x552200, &CVehicle::UsesSiren, PATCH_JUMP);
InjectHook(0x5527E0, &CVehicle::IsVehicleNormal, PATCH_JUMP);
InjectHook(0x552B70, &CVehicle::CarHasRoof, PATCH_JUMP);
InjectHook(0x552230, &CVehicle::IsUpsideDown, PATCH_JUMP);
InjectHook(0x552260, &CVehicle::IsOnItsSide, PATCH_JUMP);
InjectHook(0x5511B0, &CVehicle::CanBeDeleted, PATCH_JUMP);
InjectHook(0x5522A0, &CVehicle::CanPedOpenLocks, PATCH_JUMP);
InjectHook(0x5522F0, &CVehicle::CanPedEnterCar, PATCH_JUMP);
InjectHook(0x5523C0, &CVehicle::CanPedExitCar, PATCH_JUMP);
InjectHook(0x5520C0, &CVehicle::SetUpDriver, PATCH_JUMP);
InjectHook(0x552160, &CVehicle::SetupPassenger, PATCH_JUMP);
InjectHook(0x551F20, &CVehicle::SetDriver, PATCH_JUMP);
InjectHook(0x551D90, (bool (CVehicle::*)(CPed*))&CVehicle::AddPassenger, PATCH_JUMP);
InjectHook(0x551E10, (bool (CVehicle::*)(CPed*,uint8))&CVehicle::AddPassenger, PATCH_JUMP);
InjectHook(0x5520A0, &CVehicle::RemoveDriver, PATCH_JUMP); InjectHook(0x5520A0, &CVehicle::RemoveDriver, PATCH_JUMP);
ENDPATCHES InjectHook(0x551EB0, &CVehicle::RemovePassenger, PATCH_JUMP);
InjectHook(0x5525A0, &CVehicle::ProcessCarAlarm, PATCH_JUMP);
InjectHook(0x552620, &CVehicle::IsSphereTouchingVehicle, PATCH_JUMP);
ENDPATCHES

View File

@ -6,6 +6,14 @@ class CPed;
class CFire; class CFire;
struct tHandlingData; struct tHandlingData;
enum {
RANDOM_VEHICLE = 1,
MISSION_VEHICLE = 2,
PARKED_VEHICLE = 3,
PERMANENT_VEHICLE = 4,
};
enum { enum {
GETTING_IN_OUT_FL = 1, GETTING_IN_OUT_FL = 1,
GETTING_IN_OUT_RL = 2, GETTING_IN_OUT_RL = 2,
@ -13,7 +21,7 @@ enum {
GETTING_IN_OUT_RR = 8 GETTING_IN_OUT_RR = 8
}; };
enum eCarLock : uint8 { enum eCarLock {
CARLOCK_NOT_USED, CARLOCK_NOT_USED,
CARLOCK_UNLOCKED, CARLOCK_UNLOCKED,
CARLOCK_LOCKED, CARLOCK_LOCKED,
@ -24,78 +32,82 @@ enum eCarLock : uint8 {
CARLOCK_SKIP_SHUT_DOORS CARLOCK_SKIP_SHUT_DOORS
}; };
enum eVehicleModel : int32 // TODO: where is this used? Is Vehicle.h the right file?
enum eVehicleModel
{ {
LANDSTAL = 0x0, LANDSTAL,
IDAHO = 0x1, IDAHO,
STINGER = 0x2, STINGER,
LINERUN = 0x3, LINERUN,
PEREN = 0x4, PEREN,
SENTINEL = 0x5, SENTINEL,
PATRIOT = 0x6, PATRIOT,
FIRETRUK = 0x7, FIRETRUK,
TRASH = 0x8, TRASH,
STRETCH = 0x9, STRETCH,
MANANA = 0xA, MANANA,
INFERNUS = 0xB, INFERNUS,
BLISTA = 0xC, BLISTA,
PONY = 0xD, PONY,
MULE = 0xE, MULE,
CHEETAH = 0xF, CHEETAH,
AMBULAN = 0x10, AMBULAN,
FBICAR = 0x11, FBICAR,
MOONBEAM = 0x12, MOONBEAM,
ESPERANT = 0x13, ESPERANT,
TAXI = 0x14, TAXI,
KURUMA = 0x15, KURUMA,
BOBCAT = 0x16, BOBCAT,
MRWHOOP = 0x17, MRWHOOP,
BFINJECT = 0x18, BFINJECT,
CORPSE = 0x19, CORPSE,
POLICE = 0x1A, POLICE,
ENFORCER = 0x1B, ENFORCER,
SECURICA = 0x1C, SECURICA,
BANSHEE = 0x1D, BANSHEE,
PREDATOR = 0x1E, PREDATOR,
BUS = 0x1F, BUS,
RHINO = 0x20, RHINO,
BARRACKS = 0x21, BARRACKS,
TRAIN = 0x22, TRAIN,
CHOPPER = 0x23, CHOPPER,
DODO = 0x24, DODO,
COACH = 0x25, COACH,
CABBIE = 0x26, CABBIE,
STALLION = 0x27, STALLION,
RUMPO = 0x28, RUMPO,
RCBANDIT = 0x29, RCBANDIT,
BELLYUP = 0x2A, BELLYUP,
MRWONGS = 0x2B, MRWONGS,
MAFIA = 0x2C, MAFIA,
YARDIE = 0x2D, YARDIE,
YAKUZA = 0x2E, YAKUZA,
DIABLOS = 0x2F, DIABLOS,
COLUMB = 0x30, COLUMB,
HOODS = 0x31, HOODS,
AIRTRAIN = 0x32, AIRTRAIN,
DEADDODO = 0x33, DEADDODO,
SPEEDER = 0x34, SPEEDER,
REEFER = 0x35, REEFER,
PANLANT = 0x36, PANLANT,
FLATBED = 0x37, FLATBED,
YANKEE = 0x38, YANKEE,
ESCAPE = 0x39, ESCAPE,
BORGNINE = 0x3A, BORGNINE,
TOYZ = 0x3B, TOYZ,
GHOST = 0x3C, GHOST,
CAR151 = 0x3D, CAR151,
CAR152 = 0x3E, CAR152,
CAR153 = 0x3F, CAR153,
CAR154 = 0x40, CAR154,
CAR155 = 0x41, CAR155,
CAR156 = 0x42, CAR156,
CAR157 = 0x43, CAR157,
CAR158 = 0x44, CAR158,
CAR159 = 0x45, CAR159,
};
enum eDoors {
}; };
class CVehicle : public CPhysical class CVehicle : public CPhysical
@ -103,10 +115,13 @@ class CVehicle : public CPhysical
public: public:
// 0x128 // 0x128
tHandlingData *m_handling; tHandlingData *m_handling;
// CAutoPilot
uint8 stuff1[112]; uint8 stuff1[112];
uint8 m_currentColour1; uint8 m_currentColour1;
uint8 m_currentColour2; uint8 m_currentColour2;
uint8 m_anExtras[2]; uint8 m_aExtras[2];
int16 m_nAlarmState; // m_nWantedStarsOnEnter on DK22 int16 m_nAlarmState; // m_nWantedStarsOnEnter on DK22
int16 m_nMissionValue; int16 m_nMissionValue;
CPed *pDriver; CPed *pDriver;
@ -122,23 +137,27 @@ public:
float m_fSteerAngle; float m_fSteerAngle;
float m_fGasPedal; float m_fGasPedal;
float m_fBreakPedal; float m_fBreakPedal;
uint8 m_nCreatedBy; // eVehicleCreatedBy uint8 VehicleCreatedBy;
uint8 bIsLawEnforcer : 1;
uint8 bIsAmbulanceOnDuty : 1; // cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CVehicle.h from R*
uint8 bIsFiretruckOnDuty : 1; uint8 bIsLawEnforcer: 1; // Is this guy chasing the player at the moment
uint8 m_veh_flagA8 : 1; uint8 bIsAmbulanceOnDuty: 1; // Ambulance trying to get to an accident
uint8 m_veh_flagA10 : 1; uint8 bIsFireTruckOnDuty: 1; // Firetruck trying to get to a fire
uint8 m_veh_flagA20 : 1; uint8 bIsLocked: 1; // Is this guy locked by the script (cannot be removed)
uint8 m_veh_flagA40 : 1; uint8 bEngineOn: 1; // For sound purposes. Parked cars have their engines switched off (so do destroyed cars)
uint8 m_veh_flagA80 : 1; uint8 bIsHandbrakeOn: 1; // How's the handbrake doing ?
uint8 bIsVan : 1; uint8 bLightsOn: 1; // Are the lights switched on ?
uint8 bIsBus : 1; uint8 bFreebies: 1; // Any freebies left in this vehicle ?
uint8 bIsBig : 1;
uint8 bIsLow : 1; uint8 bIsVan: 1; // Is this vehicle a van (doors at back of vehicle)
uint8 bIsBus: 1; // Is this vehicle a bus
uint8 bIsBig: 1; // Is this vehicle a bus
uint8 bLowVehicle: 1; // Need this for sporty type cars to use low getting-in/out anims
uint8 m_veh_flagB10 : 1; uint8 m_veh_flagB10 : 1;
uint8 m_veh_flagB20 : 1; uint8 m_veh_flagB20 : 1;
uint8 m_veh_flagB40 : 1; uint8 m_veh_flagB40 : 1;
uint8 m_veh_flagB80 : 1; uint8 m_veh_flagB80 : 1;
uint8 m_veh_flagC1 : 1; uint8 m_veh_flagC1 : 1;
uint8 m_veh_flagC2 : 1; uint8 m_veh_flagC2 : 1;
uint8 m_veh_flagC4 : 1; uint8 m_veh_flagC4 : 1;
@ -147,6 +166,7 @@ public:
uint8 m_veh_flagC20 : 1; uint8 m_veh_flagC20 : 1;
uint8 m_veh_flagC40 : 1; uint8 m_veh_flagC40 : 1;
uint8 m_veh_flagC80 : 1; uint8 m_veh_flagC80 : 1;
uint8 m_veh_flagD1 : 1; uint8 m_veh_flagD1 : 1;
uint8 m_veh_flagD2 : 1; uint8 m_veh_flagD2 : 1;
uint8 m_veh_flagD4 : 1; uint8 m_veh_flagD4 : 1;
@ -155,8 +175,9 @@ public:
uint8 m_veh_flagD20 : 1; uint8 m_veh_flagD20 : 1;
uint8 m_veh_flagD40 : 1; uint8 m_veh_flagD40 : 1;
uint8 m_veh_flagD80 : 1; uint8 m_veh_flagD80 : 1;
int8 field_1F9; int8 field_1F9;
uint8 m_nAmmoInClip[1]; // Used to make the guns on boat do a reload (20 by default) uint8 m_nAmmoInClip; // Used to make the guns on boat do a reload (20 by default)
int8 field_1FB; int8 field_1FB;
int8 field_1FC[4]; int8 field_1FC[4];
float m_fHealth; // 1000.0f = full health. 0 -> explode float m_fHealth; // 1000.0f = full health. 0 -> explode
@ -179,6 +200,7 @@ public:
int8 field_22D; int8 field_22D;
uint8 m_nSirenOrAlarm; uint8 m_nSirenOrAlarm;
int8 field_22F; int8 field_22F;
// TODO: this is an array
CStoredCollPoly m_frontCollPoly; // poly which is under front part of car CStoredCollPoly m_frontCollPoly; // poly which is under front part of car
CStoredCollPoly m_rearCollPoly; // poly which is under rear part of car CStoredCollPoly m_rearCollPoly; // poly which is under rear part of car
float m_fSteerRatio; float m_fSteerRatio;
@ -190,8 +212,29 @@ public:
static void operator delete(void*, int); static void operator delete(void*, int);
~CVehicle(void); ~CVehicle(void);
// from CEntity
void SetModelIndex(uint32 i);
bool SetupLighting(void);
void RemoveLighting(bool);
void FlagToDestroyWhenNextProcessed(void) {}
void dtor(void) { this->CVehicle::~CVehicle(); } virtual void ProcessControlInputs(uint8) {}
virtual void GetComponentWorldPosition(int32 component, CVector &pos) {}
virtual bool IsComponentPresent(int32 component) { return false; }
virtual void SetComponentRotation(int32 component, CVector rotation) {}
virtual void OpenDoor(int32, eDoors door, float) {}
virtual void ProcessOpenDoor(uint32, uint32, float) {}
virtual bool IsDoorReady(eDoors door) { return false; }
virtual bool IsDoorFullyOpen(eDoors door) { return false; }
virtual bool IsDoorClosed(eDoors door) { return false; }
virtual bool IsDoorMissing(eDoors door) { return false; }
virtual void RemoveRefsToVehicle(CEntity *ent) {}
virtual void BlowUpCar(CEntity *ent) {}
virtual bool SetUpWheelColModel(CColModel *colModel) { return false; }
virtual void BurstTyre(uint8 tyre) {}
virtual bool IsRoomForPedToLeaveCar(uint32, CVector *) { return false;}
virtual float GetHeightAboveRoad(void);
virtual void PlayCarHorn(void) {}
bool IsCar(void) { return m_vehType == VEHICLE_TYPE_CAR; } bool IsCar(void) { return m_vehType == VEHICLE_TYPE_CAR; }
bool IsBoat(void) { return m_vehType == VEHICLE_TYPE_BOAT; } bool IsBoat(void) { return m_vehType == VEHICLE_TYPE_BOAT; }
@ -199,10 +242,26 @@ public:
bool IsHeli(void) { return m_vehType == VEHICLE_TYPE_HELI; } bool IsHeli(void) { return m_vehType == VEHICLE_TYPE_HELI; }
bool IsPlane(void) { return m_vehType == VEHICLE_TYPE_PLANE; } bool IsPlane(void) { return m_vehType == VEHICLE_TYPE_PLANE; }
bool IsLawEnforcementVehicle(void); bool IsLawEnforcementVehicle(void);
void ChangeLawEnforcerState(bool enable); void ChangeLawEnforcerState(uint8 enable);
void RemovePassenger(CPed *); bool UsesSiren(uint32 id);
void RemoveDriver(void); bool IsVehicleNormal(void);
bool CarHasRoof(void);
bool IsUpsideDown(void); bool IsUpsideDown(void);
bool IsOnItsSide(void);
bool CanBeDeleted(void);
bool CanPedOpenLocks(CPed *ped);
bool CanPedEnterCar(void);
bool CanPedExitCar(void);
// do these two actually return something?
CPed *SetUpDriver(void);
CPed *SetupPassenger(int n);
void SetDriver(CPed *driver);
bool AddPassenger(CPed *passenger);
bool AddPassenger(CPed *passenger, uint8 n);
void RemovePassenger(CPed *passenger);
void RemoveDriver(void);
void ProcessCarAlarm(void);
bool IsSphereTouchingVehicle(float sx, float sy, float sz, float radius);
static bool &bWheelsOnlyCheat; static bool &bWheelsOnlyCheat;
static bool &bAllDodosCheat; static bool &bAllDodosCheat;
@ -210,8 +269,16 @@ public:
static bool &bCheat4; static bool &bCheat4;
static bool &bCheat5; static bool &bCheat5;
static bool &m_bDisableMouseSteering; static bool &m_bDisableMouseSteering;
void dtor(void) { CVehicle::~CVehicle(); }
void SetModelIndex_(uint32 id) { CVehicle::SetModelIndex(id); }
bool SetupLighting_(void) { return CVehicle::SetupLighting(); }
void RemoveLighting_(bool reset) { CVehicle::RemoveLighting(reset); }
float GetHeightAboveRoad_(void) { return CVehicle::GetHeightAboveRoad(); }
}; };
static_assert(sizeof(CVehicle) == 0x288, "CVehicle: error"); static_assert(sizeof(CVehicle) == 0x288, "CVehicle: error");
static_assert(offsetof(CVehicle, m_pCurSurface) == 0x1E0, "CVehicle: error"); static_assert(offsetof(CVehicle, m_pCurSurface) == 0x1E0, "CVehicle: error");
static_assert(offsetof(CVehicle, m_nAlarmState) == 0x1A0, "CVehicle: error"); static_assert(offsetof(CVehicle, m_nAlarmState) == 0x1A0, "CVehicle: error");
static_assert(offsetof(CVehicle, m_nLastWeaponDamage) == 0x228, "CVehicle: error");

View File

@ -250,10 +250,9 @@ enum
MI_BUSKER2, MI_BUSKER2,
MI_BUSKER3, MI_BUSKER3,
MI_BUSKER4, MI_BUSKER4,
MI_PED87, // three more peds possible
MI_PED88,
MI_PED89, MI_LANDSTAL = 90,
MI_LANDSTAL,
MI_IDAHO, MI_IDAHO,
MI_STINGER, MI_STINGER,
MI_LINERUN, MI_LINERUN,

View File

@ -21,9 +21,9 @@ enum PedNode {
class CPedModelInfo : public CClumpModelInfo class CPedModelInfo : public CClumpModelInfo
{ {
public: public:
int32 m_animGroup; uint32 m_animGroup;
int32 m_pedType; uint32 m_pedType;
int32 m_pedStatType; uint32 m_pedStatType;
uint32 m_carsCanDrive; uint32 m_carsCanDrive;
CColModel *m_hitColModel; CColModel *m_hitColModel;
RpAtomic *m_head; RpAtomic *m_head;

View File

@ -137,7 +137,7 @@ CWeaponInfo::LoadWeaponData(void)
if (strncmp(anim2ToPlay, "null", 4) != 0) { if (strncmp(anim2ToPlay, "null", 4) != 0) {
animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, anim2ToPlay); animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, anim2ToPlay);
ms_apWeaponInfos[weaponType].m_Anim2ToPlay = static_cast<AnimationId>(animAssoc->animId); ms_apWeaponInfos[weaponType].m_Anim2ToPlay = (AnimationId) animAssoc->animId;
} }
CVector vecFireOffset(fireOffsetX, fireOffsetY, fireOffsetZ); CVector vecFireOffset(fireOffsetX, fireOffsetY, fireOffsetZ);
@ -154,10 +154,10 @@ CWeaponInfo::LoadWeaponData(void)
ms_apWeaponInfos[weaponType].m_fSpread = spread; ms_apWeaponInfos[weaponType].m_fSpread = spread;
ms_apWeaponInfos[weaponType].m_vecFireOffset = vecFireOffset; ms_apWeaponInfos[weaponType].m_vecFireOffset = vecFireOffset;
ms_apWeaponInfos[weaponType].m_AnimToPlay = animId; ms_apWeaponInfos[weaponType].m_AnimToPlay = animId;
ms_apWeaponInfos[weaponType].m_fAnimLoopStart = animLoopStart * 0.03f; ms_apWeaponInfos[weaponType].m_fAnimLoopStart = animLoopStart / 30.0f;
ms_apWeaponInfos[weaponType].m_fAnimLoopEnd = animLoopEnd * 0.03f; ms_apWeaponInfos[weaponType].m_fAnimLoopEnd = animLoopEnd / 30.0f;
ms_apWeaponInfos[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire * 0.03f; ms_apWeaponInfos[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire / 30.0f;
ms_apWeaponInfos[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire * 0.03f; ms_apWeaponInfos[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire / 30.0f;
ms_apWeaponInfos[weaponType].m_nModelId = modelId; ms_apWeaponInfos[weaponType].m_nModelId = modelId;
ms_apWeaponInfos[weaponType].m_bUseGravity = flags; ms_apWeaponInfos[weaponType].m_bUseGravity = flags;
ms_apWeaponInfos[weaponType].m_bSlowsDown = flags >> 1; ms_apWeaponInfos[weaponType].m_bSlowsDown = flags >> 1;