17520 lines
522 KiB
C++
17520 lines
522 KiB
C++
#include "common.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 "RpAnimBlend.h"
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#include "Bones.h"
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#include "Ped.h"
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#include "Wanted.h"
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#include "PlayerPed.h"
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#include "PedType.h"
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#include "AnimBlendClumpData.h"
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#include "AnimBlendAssociation.h"
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#include "Fire.h"
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#include "DMAudio.h"
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#include "General.h"
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#include "SurfaceTable.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 "Camera.h"
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#include "Radar.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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#include "Phones.h"
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#include "Darkel.h"
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#include "PathFind.h"
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#include "ModelIndices.h"
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#include "FileMgr.h"
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#include "TempColModels.h"
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#include "Pickups.h"
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#include "Train.h"
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#include "TrafficLights.h"
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#include "PedRoutes.h"
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#include "Sprite.h"
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#include "RwHelper.h"
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#include "Font.h"
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#include "Text.h"
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#include "CopPed.h"
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#include "Script.h"
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#include "CarCtrl.h"
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#include "Garages.h"
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#include "WaterLevel.h"
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#include "CarAI.h"
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#include "Zones.h"
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#include "Cranes.h"
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#include "Timecycle.h"
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#include "ParticleObject.h"
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#include "Floater.h"
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#include "Range2D.h"
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#define CAN_SEE_ENTITY_ANGLE_THRESHOLD DEGTORAD(60.0f)
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CPed *gapTempPedList[50];
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uint16 gnNumTempPedList;
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static CColPoint aTempPedColPts[MAX_COLLISION_POINTS];
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uint16 nPlayerInComboMove;
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RpClump *flyingClumpTemp;
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// This is beta fistfite.dat array. Not used anymore since they're being fetched from fistfite.dat.
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FightMove tFightMoves[NUM_FIGHTMOVES] = {
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{NUM_ANIMS, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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{ANIM_PUNCH_R, 0.2f, 8.0f / 30.0f, 0.0f, 0.3f, HITLEVEL_HIGH, 1, 0},
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{ANIM_FIGHT_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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{ANIM_FIGHT_SH_F, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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{ANIM_FIGHT_KNEE, 4.0f / 30.0f, 0.2f, 0.0f, 0.6f, HITLEVEL_LOW, 2, 0},
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{ANIM_FIGHT_HEAD, 4.0f / 30.0f, 0.2f, 0.0f, 0.7f, HITLEVEL_HIGH, 3, 0},
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{ANIM_FIGHT_PUNCH, 4.0f / 30.0f, 7.0f / 30.0f, 10.0f / 30.0f, 0.4f, HITLEVEL_HIGH, 1, 0},
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{ANIM_FIGHT_LHOOK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.4f, HITLEVEL_HIGH, 3, 0},
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{ANIM_FIGHT_KICK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.5, HITLEVEL_MEDIUM, 2, 0},
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{ANIM_FIGHT_LONGKICK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.5, HITLEVEL_MEDIUM, 4, 0},
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{ANIM_FIGHT_ROUNDHOUSE, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.6f, HITLEVEL_MEDIUM, 4, 0},
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{ANIM_FIGHT_BODYBLOW, 5.0f / 30.0f, 7.0f / 30.0f, 0.0f, 0.35f, HITLEVEL_LOW, 2, 0},
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{ANIM_KICK_FLOOR, 10.0f / 30.0f, 14.0f / 30.0f, 0.0f, 0.4f, HITLEVEL_GROUND, 1, 0},
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{ANIM_HIT_FRONT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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{ANIM_HIT_BACK, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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{ANIM_HIT_RIGHT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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{ANIM_HIT_LEFT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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{ANIM_HIT_BODYBLOW, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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{ANIM_HIT_CHEST, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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{ANIM_HIT_HEAD, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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{ANIM_HIT_WALK, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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{ANIM_FLOOR_HIT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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{ANIM_HIT_BEHIND, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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{ANIM_FIGHT2_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
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};
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uint16 CPed::nThreatReactionRangeMultiplier = 1;
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uint16 CPed::nEnterCarRangeMultiplier = 1;
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CVector vecPedCarDoorAnimOffset;
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CVector vecPedCarDoorLoAnimOffset;
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CVector vecPedVanRearDoorAnimOffset;
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CVector vecPedQuickDraggedOutCarAnimOffset;
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CVector vecPedDraggedOutCarAnimOffset;
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CVector vecPedTrainDoorAnimOffset;
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bool CPed::bNastyLimbsCheat;
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bool CPed::bPedCheat2;
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bool CPed::bPedCheat3;
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CVector2D CPed::ms_vec2DFleePosition;
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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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#ifdef DEBUGMENU
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bool CPed::bPopHeadsOnHeadshot = false;
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#endif
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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 (InVehicle()){
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uint8 door_flag = GetCarDoorFlag(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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// FIX: Passenger counter now decreasing after removing ourself from vehicle.
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m_pMyVehicle->RemovePassenger(this);
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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 (EnteringCar()) {
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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((ePedType)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 (!InVehicle())
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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->GetStatus() != STATUS_WRECKED)
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m_pMyVehicle->SetStatus(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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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 = 0.0f;
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m_vecAnimMoveDelta.y = 0.0f;
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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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m_lastSoundStart = 0;
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m_soundStart = 0;
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m_lastQueuedSound = SOUND_NO_SOUND;
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m_queuedSound = SOUND_NO_SOUND;
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m_objective = OBJECTIVE_NONE;
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m_prevObjective = OBJECTIVE_NONE;
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#ifdef FIX_BUGS
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m_objectiveTimer = 0;
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#endif
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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 = false;
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m_pMyVehicle = nil;
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m_pVehicleAnim = nil;
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m_vecOffsetSeek.x = 0.0f;
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m_vecOffsetSeek.y = 0.0f;
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m_vecOffsetSeek.z = 0.0f;
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m_pedFormation = FORMATION_UNDEFINED;
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m_collidingThingTimer = 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_shootTimer = 0;
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m_hitRecoverTimer = 0;
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m_duckAndCoverTimer = 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_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
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m_wepSkills = 0;
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m_distanceToCountSeekDone = 1.0f;
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bRunningToPhone = false;
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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_distanceToCountSeekDoneEx = 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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#ifdef FIX_BUGS
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m_nPrevMoveState = PEDMOVE_NONE;
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#endif
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m_nStoredMoveState = PEDMOVE_NONE;
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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_wanderRangeBounds = nil;
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m_nPathNodes = 0;
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m_nCurPathNode = 0;
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m_nPathDir = 0;
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m_pLastPathNode = nil;
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m_pNextPathNode = nil;
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m_routeLastPoint = -1;
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m_routeStartPoint = 0;
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m_routePointsPassed = 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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bWasStanding = false;
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bIsAttacking = false;
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bIsPointingGunAt = false;
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bIsLooking = false;
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bKeepTryingToLook = 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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bIsRunning = false;
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bHitSomethingLastFrame = false;
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bVehEnterDoorIsBlocked = false;
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bCanPedEnterSeekedCar = false;
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bRespondsToThreats = true;
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bRenderPedInCar = true;
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bChangedSeat = false;
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bUpdateAnimHeading = false;
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bBodyPartJustCameOff = false;
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bIsShooting = false;
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bFindNewNodeAfterStateRestore = false;
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bHasACamera = false;
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bGonnaInvestigateEvent = false;
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bPedIsBleeding = false;
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bStopAndShoot = false;
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bIsPedDieAnimPlaying = false;
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bUsePedNodeSeek = false;
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bObjectiveCompleted = false;
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bScriptObjectiveCompleted = false;
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bKindaStayInSamePlace = false;
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bBeingChasedByPolice = false;
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bNotAllowedToDuck = false;
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bCrouchWhenShooting = false;
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bIsDucking = false;
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bGetUpAnimStarted = false;
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bDoBloodyFootprints = false;
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bFleeAfterExitingCar = false;
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bWanderPathAfterExitingCar = false;
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bIsLeader = false;
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bDontDragMeOutCar = false;
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m_ped_flagF8 = false;
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bWillBeQuickJacked = false;
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bCancelEnteringCar = false;
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bObstacleShowedUpDuringKillObjective = false;
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bDuckAndCover = false;
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bStillOnValidPoly = false;
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bAllowMedicsToReviveMe = true;
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bResetWalkAnims = false;
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bStartWanderPathOnFoot = false;
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bOnBoat = false;
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bBusJacked = false;
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bGonnaKillTheCarJacker = false;
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bFadeOut = false;
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bKnockedUpIntoAir = false;
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bHitSteepSlope = false;
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bCullExtraFarAway = false;
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bClearObjective = false;
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bTryingToReachDryLand = false;
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bCollidedWithMyVehicle = false;
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bRichFromMugging = false;
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bChrisCriminal = false;
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bShakeFist = false;
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bNoCriticalHits = false;
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bVehExitWillBeInstant = false;
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bHasAlreadyBeenRecorded = false;
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bFallenDown = 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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#ifdef VC_PED_PORTS
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bSomeVCflag1 = false;
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#endif
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if ((CGeneral::GetRandomNumber() & 3) == 0)
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bHasACamera = true;
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m_audioEntityId = DMAudio.CreateEntity(AUDIOTYPE_PHYSICAL, 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_eventOrThreat = 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 < ARRAY_SIZE(m_nearPeds); i++) {
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m_nearPeds[i] = nil;
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if (i < ARRAY_SIZE(m_pPathNodesStates)) {
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m_pPathNodesStates[i] = nil;
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}
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}
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m_maxWeaponTypeAllowed = WEAPONTYPE_UNARMED;
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m_currentWeapon = WEAPONTYPE_UNARMED;
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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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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_lastFightMove = FIGHTMOVE_NULL;
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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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#ifdef PED_SKIN
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m_pWeaponModel = nil;
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#endif
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CPopulation::UpdatePedCount((ePedType)m_nPedType, false);
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}
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uint32
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CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo)
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{
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CWeapon &weapon = GetWeapon(weaponType);
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if (HasWeapon(weaponType)) {
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if (weapon.m_nAmmoTotal + ammo > 99999)
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weapon.m_nAmmoTotal = 99999;
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else
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weapon.m_nAmmoTotal += ammo;
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weapon.Reload();
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} else {
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weapon.Initialise(weaponType, ammo);
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// TODO: It seems game uses this as both weapon count and max WeaponType we have, which is ofcourse erroneous.
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m_maxWeaponTypeAllowed++;
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}
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if (weapon.m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO)
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weapon.m_eWeaponState = WEAPONSTATE_READY;
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return weaponType;
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}
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static RwObject*
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RemoveAllModelCB(RwObject *object, void *data)
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{
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RpAtomic *atomic = (RpAtomic*)object;
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if (CVisibilityPlugins::GetAtomicModelInfo(atomic)) {
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RpClumpRemoveAtomic(RpAtomicGetClump(atomic), atomic);
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RpAtomicDestroy(atomic);
|
|
}
|
|
return object;
|
|
}
|
|
|
|
static PedOnGroundState
|
|
CheckForPedsOnGroundToAttack(CPed *attacker, 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 < attacker->m_numNearPeds; currentPedId++) {
|
|
|
|
currentPed = attacker->m_nearPeds[currentPedId];
|
|
|
|
CVector posDifference = currentPed->GetPosition() - attacker->GetPosition();
|
|
distance = posDifference.Magnitude();
|
|
|
|
if (distance < 2.0f) {
|
|
angleToFace = CGeneral::GetRadianAngleBetweenPoints(
|
|
currentPed->GetPosition().x, currentPed->GetPosition().y,
|
|
attacker->GetPosition().x, attacker->GetPosition().y);
|
|
|
|
angleToFace = CGeneral::LimitRadianAngle(angleToFace);
|
|
attacker->m_fRotationCur = CGeneral::LimitRadianAngle(attacker->m_fRotationCur);
|
|
|
|
angleDiff = Abs(angleToFace - attacker->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))) {
|
|
|
|
// Either this condition or below one was probably returning 4 early in development. See Fight().
|
|
foundBelow = 1;
|
|
pedBelow = currentPed;
|
|
break;
|
|
} else {
|
|
if (angleDiff < DEGTORAD(75.0f)) {
|
|
foundBelow = 1;
|
|
if (!pedBelow)
|
|
pedBelow = currentPed;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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_IN_FRONT_OF_ATTACKER;
|
|
} 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 !DyingOrDead() && m_nPedState != PED_ARRESTED && !EnteringCar() && 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)
|
|
{
|
|
#ifdef FREE_CAM
|
|
if (CCamera::bFreeCam)
|
|
return false;
|
|
#endif
|
|
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) {
|
|
#ifdef PED_SKIN
|
|
if(IsClumpSkinned(GetClump()))
|
|
m_pWeaponModel = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
|
|
else
|
|
#endif
|
|
{
|
|
atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
|
|
RwFrameDestroy(RpAtomicGetFrame(atm));
|
|
RpAtomicSetFrame(atm, m_pFrames[PED_HANDR]->frame);
|
|
RpClumpAddAtomic(GetClump(), 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_MID);
|
|
vector = pos;
|
|
} else {
|
|
vector = m_pSeekTarget->GetPosition();
|
|
}
|
|
Say(SOUND_PED_ATTACK);
|
|
|
|
bCanPointGunAtTarget = m_pedIK.PointGunAtPosition(vector);
|
|
if (m_pLookTarget != m_pSeekTarget) {
|
|
SetLookFlag(m_pSeekTarget, true);
|
|
}
|
|
|
|
} 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 (!IsPlayer() || evenOnPlayer) {
|
|
++CStats::HeadsPopped;
|
|
|
|
// BUG: This condition will always return true. Even fixing it won't work, because these states are unused.
|
|
// if (m_nPedState != PED_PASSENGER || m_nPedState != PED_TAXI_PASSENGER) {
|
|
CPed::SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
|
|
// }
|
|
|
|
bBodyPartJustCameOff = 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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static RwObject*
|
|
SetPedAtomicVisibilityCB(RwObject* object, void* data)
|
|
{
|
|
if (data == nil)
|
|
RpAtomicSetFlags((RpAtomic*)object, 0);
|
|
return object;
|
|
}
|
|
|
|
static RwFrame*
|
|
RecurseFrameChildrenVisibilityCB(RwFrame* frame, void* data)
|
|
{
|
|
RwFrameForAllObjects(frame, SetPedAtomicVisibilityCB, data);
|
|
RwFrameForAllChildren(frame, RecurseFrameChildrenVisibilityCB, nil);
|
|
return frame;
|
|
}
|
|
|
|
void
|
|
CPed::RemoveBodyPart(PedNode nodeId, int8 direction)
|
|
{
|
|
RwFrame *frame;
|
|
CVector pos;
|
|
|
|
frame = m_pFrames[nodeId]->frame;
|
|
if (frame) {
|
|
if (CGame::nastyGame) {
|
|
#ifdef PED_SKIN
|
|
if(!IsClumpSkinned(GetClump()))
|
|
#endif
|
|
{
|
|
#ifdef DEBUGMENU
|
|
if (bPopHeadsOnHeadshot || nodeId != PED_HEAD)
|
|
#else
|
|
if (nodeId != PED_HEAD)
|
|
#endif
|
|
SpawnFlyingComponent(nodeId, direction);
|
|
|
|
RecurseFrameChildrenVisibilityCB(frame, nil);
|
|
}
|
|
pos.x = 0.0f;
|
|
pos.y = 0.0f;
|
|
pos.z = 0.0f;
|
|
TransformToNode(pos, PED_HEAD);
|
|
|
|
if (CEntity::GetIsOnScreen()) {
|
|
CParticle::AddParticle(PARTICLE_TEST, pos,
|
|
CVector(0.0f, 0.0f, 0.0f),
|
|
nil, 0.1f, 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);
|
|
}
|
|
}
|
|
bBodyPartJustCameOff = true;
|
|
m_bodyPartBleeding = nodeId;
|
|
}
|
|
} else {
|
|
printf("Trying to remove ped component");
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetLookFlag(CEntity *target, bool keepTryingToLook)
|
|
{
|
|
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;
|
|
bKeepTryingToLook = keepTryingToLook;
|
|
if (m_nPedState != PED_DRIVING) {
|
|
m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetLookFlag(float direction, bool keepTryingToLook)
|
|
{
|
|
if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
|
|
bIsLooking = true;
|
|
bIsRestoringLook = false;
|
|
m_pLookTarget = nil;
|
|
m_fLookDirection = direction;
|
|
m_lookTimer = 0;
|
|
bKeepTryingToLook = keepTryingToLook;
|
|
if (m_nPedState != PED_DRIVING) {
|
|
m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
|
|
}
|
|
}
|
|
}
|
|
|
|
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, false);
|
|
CPed::SetLookTimer(CGeneral::GetRandomNumberInRange(500, 800));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::ClearAimFlag(void)
|
|
{
|
|
if (bIsAimingGun) {
|
|
bIsAimingGun = false;
|
|
bIsRestoringGun = true;
|
|
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
|
|
#ifdef VC_PED_PORTS
|
|
m_lookTimer = 0;
|
|
#endif
|
|
}
|
|
|
|
if (IsPlayer())
|
|
((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f;
|
|
}
|
|
|
|
void
|
|
CPed::ClearLookFlag(void) {
|
|
if (bIsLooking) {
|
|
bIsLooking = false;
|
|
bIsRestoringLook = true;
|
|
bShakeFist = false;
|
|
|
|
m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
|
|
if (IsPlayer())
|
|
m_lookTimer = CTimer::GetTimeInMilliseconds() + 2000;
|
|
else
|
|
m_lookTimer = CTimer::GetTimeInMilliseconds() + 4000;
|
|
|
|
if (m_nPedState == PED_LOOK_HEADING || m_nPedState == PED_LOOK_ENTITY) {
|
|
RestorePreviousState();
|
|
ClearLookFlag();
|
|
}
|
|
}
|
|
}
|
|
|
|
bool
|
|
CPed::IsPedHeadAbovePos(float zOffset)
|
|
{
|
|
return zOffset + GetPosition().z < GetNodePosition(PED_HEAD).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:
|
|
// what?!
|
|
if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->m_bHaveTargetSelected) && ped->IsPlayer()) {
|
|
attackAssoc->blendDelta = -1000.0f;
|
|
newAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_THROWU);
|
|
} else {
|
|
attackAssoc->blendDelta = -1000.0f;
|
|
newAnim = CAnimManager::AddAnimation(ped->GetClump(), 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->bIsAttacking)
|
|
ped->ClearAttack();
|
|
}
|
|
|
|
void
|
|
CPed::Attack(void)
|
|
{
|
|
CAnimBlendAssociation *weaponAnimAssoc;
|
|
int32 weaponAnim;
|
|
float animStart;
|
|
eWeaponType ourWeaponType;
|
|
float weaponAnimTime;
|
|
eWeaponFire ourWeaponFire;
|
|
float animLoopEnd;
|
|
CWeaponInfo *ourWeapon;
|
|
bool attackShouldContinue;
|
|
AnimationId reloadAnim;
|
|
CAnimBlendAssociation *reloadAnimAssoc;
|
|
float delayBetweenAnimAndFire;
|
|
CVector firePos;
|
|
|
|
ourWeaponType = GetWeapon()->m_eWeaponType;
|
|
ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType);
|
|
ourWeaponFire = ourWeapon->m_eWeaponFire;
|
|
weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ourWeapon->m_AnimToPlay);
|
|
attackShouldContinue = bIsAttacking;
|
|
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(GetClump(), reloadAnim);
|
|
|
|
if (bIsDucking)
|
|
return;
|
|
|
|
if (reloadAnimAssoc) {
|
|
if (!IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected)
|
|
ClearAttack();
|
|
|
|
return;
|
|
}
|
|
|
|
if (CTimer::GetTimeInMilliseconds() < m_shootTimer)
|
|
attackShouldContinue = true;
|
|
|
|
if (!weaponAnimAssoc) {
|
|
weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ourWeapon->m_Anim2ToPlay);
|
|
delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
|
|
|
|
// Long throw granade, molotov
|
|
if (!weaponAnimAssoc && ourWeapon->m_bThrow) {
|
|
weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_THROWU);
|
|
delayBetweenAnimAndFire = 0.2f;
|
|
}
|
|
|
|
if (!weaponAnimAssoc) {
|
|
if (attackShouldContinue) {
|
|
if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) {
|
|
if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
|
|
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f);
|
|
}
|
|
else {
|
|
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
|
|
}
|
|
|
|
weaponAnimAssoc->SetFinishCallback(CPed::FinishedAttackCB, this);
|
|
weaponAnimAssoc->SetRun();
|
|
|
|
if (weaponAnimAssoc->currentTime == weaponAnimAssoc->hierarchy->totalLength)
|
|
weaponAnimAssoc->SetCurrentTime(0.0f);
|
|
|
|
if (IsPlayer()) {
|
|
((CPlayerPed*)this)->m_fAttackButtonCounter = 0.0f;
|
|
((CPlayerPed*)this)->m_bHaveTargetSelected = false;
|
|
}
|
|
}
|
|
} else
|
|
FinishedAttackCB(nil, this);
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
animStart = ourWeapon->m_fAnimLoopStart;
|
|
weaponAnimTime = weaponAnimAssoc->currentTime;
|
|
if (weaponAnimTime > animStart && weaponAnimTime - weaponAnimAssoc->timeStep <= animStart) {
|
|
if (ourWeapon->m_bCanAimWithArm)
|
|
m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
|
|
else
|
|
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
|
|
}
|
|
|
|
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) {
|
|
TransformToNode(firePos, weaponAnimAssoc->animId == ANIM_KICK_FLOOR ? PED_FOOTR : PED_HANDR);
|
|
} 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
|
|
// Last condition will always return true, even IDA hides it
|
|
if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING && reloadAnim != NUM_ANIMS /* && !reloadAnimAssoc*/) {
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, reloadAnim, 8.0f);
|
|
ClearLookFlag();
|
|
ClearAimFlag();
|
|
bIsAttacking = false;
|
|
bIsPointingGunAt = false;
|
|
m_shootTimer = 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_FIGHT_PUNCH_39, 0.0f);
|
|
}
|
|
|
|
weaponAnimAssoc->speed = 0.5f;
|
|
|
|
if (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer) {
|
|
weaponAnimAssoc->callbackType = 0;
|
|
}
|
|
}
|
|
|
|
attackShouldContinue = false;
|
|
}
|
|
|
|
if (ourWeaponType == WEAPONTYPE_SHOTGUN) {
|
|
weaponAnimTime = weaponAnimAssoc->currentTime;
|
|
firePos = ourWeapon->m_vecFireOffset;
|
|
|
|
if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) {
|
|
TransformToNode(firePos, PED_HANDR);
|
|
|
|
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);
|
|
}
|
|
}
|
|
#ifdef VC_PED_PORTS
|
|
if (IsPlayer()) {
|
|
if (CPad::GetPad(0)->GetSprint()) {
|
|
// animBreakout is a member of WeaponInfo in VC, so it's me that added the below line.
|
|
float animBreakOut = ((ourWeaponType == WEAPONTYPE_FLAMETHROWER || ourWeaponType == WEAPONTYPE_UZI || ourWeaponType == WEAPONTYPE_SHOTGUN) ? 25 / 30.0f : 99 / 30.0f);
|
|
if (!attackShouldContinue && weaponAnimAssoc->currentTime > animBreakOut) {
|
|
weaponAnimAssoc->blendDelta = -4.0f;
|
|
FinishedAttackCB(nil, this);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
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
|
|
&& (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer)
|
|
&& GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
|
|
|
|
weaponAnim = weaponAnimAssoc->animId;
|
|
if (ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
|
|
if (weaponAnim != ourWeapon->m_Anim2ToPlay || weaponAnim == ANIM_RBLOCK_CSHOOT) {
|
|
weaponAnimAssoc->Start(ourWeapon->m_fAnimLoopStart);
|
|
} else {
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f);
|
|
}
|
|
} else {
|
|
if (weaponAnim == ourWeapon->m_Anim2ToPlay)
|
|
weaponAnimAssoc->SetCurrentTime(0.1f);
|
|
else
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
|
|
}
|
|
#ifdef VC_PED_PORTS
|
|
} else if (IsPlayer() && m_pPointGunAt && bIsAimingGun && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
|
|
weaponAnimAssoc->SetCurrentTime(ourWeapon->m_fAnimLoopEnd);
|
|
weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
|
|
SetPointGunAt(m_pPointGunAt);
|
|
#endif
|
|
} 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)
|
|
attackShouldContinue = false;
|
|
|
|
bIsAttacking = attackShouldContinue;
|
|
}
|
|
|
|
void
|
|
CPed::RemoveWeaponModel(int modelId)
|
|
{
|
|
// modelId is not used!! This function just removes the current weapon.
|
|
#ifdef PED_SKIN
|
|
if(IsClumpSkinned(GetClump())){
|
|
if(m_pWeaponModel){
|
|
RwFrame *frm = RpAtomicGetFrame(m_pWeaponModel);
|
|
RpAtomicDestroy(m_pWeaponModel);
|
|
RwFrameDestroy(frm);
|
|
m_pWeaponModel = nil;
|
|
}
|
|
}else
|
|
#endif
|
|
RwFrameForAllObjects(m_pFrames[PED_HANDR]->frame,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 = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
|
|
if (!animAssoc) {
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_LOW);
|
|
|
|
if (!animAssoc) {
|
|
bIsDucking = false;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (!bCrouchWhenShooting)
|
|
return;
|
|
|
|
if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN)
|
|
return;
|
|
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RBLOCK_CSHOOT);
|
|
if (!animAssoc || animAssoc->blendDelta < 0.0f) {
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f);
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::ClearPointGunAt(void)
|
|
{
|
|
CAnimBlendAssociation *animAssoc;
|
|
CWeaponInfo *weaponInfo;
|
|
|
|
ClearLookFlag();
|
|
ClearAimFlag();
|
|
bIsPointingGunAt = false;
|
|
#ifndef VC_PED_PORTS
|
|
if (m_nPedState == PED_AIM_GUN) {
|
|
RestorePreviousState();
|
|
#else
|
|
if (m_nPedState == PED_AIM_GUN || m_nPedState == PED_ATTACK) {
|
|
m_nPedState = PED_IDLE;
|
|
RestorePreviousState();
|
|
}
|
|
#endif
|
|
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_AnimToPlay);
|
|
if (!animAssoc || animAssoc->blendDelta < 0.0f) {
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_Anim2ToPlay);
|
|
}
|
|
if (animAssoc) {
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
animAssoc->blendDelta = -4.0f;
|
|
}
|
|
#ifndef VC_PED_PORTS
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void
|
|
CPed::BeingDraggedFromCar(void)
|
|
{
|
|
CAnimBlendAssociation *animAssoc;
|
|
AnimationId enterAnim;
|
|
bool dontRunAnim = false;
|
|
PedLineUpPhase lineUpType;
|
|
|
|
if (!m_pVehicleAnim) {
|
|
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f);
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SIT);
|
|
if (!animAssoc) {
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSIT);
|
|
if (!animAssoc) {
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITP);
|
|
if (!animAssoc)
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITPLO);
|
|
}
|
|
}
|
|
if (animAssoc)
|
|
animAssoc->blendDelta = -1000.0f;
|
|
|
|
if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) {
|
|
if (bWillBeQuickJacked) {
|
|
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(GetClump(), 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);
|
|
#ifdef VC_PED_PORTS
|
|
if (m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) {
|
|
if (m_pMyVehicle) {
|
|
m_pMyVehicle->ProcessOpenDoor(m_vehEnterType, NUM_ANIMS, m_pVehicleAnim->currentTime * 5.0f);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void
|
|
CPed::RestartNonPartialAnims(void)
|
|
{
|
|
CAnimBlendAssociation *assoc;
|
|
|
|
for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
|
|
if (!assoc->IsPartial())
|
|
assoc->SetRun();
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg)
|
|
{
|
|
CAnimBlendAssociation *quickJackedAssoc;
|
|
CVehicle *vehicle;
|
|
CPed *ped = (CPed*)arg;
|
|
|
|
quickJackedAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_CAR_QJACKED);
|
|
if (ped->m_nPedState != PED_ARRESTED) {
|
|
ped->m_nLastPedState = PED_NONE;
|
|
if (dragAssoc)
|
|
dragAssoc->blendDelta = -1000.0f;
|
|
}
|
|
ped->RestartNonPartialAnims();
|
|
ped->m_pVehicleAnim = nil;
|
|
ped->m_pSeekTarget = nil;
|
|
vehicle = ped->m_pMyVehicle;
|
|
|
|
if (vehicle) {
|
|
vehicle->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType);
|
|
|
|
if (vehicle->pDriver == ped) {
|
|
vehicle->RemoveDriver();
|
|
if (vehicle->m_nDoorLock == CARLOCK_LOCKED_INITIALLY)
|
|
vehicle->m_nDoorLock = CARLOCK_UNLOCKED;
|
|
|
|
if (ped->m_nPedType == PEDTYPE_COP && vehicle->IsLawEnforcementVehicle())
|
|
vehicle->ChangeLawEnforcerState(false);
|
|
} else {
|
|
vehicle->RemovePassenger(ped);
|
|
}
|
|
}
|
|
ped->bInVehicle = false;
|
|
if (ped->IsPlayer())
|
|
AudioManager.PlayerJustLeftCar();
|
|
|
|
#ifdef VC_PED_PORTS
|
|
if (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) {
|
|
dragAssoc->SetDeleteCallback(PedSetDraggedOutCarPositionCB, ped);
|
|
ped->m_fHealth = 0.0f;
|
|
ped->SetDie(ANIM_FLOOR_HIT, 1000.0f, 0.5f);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
if (quickJackedAssoc) {
|
|
dragAssoc->SetDeleteCallback(PedSetQuickDraggedOutCarPositionCB, ped);
|
|
} else {
|
|
dragAssoc->SetDeleteCallback(PedSetDraggedOutCarPositionCB, ped);
|
|
if (ped->CanSetPedState())
|
|
CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_GETUP1, 1000.0f);
|
|
}
|
|
|
|
ped->ReplaceWeaponWhenExitingVehicle();
|
|
|
|
ped->m_nStoredMoveState = PEDMOVE_NONE;
|
|
ped->bVehExitWillBeInstant = false;
|
|
}
|
|
|
|
CVector
|
|
CPed::GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatPosMult)
|
|
{
|
|
CVehicleModelInfo *vehModel;
|
|
CVector vehDoorPos;
|
|
CVector vehDoorOffset;
|
|
float seatOffset;
|
|
|
|
vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(veh->GetModelIndex());
|
|
if (veh->bIsVan && (component == CAR_DOOR_LR || component == CAR_DOOR_RR)) {
|
|
seatOffset = 0.0f;
|
|
vehDoorOffset = vecPedVanRearDoorAnimOffset;
|
|
} else {
|
|
seatOffset = veh->pHandling->fSeatOffsetDistance * seatPosMult;
|
|
if (veh->bLowVehicle) {
|
|
vehDoorOffset = vecPedCarDoorLoAnimOffset;
|
|
} else {
|
|
vehDoorOffset = vecPedCarDoorAnimOffset;
|
|
}
|
|
}
|
|
|
|
switch (component) {
|
|
case CAR_DOOR_RF:
|
|
vehDoorPos = vehModel->GetFrontSeatPosn();
|
|
vehDoorPos.x += seatOffset;
|
|
vehDoorOffset.x = -vehDoorOffset.x;
|
|
break;
|
|
|
|
case CAR_DOOR_RR:
|
|
vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT];
|
|
vehDoorPos.x += seatOffset;
|
|
vehDoorOffset.x = -vehDoorOffset.x;
|
|
break;
|
|
|
|
case CAR_DOOR_LF:
|
|
vehDoorPos = vehModel->GetFrontSeatPosn();
|
|
vehDoorPos.x = -(vehDoorPos.x + seatOffset);
|
|
break;
|
|
|
|
case CAR_DOOR_LR:
|
|
vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT];
|
|
vehDoorPos.x = -(vehDoorPos.x + seatOffset);
|
|
break;
|
|
|
|
default:
|
|
vehDoorPos = vehModel->GetFrontSeatPosn();
|
|
vehDoorOffset = CVector(0.0f, 0.0f, 0.0f);
|
|
}
|
|
return vehDoorPos - vehDoorOffset;
|
|
}
|
|
|
|
// This function was mostly duplicate of GetLocalPositionToOpenCarDoor, so I've used it.
|
|
CVector
|
|
CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component)
|
|
{
|
|
CVector localPos;
|
|
CVector vehDoorPos;
|
|
|
|
localPos = GetLocalPositionToOpenCarDoor(veh, component, 1.0f);
|
|
vehDoorPos = Multiply3x3(veh->GetMatrix(), localPos) + veh->GetPosition();
|
|
|
|
/*
|
|
// Not used.
|
|
CVector localVehDoorOffset;
|
|
|
|
if (veh->bIsVan && (component == VEHICLE_ENTER_REAR_LEFT || component == VEHICLE_ENTER_REAR_RIGHT)) {
|
|
localVehDoorOffset = vecPedVanRearDoorAnimOffset;
|
|
} else {
|
|
if (veh->bIsLow) {
|
|
localVehDoorOffset = vecPedCarDoorLoAnimOffset;
|
|
} else {
|
|
localVehDoorOffset = vecPedCarDoorAnimOffset;
|
|
}
|
|
}
|
|
|
|
vehDoorPosWithoutOffset = Multiply3x3(veh->GetMatrix(), localPos + localVehDoorOffset) + veh->GetPosition();
|
|
*/
|
|
return vehDoorPos;
|
|
}
|
|
|
|
CVector
|
|
CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset)
|
|
{
|
|
CVector doorPos;
|
|
CMatrix vehMat(veh->GetMatrix());
|
|
|
|
doorPos = Multiply3x3(vehMat, GetLocalPositionToOpenCarDoor(veh, component, offset));
|
|
|
|
return 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 (!bChangedSeat && phase != LINE_UP_TO_CAR_2) {
|
|
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SIT)) {
|
|
SetPedPositionInCar();
|
|
return;
|
|
}
|
|
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSIT)) {
|
|
SetPedPositionInCar();
|
|
return;
|
|
}
|
|
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITP)) {
|
|
SetPedPositionInCar();
|
|
return;
|
|
}
|
|
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITPLO)) {
|
|
SetPedPositionInCar();
|
|
return;
|
|
}
|
|
bChangedSeat = true;
|
|
}
|
|
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.
|
|
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 = 0.5f * 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 = -0.5f * PI + veh->GetForward().Heading();
|
|
} else {
|
|
m_fRotationDest = veh->GetForward().Heading();
|
|
}
|
|
} else {
|
|
// I don't know will this part ever run(maybe boats?), but the game also handles that. I don't know is it intentional.
|
|
|
|
if (vehIsUpsideDown) {
|
|
m_fRotationDest = veh->GetForward().Heading();
|
|
} else if (veh->bIsBus) {
|
|
m_fRotationDest = 0.5f * PI + veh->GetForward().Heading();
|
|
} else {
|
|
m_fRotationDest = veh->GetForward().Heading();
|
|
}
|
|
}
|
|
|
|
if (!bInVehicle)
|
|
seatPosMult = 1.0f;
|
|
|
|
#ifdef VC_PED_PORTS
|
|
bool multExtractedFromAnim = false;
|
|
bool multExtractedFromAnimBus = false;
|
|
float zBlend;
|
|
#endif
|
|
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_VAN_GETIN_L:
|
|
case ANIM_VAN_GETIN:
|
|
#ifdef VC_PED_PORTS
|
|
multExtractedFromAnim = true;
|
|
zBlend = Max(m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength - 0.3f, 0.0f) / (1.0f - 0.3f);
|
|
// fall through
|
|
#endif
|
|
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:
|
|
#ifdef VC_PED_PORTS
|
|
if (!multExtractedFromAnim) {
|
|
multExtractedFromAnim = true;
|
|
zBlend = Max(m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength - 0.5f, 0.0f) / (1.0f - 0.5f);
|
|
}
|
|
// fall through
|
|
#endif
|
|
case ANIM_CAR_CRAWLOUT_RHS:
|
|
case ANIM_CAR_CRAWLOUT_RHS2:
|
|
case ANIM_VAN_GETOUT_L:
|
|
case ANIM_VAN_GETOUT:
|
|
seatPosMult = m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength;
|
|
break;
|
|
case ANIM_CAR_GETIN_RHS:
|
|
case ANIM_CAR_GETIN_LHS:
|
|
#ifdef VC_PED_PORTS
|
|
if (veh && veh->IsCar() && veh->bIsBus) {
|
|
multExtractedFromAnimBus = true;
|
|
zBlend = Min(m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength, 0.5f) / 0.5f;
|
|
}
|
|
// fall through
|
|
#endif
|
|
case ANIM_CAR_QJACK:
|
|
case ANIM_CAR_GETIN_LOW_LHS:
|
|
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 {
|
|
neededPos = GetPositionToOpenCarDoor(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 nextZSpeed = m_vecMoveSpeed.z - GRAVITY * CTimer::GetTimeStep();
|
|
|
|
// If we're not in ground at next step, apply animation
|
|
if (neededPos.z + nextZSpeed >= autoZPos.z) {
|
|
m_vecMoveSpeed.z = nextZSpeed;
|
|
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) {
|
|
#ifdef VC_PED_PORTS
|
|
if (multExtractedFromAnim) {
|
|
neededPos.z += (autoZPos.z - neededPos.z) * zBlend;
|
|
} else {
|
|
#endif
|
|
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);
|
|
}
|
|
#ifdef VC_PED_PORTS
|
|
}
|
|
#endif
|
|
} else {
|
|
// We may need to raise up the ped
|
|
if (phase == LINE_UP_TO_CAR_START) {
|
|
currentZ = GetPosition().z;
|
|
|
|
if (neededPos.z > currentZ) {
|
|
#ifdef VC_PED_PORTS
|
|
if (multExtractedFromAnimBus) {
|
|
neededPos.z = (neededPos.z - currentZ) * zBlend + currentZ;
|
|
} else {
|
|
#endif
|
|
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 (EnteringCar()) {
|
|
neededPos.z = Max(currentZ, autoZPos.z);
|
|
}
|
|
#ifdef VC_PED_PORTS
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
bool stillGettingInOut = false;
|
|
if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer)
|
|
stillGettingInOut = veh->m_vehType != VEHICLE_TYPE_BOAT || bOnBoat;
|
|
|
|
if (!stillGettingInOut) {
|
|
m_fRotationCur = m_fRotationDest;
|
|
} else {
|
|
float limitedDest = CGeneral::LimitRadianAngle(m_fRotationDest);
|
|
float timeUntilStateChange = (m_nPedStateTimer - CTimer::GetTimeInMilliseconds())/600.0f;
|
|
|
|
if (timeUntilStateChange <= 0.0f) {
|
|
m_vecOffsetSeek.x = 0.0f;
|
|
m_vecOffsetSeek.y = 0.0f;
|
|
}
|
|
m_vecOffsetSeek.z = 0.0f;
|
|
|
|
neededPos -= timeUntilStateChange * m_vecOffsetSeek;
|
|
|
|
if (PI + m_fRotationCur < limitedDest) {
|
|
limitedDest -= 2 * PI;
|
|
} else if (m_fRotationCur - PI > limitedDest) {
|
|
limitedDest += 2 * PI;
|
|
}
|
|
m_fRotationCur -= (m_fRotationCur - limitedDest) * (1.0f - timeUntilStateChange);
|
|
}
|
|
|
|
if (seatPosMult > 0.2f || vehIsUpsideDown) {
|
|
SetPosition(neededPos);
|
|
|
|
SetHeading(m_fRotationCur);
|
|
} else {
|
|
CMatrix vehDoorMat(veh->GetMatrix());
|
|
vehDoorMat.GetPosition() += Multiply3x3(vehDoorMat, GetLocalPositionToOpenCarDoor(veh, m_vehEnterType, 0.0f));
|
|
// VC couch anims are inverted, so they're fixing it here.
|
|
GetMatrix() = vehDoorMat;
|
|
}
|
|
|
|
}
|
|
|
|
static void
|
|
particleProduceFootDust(CPed *ped, CVector const &pos, float size, int times)
|
|
{
|
|
switch (ped->m_nSurfaceTouched)
|
|
{
|
|
case SURFACE_TARMAC:
|
|
case SURFACE_GRAVEL:
|
|
case SURFACE_PAVEMENT:
|
|
case SURFACE_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 const &pos, float size, int times)
|
|
{
|
|
#ifdef PC_PARTICLE
|
|
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::GetRandomNumber() & 1, 200);
|
|
}
|
|
#else
|
|
for ( int32 i = 0; i < times; i++ )
|
|
{
|
|
CVector adjustedPos = pos;
|
|
adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
|
|
adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
|
|
|
|
CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, adjustedPos, CVector(0.0f, 0.0f, 0.0f), nil, size, CRGBA(0, 0, 0, 0), 0, 0, CGeneral::GetRandomNumber() & 1, 200);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void
|
|
CPed::PlayFootSteps(void)
|
|
{
|
|
if (bDoBloodyFootprints) {
|
|
if (m_bloodyFootprintCountOrDeathTime > 0 && m_bloodyFootprintCountOrDeathTime < 300) {
|
|
m_bloodyFootprintCountOrDeathTime--;
|
|
|
|
if (m_bloodyFootprintCountOrDeathTime == 0)
|
|
bDoBloodyFootprints = false;
|
|
}
|
|
}
|
|
|
|
if (!bIsStanding)
|
|
return;
|
|
|
|
CAnimBlendAssociation *assoc = RpAnimBlendClumpGetFirstAssociation(GetClump());
|
|
CAnimBlendAssociation *walkRunAssoc = nil;
|
|
float walkRunAssocBlend = 0.0f, idleAssocBlend = 0.0f;
|
|
|
|
for (; assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
|
|
if (assoc->flags & ASSOC_WALK) {
|
|
walkRunAssoc = assoc;
|
|
walkRunAssocBlend += assoc->blendAmount;
|
|
} else if ((assoc->flags & ASSOC_NOWALK) == 0) {
|
|
idleAssocBlend += assoc->blendAmount;
|
|
}
|
|
}
|
|
|
|
#ifdef GTA_PS2_STUFF
|
|
CAnimBlendAssociation *runStopAsoc = NULL;
|
|
|
|
if ( IsPlayer() )
|
|
{
|
|
runStopAsoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP);
|
|
|
|
if ( runStopAsoc == NULL )
|
|
runStopAsoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP_R);
|
|
}
|
|
|
|
if ( runStopAsoc != NULL && runStopAsoc->blendAmount > 0.1f )
|
|
{
|
|
{
|
|
CVector pos(0.0f, 0.0f, 0.0f);
|
|
TransformToNode(pos, PED_FOOTL);
|
|
|
|
pos.z -= 0.1f;
|
|
pos += GetForward()*0.2f;
|
|
particleProduceFootDust(this, pos, 0.02f, 1);
|
|
}
|
|
|
|
{
|
|
CVector pos(0.0f, 0.0f, 0.0f);
|
|
TransformToNode(pos, PED_FOOTR);
|
|
|
|
pos.z -= 0.1f;
|
|
pos += GetForward()*0.2f;
|
|
particleProduceFootDust(this, pos, 0.02f, 1);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
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);
|
|
TransformToNode(footPos, stepPart == 1 ? PED_FOOTL : PED_FOOTR);
|
|
|
|
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(SHADOWTYPE_DARK, gpBloodPoolTex, &footPos,
|
|
top.x, top.y,
|
|
right.x, right.y,
|
|
255, 255, 0, 0, 4.0f, 3000.0f, 1.0f);
|
|
|
|
if (m_bloodyFootprintCountOrDeathTime <= 20) {
|
|
m_bloodyFootprintCountOrDeathTime = 0;
|
|
bDoBloodyFootprints = false;
|
|
} else {
|
|
m_bloodyFootprintCountOrDeathTime -= 20;
|
|
}
|
|
}
|
|
if (CWeather::Rain <= 0.1f || CCullZones::CamNoRain() || CCullZones::PlayerNoRain()) {
|
|
if(IsPlayer())
|
|
particleProduceFootDust(this, footPos, 0.0f, 4);
|
|
}
|
|
#ifdef PC_PARTICLE
|
|
else if(stepPart == 2)
|
|
#else
|
|
else
|
|
#endif
|
|
{
|
|
particleProduceFootSplash(this, footPos, 0.15f, 4);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m_nSurfaceTouched == SURFACE_WATER) {
|
|
float pedSpeed = CVector2D(m_vecMoveSpeed).Magnitude();
|
|
if (pedSpeed > 0.03f && CTimer::GetFrameCounter() % 2 == 0 && pedSpeed > 0.13f) {
|
|
#ifdef PC_PARTICLE
|
|
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);
|
|
#else
|
|
CVector particlePos = (GetPosition() - 0.3f * GetUp()) + GetForward()*0.3f;
|
|
CVector particleDir = m_vecMoveSpeed * 0.45f;
|
|
particleDir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.05f);
|
|
CParticle::AddParticle(PARTICLE_PED_SPLASH, particlePos-CVector(0.0f, 0.0f, 1.2f), particleDir, nil, 0.0f, CRGBA(155, 185, 155, 255));
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
bool
|
|
CPed::IsPointerValid(void)
|
|
{
|
|
int 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; ){
|
|
float rightDist, leftDist;
|
|
do {
|
|
rightDiff = GetPosition() - list[right]->GetPosition();
|
|
rightDist = rightDiff.Magnitude();
|
|
} while (middleDist > rightDist && ++right);
|
|
|
|
do {
|
|
leftDiff = GetPosition() - list[left]->GetPosition();
|
|
leftDist = leftDiff.Magnitude();
|
|
} while (middleDist < leftDist && 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)
|
|
{
|
|
if ((CTimer::GetFrameCounter() + m_randomSeed) % 16) {
|
|
|
|
for(int i = 0; i < ARRAY_SIZE(m_nearPeds); ) {
|
|
bool removePed = false;
|
|
if (m_nearPeds[i]) {
|
|
if (m_nearPeds[i]->IsPointerValid()) {
|
|
float distSqr = (GetPosition() - m_nearPeds[i]->GetPosition()).MagnitudeSqr2D();
|
|
if (distSqr > 900.0f)
|
|
removePed = true;
|
|
} else
|
|
removePed = true;
|
|
}
|
|
if (removePed) {
|
|
// If we arrive here, the ped we're checking isn't "near", so we should remove it.
|
|
for (int j = i; j < ARRAY_SIZE(m_nearPeds) - 1; 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,
|
|
centre.y - 20.0f,
|
|
centre.x + 20.0f,
|
|
centre.y + 20.0f);
|
|
int xstart = CWorld::GetSectorIndexX(rect.left);
|
|
int ystart = CWorld::GetSectorIndexY(rect.top);
|
|
int xend = CWorld::GetSectorIndexX(rect.right);
|
|
int yend = CWorld::GetSectorIndexY(rect.bottom);
|
|
gnNumTempPedList = 0;
|
|
|
|
for(int y = ystart; y <= yend; y++) {
|
|
for(int x = xstart; x <= xend; 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 (nThreatReactionRangeMultiplier * 30.0f > dist) {
|
|
gapTempPedList[gnNumTempPedList] = ped;
|
|
gnNumTempPedList++;
|
|
assert(gnNumTempPedList < ARRAY_SIZE(gapTempPedList));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
gapTempPedList[gnNumTempPedList] = nil;
|
|
SortPeds(gapTempPedList, 0, gnNumTempPedList - 1);
|
|
for (m_numNearPeds = 0; m_numNearPeds < ARRAY_SIZE(m_nearPeds); m_numNearPeds++) {
|
|
CPed *ped = gapTempPedList[m_numNearPeds];
|
|
if (!ped)
|
|
break;
|
|
|
|
m_nearPeds[m_numNearPeds] = ped;
|
|
}
|
|
for (int pedToClear = m_numNearPeds; pedToClear < ARRAY_SIZE(m_nearPeds); 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(GetClump());
|
|
RpAnimBlendClumpFillFrameArray(GetClump(), m_pFrames);
|
|
CPedModelInfo *modelInfo = (CPedModelInfo *)CModelInfo::GetModelInfo(GetModelIndex());
|
|
SetPedStats(modelInfo->m_pedStatType);
|
|
m_headingRate = m_pedStats->m_headingChangeRate;
|
|
m_animGroup = (AssocGroupId) modelInfo->m_animGroup;
|
|
CAnimManager::AddAnimation(GetClump(), 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;
|
|
|
|
#ifdef PED_SKIN
|
|
if(modelInfo->GetHitColModel() == nil)
|
|
modelInfo->CreateHitColModelSkinned(GetClump());
|
|
#endif
|
|
}
|
|
|
|
void
|
|
CPed::RemoveLighting(bool reset)
|
|
{
|
|
CRenderer::RemoveVehiclePedLights(this, reset);
|
|
}
|
|
|
|
bool
|
|
CPed::SetupLighting(void)
|
|
{
|
|
ActivateDirectional();
|
|
SetAmbientColoursForPedsCarsAndObjects();
|
|
|
|
#ifndef MASTER
|
|
// Originally this was being called through iteration of Sectors, but putting it here is better.
|
|
if (GetDebugDisplay() != 0 && !IsPlayer())
|
|
DebugRenderOnePedText();
|
|
#endif
|
|
|
|
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);
|
|
SetPosition(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;
|
|
|
|
SetHeading(m_fRotationCur);
|
|
}
|
|
|
|
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 = 0.5f * PI;
|
|
else if (leftRight > 0.0f)
|
|
angle = -0.5f * 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 < -0.5f * PI) {
|
|
localWalkAngle += PI;
|
|
} else if (localWalkAngle > 0.5f * 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(GetClump(), ANIM_IDLE_STANCE);
|
|
CAnimBlendAssociation *fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
|
|
#ifdef VC_PED_PORTS
|
|
if(!fightAssoc)
|
|
fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
|
|
|
|
// There is one more anim in VC.
|
|
|
|
if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc && !bIsDucking) {
|
|
#else
|
|
if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) {
|
|
#endif
|
|
LimbOrientation newUpperLegs;
|
|
newUpperLegs.yaw = localWalkAngle;
|
|
|
|
if (newUpperLegs.yaw < -DEGTORAD(100.0f)) {
|
|
newUpperLegs.yaw += PI;
|
|
} else if (newUpperLegs.yaw > DEGTORAD(100.0f)) {
|
|
newUpperLegs.yaw -= PI;
|
|
}
|
|
|
|
if (newUpperLegs.yaw > -DEGTORAD(50.0f) && newUpperLegs.yaw < DEGTORAD(50.0f)) {
|
|
#ifdef PED_SKIN
|
|
if(IsClumpSkinned(GetClump())){
|
|
/*
|
|
// this looks shit
|
|
newUpperLegs.pitch = 0.0f;
|
|
RwV3d axis = { -1.0f, 0.0f, 0.0f };
|
|
RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &axis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPRECONCAT);
|
|
RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &axis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPRECONCAT);
|
|
*/
|
|
newUpperLegs.pitch = 0.1f;
|
|
RwV3d Xaxis = { 1.0f, 0.0f, 0.0f };
|
|
RwV3d Zaxis = { 0.0f, 0.0f, 1.0f };
|
|
RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.pitch), rwCOMBINEPOSTCONCAT);
|
|
RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPOSTCONCAT);
|
|
RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.pitch), rwCOMBINEPOSTCONCAT);
|
|
RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPOSTCONCAT);
|
|
|
|
bDontAcceptIKLookAts = true;
|
|
}else
|
|
#endif
|
|
{
|
|
newUpperLegs.pitch = 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 (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 *nearPed = m_nearPeds[i];
|
|
if (nearPed->m_nPedType == m_nPedType && nearPed->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && nearPed->m_carInObjective == m_carInObjective) {
|
|
m_lookTimer = CTimer::GetTimeInMilliseconds() + 1000;
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
#ifdef VC_PED_PORTS
|
|
bool
|
|
CPed::CanPedJumpThis(CEntity *unused, CVector *damageNormal = nil)
|
|
{
|
|
if (m_nSurfaceTouched == SURFACE_WATER)
|
|
return true;
|
|
|
|
CVector pos = GetPosition();
|
|
CVector forwardOffset = GetForward();
|
|
if (damageNormal && damageNormal->z > 0.17f) {
|
|
if (damageNormal->z > 0.9f)
|
|
return false;
|
|
|
|
CColModel *ourCol = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
|
|
pos.z = ourCol->spheres->center.z - ourCol->spheres->radius * damageNormal->z + pos.z;
|
|
pos.z = pos.z + 0.05f;
|
|
float collPower = damageNormal->Magnitude2D();
|
|
if (damageNormal->z <= 0.5f) {
|
|
forwardOffset += collPower * ourCol->spheres->radius * forwardOffset;
|
|
} else {
|
|
CVector invDamageNormal(-damageNormal->x, -damageNormal->y, 0.0f);
|
|
invDamageNormal *= 1.0f / collPower;
|
|
CVector estimatedJumpDist = invDamageNormal + collPower * invDamageNormal * ourCol->spheres->radius;
|
|
forwardOffset = estimatedJumpDist * Min(2.0f / collPower, 4.0f);
|
|
}
|
|
} else {
|
|
pos.z -= 0.15f;
|
|
}
|
|
|
|
CVector forwardPos = pos + forwardOffset;
|
|
return CWorld::GetIsLineOfSightClear(pos, forwardPos, true, false, false, true, false, false, false);
|
|
}
|
|
#else
|
|
bool
|
|
CPed::CanPedJumpThis(CEntity *unused)
|
|
{
|
|
CVector2D forward(-Sin(m_fRotationCur), Cos(m_fRotationCur));
|
|
CVector pos = GetPosition();
|
|
CVector forwardPos(
|
|
forward.x + pos.x,
|
|
forward.y + pos.y,
|
|
pos.z);
|
|
|
|
return CWorld::GetIsLineOfSightClear(pos, forwardPos, true, false, false, true, false, false, false);
|
|
}
|
|
#endif
|
|
|
|
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 = CAN_SEE_ENTITY_ANGLE_THRESHOLD)
|
|
{
|
|
float neededAngle = CGeneral::GetRadianAngleBetweenPoints(
|
|
entity->GetPosition().x,
|
|
entity->GetPosition().y,
|
|
GetPosition().x,
|
|
GetPosition().y);
|
|
|
|
if (neededAngle < 0.0f)
|
|
neededAngle += TWOPI;
|
|
else if (neededAngle > TWOPI)
|
|
neededAngle -= TWOPI;
|
|
|
|
float ourAngle = m_fRotationCur;
|
|
if (ourAngle < 0.0f)
|
|
ourAngle += TWOPI;
|
|
else if (ourAngle > TWOPI)
|
|
ourAngle -= TWOPI;
|
|
|
|
float neededTurn = Abs(neededAngle - ourAngle);
|
|
|
|
return neededTurn < threshold || TWOPI - threshold < neededTurn;
|
|
}
|
|
|
|
bool
|
|
CPed::IsTemporaryObjective(eObjective objective)
|
|
{
|
|
return objective == OBJECTIVE_LEAVE_VEHICLE || objective == OBJECTIVE_SET_LEADER ||
|
|
#ifdef VC_PED_PORTS
|
|
objective == OBJECTIVE_LEAVE_CAR_AND_DIE ||
|
|
#endif
|
|
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
|
|
#ifdef VC_PED_PORTS
|
|
&& m_nPedState != PED_CARJACK
|
|
#endif
|
|
)
|
|
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;
|
|
}
|
|
bObjectiveCompleted = 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 (DyingOrDead())
|
|
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:
|
|
#ifdef VC_PED_PORTS
|
|
case OBJECTIVE_LEAVE_CAR_AND_DIE:
|
|
#endif
|
|
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
|
|
#ifdef VC_PED_PORTS
|
|
|| newObj == OBJECTIVE_LEAVE_CAR_AND_DIE
|
|
#endif
|
|
) && !bInVehicle)
|
|
return;
|
|
}
|
|
|
|
#ifdef VC_PED_PORTS
|
|
ClearPointGunAt();
|
|
#endif
|
|
bObjectiveCompleted = 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((uintptr)entity);
|
|
break;
|
|
case OBJECTIVE_KILL_CHAR_ON_FOOT:
|
|
case OBJECTIVE_KILL_CHAR_ANY_MEANS:
|
|
case OBJECTIVE_MUG_CHAR:
|
|
m_pNextPathNode = nil;
|
|
bUsePedNodeSeek = false;
|
|
m_vecSeekPos = 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);
|
|
break;
|
|
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_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
|
|
m_pedInObjective = (CPed*)entity;
|
|
m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
|
|
break;
|
|
case OBJECTIVE_FOLLOW_PED_IN_FORMATION:
|
|
m_pedInObjective = (CPed*)entity;
|
|
m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
|
|
m_pedFormation = FORMATION_REAR;
|
|
break;
|
|
case OBJECTIVE_LEAVE_VEHICLE:
|
|
#ifdef VC_PED_PORTS
|
|
case OBJECTIVE_LEAVE_CAR_AND_DIE:
|
|
#endif
|
|
case OBJECTIVE_FLEE_CAR:
|
|
m_carInObjective = (CVehicle*)entity;
|
|
m_carInObjective->RegisterReference((CEntity **)&m_carInObjective);
|
|
if (!m_carInObjective->bIsBus || m_leaveCarTimer)
|
|
break;
|
|
|
|
for (int i = 0; i < m_carInObjective->m_nNumMaxPassengers; i++) {
|
|
if (m_carInObjective->pPassengers[i] == this) {
|
|
m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 1200 * i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
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();
|
|
break;
|
|
}
|
|
// 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_vecSeekPos = 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->GetStatus() == STATUS_PLAYER_DISABLED || CPad::GetPad(CWorld::PlayerInFocus)->ArePlayerControlsDisabled())) {
|
|
SetObjectiveTimer(14000);
|
|
} else {
|
|
m_objectiveTimer = 0;
|
|
}
|
|
break;
|
|
case OBJECTIVE_SET_LEADER:
|
|
SetLeader((CEntity*)entity);
|
|
RestorePreviousObjective();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetIdle(void)
|
|
{
|
|
if (m_nPedState != PED_IDLE && m_nPedState != PED_MUG && m_nPedState != PED_FLEE_ENTITY) {
|
|
#ifdef VC_PED_PORTS
|
|
if (m_nPedState == PED_AIM_GUN)
|
|
ClearPointGunAt();
|
|
|
|
m_nLastPedState = PED_NONE;
|
|
#endif
|
|
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 (DyingOrDead())
|
|
return;
|
|
|
|
if (newObj == OBJECTIVE_NONE) {
|
|
if ((m_objective == OBJECTIVE_LEAVE_VEHICLE || m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER
|
|
#ifdef VC_PED_PORTS
|
|
|| m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE)
|
|
&& !IsPlayer()
|
|
#else
|
|
)
|
|
#endif
|
|
&& !IsPedInControl()) {
|
|
|
|
bStartWanderPathOnFoot = 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;
|
|
}
|
|
bObjectiveCompleted = 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 (DyingOrDead())
|
|
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;
|
|
|
|
bObjectiveCompleted = 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(GetClump(), 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(GetClump(), ANIM_IDLE_STANCE))
|
|
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f);
|
|
|
|
if (veh) {
|
|
if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_nPedState == PED_CARJACK)
|
|
veh->bIsBeingCarJacked = false;
|
|
|
|
if (veh->m_nNumGettingIn != 0)
|
|
veh->m_nNumGettingIn--;
|
|
|
|
#ifdef VC_PED_PORTS
|
|
if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER)
|
|
RestorePreviousObjective();
|
|
#endif
|
|
|
|
veh->m_nGettingInFlags &= ~GetCarDoorFlag(m_vehEnterType);
|
|
}
|
|
|
|
bUsesCollision = true;
|
|
|
|
ReplaceWeaponWhenExitingVehicle();
|
|
|
|
if (DyingOrDead()) {
|
|
animAssoc = m_pVehicleAnim;
|
|
if (animAssoc) {
|
|
animAssoc->blendDelta = -4.0f;
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
animAssoc->flags &= ~ASSOC_RUNNING;
|
|
}
|
|
} else
|
|
SetIdle();
|
|
|
|
m_pVehicleAnim = nil;
|
|
|
|
if (veh) {
|
|
#ifdef VC_PED_PORTS
|
|
if (veh->AutoPilot.m_nCruiseSpeed == 0 && veh->VehicleCreatedBy == RANDOM_VEHICLE)
|
|
#else
|
|
if (veh->AutoPilot.m_nCruiseSpeed == 0)
|
|
#endif
|
|
veh->AutoPilot.m_nCruiseSpeed = 17;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::ReactToAttack(CEntity *attacker)
|
|
{
|
|
if (IsPlayer() && attacker->IsPed()) {
|
|
InformMyGangOfAttack(attacker);
|
|
SetLookFlag(attacker, true);
|
|
SetLookTimer(700);
|
|
return;
|
|
}
|
|
|
|
#ifdef VC_PED_PORTS
|
|
if (m_nPedState == PED_DRIVING && InVehicle()
|
|
&& (m_pMyVehicle->pDriver == this || m_pMyVehicle->pDriver && m_pMyVehicle->pDriver->m_nPedState == PED_DRIVING)) {
|
|
|
|
if (m_pMyVehicle->VehicleCreatedBy == RANDOM_VEHICLE
|
|
&& (m_pMyVehicle->GetStatus() == STATUS_SIMPLE || m_pMyVehicle->GetStatus() == STATUS_PHYSICS)
|
|
&& m_pMyVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE) {
|
|
|
|
CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle);
|
|
m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
|
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity;
|
|
m_pMyVehicle->SetStatus(STATUS_PHYSICS);
|
|
}
|
|
} else
|
|
#endif
|
|
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()) {
|
|
m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds();
|
|
return;
|
|
}
|
|
} else if (bCrouchWhenShooting || bKindaStayInSamePlace) {
|
|
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 turnDone = true;
|
|
|
|
if (m_pLookTarget) {
|
|
const 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 (Abs(neededTurn) > 0.05f) {
|
|
turnDone = false;
|
|
currentRot -= neededTurn * 0.2f;
|
|
}
|
|
|
|
m_fRotationCur = currentRot;
|
|
m_fLookDirection = limitedLookDir;
|
|
return turnDone;
|
|
}
|
|
|
|
void
|
|
CPed::Chat(void)
|
|
{
|
|
// We're already looking to our partner
|
|
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(GetClump(), ANIM_IDLE_CHAT);
|
|
if (chatAssoc) {
|
|
chatAssoc->blendDelta = -4.0f;
|
|
chatAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
}
|
|
bIsTalking = false;
|
|
} else
|
|
Say(SOUND_PED_CHAT);
|
|
|
|
} else if (!RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG_XPRESS)) {
|
|
|
|
if (CGeneral::GetRandomNumber() < 20) {
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f);
|
|
}
|
|
if (!bIsTalking) {
|
|
CAnimBlendAssociation *chatAssoc = CAnimManager::BlendAnimation(GetClump(), 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;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::CheckAroundForPossibleCollisions(void)
|
|
{
|
|
CVector ourCentre, objCentre;
|
|
CEntity *objects[8];
|
|
int16 maxObject;
|
|
|
|
if (CTimer::GetTimeInMilliseconds() <= m_nPedStateTimer)
|
|
return;
|
|
|
|
GetBoundCentre(ourCentre);
|
|
|
|
CWorld::FindObjectsInRange(ourCentre, 10.0f, true, &maxObject, 6, objects, false, true, false, true, false);
|
|
for (int i = 0; i < maxObject; i++) {
|
|
CEntity *object = objects[i];
|
|
if (bRunningToPhone) {
|
|
if (gPhoneInfo.PhoneAtThisPosition(object->GetPosition()))
|
|
break;
|
|
}
|
|
object->GetBoundCentre(objCentre);
|
|
float radius = object->GetBoundRadius();
|
|
if (radius > 4.5f || radius < 1.0f)
|
|
radius = 1.0f;
|
|
|
|
// Developers gave up calculating Z diff. later according to asm.
|
|
float diff = CVector(ourCentre - objCentre).MagnitudeSqr2D();
|
|
|
|
if (sq(radius + 1.0f) > diff)
|
|
m_fRotationDest += DEGTORAD(22.5f);
|
|
}
|
|
}
|
|
|
|
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
|
|
void
|
|
ReportPhonePickUpCB(CAnimBlendAssociation* assoc, void* arg)
|
|
{
|
|
CPed* ped = (CPed*)arg;
|
|
ped->m_nMoveState = PEDMOVE_STILL;
|
|
CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_IDLE_STANCE, 8.0f);
|
|
|
|
if (assoc->blendAmount > 0.5f && ped) {
|
|
CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_PHONE_TALK, 8.0f);
|
|
}
|
|
}
|
|
|
|
void
|
|
ReportPhonePutDownCB(CAnimBlendAssociation* assoc, void* arg)
|
|
{
|
|
assoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
assoc->blendDelta = -1000.0f;
|
|
CPed* ped = (CPed*)arg;
|
|
|
|
if (ped->m_phoneId != -1 && crimeReporters[ped->m_phoneId] == ped) {
|
|
crimeReporters[ped->m_phoneId] = nil;
|
|
gPhoneInfo.m_aPhones[ped->m_phoneId].m_nState = PHONE_STATE_FREE;
|
|
ped->m_phoneId = -1;
|
|
}
|
|
|
|
if (assoc->blendAmount > 0.5f)
|
|
ped->bUpdateAnimHeading = true;
|
|
|
|
ped->SetWanderPath(CGeneral::GetRandomNumber() & 7);
|
|
}
|
|
#endif
|
|
|
|
bool
|
|
CPed::MakePhonecall(void)
|
|
{
|
|
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
|
|
if (!IsPlayer() && CTimer::GetTimeInMilliseconds() > m_phoneTalkTimer - 7000 && bRunningToPhone) {
|
|
|
|
FindPlayerPed()->m_pWanted->RegisterCrime_Immediately(m_crimeToReportOnPhone, GetPosition(),
|
|
(m_crimeToReportOnPhone == CRIME_POSSESSION_GUN ? (uintptr)m_threatEntity : (uintptr)m_victimOfPlayerCrime), false);
|
|
|
|
if (m_crimeToReportOnPhone != CRIME_POSSESSION_GUN)
|
|
FindPlayerPed()->m_pWanted->SetWantedLevelNoDrop(1);
|
|
|
|
bRunningToPhone = false;
|
|
}
|
|
#endif
|
|
if (CTimer::GetTimeInMilliseconds() <= m_phoneTalkTimer)
|
|
return false;
|
|
|
|
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
|
|
CAnimBlendAssociation* talkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_PHONE_TALK);
|
|
if (talkAssoc && talkAssoc->blendAmount > 0.5f) {
|
|
CAnimBlendAssociation* endAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_PHONE_OUT, 8.0f);
|
|
endAssoc->flags &= ~ASSOC_DELETEFADEDOUT;
|
|
endAssoc->SetFinishCallback(ReportPhonePutDownCB, this);
|
|
}
|
|
#endif
|
|
SetIdle();
|
|
|
|
gPhoneInfo.m_aPhones[m_phoneId].m_nState = PHONE_STATE_FREE;
|
|
#ifndef PEDS_REPORT_CRIMES_ON_PHONE
|
|
m_phoneId = -1;
|
|
#endif
|
|
|
|
// Because SetWanderPath is now done async in ReportPhonePutDownCB
|
|
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
|
|
return false;
|
|
#else
|
|
return true;
|
|
#endif
|
|
}
|
|
|
|
bool
|
|
CPed::FacePhone(void)
|
|
{
|
|
// This function was broken since it's left unused early in development.
|
|
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
|
|
float phoneDir = CGeneral::GetRadianAngleBetweenPoints(
|
|
gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.x, gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.y,
|
|
GetPosition().x, GetPosition().y);
|
|
|
|
if (m_facePhoneStart) {
|
|
m_lookTimer = 0;
|
|
SetLookFlag(phoneDir, true);
|
|
m_lookTimer = CTimer::GetTimeInMilliseconds() + 3000;
|
|
m_facePhoneStart = false;
|
|
}
|
|
|
|
if (bIsLooking && TurnBody()) {
|
|
ClearLookFlag();
|
|
SetIdle();
|
|
m_phoneTalkTimer = CTimer::GetTimeInMilliseconds() + 10000;
|
|
CAnimBlendAssociation* assoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_PHONE_IN, 4.0f);
|
|
assoc->SetFinishCallback(ReportPhonePickUpCB, this);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
#else
|
|
float currentRot = RADTODEG(m_fRotationCur);
|
|
float phoneDir = CGeneral::GetRadianAngleBetweenPoints(
|
|
gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.x,
|
|
gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.y,
|
|
GetPosition().x,
|
|
GetPosition().y);
|
|
|
|
SetLookFlag(phoneDir, false);
|
|
phoneDir = CGeneral::LimitAngle(phoneDir);
|
|
m_moved = CVector2D(0.0f, 0.0f);
|
|
|
|
if (currentRot - 180.0f > phoneDir)
|
|
phoneDir += 2 * 180.0f;
|
|
else if (180.0f + currentRot < phoneDir)
|
|
phoneDir -= 2 * 180.0f;
|
|
|
|
float neededTurn = currentRot - phoneDir;
|
|
|
|
if (Abs(neededTurn) <= 0.75f) {
|
|
SetIdle();
|
|
ClearLookFlag();
|
|
m_phoneTalkTimer = CTimer::GetTimeInMilliseconds() + 10000;
|
|
return true;
|
|
} else {
|
|
m_fRotationCur = DEGTORAD(currentRot - neededTurn * 0.2f);
|
|
return false;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
CPed *
|
|
CPed::CheckForDeadPeds(void)
|
|
{
|
|
int event;
|
|
if (CEventList::FindClosestEvent(EVENT_DEAD_PED, GetPosition(), &event)) {
|
|
int pedHandle = gaEvent[event].entityRef;
|
|
if (pedHandle && gaEvent[event].entityType == EVENT_ENTITY_PED) {
|
|
bGonnaInvestigateEvent = true;
|
|
return CPools::GetPed(pedHandle);
|
|
}
|
|
}
|
|
bGonnaInvestigateEvent = false;
|
|
return nil;
|
|
}
|
|
|
|
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
|
|
// returns event id, parameter is optional
|
|
int32
|
|
CPed::CheckForPlayerCrimes(CPed *victim)
|
|
{
|
|
int i;
|
|
float dist;
|
|
float mindist = 60.0f;
|
|
CPlayerPed *player = FindPlayerPed();
|
|
int32 victimRef = (victim ? CPools::GetPedRef(victim) : 0);
|
|
int event = -1;
|
|
|
|
for (i = 0; i < NUMEVENTS; i++) {
|
|
if (gaEvent[i].type == EVENT_NULL || gaEvent[i].type > EVENT_CAR_SET_ON_FIRE)
|
|
continue;
|
|
|
|
// those are already handled in game, also DEAD_PED isn't registered alone, most of the time there is SHOOT_PED etc.
|
|
if (gaEvent[i].type == EVENT_DEAD_PED || gaEvent[i].type == EVENT_GUNSHOT || gaEvent[i].type == EVENT_EXPLOSION)
|
|
continue;
|
|
|
|
if (victim && gaEvent[i].entityRef != victimRef)
|
|
continue;
|
|
|
|
if (gaEvent[i].criminal != player)
|
|
continue;
|
|
|
|
dist = (GetPosition() - gaEvent[i].posn).Magnitude();
|
|
if (dist < mindist) {
|
|
mindist = dist;
|
|
event = i;
|
|
}
|
|
}
|
|
|
|
if (event != -1) {
|
|
if (victim) {
|
|
m_victimOfPlayerCrime = victim;
|
|
} else {
|
|
switch (gaEvent[event].entityType) {
|
|
case EVENT_ENTITY_PED:
|
|
m_victimOfPlayerCrime = CPools::GetPed(gaEvent[event].entityRef);
|
|
break;
|
|
case EVENT_ENTITY_VEHICLE:
|
|
m_victimOfPlayerCrime = CPools::GetVehicle(gaEvent[event].entityRef);
|
|
break;
|
|
case EVENT_ENTITY_OBJECT:
|
|
m_victimOfPlayerCrime = CPools::GetObject(gaEvent[event].entityRef);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return event;
|
|
}
|
|
#endif
|
|
|
|
bool
|
|
CPed::CheckForExplosions(CVector2D &area)
|
|
{
|
|
int event = 0;
|
|
if (CEventList::FindClosestEvent(EVENT_EXPLOSION, GetPosition(), &event)) {
|
|
area.x = gaEvent[event].posn.x;
|
|
area.y = gaEvent[event].posn.y;
|
|
CEntity *actualEntity = nil;
|
|
|
|
switch (gaEvent[event].entityType) {
|
|
case EVENT_ENTITY_PED:
|
|
actualEntity = CPools::GetPed(gaEvent[event].entityRef);
|
|
break;
|
|
case EVENT_ENTITY_VEHICLE:
|
|
actualEntity = CPools::GetVehicle(gaEvent[event].entityRef);
|
|
break;
|
|
case EVENT_ENTITY_OBJECT:
|
|
actualEntity = CPools::GetObject(gaEvent[event].entityRef);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (actualEntity) {
|
|
m_pEventEntity = actualEntity;
|
|
m_pEventEntity->RegisterReference((CEntity **) &m_pEventEntity);
|
|
bGonnaInvestigateEvent = true;
|
|
} else
|
|
bGonnaInvestigateEvent = false;
|
|
|
|
CEventList::ClearEvent(event);
|
|
return true;
|
|
} else if (CEventList::FindClosestEvent(EVENT_FIRE, GetPosition(), &event)) {
|
|
area.x = gaEvent[event].posn.x;
|
|
area.y = gaEvent[event].posn.y;
|
|
CEventList::ClearEvent(event);
|
|
bGonnaInvestigateEvent = false;
|
|
return true;
|
|
}
|
|
|
|
bGonnaInvestigateEvent = false;
|
|
return false;
|
|
}
|
|
|
|
CPed *
|
|
CPed::CheckForGunShots(void)
|
|
{
|
|
int event;
|
|
if (CEventList::FindClosestEvent(EVENT_GUNSHOT, GetPosition(), &event)) {
|
|
if (gaEvent[event].entityType == EVENT_ENTITY_PED) {
|
|
// Probably due to we don't want peds to go gunshot area? (same on VC)
|
|
bGonnaInvestigateEvent = false;
|
|
return CPools::GetPed(gaEvent[event].entityRef);
|
|
}
|
|
}
|
|
bGonnaInvestigateEvent = false;
|
|
return nil;
|
|
}
|
|
|
|
PointBlankNecessity
|
|
CPed::CheckForPointBlankPeds(CPed *pedToVerify)
|
|
{
|
|
float pbDistance = 1.1f;
|
|
if (GetWeapon()->IsType2Handed())
|
|
pbDistance = 1.6f;
|
|
|
|
for (int i = 0; i < m_numNearPeds; i++) {
|
|
CPed *nearPed = m_nearPeds[i];
|
|
|
|
if (!pedToVerify || pedToVerify == nearPed) {
|
|
|
|
CVector diff = nearPed->GetPosition() - GetPosition();
|
|
if (diff.Magnitude() < pbDistance) {
|
|
|
|
float neededAngle = CGeneral::GetRadianAngleBetweenPoints(
|
|
nearPed->GetPosition().x, nearPed->GetPosition().y,
|
|
GetPosition().x, GetPosition().y);
|
|
neededAngle = CGeneral::LimitRadianAngle(neededAngle);
|
|
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
|
|
|
|
float neededTurn = Abs(neededAngle - m_fRotationCur);
|
|
|
|
if (neededTurn > PI)
|
|
neededTurn = 2*PI - neededTurn;
|
|
|
|
PedState nearPedState = nearPed->m_nPedState;
|
|
|
|
if (nearPedState == PED_FALL || nearPedState == PED_GETUP || nearPedState == PED_DIE || nearPedState == PED_DEAD || nearPedState == PED_DIVE_AWAY)
|
|
return NO_POINT_BLANK_PED;
|
|
|
|
if (neededTurn < CAN_SEE_ENTITY_ANGLE_THRESHOLD) {
|
|
if (pedToVerify == nearPed)
|
|
return POINT_BLANK_FOR_WANTED_PED;
|
|
else
|
|
return POINT_BLANK_FOR_SOMEONE_ELSE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return NO_POINT_BLANK_PED;
|
|
}
|
|
|
|
bool
|
|
CPed::CheckIfInTheAir(void)
|
|
{
|
|
if (bInVehicle)
|
|
return false;
|
|
|
|
CVector pos = GetPosition();
|
|
CColPoint foundColPoint;
|
|
CEntity *foundEntity;
|
|
|
|
float startZ = pos.z - 1.54f;
|
|
bool foundGround = CWorld::ProcessVerticalLine(pos, startZ, foundColPoint, foundEntity, true, true, false, true, false, false, nil);
|
|
if (!foundGround && m_nPedState != PED_JUMP)
|
|
{
|
|
pos.z -= FEET_OFFSET;
|
|
if (CWorld::TestSphereAgainstWorld(pos, 0.15f, this, true, false, false, false, false, false))
|
|
foundGround = true;
|
|
}
|
|
return !foundGround;
|
|
}
|
|
|
|
void
|
|
CPed::ClearAll(void)
|
|
{
|
|
if (!IsPedInControl() && m_nPedState != PED_DEAD)
|
|
return;
|
|
|
|
m_nPedState = PED_NONE;
|
|
m_nMoveState = PEDMOVE_NONE;
|
|
m_pSeekTarget = nil;
|
|
m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
|
|
m_fleeFromPosX = 0.0f;
|
|
m_fleeFromPosY = 0.0f;
|
|
m_fleeFrom = nil;
|
|
m_fleeTimer = 0;
|
|
bUsesCollision = true;
|
|
#ifdef VC_PED_PORTS
|
|
ClearPointGunAt();
|
|
#else
|
|
ClearAimFlag();
|
|
ClearLookFlag();
|
|
#endif
|
|
bIsPointingGunAt = false;
|
|
bRenderPedInCar = true;
|
|
bKnockedUpIntoAir = false;
|
|
m_pCollidingEntity = nil;
|
|
}
|
|
|
|
void
|
|
CPed::ClearAttack(void)
|
|
{
|
|
if (m_nPedState != PED_ATTACK || bIsDucking || m_nWaitState == WAITSTATE_PLAYANIM_DUCK)
|
|
return;
|
|
|
|
#ifdef VC_PED_PORTS
|
|
// VC uses CCamera::Using1stPersonWeaponMode
|
|
if (FindPlayerPed() == this && (TheCamera.PlayerWeaponMode.Mode == CCam::MODE_SNIPER ||
|
|
TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_ROCKETLAUNCHER)) {
|
|
SetPointGunAt(nil);
|
|
} else
|
|
#endif
|
|
if (bIsPointingGunAt) {
|
|
if (m_pLookTarget)
|
|
SetPointGunAt(m_pLookTarget);
|
|
else
|
|
ClearPointGunAt();
|
|
} else if (m_objective != OBJECTIVE_NONE) {
|
|
SetIdle();
|
|
} else {
|
|
RestorePreviousState();
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::ClearAttackByRemovingAnim(void)
|
|
{
|
|
if (m_nPedState != PED_ATTACK || bIsDucking)
|
|
return;
|
|
|
|
CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
|
CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weapon->m_AnimToPlay);
|
|
if (!weaponAssoc) {
|
|
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weapon->m_Anim2ToPlay);
|
|
|
|
if (!weaponAssoc && weapon->m_bThrow)
|
|
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_THROWU);
|
|
|
|
if (!weaponAssoc) {
|
|
ClearAttack();
|
|
return;
|
|
}
|
|
}
|
|
weaponAssoc->blendDelta = -8.0f;
|
|
weaponAssoc->flags &= ~ASSOC_RUNNING;
|
|
weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
weaponAssoc->SetDeleteCallback(FinishedAttackCB, this);
|
|
}
|
|
|
|
void
|
|
CPed::StopNonPartialAnims(void)
|
|
{
|
|
CAnimBlendAssociation *assoc;
|
|
|
|
for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
|
|
if (!assoc->IsPartial())
|
|
assoc->flags &= ~ASSOC_RUNNING;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetStoredState(void)
|
|
{
|
|
if (m_nLastPedState != PED_NONE || !CanPedReturnToState())
|
|
return;
|
|
|
|
if (m_nPedState == PED_WANDER_PATH) {
|
|
bFindNewNodeAfterStateRestore = true;
|
|
if (m_nMoveState == PEDMOVE_NONE || m_nMoveState == PEDMOVE_STILL)
|
|
m_nMoveState = PEDMOVE_WALK;
|
|
}
|
|
#ifdef VC_PED_PORTS
|
|
if (m_nPedState != PED_IDLE)
|
|
#endif
|
|
{
|
|
m_nLastPedState = m_nPedState;
|
|
if (m_nMoveState >= m_nPrevMoveState)
|
|
m_nPrevMoveState = m_nMoveState;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetDie(AnimationId animId, float delta, float speed)
|
|
{
|
|
CPlayerPed *player = FindPlayerPed();
|
|
if (player == this) {
|
|
if (!player->m_bCanBeDamaged)
|
|
return;
|
|
}
|
|
|
|
m_threatEntity = nil;
|
|
if (DyingOrDead())
|
|
return;
|
|
|
|
if (m_nPedState == PED_FALL || m_nPedState == PED_GETUP)
|
|
delta *= 0.5f;
|
|
|
|
SetStoredState();
|
|
ClearAll();
|
|
m_fHealth = 0.0f;
|
|
if (m_nPedState == PED_DRIVING) {
|
|
if (!IsPlayer())
|
|
FlagToDestroyWhenNextProcessed();
|
|
} else if (bInVehicle) {
|
|
if (m_pVehicleAnim)
|
|
m_pVehicleAnim->blendDelta = -1000.0f;
|
|
} else if (EnteringCar()) {
|
|
QuitEnteringCar();
|
|
}
|
|
|
|
m_nPedState = PED_DIE;
|
|
if (animId == NUM_ANIMS) {
|
|
bIsPedDieAnimPlaying = false;
|
|
} else {
|
|
CAnimBlendAssociation *dieAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animId, delta);
|
|
if (speed > 0.0f)
|
|
dieAssoc->speed = speed;
|
|
|
|
dieAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
|
|
if (dieAssoc->IsRunning()) {
|
|
dieAssoc->SetFinishCallback(FinishDieAnimCB, this);
|
|
bIsPedDieAnimPlaying = true;
|
|
}
|
|
}
|
|
|
|
Say(SOUND_PED_DEATH);
|
|
if (m_nLastPedState == PED_ENTER_CAR || m_nLastPedState == PED_CARJACK)
|
|
QuitEnteringCar();
|
|
if (!bInVehicle)
|
|
StopNonPartialAnims();
|
|
|
|
m_bloodyFootprintCountOrDeathTime = CTimer::GetTimeInMilliseconds();
|
|
}
|
|
|
|
bool
|
|
CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPieceTypes pedPiece, uint8 direction)
|
|
{
|
|
CPlayerPed *player = FindPlayerPed();
|
|
float dieDelta = 4.0f;
|
|
float dieSpeed = 0.0f;
|
|
AnimationId dieAnim = ANIM_KO_SHOT_FRONT1;
|
|
bool headShot = false;
|
|
bool willLinger = false;
|
|
int random;
|
|
|
|
if (player == this) {
|
|
if (!player->m_bCanBeDamaged)
|
|
return false;
|
|
|
|
player->AnnoyPlayerPed(false);
|
|
}
|
|
|
|
if (DyingOrDead())
|
|
return false;
|
|
|
|
if (!bUsesCollision && method != WEAPONTYPE_DROWNING)
|
|
return false;
|
|
|
|
if (bOnlyDamagedByPlayer && damagedBy != player && damagedBy != FindPlayerVehicle() &&
|
|
method != WEAPONTYPE_DROWNING && method != WEAPONTYPE_EXPLOSION)
|
|
return false;
|
|
|
|
float healthImpact;
|
|
if (IsPlayer())
|
|
healthImpact = damage * 0.33f;
|
|
else
|
|
healthImpact = damage * m_pedStats->m_defendWeakness;
|
|
|
|
bool detectDieAnim = true;
|
|
if (m_nPedState == PED_FALL || m_nPedState == PED_GETUP) {
|
|
if (!IsPedHeadAbovePos(-0.3f)) {
|
|
if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
|
|
dieAnim = ANIM_FLOOR_HIT_F;
|
|
else
|
|
dieAnim = ANIM_FLOOR_HIT;
|
|
dieDelta *= 2.0f;
|
|
dieSpeed = 0.5f;
|
|
detectDieAnim = false;
|
|
} else if (m_nPedState == PED_FALL) {
|
|
dieAnim = NUM_ANIMS;
|
|
detectDieAnim = false;
|
|
}
|
|
}
|
|
if (detectDieAnim) {
|
|
switch (method) {
|
|
case WEAPONTYPE_UNARMED:
|
|
if (bMeleeProof)
|
|
return false;
|
|
|
|
if (m_nPedState == PED_FALL) {
|
|
if (IsPedHeadAbovePos(-0.3f)) {
|
|
dieAnim = NUM_ANIMS;
|
|
} else {
|
|
if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
|
|
dieAnim = ANIM_FLOOR_HIT_F;
|
|
else
|
|
dieAnim = ANIM_FLOOR_HIT;
|
|
dieDelta = dieDelta * 2.0f;
|
|
dieSpeed = 0.5f;
|
|
}
|
|
} else {
|
|
switch (direction) {
|
|
case 0:
|
|
dieAnim = ANIM_KO_SKID_FRONT;
|
|
break;
|
|
case 1:
|
|
dieAnim = ANIM_KO_SPIN_R;
|
|
break;
|
|
case 2:
|
|
dieAnim = ANIM_KO_SKID_BACK;
|
|
break;
|
|
case 3:
|
|
dieAnim = ANIM_KO_SPIN_L;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case WEAPONTYPE_BASEBALLBAT:
|
|
if (bMeleeProof)
|
|
return false;
|
|
#ifdef VC_PED_PORTS
|
|
if (/*method != WEAPONTYPE_KATANA || */
|
|
damagedBy != FindPlayerPed()
|
|
|| FindPlayerPed()->m_nPedState != PED_FIGHT
|
|
/*|| FindPlayerPed()->m_lastFightMove != 28 && FindPlayerPed()->m_lastFightMove != 29 */
|
|
|| CGeneral::GetRandomNumber() & 3) {
|
|
|
|
if (m_nPedState == PED_FALL) {
|
|
if (IsPedHeadAbovePos(-0.3f)) {
|
|
dieAnim = NUM_ANIMS;
|
|
} else {
|
|
if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
|
|
dieAnim = ANIM_FLOOR_HIT_F;
|
|
else
|
|
dieAnim = ANIM_FLOOR_HIT;
|
|
dieDelta = dieDelta * 2.0f;
|
|
dieSpeed = 0.5f;
|
|
}
|
|
} else if (damagedBy != FindPlayerPed()) { // || FindPlayerPed()->m_lastFightMove != 29)
|
|
//if (damagedBy != FindPlayerPed() || FindPlayerPed()->m_lastFightMove != 30) {
|
|
switch (direction) {
|
|
case 0:
|
|
dieAnim = ANIM_KO_SKID_FRONT;
|
|
break;
|
|
case 1:
|
|
dieAnim = ANIM_KO_SPIN_R;
|
|
break;
|
|
case 2:
|
|
dieAnim = ANIM_KO_SKID_BACK;
|
|
break;
|
|
case 3:
|
|
dieAnim = ANIM_KO_SPIN_L;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
//} else {
|
|
// dieAnim = ANIM_KO_SHOT_STOM;
|
|
//}
|
|
} else {
|
|
dieAnim = ANIM_KO_SHOT_FACE;
|
|
}
|
|
} else {
|
|
dieAnim = ANIM_KO_SHOT_FACE;
|
|
// SpawnFlyingComponent in VC
|
|
RemoveBodyPart(PED_HEAD, direction);
|
|
headShot = true;
|
|
willLinger = true;
|
|
}
|
|
#else
|
|
if (m_nPedState == PED_FALL) {
|
|
if (IsPedHeadAbovePos(-0.3f)) {
|
|
dieAnim = NUM_ANIMS;
|
|
} else {
|
|
if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
|
|
dieAnim = ANIM_FLOOR_HIT_F;
|
|
else
|
|
dieAnim = ANIM_FLOOR_HIT;
|
|
dieDelta = dieDelta * 2.0f;
|
|
dieSpeed = 0.5f;
|
|
}
|
|
} else {
|
|
switch (direction) {
|
|
case 0:
|
|
dieAnim = ANIM_KO_SKID_FRONT;
|
|
break;
|
|
case 1:
|
|
dieAnim = ANIM_KO_SPIN_R;
|
|
break;
|
|
case 2:
|
|
dieAnim = ANIM_KO_SKID_BACK;
|
|
break;
|
|
case 3:
|
|
dieAnim = ANIM_KO_SPIN_L;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
#endif
|
|
break;
|
|
case WEAPONTYPE_COLT45:
|
|
case WEAPONTYPE_UZI:
|
|
case WEAPONTYPE_SHOTGUN:
|
|
case WEAPONTYPE_AK47:
|
|
case WEAPONTYPE_M16:
|
|
case WEAPONTYPE_SNIPERRIFLE:
|
|
if (bBulletProof)
|
|
return false;
|
|
|
|
bool dontRemoveLimb;
|
|
if (IsPlayer() || bNoCriticalHits)
|
|
dontRemoveLimb = true;
|
|
else {
|
|
switch (method) {
|
|
case WEAPONTYPE_SNIPERRIFLE:
|
|
dontRemoveLimb = false;
|
|
break;
|
|
case WEAPONTYPE_M16:
|
|
dontRemoveLimb = false;
|
|
break;
|
|
case WEAPONTYPE_SHOTGUN:
|
|
dontRemoveLimb = CGeneral::GetRandomNumber() & 7;
|
|
break;
|
|
default:
|
|
dontRemoveLimb = CGeneral::GetRandomNumber() & 15;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (dontRemoveLimb) {
|
|
if (method == WEAPONTYPE_SHOTGUN) {
|
|
switch (direction) {
|
|
case 0:
|
|
dieAnim = ANIM_KO_SKID_FRONT;
|
|
break;
|
|
case 1:
|
|
dieAnim = ANIM_KO_SPIN_R;
|
|
break;
|
|
case 2:
|
|
dieAnim = ANIM_KO_SKID_BACK;
|
|
break;
|
|
case 3:
|
|
dieAnim = ANIM_KO_SPIN_L;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
} else
|
|
dieAnim = ANIM_KO_SHOT_FRONT1;
|
|
|
|
willLinger = false;
|
|
} else {
|
|
switch (pedPiece) {
|
|
case PEDPIECE_TORSO:
|
|
willLinger = false;
|
|
dieAnim = ANIM_KO_SHOT_FRONT1;
|
|
break;
|
|
case PEDPIECE_MID:
|
|
willLinger = false;
|
|
dieAnim = ANIM_KO_SHOT_STOM;
|
|
break;
|
|
case PEDPIECE_LEFTARM:
|
|
dieAnim = ANIM_KO_SHOT_ARML;
|
|
RemoveBodyPart(PED_UPPERARML, direction);
|
|
willLinger = true;
|
|
break;
|
|
case PEDPIECE_RIGHTARM:
|
|
dieAnim = ANIM_KO_SHOT_ARMR;
|
|
RemoveBodyPart(PED_UPPERARMR, direction);
|
|
willLinger = true;
|
|
break;
|
|
case PEDPIECE_LEFTLEG:
|
|
dieAnim = ANIM_KO_SHOT_LEGL;
|
|
RemoveBodyPart(PED_UPPERLEGL, direction);
|
|
willLinger = true;
|
|
break;
|
|
case PEDPIECE_RIGHTLEG:
|
|
dieAnim = ANIM_KO_SHOT_LEGR;
|
|
RemoveBodyPart(PED_UPPERLEGR, direction);
|
|
willLinger = true;
|
|
break;
|
|
case PEDPIECE_HEAD:
|
|
dieAnim = ANIM_KO_SHOT_FACE;
|
|
RemoveBodyPart(PED_HEAD, direction);
|
|
headShot = true;
|
|
willLinger = true;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case WEAPONTYPE_ROCKETLAUNCHER:
|
|
case WEAPONTYPE_GRENADE:
|
|
case WEAPONTYPE_EXPLOSION:
|
|
if (bExplosionProof)
|
|
return false;
|
|
|
|
if (CGame::nastyGame && !IsPlayer() && !bInVehicle &&
|
|
1.0f + healthImpact > m_fArmour + m_fHealth) {
|
|
|
|
random = CGeneral::GetRandomNumber();
|
|
if (random & 1)
|
|
RemoveBodyPart(PED_UPPERARML, direction);
|
|
if (random & 2)
|
|
RemoveBodyPart(PED_UPPERLEGR, direction);
|
|
if (random & 4)
|
|
RemoveBodyPart(PED_HEAD, direction);
|
|
if (random & 8)
|
|
RemoveBodyPart(PED_UPPERARMR, direction);
|
|
if (random & 0x10)
|
|
RemoveBodyPart(PED_UPPERLEGL, direction);
|
|
if (bBodyPartJustCameOff)
|
|
willLinger = true;
|
|
}
|
|
// fall through
|
|
case WEAPONTYPE_MOLOTOV:
|
|
if (bExplosionProof)
|
|
return false;
|
|
|
|
switch (direction) {
|
|
case 0:
|
|
dieAnim = ANIM_KO_SKID_FRONT;
|
|
break;
|
|
case 1:
|
|
dieAnim = ANIM_KO_SPIN_R;
|
|
break;
|
|
case 2:
|
|
dieAnim = ANIM_KO_SKID_BACK;
|
|
break;
|
|
case 3:
|
|
dieAnim = ANIM_KO_SPIN_L;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
case WEAPONTYPE_FLAMETHROWER:
|
|
if (bFireProof)
|
|
return false;
|
|
|
|
dieAnim = ANIM_KO_SHOT_FRONT1;
|
|
break;
|
|
case WEAPONTYPE_RAMMEDBYCAR:
|
|
case WEAPONTYPE_RUNOVERBYCAR:
|
|
if (bCollisionProof)
|
|
return false;
|
|
|
|
random = CGeneral::GetRandomNumber() & 3;
|
|
switch (random) {
|
|
case 0:
|
|
if ((pedPiece != PEDPIECE_LEFTARM || random <= 1)
|
|
&& (pedPiece != PEDPIECE_MID || random != 1)) {
|
|
if (pedPiece == PEDPIECE_RIGHTARM && random > 1
|
|
|| pedPiece == PEDPIECE_MID && random == 2)
|
|
|
|
dieAnim = ANIM_KO_SPIN_L;
|
|
else
|
|
dieAnim = ANIM_KO_SKID_FRONT;
|
|
} else
|
|
dieAnim = ANIM_KO_SPIN_R;
|
|
|
|
break;
|
|
case 1:
|
|
if (m_nPedState == PED_DIVE_AWAY)
|
|
dieAnim = ANIM_KD_LEFT;
|
|
else
|
|
dieAnim = ANIM_KO_SPIN_R;
|
|
break;
|
|
case 2:
|
|
if ((pedPiece != PEDPIECE_LEFTARM || random <= 1)
|
|
&& (pedPiece != PEDPIECE_MID || random != 1)) {
|
|
if ((pedPiece != PEDPIECE_RIGHTARM || random <= 1)
|
|
&& (pedPiece != PEDPIECE_MID || random != 2)) {
|
|
dieAnim = ANIM_KO_SKID_BACK;
|
|
} else {
|
|
dieAnim = ANIM_KD_RIGHT;
|
|
}
|
|
} else
|
|
dieAnim = ANIM_KD_LEFT;
|
|
break;
|
|
case 3:
|
|
if (m_nPedState == PED_DIVE_AWAY)
|
|
dieAnim = ANIM_KD_RIGHT;
|
|
else
|
|
dieAnim = ANIM_KO_SPIN_L;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
if (damagedBy) {
|
|
CVehicle *vehicle = (CVehicle*)damagedBy;
|
|
if (method == WEAPONTYPE_RAMMEDBYCAR) {
|
|
float vehSpeed = vehicle->m_vecMoveSpeed.Magnitude();
|
|
dieDelta = 8.0f * vehSpeed + 4.0f;
|
|
} else {
|
|
float vehSpeed = vehicle->m_vecMoveSpeed.Magnitude();
|
|
dieDelta = 12.0f * vehSpeed + 4.0f;
|
|
dieSpeed = 16.0f * vehSpeed + 1.0f;
|
|
}
|
|
}
|
|
break;
|
|
case WEAPONTYPE_DROWNING:
|
|
dieAnim = ANIM_DROWN;
|
|
break;
|
|
case WEAPONTYPE_FALL:
|
|
if (bCollisionProof)
|
|
return false;
|
|
|
|
switch (direction) {
|
|
case 0:
|
|
dieAnim = ANIM_KO_SKID_FRONT;
|
|
break;
|
|
case 1:
|
|
dieAnim = ANIM_KO_SPIN_R;
|
|
break;
|
|
case 2:
|
|
dieAnim = ANIM_KO_SKID_BACK;
|
|
break;
|
|
case 3:
|
|
dieAnim = ANIM_KO_SPIN_L;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (m_fArmour != 0.0f && method != WEAPONTYPE_DROWNING) {
|
|
if (player == this)
|
|
CWorld::Players[CWorld::PlayerInFocus].m_nTimeLastArmourLoss = CTimer::GetTimeInMilliseconds();
|
|
|
|
if (healthImpact < m_fArmour) {
|
|
m_fArmour = m_fArmour - healthImpact;
|
|
healthImpact = 0.0f;
|
|
} else {
|
|
healthImpact = healthImpact - m_fArmour;
|
|
m_fArmour = 0.0f;
|
|
}
|
|
}
|
|
|
|
if (healthImpact != 0.0f) {
|
|
if (player == this)
|
|
CWorld::Players[CWorld::PlayerInFocus].m_nTimeLastHealthLoss = CTimer::GetTimeInMilliseconds();
|
|
|
|
m_lastWepDam = method;
|
|
}
|
|
|
|
if (m_fHealth - healthImpact >= 1.0f && !willLinger) {
|
|
m_fHealth -= healthImpact;
|
|
return false;
|
|
}
|
|
|
|
if (bInVehicle) {
|
|
if (method != WEAPONTYPE_DROWNING) {
|
|
#ifdef VC_PED_PORTS
|
|
if (m_pMyVehicle) {
|
|
if (m_pMyVehicle->IsCar() && m_pMyVehicle->pDriver == this) {
|
|
if (m_pMyVehicle->GetStatus() == STATUS_SIMPLE) {
|
|
m_pMyVehicle->SetStatus(STATUS_PHYSICS);
|
|
CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle);
|
|
}
|
|
m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
|
|
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
|
|
m_pMyVehicle->AutoPilot.m_nTempAction = TEMPACT_HANDBRAKESTRAIGHT;
|
|
m_pMyVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000;
|
|
}
|
|
if (m_pMyVehicle->CanPedExitCar()) {
|
|
SetObjective(OBJECTIVE_LEAVE_CAR_AND_DIE, m_pMyVehicle);
|
|
} else {
|
|
m_fHealth = 0.0f;
|
|
if (m_pMyVehicle && m_pMyVehicle->pDriver == this) {
|
|
SetRadioStation();
|
|
m_pMyVehicle->SetStatus(STATUS_ABANDONED);
|
|
}
|
|
SetDie(dieAnim, dieDelta, dieSpeed);
|
|
/*
|
|
if (damagedBy == FindPlayerPed() && damagedBy != this) {
|
|
// PlayerInfo stuff
|
|
}
|
|
*/
|
|
}
|
|
for (int i = 0; i < ARRAY_SIZE(m_pMyVehicle->pPassengers); i++) {
|
|
CPed* passenger = m_pMyVehicle->pPassengers[i];
|
|
if (passenger && passenger != this && damagedBy)
|
|
passenger->ReactToAttack(damagedBy);
|
|
}
|
|
|
|
CPed *driverOfVeh = m_pMyVehicle->pDriver;
|
|
if (driverOfVeh && driverOfVeh != this && damagedBy)
|
|
driverOfVeh->ReactToAttack(damagedBy);
|
|
|
|
if (damagedBy == FindPlayerPed() || damagedBy && damagedBy == FindPlayerVehicle()) {
|
|
CDarkel::RegisterKillByPlayer(this, method, headShot);
|
|
m_threatEntity = FindPlayerPed();
|
|
} else {
|
|
CDarkel::RegisterKillNotByPlayer(this, method);
|
|
}
|
|
}
|
|
#endif
|
|
m_fHealth = 1.0f;
|
|
return false;
|
|
}
|
|
m_fHealth = 0.0f;
|
|
if (player == this)
|
|
m_pMyVehicle->SetStatus(STATUS_PLAYER_DISABLED);
|
|
|
|
SetDie(NUM_ANIMS, 4.0f, 0.0f);
|
|
return true;
|
|
} else {
|
|
m_fHealth = 0.0f;
|
|
SetDie(dieAnim, dieDelta, dieSpeed);
|
|
|
|
if (damagedBy == player || damagedBy && damagedBy == FindPlayerVehicle()) {
|
|
|
|
// There are PlayerInfo stuff here in VC
|
|
CDarkel::RegisterKillByPlayer(this, method, headShot);
|
|
m_threatEntity = player;
|
|
} else {
|
|
CDarkel::RegisterKillNotByPlayer(this, method);
|
|
}
|
|
if (method == WEAPONTYPE_DROWNING)
|
|
bIsInTheAir = false;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::ClearFlee(void)
|
|
{
|
|
RestorePreviousState();
|
|
bUsePedNodeSeek = false;
|
|
m_standardTimer = 0;
|
|
m_fleeTimer = 0;
|
|
}
|
|
|
|
void
|
|
CPed::ClearFall(void)
|
|
{
|
|
SetGetUp();
|
|
}
|
|
|
|
void
|
|
CPed::SetGetUp(void)
|
|
{
|
|
if (m_nPedState == PED_GETUP && bGetUpAnimStarted)
|
|
return;
|
|
|
|
if (!CanSetPedState())
|
|
return;
|
|
|
|
if (m_fHealth >= 1.0f || IsPedHeadAbovePos(-0.3f)) {
|
|
if (bUpdateAnimHeading) {
|
|
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
|
|
m_fRotationCur -= HALFPI;
|
|
bUpdateAnimHeading = false;
|
|
}
|
|
if (m_nPedState != PED_GETUP) {
|
|
SetStoredState();
|
|
m_nPedState = PED_GETUP;
|
|
}
|
|
|
|
CVehicle *collidingVeh = (CVehicle*)m_pCollidingEntity;
|
|
CVehicle *veh = (CVehicle*)CPedPlacement::IsPositionClearOfCars(&GetPosition());
|
|
if (veh && veh->m_vehType != VEHICLE_TYPE_BIKE ||
|
|
collidingVeh && collidingVeh->IsVehicle() && collidingVeh->m_vehType != VEHICLE_TYPE_BIKE
|
|
&& ((uint8)(CTimer::GetFrameCounter() + m_randomSeed + 5) % 8 ||
|
|
CCollision::ProcessColModels(GetMatrix(), *GetColModel(), collidingVeh->GetMatrix(), *collidingVeh->GetColModel(),
|
|
aTempPedColPts, nil, nil) > 0)) {
|
|
|
|
bGetUpAnimStarted = false;
|
|
if (IsPlayer())
|
|
InflictDamage(nil, WEAPONTYPE_RUNOVERBYCAR, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0);
|
|
else {
|
|
if (!CPad::GetPad(0)->ArePlayerControlsDisabled())
|
|
return;
|
|
|
|
InflictDamage(nil, WEAPONTYPE_RUNOVERBYCAR, 1000.0f, PEDPIECE_TORSO, 0);
|
|
}
|
|
return;
|
|
}
|
|
bGetUpAnimStarted = true;
|
|
m_pCollidingEntity = nil;
|
|
bKnockedUpIntoAir = false;
|
|
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SPRINT);
|
|
if (animAssoc) {
|
|
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN)) {
|
|
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_RUN, 8.0f);
|
|
} else {
|
|
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f);
|
|
}
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
}
|
|
|
|
if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_GETUP_FRONT, 1000.0f);
|
|
else
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_GETUP1, 1000.0f);
|
|
|
|
animAssoc->SetFinishCallback(PedGetupCB,this);
|
|
} else {
|
|
m_fHealth = 0.0f;
|
|
SetDie(NUM_ANIMS, 4.0f, 0.0f);
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::ClearInvestigateEvent(void)
|
|
{
|
|
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS);
|
|
if (!animAssoc)
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH);
|
|
if (!animAssoc)
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB);
|
|
if (!animAssoc)
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT);
|
|
if (animAssoc) {
|
|
animAssoc->blendDelta = -8.0f;
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
}
|
|
if (m_eventType > EVENT_EXPLOSION)
|
|
m_standardTimer = CTimer::GetTimeInMilliseconds() + 15000;
|
|
|
|
bGonnaInvestigateEvent = false;
|
|
m_pEventEntity = nil;
|
|
ClearLookFlag();
|
|
RestorePreviousState();
|
|
if(m_nMoveState == PEDMOVE_NONE || m_nMoveState == PEDMOVE_STILL)
|
|
SetMoveState(PEDMOVE_WALK);
|
|
}
|
|
|
|
void
|
|
CPed::ClearLeader(void)
|
|
{
|
|
if (!m_leader)
|
|
return;
|
|
|
|
m_leader = nil;
|
|
if (IsPedInControl()) {
|
|
SetObjective(OBJECTIVE_NONE);
|
|
if (CharCreatedBy == MISSION_CHAR) {
|
|
SetIdle();
|
|
} else {
|
|
SetWanderPath(CGeneral::GetRandomNumberInRange(0,8));
|
|
}
|
|
} else if (m_objective != OBJECTIVE_NONE) {
|
|
bClearObjective = true;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::ClearLook(void)
|
|
{
|
|
RestorePreviousState();
|
|
ClearLookFlag();
|
|
}
|
|
|
|
void
|
|
CPed::ClearObjective(void)
|
|
{
|
|
if (IsPedInControl() || m_nPedState == PED_DRIVING) {
|
|
m_objective = OBJECTIVE_NONE;
|
|
#ifdef VC_PED_PORTS
|
|
m_pedInObjective = nil;
|
|
m_carInObjective = nil;
|
|
#endif
|
|
if (m_nPedState == PED_DRIVING && m_pMyVehicle) {
|
|
|
|
if (m_pMyVehicle->pDriver != this) {
|
|
#ifdef VC_PED_PORTS
|
|
if(!IsPlayer())
|
|
#endif
|
|
bWanderPathAfterExitingCar = true;
|
|
|
|
SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
|
|
}
|
|
#ifdef VC_PED_PORTS
|
|
m_nLastPedState = PED_NONE;
|
|
#endif
|
|
} else {
|
|
SetIdle();
|
|
SetMoveState(PEDMOVE_STILL);
|
|
}
|
|
} else {
|
|
bClearObjective = true;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::ClearPause(void)
|
|
{
|
|
RestorePreviousState();
|
|
}
|
|
|
|
void
|
|
CPed::ClearSeek(void)
|
|
{
|
|
SetIdle();
|
|
bRunningToPhone = false;
|
|
}
|
|
|
|
bool
|
|
CPed::SetWanderPath(int8 pathStateDest)
|
|
{
|
|
uint8 nextPathState;
|
|
|
|
if (IsPedInControl()) {
|
|
if (bKindaStayInSamePlace) {
|
|
SetIdle();
|
|
return false;
|
|
} else {
|
|
m_nPathDir = pathStateDest;
|
|
if (pathStateDest == 0)
|
|
pathStateDest = CGeneral::GetRandomNumberInRange(1, 7);
|
|
|
|
ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode,
|
|
m_nPathDir, &nextPathState);
|
|
|
|
// Circular loop until we find a node for current m_nPathDir
|
|
while (!m_pNextPathNode) {
|
|
m_nPathDir = (m_nPathDir+1) % 8;
|
|
|
|
// We're at where we started and couldn't find any node
|
|
if (m_nPathDir == pathStateDest) {
|
|
ClearAll();
|
|
SetIdle();
|
|
return false;
|
|
}
|
|
ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode,
|
|
m_nPathDir, &nextPathState);
|
|
}
|
|
|
|
// We did it, save next path state and return true
|
|
m_nPathDir = nextPathState;
|
|
m_nPedState = PED_WANDER_PATH;
|
|
SetMoveState(PEDMOVE_WALK);
|
|
bIsRunning = false;
|
|
return true;
|
|
}
|
|
} else {
|
|
m_nPathDir = pathStateDest;
|
|
bStartWanderPathOnFoot = true;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::ClearWeapons(void)
|
|
{
|
|
CWeaponInfo *currentWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
|
RemoveWeaponModel(currentWeapon->m_nModelId);
|
|
|
|
m_maxWeaponTypeAllowed = WEAPONTYPE_BASEBALLBAT;
|
|
m_currentWeapon = WEAPONTYPE_UNARMED;
|
|
|
|
currentWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
|
AddWeaponModel(currentWeapon->m_nModelId);
|
|
for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) {
|
|
CWeapon &weapon = GetWeapon(i);
|
|
weapon.m_eWeaponType = WEAPONTYPE_UNARMED;
|
|
weapon.m_eWeaponState = WEAPONSTATE_READY;
|
|
weapon.m_nAmmoInClip = 0;
|
|
weapon.m_nAmmoTotal = 0;
|
|
weapon.m_nTimer = 0;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::RestoreGunPosition(void)
|
|
{
|
|
if (bIsLooking) {
|
|
m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
|
|
bIsRestoringGun = false;
|
|
} else if (m_pedIK.RestoreGunPosn()) {
|
|
bIsRestoringGun = false;
|
|
} else {
|
|
if (IsPlayer())
|
|
((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::RestoreHeadingRate(void)
|
|
{
|
|
m_headingRate = m_pedStats->m_headingChangeRate;
|
|
}
|
|
|
|
void
|
|
CPed::RestoreHeadingRateCB(CAnimBlendAssociation *assoc, void *arg)
|
|
{
|
|
((CPed*)arg)->m_headingRate = ((CPed*)arg)->m_pedStats->m_headingChangeRate;
|
|
}
|
|
|
|
void
|
|
CPed::RestorePreviousState(void)
|
|
{
|
|
if(!CanSetPedState() || m_nPedState == PED_FALL)
|
|
return;
|
|
|
|
if (m_nPedState == PED_GETUP && !bGetUpAnimStarted)
|
|
return;
|
|
|
|
if (InVehicle()) {
|
|
m_nPedState = PED_DRIVING;
|
|
m_nLastPedState = PED_NONE;
|
|
} else {
|
|
if (m_nLastPedState == PED_NONE) {
|
|
if (!IsPlayer() && CharCreatedBy != MISSION_CHAR && m_objective == OBJECTIVE_NONE) {
|
|
if (SetWanderPath(CGeneral::GetRandomNumber() & 7) != 0)
|
|
return;
|
|
}
|
|
SetIdle();
|
|
return;
|
|
}
|
|
|
|
switch (m_nLastPedState) {
|
|
case PED_IDLE:
|
|
SetIdle();
|
|
break;
|
|
case PED_WANDER_PATH:
|
|
m_nPedState = PED_WANDER_PATH;
|
|
bIsRunning = false;
|
|
if (!bFindNewNodeAfterStateRestore) {
|
|
if (m_pNextPathNode) {
|
|
CVector diff = m_pNextPathNode->GetPosition() - GetPosition();
|
|
if (diff.MagnitudeSqr() < sq(7.0f)) {
|
|
SetMoveState(PEDMOVE_WALK);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
SetWanderPath(CGeneral::GetRandomNumber() & 7);
|
|
break;
|
|
default:
|
|
m_nPedState = m_nLastPedState;
|
|
SetMoveState((eMoveState) m_nPrevMoveState);
|
|
break;
|
|
}
|
|
m_nLastPedState = PED_NONE;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetAimFlag(CEntity *to)
|
|
{
|
|
bIsAimingGun = true;
|
|
bIsRestoringGun = false;
|
|
m_pLookTarget = to;
|
|
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
|
|
m_pSeekTarget = to;
|
|
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
|
|
m_lookTimer = 0;
|
|
}
|
|
|
|
void
|
|
CPed::SetAimFlag(float angle)
|
|
{
|
|
bIsAimingGun = true;
|
|
bIsRestoringGun = false;
|
|
m_fLookDirection = angle;
|
|
m_lookTimer = 0;
|
|
m_pLookTarget = nil;
|
|
m_pSeekTarget = nil;
|
|
if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAimWithArm)
|
|
m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
|
|
else
|
|
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
|
|
}
|
|
|
|
void
|
|
CPed::SetPointGunAt(CEntity *to)
|
|
{
|
|
if (to) {
|
|
SetLookFlag(to, true);
|
|
SetAimFlag(to);
|
|
#ifdef VC_PED_PORTS
|
|
SetLookTimer(INT32_MAX);
|
|
#endif
|
|
}
|
|
|
|
if (m_nPedState == PED_AIM_GUN || bIsDucking || m_nWaitState == WAITSTATE_PLAYANIM_DUCK)
|
|
return;
|
|
|
|
if (m_nPedState != PED_ATTACK)
|
|
SetStoredState();
|
|
|
|
m_nPedState = PED_AIM_GUN;
|
|
bIsPointingGunAt = true;
|
|
CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
|
SetMoveState(PEDMOVE_NONE);
|
|
|
|
CAnimBlendAssociation *aimAssoc;
|
|
|
|
if (bCrouchWhenShooting)
|
|
aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), curWeapon->m_Anim2ToPlay);
|
|
else
|
|
aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), curWeapon->m_AnimToPlay);
|
|
|
|
if (!aimAssoc || aimAssoc->blendDelta < 0.0f) {
|
|
if (bCrouchWhenShooting)
|
|
aimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_Anim2ToPlay, 4.0f);
|
|
else
|
|
aimAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay);
|
|
|
|
aimAssoc->blendAmount = 0.0f;
|
|
aimAssoc->blendDelta = 8.0f;
|
|
}
|
|
if (to)
|
|
Say(SOUND_PED_ATTACK);
|
|
}
|
|
|
|
void
|
|
CPed::SetAmmo(eWeaponType weaponType, uint32 ammo)
|
|
{
|
|
if (HasWeapon(weaponType)) {
|
|
GetWeapon(weaponType).m_nAmmoTotal = ammo;
|
|
} else {
|
|
GetWeapon(weaponType).Initialise(weaponType, ammo);
|
|
m_maxWeaponTypeAllowed++;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::GrantAmmo(eWeaponType weaponType, uint32 ammo)
|
|
{
|
|
if (HasWeapon(weaponType)) {
|
|
GetWeapon(weaponType).m_nAmmoTotal += ammo;
|
|
} else {
|
|
GetWeapon(weaponType).Initialise(weaponType, ammo);
|
|
m_maxWeaponTypeAllowed++;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetEvasiveStep(CEntity *reason, uint8 animType)
|
|
{
|
|
AnimationId stepAnim;
|
|
|
|
if (m_nPedState == PED_STEP_AWAY || !IsPedInControl() || ((IsPlayer() || !bRespondsToThreats) && animType == 0))
|
|
return;
|
|
|
|
float angleToFace = CGeneral::GetRadianAngleBetweenPoints(
|
|
reason->GetPosition().x, reason->GetPosition().y,
|
|
GetPosition().x, GetPosition().y);
|
|
angleToFace = CGeneral::LimitRadianAngle(angleToFace);
|
|
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
|
|
float neededTurn = Abs(angleToFace - m_fRotationCur);
|
|
bool vehPressedHorn = false;
|
|
|
|
if (neededTurn > PI)
|
|
neededTurn = 2 * PI - neededTurn;
|
|
|
|
CVehicle *veh = (CVehicle*)reason;
|
|
if (reason->IsVehicle() && veh->m_vehType == VEHICLE_TYPE_CAR) {
|
|
if (veh->m_nCarHornTimer) {
|
|
vehPressedHorn = true;
|
|
if (!IsPlayer())
|
|
animType = 1;
|
|
}
|
|
}
|
|
if (neededTurn <= DEGTORAD(90.0f) || veh->GetModelIndex() == MI_RCBANDIT || vehPressedHorn || animType != 0) {
|
|
SetLookFlag(veh, true);
|
|
if ((CGeneral::GetRandomNumber() & 1) && veh->GetModelIndex() != MI_RCBANDIT && animType == 0) {
|
|
stepAnim = ANIM_IDLE_TAXI;
|
|
} else {
|
|
|
|
float vehDirection = CGeneral::GetRadianAngleBetweenPoints(
|
|
veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y,
|
|
0.0f, 0.0f);
|
|
|
|
// Let's turn our back to the "reason"
|
|
angleToFace += PI;
|
|
|
|
if (angleToFace > PI)
|
|
angleToFace -= 2*PI;
|
|
|
|
// We don't want to run towards car's direction
|
|
float dangerZone = angleToFace - vehDirection;
|
|
dangerZone = CGeneral::LimitRadianAngle(dangerZone);
|
|
|
|
// So, add or subtract 90deg (jump to left/right) according to that
|
|
if (dangerZone <= 0.0f)
|
|
angleToFace = 0.5f*PI + vehDirection;
|
|
else
|
|
angleToFace = vehDirection - 0.5f*PI;
|
|
|
|
if (animType == 2)
|
|
stepAnim = ANIM_HANDSCOWER;
|
|
else if (animType < 2)
|
|
stepAnim = ANIM_EV_STEP;
|
|
else
|
|
stepAnim = NUM_ANIMS;
|
|
}
|
|
if (!RpAnimBlendClumpGetAssociation(GetClump(), stepAnim)) {
|
|
CAnimBlendAssociation *stepAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, stepAnim, 8.0f);
|
|
stepAssoc->flags &= ~ASSOC_DELETEFADEDOUT;
|
|
stepAssoc->SetFinishCallback(PedEvadeCB, this);
|
|
|
|
if (animType == 0)
|
|
Say(SOUND_PED_EVADE);
|
|
|
|
m_fRotationCur = CGeneral::LimitRadianAngle(angleToFace);
|
|
ClearAimFlag();
|
|
SetStoredState();
|
|
m_nPedState = PED_STEP_AWAY;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetEvasiveDive(CPhysical *reason, uint8 onlyRandomJump)
|
|
{
|
|
if (!IsPedInControl() || !bRespondsToThreats)
|
|
return;
|
|
|
|
CAnimBlendAssociation *animAssoc;
|
|
float angleToFace, neededTurn;
|
|
bool handsUp = false;
|
|
|
|
angleToFace = m_fRotationCur;
|
|
CVehicle *veh = (CVehicle*) reason;
|
|
if (reason->IsVehicle() && veh->m_vehType == VEHICLE_TYPE_CAR && veh->m_nCarHornTimer && !IsPlayer()) {
|
|
onlyRandomJump = true;
|
|
}
|
|
|
|
if (onlyRandomJump) {
|
|
if (reason) {
|
|
// Simple version of my bug fix below. Doesn't calculate "danger zone", selects jump direction randomly.
|
|
// Also doesn't include random hands up, sound etc. Only used on player ped and peds running from gun shots.
|
|
|
|
float vehDirection = CGeneral::GetRadianAngleBetweenPoints(
|
|
veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y,
|
|
0.0f, 0.0f);
|
|
angleToFace = (CGeneral::GetRandomNumber() & 1) * PI + (-0.5f*PI) + vehDirection;
|
|
angleToFace = CGeneral::LimitRadianAngle(angleToFace);
|
|
}
|
|
} else {
|
|
if (IsPlayer()) {
|
|
((CPlayerPed*)this)->m_nEvadeAmount = 5;
|
|
((CPlayerPed*)this)->m_pEvadingFrom = reason;
|
|
reason->RegisterReference((CEntity**) &((CPlayerPed*)this)->m_pEvadingFrom);
|
|
return;
|
|
}
|
|
|
|
angleToFace = CGeneral::GetRadianAngleBetweenPoints(
|
|
reason->GetPosition().x, reason->GetPosition().y,
|
|
GetPosition().x, GetPosition().y);
|
|
angleToFace = CGeneral::LimitRadianAngle(angleToFace);
|
|
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
|
|
|
|
// FIX: Peds no more dive into cars. Taken from SetEvasiveStep, last if statement inverted
|
|
#ifdef FIX_BUGS
|
|
float vehDirection = CGeneral::GetRadianAngleBetweenPoints(
|
|
veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y,
|
|
0.0f, 0.0f);
|
|
|
|
// Let's turn our back to the "reason"
|
|
angleToFace += PI;
|
|
|
|
if (angleToFace > PI)
|
|
angleToFace -= 2 * PI;
|
|
|
|
// We don't want to dive towards car's direction
|
|
float dangerZone = angleToFace - vehDirection;
|
|
dangerZone = CGeneral::LimitRadianAngle(dangerZone);
|
|
|
|
// So, add or subtract 90deg (jump to left/right) according to that
|
|
if (dangerZone > 0.0f)
|
|
angleToFace = 0.5f * PI + vehDirection;
|
|
else
|
|
angleToFace = vehDirection - 0.5f * PI;
|
|
#endif
|
|
|
|
neededTurn = Abs(angleToFace - m_fRotationCur);
|
|
|
|
if (neededTurn > PI)
|
|
neededTurn = 2 * PI - neededTurn;
|
|
|
|
if (neededTurn <= 0.5f*PI) {
|
|
if (CGeneral::GetRandomNumber() & 1)
|
|
handsUp = true;
|
|
} else {
|
|
if (CGeneral::GetRandomNumber() & 7)
|
|
return;
|
|
}
|
|
Say(SOUND_PED_EVADE);
|
|
}
|
|
|
|
if (handsUp || !IsPlayer() && m_pedStats->m_flags & STAT_NO_DIVE) {
|
|
m_fRotationCur = angleToFace;
|
|
ClearLookFlag();
|
|
ClearAimFlag();
|
|
SetLookFlag(reason, true);
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HANDSUP);
|
|
if (animAssoc)
|
|
return;
|
|
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSUP, 8.0f);
|
|
animAssoc->flags &= ~ASSOC_DELETEFADEDOUT;
|
|
animAssoc->SetFinishCallback(PedEvadeCB, this);
|
|
SetStoredState();
|
|
m_nPedState = PED_STEP_AWAY;
|
|
} else {
|
|
m_fRotationCur = angleToFace;
|
|
ClearLookFlag();
|
|
ClearAimFlag();
|
|
SetStoredState();
|
|
m_nPedState = PED_DIVE_AWAY;
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_EV_DIVE, 8.0f);
|
|
animAssoc->SetFinishCallback(PedEvadeCB, this);
|
|
}
|
|
|
|
if (reason->IsVehicle() && m_nPedType == PEDTYPE_COP) {
|
|
if (veh->pDriver && veh->pDriver->IsPlayer()) {
|
|
CWanted *wanted = FindPlayerPed()->m_pWanted;
|
|
wanted->RegisterCrime_Immediately(CRIME_RECKLESS_DRIVING, GetPosition(), (uintptr)this, false);
|
|
wanted->RegisterCrime_Immediately(CRIME_SPEEDING, GetPosition(), (uintptr)this, false);
|
|
}
|
|
}
|
|
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
|
|
else if (reason->IsVehicle()) {
|
|
if (veh->pDriver && veh->pDriver->IsPlayer()) {
|
|
CWanted* wanted = FindPlayerPed()->m_pWanted;
|
|
wanted->RegisterCrime(CRIME_RECKLESS_DRIVING, GetPosition(), (uintptr)this, false);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void
|
|
CPed::SetAttack(CEntity *victim)
|
|
{
|
|
CPed *victimPed = nil;
|
|
if (victim && victim->IsPed())
|
|
victimPed = (CPed*)victim;
|
|
|
|
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_ARMED);
|
|
if (animAssoc) {
|
|
animAssoc->blendDelta = -1000.0f;
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
}
|
|
|
|
if (m_attackTimer > CTimer::GetTimeInMilliseconds() || m_nWaitState == WAITSTATE_SURPRISE)
|
|
return;
|
|
|
|
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HGUN_RELOAD)) {
|
|
bIsAttacking = false;
|
|
return;
|
|
}
|
|
|
|
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_AK_RELOAD)) {
|
|
if (!IsPlayer() || m_nPedState != PED_ATTACK || ((CPlayerPed*)this)->m_bHaveTargetSelected)
|
|
bIsAttacking = false;
|
|
else
|
|
bIsAttacking = true;
|
|
|
|
return;
|
|
}
|
|
|
|
CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
|
if (curWeapon->m_eWeaponFire == WEAPON_FIRE_INSTANT_HIT && !IsPlayer()) {
|
|
if (GetWeapon()->HitsGround(this, nil, victim))
|
|
return;
|
|
}
|
|
|
|
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) {
|
|
if (IsPlayer() ||
|
|
(m_nPedState != PED_FIGHT && m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL && !(m_pedStats->m_flags & STAT_SHOPPING_BAGS))) {
|
|
|
|
if (m_nPedState != PED_ATTACK) {
|
|
m_nPedState = PED_ATTACK;
|
|
bIsAttacking = false;
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay, 8.0f);
|
|
animAssoc->SetRun();
|
|
if (animAssoc->currentTime == animAssoc->hierarchy->totalLength)
|
|
animAssoc->SetCurrentTime(0.0f);
|
|
|
|
animAssoc->SetFinishCallback(FinishedAttackCB, this);
|
|
}
|
|
} else {
|
|
StartFightAttack(CGeneral::GetRandomNumber() % 256);
|
|
}
|
|
return;
|
|
}
|
|
|
|
m_pSeekTarget = victim;
|
|
if (m_pSeekTarget)
|
|
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
|
|
|
|
if (curWeapon->m_bCanAim) {
|
|
CVector aimPos = GetRight() * 0.1f + GetForward() * 0.2f + GetPosition();
|
|
CEntity *obstacle = CWorld::TestSphereAgainstWorld(aimPos, 0.2f, nil, true, false, false, true, false, false);
|
|
if (obstacle)
|
|
return;
|
|
|
|
m_pLookTarget = victim;
|
|
if (victim) {
|
|
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
|
|
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
|
|
}
|
|
if (m_pLookTarget) {
|
|
SetAimFlag(m_pLookTarget);
|
|
} else {
|
|
SetAimFlag(m_fRotationCur);
|
|
|
|
if (FindPlayerPed() == this && TheCamera.Cams[0].Using3rdPersonMouseCam())
|
|
((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
|
|
}
|
|
}
|
|
if (m_nPedState == PED_ATTACK) {
|
|
bIsAttacking = true;
|
|
return;
|
|
}
|
|
|
|
if (IsPlayer() || !victimPed || victimPed->IsPedInControl()) {
|
|
if (IsPlayer())
|
|
CPad::GetPad(0)->ResetAverageWeapon();
|
|
|
|
PointBlankNecessity pointBlankStatus;
|
|
if ((curWeapon->m_eWeaponFire == WEAPON_FIRE_INSTANT_HIT || GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER)
|
|
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
|
|
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON_RUNABOUT
|
|
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
|
|
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER_RUNABOUT
|
|
&& (pointBlankStatus = CheckForPointBlankPeds(victimPed)) != NO_POINT_BLANK_PED) {
|
|
ClearAimFlag();
|
|
|
|
// This condition is pointless
|
|
if (pointBlankStatus == POINT_BLANK_FOR_WANTED_PED || !victimPed)
|
|
StartFightAttack(200);
|
|
} else {
|
|
if (!curWeapon->m_bCanAim)
|
|
m_pSeekTarget = nil;
|
|
|
|
if (m_nPedState != PED_AIM_GUN)
|
|
SetStoredState();
|
|
|
|
m_nPedState = PED_ATTACK;
|
|
SetMoveState(PEDMOVE_NONE);
|
|
if (bCrouchWhenShooting) {
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f);
|
|
} else {
|
|
float animDelta = 8.0f;
|
|
if (curWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE)
|
|
animDelta = 1000.0f;
|
|
|
|
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_BASEBALLBAT
|
|
|| CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay, animDelta);
|
|
} else {
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_Anim2ToPlay, animDelta);
|
|
}
|
|
}
|
|
|
|
animAssoc->SetRun();
|
|
if (animAssoc->currentTime == animAssoc->hierarchy->totalLength)
|
|
animAssoc->SetCurrentTime(0.0f);
|
|
|
|
animAssoc->SetFinishCallback(FinishedAttackCB, this);
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT && victimPed->m_nPedState == PED_GETUP)
|
|
SetWaitState(WAITSTATE_SURPRISE, nil);
|
|
|
|
SetLookFlag(victim, false);
|
|
SetLookTimer(100);
|
|
}
|
|
|
|
void
|
|
CPed::StartFightAttack(uint8 buttonPressure)
|
|
{
|
|
if (!IsPedInControl() || m_attackTimer > CTimer::GetTimeInMilliseconds())
|
|
return;
|
|
|
|
if (m_nPedState == PED_FIGHT) {
|
|
m_fightButtonPressure = buttonPressure;
|
|
return;
|
|
}
|
|
|
|
if (m_nPedState != PED_AIM_GUN)
|
|
SetStoredState();
|
|
|
|
if (m_nWaitState != WAITSTATE_FALSE) {
|
|
m_nWaitState = WAITSTATE_FALSE;
|
|
RestoreHeadingRate();
|
|
}
|
|
|
|
m_nPedState = PED_FIGHT;
|
|
m_fightButtonPressure = 0;
|
|
RpAnimBlendClumpRemoveAssociations(GetClump(), ASSOC_REPEAT);
|
|
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK_START);
|
|
|
|
if (animAssoc) {
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
animAssoc->blendDelta = -1000.0f;
|
|
}
|
|
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP);
|
|
if (!animAssoc)
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP_R);
|
|
|
|
if (animAssoc) {
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
animAssoc->blendDelta = -1000.0f;
|
|
RestoreHeadingRate();
|
|
}
|
|
|
|
SetMoveState(PEDMOVE_NONE);
|
|
m_nStoredMoveState = PEDMOVE_NONE;
|
|
|
|
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE)->blendAmount = 1.0f;
|
|
|
|
CPed *pedOnGround = nil;
|
|
if (IsPlayer() && CheckForPedsOnGroundToAttack(this, &pedOnGround) > PED_IN_FRONT_OF_ATTACKER) {
|
|
m_lastFightMove = FIGHTMOVE_GROUNDKICK;
|
|
} else if (m_pedStats->m_flags & STAT_SHOPPING_BAGS) {
|
|
m_lastFightMove = FIGHTMOVE_ROUNDHOUSE;
|
|
} else {
|
|
m_lastFightMove = FIGHTMOVE_STDPUNCH;
|
|
}
|
|
|
|
if (pedOnGround && IsPlayer()) {
|
|
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
|
|
pedOnGround->GetPosition().x, pedOnGround->GetPosition().y,
|
|
GetPosition().x, GetPosition().y);
|
|
|
|
m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest);
|
|
m_fRotationCur = m_fRotationDest;
|
|
m_lookTimer = 0;
|
|
SetLookFlag(pedOnGround, true);
|
|
SetLookTimer(1500);
|
|
}
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 4.0f);
|
|
animAssoc->SetFinishCallback(FinishFightMoveCB, this);
|
|
m_fightState = FIGHTSTATE_NO_MOVE;
|
|
m_takeAStepAfterAttack = false;
|
|
bIsAttacking = true;
|
|
|
|
if (IsPlayer())
|
|
nPlayerInComboMove = 0;
|
|
}
|
|
|
|
void
|
|
CPed::LoadFightData(void)
|
|
{
|
|
float startFireTime, endFireTime, comboFollowOnTime, strikeRadius;
|
|
int damage, flags;
|
|
char line[256], moveName[32], animName[32], hitLevel;
|
|
int moveId = 0;
|
|
|
|
CAnimBlendAssociation *animAssoc;
|
|
|
|
int bp, buflen;
|
|
int lp, linelen;
|
|
|
|
buflen = CFileMgr::LoadFile("DATA\\fistfite.dat", work_buff, sizeof(work_buff), "r");
|
|
|
|
for (bp = 0; bp < buflen; ) {
|
|
// read file line by line
|
|
for (linelen = 0; work_buff[bp] != '\n' && bp < buflen; bp++) {
|
|
line[linelen++] = work_buff[bp];
|
|
}
|
|
bp++;
|
|
line[linelen] = '\0';
|
|
|
|
// skip white space
|
|
for (lp = 0; line[lp] <= ' '; lp++);
|
|
|
|
if (lp >= linelen || // FIX: game uses == here, but this is safer if we have empty lines
|
|
line[lp] == '#')
|
|
continue;
|
|
|
|
sscanf(
|
|
&line[lp],
|
|
"%s %f %f %f %f %c %s %d %d",
|
|
moveName,
|
|
&startFireTime,
|
|
&endFireTime,
|
|
&comboFollowOnTime,
|
|
&strikeRadius,
|
|
&hitLevel,
|
|
animName,
|
|
&damage,
|
|
&flags);
|
|
|
|
if (strncmp(moveName, "ENDWEAPONDATA", 13) == 0)
|
|
return;
|
|
|
|
tFightMoves[moveId].startFireTime = startFireTime / 30.0f;
|
|
tFightMoves[moveId].endFireTime = endFireTime / 30.0f;
|
|
tFightMoves[moveId].comboFollowOnTime = comboFollowOnTime / 30.0f;
|
|
tFightMoves[moveId].strikeRadius = strikeRadius;
|
|
tFightMoves[moveId].damage = damage;
|
|
tFightMoves[moveId].flags = flags;
|
|
|
|
switch (hitLevel) {
|
|
case 'G':
|
|
tFightMoves[moveId].hitLevel = HITLEVEL_GROUND;
|
|
break;
|
|
case 'H':
|
|
tFightMoves[moveId].hitLevel = HITLEVEL_HIGH;
|
|
break;
|
|
case 'L':
|
|
tFightMoves[moveId].hitLevel = HITLEVEL_LOW;
|
|
break;
|
|
case 'M':
|
|
tFightMoves[moveId].hitLevel = HITLEVEL_MEDIUM;
|
|
break;
|
|
case 'N':
|
|
tFightMoves[moveId].hitLevel = HITLEVEL_NULL;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (strncmp(animName, "null", 4) != 0) {
|
|
animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animName);
|
|
tFightMoves[moveId].animId = (AnimationId)animAssoc->animId;
|
|
} else {
|
|
tFightMoves[moveId].animId = ANIM_WALK;
|
|
}
|
|
moveId++;
|
|
}
|
|
}
|
|
|
|
// Actually GetLocalDirectionTo(Turn/Look)
|
|
int
|
|
CPed::GetLocalDirection(const CVector2D &posOffset)
|
|
{
|
|
float direction;
|
|
|
|
for (direction = posOffset.Heading() - m_fRotationCur + DEGTORAD(45.0f); direction < 0.0f; direction += TWOPI);
|
|
|
|
for (direction = (int)RADTODEG(direction) / 90; direction > 3; direction -= 4);
|
|
|
|
// 0-forward, 1-left, 2-backward, 3-right.
|
|
return direction;
|
|
}
|
|
|
|
bool
|
|
CPed::FightStrike(CVector &touchedNodePos)
|
|
{
|
|
CColModel *ourCol;
|
|
CVector attackDistance;
|
|
ePedPieceTypes closestPedPiece = PEDPIECE_TORSO;
|
|
float maxDistanceToBeBeaten;
|
|
CPed *nearPed;
|
|
int state = m_fightState;
|
|
bool pedFound = false;
|
|
|
|
if (state == FIGHTSTATE_JUST_ATTACKED)
|
|
return false;
|
|
|
|
// Pointless code
|
|
if (state > FIGHTSTATE_NO_MOVE)
|
|
attackDistance = touchedNodePos - m_vecHitLastPos;
|
|
|
|
for (int i = 0; i < m_numNearPeds; i++) {
|
|
nearPed = m_nearPeds[i];
|
|
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED)
|
|
maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_lastFightMove].strikeRadius + 0.1f;
|
|
else
|
|
maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_lastFightMove].strikeRadius;
|
|
|
|
if (nearPed->bUsesCollision || nearPed->m_nPedState == PED_DEAD) {
|
|
CVector nearPedCentre;
|
|
nearPed->GetBoundCentre(nearPedCentre);
|
|
CVector potentialAttackDistance = nearPedCentre - touchedNodePos;
|
|
|
|
// He can beat us
|
|
if (sq(maxDistanceToBeBeaten) > potentialAttackDistance.MagnitudeSqr()) {
|
|
|
|
#ifdef PED_SKIN
|
|
// Have to animate a skinned clump because the initial col model is useless
|
|
if(IsClumpSkinned(GetClump()))
|
|
ourCol = ((CPedModelInfo *)CModelInfo::GetModelInfo(GetModelIndex()))->AnimatePedColModelSkinned(GetClump());
|
|
else
|
|
#endif
|
|
if (nearPed->m_nPedState == PED_FALL
|
|
|| nearPed->m_nPedState == PED_DEAD || nearPed->m_nPedState == PED_DIE
|
|
|| !nearPed->IsPedHeadAbovePos(-0.3f)) {
|
|
ourCol = &CTempColModels::ms_colModelPedGroundHit;
|
|
} else {
|
|
#ifdef ANIMATE_PED_COL_MODEL
|
|
ourCol = CPedModelInfo::AnimatePedColModel(((CPedModelInfo *)CModelInfo::GetModelInfo(GetModelIndex()))->GetHitColModel(),
|
|
RpClumpGetFrame(GetClump()));
|
|
#else
|
|
ourCol = ((CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex))->GetHitColModel();
|
|
#endif
|
|
}
|
|
|
|
for (int j = 0; j < ourCol->numSpheres; j++) {
|
|
attackDistance = nearPed->GetPosition() + ourCol->spheres[j].center;
|
|
attackDistance -= touchedNodePos;
|
|
CColSphere *ourPieces = ourCol->spheres;
|
|
float maxDistanceToBeat = ourPieces[j].radius + tFightMoves[m_lastFightMove].strikeRadius;
|
|
|
|
// We can beat him too
|
|
if (sq(maxDistanceToBeat) > attackDistance.MagnitudeSqr()) {
|
|
pedFound = true;
|
|
closestPedPiece = (ePedPieceTypes) ourPieces[j].piece;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (pedFound)
|
|
break;
|
|
}
|
|
|
|
if (pedFound) {
|
|
if (nearPed->IsPlayer() && nearPed->m_nPedState == PED_GETUP)
|
|
return false;
|
|
|
|
float oldVictimHealth = nearPed->m_fHealth;
|
|
CVector bloodPos = 0.5f * attackDistance + touchedNodePos;
|
|
int damageMult = tFightMoves[m_lastFightMove].damage * ((CGeneral::GetRandomNumber() & 1) + 2) + 1;
|
|
|
|
CVector2D diff (GetPosition() - nearPed->GetPosition());
|
|
int direction = nearPed->GetLocalDirection(diff);
|
|
if (IsPlayer()) {
|
|
if (((CPlayerPed*)this)->m_bAdrenalineActive)
|
|
damageMult = 20;
|
|
} else {
|
|
damageMult *= m_pedStats->m_attackStrength;
|
|
}
|
|
|
|
// Change direction if we used kick.
|
|
if (m_lastFightMove == FIGHTMOVE_KICK) {
|
|
if (CGeneral::GetRandomNumber() & 1) {
|
|
direction++;
|
|
if (direction > 3)
|
|
direction -= 4;
|
|
}
|
|
}
|
|
nearPed->ReactToAttack(this);
|
|
|
|
// Mostly unused. if > 5, ANIM_HIT_WALK will be run, that's it.
|
|
int unk2;
|
|
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && !nearPed->IsPlayer())
|
|
unk2 = 101;
|
|
else
|
|
unk2 = damageMult;
|
|
|
|
nearPed->StartFightDefend(direction, tFightMoves[m_lastFightMove].hitLevel, unk2);
|
|
PlayHitSound(nearPed);
|
|
m_fightState = FIGHTSTATE_JUST_ATTACKED;
|
|
RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId)->speed = 0.6f;
|
|
if (!nearPed->DyingOrDead()) {
|
|
nearPed->InflictDamage(this, WEAPONTYPE_UNARMED, damageMult * 3.0f, closestPedPiece, direction);
|
|
}
|
|
|
|
if (CGame::nastyGame
|
|
&& tFightMoves[m_lastFightMove].hitLevel > HITLEVEL_MEDIUM
|
|
&& nearPed->m_nPedState == PED_DIE
|
|
&& nearPed->GetIsOnScreen()) {
|
|
|
|
// Just for blood particle. We will restore it below.
|
|
attackDistance /= (10.0f * attackDistance.Magnitude());
|
|
for(int i=0; i<4; i++) {
|
|
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, attackDistance, nil, 0.0f, 0, 0, 0, 0);
|
|
}
|
|
}
|
|
if (nearPed->m_nPedState != PED_FALL && nearPed->m_nPedState != PED_DIE && nearPed->m_nPedState != PED_DEAD) {
|
|
float curVictimHealth = nearPed->m_fHealth;
|
|
if (curVictimHealth > 0.0f
|
|
&& (curVictimHealth < 40.0f && oldVictimHealth > 40.0f && !nearPed->IsPlayer()
|
|
|| nearPed->m_fHealth < 20.0f && oldVictimHealth > 20.0f
|
|
|| GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && IsPlayer()
|
|
|| nearPed->m_pedStats->m_flags & STAT_ONE_HIT_KNOCKDOWN)) {
|
|
|
|
nearPed->SetFall(0, (AnimationId)(direction + ANIM_KO_SKID_FRONT), 0);
|
|
if (nearPed->m_nPedState == PED_FALL)
|
|
nearPed->bIsStanding = false;
|
|
}
|
|
}
|
|
if (nearPed->m_nPedState == PED_DIE || !nearPed->bIsStanding) {
|
|
attackDistance = nearPed->GetPosition() - GetPosition();
|
|
attackDistance.Normalise();
|
|
attackDistance.z = 1.0f;
|
|
nearPed->bIsStanding = false;
|
|
|
|
float moveMult;
|
|
if (m_lastFightMove == FIGHTMOVE_GROUNDKICK) {
|
|
moveMult = Min(damageMult * 0.6f, 4.0f);
|
|
} else {
|
|
if (nearPed->m_nPedState != PED_DIE || damageMult >= 20) {
|
|
moveMult = damageMult;
|
|
} else {
|
|
moveMult = Min(damageMult * 2.0f, 14.0f);
|
|
}
|
|
}
|
|
|
|
nearPed->ApplyMoveForce(moveMult * 0.6f * attackDistance);
|
|
}
|
|
CEventList::RegisterEvent(nearPed->m_nPedType == PEDTYPE_COP ? EVENT_ASSAULT_POLICE : EVENT_ASSAULT, EVENT_ENTITY_PED, nearPed, this, 2000);
|
|
}
|
|
|
|
if (m_fightState == FIGHTSTATE_NO_MOVE)
|
|
m_fightState = FIGHTSTATE_1;
|
|
|
|
m_vecHitLastPos = *touchedNodePos;
|
|
return false;
|
|
}
|
|
|
|
void
|
|
CPed::SetFall(int extraTime, AnimationId animId, uint8 evenIfNotInControl)
|
|
{
|
|
if (!IsPedInControl() && (!evenIfNotInControl || DyingOrDead()))
|
|
return;
|
|
|
|
ClearLookFlag();
|
|
ClearAimFlag();
|
|
SetStoredState();
|
|
m_nPedState = PED_FALL;
|
|
CAnimBlendAssociation *fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), animId);
|
|
|
|
if (fallAssoc) {
|
|
fallAssoc->SetCurrentTime(0.0f);
|
|
fallAssoc->blendAmount = 0.0f;
|
|
fallAssoc->blendDelta = 8.0f;
|
|
fallAssoc->SetRun();
|
|
} else {
|
|
fallAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animId, 8.0f);
|
|
}
|
|
|
|
if (extraTime == -1) {
|
|
m_getUpTimer = UINT32_MAX;
|
|
} else if (fallAssoc) {
|
|
if (IsPlayer()) {
|
|
m_getUpTimer = 1000.0f * fallAssoc->hierarchy->totalLength
|
|
+ CTimer::GetTimeInMilliseconds()
|
|
+ 500.0f;
|
|
} else {
|
|
m_getUpTimer = 1000.0f * fallAssoc->hierarchy->totalLength
|
|
+ CTimer::GetTimeInMilliseconds()
|
|
+ extraTime
|
|
+ ((m_randomSeed + CTimer::GetFrameCounter()) % 1000);
|
|
}
|
|
} else {
|
|
m_getUpTimer = extraTime
|
|
+ CTimer::GetTimeInMilliseconds()
|
|
+ 1000
|
|
+ ((m_randomSeed + CTimer::GetFrameCounter()) % 1000);
|
|
}
|
|
bFallenDown = true;
|
|
}
|
|
|
|
void
|
|
CPed::SetFlee(CEntity *fleeFrom, int time)
|
|
{
|
|
if (!IsPedInControl() || bKindaStayInSamePlace || !fleeFrom)
|
|
return;
|
|
|
|
SetStoredState();
|
|
m_nPedState = PED_FLEE_ENTITY;
|
|
bUsePedNodeSeek = true;
|
|
SetMoveState(PEDMOVE_RUN);
|
|
m_fleeFrom = fleeFrom;
|
|
m_fleeFrom->RegisterReference((CEntity **) &m_fleeFrom);
|
|
|
|
if (time <= 0)
|
|
m_fleeTimer = 0;
|
|
else
|
|
m_fleeTimer = CTimer::GetTimeInMilliseconds() + time;
|
|
|
|
float angleToFace = CGeneral::GetRadianAngleBetweenPoints(
|
|
GetPosition().x, GetPosition().y,
|
|
fleeFrom->GetPosition().x, fleeFrom->GetPosition().y);
|
|
|
|
m_fRotationDest = CGeneral::LimitRadianAngle(angleToFace);
|
|
if (m_fRotationCur - PI > m_fRotationDest) {
|
|
m_fRotationDest += 2 * PI;
|
|
} else if (PI + m_fRotationCur < m_fRotationDest) {
|
|
m_fRotationDest -= 2 * PI;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetFlee(CVector2D const &from, int time)
|
|
{
|
|
if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer || !IsPedInControl() || bKindaStayInSamePlace)
|
|
return;
|
|
|
|
if (m_nPedState != PED_FLEE_ENTITY) {
|
|
SetStoredState();
|
|
m_nPedState = PED_FLEE_POS;
|
|
SetMoveState(PEDMOVE_RUN);
|
|
m_fleeFromPosX = from.x;
|
|
m_fleeFromPosY = from.y;
|
|
}
|
|
|
|
bUsePedNodeSeek = true;
|
|
m_pNextPathNode = nil;
|
|
m_fleeTimer = CTimer::GetTimeInMilliseconds() + time;
|
|
|
|
float angleToFace = CGeneral::GetRadianAngleBetweenPoints(
|
|
GetPosition().x, GetPosition().y,
|
|
from.x, from.y);
|
|
|
|
m_fRotationDest = CGeneral::LimitRadianAngle(angleToFace);
|
|
if (m_fRotationCur - PI > m_fRotationDest) {
|
|
m_fRotationDest += 2 * PI;
|
|
} else if (PI + m_fRotationCur < m_fRotationDest) {
|
|
m_fRotationDest -= 2 * PI;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetWaitState(eWaitState state, void *time)
|
|
{
|
|
AnimationId waitAnim = NUM_ANIMS;
|
|
CAnimBlendAssociation *animAssoc;
|
|
|
|
if (!IsPedInControl())
|
|
return;
|
|
|
|
if (state != m_nWaitState)
|
|
FinishedWaitCB(nil, this);
|
|
|
|
switch (state) {
|
|
case WAITSTATE_TRAFFIC_LIGHTS:
|
|
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 500;
|
|
SetMoveState(PEDMOVE_STILL);
|
|
break;
|
|
case WAITSTATE_CROSS_ROAD:
|
|
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 1000;
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f);
|
|
break;
|
|
case WAITSTATE_CROSS_ROAD_LOOK:
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ROAD_CROSS, 8.0f);
|
|
|
|
if (time)
|
|
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time;
|
|
else
|
|
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2000,5000);
|
|
|
|
break;
|
|
case WAITSTATE_LOOK_PED:
|
|
case WAITSTATE_LOOK_SHOP:
|
|
case WAITSTATE_LOOK_ACCIDENT:
|
|
case WAITSTATE_FACEOFF_GANG:
|
|
break;
|
|
case WAITSTATE_DOUBLEBACK:
|
|
m_headingRate = 0.0f;
|
|
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3500;
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f);
|
|
#ifdef FIX_BUGS
|
|
animAssoc->SetFinishCallback(RestoreHeadingRateCB, this);
|
|
#endif
|
|
break;
|
|
case WAITSTATE_HITWALL:
|
|
m_headingRate = 2.0f;
|
|
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HIT_WALL, 16.0f);
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
|
|
animAssoc->SetDeleteCallback(FinishedWaitCB, this);
|
|
|
|
if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == RANDOM_CHAR && m_nPedState == PED_SEEK_CAR) {
|
|
ClearObjective();
|
|
RestorePreviousState();
|
|
m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 30000;
|
|
}
|
|
break;
|
|
case WAITSTATE_TURN180:
|
|
m_headingRate = 0.0f;
|
|
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_TURN_180, 4.0f);
|
|
animAssoc->SetFinishCallback(FinishedWaitCB, this);
|
|
animAssoc->SetDeleteCallback(RestoreHeadingRateCB, this);
|
|
break;
|
|
case WAITSTATE_SURPRISE:
|
|
m_headingRate = 0.0f;
|
|
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000;
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HIT_WALL, 4.0f);
|
|
animAssoc->SetFinishCallback(FinishedWaitCB, this);
|
|
break;
|
|
case WAITSTATE_STUCK:
|
|
SetMoveState(PEDMOVE_STILL);
|
|
SetMoveAnim();
|
|
m_headingRate = 0.0f;
|
|
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
|
|
#ifdef FIX_BUGS
|
|
animAssoc->SetFinishCallback(RestoreHeadingRateCB, this);
|
|
#endif
|
|
|
|
if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == RANDOM_CHAR && m_nPedState == PED_SEEK_CAR) {
|
|
ClearObjective();
|
|
RestorePreviousState();
|
|
m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 30000;
|
|
}
|
|
break;
|
|
case WAITSTATE_LOOK_ABOUT:
|
|
SetMoveState(PEDMOVE_STILL);
|
|
SetMoveAnim();
|
|
m_headingRate = 0.0f;
|
|
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f);
|
|
#ifdef FIX_BUGS
|
|
animAssoc->SetFinishCallback(RestoreHeadingRateCB, this);
|
|
#endif
|
|
|
|
break;
|
|
case WAITSTATE_PLAYANIM_COWER:
|
|
waitAnim = ANIM_HANDSCOWER;
|
|
case WAITSTATE_PLAYANIM_HANDSUP:
|
|
if (waitAnim == NUM_ANIMS)
|
|
waitAnim = ANIM_HANDSUP;
|
|
case WAITSTATE_PLAYANIM_HANDSCOWER:
|
|
if (waitAnim == NUM_ANIMS)
|
|
waitAnim = ANIM_HANDSCOWER;
|
|
m_headingRate = 0.0f;
|
|
if (time)
|
|
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time;
|
|
else
|
|
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3000;
|
|
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, waitAnim, 4.0f);
|
|
animAssoc->SetDeleteCallback(FinishedWaitCB, this);
|
|
break;
|
|
case WAITSTATE_PLAYANIM_DUCK:
|
|
waitAnim = ANIM_DUCK_DOWN;
|
|
case WAITSTATE_PLAYANIM_TAXI:
|
|
if (waitAnim == NUM_ANIMS)
|
|
waitAnim = ANIM_IDLE_TAXI;
|
|
case WAITSTATE_PLAYANIM_CHAT:
|
|
if (waitAnim == NUM_ANIMS)
|
|
waitAnim = ANIM_IDLE_CHAT;
|
|
if (time)
|
|
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time;
|
|
else
|
|
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3000;
|
|
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, waitAnim, 4.0f);
|
|
animAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
animAssoc->SetDeleteCallback(FinishedWaitCB, this);
|
|
break;
|
|
case WAITSTATE_FINISH_FLEE:
|
|
SetMoveState(PEDMOVE_STILL);
|
|
SetMoveAnim();
|
|
m_headingRate = 0.0f;
|
|
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2500;
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
|
|
#ifdef FIX_BUGS
|
|
animAssoc->SetFinishCallback(RestoreHeadingRateCB, this);
|
|
#endif
|
|
break;
|
|
default:
|
|
m_nWaitState = WAITSTATE_FALSE;
|
|
RestoreHeadingRate();
|
|
return;
|
|
}
|
|
m_nWaitState = state;
|
|
}
|
|
|
|
|
|
void
|
|
CPed::PlayHitSound(CPed *hitTo)
|
|
{
|
|
// That was very complicated to reverse for me...
|
|
// First index is our fight move ID (from 1 to 12, total 12), second is the one of we fight with (from 13 to 22, total 10).
|
|
enum {
|
|
S33 = SOUND_FIGHT_PUNCH_33,
|
|
S34 = SOUND_FIGHT_KICK_34,
|
|
S35 = SOUND_FIGHT_HEADBUTT_35,
|
|
S36 = SOUND_FIGHT_PUNCH_36,
|
|
S37 = SOUND_FIGHT_PUNCH_37,
|
|
S38 = SOUND_FIGHT_CLOSE_PUNCH_38,
|
|
S39 = SOUND_FIGHT_PUNCH_39,
|
|
S40 = SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40 ,
|
|
S41 = SOUND_FIGHT_PUNCH_41,
|
|
S42 = SOUND_FIGHT_PUNCH_FROM_BEHIND_42,
|
|
S43 = SOUND_FIGHT_KNEE_OR_KICK_43,
|
|
S44 = SOUND_FIGHT_KICK_44,
|
|
NO_SND = SOUND_NO_SOUND
|
|
};
|
|
uint16 hitSoundsByFightMoves[12][10] = {
|
|
{S39,S42,S43,S43,S39,S39,S39,S39,S39,S42},
|
|
{NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND},
|
|
{NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND},
|
|
{S39,S39,S39,S39,S33,S43,S39,S39,S39,S39},
|
|
{S39,S39,S39,S39,S35,S39,S38,S38,S39,S39},
|
|
{S39,S39,S39,S39,S33,S39,S41,S36,S39,S39},
|
|
{S39,S39,S39,S39,S37,S40,S38,S38,S39,S39},
|
|
{S39,S39,S39,S39,S34,S43,S44,S37,S39,S39},
|
|
{S39,S39,S39,S39,S34,S43,S44,S37,S39,S39},
|
|
{S39,S39,S39,S39,S34,S43,S44,S37,S39,S40},
|
|
{S39,S39,S39,S39,S33,S39,S41,S37,S39,S40},
|
|
{S39,S39,S39,S39,S39,S39,S39,S39,S33,S33}
|
|
};
|
|
|
|
// This is why first dimension is between FightMove 1 and 12.
|
|
if (m_lastFightMove == FIGHTMOVE_NULL || m_lastFightMove >= FIGHTMOVE_HITFRONT)
|
|
return;
|
|
|
|
uint16 soundId;
|
|
|
|
// And this is why second dimension is between 13 and 22.
|
|
if (hitTo->m_lastFightMove <= FIGHTMOVE_GROUNDKICK || hitTo->m_lastFightMove >= FIGHTMOVE_IDLE2NORM) {
|
|
|
|
if (hitTo->m_nPedState == PED_DEAD || hitTo->UseGroundColModel()) {
|
|
soundId = hitSoundsByFightMoves[m_lastFightMove - FIGHTMOVE_STDPUNCH][FIGHTMOVE_HITONFLOOR - FIGHTMOVE_HITFRONT];
|
|
} else {
|
|
soundId = hitSoundsByFightMoves[m_lastFightMove - FIGHTMOVE_STDPUNCH][FIGHTMOVE_HITFRONT - FIGHTMOVE_HITFRONT];
|
|
}
|
|
} else {
|
|
soundId = hitSoundsByFightMoves[m_lastFightMove - FIGHTMOVE_STDPUNCH][hitTo->m_lastFightMove - FIGHTMOVE_HITFRONT];
|
|
}
|
|
|
|
if (soundId != NO_SND)
|
|
DMAudio.PlayOneShot(m_audioEntityId, soundId, 0.0f);
|
|
}
|
|
|
|
void
|
|
CPed::CollideWithPed(CPed *collideWith)
|
|
{
|
|
CAnimBlendAssociation *animAssoc;
|
|
AnimationId animToPlay;
|
|
|
|
bool weAreMissionChar = CharCreatedBy == MISSION_CHAR;
|
|
bool heIsMissionChar = collideWith->CharCreatedBy == MISSION_CHAR;
|
|
CVector posDiff = collideWith->GetPosition() - GetPosition();
|
|
int waitTime = 0;
|
|
|
|
if (weAreMissionChar || !collideWith->IsPlayer() || collideWith->m_nPedState != PED_MAKE_CALL) {
|
|
bool weDontLookToHim = DotProduct(posDiff, GetForward()) > 0.0f;
|
|
bool heLooksToUs = DotProduct(posDiff, collideWith->GetForward()) < 0.0f;
|
|
|
|
if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) {
|
|
|
|
if ((!IsPlayer() || ((CPlayerPed*)this)->m_fMoveSpeed <= 1.8f)
|
|
&& (IsPlayer() || heIsMissionChar && weAreMissionChar || m_nMoveState != PEDMOVE_RUN && m_nMoveState != PEDMOVE_SPRINT
|
|
#ifdef VC_PED_PORTS
|
|
|| m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION && m_pedInObjective == collideWith
|
|
|| collideWith->m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION && collideWith->m_pedInObjective == this
|
|
#endif
|
|
)) {
|
|
|
|
if (m_objective != OBJECTIVE_FOLLOW_PED_IN_FORMATION && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT) {
|
|
|
|
if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
|
|
|
|
if (heIsMissionChar || !weAreMissionChar && collideWith->m_nMoveState != PEDMOVE_STILL) {
|
|
|
|
if (weAreMissionChar && (m_nPedState == PED_SEEK_POS || m_nPedState == PED_SEEK_ENTITY)) {
|
|
|
|
if (collideWith->m_nMoveState != PEDMOVE_STILL
|
|
&& (!collideWith->IsPlayer() || collideWith->IsPlayer() && CPad::GetPad(0)->ArePlayerControlsDisabled())) {
|
|
float seekPosDist = (GetPosition() - m_vecSeekPos).MagnitudeSqr2D();
|
|
float heAndSeekPosDist = (collideWith->GetPosition() - m_vecSeekPos).MagnitudeSqr2D();
|
|
|
|
if (seekPosDist <= heAndSeekPosDist) {
|
|
waitTime = 1000;
|
|
collideWith->SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &waitTime);
|
|
collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + waitTime;
|
|
} else {
|
|
waitTime = 500;
|
|
SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &waitTime);
|
|
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + waitTime;
|
|
}
|
|
} else if (collideWith->m_nMoveState == PEDMOVE_STILL) {
|
|
SetDirectionToWalkAroundObject(collideWith);
|
|
}
|
|
} else {
|
|
if (weAreMissionChar || m_pedStats->m_fear <= 100 - collideWith->m_pedStats->m_temper
|
|
|| (collideWith->IsPlayer() || collideWith->m_nMoveState == PEDMOVE_NONE || collideWith->m_nMoveState == PEDMOVE_STILL) &&
|
|
(!collideWith->IsPlayer() || ((CPlayerPed*)collideWith)->m_fMoveSpeed <= 1.0f)) {
|
|
SetDirectionToWalkAroundObject(collideWith);
|
|
if (!weAreMissionChar)
|
|
Say(SOUND_PED_CHAT);
|
|
} else {
|
|
SetEvasiveStep(collideWith, 2);
|
|
}
|
|
}
|
|
} else {
|
|
if (m_pedStats->m_temper <= m_pedStats->m_fear
|
|
|| GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED
|
|
|| weAreMissionChar
|
|
|| collideWith->m_nPedType == PEDTYPE_CIVFEMALE
|
|
|| collideWith->m_nPedType == m_nPedType
|
|
|| collideWith->GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
|
|
SetDirectionToWalkAroundObject(collideWith);
|
|
Say(SOUND_PED_CHAT);
|
|
} else {
|
|
TurnBody();
|
|
SetAttack(collideWith);
|
|
#ifdef VC_PED_PORTS
|
|
m_fRotationCur = 0.3f + m_fRotationCur;
|
|
m_fRotationDest = m_fRotationCur;
|
|
#endif
|
|
}
|
|
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(250, 450);
|
|
}
|
|
}
|
|
} else {
|
|
#ifdef VC_PED_PORTS
|
|
if (m_pedInObjective && (collideWith == m_pedInObjective || collideWith->m_pedInObjective == m_pedInObjective) && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
|
|
#else
|
|
if (m_pedInObjective && collideWith == m_pedInObjective && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
|
|
#endif
|
|
if (heLooksToUs) {
|
|
SetEvasiveStep(collideWith, 1);
|
|
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000;
|
|
}
|
|
} else if (weDontLookToHim && IsPedInControl()) {
|
|
|
|
if (m_pedStats != collideWith->m_pedStats) {
|
|
|
|
if (collideWith->m_pedStats->m_fear <= 100 - m_pedStats->m_temper
|
|
#ifdef VC_PED_PORTS
|
|
|| collideWith->IsPlayer() || CTimer::GetTimeInMilliseconds() < m_nPedStateTimer
|
|
#endif
|
|
) {
|
|
|
|
if (collideWith->IsPlayer()) {
|
|
// He's on our right side
|
|
if (DotProduct(posDiff,GetRight()) <= 0.0f)
|
|
m_fRotationCur -= m_headingRate;
|
|
else
|
|
m_fRotationCur += m_headingRate;
|
|
} else {
|
|
// He's on our right side
|
|
if (DotProduct(posDiff, collideWith->GetRight()) <= 0.0f)
|
|
collideWith->m_fRotationCur -= collideWith->m_headingRate;
|
|
else
|
|
collideWith->m_fRotationCur += collideWith->m_headingRate;
|
|
}
|
|
} else {
|
|
SetLookFlag(collideWith, false);
|
|
TurnBody();
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_PPUNCH, 8.0f);
|
|
animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
|
|
#ifdef VC_PED_PORTS
|
|
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 2000;
|
|
#endif
|
|
if (!heIsMissionChar) {
|
|
CVector2D posDiff2D(posDiff);
|
|
int direction = collideWith->GetLocalDirection(posDiff2D);
|
|
collideWith->StartFightDefend(direction, HITLEVEL_HIGH, 5);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else if (collideWith->m_pedStats->m_defendWeakness <= 1.5f || heIsMissionChar
|
|
#ifdef VC_PED_PORTS
|
|
|| m_pedStats->m_defendWeakness <= collideWith->m_pedStats->m_defendWeakness
|
|
#endif
|
|
) {
|
|
// He looks us and we're not at his right side
|
|
if (heLooksToUs && DotProduct(posDiff,collideWith->GetRight()) > 0.0f) {
|
|
CVector moveForce = GetRight();
|
|
moveForce.z += 0.1f;
|
|
ApplyMoveForce(moveForce);
|
|
if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT)
|
|
animToPlay = ANIM_HIT_LEFT;
|
|
else
|
|
animToPlay = ANIM_SHOT_LEFT_PARTIAL;
|
|
} else if (heLooksToUs) {
|
|
CVector moveForce = GetRight() * -1.0f;
|
|
moveForce.z += 0.1f;
|
|
ApplyMoveForce(moveForce);
|
|
if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT)
|
|
animToPlay = ANIM_HIT_RIGHT;
|
|
else
|
|
animToPlay = ANIM_SHOT_RIGHT_PARTIAL;
|
|
} else {
|
|
if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT)
|
|
animToPlay = ANIM_HIT_BACK;
|
|
else
|
|
animToPlay = ANIM_SHOT_BACK_PARTIAL;
|
|
}
|
|
|
|
if (collideWith->IsPedInControl() && CTimer::GetTimeInMilliseconds() > collideWith->m_nPedStateTimer) {
|
|
animAssoc = CAnimManager::BlendAnimation(collideWith->GetClump(), ASSOCGRP_STD, animToPlay, 8.0f);
|
|
animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
|
|
collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 1000;
|
|
if (m_nPedState == PED_ATTACK)
|
|
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f);
|
|
}
|
|
} else {
|
|
// We're at his right side
|
|
if (DotProduct(posDiff, collideWith->GetRight()) <= 0.0f) {
|
|
CVector moveForce = GetRight() * -1.0f;
|
|
moveForce.z += 0.1f;
|
|
ApplyMoveForce(moveForce);
|
|
if (heLooksToUs)
|
|
animToPlay = ANIM_KO_SPIN_L;
|
|
else
|
|
animToPlay = ANIM_KD_RIGHT;
|
|
} else {
|
|
CVector moveForce = GetRight();
|
|
moveForce.z += 0.1f;
|
|
ApplyMoveForce(moveForce);
|
|
if (heLooksToUs)
|
|
animToPlay = ANIM_KO_SPIN_R;
|
|
else
|
|
animToPlay = ANIM_KD_LEFT;
|
|
}
|
|
|
|
if (m_nPedState == PED_ATTACK && collideWith->IsPedInControl())
|
|
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f);
|
|
|
|
collideWith->SetFall(3000, animToPlay, 0);
|
|
}
|
|
} else {
|
|
if (!IsPedInControl())
|
|
return;
|
|
|
|
if (collideWith->m_nMoveState == PEDMOVE_NONE || collideWith->m_nMoveState == PEDMOVE_STILL)
|
|
return;
|
|
|
|
if (m_nPedType != collideWith->m_nPedType || m_nPedType == PEDTYPE_CIVMALE || m_nPedType == PEDTYPE_CIVFEMALE) {
|
|
|
|
if (!weAreMissionChar && heLooksToUs && m_pedStats->m_fear > 100 - collideWith->m_pedStats->m_temper) {
|
|
|
|
if (CGeneral::GetRandomNumber() & 1 && CTimer::GetTimeInMilliseconds() < m_nPedStateTimer){
|
|
SetEvasiveStep(collideWith, 2);
|
|
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000;
|
|
} else if (collideWith->m_nMoveState > PEDMOVE_WALK) {
|
|
waitTime = 2000;
|
|
SetWaitState(WAITSTATE_PLAYANIM_DUCK, &waitTime);
|
|
}
|
|
}
|
|
} else if (heLooksToUs
|
|
&& collideWith->m_nPedState != PED_STEP_AWAY
|
|
&& m_nPedState != PED_STEP_AWAY
|
|
&& CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
|
|
|
|
SetEvasiveStep(collideWith, 1);
|
|
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000;
|
|
}
|
|
}
|
|
|
|
if (IsPlayer()) {
|
|
SetLookFlag(collideWith, true);
|
|
SetLookTimer(800);
|
|
}
|
|
} else {
|
|
bool isRunning = m_nMoveState == PEDMOVE_RUN || m_nMoveState == PEDMOVE_SPRINT;
|
|
SetFindPathAndFlee(collideWith, 5000, !isRunning);
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::CreateDeadPedMoney(void)
|
|
{
|
|
if (!CGame::nastyGame)
|
|
return;
|
|
|
|
int skin = GetModelIndex();
|
|
if ((skin >= MI_COP && skin <= MI_FIREMAN) || CharCreatedBy == MISSION_CHAR || bInVehicle)
|
|
return;
|
|
|
|
int money = CGeneral::GetRandomNumber() % 60;
|
|
if (money < 10)
|
|
return;
|
|
|
|
if (money == 43)
|
|
money = 700;
|
|
|
|
int pickupCount = money / 40 + 1;
|
|
int moneyPerPickup = money / pickupCount;
|
|
|
|
for(int i = 0; i < pickupCount; i++) {
|
|
// (CGeneral::GetRandomNumber() % 256) * PI / 128 gives a float up to something TWOPI-ish.
|
|
float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().x;
|
|
float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().y;
|
|
bool found = false;
|
|
float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f;
|
|
if (found) {
|
|
CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7));
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::CreateDeadPedWeaponPickups(void)
|
|
{
|
|
bool found = false;
|
|
float angleToPed;
|
|
CVector pickupPos;
|
|
|
|
if (bInVehicle)
|
|
return;
|
|
|
|
for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) {
|
|
|
|
eWeaponType weapon = GetWeapon(i).m_eWeaponType;
|
|
int weaponAmmo = GetWeapon(i).m_nAmmoTotal;
|
|
if (weapon == WEAPONTYPE_UNARMED || weapon == WEAPONTYPE_DETONATOR || weaponAmmo == 0)
|
|
continue;
|
|
|
|
angleToPed = i * 1.75f;
|
|
pickupPos = GetPosition();
|
|
pickupPos.x += 1.5f * Sin(angleToPed);
|
|
pickupPos.y += 1.5f * Cos(angleToPed);
|
|
pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f;
|
|
|
|
CVector pedPos = GetPosition();
|
|
pedPos.z += 0.3f;
|
|
|
|
CVector pedToPickup = pickupPos - pedPos;
|
|
float distance = pedToPickup.Magnitude();
|
|
|
|
// outer edge of pickup
|
|
distance = (distance + 0.3f) / distance;
|
|
CVector pickupPos2 = pedPos;
|
|
pickupPos2 += distance * pedToPickup;
|
|
|
|
// pickup must be on ground and line to its edge must be clear
|
|
if (!found || CWorld::GetIsLineOfSightClear(pickupPos2, pedPos, true, false, false, false, false, false, false)) {
|
|
// otherwise try another position (but disregard second check apparently)
|
|
angleToPed += 3.14f;
|
|
pickupPos = GetPosition();
|
|
pickupPos.x += 1.5f * Sin(angleToPed);
|
|
pickupPos.y += 1.5f * Cos(angleToPed);
|
|
pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f;
|
|
}
|
|
if (found)
|
|
CPickups::GenerateNewOne_WeaponType(pickupPos, weapon, PICKUP_ONCE_TIMEOUT, Min(weaponAmmo, AmmoForWeapon_OnStreet[weapon]));
|
|
}
|
|
ClearWeapons();
|
|
}
|
|
|
|
void
|
|
CPed::SetAttackTimer(uint32 time)
|
|
{
|
|
if (CTimer::GetTimeInMilliseconds() > m_attackTimer)
|
|
m_attackTimer = Max(m_shootTimer, CTimer::GetTimeInMilliseconds()) + time;
|
|
}
|
|
|
|
void
|
|
CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack)
|
|
{
|
|
if (m_nPedState == PED_DRAG_FROM_CAR)
|
|
return;
|
|
|
|
bUsesCollision = false;
|
|
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
|
|
m_nLastPedState = PED_IDLE;
|
|
SetMoveState(PEDMOVE_STILL);
|
|
m_pSeekTarget = veh;
|
|
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
|
|
m_vehEnterType = vehEnterType;
|
|
if (m_vehEnterType == CAR_DOOR_LF) {
|
|
if (veh->pDriver && veh->pDriver->IsPlayer())
|
|
veh->SetStatus(STATUS_PLAYER_DISABLED);
|
|
else
|
|
veh->SetStatus(STATUS_ABANDONED);
|
|
}
|
|
RemoveInCarAnims();
|
|
SetMoveState(PEDMOVE_NONE);
|
|
LineUpPedWithCar(LINE_UP_TO_CAR_START);
|
|
m_pVehicleAnim = nil;
|
|
m_nPedState = PED_DRAG_FROM_CAR;
|
|
bChangedSeat = false;
|
|
bWillBeQuickJacked = quickJack;
|
|
|
|
SetHeading(m_fRotationCur);
|
|
|
|
Say(SOUND_PED_CAR_JACKED);
|
|
SetRadioStation();
|
|
veh->m_nGettingOutFlags |= GetCarDoorFlag(m_vehEnterType);
|
|
}
|
|
|
|
void
|
|
CPed::SetBuyIceCream(void)
|
|
{
|
|
if (m_nPedState == PED_BUY_ICECREAM || !IsPedInControl())
|
|
return;
|
|
|
|
if (!m_carInObjective)
|
|
return;
|
|
|
|
#ifdef FIX_ICECREAM
|
|
|
|
// Simulating BuyIceCream
|
|
CPed* driver = m_carInObjective->pDriver;
|
|
if (driver) {
|
|
m_nPedState = PED_BUY_ICECREAM;
|
|
bFindNewNodeAfterStateRestore = true;
|
|
SetObjectiveTimer(8000);
|
|
SetChat(driver, 8000);
|
|
driver->SetChat(this, 8000);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
// Side of the Ice Cream van
|
|
m_fRotationDest = m_carInObjective->GetForward().Heading() - HALFPI;
|
|
|
|
if (Abs(m_fRotationDest - m_fRotationCur) < HALFPI) {
|
|
m_standardTimer = CTimer::GetTimeInMilliseconds() + 3000;
|
|
m_nPedState = PED_BUY_ICECREAM;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetChat(CEntity *chatWith, uint32 time)
|
|
{
|
|
if(m_nPedState != PED_CHAT)
|
|
SetStoredState();
|
|
|
|
m_nPedState = PED_CHAT;
|
|
SetMoveState(PEDMOVE_STILL);
|
|
#ifdef VC_PED_PORTS
|
|
m_lookTimer = 0;
|
|
#endif
|
|
SetLookFlag(chatWith, true);
|
|
m_standardTimer = CTimer::GetTimeInMilliseconds() + time;
|
|
m_lookTimer = CTimer::GetTimeInMilliseconds() + 3000;
|
|
}
|
|
|
|
void
|
|
CPed::SetDead(void)
|
|
{
|
|
bUsesCollision = false;
|
|
|
|
m_fHealth = 0.0f;
|
|
if (m_nPedState == PED_DRIVING)
|
|
bIsVisible = false;
|
|
|
|
m_nPedState = PED_DEAD;
|
|
m_pVehicleAnim = nil;
|
|
m_pCollidingEntity = nil;
|
|
|
|
CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
|
RemoveWeaponModel(weapon->m_nModelId);
|
|
|
|
m_currentWeapon = WEAPONTYPE_UNARMED;
|
|
CEventList::RegisterEvent(EVENT_INJURED_PED, EVENT_ENTITY_PED, this, nil, 250);
|
|
if (this != FindPlayerPed()) {
|
|
CreateDeadPedWeaponPickups();
|
|
CreateDeadPedMoney();
|
|
}
|
|
|
|
m_bloodyFootprintCountOrDeathTime = CTimer::GetTimeInMilliseconds();
|
|
m_deadBleeding = false;
|
|
bDoBloodyFootprints = false;
|
|
bVehExitWillBeInstant = false;
|
|
CEventList::RegisterEvent(EVENT_DEAD_PED, EVENT_ENTITY_PED, this, nil, 1000);
|
|
}
|
|
|
|
void
|
|
CPed::SetSeek(CEntity *seeking, float distanceToCountDone)
|
|
{
|
|
if (!IsPedInControl())
|
|
return;
|
|
|
|
if (m_nPedState == PED_SEEK_ENTITY && m_pSeekTarget == seeking)
|
|
return;
|
|
|
|
if (!seeking)
|
|
return;
|
|
|
|
if (m_nPedState != PED_SEEK_ENTITY)
|
|
SetStoredState();
|
|
|
|
m_nPedState = PED_SEEK_ENTITY;
|
|
m_distanceToCountSeekDone = distanceToCountDone;
|
|
m_pSeekTarget = seeking;
|
|
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
|
|
SetMoveState(PEDMOVE_STILL);
|
|
}
|
|
|
|
void
|
|
CPed::SetSeek(CVector pos, float distanceToCountDone)
|
|
{
|
|
if (!IsPedInControl()
|
|
|| (m_nPedState == PED_SEEK_POS && m_vecSeekPos.x == pos.x && m_vecSeekPos.y == pos.y))
|
|
return;
|
|
|
|
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_M16
|
|
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_AK47
|
|
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE
|
|
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER
|
|
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_SHOTGUN) {
|
|
ClearPointGunAt();
|
|
}
|
|
|
|
if (m_nPedState != PED_SEEK_POS)
|
|
SetStoredState();
|
|
|
|
m_nPedState = PED_SEEK_POS;
|
|
m_distanceToCountSeekDone = distanceToCountDone;
|
|
m_vecSeekPos = pos;
|
|
}
|
|
|
|
void
|
|
CPed::DeadPedMakesTyresBloody(void)
|
|
{
|
|
int minX = CWorld::GetSectorIndexX(GetPosition().x - 2.0f);
|
|
if (minX < 0) minX = 0;
|
|
int minY = CWorld::GetSectorIndexY(GetPosition().y - 2.0f);
|
|
if (minY < 0) minY = 0;
|
|
int maxX = CWorld::GetSectorIndexX(GetPosition().x + 2.0f);
|
|
if (maxX > NUMSECTORS_X-1) maxX = NUMSECTORS_X-1;
|
|
int maxY = CWorld::GetSectorIndexY(GetPosition().y + 2.0f);
|
|
if (maxY > NUMSECTORS_Y-1) maxY = NUMSECTORS_Y-1;
|
|
|
|
CWorld::AdvanceCurrentScanCode();
|
|
|
|
for (int curY = minY; curY <= maxY; curY++) {
|
|
for (int curX = minX; curX <= maxX; curX++) {
|
|
CSector *sector = CWorld::GetSector(curX, curY);
|
|
MakeTyresMuddySectorList(sector->m_lists[ENTITYLIST_VEHICLES]);
|
|
MakeTyresMuddySectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP]);
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::Die(void)
|
|
{
|
|
// UNUSED: This is a perfectly empty function.
|
|
}
|
|
|
|
uint8
|
|
CPed::DoesLOSBulletHitPed(CColPoint &colPoint)
|
|
{
|
|
#ifdef FIX_BUGS
|
|
return 1;
|
|
#else
|
|
uint8 retVal = 2;
|
|
|
|
float headZ = GetNodePosition(PED_HEAD).z;
|
|
|
|
if (m_nPedState == PED_FALL)
|
|
retVal = 1;
|
|
|
|
float colZ = colPoint.point.z;
|
|
if (colZ < headZ)
|
|
retVal = 1;
|
|
|
|
if (headZ + 0.2f <= colZ)
|
|
retVal = 0;
|
|
|
|
return retVal;
|
|
#endif
|
|
}
|
|
|
|
bool
|
|
CPed::DuckAndCover(void)
|
|
{
|
|
if (!m_pedInObjective || CTimer::GetTimeInMilliseconds() <= m_duckAndCoverTimer)
|
|
return false;
|
|
|
|
if (bKindaStayInSamePlace){
|
|
|
|
if (CTimer::GetTimeInMilliseconds() <= m_leaveCarTimer) {
|
|
if (!m_pLookTarget || m_pLookTarget != m_pedInObjective) {
|
|
m_pLookTarget = m_pedInObjective;
|
|
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
|
|
}
|
|
if (!bIsAimingGun)
|
|
SetAimFlag(m_pedInObjective);
|
|
|
|
} else {
|
|
bCrouchWhenShooting = false;
|
|
bKindaStayInSamePlace = false;
|
|
bIsDucking = false;
|
|
bDuckAndCover = false;
|
|
m_headingRate = 10.0f;
|
|
m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(20000,30000);
|
|
if (m_pSeekTarget && m_pSeekTarget->IsVehicle())
|
|
((CVehicle*)m_pSeekTarget)->m_numPedsUseItAsCover--;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool justDucked = false;
|
|
CVehicle *foundVeh = nil;
|
|
float maxDist = 225.0f;
|
|
bIsDucking = false;
|
|
bCrouchWhenShooting = false;
|
|
if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) {
|
|
CVector pos = GetPosition();
|
|
int16 lastVehicle;
|
|
CEntity *vehicles[8];
|
|
CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
|
|
|
|
for (int i = 0; i < lastVehicle; i++) {
|
|
CVehicle *veh = (CVehicle*) vehicles[i];
|
|
if (veh->m_vecMoveSpeed.Magnitude() <= 0.02f
|
|
&& !veh->bIsBus
|
|
&& !veh->bIsVan
|
|
&& !veh->bIsBig
|
|
&& veh->m_numPedsUseItAsCover < 3) {
|
|
float dist = (GetPosition() - veh->GetPosition()).MagnitudeSqr();
|
|
if (dist < maxDist) {
|
|
maxDist = dist;
|
|
foundVeh = veh;
|
|
}
|
|
}
|
|
}
|
|
if (foundVeh) {
|
|
// Unused.
|
|
// CVector lfWheelPos, rfWheelPos;
|
|
// foundVeh->GetComponentWorldPosition(CAR_WHEEL_RF, rfWheelPos);
|
|
// foundVeh->GetComponentWorldPosition(CAR_WHEEL_LF, lfWheelPos);
|
|
CVector rightSide, leftSide;
|
|
|
|
// 3 persons can use the car as cover. Found the correct position for us.
|
|
if (foundVeh->m_numPedsUseItAsCover == 2) {
|
|
rightSide = CVector(1.5f, -0.5f, 0.0f);
|
|
leftSide = CVector(-1.5f, -0.5f, 0.0f);
|
|
} else if (foundVeh->m_numPedsUseItAsCover == 1) {
|
|
rightSide = CVector(1.5f, 0.5f, 0.0f);
|
|
leftSide = CVector(-1.5f, 0.5f, 0.0f);
|
|
} else if (foundVeh->m_numPedsUseItAsCover == 0) {
|
|
rightSide = CVector(1.5f, 0.0f, 0.0f);
|
|
leftSide = CVector(-1.5f, 0.0f, 0.0f);
|
|
}
|
|
|
|
CMatrix vehMatrix(foundVeh->GetMatrix());
|
|
CVector duckAtRightSide = Multiply3x3(vehMatrix, rightSide) + foundVeh->GetPosition();
|
|
|
|
CVector duckAtLeftSide = Multiply3x3(vehMatrix, leftSide) + foundVeh->GetPosition();
|
|
|
|
CVector distWithPedRightSide = m_pedInObjective->GetPosition() - duckAtRightSide;
|
|
CVector distWithPedLeftSide = m_pedInObjective->GetPosition() - duckAtLeftSide;
|
|
|
|
CVector duckPos;
|
|
if (distWithPedRightSide.MagnitudeSqr() <= distWithPedLeftSide.MagnitudeSqr())
|
|
duckPos = duckAtLeftSide;
|
|
else
|
|
duckPos = duckAtRightSide;
|
|
|
|
if (CWorld::TestSphereAgainstWorld(duckPos, 0.5f, nil, true, true, true, false, false, false)
|
|
&& CWorld::GetIsLineOfSightClear(GetPosition(), duckPos, 1, 0, 0, 1, 0, 0, 0)) {
|
|
SetSeek(duckPos, 1.0f);
|
|
m_headingRate = 15.0f;
|
|
bIsRunning = true;
|
|
bDuckAndCover = true;
|
|
justDucked = true;
|
|
m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 500;
|
|
if (foundVeh->bIsLawEnforcer)
|
|
m_carInObjective = foundVeh;
|
|
|
|
// BUG? Shouldn't we register the reference?
|
|
m_pSeekTarget = foundVeh;
|
|
ClearPointGunAt();
|
|
} else {
|
|
m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(10000, 15000);
|
|
bDuckAndCover = false;
|
|
}
|
|
} else {
|
|
bDuckAndCover = false;
|
|
}
|
|
}
|
|
|
|
if (!justDucked && !bDuckAndCover)
|
|
return false;
|
|
|
|
if (!Seek())
|
|
return true;
|
|
|
|
bKindaStayInSamePlace = true;
|
|
bDuckAndCover = false;
|
|
m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
|
|
if (m_pSeekTarget && m_pSeekTarget->IsVehicle())
|
|
((CVehicle*)m_pSeekTarget)->m_numPedsUseItAsCover++;
|
|
|
|
SetIdle();
|
|
SetMoveState(PEDMOVE_STILL);
|
|
SetMoveAnim();
|
|
if (!m_pLookTarget || m_pLookTarget != m_pedInObjective) {
|
|
m_pLookTarget = m_pedInObjective;
|
|
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
|
|
}
|
|
|
|
m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(3000, 6000);
|
|
return false;
|
|
}
|
|
|
|
void
|
|
CPed::EndFight(uint8 endType)
|
|
{
|
|
if (m_nPedState != PED_FIGHT)
|
|
return;
|
|
|
|
m_lastFightMove = FIGHTMOVE_NULL;
|
|
RestorePreviousState();
|
|
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
|
|
if (animAssoc)
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
|
|
switch (endType) {
|
|
case ENDFIGHT_NORMAL:
|
|
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f);
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT2_IDLE, 8.0f);
|
|
break;
|
|
case ENDFIGHT_WITH_A_STEP:
|
|
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 1.0f);
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_WALK_START, 8.0f);
|
|
break;
|
|
case ENDFIGHT_FAST:
|
|
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f);
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT2_IDLE, 8.0f)->speed = 2.0f;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
m_nWaitTimer = 0;
|
|
}
|
|
|
|
void
|
|
CPed::EnterCar(void)
|
|
{
|
|
if (IsNotInWreckedVehicle() && m_fHealth > 0.0f) {
|
|
CVehicle *veh = (CVehicle*)m_pSeekTarget;
|
|
|
|
// Not used.
|
|
// CVector posForDoor = GetPositionToOpenCarDoor(veh, m_vehEnterType);
|
|
|
|
if (veh->CanPedOpenLocks(this)) {
|
|
if (m_vehEnterType) {
|
|
CAnimBlendAssociation *enterAssoc = m_pVehicleAnim;
|
|
if (enterAssoc)
|
|
veh->ProcessOpenDoor(m_vehEnterType, enterAssoc->animId, enterAssoc->currentTime);
|
|
}
|
|
}
|
|
bIsInTheAir = false;
|
|
LineUpPedWithCar(LINE_UP_TO_CAR_START);
|
|
} else {
|
|
QuitEnteringCar();
|
|
SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
|
|
}
|
|
}
|
|
|
|
uint8
|
|
CPed::GetNearestTrainPedPosition(CVehicle *train, CVector &enterPos)
|
|
{
|
|
CVector enterStepOffset;
|
|
CVehicleModelInfo *trainModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(train->GetModelIndex());
|
|
CMatrix trainMat = CMatrix(train->GetMatrix());
|
|
CVector leftEntryPos, rightEntryPos, midEntryPos;
|
|
float distLeftEntry, distRightEntry, distMidEntry;
|
|
|
|
// enterStepOffset = vecPedCarDoorAnimOffset;
|
|
enterStepOffset = CVector(1.5f, 0.0f, 0.0f);
|
|
|
|
if (train->pPassengers[TRAIN_POS_LEFT_ENTRY]) {
|
|
distLeftEntry = 999.0f;
|
|
} else {
|
|
leftEntryPos = trainModel->m_positions[TRAIN_POS_LEFT_ENTRY] - enterStepOffset;
|
|
leftEntryPos = Multiply3x3(trainMat, leftEntryPos);
|
|
leftEntryPos += train->GetPosition();
|
|
distLeftEntry = (leftEntryPos - GetPosition()).Magnitude();
|
|
}
|
|
|
|
if (train->pPassengers[TRAIN_POS_MID_ENTRY]) {
|
|
distMidEntry = 999.0f;
|
|
} else {
|
|
midEntryPos = trainModel->m_positions[TRAIN_POS_MID_ENTRY] - enterStepOffset;
|
|
midEntryPos = Multiply3x3(trainMat, midEntryPos);
|
|
midEntryPos += train->GetPosition();
|
|
distMidEntry = (midEntryPos - GetPosition()).Magnitude();
|
|
}
|
|
|
|
if (train->pPassengers[TRAIN_POS_RIGHT_ENTRY]) {
|
|
distRightEntry = 999.0f;
|
|
} else {
|
|
rightEntryPos = trainModel->m_positions[TRAIN_POS_RIGHT_ENTRY] - enterStepOffset;
|
|
rightEntryPos = Multiply3x3(trainMat, rightEntryPos);
|
|
rightEntryPos += train->GetPosition();
|
|
distRightEntry = (rightEntryPos - GetPosition()).Magnitude();
|
|
}
|
|
|
|
if (distMidEntry < distLeftEntry) {
|
|
if (distMidEntry < distRightEntry) {
|
|
enterPos = midEntryPos;
|
|
m_vehEnterType = TRAIN_POS_MID_ENTRY;
|
|
} else {
|
|
enterPos = rightEntryPos;
|
|
m_vehEnterType = TRAIN_POS_RIGHT_ENTRY;
|
|
}
|
|
} else if (distRightEntry < distLeftEntry) {
|
|
enterPos = rightEntryPos;
|
|
m_vehEnterType = TRAIN_POS_RIGHT_ENTRY;
|
|
} else {
|
|
enterPos = leftEntryPos;
|
|
m_vehEnterType = TRAIN_POS_LEFT_ENTRY;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
uint8
|
|
CPed::GetNearestTrainDoor(CVehicle *train, CVector &doorPos)
|
|
{
|
|
GetNearestTrainPedPosition(train, doorPos);
|
|
/*
|
|
// Not used.
|
|
CVehicleModelInfo* trainModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(train->m_modelIndex);
|
|
CMatrix trainMat = CMatrix(train->GetMatrix());
|
|
|
|
doorPos = trainModel->m_positions[m_vehEnterType];
|
|
doorPos.x -= 1.5f;
|
|
doorPos = Multiply3x3(trainMat, doorPos);
|
|
doorPos += train->GetPosition();
|
|
*/
|
|
return 1;
|
|
}
|
|
|
|
void
|
|
CPed::LineUpPedWithTrain(void)
|
|
{
|
|
CVector lineUpPos;
|
|
CVehicleModelInfo *trainModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(m_pMyVehicle->GetModelIndex());
|
|
CVector enterOffset(1.5f, 0.0f, -0.2f);
|
|
|
|
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
|
|
m_fRotationCur = m_pMyVehicle->GetForward().Heading() - HALFPI;
|
|
m_fRotationDest = m_fRotationCur;
|
|
|
|
if (!bInVehicle) {
|
|
GetNearestTrainDoor(m_pMyVehicle, lineUpPos);
|
|
lineUpPos.z += 0.2f;
|
|
} else {
|
|
if (m_pMyVehicle->pPassengers[TRAIN_POS_LEFT_ENTRY] == this) {
|
|
|
|
lineUpPos = trainModel->m_positions[TRAIN_POS_LEFT_ENTRY] - enterOffset;
|
|
|
|
} else if (m_pMyVehicle->pPassengers[TRAIN_POS_MID_ENTRY] == this) {
|
|
|
|
lineUpPos = trainModel->m_positions[TRAIN_POS_MID_ENTRY] - enterOffset;
|
|
|
|
} else if (m_pMyVehicle->pPassengers[TRAIN_POS_RIGHT_ENTRY] == this) {
|
|
|
|
lineUpPos = trainModel->m_positions[TRAIN_POS_RIGHT_ENTRY] - enterOffset;
|
|
}
|
|
lineUpPos = Multiply3x3(m_pMyVehicle->GetMatrix(), lineUpPos);
|
|
lineUpPos += m_pMyVehicle->GetPosition();
|
|
}
|
|
|
|
if (m_pVehicleAnim) {
|
|
float percentageLeft = m_pVehicleAnim->GetTimeLeft() / m_pVehicleAnim->hierarchy->totalLength;
|
|
lineUpPos += (GetPosition() - lineUpPos) * percentageLeft;
|
|
}
|
|
|
|
SetPosition(lineUpPos);
|
|
SetHeading(m_fRotationCur);
|
|
}
|
|
|
|
void
|
|
CPed::EnterTrain(void)
|
|
{
|
|
LineUpPedWithTrain();
|
|
}
|
|
|
|
void
|
|
CPed::ExitTrain(void)
|
|
{
|
|
LineUpPedWithTrain();
|
|
}
|
|
|
|
void
|
|
CPed::ExitCar(void)
|
|
{
|
|
if (!m_pVehicleAnim)
|
|
return;
|
|
|
|
AnimationId exitAnim = (AnimationId) m_pVehicleAnim->animId;
|
|
float animTime = m_pVehicleAnim->currentTime;
|
|
|
|
m_pMyVehicle->ProcessOpenDoor(m_vehEnterType, exitAnim, animTime);
|
|
|
|
if (m_pSeekTarget) {
|
|
// Car is upside down
|
|
if (m_pMyVehicle->GetUp().z > -0.8f) {
|
|
if (exitAnim != ANIM_CAR_CLOSE_RHS && exitAnim != ANIM_CAR_CLOSE_LHS && animTime <= 0.3f)
|
|
LineUpPedWithCar((m_pMyVehicle->GetModelIndex() == MI_DODO ? LINE_UP_TO_CAR_END : LINE_UP_TO_CAR_START));
|
|
else
|
|
LineUpPedWithCar(LINE_UP_TO_CAR_END);
|
|
} else {
|
|
LineUpPedWithCar(LINE_UP_TO_CAR_END);
|
|
}
|
|
}
|
|
|
|
// If there is someone in front of the door, make him fall while we exit.
|
|
if (m_nPedState == PED_EXIT_CAR) {
|
|
CPed *foundPed = nil;
|
|
for (int i = 0; i < m_numNearPeds; i++) {
|
|
if ((m_nearPeds[i]->GetPosition() - GetPosition()).MagnitudeSqr2D() < 0.04f) {
|
|
foundPed = m_nearPeds[i];
|
|
break;
|
|
}
|
|
}
|
|
if (foundPed && animTime > 0.4f && foundPed->IsPedInControl())
|
|
foundPed->SetFall(1000, ANIM_KO_SKID_FRONT, 1);
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::Fall(void)
|
|
{
|
|
if (m_getUpTimer != UINT32_MAX && CTimer::GetTimeInMilliseconds() > m_getUpTimer
|
|
#ifdef VC_PED_PORTS
|
|
&& bIsStanding
|
|
#endif
|
|
)
|
|
ClearFall();
|
|
|
|
// VC plays animations ANIM_STD_FALL_ONBACK and ANIM_STD_FALL_ONFRONT in here, which doesn't exist in III.
|
|
}
|
|
|
|
void
|
|
CPed::Fight(void)
|
|
{
|
|
CAnimBlendAssociation *currentAssoc = nil, *animAssoc;
|
|
bool hasShoppingBags, punchOnly, canKick, canKneeHead, canRoundhouse;
|
|
float angleToFace, nextAngle;
|
|
bool goForward = false;
|
|
int nextFightMove;
|
|
|
|
switch (m_lastFightMove) {
|
|
case FIGHTMOVE_NULL:
|
|
return;
|
|
case FIGHTMOVE_IDLE2NORM:
|
|
m_lastFightMove = FIGHTMOVE_NULL;
|
|
RestorePreviousState();
|
|
break;
|
|
case FIGHTMOVE_IDLE:
|
|
// currentAssoc = nil;
|
|
break;
|
|
default:
|
|
currentAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId);
|
|
break;
|
|
}
|
|
|
|
if (!bIsAttacking && IsPlayer()) {
|
|
if (currentAssoc) {
|
|
currentAssoc->blendDelta = -1000.0f;
|
|
currentAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
currentAssoc->flags &= ~ASSOC_RUNNING;
|
|
}
|
|
if (m_takeAStepAfterAttack)
|
|
EndFight(ENDFIGHT_WITH_A_STEP);
|
|
else
|
|
EndFight(ENDFIGHT_FAST);
|
|
|
|
} else if (currentAssoc && m_fightState > FIGHTSTATE_MOVE_FINISHED) {
|
|
float animTime = currentAssoc->currentTime;
|
|
FightMove &curMove = tFightMoves[m_lastFightMove];
|
|
if (curMove.hitLevel != HITLEVEL_NULL && animTime > curMove.startFireTime && animTime <= curMove.endFireTime && m_fightState >= FIGHTSTATE_NO_MOVE) {
|
|
|
|
CVector touchingNodePos(0.0f, 0.0f, 0.0f);
|
|
|
|
switch (m_lastFightMove) {
|
|
case FIGHTMOVE_STDPUNCH:
|
|
case FIGHTMOVE_PUNCHHOOK:
|
|
case FIGHTMOVE_BODYBLOW:
|
|
TransformToNode(touchingNodePos, PED_HANDR);
|
|
break;
|
|
case FIGHTMOVE_IDLE:
|
|
case FIGHTMOVE_SHUFFLE_F:
|
|
break;
|
|
case FIGHTMOVE_KNEE:
|
|
TransformToNode(touchingNodePos, PED_LOWERLEGR);
|
|
break;
|
|
case FIGHTMOVE_HEADBUTT:
|
|
TransformToNode(touchingNodePos, PED_HEAD);
|
|
break;
|
|
case FIGHTMOVE_PUNCHJAB:
|
|
TransformToNode(touchingNodePos, PED_HANDL);
|
|
break;
|
|
case FIGHTMOVE_KICK:
|
|
case FIGHTMOVE_LONGKICK:
|
|
case FIGHTMOVE_ROUNDHOUSE:
|
|
case FIGHTMOVE_GROUNDKICK:
|
|
TransformToNode(touchingNodePos, PED_FOOTR);
|
|
break;
|
|
}
|
|
|
|
if (m_lastFightMove == FIGHTMOVE_PUNCHJAB) {
|
|
touchingNodePos += 0.1f * GetForward();
|
|
} else if (m_lastFightMove == FIGHTMOVE_PUNCHHOOK) {
|
|
touchingNodePos += 0.22f * GetForward();
|
|
}
|
|
FightStrike(touchingNodePos);
|
|
m_fightButtonPressure = 0;
|
|
return;
|
|
}
|
|
|
|
if (curMove.hitLevel != HITLEVEL_NULL) {
|
|
if (animTime > curMove.endFireTime) {
|
|
if (IsPlayer())
|
|
currentAssoc->speed = 1.0f;
|
|
else
|
|
currentAssoc->speed = 0.8f;
|
|
}
|
|
|
|
if (IsPlayer() && !nPlayerInComboMove) {
|
|
if (curMove.comboFollowOnTime > 0.0f && m_fightButtonPressure != 0 && animTime > curMove.comboFollowOnTime) {
|
|
|
|
// Notice that it increases fight move index, because we're in combo!
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[++m_lastFightMove].animId, 8.0f);
|
|
animAssoc->SetFinishCallback(FinishFightMoveCB, this);
|
|
animAssoc->SetCurrentTime(0.1f * animAssoc->hierarchy->totalLength);
|
|
m_fightButtonPressure = 0;
|
|
nPlayerInComboMove = 1;
|
|
}
|
|
}
|
|
} else {
|
|
if (curMove.startFireTime > 0.0f && m_lastFightMove != FIGHTMOVE_SHUFFLE_F && animTime > curMove.startFireTime) {
|
|
if (IsPlayer())
|
|
currentAssoc->speed = 1.3f;
|
|
else
|
|
currentAssoc->speed = 0.8f;
|
|
}
|
|
}
|
|
} else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
|
|
EndFight(ENDFIGHT_FAST);
|
|
|
|
} else if (m_fightButtonPressure != 0) {
|
|
bool canAffectMultiplePeople = true;
|
|
nextAngle = m_fRotationCur;
|
|
bool kickGround = false;
|
|
float angleForGroundKick = 0.0f;
|
|
CPed *pedOnGround = nil;
|
|
|
|
Say(SOUND_PED_ATTACK);
|
|
|
|
if (IsPlayer()) {
|
|
canRoundhouse = false;
|
|
punchOnly = false;
|
|
canKick = true;
|
|
nextFightMove = (m_fightButtonPressure > 190 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE);
|
|
hasShoppingBags = false;
|
|
canKneeHead = true;
|
|
nPlayerInComboMove = 0;
|
|
} else {
|
|
nextFightMove = (m_fightButtonPressure > 120 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE);
|
|
uint16 pedFeatures = m_pedStats->m_flags;
|
|
punchOnly = pedFeatures & STAT_PUNCH_ONLY;
|
|
canRoundhouse = pedFeatures & STAT_CAN_ROUNDHOUSE;
|
|
canKneeHead = pedFeatures & STAT_CAN_KNEE_HEAD;
|
|
canKick = pedFeatures & STAT_CAN_KICK;
|
|
hasShoppingBags = pedFeatures & STAT_SHOPPING_BAGS;
|
|
}
|
|
|
|
// Attack isn't scripted, find the victim
|
|
if (IsPlayer() || !m_pedInObjective) {
|
|
|
|
for (int i = 0; i < m_numNearPeds; i++) {
|
|
|
|
CPed *nearPed = m_nearPeds[i];
|
|
float nearPedDist = (nearPed->GetPosition() - GetPosition()).Magnitude();
|
|
if (nearPedDist < 3.0f) {
|
|
float angleToFace = CGeneral::GetRadianAngleBetweenPoints(
|
|
nearPed->GetPosition().x, nearPed->GetPosition().y,
|
|
GetPosition().x, GetPosition().y);
|
|
|
|
nextAngle = CGeneral::LimitRadianAngle(angleToFace);
|
|
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
|
|
|
|
float neededTurn = Abs(nextAngle - m_fRotationCur);
|
|
if (neededTurn > PI)
|
|
neededTurn = TWOPI - neededTurn;
|
|
|
|
PedState nearPedState = nearPed->m_nPedState;
|
|
if (nearPedState != PED_FALL && nearPedState != PED_GETUP && nearPedState != PED_DIE && nearPedState != PED_DEAD) {
|
|
|
|
if (nearPedDist < 0.8f && neededTurn < DEGTORAD(75.0f) && canKneeHead) {
|
|
canAffectMultiplePeople = false;
|
|
} else if (nearPedDist >= 1.3f || neededTurn >= DEGTORAD(55.0f) || hasShoppingBags) {
|
|
|
|
if (nearPedDist < 1.7f
|
|
&& neededTurn < DEGTORAD(35.0f)
|
|
&& (canKick || hasShoppingBags)) {
|
|
|
|
nextFightMove = FIGHTMOVE_KICK;
|
|
if (hasShoppingBags) {
|
|
nextFightMove = FIGHTMOVE_ROUNDHOUSE;
|
|
} else if (canRoundhouse && CGeneral::GetRandomNumber() & 1) {
|
|
nextFightMove = FIGHTMOVE_ROUNDHOUSE;
|
|
}
|
|
canAffectMultiplePeople = false;
|
|
} else if (nearPedDist < 2.0f && neededTurn < DEGTORAD(30.0f) && canKick) {
|
|
canAffectMultiplePeople = false;
|
|
nextFightMove = FIGHTMOVE_LONGKICK;
|
|
} else if (neededTurn < DEGTORAD(30.0f)) {
|
|
goForward = true;
|
|
}
|
|
} else {
|
|
nextFightMove += 2; // Makes it 6 or 7
|
|
if (punchOnly)
|
|
nextFightMove = FIGHTMOVE_PUNCHJAB;
|
|
|
|
canAffectMultiplePeople = false;
|
|
}
|
|
} else if (!CGame::nastyGame
|
|
|| nearPedDist >= 1.3f
|
|
|| neededTurn >= DEGTORAD(55.0f)
|
|
|| punchOnly) {
|
|
|
|
if (nearPedDist > 0.8f
|
|
&& nearPedDist < 3.0f
|
|
&& neededTurn < DEGTORAD(30.0f)) {
|
|
goForward = true;
|
|
}
|
|
|
|
} else if (nearPedState != PED_DEAD || pedOnGround) {
|
|
if (!nearPed->IsPedHeadAbovePos(-0.3f)) {
|
|
canAffectMultiplePeople = false;
|
|
nextFightMove = FIGHTMOVE_GROUNDKICK;
|
|
}
|
|
|
|
} else {
|
|
pedOnGround = nearPed;
|
|
kickGround = true;
|
|
angleForGroundKick = nextAngle;
|
|
}
|
|
}
|
|
|
|
if (!canAffectMultiplePeople) {
|
|
m_fRotationDest = nextAngle;
|
|
if (IsPlayer()) {
|
|
m_fRotationCur = m_fRotationDest;
|
|
m_lookTimer = 0;
|
|
SetLookFlag(nearPed, true);
|
|
SetLookTimer(1500);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
} else {
|
|
// Because we're in a scripted fight with some particular ped.
|
|
canAffectMultiplePeople = false;
|
|
|
|
float fightingPedDist = (m_pedInObjective->GetPosition() - GetPosition()).Magnitude();
|
|
if (hasShoppingBags) {
|
|
if (fightingPedDist >= 1.7f)
|
|
nextFightMove = FIGHTMOVE_SHUFFLE_F;
|
|
else
|
|
nextFightMove = FIGHTMOVE_ROUNDHOUSE;
|
|
|
|
} else if (punchOnly) {
|
|
if (fightingPedDist >= 1.3f)
|
|
nextFightMove = FIGHTMOVE_SHUFFLE_F;
|
|
else
|
|
nextFightMove = FIGHTMOVE_PUNCHJAB;
|
|
|
|
} else if (fightingPedDist >= 3.0f) {
|
|
nextFightMove = FIGHTMOVE_STDPUNCH;
|
|
|
|
} else {
|
|
angleToFace = CGeneral::GetRadianAngleBetweenPoints(
|
|
m_pedInObjective->GetPosition().x,
|
|
m_pedInObjective->GetPosition().y,
|
|
GetPosition().x,
|
|
GetPosition().y);
|
|
|
|
nextAngle = CGeneral::LimitRadianAngle(angleToFace);
|
|
m_fRotationDest = nextAngle;
|
|
m_fRotationCur = m_fRotationDest;
|
|
PedState fightingPedState = m_pedInObjective->m_nPedState;
|
|
if (fightingPedState != PED_FALL && fightingPedState != PED_GETUP && fightingPedState != PED_DIE && fightingPedState != PED_DEAD) {
|
|
|
|
if (fightingPedDist >= 0.8f || !canKneeHead) {
|
|
|
|
if (fightingPedDist >= 1.3f) {
|
|
|
|
if (fightingPedDist < 1.7f && canKick) {
|
|
nextFightMove = FIGHTMOVE_KICK;
|
|
if (canRoundhouse && CGeneral::GetRandomNumber() & 1)
|
|
nextFightMove = FIGHTMOVE_ROUNDHOUSE;
|
|
|
|
} else if (fightingPedDist < 2.0f && canKick) {
|
|
nextFightMove += 5; // Makes it 9 or 10
|
|
|
|
} else {
|
|
nextFightMove = FIGHTMOVE_SHUFFLE_F;
|
|
|
|
}
|
|
} else {
|
|
nextFightMove += 2; // Makes it 6 or 7
|
|
}
|
|
}
|
|
} else if (!CGame::nastyGame
|
|
|| fightingPedDist >= 1.3f
|
|
|| m_pedInObjective->IsPlayer()
|
|
|| m_pedInObjective->m_nPedState != PED_DEAD && m_pedInObjective->IsPedHeadAbovePos(-0.3f)) {
|
|
nextFightMove = FIGHTMOVE_IDLE;
|
|
} else {
|
|
nextFightMove = FIGHTMOVE_GROUNDKICK;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (canAffectMultiplePeople) {
|
|
if (kickGround && IsPlayer()) {
|
|
m_fRotationDest = angleForGroundKick;
|
|
nextFightMove = FIGHTMOVE_GROUNDKICK;
|
|
m_fRotationCur = m_fRotationDest;
|
|
m_lookTimer = 0;
|
|
SetLookFlag(pedOnGround, true);
|
|
SetLookTimer(1500);
|
|
} else if (goForward) {
|
|
nextFightMove = FIGHTMOVE_SHUFFLE_F;
|
|
} else {
|
|
nextFightMove = FIGHTMOVE_STDPUNCH;
|
|
}
|
|
}
|
|
|
|
if (nextFightMove != FIGHTMOVE_IDLE) {
|
|
m_lastFightMove = nextFightMove;
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 4.0f);
|
|
|
|
animAssoc->SetFinishCallback(FinishFightMoveCB, this);
|
|
if (m_fightState == FIGHTSTATE_MOVE_FINISHED && animAssoc->currentTime != 0.0f) {
|
|
animAssoc->SetCurrentTime(0.0f);
|
|
animAssoc->SetRun();
|
|
}
|
|
m_fightButtonPressure = 0;
|
|
}
|
|
m_fightState = FIGHTSTATE_NO_MOVE;
|
|
} else if (m_takeAStepAfterAttack && m_lastFightMove != FIGHTMOVE_SHUFFLE_F
|
|
#ifndef FIX_BUGS
|
|
&& CheckForPedsOnGroundToAttack(this, nil) == 4) {
|
|
#else
|
|
&& CheckForPedsOnGroundToAttack(this, nil) == PED_IN_FRONT_OF_ATTACKER) {
|
|
#endif
|
|
m_lastFightMove = FIGHTMOVE_SHUFFLE_F;
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId);
|
|
|
|
if (animAssoc) {
|
|
animAssoc->SetCurrentTime(0.0f);
|
|
animAssoc->blendDelta = 4.0f;
|
|
animAssoc->SetRun();
|
|
} else {
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 32.0f);
|
|
}
|
|
animAssoc->SetFinishCallback(FinishFightMoveCB, this);
|
|
m_fightState = FIGHTSTATE_NO_MOVE;
|
|
m_fightButtonPressure = 0;
|
|
m_takeAStepAfterAttack = false;
|
|
|
|
} else if (m_takeAStepAfterAttack) {
|
|
EndFight(ENDFIGHT_FAST);
|
|
|
|
} else if (m_lastFightMove == FIGHTMOVE_IDLE) {
|
|
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
|
|
EndFight(ENDFIGHT_NORMAL);
|
|
}
|
|
|
|
} else {
|
|
m_lastFightMove = FIGHTMOVE_IDLE;
|
|
if (IsPlayer())
|
|
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 500;
|
|
else
|
|
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000;
|
|
}
|
|
}
|
|
|
|
// Some helper function which doesn't exist in og game.
|
|
inline void
|
|
SelectClosestNodeForSeek(CPed *ped, CPathNode *node, CVector2D closeDist, CVector2D farDist, CPathNode *closeNode, CPathNode *closeNode2, int runCount = 3)
|
|
{
|
|
for (int i = 0; i < node->numLinks; i++) {
|
|
|
|
CPathNode *testNode = &ThePaths.m_pathNodes[ThePaths.ConnectedNode(i + node->firstLink)];
|
|
|
|
if (testNode && testNode != closeNode && testNode != closeNode2) {
|
|
CVector2D posDiff(ped->m_vecSeekPos - testNode->GetPosition());
|
|
float dist = posDiff.MagnitudeSqr();
|
|
|
|
if (farDist.MagnitudeSqr() > dist) {
|
|
|
|
if (closeDist.MagnitudeSqr() <= dist) {
|
|
ped->m_pNextPathNode = closeNode;
|
|
closeDist = posDiff;
|
|
} else {
|
|
ped->m_pNextPathNode = (closeNode2 ? closeNode2 : testNode);
|
|
farDist = posDiff;
|
|
}
|
|
}
|
|
|
|
if (--runCount > 0)
|
|
SelectClosestNodeForSeek(ped, testNode, closeDist, farDist, closeNode, (closeNode2 ? closeNode2 : testNode), runCount);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool
|
|
CPed::FindBestCoordsFromNodes(CVector unused, CVector *bestCoords)
|
|
{
|
|
if (m_pNextPathNode || !bUsePedNodeSeek)
|
|
return false;
|
|
|
|
CVector ourPos = GetPosition();
|
|
|
|
int closestNodeId = ThePaths.FindNodeClosestToCoors(GetPosition(), 1, 999999.9f, false, false);
|
|
|
|
CVector seekObjPos = m_vecSeekPos;
|
|
seekObjPos.z += 1.0f;
|
|
|
|
if (CWorld::GetIsLineOfSightClear(ourPos, seekObjPos, true, false, false, true, false, false, false))
|
|
return false;
|
|
|
|
m_pNextPathNode = nil;
|
|
|
|
CVector2D seekPosDist (m_vecSeekPos - ourPos);
|
|
|
|
CPathNode *closestNode = &ThePaths.m_pathNodes[closestNodeId];
|
|
CVector2D closeDist(m_vecSeekPos - closestNode->GetPosition());
|
|
|
|
SelectClosestNodeForSeek(this, closestNode, closeDist, seekPosDist, closestNode, nil);
|
|
|
|
// Above function decided that going to the next node is more logical than seeking the object.
|
|
if (m_pNextPathNode) {
|
|
|
|
CVector pathToNextNode = m_pNextPathNode->GetPosition() - ourPos;
|
|
if (pathToNextNode.MagnitudeSqr2D() < seekPosDist.MagnitudeSqr()) {
|
|
*bestCoords = m_pNextPathNode->GetPosition();
|
|
return true;
|
|
}
|
|
m_pNextPathNode = nil;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void
|
|
CPed::FinishDieAnimCB(CAnimBlendAssociation *animAssoc, void *arg)
|
|
{
|
|
CPed *ped = (CPed*)arg;
|
|
|
|
if (ped->bIsPedDieAnimPlaying)
|
|
ped->bIsPedDieAnimPlaying = false;
|
|
}
|
|
|
|
void
|
|
CPed::FinishFightMoveCB(CAnimBlendAssociation *animAssoc, void *arg)
|
|
{
|
|
CPed *ped = (CPed*)arg;
|
|
|
|
if (tFightMoves[ped->m_lastFightMove].animId == animAssoc->animId) {
|
|
ped->m_fightState = FIGHTSTATE_MOVE_FINISHED;
|
|
animAssoc->blendDelta = -1000.0f;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::FinishHitHeadCB(CAnimBlendAssociation *animAssoc, void *arg)
|
|
{
|
|
CPed *ped = (CPed*)arg;
|
|
|
|
if (animAssoc) {
|
|
animAssoc->blendDelta = -4.0f;
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
}
|
|
|
|
if (ped->m_nPedState == PED_JUMP)
|
|
ped->RestorePreviousState();
|
|
|
|
ped->bIsLanding = false;
|
|
}
|
|
|
|
void
|
|
CPed::FinishJumpCB(CAnimBlendAssociation *animAssoc, void *arg)
|
|
{
|
|
CPed *ped = (CPed*)arg;
|
|
|
|
ped->bResetWalkAnims = true;
|
|
ped->bIsLanding = false;
|
|
|
|
animAssoc->blendDelta = -1000.0f;
|
|
}
|
|
|
|
void
|
|
CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg)
|
|
{
|
|
CPed *ped = (CPed*)arg;
|
|
|
|
if (ped->m_nPedState != PED_JUMP)
|
|
return;
|
|
|
|
CVector forward(0.15f * ped->GetForward() + ped->GetPosition());
|
|
forward.z += CModelInfo::GetModelInfo(ped->GetModelIndex())->GetColModel()->spheres->center.z + 0.25f;
|
|
|
|
CEntity *obstacle = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false);
|
|
if (!obstacle) {
|
|
// Forward of forward
|
|
forward += 0.15f * ped->GetForward();
|
|
forward.z += 0.15f;
|
|
obstacle = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false);
|
|
}
|
|
|
|
if (obstacle) {
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
|
|
// ANIM_HIT_WALL in VC (which makes more sense)
|
|
CAnimBlendAssociation *handsCoverAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER, 8.0f);
|
|
handsCoverAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
|
|
handsCoverAssoc->SetFinishCallback(FinishHitHeadCB, ped);
|
|
ped->bIsLanding = true;
|
|
return;
|
|
}
|
|
|
|
float velocityFromAnim = 0.1f;
|
|
CAnimBlendAssociation *sprintAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_SPRINT);
|
|
|
|
if (sprintAssoc) {
|
|
velocityFromAnim = 0.05f * sprintAssoc->blendAmount + 0.17f;
|
|
} else {
|
|
CAnimBlendAssociation *runAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_RUN);
|
|
if (runAssoc) {
|
|
velocityFromAnim = 0.07f * runAssoc->blendAmount + 0.1f;
|
|
}
|
|
}
|
|
|
|
if (ped->IsPlayer()
|
|
#ifdef VC_PED_PORTS
|
|
|| ped->m_pedInObjective && ped->m_pedInObjective->IsPlayer()
|
|
#endif
|
|
)
|
|
ped->ApplyMoveForce(0.0f, 0.0f, 8.5f);
|
|
else
|
|
ped->ApplyMoveForce(0.0f, 0.0f, 4.5f);
|
|
|
|
if (sq(velocityFromAnim) > ped->m_vecMoveSpeed.MagnitudeSqr2D()
|
|
#ifdef VC_PED_PORTS
|
|
|| ped->m_pCurrentPhysSurface
|
|
#endif
|
|
) {
|
|
|
|
#ifdef FREE_CAM
|
|
if (TheCamera.Cams[0].Using3rdPersonMouseCam() && !CCamera::bFreeCam) {
|
|
#else
|
|
if (TheCamera.Cams[0].Using3rdPersonMouseCam()) {
|
|
#endif
|
|
float fpsAngle = ped->WorkOutHeadingForMovingFirstPerson(ped->m_fRotationCur);
|
|
ped->m_vecMoveSpeed.x = -velocityFromAnim * Sin(fpsAngle);
|
|
ped->m_vecMoveSpeed.y = velocityFromAnim * Cos(fpsAngle);
|
|
} else {
|
|
ped->m_vecMoveSpeed.x = -velocityFromAnim * Sin(ped->m_fRotationCur);
|
|
ped->m_vecMoveSpeed.y = velocityFromAnim * Cos(ped->m_fRotationCur);
|
|
}
|
|
#ifdef VC_PED_PORTS
|
|
if (ped->m_pCurrentPhysSurface) {
|
|
ped->m_vecMoveSpeed.x += ped->m_pCurrentPhysSurface->m_vecMoveSpeed.x;
|
|
ped->m_vecMoveSpeed.y += ped->m_pCurrentPhysSurface->m_vecMoveSpeed.y;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
ped->bIsStanding = false;
|
|
ped->bIsInTheAir = true;
|
|
animAssoc->blendDelta = -1000.0f;
|
|
CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_JUMP_GLIDE);
|
|
|
|
if (ped->bDoBloodyFootprints) {
|
|
CVector bloodPos(0.0f, 0.0f, 0.0f);
|
|
ped->TransformToNode(bloodPos, PED_FOOTL);
|
|
|
|
bloodPos.z -= 0.1f;
|
|
bloodPos += 0.2f * ped->GetForward();
|
|
|
|
CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos,
|
|
0.26f * ped->GetForward().x,
|
|
0.26f * ped->GetForward().y,
|
|
0.14f * ped->GetRight().x,
|
|
0.14f * ped->GetRight().y,
|
|
255, 255, 0, 0, 4.0f, 3000, 1.0f);
|
|
|
|
bloodPos = CVector(0.0f, 0.0f, 0.0f);
|
|
ped->TransformToNode(bloodPos, PED_FOOTR);
|
|
|
|
bloodPos.z -= 0.1f;
|
|
bloodPos += 0.2f * ped->GetForward();
|
|
CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos,
|
|
0.26f * ped->GetForward().x,
|
|
0.26f * ped->GetForward().y,
|
|
0.14f * ped->GetRight().x,
|
|
0.14f * ped->GetRight().y,
|
|
255, 255, 0, 0, 4.0f, 3000, 1.0f);
|
|
|
|
if (ped->m_bloodyFootprintCountOrDeathTime <= 40) {
|
|
ped->m_bloodyFootprintCountOrDeathTime = 0;
|
|
ped->bDoBloodyFootprints = false;
|
|
} else {
|
|
ped->m_bloodyFootprintCountOrDeathTime -= 40;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::FinishedWaitCB(CAnimBlendAssociation *animAssoc, void *arg)
|
|
{
|
|
CPed *ped = (CPed*)arg;
|
|
|
|
ped->m_nWaitTimer = 0;
|
|
ped->RestoreHeadingRate();
|
|
ped->Wait();
|
|
}
|
|
|
|
void
|
|
CPed::Wait(void)
|
|
{
|
|
AnimationId mustHaveAnim = NUM_ANIMS;
|
|
CAnimBlendAssociation *animAssoc;
|
|
CPed *pedWeLook;
|
|
|
|
if (DyingOrDead()) {
|
|
m_nWaitState = WAITSTATE_FALSE;
|
|
RestoreHeadingRate();
|
|
return;
|
|
}
|
|
|
|
switch (m_nWaitState) {
|
|
|
|
case WAITSTATE_TRAFFIC_LIGHTS:
|
|
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
|
|
if (CTrafficLights::LightForPeds() == PED_LIGHTS_WALK) {
|
|
m_nWaitState = WAITSTATE_FALSE;
|
|
SetMoveState(PEDMOVE_WALK);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case WAITSTATE_CROSS_ROAD:
|
|
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
|
|
if (CGeneral::GetRandomNumber() & 1 || !m_nWaitTimer)
|
|
m_nWaitState = WAITSTATE_FALSE;
|
|
else
|
|
SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, nil);
|
|
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB);
|
|
if (animAssoc) {
|
|
animAssoc->blendDelta = -8.0f;
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case WAITSTATE_CROSS_ROAD_LOOK:
|
|
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
|
|
m_nWaitState = WAITSTATE_FALSE;
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS);
|
|
if (animAssoc) {
|
|
animAssoc->blendDelta = -8.0f;
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case WAITSTATE_DOUBLEBACK:
|
|
if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) {
|
|
uint32 timeLeft = m_nWaitTimer - CTimer::GetTimeInMilliseconds();
|
|
if (timeLeft < 2500 && timeLeft > 2000) {
|
|
m_nWaitTimer -= 500;
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f);
|
|
}
|
|
} else {
|
|
m_nWaitState = WAITSTATE_FALSE;
|
|
SetMoveState(PEDMOVE_WALK);
|
|
}
|
|
break;
|
|
|
|
case WAITSTATE_HITWALL:
|
|
if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) {
|
|
if (m_collidingThingTimer > CTimer::GetTimeInMilliseconds()) {
|
|
m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 2500;
|
|
}
|
|
} else {
|
|
m_nWaitState = WAITSTATE_FALSE;
|
|
}
|
|
break;
|
|
|
|
case WAITSTATE_TURN180:
|
|
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
|
|
m_nWaitState = WAITSTATE_FALSE;
|
|
SetMoveState(PEDMOVE_WALK);
|
|
m_fRotationCur = m_fRotationCur + PI;
|
|
if (m_nPedState == PED_INVESTIGATE)
|
|
ClearInvestigateEvent();
|
|
}
|
|
|
|
if (m_collidingThingTimer > CTimer::GetTimeInMilliseconds()) {
|
|
m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 2500;
|
|
}
|
|
break;
|
|
|
|
case WAITSTATE_SURPRISE:
|
|
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
|
|
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HIT_WALL)) {
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f);
|
|
animAssoc->SetFinishCallback(FinishedWaitCB, this);
|
|
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
|
|
} else {
|
|
m_nWaitState = WAITSTATE_FALSE;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case WAITSTATE_STUCK:
|
|
if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer)
|
|
break;
|
|
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
|
|
|
|
if (!animAssoc)
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_TURN_180);
|
|
if (!animAssoc)
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH);
|
|
if (!animAssoc)
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS);
|
|
|
|
if (animAssoc) {
|
|
if (animAssoc->IsPartial()) {
|
|
animAssoc->blendDelta = -8.0f;
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
} else {
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f);
|
|
}
|
|
|
|
if (animAssoc->animId == ANIM_TURN_180) {
|
|
m_fRotationCur = CGeneral::LimitRadianAngle(PI + m_fRotationCur);
|
|
m_nWaitState = WAITSTATE_FALSE;
|
|
SetMoveState(PEDMOVE_WALK);
|
|
m_nStoredMoveState = PEDMOVE_NONE;
|
|
m_panicCounter = 0;
|
|
return;
|
|
}
|
|
}
|
|
|
|
AnimationId animToPlay;
|
|
|
|
switch (CGeneral::GetRandomNumber() & 3) {
|
|
case 0:
|
|
animToPlay = ANIM_ROAD_CROSS;
|
|
break;
|
|
case 1:
|
|
animToPlay = ANIM_IDLE_TIRED;
|
|
break;
|
|
case 2:
|
|
animToPlay = ANIM_XPRESS_SCRATCH;
|
|
break;
|
|
case 3:
|
|
animToPlay = ANIM_TURN_180;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f);
|
|
|
|
if (animToPlay == ANIM_TURN_180)
|
|
animAssoc->SetFinishCallback(FinishedWaitCB, this);
|
|
|
|
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(1500, 5000);
|
|
break;
|
|
|
|
case WAITSTATE_LOOK_ABOUT:
|
|
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
|
|
m_nWaitState = WAITSTATE_FALSE;
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB);
|
|
if (animAssoc) {
|
|
animAssoc->blendDelta = -8.0f;
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case WAITSTATE_PLAYANIM_HANDSUP:
|
|
mustHaveAnim = ANIM_HANDSUP;
|
|
|
|
case WAITSTATE_PLAYANIM_HANDSCOWER:
|
|
if (mustHaveAnim == NUM_ANIMS)
|
|
mustHaveAnim = ANIM_HANDSCOWER;
|
|
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim);
|
|
pedWeLook = (CPed*) m_pLookTarget;
|
|
|
|
if ((!m_pLookTarget || !m_pLookTarget->IsPed() || pedWeLook->m_pPointGunAt)
|
|
&& m_nPedState != PED_FLEE_ENTITY
|
|
&& m_nPedState != PED_ATTACK
|
|
&& CTimer::GetTimeInMilliseconds() <= m_nWaitTimer
|
|
&& animAssoc) {
|
|
|
|
TurnBody();
|
|
} else {
|
|
m_nWaitState = WAITSTATE_FALSE;
|
|
m_nWaitTimer = 0;
|
|
if (m_pLookTarget && m_pLookTarget->IsPed()) {
|
|
|
|
if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_ATTACK) {
|
|
|
|
if (m_pedStats->m_fear <= 100 - pedWeLook->m_pedStats->m_temper) {
|
|
|
|
if (GetWeapon()->IsTypeMelee()) {
|
|
#ifdef VC_PED_PORTS
|
|
if(m_pedStats->m_flags & STAT_GUN_PANIC) {
|
|
#endif
|
|
SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pLookTarget);
|
|
if (m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_FLEE_POS) {
|
|
|
|
bUsePedNodeSeek = true;
|
|
m_pNextPathNode = nil;
|
|
}
|
|
if (m_nMoveState != PEDMOVE_RUN)
|
|
SetMoveState(PEDMOVE_WALK);
|
|
|
|
if (m_nPedType != PEDTYPE_COP) {
|
|
ProcessObjective();
|
|
SetMoveState(PEDMOVE_WALK);
|
|
}
|
|
#ifdef VC_PED_PORTS
|
|
} else {
|
|
SetObjective(OBJECTIVE_NONE);
|
|
SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
|
|
}
|
|
#endif
|
|
} else {
|
|
SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, m_pLookTarget);
|
|
SetObjectiveTimer(20000);
|
|
}
|
|
} else {
|
|
SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pLookTarget);
|
|
if (m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_FLEE_POS)
|
|
{
|
|
bUsePedNodeSeek = true;
|
|
m_pNextPathNode = nil;
|
|
}
|
|
SetMoveState(PEDMOVE_RUN);
|
|
Say(SOUND_PED_FLEE_RUN);
|
|
}
|
|
}
|
|
}
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim);
|
|
if (animAssoc) {
|
|
animAssoc->blendDelta = -4.0f;
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
}
|
|
}
|
|
break;
|
|
case WAITSTATE_PLAYANIM_COWER:
|
|
mustHaveAnim = ANIM_HANDSCOWER;
|
|
|
|
case WAITSTATE_PLAYANIM_DUCK:
|
|
if (mustHaveAnim == NUM_ANIMS)
|
|
mustHaveAnim = ANIM_DUCK_DOWN;
|
|
|
|
case WAITSTATE_PLAYANIM_TAXI:
|
|
if (mustHaveAnim == NUM_ANIMS)
|
|
mustHaveAnim = ANIM_IDLE_TAXI;
|
|
|
|
case WAITSTATE_PLAYANIM_CHAT:
|
|
if (mustHaveAnim == NUM_ANIMS)
|
|
mustHaveAnim = ANIM_IDLE_CHAT;
|
|
|
|
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim);
|
|
if (animAssoc) {
|
|
animAssoc->blendDelta = -4.0f;
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
}
|
|
m_nWaitState = WAITSTATE_FALSE;
|
|
}
|
|
#ifdef VC_PED_PORTS
|
|
else if (m_nWaitState == WAITSTATE_PLAYANIM_TAXI) {
|
|
if (m_pedInObjective) {
|
|
if (m_objective == OBJECTIVE_GOTO_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT) {
|
|
|
|
// VC also calls CleanUpOldReference here for old LookTarget.
|
|
m_pLookTarget = m_pedInObjective;
|
|
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
|
|
TurnBody();
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
break;
|
|
|
|
case WAITSTATE_FINISH_FLEE:
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
|
|
if (animAssoc) {
|
|
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f);
|
|
int timer = 2000;
|
|
m_nWaitState = WAITSTATE_FALSE;
|
|
SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &timer);
|
|
}
|
|
} else {
|
|
m_nWaitState = WAITSTATE_FALSE;
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if(!m_nWaitState)
|
|
RestoreHeadingRate();
|
|
}
|
|
|
|
bool
|
|
CPed::Seek(void)
|
|
{
|
|
float distanceToCountItDone = m_distanceToCountSeekDone;
|
|
eMoveState nextMove = PEDMOVE_NONE;
|
|
|
|
if (m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) {
|
|
|
|
if (m_nPedState != PED_EXIT_TRAIN && m_nPedState != PED_ENTER_TRAIN && m_nPedState != PED_SEEK_IN_BOAT &&
|
|
m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_SOLICIT && !bDuckAndCover) {
|
|
|
|
if ((!m_pedInObjective || !m_pedInObjective->bInVehicle)
|
|
&& !((CTimer::GetFrameCounter() + (m_randomSeed % 256) + 17) & 7)) {
|
|
|
|
CEntity *obstacle = CWorld::TestSphereAgainstWorld(m_vecSeekPos, 0.4f, nil,
|
|
false, true, false, false, false, false);
|
|
|
|
if (obstacle) {
|
|
if (!obstacle->IsVehicle() || ((CVehicle*)obstacle)->m_vehType == VEHICLE_TYPE_CAR) {
|
|
distanceToCountItDone = 2.5f;
|
|
} else {
|
|
CVehicleModelInfo *vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(obstacle->GetModelIndex());
|
|
float yLength = vehModel->GetColModel()->boundingBox.max.y
|
|
- vehModel->GetColModel()->boundingBox.min.y;
|
|
distanceToCountItDone = yLength * 0.55f;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!m_pSeekTarget && m_nPedState == PED_SEEK_ENTITY)
|
|
ClearSeek();
|
|
|
|
float seekPosDist = (m_vecSeekPos - GetPosition()).Magnitude2D();
|
|
if (seekPosDist < 2.0f || m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT) {
|
|
|
|
if (m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION) {
|
|
|
|
if (m_pedInObjective->m_nMoveState != PEDMOVE_STILL)
|
|
nextMove = m_pedInObjective->m_nMoveState;
|
|
} else
|
|
nextMove = PEDMOVE_WALK;
|
|
|
|
} else if (m_objective != OBJECTIVE_FOLLOW_PED_IN_FORMATION) {
|
|
|
|
if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS || m_objective == OBJECTIVE_RUN_TO_AREA || bIsRunning)
|
|
nextMove = PEDMOVE_RUN;
|
|
else
|
|
nextMove = PEDMOVE_WALK;
|
|
|
|
} else if (seekPosDist <= 2.0f) {
|
|
|
|
if (m_pedInObjective->m_nMoveState != PEDMOVE_STILL)
|
|
nextMove = m_pedInObjective->m_nMoveState;
|
|
|
|
} else {
|
|
nextMove = PEDMOVE_RUN;
|
|
}
|
|
|
|
if (m_nPedState == PED_SEEK_ENTITY) {
|
|
if (m_pSeekTarget->IsPed()) {
|
|
if (((CPed*)m_pSeekTarget)->bInVehicle)
|
|
distanceToCountItDone += 2.0f;
|
|
}
|
|
}
|
|
|
|
if (seekPosDist >= distanceToCountItDone) {
|
|
if (bIsRunning)
|
|
nextMove = PEDMOVE_RUN;
|
|
|
|
if (CTimer::GetTimeInMilliseconds() <= m_nPedStateTimer) {
|
|
|
|
if (m_actionX != 0.0f && m_actionY != 0.0f) {
|
|
|
|
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
|
|
m_actionX, m_actionY,
|
|
GetPosition().x, GetPosition().y);
|
|
|
|
float neededTurn = Abs(m_fRotationDest - m_fRotationCur);
|
|
|
|
if (neededTurn > PI)
|
|
neededTurn = TWOPI - neededTurn;
|
|
|
|
if (neededTurn > HALFPI) {
|
|
if (seekPosDist >= 1.0f) {
|
|
if (seekPosDist < 2.0f) {
|
|
if (bIsRunning)
|
|
nextMove = PEDMOVE_RUN;
|
|
else
|
|
nextMove = PEDMOVE_WALK;
|
|
}
|
|
} else {
|
|
nextMove = PEDMOVE_STILL;
|
|
}
|
|
}
|
|
|
|
CVector2D moveDist(GetPosition().x - m_actionX, GetPosition().y - m_actionY);
|
|
if (moveDist.Magnitude() < 0.5f) {
|
|
m_nPedStateTimer = 0;
|
|
m_actionX = 0;
|
|
m_actionY = 0;
|
|
}
|
|
}
|
|
} else {
|
|
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
|
|
m_vecSeekPos.x, m_vecSeekPos.y,
|
|
GetPosition().x, GetPosition().y);
|
|
|
|
float neededTurn = Abs(m_fRotationDest - m_fRotationCur);
|
|
|
|
if (neededTurn > PI)
|
|
neededTurn = TWOPI - neededTurn;
|
|
|
|
if (neededTurn > HALFPI) {
|
|
if (seekPosDist >= 1.0 && neededTurn <= DEGTORAD(135.0f)) {
|
|
if (seekPosDist < 2.0f)
|
|
nextMove = PEDMOVE_WALK;
|
|
} else {
|
|
nextMove = PEDMOVE_STILL;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (((m_nPedState == PED_FLEE_POS || m_nPedState == PED_FLEE_ENTITY) && m_nMoveState < nextMove)
|
|
|| (m_nPedState != PED_FLEE_POS && m_nPedState != PED_FLEE_ENTITY && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT && m_nWaitState == WAITSTATE_FALSE)) {
|
|
|
|
SetMoveState(nextMove);
|
|
}
|
|
|
|
SetMoveAnim();
|
|
return false;
|
|
}
|
|
|
|
if ((m_objective != OBJECTIVE_FOLLOW_PED_IN_FORMATION || m_pedInObjective->m_nMoveState == PEDMOVE_STILL) && m_nMoveState != PEDMOVE_STILL) {
|
|
m_nPedStateTimer = 0;
|
|
m_actionX = 0;
|
|
m_actionY = 0;
|
|
}
|
|
|
|
if (m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT || m_objective == OBJECTIVE_RUN_TO_AREA || m_objective == OBJECTIVE_GOTO_AREA_ANY_MEANS) {
|
|
if (m_pNextPathNode)
|
|
m_pNextPathNode = nil;
|
|
else
|
|
bScriptObjectiveCompleted = true;
|
|
|
|
bUsePedNodeSeek = true;
|
|
}
|
|
|
|
if (SeekFollowingPath(nil))
|
|
m_nCurPathNode++;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
CPed::SeekFollowingPath(CVector *unused)
|
|
{
|
|
return m_nCurPathNode <= m_nPathNodes && m_nPathNodes;
|
|
}
|
|
|
|
void
|
|
CPed::Flee(void)
|
|
{
|
|
if (CTimer::GetTimeInMilliseconds() > m_fleeTimer && m_fleeTimer) {
|
|
bool mayFinishFleeing = true;
|
|
if (m_nPedState == PED_FLEE_ENTITY) {
|
|
if ((CVector2D(GetPosition()) - ms_vec2DFleePosition).MagnitudeSqr() < sq(30.0f))
|
|
mayFinishFleeing = false;
|
|
}
|
|
|
|
if (mayFinishFleeing) {
|
|
eMoveState moveState = m_nMoveState;
|
|
ClearFlee();
|
|
|
|
if (m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE || m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS)
|
|
RestorePreviousObjective();
|
|
|
|
if ((m_nPedState == PED_IDLE || m_nPedState == PED_WANDER_PATH) && CGeneral::GetRandomNumber() & 1) {
|
|
SetWaitState(moveState <= PEDMOVE_WALK ? WAITSTATE_CROSS_ROAD_LOOK : WAITSTATE_FINISH_FLEE, nil);
|
|
}
|
|
return;
|
|
}
|
|
m_fleeTimer = CTimer::GetTimeInMilliseconds() + 5000;
|
|
}
|
|
|
|
if (bUsePedNodeSeek) {
|
|
CPathNode *realLastNode = nil;
|
|
uint8 nextDirection = 0;
|
|
uint8 curDirectionShouldBe = 9; // means not defined yet
|
|
|
|
if (m_nPedStateTimer < CTimer::GetTimeInMilliseconds()
|
|
&& m_collidingThingTimer < CTimer::GetTimeInMilliseconds()) {
|
|
|
|
if (m_pNextPathNode && CTimer::GetTimeInMilliseconds() > m_standardTimer) {
|
|
|
|
curDirectionShouldBe = CGeneral::GetNodeHeadingFromVector(GetPosition().x - ms_vec2DFleePosition.x, GetPosition().y - ms_vec2DFleePosition.y);
|
|
if (m_nPathDir < curDirectionShouldBe)
|
|
m_nPathDir += 8;
|
|
|
|
int dirDiff = m_nPathDir - curDirectionShouldBe;
|
|
if (dirDiff > 2 && dirDiff < 6) {
|
|
realLastNode = nil;
|
|
m_pLastPathNode = m_pNextPathNode;
|
|
m_pNextPathNode = nil;
|
|
}
|
|
}
|
|
|
|
if (m_pNextPathNode) {
|
|
m_vecSeekPos = m_pNextPathNode->GetPosition();
|
|
if (m_nMoveState == PEDMOVE_RUN)
|
|
bIsRunning = true;
|
|
|
|
eMoveState moveState = m_nMoveState;
|
|
if (Seek()) {
|
|
realLastNode = m_pLastPathNode;
|
|
m_pLastPathNode = m_pNextPathNode;
|
|
m_pNextPathNode = nil;
|
|
}
|
|
bIsRunning = false;
|
|
SetMoveState(moveState);
|
|
}
|
|
}
|
|
|
|
if (!m_pNextPathNode) {
|
|
if (curDirectionShouldBe == 9) {
|
|
curDirectionShouldBe = CGeneral::GetNodeHeadingFromVector(GetPosition().x - ms_vec2DFleePosition.x, GetPosition().y - ms_vec2DFleePosition.y);
|
|
}
|
|
ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode,
|
|
curDirectionShouldBe,
|
|
&nextDirection);
|
|
|
|
if (curDirectionShouldBe < nextDirection)
|
|
curDirectionShouldBe += 8;
|
|
|
|
if (m_pNextPathNode && m_pNextPathNode != realLastNode && m_pNextPathNode != m_pLastPathNode && curDirectionShouldBe - nextDirection != 4) {
|
|
m_nPathDir = nextDirection;
|
|
m_standardTimer = CTimer::GetTimeInMilliseconds() + 2000;
|
|
} else {
|
|
bUsePedNodeSeek = false;
|
|
SetMoveState(PEDMOVE_RUN);
|
|
Flee();
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ((m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_ON_FIRE) && m_nPedStateTimer < CTimer::GetTimeInMilliseconds()) {
|
|
|
|
float angleToFleeFromPos = CGeneral::GetRadianAngleBetweenPoints(
|
|
GetPosition().x,
|
|
GetPosition().y,
|
|
ms_vec2DFleePosition.x,
|
|
ms_vec2DFleePosition.y);
|
|
|
|
m_fRotationDest = CGeneral::LimitRadianAngle(angleToFleeFromPos);
|
|
|
|
if (m_fRotationCur - PI > m_fRotationDest)
|
|
m_fRotationDest += TWOPI;
|
|
else if (PI + m_fRotationCur < m_fRotationDest)
|
|
m_fRotationDest -= TWOPI;
|
|
}
|
|
|
|
if (CTimer::GetTimeInMilliseconds() & 0x20) {
|
|
//CVector forwardPos = GetPosition();
|
|
CMatrix forwardMat(GetMatrix());
|
|
forwardMat.GetPosition() += Multiply3x3(forwardMat, CVector(0.0f, 4.0f, 0.0f));
|
|
CVector forwardPos = forwardMat.GetPosition();
|
|
|
|
CEntity *foundEnt;
|
|
CColPoint foundCol;
|
|
bool found = CWorld::ProcessVerticalLine(forwardPos, forwardMat.GetPosition().z - 100.0f, foundCol, foundEnt, 1, 0, 0, 0, 1, 0, 0);
|
|
|
|
if (!found || Abs(forwardPos.z - forwardMat.GetPosition().z) > 1.0f) {
|
|
m_fRotationDest += DEGTORAD(112.5f);
|
|
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 2000;
|
|
}
|
|
}
|
|
|
|
if (CTimer::GetTimeInMilliseconds() >= m_collidingThingTimer)
|
|
return;
|
|
|
|
if (!m_collidingEntityWhileFleeing)
|
|
return;
|
|
|
|
double damagingThingPriorityMult = (double)(m_collidingThingTimer - CTimer::GetTimeInMilliseconds()) * 2.0 / 2500;
|
|
|
|
if (damagingThingPriorityMult <= 1.5) {
|
|
|
|
double angleToFleeEntity = CGeneral::GetRadianAngleBetweenPoints(
|
|
GetPosition().x,
|
|
GetPosition().y,
|
|
m_collidingEntityWhileFleeing->GetPosition().x,
|
|
m_collidingEntityWhileFleeing->GetPosition().y);
|
|
angleToFleeEntity = CGeneral::LimitRadianAngle(angleToFleeEntity);
|
|
|
|
// It includes projectiles, but is everything collides with us included?
|
|
double angleToFleeDamagingThing = CGeneral::GetRadianAngleBetweenPoints(
|
|
m_vecDamageNormal.x,
|
|
m_vecDamageNormal.y,
|
|
0.0f,
|
|
0.0f);
|
|
angleToFleeDamagingThing = CGeneral::LimitRadianAngle(angleToFleeDamagingThing);
|
|
|
|
if (angleToFleeEntity - PI > angleToFleeDamagingThing)
|
|
angleToFleeDamagingThing += TWOPI;
|
|
else if (PI + angleToFleeEntity < angleToFleeDamagingThing)
|
|
angleToFleeDamagingThing -= TWOPI;
|
|
|
|
if (damagingThingPriorityMult <= 1.0f) {
|
|
// Range [0.0, 1.0]
|
|
|
|
float angleToFleeBoth = (angleToFleeDamagingThing + angleToFleeEntity) * 0.5f;
|
|
|
|
if (m_fRotationDest - PI > angleToFleeBoth)
|
|
angleToFleeBoth += TWOPI;
|
|
else if (PI + m_fRotationDest < angleToFleeBoth)
|
|
angleToFleeBoth -= TWOPI;
|
|
|
|
m_fRotationDest = (1.0f - damagingThingPriorityMult) * m_fRotationDest + damagingThingPriorityMult * angleToFleeBoth;
|
|
} else {
|
|
// Range (1.0, 1.5]
|
|
|
|
double adjustedMult = (damagingThingPriorityMult - 1.0f) * 2.0f;
|
|
m_fRotationDest = angleToFleeEntity * (1.0 - adjustedMult) + adjustedMult * angleToFleeDamagingThing;
|
|
}
|
|
} else {
|
|
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
|
|
m_vecDamageNormal.x,
|
|
m_vecDamageNormal.y,
|
|
0.0f,
|
|
0.0f);
|
|
m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest);
|
|
}
|
|
|
|
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
|
|
|
|
if (m_fRotationCur - PI > m_fRotationDest)
|
|
m_fRotationDest += TWOPI;
|
|
else if (PI + m_fRotationCur < m_fRotationDest)
|
|
m_fRotationDest -= TWOPI;
|
|
|
|
}
|
|
|
|
void
|
|
CPed::FollowPath(void)
|
|
{
|
|
m_vecSeekPos.x = m_stPathNodeStates[m_nCurPathNode].x;
|
|
m_vecSeekPos.y = m_stPathNodeStates[m_nCurPathNode].y;
|
|
m_vecSeekPos.z = GetPosition().z;
|
|
|
|
// Mysterious code
|
|
/* int v4 = 0;
|
|
int maxNodeIndex = m_nPathNodes - 1;
|
|
if (maxNodeIndex > 0) {
|
|
if (maxNodeIndex > 8) {
|
|
while (v4 < maxNodeIndex - 8)
|
|
v4 += 8;
|
|
}
|
|
|
|
while (v4 < maxNodeIndex)
|
|
v4++;
|
|
|
|
}
|
|
*/
|
|
if (Seek()) {
|
|
m_nCurPathNode++;
|
|
if (m_nCurPathNode == m_nPathNodes)
|
|
RestorePreviousState();
|
|
}
|
|
}
|
|
|
|
CVector
|
|
CPed::GetFormationPosition(void)
|
|
{
|
|
CPed *referencePed = m_pedInObjective;
|
|
|
|
if (referencePed->m_nPedState == PED_DEAD) {
|
|
CPed *referencePedOfReference = referencePed->m_pedInObjective;
|
|
if (!referencePedOfReference) {
|
|
m_pedInObjective = nil;
|
|
return GetPosition();
|
|
}
|
|
m_pedInObjective = referencePed = referencePedOfReference;
|
|
}
|
|
|
|
CVector formationOffset;
|
|
switch (m_pedFormation) {
|
|
case FORMATION_REAR:
|
|
formationOffset = CVector(0.0f, -1.5f, 0.0f);
|
|
break;
|
|
case FORMATION_REAR_LEFT:
|
|
formationOffset = CVector(-1.5f, -1.5f, 0.0f);
|
|
break;
|
|
case FORMATION_REAR_RIGHT:
|
|
formationOffset = CVector(1.5f, -1.5f, 0.0f);
|
|
break;
|
|
case FORMATION_FRONT_LEFT:
|
|
formationOffset = CVector(-1.5f, 1.5f, 0.0f);
|
|
break;
|
|
case FORMATION_FRONT_RIGHT:
|
|
formationOffset = CVector(1.5f, 1.5f, 0.0f);
|
|
break;
|
|
case FORMATION_LEFT:
|
|
formationOffset = CVector(-1.5f, 0.0f, 0.0f);
|
|
break;
|
|
case FORMATION_RIGHT:
|
|
formationOffset = CVector(1.5f, 0.0f, 0.0f);
|
|
break;
|
|
case FORMATION_FRONT:
|
|
formationOffset = CVector(0.0f, 1.5f, 0.0f);
|
|
break;
|
|
default:
|
|
formationOffset = CVector(0.0f, 0.0f, 0.0f);
|
|
break;
|
|
}
|
|
return formationOffset + referencePed->GetPosition();
|
|
}
|
|
|
|
void
|
|
CPed::GetNearestDoor(CVehicle *veh, CVector &posToOpen)
|
|
{
|
|
CVector *enterOffset = nil;
|
|
if (m_vehEnterType == CAR_DOOR_LF && veh->pDriver
|
|
|| m_vehEnterType == CAR_DOOR_RF && veh->pPassengers[0]
|
|
|| m_vehEnterType == CAR_DOOR_LR && veh->pPassengers[1]
|
|
|| m_vehEnterType == CAR_DOOR_RR && veh->pPassengers[2])
|
|
{
|
|
enterOffset = &vecPedQuickDraggedOutCarAnimOffset;
|
|
}
|
|
|
|
CVector lfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_LF);
|
|
CVector rfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF);
|
|
|
|
// Right front door is closer
|
|
if ((lfPos - GetPosition()).MagnitudeSqr2D() >= (rfPos - GetPosition()).MagnitudeSqr2D()) {
|
|
|
|
if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, enterOffset)) {
|
|
|
|
CPed *rfPassenger = veh->pPassengers[0];
|
|
if (!rfPassenger
|
|
|| rfPassenger->m_leader != this && !rfPassenger->bDontDragMeOutCar && (veh->VehicleCreatedBy != MISSION_VEHICLE || m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER)
|
|
|| veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset) == 0) {
|
|
|
|
if ((veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) == 0
|
|
|| veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset) == 0) {
|
|
m_vehEnterType = CAR_DOOR_RF;
|
|
posToOpen = rfPos;
|
|
return;
|
|
}
|
|
}
|
|
} else {
|
|
if (!veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset))
|
|
return;
|
|
}
|
|
m_vehEnterType = CAR_DOOR_LF;
|
|
posToOpen = lfPos;
|
|
return;
|
|
}
|
|
|
|
if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) {
|
|
m_vehEnterType = CAR_DOOR_LF;
|
|
posToOpen = lfPos;
|
|
return;
|
|
}
|
|
|
|
if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, enterOffset)) {
|
|
m_vehEnterType = CAR_DOOR_RF;
|
|
posToOpen = rfPos;
|
|
}
|
|
}
|
|
|
|
bool
|
|
CPed::GetNearestPassengerDoor(CVehicle *veh, CVector &posToOpen)
|
|
{
|
|
CVector rfPos, lrPos, rrPos;
|
|
bool canEnter = false;
|
|
|
|
CVehicleModelInfo *vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(veh->GetModelIndex());
|
|
|
|
switch (veh->GetModelIndex()) {
|
|
case MI_BUS:
|
|
m_vehEnterType = CAR_DOOR_RF;
|
|
posToOpen = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF);
|
|
return true;
|
|
case MI_RHINO:
|
|
default:
|
|
break;
|
|
}
|
|
|
|
CVector2D rfPosDist(999.0f, 999.0f);
|
|
CVector2D lrPosDist(999.0f, 999.0f);
|
|
CVector2D rrPosDist(999.0f, 999.0f);
|
|
|
|
if (!veh->pPassengers[0]
|
|
&& !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF)
|
|
&& veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, nil)) {
|
|
|
|
rfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF);
|
|
canEnter = true;
|
|
rfPosDist = rfPos - GetPosition();
|
|
}
|
|
if (vehModel->m_numDoors == 4) {
|
|
if (!veh->pPassengers[1]
|
|
&& !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_LR)
|
|
&& veh->IsRoomForPedToLeaveCar(CAR_DOOR_LR, nil)) {
|
|
lrPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_LR);
|
|
canEnter = true;
|
|
lrPosDist = lrPos - GetPosition();
|
|
}
|
|
if (!veh->pPassengers[2]
|
|
&& !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_RR)
|
|
&& veh->IsRoomForPedToLeaveCar(CAR_DOOR_RR, nil)) {
|
|
rrPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RR);
|
|
canEnter = true;
|
|
rrPosDist = rrPos - GetPosition();
|
|
}
|
|
|
|
// When the door we should enter is blocked by some object.
|
|
if (!canEnter)
|
|
veh->ShufflePassengersToMakeSpace();
|
|
}
|
|
|
|
CVector2D nextToCompare = rfPosDist;
|
|
posToOpen = rfPos;
|
|
m_vehEnterType = CAR_DOOR_RF;
|
|
if (lrPosDist.MagnitudeSqr() < nextToCompare.MagnitudeSqr()) {
|
|
m_vehEnterType = CAR_DOOR_LR;
|
|
posToOpen = lrPos;
|
|
nextToCompare = lrPosDist;
|
|
}
|
|
|
|
if (rrPosDist.MagnitudeSqr() < nextToCompare.MagnitudeSqr()) {
|
|
m_vehEnterType = CAR_DOOR_RR;
|
|
posToOpen = rrPos;
|
|
}
|
|
return canEnter;
|
|
}
|
|
|
|
int
|
|
CPed::GetNextPointOnRoute(void)
|
|
{
|
|
int16 nextPoint = m_routePointsBeingPassed + m_routePointsPassed + m_routeStartPoint;
|
|
|
|
// Route is complete
|
|
if (nextPoint < 0 || nextPoint > NUMPEDROUTES || m_routeLastPoint != CRouteNode::GetRouteThisPointIsOn(nextPoint)) {
|
|
|
|
switch (m_routeType) {
|
|
case PEDROUTE_STOP_WHEN_DONE:
|
|
nextPoint = -1;
|
|
break;
|
|
case PEDROUTE_GO_BACKWARD_WHEN_DONE:
|
|
m_routePointsBeingPassed = -m_routePointsBeingPassed;
|
|
nextPoint = m_routePointsBeingPassed + m_routePointsPassed + m_routeStartPoint;
|
|
break;
|
|
case PEDROUTE_GO_TO_START_WHEN_DONE:
|
|
m_routePointsPassed = -1;
|
|
nextPoint = m_routePointsBeingPassed + m_routePointsPassed + m_routeStartPoint;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
return nextPoint;
|
|
}
|
|
|
|
// These categories are purely random, most of ped models have no correlation. So I don't think making an enum.
|
|
uint8
|
|
CPed::GetPedRadioCategory(uint32 modelIndex)
|
|
{
|
|
switch (modelIndex) {
|
|
case MI_MALE01:
|
|
case MI_FEMALE03:
|
|
case MI_PROSTITUTE2:
|
|
case MI_WORKER1:
|
|
case MI_MOD_MAN:
|
|
case MI_MOD_WOM:
|
|
case MI_ST_WOM:
|
|
case MI_FAN_WOM:
|
|
return 3;
|
|
case MI_TAXI_D:
|
|
case MI_PIMP:
|
|
case MI_MALE02:
|
|
case MI_FEMALE02:
|
|
case MI_FATFEMALE01:
|
|
case MI_FATFEMALE02:
|
|
case MI_DOCKER1:
|
|
case MI_WORKER2:
|
|
case MI_FAN_MAN2:
|
|
return 9;
|
|
case MI_GANG01:
|
|
case MI_GANG02:
|
|
case MI_SCUM_MAN:
|
|
case MI_SCUM_WOM:
|
|
case MI_HOS_WOM:
|
|
case MI_CONST1:
|
|
return 1;
|
|
case MI_GANG03:
|
|
case MI_GANG04:
|
|
case MI_GANG07:
|
|
case MI_GANG08:
|
|
case MI_CT_MAN2:
|
|
case MI_CT_WOM2:
|
|
case MI_B_MAN3:
|
|
case MI_SHOPPER3:
|
|
return 4;
|
|
case MI_GANG05:
|
|
case MI_GANG06:
|
|
case MI_GANG11:
|
|
case MI_GANG12:
|
|
case MI_CRIMINAL02:
|
|
case MI_B_WOM2:
|
|
case MI_ST_MAN:
|
|
case MI_HOS_MAN:
|
|
return 5;
|
|
case MI_FATMALE01:
|
|
case MI_LI_MAN2:
|
|
case MI_SHOPPER1:
|
|
case MI_CAS_MAN:
|
|
return 6;
|
|
case MI_PROSTITUTE:
|
|
case MI_P_WOM2:
|
|
case MI_LI_WOM2:
|
|
case MI_B_WOM3:
|
|
case MI_CAS_WOM:
|
|
return 2;
|
|
case MI_P_WOM1:
|
|
case MI_DOCKER2:
|
|
case MI_STUD_MAN:
|
|
return 7;
|
|
case MI_CT_MAN1:
|
|
case MI_CT_WOM1:
|
|
case MI_LI_MAN1:
|
|
case MI_LI_WOM1:
|
|
case MI_B_MAN1:
|
|
case MI_B_MAN2:
|
|
case MI_B_WOM1:
|
|
case MI_SHOPPER2:
|
|
case MI_STUD_WOM:
|
|
return 8;
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
// Some kind of VC leftover I think
|
|
int
|
|
CPed::GetWeaponSlot(eWeaponType weaponType)
|
|
{
|
|
if (HasWeapon(weaponType))
|
|
return weaponType;
|
|
else
|
|
return -1;
|
|
}
|
|
|
|
void
|
|
CPed::GoToNearestDoor(CVehicle *veh)
|
|
{
|
|
CVector posToOpen;
|
|
GetNearestDoor(veh, posToOpen);
|
|
SetSeek(posToOpen, 0.5f);
|
|
SetMoveState(PEDMOVE_RUN);
|
|
}
|
|
|
|
bool
|
|
CPed::HaveReachedNextPointOnRoute(float distToCountReached)
|
|
{
|
|
if ((m_nextRoutePointPos - GetPosition()).Magnitude2D() >= distToCountReached)
|
|
return false;
|
|
|
|
m_routePointsPassed += m_routePointsBeingPassed;
|
|
return true;
|
|
}
|
|
|
|
void
|
|
CPed::Idle(void)
|
|
{
|
|
CVehicle *veh = m_pMyVehicle;
|
|
if (veh && veh->m_nGettingOutFlags && m_vehEnterType) {
|
|
|
|
if (veh->m_nGettingOutFlags & GetCarDoorFlag(m_vehEnterType)) {
|
|
|
|
if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT) {
|
|
|
|
CVector doorPos = GetPositionToOpenCarDoor(veh, m_vehEnterType);
|
|
CVector doorDist = GetPosition() - doorPos;
|
|
|
|
if (doorDist.MagnitudeSqr() < sq(0.5f)) {
|
|
SetMoveState(PEDMOVE_WALK);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
CAnimBlendAssociation *armedIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_ARMED);
|
|
CAnimBlendAssociation *unarmedIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
|
|
int waitTime;
|
|
|
|
if (m_nMoveState == PEDMOVE_STILL) {
|
|
|
|
eWeaponType curWeapon = GetWeapon()->m_eWeaponType;
|
|
if (!armedIdleAssoc ||
|
|
CTimer::GetTimeInMilliseconds() <= m_nWaitTimer && curWeapon != WEAPONTYPE_UNARMED && curWeapon != WEAPONTYPE_MOLOTOV && curWeapon != WEAPONTYPE_GRENADE) {
|
|
|
|
if ((!GetWeapon()->IsType2Handed() || curWeapon == WEAPONTYPE_SHOTGUN) && curWeapon != WEAPONTYPE_BASEBALLBAT
|
|
|| !unarmedIdleAssoc || unarmedIdleAssoc->blendAmount <= 0.95f || m_nWaitState != WAITSTATE_FALSE || CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) {
|
|
|
|
m_moved = CVector2D(0.0f, 0.0f);
|
|
return;
|
|
}
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_ARMED, 3.0f);
|
|
waitTime = CGeneral::GetRandomNumberInRange(4000, 7500);
|
|
} else {
|
|
armedIdleAssoc->blendDelta = -2.0f;
|
|
armedIdleAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
waitTime = CGeneral::GetRandomNumberInRange(3000, 8500);
|
|
}
|
|
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + waitTime;
|
|
} else {
|
|
if (armedIdleAssoc) {
|
|
armedIdleAssoc->blendDelta = -8.0f;
|
|
armedIdleAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
m_nWaitTimer = 0;
|
|
}
|
|
if (!IsPlayer())
|
|
SetMoveState(PEDMOVE_STILL);
|
|
}
|
|
m_moved = CVector2D(0.0f, 0.0f);
|
|
}
|
|
|
|
void
|
|
CPed::InTheAir(void)
|
|
{
|
|
CColPoint foundCol;
|
|
CEntity *foundEnt;
|
|
|
|
CVector ourPos = GetPosition();
|
|
CVector bitBelow = GetPosition();
|
|
bitBelow.z -= 4.04f;
|
|
|
|
if (m_vecMoveSpeed.z < 0.0f && !bIsPedDieAnimPlaying) {
|
|
if (!DyingOrDead()) {
|
|
if (CWorld::ProcessLineOfSight(ourPos, bitBelow, foundCol, foundEnt, true, true, false, true, false, false, false)) {
|
|
if (GetPosition().z - foundCol.point.z < 1.3f
|
|
#ifdef VC_PED_PORTS
|
|
|| bIsStanding
|
|
#endif
|
|
)
|
|
SetLanding();
|
|
} else {
|
|
if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL)) {
|
|
if (m_vecMoveSpeed.z < -0.1f)
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_FALL, 4.0f);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetLanding(void)
|
|
{
|
|
if (DyingOrDead())
|
|
return;
|
|
|
|
CAnimBlendAssociation *fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL);
|
|
CAnimBlendAssociation *landAssoc;
|
|
|
|
RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f);
|
|
if (fallAssoc) {
|
|
landAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_COLLAPSE);
|
|
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FALL_COLLAPSE, 1.0f);
|
|
|
|
if (IsPlayer())
|
|
Say(SOUND_PED_LAND);
|
|
|
|
} else {
|
|
landAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_LAND);
|
|
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FALL_LAND, 1.0f);
|
|
}
|
|
|
|
landAssoc->SetFinishCallback(PedLandCB, this);
|
|
bIsInTheAir = false;
|
|
bIsLanding = true;
|
|
}
|
|
|
|
void
|
|
CPed::Initialise(void)
|
|
{
|
|
debug("Initialising CPed...\n");
|
|
CPedType::Initialise();
|
|
LoadFightData();
|
|
SetAnimOffsetForEnterOrExitVehicle();
|
|
debug("CPed ready\n");
|
|
}
|
|
|
|
void
|
|
CPed::SetAnimOffsetForEnterOrExitVehicle(void)
|
|
{
|
|
// FIX: If there were no translations on enter anims, there were overflows all over this function.
|
|
|
|
CAnimBlendHierarchy *enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_CAR_JACKED_LHS)->hierarchy;
|
|
CAnimBlendSequence *seq = enterAssoc->sequences;
|
|
CAnimManager::UncompressAnimation(enterAssoc);
|
|
if (seq->numFrames > 0) {
|
|
if (!seq->HasTranslation())
|
|
vecPedDraggedOutCarAnimOffset = CVector(0.0f, 0.0f, 0.0f);
|
|
else {
|
|
KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
|
|
vecPedDraggedOutCarAnimOffset = lastFrame->translation;
|
|
}
|
|
}
|
|
|
|
enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_CAR_GETIN_LHS)->hierarchy;
|
|
seq = enterAssoc->sequences;
|
|
CAnimManager::UncompressAnimation(enterAssoc);
|
|
if (seq->numFrames > 0) {
|
|
if (!seq->HasTranslation())
|
|
vecPedCarDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f);
|
|
else {
|
|
KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
|
|
vecPedCarDoorAnimOffset = lastFrame->translation;
|
|
}
|
|
}
|
|
|
|
enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_LHS)->hierarchy;
|
|
seq = enterAssoc->sequences;
|
|
CAnimManager::UncompressAnimation(enterAssoc);
|
|
if (seq->numFrames > 0) {
|
|
if (!seq->HasTranslation())
|
|
vecPedCarDoorLoAnimOffset = CVector(0.0f, 0.0f, 0.0f);
|
|
else {
|
|
KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
|
|
vecPedCarDoorLoAnimOffset = lastFrame->translation;
|
|
}
|
|
}
|
|
|
|
enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_CAR_QJACKED)->hierarchy;
|
|
seq = enterAssoc->sequences;
|
|
CAnimManager::UncompressAnimation(enterAssoc);
|
|
if (seq->numFrames > 0) {
|
|
if (!seq->HasTranslation())
|
|
vecPedQuickDraggedOutCarAnimOffset = CVector(0.0f, 0.0f, 0.0f);
|
|
else {
|
|
KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
|
|
vecPedQuickDraggedOutCarAnimOffset = lastFrame->translation;
|
|
}
|
|
}
|
|
|
|
enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_VAN_GETIN_L)->hierarchy;
|
|
seq = enterAssoc->sequences;
|
|
CAnimManager::UncompressAnimation(enterAssoc);
|
|
if (seq->numFrames > 0) {
|
|
if (!seq->HasTranslation())
|
|
vecPedVanRearDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f);
|
|
else {
|
|
KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
|
|
vecPedVanRearDoorAnimOffset = lastFrame->translation;
|
|
}
|
|
}
|
|
|
|
enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_TRAIN_GETOUT)->hierarchy;
|
|
seq = enterAssoc->sequences;
|
|
CAnimManager::UncompressAnimation(enterAssoc);
|
|
if (seq->numFrames > 0) {
|
|
if (!seq->HasTranslation())
|
|
vecPedTrainDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f);
|
|
else {
|
|
KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
|
|
vecPedTrainDoorAnimOffset = lastFrame->translation;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::InvestigateEvent(void)
|
|
{
|
|
CAnimBlendAssociation *animAssoc;
|
|
AnimationId animToPlay;
|
|
AssocGroupId animGroup;
|
|
|
|
if (m_nWaitState == WAITSTATE_TURN180)
|
|
return;
|
|
|
|
if (CTimer::GetTimeInMilliseconds() > m_standardTimer) {
|
|
|
|
if (m_standardTimer) {
|
|
if (m_eventType < EVENT_ASSAULT_NASTYWEAPON)
|
|
SetWaitState(WAITSTATE_TURN180, nil);
|
|
|
|
m_standardTimer = 0;
|
|
} else {
|
|
ClearInvestigateEvent();
|
|
}
|
|
return;
|
|
}
|
|
|
|
CVector2D vecDist = m_eventOrThreat - GetPosition();
|
|
float distSqr = vecDist.MagnitudeSqr();
|
|
if (sq(m_distanceToCountSeekDone) >= distSqr) {
|
|
|
|
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(vecDist.x, vecDist.y, 0.0f, 0.0f);
|
|
SetMoveState(PEDMOVE_STILL);
|
|
|
|
switch (m_eventType) {
|
|
case EVENT_DEAD_PED:
|
|
case EVENT_HIT_AND_RUN:
|
|
case EVENT_HIT_AND_RUN_COP:
|
|
|
|
if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS);
|
|
|
|
if (animAssoc) {
|
|
animAssoc->blendDelta = -8.0f;
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
if (m_pEventEntity)
|
|
SetLookFlag(m_pEventEntity, true);
|
|
|
|
SetLookTimer(CGeneral::GetRandomNumberInRange(1500, 4000));
|
|
|
|
} else if (CGeneral::GetRandomNumber() & 3) {
|
|
ClearLookFlag();
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ROAD_CROSS, 4.0f);
|
|
|
|
SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
|
|
Say(SOUND_PED_CHAT_EVENT);
|
|
|
|
} else {
|
|
ClearInvestigateEvent();
|
|
}
|
|
}
|
|
break;
|
|
case EVENT_FIRE:
|
|
case EVENT_EXPLOSION:
|
|
|
|
if (bHasACamera && CTimer::GetTimeInMilliseconds() > m_lookTimer) {
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CAM);
|
|
if (!animAssoc)
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
|
|
|
|
if (animAssoc && animAssoc->animId == ANIM_IDLE_CAM) {
|
|
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 14.0f);
|
|
SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
|
|
|
|
} else if (CGeneral::GetRandomNumber() & 3) {
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_CAM, 4.0f);
|
|
SetLookTimer(CGeneral::GetRandomNumberInRange(2500, 5000));
|
|
Say(SOUND_PED_CHAT_EVENT);
|
|
|
|
} else {
|
|
m_standardTimer = 0;
|
|
}
|
|
|
|
} else if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
|
|
if (!animAssoc)
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB);
|
|
|
|
if (!animAssoc)
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH);
|
|
|
|
if (animAssoc && animAssoc->animId == ANIM_IDLE_STANCE) {
|
|
if (CGeneral::GetRandomNumber() & 1)
|
|
animToPlay = ANIM_IDLE_HBHB;
|
|
else
|
|
animToPlay = ANIM_XPRESS_SCRATCH;
|
|
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f);
|
|
SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
|
|
|
|
} else if (animAssoc && animAssoc->animId == ANIM_IDLE_HBHB) {
|
|
animAssoc->blendDelta = -8.0f;
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
if (CGeneral::GetRandomNumber() & 1) {
|
|
animToPlay = ANIM_IDLE_STANCE;
|
|
animGroup = m_animGroup;
|
|
} else {
|
|
animToPlay = ANIM_XPRESS_SCRATCH;
|
|
animGroup = ASSOCGRP_STD;
|
|
}
|
|
|
|
CAnimManager::BlendAnimation(GetClump(), animGroup, animToPlay, 4.0f);
|
|
SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
|
|
|
|
} else {
|
|
if (CGeneral::GetRandomNumber() & 1) {
|
|
animToPlay = ANIM_IDLE_STANCE;
|
|
animGroup = m_animGroup;
|
|
} else {
|
|
animToPlay = ANIM_IDLE_HBHB;
|
|
animGroup = ASSOCGRP_STD;
|
|
}
|
|
|
|
CAnimManager::BlendAnimation(GetClump(), animGroup, animToPlay, 4.0f);
|
|
SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
|
|
}
|
|
Say(SOUND_PED_CHAT_EVENT);
|
|
}
|
|
break;
|
|
case EVENT_ICECREAM:
|
|
case EVENT_SHOPSTALL:
|
|
|
|
m_fRotationDest = m_fAngleToEvent;
|
|
if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
|
|
|
|
if (m_lookTimer) {
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS);
|
|
|
|
if (animAssoc) {
|
|
animAssoc->blendDelta = -8.0f;
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
if (m_eventType == EVENT_ICECREAM)
|
|
animToPlay = ANIM_IDLE_CHAT;
|
|
else
|
|
animToPlay = ANIM_XPRESS_SCRATCH;
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay,4.0f);
|
|
SetLookTimer(CGeneral::GetRandomNumberInRange(2000, 5000));
|
|
|
|
} else {
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT);
|
|
if (animAssoc) {
|
|
animAssoc->blendDelta = -8.0f;
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
ClearInvestigateEvent();
|
|
} else {
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH);
|
|
if (animAssoc) {
|
|
animAssoc->blendDelta = -8.0f;
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
}
|
|
ClearInvestigateEvent();
|
|
}
|
|
}
|
|
} else {
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ROAD_CROSS, 4.0f);
|
|
SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
} else {
|
|
m_vecSeekPos.x = m_eventOrThreat.x;
|
|
m_vecSeekPos.y = m_eventOrThreat.y;
|
|
m_vecSeekPos.z = GetPosition().z;
|
|
Seek();
|
|
|
|
if (m_eventType < EVENT_ICECREAM) {
|
|
if (sq(5.0f + m_distanceToCountSeekDone) < distSqr) {
|
|
SetMoveState(PEDMOVE_RUN);
|
|
return;
|
|
}
|
|
}
|
|
if (m_eventType <= EVENT_EXPLOSION || m_eventType >= EVENT_SHOPSTALL) {
|
|
SetMoveState(PEDMOVE_WALK);
|
|
return;
|
|
}
|
|
if (distSqr > 1.44f) {
|
|
SetMoveState(PEDMOVE_WALK);
|
|
return;
|
|
}
|
|
|
|
for (int i = 0; i < m_numNearPeds; i++) {
|
|
if ((m_eventOrThreat - m_nearPeds[i]->GetPosition()).MagnitudeSqr() < sq(0.4f)) {
|
|
SetMoveState(PEDMOVE_STILL);
|
|
return;
|
|
}
|
|
}
|
|
|
|
SetMoveState(PEDMOVE_WALK);
|
|
}
|
|
}
|
|
|
|
bool
|
|
CPed::IsPedDoingDriveByShooting(void)
|
|
{
|
|
if (FindPlayerPed() == this && GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) {
|
|
if (TheCamera.Cams[TheCamera.ActiveCam].LookingLeft || TheCamera.Cams[TheCamera.ActiveCam].LookingRight)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool
|
|
CPed::IsPedShootable(void)
|
|
{
|
|
return m_nPedState <= PED_STATES_NO_ST;
|
|
}
|
|
|
|
bool
|
|
CPed::IsRoomToBeCarJacked(void)
|
|
{
|
|
if (!m_pMyVehicle)
|
|
return false;
|
|
|
|
CVector offset;
|
|
if (m_pMyVehicle->bLowVehicle || m_nPedType == PEDTYPE_COP) {
|
|
offset = vecPedDraggedOutCarAnimOffset;
|
|
} else {
|
|
offset = vecPedQuickDraggedOutCarAnimOffset;
|
|
}
|
|
|
|
offset.z = 0.0f;
|
|
if (m_pMyVehicle->IsRoomForPedToLeaveCar(CAR_DOOR_LF, &offset)) {
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void
|
|
CPed::KillPedWithCar(CVehicle *car, float impulse)
|
|
{
|
|
CVehicleModelInfo *vehModel;
|
|
CColModel *vehColModel;
|
|
uint8 damageDir;
|
|
PedNode nodeToDamage;
|
|
eWeaponType killMethod;
|
|
|
|
if (m_nPedState == PED_FALL || m_nPedState == PED_DIE) {
|
|
if (!this->m_pCollidingEntity || car->GetStatus() == STATUS_PLAYER)
|
|
this->m_pCollidingEntity = car;
|
|
return;
|
|
}
|
|
|
|
if (m_nPedState == PED_DEAD)
|
|
return;
|
|
|
|
if (m_pCurSurface) {
|
|
if (m_pCurSurface->IsVehicle() && (((CVehicle*)m_pCurSurface)->m_vehType == VEHICLE_TYPE_BOAT || IsPlayer()))
|
|
return;
|
|
}
|
|
|
|
CVector distVec = GetPosition() - car->GetPosition();
|
|
|
|
if ((impulse > 12.0f || car->GetModelIndex() == MI_TRAIN) && !IsPlayer()) {
|
|
nodeToDamage = PED_TORSO;
|
|
killMethod = WEAPONTYPE_RAMMEDBYCAR;
|
|
uint8 randVal = CGeneral::GetRandomNumber() & 3;
|
|
|
|
if (car == FindPlayerVehicle()) {
|
|
float carSpeed = car->m_vecMoveSpeed.Magnitude();
|
|
uint8 shakeFreq;
|
|
if (100.0f * carSpeed * 2000.0f / car->m_fMass + 80.0f <= 250.0f) {
|
|
shakeFreq = 100.0f * carSpeed * 2000.0f / car->m_fMass + 80.0f;
|
|
} else {
|
|
shakeFreq = 250.0f;
|
|
}
|
|
CPad::GetPad(0)->StartShake(40000 / shakeFreq, shakeFreq);
|
|
}
|
|
bIsStanding = false;
|
|
damageDir = CPed::GetLocalDirection(-m_vecMoveSpeed);
|
|
vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(car->GetModelIndex());
|
|
vehColModel = vehModel->GetColModel();
|
|
float carRightAndDistDotProd = DotProduct(distVec, car->GetRight());
|
|
|
|
if (car->GetModelIndex() == MI_TRAIN) {
|
|
killMethod = WEAPONTYPE_RUNOVERBYCAR;
|
|
nodeToDamage = PED_HEAD;
|
|
m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed;
|
|
m_vecMoveSpeed.z = 0.0f;
|
|
if (damageDir == 1 || damageDir == 3)
|
|
damageDir = 2;
|
|
if (CGame::nastyGame)
|
|
DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f);
|
|
|
|
// Car doesn't look to us
|
|
} else if (DotProduct(car->m_vecMoveSpeed, car->GetForward()) >= 0.0f){
|
|
|
|
if (0.99f * vehColModel->boundingBox.max.x < Abs(carRightAndDistDotProd)) {
|
|
|
|
// We're at the right of the car
|
|
if (carRightAndDistDotProd <= 0.0f)
|
|
nodeToDamage = PED_UPPERARML;
|
|
else
|
|
nodeToDamage = PED_UPPERARMR;
|
|
|
|
if (Abs(DotProduct(distVec, car->GetForward())) < 0.85f * vehColModel->boundingBox.max.y) {
|
|
killMethod = WEAPONTYPE_RUNOVERBYCAR;
|
|
m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed;
|
|
m_vecMoveSpeed.z = 0.0f;
|
|
if (damageDir == 1 || damageDir == 3)
|
|
damageDir = 2;
|
|
if (CGame::nastyGame)
|
|
DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f);
|
|
|
|
}
|
|
} else {
|
|
float carFrontAndDistDotProd = DotProduct(distVec, car->GetForward());
|
|
|
|
// carFrontAndDistDotProd <= 0.0 car looks to us
|
|
if ((carFrontAndDistDotProd <= 0.1 || randVal == 1) && randVal != 0) {
|
|
killMethod = WEAPONTYPE_RUNOVERBYCAR;
|
|
nodeToDamage = PED_HEAD;
|
|
m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed;
|
|
m_vecMoveSpeed.z = 0.0f;
|
|
if (damageDir == 1 || damageDir == 3)
|
|
damageDir = 2;
|
|
|
|
if (CGame::nastyGame)
|
|
DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f);
|
|
|
|
} else {
|
|
nodeToDamage = PED_MID;
|
|
float vehColMaxY = vehColModel->boundingBox.max.y;
|
|
float vehColMinY = vehColModel->boundingBox.min.y;
|
|
float vehColMaxZ = vehColModel->boundingBox.max.z;
|
|
float carFrontZ = car->GetForward().z;
|
|
float carHighestZ, carLength;
|
|
|
|
if (carFrontZ < -0.2f) {
|
|
// Highest point of car's back
|
|
carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMinY, vehColMaxZ)).z;
|
|
carLength = vehColMaxY - vehColMinY;
|
|
|
|
} else if (carFrontZ > 0.1f) {
|
|
// Highest point of car's front
|
|
carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMaxY, vehColMaxZ)).z;
|
|
float highestZDist = carHighestZ - GetPosition().z;
|
|
if (highestZDist > 0.0f) {
|
|
GetMatrix().GetPosition().z += 0.5f * highestZDist;
|
|
carHighestZ += highestZDist * 0.25f;
|
|
}
|
|
carLength = vehColMaxY;
|
|
|
|
} else {
|
|
// Highest point of car's front
|
|
carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMaxY, vehColMaxZ)).z;
|
|
carLength = vehColMaxY;
|
|
}
|
|
|
|
float pedJumpSpeedToReachHighestZ = (carHighestZ - GetPosition().z) / (carLength / car->m_vecMoveSpeed.Magnitude());
|
|
|
|
// TODO: What are we doing down here?
|
|
float unknown = ((CGeneral::GetRandomNumber() % 256) * 0.002 + 1.5) * pedJumpSpeedToReachHighestZ;
|
|
|
|
// After this point, distVec isn't distVec anymore.
|
|
distVec = car->m_vecMoveSpeed;
|
|
distVec.Normalise();
|
|
distVec *= 0.2 * unknown;
|
|
|
|
if (damageDir != 1 && damageDir != 3)
|
|
distVec.z += unknown;
|
|
else
|
|
distVec.z += 1.5f * unknown;
|
|
|
|
m_vecMoveSpeed = distVec;
|
|
damageDir += 2;
|
|
if (damageDir > 3)
|
|
damageDir = damageDir - 4;
|
|
|
|
if (car->m_vehType == VEHICLE_TYPE_CAR) {
|
|
CObject *bonnet = ((CAutomobile*)car)->RemoveBonnetInPedCollision();
|
|
|
|
if (bonnet) {
|
|
if (CGeneral::GetRandomNumber() & 1) {
|
|
bonnet->m_vecMoveSpeed += Multiply3x3(car->GetMatrix(), CVector(0.1f, 0.0f, 0.5f));
|
|
} else {
|
|
bonnet->m_vecMoveSpeed += Multiply3x3(car->GetMatrix(), CVector(-0.1f, 0.0f, 0.5f));
|
|
}
|
|
CVector forceDir = car->GetUp() * 10.0f;
|
|
bonnet->ApplyTurnForce(forceDir, car->GetForward());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (car->pDriver) {
|
|
CEventList::RegisterEvent((m_nPedType == PEDTYPE_COP ? EVENT_HIT_AND_RUN_COP : EVENT_HIT_AND_RUN), EVENT_ENTITY_PED, this, car->pDriver, 1000);
|
|
}
|
|
|
|
ePedPieceTypes pieceToDamage;
|
|
switch (nodeToDamage) {
|
|
case PED_HEAD:
|
|
pieceToDamage = PEDPIECE_HEAD;
|
|
break;
|
|
case PED_UPPERARML:
|
|
pieceToDamage = PEDPIECE_LEFTARM;
|
|
break;
|
|
case PED_UPPERARMR:
|
|
pieceToDamage = PEDPIECE_RIGHTARM;
|
|
break;
|
|
default:
|
|
pieceToDamage = PEDPIECE_MID;
|
|
break;
|
|
}
|
|
CPed::InflictDamage(car, killMethod, 1000.0f, pieceToDamage, damageDir);
|
|
|
|
if (DyingOrDead()
|
|
&& bIsPedDieAnimPlaying && !m_pCollidingEntity) {
|
|
m_pCollidingEntity = car;
|
|
}
|
|
if (nodeToDamage == PED_MID)
|
|
bKnockedUpIntoAir = true;
|
|
else
|
|
bKnockedUpIntoAir = false;
|
|
|
|
distVec.Normalise();
|
|
|
|
#ifdef VC_PED_PORTS
|
|
distVec *= Min(car->m_fMass / 1400.0f, 1.0f);
|
|
#endif
|
|
car->ApplyMoveForce(distVec * -100.0f);
|
|
Say(SOUND_PED_DEFEND);
|
|
|
|
} else if (m_vecDamageNormal.z < -0.8f && impulse > 3.0f
|
|
|| impulse > 6.0f && (!IsPlayer() || impulse > 10.0f)) {
|
|
|
|
bIsStanding = false;
|
|
uint8 fallDirection = GetLocalDirection(-car->m_vecMoveSpeed);
|
|
float damage;
|
|
if (IsPlayer() && car->GetModelIndex() == MI_TRAIN)
|
|
damage = 150.0f;
|
|
else
|
|
damage = 30.0f;
|
|
|
|
CPed::InflictDamage(car, WEAPONTYPE_RAMMEDBYCAR, damage, PEDPIECE_TORSO, fallDirection);
|
|
CPed::SetFall(1000, (AnimationId)(fallDirection + ANIM_KO_SKID_FRONT), true);
|
|
|
|
if ((m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD)
|
|
&& !m_pCollidingEntity &&
|
|
(!IsPlayer() || bHasHitWall || car->GetModelIndex() == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) {
|
|
|
|
m_pCollidingEntity = car;
|
|
}
|
|
|
|
bKnockedUpIntoAir = false;
|
|
if (car->GetModelIndex() != MI_TRAIN && !bHasHitWall) {
|
|
m_vecMoveSpeed = car->m_vecMoveSpeed * 0.75f;
|
|
}
|
|
m_vecMoveSpeed.z = 0.0f;
|
|
distVec.Normalise();
|
|
#ifdef VC_PED_PORTS
|
|
distVec *= Min(car->m_fMass / 1400.0f, 1.0f);
|
|
#endif
|
|
car->ApplyMoveForce(distVec * -60.0f);
|
|
Say(SOUND_PED_DEFEND);
|
|
}
|
|
|
|
#ifdef VC_PED_PORTS
|
|
// Killing gang members with car wasn't triggering a fight, until now... Taken from VC.
|
|
if (IsGangMember()) {
|
|
CPed *driver = car->pDriver;
|
|
if (driver && driver->IsPlayer()
|
|
#ifdef FIX_BUGS
|
|
&& (CharCreatedBy != MISSION_CHAR || bRespondsToThreats) && (!m_leader || m_leader != driver)
|
|
#endif
|
|
) {
|
|
RegisterThreatWithGangPeds(driver);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void
|
|
CPed::Look(void)
|
|
{
|
|
// UNUSED: This is a perfectly empty function.
|
|
}
|
|
|
|
bool
|
|
CPed::LookForInterestingNodes(void)
|
|
{
|
|
CBaseModelInfo *model;
|
|
CPtrNode *ptrNode;
|
|
CVector effectPos;
|
|
CVector effectDist;
|
|
C2dEffect *effect;
|
|
CMatrix *objMat;
|
|
|
|
if ((CTimer::GetFrameCounter() + (m_randomSeed % 256)) & 7 || CTimer::GetTimeInMilliseconds() <= m_standardTimer) {
|
|
return false;
|
|
}
|
|
bool found = false;
|
|
uint8 randVal = CGeneral::GetRandomNumber() % 256;
|
|
|
|
int minX = CWorld::GetSectorIndexX(GetPosition().x - CHECK_NEARBY_THINGS_MAX_DIST);
|
|
if (minX < 0) minX = 0;
|
|
int minY = CWorld::GetSectorIndexY(GetPosition().y - CHECK_NEARBY_THINGS_MAX_DIST);
|
|
if (minY < 0) minY = 0;
|
|
int maxX = CWorld::GetSectorIndexX(GetPosition().x + CHECK_NEARBY_THINGS_MAX_DIST);
|
|
#ifdef FIX_BUGS
|
|
if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
|
|
#else
|
|
if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X;
|
|
#endif
|
|
|
|
int maxY = CWorld::GetSectorIndexY(GetPosition().y + CHECK_NEARBY_THINGS_MAX_DIST);
|
|
#ifdef FIX_BUGS
|
|
if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
|
|
#else
|
|
if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y;
|
|
#endif
|
|
|
|
for (int curY = minY; curY <= maxY && !found; curY++) {
|
|
for (int curX = minX; curX <= maxX && !found; curX++) {
|
|
CSector *sector = CWorld::GetSector(curX, curY);
|
|
|
|
for (ptrNode = sector->m_lists[ENTITYLIST_VEHICLES].first; ptrNode && !found; ptrNode = ptrNode->next) {
|
|
CVehicle *veh = (CVehicle*)ptrNode->item;
|
|
model = veh->GetModelInfo();
|
|
if (model->GetNum2dEffects() != 0) {
|
|
for (int e = 0; e < model->GetNum2dEffects(); e++) {
|
|
effect = model->Get2dEffect(e);
|
|
if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
|
|
objMat = &veh->GetMatrix();
|
|
effectPos = veh->GetMatrix() * effect->pos;
|
|
effectDist = effectPos - GetPosition();
|
|
if (effectDist.MagnitudeSqr() < sq(8.0f)) {
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (ptrNode = sector->m_lists[ENTITYLIST_OBJECTS].first; ptrNode && !found; ptrNode = ptrNode->next) {
|
|
CObject *obj = (CObject*)ptrNode->item;
|
|
model = CModelInfo::GetModelInfo(obj->GetModelIndex());
|
|
if (model->GetNum2dEffects() != 0) {
|
|
for (int e = 0; e < model->GetNum2dEffects(); e++) {
|
|
effect = model->Get2dEffect(e);
|
|
if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
|
|
objMat = &obj->GetMatrix();
|
|
effectPos = obj->GetMatrix() * effect->pos;
|
|
effectDist = effectPos - GetPosition();
|
|
if (effectDist.MagnitudeSqr() < sq(8.0f)) {
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (ptrNode = sector->m_lists[ENTITYLIST_BUILDINGS].first; ptrNode && !found; ptrNode = ptrNode->next) {
|
|
CBuilding *building = (CBuilding*)ptrNode->item;
|
|
model = CModelInfo::GetModelInfo(building->GetModelIndex());
|
|
if (model->GetNum2dEffects() != 0) {
|
|
for (int e = 0; e < model->GetNum2dEffects(); e++) {
|
|
effect = model->Get2dEffect(e);
|
|
if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
|
|
objMat = &building->GetMatrix();
|
|
effectPos = building->GetMatrix() * effect->pos;
|
|
effectDist = effectPos - GetPosition();
|
|
if (effectDist.MagnitudeSqr() < sq(8.0f)) {
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (ptrNode = sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].first; ptrNode && !found; ptrNode = ptrNode->next) {
|
|
CBuilding *building = (CBuilding*)ptrNode->item;
|
|
model = CModelInfo::GetModelInfo(building->GetModelIndex());
|
|
if (model->GetNum2dEffects() != 0) {
|
|
for (int e = 0; e < model->GetNum2dEffects(); e++) {
|
|
effect = model->Get2dEffect(e);
|
|
if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
|
|
objMat = &building->GetMatrix();
|
|
effectPos = building->GetMatrix() * effect->pos;
|
|
effectDist = effectPos - GetPosition();
|
|
if (effectDist.MagnitudeSqr() < sq(8.0f)) {
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!found)
|
|
return false;
|
|
|
|
CVector effectFrontLocal = Multiply3x3(*objMat, effect->attractor.dir);
|
|
float angleToFace = CGeneral::GetRadianAngleBetweenPoints(effectFrontLocal.x, effectFrontLocal.y, 0.0f, 0.0f);
|
|
randVal = CGeneral::GetRandomNumber() % 256;
|
|
if (randVal <= m_randomSeed % 256) {
|
|
m_standardTimer = CTimer::GetTimeInMilliseconds() + 2000;
|
|
SetLookFlag(angleToFace, true);
|
|
SetLookTimer(1000);
|
|
return false;
|
|
}
|
|
|
|
switch (effect->attractor.type) {
|
|
case ATTRACTORTYPE_ICECREAM:
|
|
SetInvestigateEvent(EVENT_ICECREAM, CVector2D(effectPos), 0.1f, 15000, angleToFace);
|
|
break;
|
|
case ATTRACTORTYPE_STARE:
|
|
SetInvestigateEvent(EVENT_SHOPSTALL, CVector2D(effectPos), 1.0f,
|
|
CGeneral::GetRandomNumberInRange(8000, 10 * effect->attractor.probability + 8500),
|
|
angleToFace);
|
|
break;
|
|
default:
|
|
return true;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void
|
|
CPed::SetInvestigateEvent(eEventType event, CVector2D pos, float distanceToCountDone, uint16 time, float angle)
|
|
{
|
|
if (!IsPedInControl() || CharCreatedBy == MISSION_CHAR)
|
|
return;
|
|
|
|
SetStoredState();
|
|
bFindNewNodeAfterStateRestore = false;
|
|
m_nPedState = PED_INVESTIGATE;
|
|
m_standardTimer = CTimer::GetTimeInMilliseconds() + time;
|
|
m_eventType = event;
|
|
m_eventOrThreat = pos;
|
|
m_distanceToCountSeekDone = distanceToCountDone;
|
|
m_fAngleToEvent = angle;
|
|
|
|
if (m_eventType >= EVENT_ICECREAM)
|
|
m_lookTimer = 0;
|
|
else
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER, 4.0f);
|
|
|
|
}
|
|
|
|
void
|
|
CPed::LookForSexyCars(void)
|
|
{
|
|
CEntity *vehicles[8];
|
|
CVehicle *veh;
|
|
int foundVehId = 0;
|
|
int bestPriceYet = 0;
|
|
int16 lastVehicle;
|
|
|
|
if (!IsPedInControl() && m_nPedState != PED_DRIVING)
|
|
return;
|
|
|
|
if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
|
|
CWorld::FindObjectsInRange(GetPosition(), 10.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
|
|
|
|
for (int vehId = 0; vehId < lastVehicle; vehId++) {
|
|
veh = (CVehicle*)vehicles[vehId];
|
|
if (veh != m_pMyVehicle && bestPriceYet < veh->pHandling->nMonetaryValue) {
|
|
foundVehId = vehId;
|
|
bestPriceYet = veh->pHandling->nMonetaryValue;
|
|
}
|
|
}
|
|
if (lastVehicle > 0 && bestPriceYet > 40000)
|
|
SetLookFlag(vehicles[foundVehId], false);
|
|
|
|
m_lookTimer = CTimer::GetTimeInMilliseconds() + 10000;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::LookForSexyPeds(void)
|
|
{
|
|
if ((!IsPedInControl() && m_nPedState != PED_DRIVING)
|
|
|| m_lookTimer >= CTimer::GetTimeInMilliseconds() || m_nPedType != PEDTYPE_CIVMALE)
|
|
return;
|
|
|
|
for (int i = 0; i < m_numNearPeds; i++) {
|
|
if (CanSeeEntity(m_nearPeds[i])) {
|
|
if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() < 10.0f) {
|
|
CPed *nearPed = m_nearPeds[i];
|
|
if ((nearPed->m_pedStats->m_sexiness > m_pedStats->m_sexiness)
|
|
&& nearPed->m_nPedType == PEDTYPE_CIVFEMALE) {
|
|
|
|
SetLookFlag(nearPed, true);
|
|
m_lookTimer = CTimer::GetTimeInMilliseconds() + 4000;
|
|
Say(SOUND_PED_CHAT_SEXY);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
m_lookTimer = CTimer::GetTimeInMilliseconds() + 10000;
|
|
}
|
|
|
|
void
|
|
CPed::MakeTyresMuddySectorList(CPtrList &list)
|
|
{
|
|
for (CPtrNode *node = list.first; node; node = node->next) {
|
|
CVehicle *veh = (CVehicle*)node->item;
|
|
if (veh->IsCar() && veh->m_scanCode != CWorld::GetCurrentScanCode()) {
|
|
veh->m_scanCode = CWorld::GetCurrentScanCode();
|
|
|
|
if (Abs(GetPosition().x - veh->GetPosition().x) < 10.0f) {
|
|
|
|
if (Abs(GetPosition().y - veh->GetPosition().y) < 10.0f
|
|
&& veh->m_vecMoveSpeed.MagnitudeSqr2D() > 0.05f) {
|
|
|
|
for(int wheel = 0; wheel < 4; wheel++) {
|
|
|
|
if (!((CAutomobile*)veh)->m_aWheelSkidmarkBloody[wheel]
|
|
&& ((CAutomobile*)veh)->m_aSuspensionSpringRatio[wheel] < 1.0f) {
|
|
|
|
CColModel *vehCol = veh->GetModelInfo()->GetColModel();
|
|
CVector approxWheelOffset;
|
|
switch (wheel) {
|
|
case 0:
|
|
approxWheelOffset = CVector(-vehCol->boundingBox.max.x, vehCol->boundingBox.max.y, 0.0f);
|
|
break;
|
|
case 1:
|
|
approxWheelOffset = CVector(-vehCol->boundingBox.max.x, vehCol->boundingBox.min.y, 0.0f);
|
|
break;
|
|
case 2:
|
|
approxWheelOffset = CVector(vehCol->boundingBox.max.x, vehCol->boundingBox.max.y, 0.0f);
|
|
break;
|
|
case 3:
|
|
approxWheelOffset = CVector(vehCol->boundingBox.max.x, vehCol->boundingBox.min.y, 0.0f);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// I hope so
|
|
CVector wheelPos = veh->GetMatrix() * approxWheelOffset;
|
|
if (Abs(wheelPos.z - GetPosition().z) < 2.0f) {
|
|
|
|
if ((wheelPos - GetPosition()).MagnitudeSqr2D() < 1.0f) {
|
|
if (CGame::nastyGame) {
|
|
((CAutomobile*)veh)->m_aWheelSkidmarkBloody[wheel] = true;
|
|
DMAudio.PlayOneShot(veh->m_audioEntityId, SOUND_SPLATTER, 0.0f);
|
|
}
|
|
veh->ApplyMoveForce(CVector(0.0f, 0.0f, 50.0f));
|
|
|
|
CVector vehAndWheelDist = wheelPos - veh->GetPosition();
|
|
veh->ApplyTurnForce(CVector(0.0f, 0.0f, 50.0f), vehAndWheelDist);
|
|
|
|
if (veh == FindPlayerVehicle()) {
|
|
CPad::GetPad(0)->StartShake(300, 70);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::Mug(void)
|
|
{
|
|
if (m_pSeekTarget && m_pSeekTarget->IsPed()) {
|
|
|
|
if (CTimer::GetTimeInMilliseconds() <= m_attackTimer - 2000) {
|
|
if ((m_pSeekTarget->GetPosition() - GetPosition()).Magnitude() > 3.0f)
|
|
m_wepSkills = 50;
|
|
|
|
Say(SOUND_PED_MUGGING);
|
|
((CPed*)m_pSeekTarget)->Say(SOUND_PED_ROBBED);
|
|
} else {
|
|
SetWanderPath(CGeneral::GetRandomNumber() & 7);
|
|
SetFlee(m_pSeekTarget, 20000);
|
|
}
|
|
|
|
} else {
|
|
SetIdle();
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::MoveHeadToLook(void)
|
|
{
|
|
CVector lookPos;
|
|
|
|
if (m_lookTimer && CTimer::GetTimeInMilliseconds() > m_lookTimer) {
|
|
ClearLookFlag();
|
|
} else if (m_nPedState == PED_DRIVING) {
|
|
m_pedIK.m_flags |= CPedIK::LOOKAROUND_HEAD_ONLY;
|
|
}
|
|
|
|
if (m_pLookTarget) {
|
|
|
|
if (!bShakeFist && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) {
|
|
|
|
CAnimBlendAssociation *fuckUAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FUCKU);
|
|
if (fuckUAssoc) {
|
|
|
|
float animTime = fuckUAssoc->currentTime;
|
|
if (animTime > 4.0f / 30.0f && animTime - fuckUAssoc->timeStep > 4.0f / 30.0f) {
|
|
|
|
bool lookingToCop = false;
|
|
if (m_pLookTarget->GetModelIndex() == MI_POLICE
|
|
|| m_pLookTarget->IsPed() && ((CPed*)m_pLookTarget)->m_nPedType == PEDTYPE_COP) {
|
|
|
|
lookingToCop = true;
|
|
}
|
|
|
|
if (IsPlayer() && (m_pedStats->m_temper >= 52 || lookingToCop)) {
|
|
AddWeaponModel(MI_FINGERS);
|
|
((CPlayerPed*)this)->AnnoyPlayerPed(true);
|
|
|
|
} else if ((CGeneral::GetRandomNumber() & 3) == 0) {
|
|
AddWeaponModel(MI_FINGERS);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m_pLookTarget->IsPed()) {
|
|
((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition((RwV3d*) &lookPos, PED_MID);
|
|
} else {
|
|
lookPos = m_pLookTarget->GetPosition();
|
|
}
|
|
|
|
if (!m_pedIK.LookAtPosition(lookPos)) {
|
|
if (!bKeepTryingToLook) {
|
|
ClearLookFlag();
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (!bShakeFist || bIsAimingGun || bIsRestoringGun)
|
|
return;
|
|
|
|
if (m_lookTimer - CTimer::GetTimeInMilliseconds() >= 1000)
|
|
return;
|
|
|
|
bool notRocketLauncher = false;
|
|
bool notTwoHanded = false;
|
|
AnimationId animToPlay = NUM_ANIMS;
|
|
|
|
if (!GetWeapon()->IsType2Handed())
|
|
notTwoHanded = true;
|
|
|
|
if (notTwoHanded && GetWeapon()->m_eWeaponType != WEAPONTYPE_ROCKETLAUNCHER)
|
|
notRocketLauncher = true;
|
|
|
|
if (IsPlayer() && notRocketLauncher) {
|
|
|
|
if (m_pLookTarget->IsPed()) {
|
|
|
|
if (m_pedStats->m_temper >= 49 && ((CPed*)m_pLookTarget)->m_nPedType != PEDTYPE_COP) {
|
|
|
|
// FIX: Unreachable and meaningless condition
|
|
#ifndef FIX_BUGS
|
|
if (m_pedStats->m_temper < 47)
|
|
#endif
|
|
animToPlay = ANIM_FIGHT_PPUNCH;
|
|
} else {
|
|
animToPlay = ANIM_FUCKU;
|
|
}
|
|
} else if (m_pedStats->m_temper > 49 || m_pLookTarget->GetModelIndex() == MI_POLICE) {
|
|
animToPlay = ANIM_FUCKU;
|
|
}
|
|
} else if (notRocketLauncher && (CGeneral::GetRandomNumber() & 1)) {
|
|
animToPlay = ANIM_FUCKU;
|
|
}
|
|
|
|
if (animToPlay != NUM_ANIMS) {
|
|
CAnimBlendAssociation *newAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f);
|
|
|
|
if (newAssoc) {
|
|
newAssoc->flags |= ASSOC_FADEOUTWHENDONE;
|
|
newAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
if (newAssoc->animId == ANIM_FUCKU)
|
|
newAssoc->SetDeleteCallback(FinishFuckUCB, this);
|
|
}
|
|
}
|
|
bShakeFist = false;
|
|
return;
|
|
}
|
|
|
|
if (999999.0f == m_fLookDirection) {
|
|
ClearLookFlag();
|
|
return;
|
|
}
|
|
|
|
if (!m_pedIK.LookInDirection(m_fLookDirection, 0.0f)) {
|
|
if (!bKeepTryingToLook) {
|
|
ClearLookFlag();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
FinishFuckUCB(CAnimBlendAssociation *animAssoc, void *arg)
|
|
{
|
|
CPed *ped = (CPed*)arg;
|
|
|
|
if (animAssoc->animId == ANIM_FUCKU && ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED)
|
|
ped->RemoveWeaponModel(0);
|
|
}
|
|
|
|
void
|
|
CPed::Pause(void)
|
|
{
|
|
m_moved = CVector2D(0.0f, 0.0f);
|
|
if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer)
|
|
ClearPause();
|
|
}
|
|
|
|
void
|
|
CPed::PedAnimAlignCB(CAnimBlendAssociation *animAssoc, void *arg)
|
|
{
|
|
CPed *ped = (CPed*)arg;
|
|
|
|
CVehicle *veh = ped->m_pMyVehicle;
|
|
if (animAssoc)
|
|
animAssoc->blendDelta = -1000.0f;
|
|
|
|
if (!ped->IsNotInWreckedVehicle())
|
|
return;
|
|
|
|
if (!ped->EnteringCar()) {
|
|
#ifdef VC_PED_PORTS
|
|
if (ped->m_nPedState != PED_DRIVING)
|
|
#endif
|
|
ped->QuitEnteringCar();
|
|
|
|
return;
|
|
}
|
|
if (ped->m_fHealth == 0.0f) {
|
|
ped->QuitEnteringCar();
|
|
return;
|
|
}
|
|
bool itsVan = !!veh->bIsVan;
|
|
bool itsBus = !!veh->bIsBus;
|
|
#ifdef FIX_BUGS
|
|
bool itsLow = !!veh->bLowVehicle;
|
|
#endif
|
|
eDoors enterDoor;
|
|
AnimationId enterAnim;
|
|
|
|
switch (ped->m_vehEnterType) {
|
|
case CAR_DOOR_RF:
|
|
itsVan = false;
|
|
enterDoor = DOOR_FRONT_RIGHT;
|
|
break;
|
|
case CAR_DOOR_RR:
|
|
enterDoor = DOOR_REAR_RIGHT;
|
|
break;
|
|
case CAR_DOOR_LF:
|
|
itsVan = false;
|
|
enterDoor = DOOR_FRONT_LEFT;
|
|
break;
|
|
case CAR_DOOR_LR:
|
|
enterDoor = DOOR_REAR_LEFT;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (veh->IsDoorMissing(enterDoor) || veh->IsDoorFullyOpen(enterDoor)) {
|
|
|
|
veh->AutoPilot.m_nCruiseSpeed = 0;
|
|
if (ped->m_nPedState == PED_CARJACK) {
|
|
ped->PedAnimDoorOpenCB(nil, ped);
|
|
return;
|
|
}
|
|
if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) {
|
|
if (itsVan) {
|
|
enterAnim = ANIM_VAN_GETIN;
|
|
} else if (itsBus) {
|
|
enterAnim = ANIM_COACH_IN_R;
|
|
#ifdef FIX_BUGS
|
|
} else if (itsLow) {
|
|
enterAnim = ANIM_CAR_GETIN_LOW_RHS;
|
|
#endif
|
|
} else {
|
|
enterAnim = ANIM_CAR_GETIN_RHS;
|
|
}
|
|
} else if (itsVan) {
|
|
enterAnim = ANIM_VAN_GETIN_L;
|
|
} else if (itsBus) {
|
|
enterAnim = ANIM_COACH_IN_L;
|
|
#ifdef FIX_BUGS
|
|
} else if (itsLow) {
|
|
enterAnim = ANIM_CAR_GETIN_LOW_LHS;
|
|
#endif
|
|
} else {
|
|
enterAnim = ANIM_CAR_GETIN_LHS;
|
|
}
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, enterAnim);
|
|
ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
|
|
|
|
} else if (veh->CanPedOpenLocks(ped)) {
|
|
|
|
veh->AutoPilot.m_nCruiseSpeed = 0;
|
|
if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) {
|
|
if (itsVan) {
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_VAN_OPEN);
|
|
} else if (itsBus) {
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_COACH_OPEN_R);
|
|
} else {
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_OPEN_RHS);
|
|
}
|
|
} else if (itsVan) {
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_VAN_OPEN_L);
|
|
} else if (itsBus) {
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_COACH_OPEN_L);
|
|
} else {
|
|
|
|
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && veh->pDriver) {
|
|
|
|
if (!veh->bLowVehicle
|
|
&& veh->pDriver->CharCreatedBy != MISSION_CHAR
|
|
&& veh->pDriver->m_nPedState == PED_DRIVING) {
|
|
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_QJACK);
|
|
ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
|
|
veh->pDriver->SetBeingDraggedFromCar(veh, ped->m_vehEnterType, true);
|
|
|
|
if (veh->pDriver->IsGangMember())
|
|
veh->pDriver->RegisterThreatWithGangPeds(ped);
|
|
return;
|
|
}
|
|
}
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_OPEN_LHS);
|
|
}
|
|
ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorOpenCB, ped);
|
|
|
|
} else {
|
|
if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT)
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_DOORLOCKED_RHS);
|
|
else
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_DOORLOCKED_LHS);
|
|
|
|
ped->bCancelEnteringCar = true;
|
|
ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorOpenCB, ped);
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::ProcessControl(void)
|
|
{
|
|
CColPoint foundCol;
|
|
CEntity *foundEnt = nil;
|
|
|
|
if (m_nZoneLevel > LEVEL_NONE && m_nZoneLevel != CCollision::ms_collisionInMemory)
|
|
return;
|
|
|
|
int alpha = CVisibilityPlugins::GetClumpAlpha(GetClump());
|
|
if (!bFadeOut) {
|
|
if (alpha < 255) {
|
|
alpha += 16;
|
|
if (alpha > 255)
|
|
alpha = 255;
|
|
}
|
|
} else {
|
|
alpha -= 8;
|
|
if (alpha < 0)
|
|
alpha = 0;
|
|
}
|
|
|
|
CVisibilityPlugins::SetClumpAlpha(GetClump(), alpha);
|
|
bIsShooting = false;
|
|
BuildPedLists();
|
|
bIsInWater = false;
|
|
ProcessBuoyancy();
|
|
|
|
if (m_nPedState != PED_ARRESTED) {
|
|
if (m_nPedState == PED_DEAD) {
|
|
DeadPedMakesTyresBloody();
|
|
#ifndef VC_PED_PORTS
|
|
if (CGame::nastyGame) {
|
|
#else
|
|
if (CGame::nastyGame && !bIsInWater) {
|
|
#endif
|
|
uint32 remainingBloodyFpTime = CTimer::GetTimeInMilliseconds() - m_bloodyFootprintCountOrDeathTime;
|
|
float timeDependentDist;
|
|
if (remainingBloodyFpTime >= 2000) {
|
|
if (remainingBloodyFpTime <= 7000)
|
|
timeDependentDist = (remainingBloodyFpTime - 2000) / 5000.0f * 0.75f;
|
|
else
|
|
timeDependentDist = 0.75f;
|
|
} else {
|
|
timeDependentDist = 0.0f;
|
|
}
|
|
|
|
for (int i = 0; i < m_numNearPeds; ++i) {
|
|
CPed *nearPed = m_nearPeds[i];
|
|
if (!nearPed->DyingOrDead()) {
|
|
CVector dist = nearPed->GetPosition() - GetPosition();
|
|
if (dist.MagnitudeSqr() < sq(timeDependentDist)) {
|
|
nearPed->m_bloodyFootprintCountOrDeathTime = 200;
|
|
nearPed->bDoBloodyFootprints = true;
|
|
if (nearPed->IsPlayer()) {
|
|
if (!nearPed->bIsLooking && nearPed->m_nPedState != PED_ATTACK) {
|
|
int16 camMode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
|
|
if (camMode != CCam::MODE_SNIPER
|
|
&& camMode != CCam::MODE_ROCKETLAUNCHER
|
|
&& camMode != CCam::MODE_M16_1STPERSON
|
|
&& camMode != CCam::MODE_1STPERSON
|
|
&& camMode != CCam::MODE_HELICANNON_1STPERSON
|
|
&& !TheCamera.Cams[TheCamera.ActiveCam].GetWeaponFirstPersonOn()) {
|
|
|
|
nearPed->SetLookFlag(this, true);
|
|
nearPed->SetLookTimer(500);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (remainingBloodyFpTime > 2000) {
|
|
CVector bloodPos = GetPosition();
|
|
if (remainingBloodyFpTime - 2000 >= 5000) {
|
|
if (!m_deadBleeding) {
|
|
CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos,
|
|
0.75f, 0.0f, 0.0f, -0.75f, 255, 255, 0, 0, 4.0f, 40000, 1.0f);
|
|
m_deadBleeding = true;
|
|
}
|
|
} else {
|
|
CShadows::StoreStaticShadow(
|
|
(uintptr)this + 17, SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos,
|
|
(remainingBloodyFpTime - 2000) / 5000.0f * 0.75f, 0.0f,
|
|
0.0f, (remainingBloodyFpTime - 2000) / 5000.0f * -0.75f,
|
|
255, 255, 0, 0, 4.0f, 1.0f, 40.0f, false, 0.0f);
|
|
}
|
|
}
|
|
}
|
|
if (ServiceTalkingWhenDead())
|
|
ServiceTalking();
|
|
|
|
#ifdef VC_PED_PORTS
|
|
if (bIsInWater) {
|
|
bIsStanding = false;
|
|
bWasStanding = false;
|
|
CPhysical::ProcessControl();
|
|
}
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
bWasStanding = false;
|
|
if (bIsStanding) {
|
|
if (!CWorld::bForceProcessControl) {
|
|
if (m_pCurrentPhysSurface && m_pCurrentPhysSurface->bIsInSafePosition) {
|
|
bWasPostponed = true;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!IsPedInControl() || m_nWaitState != WAITSTATE_FALSE || 0.01f * CTimer::GetTimeStep() <= m_fDistanceTravelled
|
|
|| (m_nStoredMoveState != PEDMOVE_WALK && m_nStoredMoveState != PEDMOVE_RUN && m_nStoredMoveState != PEDMOVE_SPRINT))
|
|
m_panicCounter = 0;
|
|
else if (m_panicCounter < 50)
|
|
++m_panicCounter;
|
|
|
|
if (m_fHealth <= 1.0f && m_nPedState <= PED_STATES_NO_AI && !bIsInTheAir && !bIsLanding)
|
|
SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
|
|
|
|
bCollidedWithMyVehicle = false;
|
|
|
|
CEntity *collidingEnt = m_pDamageEntity;
|
|
#ifndef VC_PED_PORTS
|
|
if (!bUsesCollision || m_fDamageImpulse <= 0.0f || m_nPedState == PED_DIE || !collidingEnt) {
|
|
#else
|
|
if (!bUsesCollision || ((!collidingEnt || m_fDamageImpulse <= 0.0f) && (!IsPlayer() || !bIsStuck)) || m_nPedState == PED_DIE) {
|
|
#endif
|
|
bHitSomethingLastFrame = false;
|
|
if (m_nPedStateTimer <= 500 && bIsInTheAir) {
|
|
if (m_nPedStateTimer)
|
|
m_nPedStateTimer--;
|
|
} else if (m_nPedStateTimer < 1001) {
|
|
m_nPedStateTimer = 0;
|
|
}
|
|
} else {
|
|
if (m_panicCounter == 50 && IsPedInControl()) {
|
|
SetWaitState(WAITSTATE_STUCK, nil);
|
|
// Leftover
|
|
/*
|
|
if (m_nPedType < PEDTYPE_COP) {
|
|
|
|
} else {
|
|
|
|
}
|
|
*/
|
|
#ifndef VC_PED_PORTS
|
|
} else {
|
|
#else
|
|
} else if (collidingEnt) {
|
|
#endif
|
|
switch (collidingEnt->GetType())
|
|
{
|
|
case ENTITY_TYPE_BUILDING:
|
|
case ENTITY_TYPE_OBJECT:
|
|
{
|
|
CBaseModelInfo *collidingModel = CModelInfo::GetModelInfo(collidingEnt->GetModelIndex());
|
|
CColModel *collidingCol = collidingModel->GetColModel();
|
|
if (collidingEnt->IsObject() && ((CObject*)collidingEnt)->m_nSpecialCollisionResponseCases != COLLRESPONSE_FENCEPART
|
|
|| collidingCol->boundingBox.max.x < 3.0f
|
|
&& collidingCol->boundingBox.max.y < 3.0f) {
|
|
|
|
if (!IsPlayer()) {
|
|
SetDirectionToWalkAroundObject(collidingEnt);
|
|
break;
|
|
}
|
|
}
|
|
if (IsPlayer()) {
|
|
bHitSomethingLastFrame = true;
|
|
break;
|
|
}
|
|
|
|
float angleToFaceWhenHit = CGeneral::GetRadianAngleBetweenPoints(
|
|
GetPosition().x,
|
|
GetPosition().y,
|
|
m_vecDamageNormal.x + GetPosition().x,
|
|
m_vecDamageNormal.y + GetPosition().y);
|
|
|
|
float neededTurn = Abs(m_fRotationCur - angleToFaceWhenHit);
|
|
|
|
if (neededTurn > PI)
|
|
neededTurn = TWOPI - neededTurn;
|
|
|
|
float oldDestRot = CGeneral::LimitRadianAngle(m_fRotationDest);
|
|
|
|
if (m_pedInObjective &&
|
|
(m_objective == OBJECTIVE_GOTO_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT)) {
|
|
|
|
if (m_pedInObjective->IsPlayer()
|
|
&& (neededTurn < DEGTORAD(20.0f) || m_panicCounter > 10)) {
|
|
if (CanPedJumpThis(collidingEnt)) {
|
|
SetJump();
|
|
} else if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT) {
|
|
SetWaitState(WAITSTATE_LOOK_ABOUT, nil);
|
|
} else {
|
|
SetWaitState(WAITSTATE_PLAYANIM_TAXI, nil);
|
|
m_headingRate = 0.0f;
|
|
SetLookFlag(m_pedInObjective, true);
|
|
SetLookTimer(3000);
|
|
Say(SOUND_PED_TAXI_CALL);
|
|
}
|
|
} else {
|
|
m_pLookTarget = m_pedInObjective;
|
|
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
|
|
TurnBody();
|
|
}
|
|
} else {
|
|
if (m_nPedType != PEDTYPE_COP && neededTurn < DEGTORAD(15.0f) && m_nWaitState == WAITSTATE_FALSE) {
|
|
if ((m_nStoredMoveState == PEDMOVE_RUN || m_nStoredMoveState == PEDMOVE_SPRINT) && m_vecDamageNormal.z < 0.3f) {
|
|
CAnimBlendAssociation *runAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN);
|
|
if (!runAssoc)
|
|
runAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SPRINT);
|
|
|
|
if (runAssoc && runAssoc->blendAmount > 0.9f && runAssoc->IsRunning()) {
|
|
SetWaitState(WAITSTATE_HITWALL, nil);
|
|
}
|
|
}
|
|
}
|
|
if (m_nPedState == PED_FLEE_POS) {
|
|
CVector2D fleePos = collidingEnt->GetPosition();
|
|
uint32 oldFleeTimer = m_fleeTimer;
|
|
SetFlee(fleePos, 5000);
|
|
if (oldFleeTimer != m_fleeTimer)
|
|
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 500;
|
|
|
|
} else {
|
|
if (m_nPedState == PED_FLEE_ENTITY && (neededTurn < DEGTORAD(25.0f) || m_panicCounter > 10)) {
|
|
m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 2500;
|
|
m_collidingEntityWhileFleeing = collidingEnt;
|
|
m_collidingEntityWhileFleeing->RegisterReference((CEntity **) &m_collidingEntityWhileFleeing);
|
|
|
|
uint8 currentDir = floorf((PI + m_fRotationCur) / DEGTORAD(45.0f));
|
|
uint8 nextDir;
|
|
ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode, currentDir, &nextDir);
|
|
|
|
} else {
|
|
if (neededTurn < DEGTORAD(60.0f)) {
|
|
CVector posToHead = m_vecDamageNormal * 4.0f;
|
|
posToHead.z = 0.0f;
|
|
posToHead += GetPosition();
|
|
int closestNodeId = ThePaths.FindNodeClosestToCoors(posToHead, PATH_PED,
|
|
999999.9f, false, false);
|
|
float angleToFace;
|
|
|
|
if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS) {
|
|
if (m_nPedState != PED_SEEK_POS && m_nPedState != PED_SEEK_CAR) {
|
|
if (m_nPedState == PED_WANDER_PATH) {
|
|
m_pNextPathNode = &ThePaths.m_pathNodes[closestNodeId];
|
|
angleToFace = CGeneral::GetRadianAngleBetweenPoints(
|
|
m_pNextPathNode->GetX(), m_pNextPathNode->GetY(),
|
|
GetPosition().x, GetPosition().y);
|
|
} else {
|
|
if (ThePaths.m_pathNodes[closestNodeId].GetX() == 0.0f
|
|
|| ThePaths.m_pathNodes[closestNodeId].GetY() == 0.0f) {
|
|
posToHead = (3.0f * m_vecDamageNormal) + GetPosition();
|
|
posToHead.x += (CGeneral::GetRandomNumber() % 512) / 250.0f - 1.0f;
|
|
posToHead.y += (CGeneral::GetRandomNumber() % 512) / 250.0f - 1.0f;
|
|
} else {
|
|
posToHead.x = ThePaths.m_pathNodes[closestNodeId].GetX();
|
|
posToHead.y = ThePaths.m_pathNodes[closestNodeId].GetY();
|
|
}
|
|
angleToFace = CGeneral::GetRadianAngleBetweenPoints(
|
|
posToHead.x, posToHead.y,
|
|
GetPosition().x, GetPosition().y);
|
|
|
|
if (m_nPedState != PED_FOLLOW_PATH)
|
|
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 500;
|
|
}
|
|
} else {
|
|
angleToFace = CGeneral::GetRadianAngleBetweenPoints(
|
|
ThePaths.m_pathNodes[closestNodeId].GetX(),
|
|
ThePaths.m_pathNodes[closestNodeId].GetY(),
|
|
GetPosition().x,
|
|
GetPosition().y);
|
|
|
|
CVector2D distToNode = ThePaths.m_pathNodes[closestNodeId].GetPosition() - GetPosition();
|
|
CVector2D distToSeekPos = m_vecSeekPos - GetPosition();
|
|
|
|
if (DotProduct2D(distToNode, distToSeekPos) < 0.0f) {
|
|
m_fRotationCur = m_fRotationDest;
|
|
break;
|
|
}
|
|
}
|
|
} else {
|
|
float angleToFaceAwayDamage = CGeneral::GetRadianAngleBetweenPoints(
|
|
m_vecDamageNormal.x,
|
|
m_vecDamageNormal.y,
|
|
0.0f,
|
|
0.0f);
|
|
|
|
if (angleToFaceAwayDamage < m_fRotationCur)
|
|
angleToFaceAwayDamage += TWOPI;
|
|
|
|
float neededTurn = angleToFaceAwayDamage - m_fRotationCur;
|
|
|
|
if (neededTurn <= PI) {
|
|
angleToFace = 0.5f * neededTurn + m_fRotationCur;
|
|
m_fRotationCur += DEGTORAD(m_pedStats->m_headingChangeRate) * 2.0f;
|
|
} else {
|
|
angleToFace = m_fRotationCur - (TWOPI - neededTurn) * 0.5f;
|
|
m_fRotationCur -= DEGTORAD(m_pedStats->m_headingChangeRate) * 2.0f;
|
|
}
|
|
|
|
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 200;
|
|
if (m_nPedType == PEDTYPE_COP) {
|
|
if (m_pedInObjective) {
|
|
float angleToLookCriminal = CGeneral::GetRadianAngleBetweenPoints(
|
|
m_pedInObjective->GetPosition().x,
|
|
m_pedInObjective->GetPosition().y,
|
|
GetPosition().x,
|
|
GetPosition().y);
|
|
|
|
angleToLookCriminal = CGeneral::LimitRadianAngle(angleToLookCriminal);
|
|
angleToFace = CGeneral::LimitRadianAngle(angleToFace);
|
|
|
|
if (angleToLookCriminal < angleToFace)
|
|
angleToLookCriminal += TWOPI;
|
|
|
|
float neededTurnToCriminal = angleToLookCriminal - angleToFace;
|
|
|
|
if (neededTurnToCriminal > DEGTORAD(150.0f) && neededTurnToCriminal < DEGTORAD(210.0f)) {
|
|
((CCopPed*)this)->m_bStopAndShootDisabledZone = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
m_fRotationDest = CGeneral::LimitRadianAngle(angleToFace);
|
|
|
|
if (m_fRotationCur - PI > m_fRotationDest) {
|
|
m_fRotationDest += TWOPI;
|
|
} else if (PI + m_fRotationCur < m_fRotationDest) {
|
|
m_fRotationDest -= TWOPI;
|
|
}
|
|
|
|
if (oldDestRot == m_fRotationDest && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
|
|
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 200;
|
|
m_fRotationDest += HALFPI;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m_nPedState != PED_WANDER_PATH && m_nPedState != PED_FLEE_ENTITY)
|
|
m_pNextPathNode = nil;
|
|
|
|
bHitSomethingLastFrame = true;
|
|
break;
|
|
}
|
|
case ENTITY_TYPE_VEHICLE:
|
|
{
|
|
CVehicle* collidingVeh = ((CVehicle*)collidingEnt);
|
|
float collidingVehSpeedSqr = collidingVeh->m_vecMoveSpeed.MagnitudeSqr();
|
|
|
|
if (collidingVeh == m_pMyVehicle)
|
|
bCollidedWithMyVehicle = true;
|
|
#ifdef VC_PED_PORTS
|
|
float oldHealth = m_fHealth;
|
|
bool playerSufferSound = false;
|
|
|
|
if (collidingVehSpeedSqr <= 1.0f / 400.0f) {
|
|
if (IsPedInControl()
|
|
&& (!IsPlayer()
|
|
|| m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT
|
|
|| m_objective == OBJECTIVE_RUN_TO_AREA
|
|
|| m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)) {
|
|
|
|
if (collidingVeh != m_pCurrentPhysSurface || IsPlayer()) {
|
|
if (!bVehEnterDoorIsBlocked) {
|
|
if (collidingVeh->GetStatus() != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) {
|
|
|
|
// VC calls SetDirectionToWalkAroundVehicle instead if ped is in PED_SEEK_CAR.
|
|
SetDirectionToWalkAroundObject(collidingVeh);
|
|
CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer;
|
|
} else {
|
|
if (CTimer::GetTimeInMilliseconds() >= CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer
|
|
|| m_nPedStateTimer >= CTimer::GetTimeInMilliseconds()) {
|
|
|
|
// VC calls SetDirectionToWalkAroundVehicle instead if ped is in PED_SEEK_CAR.
|
|
SetDirectionToWalkAroundObject(collidingVeh);
|
|
CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer;
|
|
|
|
} else if (m_fleeFrom != collidingVeh) {
|
|
SetFlee(collidingVeh, 4000);
|
|
bUsePedNodeSeek = false;
|
|
SetMoveState(PEDMOVE_WALK);
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
float angleLeftToCompleteTurn = Abs(m_fRotationCur - m_fRotationDest);
|
|
if (angleLeftToCompleteTurn < 0.01f && CanPedJumpThis(collidingVeh)) {
|
|
SetJump();
|
|
}
|
|
}
|
|
} else if (IsPlayer() && !bIsInTheAir) {
|
|
|
|
if (IsPedInControl() && ((CPlayerPed*)this)->m_fMoveSpeed == 0.0f
|
|
&& !bIsLooking && CTimer::GetTimeInMilliseconds() > m_lookTimer && collidingVeh->pDriver) {
|
|
|
|
((CPlayerPed*)this)->AnnoyPlayerPed(false);
|
|
SetLookFlag(collidingVeh, true);
|
|
SetLookTimer(1300);
|
|
|
|
eWeaponType weaponType = GetWeapon()->m_eWeaponType;
|
|
if (weaponType == WEAPONTYPE_UNARMED
|
|
|| weaponType == WEAPONTYPE_BASEBALLBAT
|
|
|| weaponType == WEAPONTYPE_COLT45
|
|
|| weaponType == WEAPONTYPE_UZI) {
|
|
bShakeFist = true;
|
|
}
|
|
} else {
|
|
SetLookFlag(collidingVeh, true);
|
|
SetLookTimer(500);
|
|
}
|
|
}
|
|
} else {
|
|
float adjustedImpulse = m_fDamageImpulse;
|
|
if (IsPlayer()) {
|
|
if (bIsStanding) {
|
|
float forwardVecAndDamageDirDotProd = DotProduct(m_vecAnimMoveDelta.y * GetForward(), m_vecDamageNormal);
|
|
if (forwardVecAndDamageDirDotProd < 0.0f) {
|
|
adjustedImpulse = forwardVecAndDamageDirDotProd * m_fMass + m_fDamageImpulse;
|
|
if (adjustedImpulse < 0.0f)
|
|
adjustedImpulse = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
if (m_fMass / 20.0f < adjustedImpulse)
|
|
DMAudio.PlayOneShot(collidingVeh->m_audioEntityId, SOUND_CAR_PED_COLLISION, adjustedImpulse);
|
|
|
|
if (IsPlayer()) {
|
|
if (adjustedImpulse > 20.0f)
|
|
adjustedImpulse = 20.0f;
|
|
|
|
if (adjustedImpulse > 5.0f) {
|
|
if (adjustedImpulse <= 13.0f)
|
|
playerSufferSound = true;
|
|
else
|
|
Say(SOUND_PED_DAMAGE);
|
|
}
|
|
|
|
CColModel* collidingCol = CModelInfo::GetModelInfo(collidingVeh->m_modelIndex)->GetColModel();
|
|
CVector colMinVec = collidingCol->boundingBox.min;
|
|
CVector colMaxVec = collidingCol->boundingBox.max;
|
|
|
|
CVector vehColCenterDist = collidingVeh->GetMatrix() * ((colMinVec + colMaxVec) * 0.5f) - GetPosition();
|
|
|
|
// TLVC = To look vehicle center
|
|
|
|
float angleToVehFront = collidingVeh->GetForward().Heading();
|
|
float angleDiffFromLookingFrontTLVC = angleToVehFront - vehColCenterDist.Heading();
|
|
angleDiffFromLookingFrontTLVC = CGeneral::LimitRadianAngle(angleDiffFromLookingFrontTLVC);
|
|
|
|
// I don't know why do we use that
|
|
float vehTopRightHeading = Atan2(colMaxVec.x - colMinVec.x, colMaxVec.y - colMinVec.y);
|
|
|
|
CVector vehDist = GetPosition() - collidingVeh->GetPosition();
|
|
vehDist.Normalise();
|
|
|
|
float vehRightVecAndSpeedDotProd;
|
|
|
|
if (Abs(angleDiffFromLookingFrontTLVC) >= vehTopRightHeading && Abs(angleDiffFromLookingFrontTLVC) < PI - vehTopRightHeading) {
|
|
if (angleDiffFromLookingFrontTLVC <= 0.0f) {
|
|
vehRightVecAndSpeedDotProd = DotProduct(collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed);
|
|
|
|
// vehRightVecAndSpeedDotProd < 0.1f = Vehicle being overturned or spinning to it's right?
|
|
if (collidingVehSpeedSqr > 1.0f / 100.0f && vehRightVecAndSpeedDotProd < 0.1f) {
|
|
|
|
// Car's right faces towards us and isn't coming directly to us
|
|
if (DotProduct(collidingVeh->GetRight(), GetForward()) < 0.0f
|
|
&& DotProduct(vehDist, collidingVeh->m_vecMoveSpeed) > 0.0f) {
|
|
SetEvasiveStep(collidingVeh, 1);
|
|
}
|
|
}
|
|
} else {
|
|
vehRightVecAndSpeedDotProd = DotProduct(-1.0f * collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed);
|
|
|
|
if (collidingVehSpeedSqr > 1.0f / 100.0f && vehRightVecAndSpeedDotProd < 0.1f) {
|
|
if (DotProduct(collidingVeh->GetRight(), GetForward()) > 0.0f
|
|
&& DotProduct(vehDist, collidingVeh->m_vecMoveSpeed) > 0.0f) {
|
|
SetEvasiveStep(collidingVeh, 1);
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
vehRightVecAndSpeedDotProd = DotProduct(vehDist, collidingVeh->m_vecMoveSpeed);
|
|
}
|
|
|
|
if (vehRightVecAndSpeedDotProd <= 0.1f) {
|
|
if (m_nPedState != PED_FIGHT) {
|
|
SetLookFlag(collidingVeh, true);
|
|
SetLookTimer(700);
|
|
}
|
|
} else {
|
|
bIsStanding = false;
|
|
CVector2D collidingEntMoveDir = -collidingVeh->m_vecMoveSpeed;
|
|
int dir = GetLocalDirection(collidingEntMoveDir);
|
|
SetFall(1000, (AnimationId)(dir + ANIM_KO_SKID_FRONT), false);
|
|
|
|
float damage;
|
|
if (collidingVeh->m_modelIndex == MI_TRAIN) {
|
|
damage = 50.0f;
|
|
} else {
|
|
damage = 20.0f;
|
|
}
|
|
|
|
InflictDamage(collidingVeh, WEAPONTYPE_RAMMEDBYCAR, damage, PEDPIECE_TORSO, dir);
|
|
Say(SOUND_PED_DAMAGE);
|
|
}
|
|
} else {
|
|
KillPedWithCar(collidingVeh, m_fDamageImpulse);
|
|
}
|
|
|
|
/* VC specific
|
|
if (m_pCollidingEntity != collidingEnt)
|
|
bPushedAlongByCar = true;
|
|
*/
|
|
}
|
|
if (m_fHealth < oldHealth && playerSufferSound)
|
|
Say(SOUND_PED_HIT);
|
|
#else
|
|
if (collidingVehSpeedSqr <= 1.0f / 400.0f) {
|
|
if (!IsPedInControl()
|
|
|| IsPlayer()
|
|
&& m_objective != OBJECTIVE_GOTO_AREA_ON_FOOT
|
|
&& m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER
|
|
&& m_objective != OBJECTIVE_RUN_TO_AREA) {
|
|
|
|
if (IsPlayer() && !bIsInTheAir) {
|
|
|
|
if (IsPedInControl()
|
|
&& ((CPlayerPed*)this)->m_fMoveSpeed == 0.0f
|
|
&& !bIsLooking
|
|
&& CTimer::GetTimeInMilliseconds() > m_lookTimer
|
|
&& collidingVeh->pDriver) {
|
|
|
|
((CPlayerPed*)this)->AnnoyPlayerPed(false);
|
|
SetLookFlag(collidingVeh, true);
|
|
SetLookTimer(1300);
|
|
|
|
eWeaponType weaponType = GetWeapon()->m_eWeaponType;
|
|
if (weaponType == WEAPONTYPE_UNARMED
|
|
|| weaponType == WEAPONTYPE_BASEBALLBAT
|
|
|| weaponType == WEAPONTYPE_COLT45
|
|
|| weaponType == WEAPONTYPE_UZI) {
|
|
bShakeFist = true;
|
|
}
|
|
} else {
|
|
SetLookFlag(collidingVeh, true);
|
|
SetLookTimer(500);
|
|
}
|
|
}
|
|
|
|
} else if (!bVehEnterDoorIsBlocked) {
|
|
if (collidingVeh->GetStatus() != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) {
|
|
|
|
SetDirectionToWalkAroundObject(collidingVeh);
|
|
|
|
} else if (CTimer::GetTimeInMilliseconds() >= CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer
|
|
|| m_nPedStateTimer >= CTimer::GetTimeInMilliseconds()) {
|
|
|
|
CPed::SetDirectionToWalkAroundObject(collidingVeh);
|
|
CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer;
|
|
|
|
} else if (m_fleeFrom != collidingVeh) {
|
|
SetFlee(collidingVeh, 4000);
|
|
bUsePedNodeSeek = false;
|
|
SetMoveState(PEDMOVE_WALK);
|
|
}
|
|
}
|
|
} else {
|
|
DMAudio.PlayOneShot(collidingVeh->m_audioEntityId, SOUND_CAR_PED_COLLISION, m_fDamageImpulse);
|
|
if (IsPlayer()) {
|
|
CColModel *collidingCol = CModelInfo::GetModelInfo(collidingVeh->GetModelIndex())->GetColModel();
|
|
CVector colMinVec = collidingCol->boundingBox.min;
|
|
CVector colMaxVec = collidingCol->boundingBox.max;
|
|
|
|
CVector vehColCenterDist = collidingVeh->GetMatrix() * ((colMinVec + colMaxVec) * 0.5f) - GetPosition();
|
|
|
|
// TLVC = To look vehicle center
|
|
|
|
float angleToVehFront = collidingVeh->GetForward().Heading();
|
|
float angleDiffFromLookingFrontTLVC = angleToVehFront - vehColCenterDist.Heading();
|
|
angleDiffFromLookingFrontTLVC = CGeneral::LimitRadianAngle(angleDiffFromLookingFrontTLVC);
|
|
|
|
// I don't know why do we use that
|
|
float vehTopRightHeading = Atan2(colMaxVec.x - colMinVec.x, colMaxVec.y - colMinVec.y);
|
|
|
|
CVector vehDist = GetPosition() - collidingVeh->GetPosition();
|
|
vehDist.Normalise();
|
|
|
|
float vehRightVecAndSpeedDotProd;
|
|
|
|
if (Abs(angleDiffFromLookingFrontTLVC) >= vehTopRightHeading && Abs(angleDiffFromLookingFrontTLVC) < PI - vehTopRightHeading) {
|
|
if (angleDiffFromLookingFrontTLVC <= 0.0f) {
|
|
vehRightVecAndSpeedDotProd = DotProduct(collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed);
|
|
|
|
// vehRightVecAndSpeedDotProd < 0.1f = Vehicle being overturned or spinning to it's right?
|
|
if (collidingVehSpeedSqr > 1.0f / 100.0f && vehRightVecAndSpeedDotProd < 0.1f) {
|
|
|
|
// Car's right faces towards us and isn't coming directly to us
|
|
if (DotProduct(collidingVeh->GetRight(), GetForward()) < 0.0f
|
|
&& DotProduct(vehDist, collidingVeh->m_vecMoveSpeed) > 0.0f) {
|
|
SetEvasiveStep(collidingVeh, 1);
|
|
}
|
|
}
|
|
} else {
|
|
vehRightVecAndSpeedDotProd = DotProduct(-1.0f * collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed);
|
|
|
|
if (collidingVehSpeedSqr > 1.0f / 100.0f && vehRightVecAndSpeedDotProd < 0.1f) {
|
|
if (DotProduct(collidingVeh->GetRight(), GetForward()) > 0.0f
|
|
&& DotProduct(vehDist, collidingVeh->m_vecMoveSpeed) > 0.0f) {
|
|
SetEvasiveStep(collidingVeh, 1);
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
vehRightVecAndSpeedDotProd = DotProduct(vehDist, collidingVeh->m_vecMoveSpeed);
|
|
}
|
|
|
|
if (vehRightVecAndSpeedDotProd <= 0.1f) {
|
|
if (m_nPedState != PED_FIGHT) {
|
|
SetLookFlag(collidingVeh, true);
|
|
SetLookTimer(700);
|
|
}
|
|
} else {
|
|
bIsStanding = false;
|
|
CVector2D collidingEntMoveDir = -collidingVeh->m_vecMoveSpeed;
|
|
int dir = GetLocalDirection(collidingEntMoveDir);
|
|
SetFall(1000, (AnimationId)(dir + ANIM_KO_SKID_FRONT), false);
|
|
CPed *driver = collidingVeh->pDriver;
|
|
|
|
float damage;
|
|
if (driver && driver->IsPlayer()) {
|
|
damage = vehRightVecAndSpeedDotProd * 1000.0f;
|
|
} else if (collidingVeh->GetModelIndex() == MI_TRAIN) {
|
|
damage = 50.0f;
|
|
} else {
|
|
damage = 20.0f;
|
|
}
|
|
|
|
InflictDamage(collidingVeh, WEAPONTYPE_RAMMEDBYCAR, damage, PEDPIECE_TORSO, dir);
|
|
Say(SOUND_PED_DAMAGE);
|
|
}
|
|
} else {
|
|
KillPedWithCar(collidingVeh, m_fDamageImpulse);
|
|
}
|
|
}
|
|
#endif
|
|
break;
|
|
}
|
|
case ENTITY_TYPE_PED:
|
|
{
|
|
CollideWithPed((CPed*)collidingEnt);
|
|
if (((CPed*)collidingEnt)->IsPlayer()) {
|
|
CPlayerPed *player = ((CPlayerPed*)collidingEnt);
|
|
Say(SOUND_PED_CHAT);
|
|
if (m_nMoveState > PEDMOVE_STILL && player->IsPedInControl()) {
|
|
if (player->m_fMoveSpeed < 1.0f) {
|
|
if (!player->bIsLooking) {
|
|
if (CTimer::GetTimeInMilliseconds() > player->m_lookTimer) {
|
|
player->AnnoyPlayerPed(false);
|
|
player->SetLookFlag(this, true);
|
|
player->SetLookTimer(1300);
|
|
eWeaponType weapon = player->GetWeapon()->m_eWeaponType;
|
|
if (weapon == WEAPONTYPE_UNARMED
|
|
|| weapon == WEAPONTYPE_BASEBALLBAT
|
|
|| weapon == WEAPONTYPE_COLT45
|
|
|| weapon == WEAPONTYPE_UZI) {
|
|
player->bShakeFist = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
CVector forceDir;
|
|
if (!bIsInTheAir && m_nPedState != PED_JUMP
|
|
#ifdef VC_PED_PORTS
|
|
&& m_fDamageImpulse > 0.0f
|
|
#endif
|
|
) {
|
|
|
|
forceDir = m_vecDamageNormal;
|
|
forceDir.z = 0.0f;
|
|
if (!bIsStanding) {
|
|
forceDir *= 4.0f;
|
|
} else {
|
|
forceDir *= 0.5f;
|
|
}
|
|
|
|
ApplyMoveForce(forceDir);
|
|
}
|
|
if ((bIsInTheAir && !DyingOrDead())
|
|
#ifdef VC_PED_PORTS
|
|
|| (!bIsStanding && !bWasStanding && m_nPedState == PED_FALL)
|
|
#endif
|
|
) {
|
|
if (m_nPedStateTimer <= 1000 && m_nPedStateTimer) {
|
|
forceDir = GetPosition() - m_vecHitLastPos;
|
|
} else {
|
|
m_nPedStateTimer = 0;
|
|
m_vecHitLastPos = GetPosition();
|
|
forceDir = CVector(0.0f, 0.0f, 0.0f);
|
|
}
|
|
|
|
CVector offsetToCheck;
|
|
m_nPedStateTimer++;
|
|
|
|
float adjustedTs = Max(CTimer::GetTimeStep(), 0.01f);
|
|
|
|
CPad *pad0 = CPad::GetPad(0);
|
|
if ((m_nPedStateTimer <= 50.0f / (4.0f * adjustedTs) || m_nPedStateTimer * 0.01f <= forceDir.MagnitudeSqr())
|
|
&& (m_nCollisionRecords <= 1 || m_nPedStateTimer <= 50.0f / (2.0f * adjustedTs) || m_nPedStateTimer * 1.0f / 250.0f <= Abs(forceDir.z))) {
|
|
|
|
if (m_nCollisionRecords == 1 && m_aCollisionRecords[0] != nil && m_aCollisionRecords[0]->IsBuilding()
|
|
&& m_nPedStateTimer > 50.0f / (2.0f * adjustedTs) && m_nPedStateTimer * 1.0f / 250.0f > Abs(forceDir.z)) {
|
|
offsetToCheck.x = -forceDir.y;
|
|
#ifdef VC_PED_PORTS
|
|
offsetToCheck.z = 1.0f;
|
|
#else
|
|
offsetToCheck.z = 0.0f;
|
|
#endif
|
|
offsetToCheck.y = forceDir.x;
|
|
offsetToCheck.Normalise();
|
|
|
|
CVector posToCheck = GetPosition() + offsetToCheck;
|
|
|
|
// These are either obstacle or ground to land, I don't know which one.
|
|
float obstacleForFlyingZ, obstacleForFlyingOtherDirZ;
|
|
CColPoint obstacleForFlying, obstacleForFlyingOtherDir;
|
|
|
|
// Check is there any room for being knocked up in reverse direction of force
|
|
if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, obstacleForFlying, foundEnt, true, false, false, false, false, false, nil)) {
|
|
obstacleForFlyingZ = obstacleForFlying.point.z;
|
|
} else {
|
|
obstacleForFlyingZ = 500.0f;
|
|
}
|
|
|
|
posToCheck = GetPosition() - offsetToCheck;
|
|
|
|
// Now check for direction of force this time
|
|
if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, obstacleForFlyingOtherDir, foundEnt, true, false, false, false, false, false, nil)) {
|
|
obstacleForFlyingOtherDirZ = obstacleForFlyingOtherDir.point.z;
|
|
} else {
|
|
obstacleForFlyingOtherDirZ = 501.0f;
|
|
}
|
|
#ifdef VC_PED_PORTS
|
|
uint8 flyDir = 0;
|
|
float feetZ = GetPosition().z - FEET_OFFSET;
|
|
if ((obstacleForFlyingZ <= feetZ || obstacleForFlyingOtherDirZ >= 500.0f) && (obstacleForFlyingZ <= feetZ || obstacleForFlyingOtherDirZ <= feetZ)) {
|
|
if (obstacleForFlyingOtherDirZ > feetZ && obstacleForFlyingZ < 499.0f)
|
|
flyDir = 2;
|
|
} else {
|
|
flyDir = 1;
|
|
}
|
|
|
|
if (flyDir != 0 && !bSomeVCflag1) {
|
|
SetPosition((flyDir == 2 ? obstacleForFlyingOtherDir.point : obstacleForFlying.point));
|
|
GetMatrix().GetPosition().z += FEET_OFFSET;
|
|
GetMatrix().UpdateRW();
|
|
SetLanding();
|
|
bIsStanding = true;
|
|
}
|
|
#endif
|
|
if (obstacleForFlyingZ < obstacleForFlyingOtherDirZ) {
|
|
offsetToCheck *= -1.0f;
|
|
}
|
|
offsetToCheck.z = 1.0f;
|
|
forceDir = 4.0f * offsetToCheck;
|
|
forceDir.z = 4.0f;
|
|
ApplyMoveForce(forceDir);
|
|
|
|
GetMatrix().GetPosition() += 0.25f * offsetToCheck;
|
|
|
|
m_fRotationCur = CGeneral::GetRadianAngleBetweenPoints(offsetToCheck.x, offsetToCheck.y, 0.0f, 0.0f);
|
|
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
|
|
m_fRotationDest = m_fRotationCur;
|
|
SetHeading(m_fRotationCur);
|
|
|
|
if (m_nPedState != PED_FALL && !bIsPedDieAnimPlaying) {
|
|
CPed::SetFall(1000, ANIM_KO_SKID_BACK, true);
|
|
}
|
|
bIsInTheAir = false;
|
|
} else if (m_vecDamageNormal.z > 0.4f) {
|
|
#ifndef VC_PED_PORTS
|
|
forceDir = m_vecDamageNormal;
|
|
forceDir.z = 0.0f;
|
|
forceDir.Normalise();
|
|
ApplyMoveForce(2.0f * forceDir);
|
|
#else
|
|
if (m_nPedState == PED_JUMP) {
|
|
if (m_nWaitTimer <= 2000) {
|
|
if (m_nWaitTimer < 1000)
|
|
m_nWaitTimer += CTimer::GetTimeStep() * 0.02f * 1000.0f;
|
|
} else {
|
|
m_nWaitTimer = 0;
|
|
}
|
|
}
|
|
forceDir = m_vecDamageNormal;
|
|
forceDir.z = 0.0f;
|
|
forceDir.Normalise();
|
|
if (m_nPedState != PED_JUMP || m_nWaitTimer >= 300) {
|
|
ApplyMoveForce(2.0f * forceDir);
|
|
} else {
|
|
ApplyMoveForce(-4.0f * forceDir);
|
|
}
|
|
#endif
|
|
}
|
|
} else if ((CTimer::GetFrameCounter() + m_randomSeed % 256 + 3) & 7) {
|
|
if (IsPlayer() && m_nPedState != PED_JUMP && pad0->JumpJustDown()) {
|
|
int16 padWalkX = pad0->GetPedWalkLeftRight();
|
|
int16 padWalkY = pad0->GetPedWalkUpDown();
|
|
if (Abs(padWalkX) > 0.0f || Abs(padWalkY) > 0.0f) {
|
|
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -padWalkX, padWalkY);
|
|
m_fRotationDest -= TheCamera.Orientation;
|
|
m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest);
|
|
m_fRotationCur = m_fRotationDest;
|
|
SetHeading(m_fRotationCur);
|
|
}
|
|
SetJump();
|
|
m_nPedStateTimer = 0;
|
|
m_vecHitLastPos = GetPosition();
|
|
|
|
// Why? forceDir is unused after this point.
|
|
forceDir = CVector(0.0f, 0.0f, 0.0f);
|
|
} else if (IsPlayer()) {
|
|
int16 padWalkX = pad0->GetPedWalkLeftRight();
|
|
int16 padWalkY = pad0->GetPedWalkUpDown();
|
|
if (Abs(padWalkX) > 0.0f || Abs(padWalkY) > 0.0f) {
|
|
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -padWalkX, padWalkY);
|
|
m_fRotationDest -= TheCamera.Orientation;
|
|
m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest);
|
|
m_fRotationCur = m_fRotationDest;
|
|
SetHeading(m_fRotationCur);
|
|
}
|
|
CAnimBlendAssociation *jumpAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_JUMP_GLIDE);
|
|
|
|
if (!jumpAssoc)
|
|
jumpAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_GLIDE);
|
|
|
|
if (jumpAssoc) {
|
|
jumpAssoc->blendDelta = -3.0f;
|
|
jumpAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
}
|
|
if (m_nPedState == PED_JUMP)
|
|
m_nPedState = PED_IDLE;
|
|
} else {
|
|
CAnimBlendAssociation *jumpAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_JUMP_GLIDE);
|
|
|
|
if (!jumpAssoc)
|
|
jumpAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_GLIDE);
|
|
|
|
if (jumpAssoc) {
|
|
jumpAssoc->blendDelta = -3.0f;
|
|
jumpAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
}
|
|
}
|
|
} else {
|
|
offsetToCheck = GetPosition();
|
|
offsetToCheck.z += 0.5f;
|
|
|
|
if (CWorld::ProcessVerticalLine(offsetToCheck, GetPosition().z - FEET_OFFSET, foundCol, foundEnt, true, true, false, true, false, false, nil)) {
|
|
#ifdef VC_PED_PORTS
|
|
if (!bSomeVCflag1 || FEET_OFFSET + foundCol.point.z < GetPosition().z) {
|
|
GetMatrix().GetPosition().z = FEET_OFFSET + foundCol.point.z;
|
|
GetMatrix().UpdateRW();
|
|
if (bSomeVCflag1)
|
|
bSomeVCflag1 = false;
|
|
}
|
|
#else
|
|
GetMatrix().GetPosition().z = FEET_OFFSET + foundCol.point.z;
|
|
GetMatrix().UpdateRW();
|
|
#endif
|
|
SetLanding();
|
|
bIsStanding = true;
|
|
}
|
|
}
|
|
} else if (m_nPedStateTimer < 1001) {
|
|
m_nPedStateTimer = 0;
|
|
}
|
|
}
|
|
|
|
if (bIsDucking)
|
|
Duck();
|
|
|
|
if (bStartWanderPathOnFoot) {
|
|
if (IsPedInControl()) {
|
|
ClearAll();
|
|
SetWanderPath(m_nPathDir);
|
|
bStartWanderPathOnFoot = false;
|
|
} else if (m_nPedState == PED_DRIVING) {
|
|
bWanderPathAfterExitingCar = true;
|
|
SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
|
|
}
|
|
}
|
|
|
|
if (!bIsStanding && m_vecMoveSpeed.z > 0.25f) {
|
|
float airResistance = Pow(0.95f, CTimer::GetTimeStep());
|
|
|
|
m_vecMoveSpeed *= airResistance;
|
|
}
|
|
#ifdef VC_PED_PORTS
|
|
if (IsPlayer() || !bIsStanding || m_vecMoveSpeed.x != 0.0f || m_vecMoveSpeed.y != 0.0f || m_vecMoveSpeed.z != 0.0f
|
|
|| (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL)
|
|
|| m_vecAnimMoveDelta.x != 0.0f || m_vecAnimMoveDelta.y != 0.0f
|
|
|| m_nPedState == PED_JUMP
|
|
|| bIsInTheAir
|
|
|| m_pCurrentPhysSurface) {
|
|
|
|
CPhysical::ProcessControl();
|
|
} else {
|
|
bHasContacted = false;
|
|
bIsInSafePosition = false;
|
|
bWasPostponed = false;
|
|
bHasHitWall = false;
|
|
m_nCollisionRecords = 0;
|
|
bHasCollided = false;
|
|
m_nDamagePieceType = 0;
|
|
m_fDamageImpulse = 0.0f;
|
|
m_pDamageEntity = nil;
|
|
m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
|
|
m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
|
|
}
|
|
#else
|
|
CPhysical::ProcessControl();
|
|
#endif
|
|
if (m_nPedState != PED_DIE || bIsPedDieAnimPlaying) {
|
|
if (m_nPedState != PED_DEAD) {
|
|
CalculateNewVelocity();
|
|
CalculateNewOrientation();
|
|
}
|
|
UpdatePosition();
|
|
PlayFootSteps();
|
|
if (IsPedInControl() && !bIsStanding && !m_pDamageEntity && CheckIfInTheAir()) {
|
|
SetInTheAir();
|
|
#ifdef VC_PED_PORTS
|
|
bSomeVCflag1 = false;
|
|
#endif
|
|
}
|
|
#ifdef VC_PED_PORTS
|
|
if (bSomeVCflag1) {
|
|
CVector posToCheck = GetPosition();
|
|
posToCheck.z += 0.9f;
|
|
if (!CWorld::TestSphereAgainstWorld(posToCheck, 0.2f, this, true, true, false, true, false, false))
|
|
bSomeVCflag1 = false;
|
|
}
|
|
#endif
|
|
ProcessObjective();
|
|
if (!bIsAimingGun) {
|
|
if (bIsRestoringGun)
|
|
RestoreGunPosition();
|
|
} else {
|
|
AimGun();
|
|
}
|
|
|
|
if (bIsLooking) {
|
|
MoveHeadToLook();
|
|
} else if (bIsRestoringLook) {
|
|
RestoreHeadPosition();
|
|
}
|
|
|
|
if (bIsInTheAir)
|
|
InTheAir();
|
|
|
|
if (bUpdateAnimHeading) {
|
|
if (m_nPedState != PED_GETUP && m_nPedState != PED_FALL) {
|
|
m_fRotationCur -= HALFPI;
|
|
m_fRotationDest = m_fRotationCur;
|
|
bUpdateAnimHeading = false;
|
|
}
|
|
}
|
|
|
|
if (m_nWaitState != WAITSTATE_FALSE)
|
|
Wait();
|
|
|
|
if (m_nPedState != PED_IDLE) {
|
|
CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_ARMED);
|
|
if(idleAssoc) {
|
|
idleAssoc->blendDelta = -8.0f;
|
|
idleAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
}
|
|
}
|
|
|
|
switch (m_nPedState) {
|
|
case PED_IDLE:
|
|
Idle();
|
|
break;
|
|
case PED_LOOK_ENTITY:
|
|
case PED_LOOK_HEADING:
|
|
Look();
|
|
break;
|
|
case PED_WANDER_RANGE:
|
|
WanderRange();
|
|
CheckAroundForPossibleCollisions();
|
|
break;
|
|
case PED_WANDER_PATH:
|
|
WanderPath();
|
|
break;
|
|
case PED_SEEK_POS:
|
|
case PED_SEEK_ENTITY:
|
|
case PED_PURSUE:
|
|
case PED_SNIPER_MODE:
|
|
case PED_ROCKET_MODE:
|
|
case PED_DUMMY:
|
|
case PED_FACE_PHONE:
|
|
case PED_MAKE_CALL:
|
|
case PED_MUG:
|
|
case PED_AI_CONTROL:
|
|
case PED_FOLLOW_ROUTE:
|
|
case PED_CPR:
|
|
case PED_SOLICIT:
|
|
case PED_BUY_ICECREAM:
|
|
case PED_STEP_AWAY:
|
|
case PED_UNKNOWN:
|
|
case PED_STATES_NO_AI:
|
|
case PED_JUMP:
|
|
case PED_STAGGER:
|
|
case PED_DIVE_AWAY:
|
|
case PED_STATES_NO_ST:
|
|
case PED_ARREST_PLAYER:
|
|
case PED_PASSENGER:
|
|
case PED_TAXI_PASSENGER:
|
|
case PED_OPEN_DOOR:
|
|
case PED_DEAD:
|
|
case PED_DRAG_FROM_CAR:
|
|
case PED_EXIT_CAR:
|
|
case PED_STEAL_CAR:
|
|
break;
|
|
case PED_ENTER_CAR:
|
|
case PED_CARJACK:
|
|
{
|
|
#ifdef CANCELLABLE_CAR_ENTER
|
|
if (!IsPlayer() || !m_pVehicleAnim)
|
|
break;
|
|
|
|
CPad *pad = CPad::GetPad(0);
|
|
|
|
if (pad->ArePlayerControlsDisabled())
|
|
break;
|
|
|
|
int vehAnim = m_pVehicleAnim->animId;
|
|
|
|
int16 padWalkX = pad->GetPedWalkLeftRight();
|
|
int16 padWalkY = pad->GetPedWalkUpDown();
|
|
if (Abs(padWalkX) > 0.0f || Abs(padWalkY) > 0.0f) {
|
|
if (vehAnim == ANIM_CAR_OPEN_LHS || vehAnim == ANIM_CAR_OPEN_RHS || vehAnim == ANIM_COACH_OPEN_L || vehAnim == ANIM_COACH_OPEN_R ||
|
|
vehAnim == ANIM_VAN_OPEN_L || vehAnim == ANIM_VAN_OPEN) {
|
|
bCancelEnteringCar = true;
|
|
} else if (vehAnim == ANIM_CAR_QJACK) {
|
|
if (m_pVehicleAnim->GetTimeLeft() > 0.69f && m_pVehicleAnim->GetTimeLeft() < 0.72f) {
|
|
QuitEnteringCar();
|
|
RestorePreviousObjective();
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
break;
|
|
}
|
|
case PED_FLEE_POS:
|
|
ms_vec2DFleePosition.x = m_fleeFromPosX;
|
|
ms_vec2DFleePosition.y = m_fleeFromPosY;
|
|
Flee();
|
|
break;
|
|
case PED_FLEE_ENTITY:
|
|
if (!m_fleeFrom) {
|
|
SetIdle();
|
|
break;
|
|
}
|
|
|
|
if (CTimer::GetTimeInMilliseconds() <= m_nPedStateTimer)
|
|
break;
|
|
|
|
ms_vec2DFleePosition = m_fleeFrom->GetPosition();
|
|
Flee();
|
|
break;
|
|
case PED_FOLLOW_PATH:
|
|
CPed::FollowPath();
|
|
break;
|
|
case PED_PAUSE:
|
|
CPed::Pause();
|
|
break;
|
|
case PED_ATTACK:
|
|
CPed::Attack();
|
|
break;
|
|
case PED_FIGHT:
|
|
CPed::Fight();
|
|
break;
|
|
case PED_CHAT:
|
|
CPed::Chat();
|
|
break;
|
|
case PED_AIM_GUN:
|
|
if (m_pPointGunAt && m_pPointGunAt->IsPed() && ((CPed*)m_pPointGunAt)->CanSeeEntity(this, CAN_SEE_ENTITY_ANGLE_THRESHOLD * 2)) {
|
|
((CPed*)m_pPointGunAt)->ReactToPointGun(this);
|
|
}
|
|
PointGunAt();
|
|
break;
|
|
case PED_SEEK_CAR:
|
|
SeekCar();
|
|
break;
|
|
case PED_SEEK_IN_BOAT:
|
|
SeekBoatPosition();
|
|
break;
|
|
case PED_INVESTIGATE:
|
|
InvestigateEvent();
|
|
break;
|
|
case PED_ON_FIRE:
|
|
if (IsPlayer())
|
|
break;
|
|
|
|
if (CTimer::GetTimeInMilliseconds() <= m_fleeTimer) {
|
|
if (m_fleeFrom) {
|
|
ms_vec2DFleePosition = m_fleeFrom->GetPosition();
|
|
} else {
|
|
ms_vec2DFleePosition.x = m_fleeFromPosX;
|
|
ms_vec2DFleePosition.y = m_fleeFromPosY;
|
|
}
|
|
Flee();
|
|
} else {
|
|
if (m_pFire)
|
|
m_pFire->Extinguish();
|
|
}
|
|
break;
|
|
case PED_FALL:
|
|
Fall();
|
|
break;
|
|
case PED_GETUP:
|
|
SetGetUp();
|
|
break;
|
|
case PED_ENTER_TRAIN:
|
|
EnterTrain();
|
|
break;
|
|
case PED_EXIT_TRAIN:
|
|
ExitTrain();
|
|
break;
|
|
case PED_DRIVING:
|
|
{
|
|
if (!m_pMyVehicle) {
|
|
bInVehicle = false;
|
|
FlagToDestroyWhenNextProcessed();
|
|
return;
|
|
}
|
|
|
|
if (m_pMyVehicle->pDriver != this || m_pMyVehicle->IsBoat()) {
|
|
LookForSexyPeds();
|
|
LookForSexyCars();
|
|
break;
|
|
}
|
|
|
|
if (m_pMyVehicle->m_vehType == VEHICLE_TYPE_BIKE || !m_pMyVehicle->pDriver->IsPlayer()) {
|
|
break;
|
|
}
|
|
|
|
CPad* pad = CPad::GetPad(0);
|
|
|
|
#ifdef CAR_AIRBREAK
|
|
if (!pad->ArePlayerControlsDisabled()) {
|
|
if (pad->GetHorn()) {
|
|
float c = Cos(m_fRotationCur);
|
|
float s = Sin(m_fRotationCur);
|
|
m_pMyVehicle->GetRight() = CVector(1.0f, 0.0f, 0.0f);
|
|
m_pMyVehicle->GetForward() = CVector(0.0f, 1.0f, 0.0f);
|
|
m_pMyVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f);
|
|
if (pad->GetAccelerate()) {
|
|
m_pMyVehicle->ApplyMoveForce(GetForward() * 30.0f);
|
|
} else if (pad->GetBrake()) {
|
|
m_pMyVehicle->ApplyMoveForce(-GetForward() * 30.0f);
|
|
} else {
|
|
int16 lr = pad->GetSteeringLeftRight();
|
|
if (lr < 0) {
|
|
//m_pMyVehicle->ApplyTurnForce(20.0f * -GetRight(), GetForward());
|
|
m_pMyVehicle->ApplyMoveForce(-GetRight() * 30.0f);
|
|
} else if (lr > 0) {
|
|
m_pMyVehicle->ApplyMoveForce(GetRight() * 30.0f);
|
|
} else {
|
|
m_pMyVehicle->ApplyMoveForce(0.0f, 0.0f, 50.0f);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
float steerAngle = m_pMyVehicle->m_fSteerAngle;
|
|
CAnimBlendAssociation *lDriveAssoc;
|
|
CAnimBlendAssociation *rDriveAssoc;
|
|
CAnimBlendAssociation *lbAssoc;
|
|
CAnimBlendAssociation *sitAssoc;
|
|
if (m_pMyVehicle->bLowVehicle) {
|
|
sitAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSIT);
|
|
|
|
if (!sitAssoc || sitAssoc->blendAmount < 1.0f) {
|
|
break;
|
|
}
|
|
|
|
lDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_LOW_L);
|
|
lbAssoc = nil;
|
|
rDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_LOW_R);
|
|
} else {
|
|
sitAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SIT);
|
|
|
|
if (!sitAssoc || sitAssoc->blendAmount < 1.0f) {
|
|
break;
|
|
}
|
|
|
|
lDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_L);
|
|
rDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_R);
|
|
lbAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LB);
|
|
|
|
if (lbAssoc &&
|
|
TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON
|
|
&& TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking == LOOKING_LEFT) {
|
|
lbAssoc->blendDelta = -1000.0f;
|
|
}
|
|
}
|
|
|
|
CAnimBlendAssociation *driveByAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_L);
|
|
|
|
if (!driveByAssoc)
|
|
driveByAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_R);
|
|
|
|
if (m_pMyVehicle->bLowVehicle || m_pMyVehicle->m_fGasPedal >= 0.0f || driveByAssoc) {
|
|
if (steerAngle == 0.0f || driveByAssoc) {
|
|
if (lDriveAssoc)
|
|
lDriveAssoc->blendAmount = 0.0f;
|
|
if (rDriveAssoc)
|
|
rDriveAssoc->blendAmount = 0.0f;
|
|
|
|
} else if (steerAngle <= 0.0f) {
|
|
if (lDriveAssoc)
|
|
lDriveAssoc->blendAmount = 0.0f;
|
|
|
|
if (rDriveAssoc)
|
|
rDriveAssoc->blendAmount = clamp(steerAngle * -100.0f / 61.0f, 0.0f, 1.0f);
|
|
else if (m_pMyVehicle->bLowVehicle)
|
|
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_LOW_R);
|
|
else
|
|
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_R);
|
|
|
|
} else {
|
|
if (rDriveAssoc)
|
|
rDriveAssoc->blendAmount = 0.0f;
|
|
|
|
if (lDriveAssoc)
|
|
lDriveAssoc->blendAmount = clamp(steerAngle * 100.0f / 61.0f, 0.0f, 1.0f);
|
|
else if (m_pMyVehicle->bLowVehicle)
|
|
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_LOW_L);
|
|
else
|
|
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_L);
|
|
}
|
|
|
|
if (lbAssoc)
|
|
lbAssoc->blendDelta = -4.0f;
|
|
} else {
|
|
|
|
if ((TheCamera.Cams[TheCamera.ActiveCam].Mode != CCam::MODE_1STPERSON
|
|
|| TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking != LOOKING_LEFT)
|
|
&& (!lbAssoc || lbAssoc->blendAmount < 1.0f)) {
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_LB, 4.0f);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case PED_DIE:
|
|
Die();
|
|
break;
|
|
case PED_HANDS_UP:
|
|
if (m_pedStats->m_temper <= 50) {
|
|
if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HANDSCOWER)) {
|
|
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER);
|
|
Say(SOUND_PED_HANDS_COWER);
|
|
}
|
|
} else if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HANDSUP)) {
|
|
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSUP);
|
|
Say(SOUND_PED_HANDS_UP);
|
|
}
|
|
break;
|
|
default: break;
|
|
}
|
|
SetMoveAnim();
|
|
if (bPedIsBleeding) {
|
|
if (CGame::nastyGame) {
|
|
if (!(CTimer::GetFrameCounter() & 3)) {
|
|
CVector cameraDist = GetPosition() - TheCamera.GetPosition();
|
|
if (cameraDist.MagnitudeSqr() < sq(50.0f)) {
|
|
|
|
float length = (CGeneral::GetRandomNumber() & 127) * 0.0015f + 0.15f;
|
|
CVector bloodPos(
|
|
((CGeneral::GetRandomNumber() & 127) - 64) * 0.007f,
|
|
((CGeneral::GetRandomNumber() & 127) - 64) * 0.007f,
|
|
1.0f);
|
|
bloodPos += GetPosition();
|
|
|
|
CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos, length, 0.0f,
|
|
0.0f, -length, 255, 255, 0, 0, 4.0f, (CGeneral::GetRandomNumber() & 4095) + 2000, 1.0f);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
ServiceTalking();
|
|
if (bInVehicle && !m_pMyVehicle)
|
|
bInVehicle = false;
|
|
#ifndef VC_PED_PORTS
|
|
m_pCurrentPhysSurface = nil;
|
|
#endif
|
|
} else {
|
|
if (bIsStanding && (!m_pCurrentPhysSurface || IsPlayer())
|
|
|| bIsInWater || !bUsesCollision) {
|
|
SetDead();
|
|
}
|
|
m_pCurrentPhysSurface = nil;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetInTheAir(void)
|
|
{
|
|
if (bIsInTheAir)
|
|
return;
|
|
|
|
bIsInTheAir = true;
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_GLIDE, 4.0f);
|
|
|
|
if (m_nPedState == PED_ATTACK) {
|
|
ClearAttack();
|
|
ClearPointGunAt();
|
|
} else if (m_nPedState == PED_FIGHT) {
|
|
EndFight(ENDFIGHT_FAST);
|
|
}
|
|
|
|
}
|
|
|
|
void
|
|
CPed::RestoreHeadPosition(void)
|
|
{
|
|
if (m_pedIK.RestoreLookAt()) {
|
|
bIsRestoringLook = false;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::PointGunAt(void)
|
|
{
|
|
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
|
CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_AnimToPlay);
|
|
if (!weaponAssoc || weaponAssoc->blendDelta < 0.0f)
|
|
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_Anim2ToPlay);
|
|
|
|
if (weaponAssoc && weaponAssoc->currentTime > weaponInfo->m_fAnimLoopStart) {
|
|
weaponAssoc->SetCurrentTime(weaponInfo->m_fAnimLoopStart);
|
|
weaponAssoc->flags &= ~ASSOC_RUNNING;
|
|
|
|
if (weaponInfo->m_bCanAimWithArm)
|
|
m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
|
|
else
|
|
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::PedAnimDoorCloseCB(CAnimBlendAssociation *animAssoc, void *arg)
|
|
{
|
|
CPed *ped = (CPed*)arg;
|
|
|
|
CAutomobile *veh = (CAutomobile*)(ped->m_pMyVehicle);
|
|
|
|
if (!ped->IsNotInWreckedVehicle() || ped->DyingOrDead())
|
|
return;
|
|
|
|
if (ped->EnteringCar()) {
|
|
bool isLow = !!veh->bLowVehicle;
|
|
|
|
if (!veh->bIsBus)
|
|
veh->ProcessOpenDoor(ped->m_vehEnterType, ANIM_CAR_CLOSEDOOR_LHS, 1.0f);
|
|
|
|
eDoors door;
|
|
switch (ped->m_vehEnterType) {
|
|
case CAR_DOOR_RF: door = DOOR_FRONT_RIGHT; break;
|
|
case CAR_DOOR_RR: door = DOOR_REAR_RIGHT; break;
|
|
case CAR_DOOR_LF: door = DOOR_FRONT_LEFT; break;
|
|
case CAR_DOOR_LR: door = DOOR_REAR_LEFT; break;
|
|
default: assert(0);
|
|
}
|
|
|
|
if (veh->Damage.GetDoorStatus(door) == DOOR_STATUS_SMASHED)
|
|
veh->Damage.SetDoorStatus(door, DOOR_STATUS_OK);
|
|
|
|
if (door == DOOR_FRONT_LEFT || ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || veh->bIsBus) {
|
|
PedSetInCarCB(nil, ped);
|
|
} else if (ped->m_vehEnterType == CAR_DOOR_RF
|
|
&& (veh->m_nGettingInFlags & CAR_DOOR_FLAG_LF ||
|
|
(veh->pDriver != nil &&
|
|
(veh->pDriver->m_objective != OBJECTIVE_LEAVE_VEHICLE
|
|
#ifdef VC_PED_PORTS
|
|
&& veh->pDriver->m_objective != OBJECTIVE_LEAVE_CAR_AND_DIE
|
|
#endif
|
|
|| !veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, nil))))) {
|
|
|
|
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER
|
|
#ifdef VC_PED_PORTS
|
|
|| ped->m_nPedState == PED_CARJACK
|
|
#endif
|
|
)
|
|
veh->bIsBeingCarJacked = false;
|
|
|
|
ped->m_objective = OBJECTIVE_ENTER_CAR_AS_PASSENGER;
|
|
PedSetInCarCB(nil, ped);
|
|
|
|
ped->SetObjective(OBJECTIVE_LEAVE_VEHICLE, veh);
|
|
if (!ped->IsPlayer())
|
|
ped->bFleeAfterExitingCar = true;
|
|
|
|
ped->bUsePedNodeSeek = true;
|
|
ped->m_pNextPathNode = nil;
|
|
|
|
} else {
|
|
if (animAssoc)
|
|
animAssoc->blendDelta = -1000.0f;
|
|
|
|
if (isLow)
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_LSHUFFLE_RHS);
|
|
else
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SHUFFLE_RHS);
|
|
|
|
ped->m_pVehicleAnim->SetFinishCallback(PedSetInCarCB, ped);
|
|
}
|
|
} else {
|
|
#ifdef VC_PED_PORTS
|
|
if (ped->m_nPedState != PED_DRIVING)
|
|
#endif
|
|
ped->QuitEnteringCar();
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::PedAnimDoorCloseRollingCB(CAnimBlendAssociation* animAssoc, void* arg)
|
|
{
|
|
CPed* ped = (CPed*)arg;
|
|
|
|
CAutomobile* veh = (CAutomobile*)(ped->m_pMyVehicle);
|
|
|
|
if (animAssoc)
|
|
animAssoc->blendDelta = -1000.0f;
|
|
|
|
if (veh->bLowVehicle) {
|
|
veh->ProcessOpenDoor(CAR_DOOR_LF, ANIM_CAR_ROLLDOOR_LOW, 1.0f);
|
|
} else {
|
|
veh->ProcessOpenDoor(CAR_DOOR_LF, ANIM_CAR_ROLLDOOR, 1.0f);
|
|
}
|
|
|
|
veh->m_nGettingOutFlags &= ~CAR_DOOR_FLAG_LF;
|
|
|
|
if (veh->Damage.GetDoorStatus(DOOR_FRONT_LEFT) == DOOR_STATUS_SWINGING)
|
|
veh->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_OK);
|
|
}
|
|
|
|
void
|
|
CPed::PedAnimDoorOpenCB(CAnimBlendAssociation* animAssoc, void* arg)
|
|
{
|
|
CPed* ped = (CPed*)arg;
|
|
|
|
CVehicle* veh = ped->m_pMyVehicle;
|
|
|
|
if (animAssoc)
|
|
animAssoc->blendDelta = -1000.0f;
|
|
|
|
if (!ped->IsNotInWreckedVehicle())
|
|
return;
|
|
|
|
if (!ped->EnteringCar()) {
|
|
#ifdef VC_PED_PORTS
|
|
if (ped->m_nPedState != PED_DRIVING)
|
|
#endif
|
|
ped->QuitEnteringCar();
|
|
|
|
return;
|
|
}
|
|
|
|
eDoors door;
|
|
CPed *pedInSeat = nil;
|
|
switch (ped->m_vehEnterType) {
|
|
case CAR_DOOR_RF: door = DOOR_FRONT_RIGHT; pedInSeat = veh->pPassengers[0]; break;
|
|
case CAR_DOOR_RR: door = DOOR_REAR_RIGHT; pedInSeat = veh->pPassengers[2]; break;
|
|
case CAR_DOOR_LF: door = DOOR_FRONT_LEFT; pedInSeat = veh->pDriver; break;
|
|
case CAR_DOOR_LR: door = DOOR_REAR_LEFT; pedInSeat = veh->pPassengers[1]; break;
|
|
default: assert(0);
|
|
}
|
|
|
|
if (ped->m_fHealth == 0.0f || CPad::GetPad(0)->ArePlayerControlsDisabled() && pedInSeat && pedInSeat->IsPlayer()) {
|
|
ped->QuitEnteringCar();
|
|
return;
|
|
}
|
|
|
|
bool isVan = veh->bIsVan;
|
|
bool isBus = veh->bIsBus;
|
|
bool isLow = veh->bLowVehicle;
|
|
bool vehUpsideDown = veh->IsUpsideDown();
|
|
if (ped->bCancelEnteringCar) {
|
|
if (ped->IsPlayer()) {
|
|
if (veh->pDriver) {
|
|
if (veh->pDriver->m_nPedType == PEDTYPE_COP) {
|
|
FindPlayerPed()->SetWantedLevelNoDrop(1);
|
|
}
|
|
}
|
|
}
|
|
#ifdef CANCELLABLE_CAR_ENTER
|
|
if (!veh->IsDoorMissing(door) && veh->CanPedOpenLocks(ped) && veh->IsCar()) {
|
|
((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING);
|
|
}
|
|
#endif
|
|
ped->QuitEnteringCar();
|
|
ped->RestorePreviousObjective();
|
|
ped->bCancelEnteringCar = false;
|
|
return;
|
|
}
|
|
if (!veh->IsDoorMissing(door) && veh->IsCar()) {
|
|
((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING);
|
|
}
|
|
|
|
if (veh->m_vecMoveSpeed.Magnitude() > 0.2f) {
|
|
ped->QuitEnteringCar();
|
|
if (ped->m_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR)
|
|
ped->SetFall(1000, ANIM_KO_SPIN_R, false);
|
|
else
|
|
ped->SetFall(1000, ANIM_KO_SPIN_L, false);
|
|
|
|
return;
|
|
}
|
|
veh->ProcessOpenDoor(ped->m_vehEnterType, ANIM_CAR_OPEN_LHS, 1.0f);
|
|
|
|
if (ped->m_vehEnterType == CAR_DOOR_LF || ped->m_vehEnterType == CAR_DOOR_RF)
|
|
isVan = false;
|
|
|
|
if (ped->m_nPedState != PED_CARJACK || isBus) {
|
|
AnimationId animToPlay;
|
|
if (ped->m_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR) {
|
|
|
|
if (isVan) {
|
|
animToPlay = ANIM_VAN_GETIN;
|
|
} else if (isBus) {
|
|
animToPlay = ANIM_COACH_IN_R;
|
|
} else if (isLow) {
|
|
animToPlay = ANIM_CAR_GETIN_LOW_RHS;
|
|
} else {
|
|
animToPlay = ANIM_CAR_GETIN_RHS;
|
|
}
|
|
} else if (isVan) {
|
|
animToPlay = ANIM_VAN_GETIN_L;
|
|
} else if (isBus) {
|
|
animToPlay = ANIM_COACH_IN_L;
|
|
} else if (isLow) {
|
|
animToPlay = ANIM_CAR_GETIN_LOW_LHS;
|
|
} else {
|
|
animToPlay = ANIM_CAR_GETIN_LHS;
|
|
}
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, animToPlay);
|
|
ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
|
|
} else {
|
|
CPed *pedToDragOut = nil;
|
|
switch (ped->m_vehEnterType) {
|
|
case CAR_DOOR_RF: pedToDragOut = veh->pPassengers[0]; break;
|
|
case CAR_DOOR_RR: pedToDragOut = veh->pPassengers[2]; break;
|
|
case CAR_DOOR_LF: pedToDragOut = veh->pDriver; break;
|
|
case CAR_DOOR_LR: pedToDragOut = veh->pPassengers[1]; break;
|
|
default: assert(0);
|
|
}
|
|
|
|
if (vehUpsideDown) {
|
|
ped->QuitEnteringCar();
|
|
if (ped->m_nPedType == PEDTYPE_COP)
|
|
((CCopPed*)ped)->SetArrestPlayer(ped->m_pedInObjective);
|
|
}
|
|
|
|
if (ped->m_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR) {
|
|
if (pedToDragOut && !pedToDragOut->bDontDragMeOutCar) {
|
|
if (pedToDragOut->m_nPedState != PED_DRIVING) {
|
|
ped->QuitEnteringCar();
|
|
pedToDragOut = nil;
|
|
} else {
|
|
if (isLow)
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_PULLOUT_LOW_RHS);
|
|
else
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_PULLOUT_RHS);
|
|
|
|
ped->m_pVehicleAnim->SetFinishCallback(PedAnimPullPedOutCB, ped);
|
|
}
|
|
} else if (ped->m_nPedType == PEDTYPE_COP) {
|
|
ped->QuitEnteringCar();
|
|
if (ped->m_pedInObjective && ped->m_pedInObjective->m_nPedState == PED_DRIVING) {
|
|
veh->SetStatus(STATUS_PLAYER_DISABLED);
|
|
((CCopPed*)ped)->SetArrestPlayer(ped->m_pedInObjective);
|
|
} else if (!veh->IsDoorMissing(DOOR_FRONT_RIGHT)) {
|
|
((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_RIGHT, DOOR_STATUS_SWINGING);
|
|
}
|
|
} else {
|
|
// BUG: Probably we will sit on top of the passenger if his m_ped_flagF4 is true.
|
|
if (isLow)
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_LHS);
|
|
else
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LHS);
|
|
|
|
ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
|
|
}
|
|
} else {
|
|
if (pedToDragOut) {
|
|
if (pedToDragOut->m_nPedState != PED_DRIVING || pedToDragOut->bDontDragMeOutCar) {
|
|
|
|
// BUG: Player freezes in that condition due to its objective isn't restored. It's an unfinished feature, used in VC.
|
|
ped->QuitEnteringCar();
|
|
pedToDragOut = nil;
|
|
} else {
|
|
if (isLow)
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_PULLOUT_LOW_LHS);
|
|
else
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_PULLOUT_LHS);
|
|
|
|
ped->m_pVehicleAnim->SetFinishCallback(PedAnimPullPedOutCB, ped);
|
|
}
|
|
} else {
|
|
if (isLow)
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_LHS);
|
|
else
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LHS);
|
|
|
|
ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
|
|
}
|
|
}
|
|
|
|
if (pedToDragOut) {
|
|
pedToDragOut->SetBeingDraggedFromCar(veh, ped->m_vehEnterType, false);
|
|
if (pedToDragOut->IsGangMember())
|
|
pedToDragOut->RegisterThreatWithGangPeds(ped);
|
|
}
|
|
}
|
|
|
|
if (veh->pDriver && ped) {
|
|
veh->pDriver->SetLookFlag(ped, true);
|
|
veh->pDriver->SetLookTimer(1000);
|
|
}
|
|
return;
|
|
}
|
|
|
|
void
|
|
CPed::SetJump(void)
|
|
{
|
|
if (!bInVehicle &&
|
|
#ifdef VC_PED_PORTS
|
|
m_nPedState != PED_JUMP && !RpAnimBlendClumpGetAssociation(GetClump(), ANIM_JUMP_LAUNCH) &&
|
|
#endif
|
|
(m_nSurfaceTouched != SURFACE_STEEP_CLIFF || DotProduct(GetForward(), m_vecDamageNormal) >= 0.0f)) {
|
|
SetStoredState();
|
|
m_nPedState = PED_JUMP;
|
|
CAnimBlendAssociation *jumpAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_JUMP_LAUNCH, 8.0f);
|
|
jumpAssoc->SetFinishCallback(FinishLaunchCB, this);
|
|
m_fRotationDest = m_fRotationCur;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::RemoveInCarAnims(void)
|
|
{
|
|
if (!IsPlayer())
|
|
return;
|
|
|
|
CAnimBlendAssociation *animAssoc;
|
|
|
|
if (m_pMyVehicle && m_pMyVehicle->bLowVehicle) {
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_LOW_L);
|
|
if (animAssoc)
|
|
animAssoc->blendDelta = -1000.0f;
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_LOW_R);
|
|
if (animAssoc)
|
|
animAssoc->blendDelta = -1000.0f;
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_L);
|
|
if (animAssoc)
|
|
animAssoc->blendDelta = -1000.0f;
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_R);
|
|
if (animAssoc)
|
|
animAssoc->blendDelta = -1000.0f;
|
|
} else {
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_L);
|
|
if (animAssoc)
|
|
animAssoc->blendDelta = -1000.0f;
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_R);
|
|
if (animAssoc)
|
|
animAssoc->blendDelta = -1000.0f;
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_L);
|
|
if (animAssoc)
|
|
animAssoc->blendDelta = -1000.0f;
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_R);
|
|
if (animAssoc)
|
|
animAssoc->blendDelta = -1000.0f;
|
|
}
|
|
|
|
#ifdef VC_PED_PORTS
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_BOAT);
|
|
if (animAssoc)
|
|
animAssoc->blendDelta = -1000.0f;
|
|
#endif
|
|
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LB);
|
|
if (animAssoc)
|
|
animAssoc->blendDelta = -1000.0f;
|
|
}
|
|
|
|
void
|
|
CPed::PedAnimGetInCB(CAnimBlendAssociation *animAssoc, void *arg)
|
|
{
|
|
CPed *ped = (CPed*) arg;
|
|
|
|
CVehicle *veh = ped->m_pMyVehicle;
|
|
if (animAssoc)
|
|
animAssoc->blendDelta = -1000.0f;
|
|
|
|
if (!ped->IsNotInWreckedVehicle() || ped->DyingOrDead())
|
|
return;
|
|
|
|
if (!ped->EnteringCar()) {
|
|
#ifdef VC_PED_PORTS
|
|
if(ped->m_nPedState != PED_DRIVING)
|
|
#endif
|
|
ped->QuitEnteringCar();
|
|
return;
|
|
}
|
|
|
|
if (ped->IsPlayer() && ped->bGonnaKillTheCarJacker && ((CPlayerPed*)ped)->m_pArrestingCop) {
|
|
PedSetInCarCB(nil, ped);
|
|
ped->m_nLastPedState = ped->m_nPedState;
|
|
ped->m_nPedState = PED_ARRESTED;
|
|
ped->bGonnaKillTheCarJacker = false;
|
|
if (veh) {
|
|
veh->m_nNumGettingIn = 0;
|
|
veh->m_nGettingInFlags = 0;
|
|
veh->bIsHandbrakeOn = true;
|
|
veh->SetStatus(STATUS_PLAYER_DISABLED);
|
|
}
|
|
return;
|
|
}
|
|
if (ped->IsPlayer() && ped->m_vehEnterType == CAR_DOOR_LF
|
|
&& (Pads[0].GetAccelerate() >= 255.0f || Pads[0].GetBrake() >= 255.0f)
|
|
&& veh->IsCar()) {
|
|
if (((CAutomobile*)veh)->Damage.GetDoorStatus(DOOR_FRONT_LEFT) != DOOR_STATUS_MISSING)
|
|
((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_SWINGING);
|
|
|
|
PedSetInCarCB(nil, ped);
|
|
return;
|
|
}
|
|
bool isVan = !!veh->bIsVan;
|
|
bool isBus = !!veh->bIsBus;
|
|
bool isLow = !!veh->bLowVehicle;
|
|
eDoors enterDoor;
|
|
switch (ped->m_vehEnterType) {
|
|
case CAR_DOOR_RF:
|
|
isVan = false;
|
|
enterDoor = DOOR_FRONT_RIGHT;
|
|
break;
|
|
case CAR_DOOR_RR:
|
|
enterDoor = DOOR_REAR_RIGHT;
|
|
break;
|
|
case CAR_DOOR_LF:
|
|
isVan = false;
|
|
enterDoor = DOOR_FRONT_LEFT;
|
|
break;
|
|
case CAR_DOOR_LR:
|
|
enterDoor = DOOR_REAR_LEFT;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
if (!veh->IsDoorMissing(enterDoor)) {
|
|
if (veh->IsCar())
|
|
((CAutomobile*)veh)->Damage.SetDoorStatus(enterDoor, DOOR_STATUS_SWINGING);
|
|
}
|
|
CPed *driver = veh->pDriver;
|
|
if (driver && (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || ped->m_nPedState == PED_CARJACK)) {
|
|
if (veh->bIsBus) {
|
|
driver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, veh);
|
|
if (driver->IsPlayer()) {
|
|
veh->bIsHandbrakeOn = true;
|
|
veh->SetStatus(STATUS_PLAYER_DISABLED);
|
|
}
|
|
driver->bBusJacked = true;
|
|
veh->bIsBeingCarJacked = false;
|
|
PedSetInCarCB(nil, ped);
|
|
if (ped->m_nPedType == PEDTYPE_COP
|
|
|| ped->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT
|
|
|| ped->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS) {
|
|
ped->SetObjective(OBJECTIVE_LEAVE_VEHICLE, veh);
|
|
}
|
|
ped->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 400;
|
|
return;
|
|
}
|
|
if (driver != ped && ped->m_vehEnterType != CAR_DOOR_LF) {
|
|
if (!driver->IsPlayer()) {
|
|
driver->bUsePedNodeSeek = true;
|
|
driver->m_pLastPathNode = nil;
|
|
if (driver->m_pedStats->m_temper <= driver->m_pedStats->m_fear
|
|
|| driver->CharCreatedBy == MISSION_CHAR
|
|
|| veh->VehicleCreatedBy == MISSION_VEHICLE) {
|
|
driver->bFleeAfterExitingCar = true;
|
|
} else {
|
|
driver->bGonnaKillTheCarJacker = true;
|
|
veh->pDriver->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, ped);
|
|
|
|
if (veh->pDriver->m_nPedType == PEDTYPE_COP && ped->IsPlayer()) {
|
|
FindPlayerPed()->SetWantedLevelNoDrop(1);
|
|
}
|
|
}
|
|
}
|
|
if ((ped->m_nPedType != PEDTYPE_EMERGENCY || veh->pDriver->m_nPedType != PEDTYPE_EMERGENCY)
|
|
&& (ped->m_nPedType != PEDTYPE_COP || veh->pDriver->m_nPedType != PEDTYPE_COP)) {
|
|
veh->pDriver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, veh);
|
|
veh->pDriver->Say(SOUND_PED_CAR_JACKED);
|
|
#ifdef VC_PED_PORTS
|
|
veh->pDriver->SetRadioStation();
|
|
#endif
|
|
} else {
|
|
ped->m_objective = OBJECTIVE_ENTER_CAR_AS_PASSENGER;
|
|
}
|
|
}
|
|
}
|
|
if (veh->IsDoorMissing(enterDoor) || isBus) {
|
|
PedAnimDoorCloseCB(nil, ped);
|
|
} else {
|
|
AnimationId animToPlay;
|
|
if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) {
|
|
if (isVan) {
|
|
animToPlay = ANIM_VAN_CLOSE;
|
|
} else if (isLow) {
|
|
animToPlay = ANIM_CAR_CLOSEDOOR_LOW_RHS;
|
|
} else {
|
|
animToPlay = ANIM_CAR_CLOSEDOOR_RHS;
|
|
}
|
|
} else if (isVan) {
|
|
animToPlay = ANIM_VAN_CLOSE_L;
|
|
} else if (isLow) {
|
|
animToPlay = ANIM_CAR_CLOSEDOOR_LOW_LHS;
|
|
} else {
|
|
animToPlay = ANIM_CAR_CLOSEDOOR_LHS;
|
|
}
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, animToPlay);
|
|
ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorCloseCB, ped);
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetPedPositionInTrain(void)
|
|
{
|
|
LineUpPedWithTrain();
|
|
}
|
|
|
|
void
|
|
CPed::PedAnimPullPedOutCB(CAnimBlendAssociation* animAssoc, void* arg)
|
|
{
|
|
CPed* ped = (CPed*)arg;
|
|
|
|
CVehicle* veh = ped->m_pMyVehicle;
|
|
if (animAssoc)
|
|
animAssoc->blendDelta = -1000.0f;
|
|
|
|
if (ped->EnteringCar()) {
|
|
if (!ped->IsNotInWreckedVehicle())
|
|
return;
|
|
|
|
bool isLow = !!veh->bLowVehicle;
|
|
|
|
int padNo;
|
|
if (ped->IsPlayer()) {
|
|
|
|
// BUG? This will cause crash if m_nPedType is bigger then 1, there are only 2 pads
|
|
switch (ped->m_nPedType) {
|
|
case PEDTYPE_PLAYER1:
|
|
padNo = 0;
|
|
break;
|
|
case PEDTYPE_PLAYER2:
|
|
padNo = 1;
|
|
break;
|
|
case PEDTYPE_PLAYER3:
|
|
padNo = 2;
|
|
break;
|
|
case PEDTYPE_PLAYER4:
|
|
padNo = 3;
|
|
break;
|
|
}
|
|
CPad *pad = CPad::GetPad(padNo);
|
|
|
|
if (!pad->ArePlayerControlsDisabled()) {
|
|
|
|
if (pad->GetTarget()
|
|
|| pad->NewState.LeftStickX
|
|
|| pad->NewState.LeftStickY
|
|
|| pad->NewState.DPadUp
|
|
|| pad->NewState.DPadDown
|
|
|| pad->NewState.DPadLeft
|
|
|| pad->NewState.DPadRight) {
|
|
ped->QuitEnteringCar();
|
|
ped->RestorePreviousObjective();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
|
|
AnimationId animToPlay;
|
|
if (ped->m_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR) {
|
|
if (isLow)
|
|
animToPlay = ANIM_CAR_GETIN_LOW_RHS;
|
|
else
|
|
animToPlay = ANIM_CAR_GETIN_RHS;
|
|
} else if (isLow) {
|
|
animToPlay = ANIM_CAR_GETIN_LOW_LHS;
|
|
} else {
|
|
animToPlay = ANIM_CAR_GETIN_LHS;
|
|
}
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, animToPlay);
|
|
ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
|
|
} else {
|
|
ped->QuitEnteringCar();
|
|
}
|
|
} else {
|
|
ped->QuitEnteringCar();
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg)
|
|
{
|
|
CPed* ped = (CPed*)arg;
|
|
|
|
CVehicle* veh = ped->m_pMyVehicle;
|
|
if (animAssoc)
|
|
animAssoc->blendDelta = -1000.0f;
|
|
|
|
if (!veh) {
|
|
PedSetOutCarCB(nil, ped);
|
|
return;
|
|
}
|
|
#ifdef VC_PED_PORTS
|
|
CVector posForZ = ped->GetPosition();
|
|
CPedPlacement::FindZCoorForPed(&posForZ);
|
|
if (ped->GetPosition().z - 0.5f > posForZ.z) {
|
|
PedSetOutCarCB(nil, ped);
|
|
return;
|
|
}
|
|
#endif
|
|
veh->m_nStaticFrames = 0;
|
|
veh->m_vecMoveSpeed += CVector(0.001f, 0.001f, 0.001f);
|
|
veh->m_vecTurnSpeed += CVector(0.001f, 0.001f, 0.001f);
|
|
if (!veh->bIsBus)
|
|
veh->ProcessOpenDoor(ped->m_vehEnterType, ANIM_CAR_GETOUT_LHS, 1.0f);
|
|
|
|
/*
|
|
// Duplicate and only in PC for some reason
|
|
if (!veh) {
|
|
PedSetOutCarCB(nil, ped);
|
|
return;
|
|
}
|
|
*/
|
|
eDoors door;
|
|
switch (ped->m_vehEnterType) {
|
|
case CAR_DOOR_RF:
|
|
door = DOOR_FRONT_RIGHT;
|
|
break;
|
|
case CAR_DOOR_RR:
|
|
door = DOOR_REAR_RIGHT;
|
|
break;
|
|
case CAR_DOOR_LF:
|
|
door = DOOR_FRONT_LEFT;
|
|
break;
|
|
case CAR_DOOR_LR:
|
|
door = DOOR_REAR_LEFT;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
bool closeDoor = false;
|
|
if (!veh->IsDoorMissing(door))
|
|
closeDoor = true;
|
|
|
|
int padNo;
|
|
if (ped->IsPlayer()) {
|
|
|
|
// BUG? This will cause crash if m_nPedType is bigger then 1, there are only 2 pads
|
|
switch (ped->m_nPedType) {
|
|
case PEDTYPE_PLAYER1:
|
|
padNo = 0;
|
|
break;
|
|
case PEDTYPE_PLAYER2:
|
|
padNo = 1;
|
|
break;
|
|
case PEDTYPE_PLAYER3:
|
|
padNo = 2;
|
|
break;
|
|
case PEDTYPE_PLAYER4:
|
|
padNo = 3;
|
|
break;
|
|
}
|
|
CPad* pad = CPad::GetPad(padNo);
|
|
bool engineIsIntact = false;
|
|
if (veh->IsCar() && ((CAutomobile*)veh)->Damage.GetEngineStatus() >= 225) {
|
|
engineIsIntact = true;
|
|
}
|
|
if (!pad->ArePlayerControlsDisabled() && veh->m_nDoorLock != CARLOCK_FORCE_SHUT_DOORS
|
|
&& (pad->GetTarget()
|
|
|| pad->NewState.LeftStickX
|
|
|| pad->NewState.LeftStickY
|
|
|| pad->NewState.DPadUp
|
|
|| pad->NewState.DPadDown
|
|
|| pad->NewState.DPadLeft
|
|
|| pad->NewState.DPadRight)
|
|
|| veh->bIsBus
|
|
|| veh->m_pCarFire
|
|
|| engineIsIntact) {
|
|
closeDoor = false;
|
|
}
|
|
}
|
|
|
|
#ifdef VC_PED_PORTS
|
|
if (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE)
|
|
closeDoor = false;
|
|
#endif
|
|
|
|
if (!closeDoor) {
|
|
if (!veh->IsDoorMissing(door) && !veh->bIsBus) {
|
|
((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING);
|
|
}
|
|
PedSetOutCarCB(nil, ped);
|
|
return;
|
|
}
|
|
|
|
if (ped->bFleeAfterExitingCar || ped->bGonnaKillTheCarJacker) {
|
|
// POTENTIAL BUG? Why DOOR_FRONT_LEFT instead of door variable? or vice versa?
|
|
if (!veh->IsDoorMissing(door))
|
|
((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_SWINGING);
|
|
} else {
|
|
switch (door) {
|
|
case DOOR_FRONT_LEFT:
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSE_LHS);
|
|
break;
|
|
case DOOR_FRONT_RIGHT:
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSE_RHS);
|
|
break;
|
|
case DOOR_REAR_LEFT:
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSE_LHS);
|
|
break;
|
|
case DOOR_REAR_RIGHT:
|
|
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSE_RHS);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (ped->m_pVehicleAnim)
|
|
ped->m_pVehicleAnim->SetFinishCallback(PedSetOutCarCB, ped);
|
|
return;
|
|
}
|
|
|
|
void
|
|
CPed::PedEvadeCB(CAnimBlendAssociation* animAssoc, void* arg)
|
|
{
|
|
CPed* ped = (CPed*)arg;
|
|
|
|
if (!animAssoc) {
|
|
ped->ClearLookFlag();
|
|
if (ped->m_nPedState != PED_DIVE_AWAY && ped->m_nPedState != PED_STEP_AWAY)
|
|
return;
|
|
|
|
ped->RestorePreviousState();
|
|
} else if (animAssoc->animId == ANIM_EV_DIVE) {
|
|
ped->bUpdateAnimHeading = true;
|
|
ped->ClearLookFlag();
|
|
if (ped->m_nPedState == PED_DIVE_AWAY)
|
|
{
|
|
ped->m_getUpTimer = CTimer::GetTimeInMilliseconds() + 1;
|
|
ped->m_nPedState = PED_FALL;
|
|
}
|
|
animAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
} else if (animAssoc->flags & ASSOC_FADEOUTWHENDONE) {
|
|
ped->ClearLookFlag();
|
|
if (ped->m_nPedState != PED_DIVE_AWAY && ped->m_nPedState != PED_STEP_AWAY)
|
|
return;
|
|
|
|
ped->RestorePreviousState();
|
|
} else if (ped->m_nPedState != PED_ARRESTED) {
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
if (animAssoc->blendDelta >= 0.0f)
|
|
animAssoc->blendDelta = -4.0f;
|
|
|
|
ped->ClearLookFlag();
|
|
if (ped->m_nPedState == PED_DIVE_AWAY || ped->m_nPedState == PED_STEP_AWAY) {
|
|
ped->RestorePreviousState();
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::PedGetupCB(CAnimBlendAssociation* animAssoc, void* arg)
|
|
{
|
|
CPed* ped = (CPed*)arg;
|
|
|
|
if (ped->m_nPedState == PED_GETUP)
|
|
RpAnimBlendClumpSetBlendDeltas(ped->GetClump(), ASSOC_PARTIAL, -1000.0f);
|
|
|
|
ped->bFallenDown = false;
|
|
animAssoc->blendDelta = -1000.0f;
|
|
if (ped->m_nPedState == PED_GETUP)
|
|
ped->RestorePreviousState();
|
|
|
|
if (ped->m_nPedState != PED_FLEE_POS && ped->m_nPedState != PED_FLEE_ENTITY)
|
|
ped->SetMoveState(PEDMOVE_STILL);
|
|
else
|
|
ped->SetMoveState(PEDMOVE_RUN);
|
|
|
|
ped->SetMoveAnim();
|
|
ped->bGetUpAnimStarted = false;
|
|
}
|
|
|
|
void
|
|
CPed::PedLandCB(CAnimBlendAssociation* animAssoc, void* arg)
|
|
{
|
|
CPed* ped = (CPed*)arg;
|
|
|
|
animAssoc->blendDelta = -1000.0f;
|
|
ped->bIsLanding = false;
|
|
|
|
if (ped->m_nPedState == PED_JUMP)
|
|
ped->RestorePreviousState();
|
|
}
|
|
|
|
void
|
|
CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation* animAssoc, void* arg)
|
|
{
|
|
CPed *ped = (CPed*)arg;
|
|
|
|
ped->bUsesCollision = true;
|
|
ped->RestartNonPartialAnims();
|
|
bool itsRearDoor = false;
|
|
|
|
if (ped->m_vehEnterType == CAR_DOOR_RF || ped->m_vehEnterType == CAR_DOOR_RR)
|
|
itsRearDoor = true;
|
|
|
|
CMatrix pedMat(ped->GetMatrix());
|
|
CVector posAfterBeingDragged = Multiply3x3(pedMat, (itsRearDoor ? -vecPedDraggedOutCarAnimOffset : vecPedDraggedOutCarAnimOffset));
|
|
posAfterBeingDragged += ped->GetPosition();
|
|
#ifndef VC_PED_PORTS
|
|
posAfterBeingDragged.z += 1.0f;
|
|
#endif
|
|
CPedPlacement::FindZCoorForPed(&posAfterBeingDragged);
|
|
ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
|
|
ped->SetPosition(posAfterBeingDragged);
|
|
|
|
if (ped->m_pMyVehicle && !ped->m_pMyVehicle->IsRoomForPedToLeaveCar(ped->m_vehEnterType, &vecPedDraggedOutCarAnimOffset)) {
|
|
ped->PositionPedOutOfCollision();
|
|
}
|
|
|
|
if (!ped->CanSetPedState())
|
|
return;
|
|
|
|
if (!ped->m_pMyVehicle) {
|
|
ped->SetIdle();
|
|
ped->SetGetUp();
|
|
return;
|
|
}
|
|
|
|
CPed *driver = ped->m_pMyVehicle->pDriver;
|
|
|
|
if (ped->IsPlayer()) {
|
|
ped->SetIdle();
|
|
|
|
} else if (ped->bFleeAfterExitingCar) {
|
|
ped->bFleeAfterExitingCar = false;
|
|
ped->SetFlee(ped->m_pMyVehicle->GetPosition(), 4000);
|
|
|
|
} else if (ped->bWanderPathAfterExitingCar) {
|
|
ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
|
|
ped->bWanderPathAfterExitingCar = false;
|
|
|
|
} else if (ped->bGonnaKillTheCarJacker) {
|
|
// Kill objective is already set at this point.
|
|
|
|
ped->bGonnaKillTheCarJacker = false;
|
|
if (!ped->m_pedInObjective || !(CGeneral::GetRandomNumber() & 1)) {
|
|
if (!driver || driver == ped || driver->IsPlayer() && CTheScripts::IsPlayerOnAMission()) {
|
|
ped->m_nPedState = PED_NONE;
|
|
ped->m_nLastPedState = PED_NONE;
|
|
ped->SetFlee(ped->m_pMyVehicle->GetPosition(), 4000);
|
|
} else {
|
|
ped->ClearObjective();
|
|
ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, ped->m_pMyVehicle);
|
|
}
|
|
}
|
|
|
|
} else if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear && ped->CharCreatedBy != MISSION_CHAR
|
|
&& ped->m_pMyVehicle->VehicleCreatedBy != MISSION_VEHICLE && driver
|
|
&& driver->IsPlayer() && !CTheScripts::IsPlayerOnAMission()) {
|
|
|
|
#ifndef VC_PED_PORTS
|
|
if (CGeneral::GetRandomNumber() & 1)
|
|
ped->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, driver);
|
|
else
|
|
#endif
|
|
ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, ped->m_pMyVehicle);
|
|
|
|
} else {
|
|
#ifdef VC_PED_PORTS
|
|
if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear && ped->CharCreatedBy != MISSION_CHAR
|
|
&& ped->m_pMyVehicle->VehicleCreatedBy != MISSION_VEHICLE && !driver
|
|
&& FindPlayerPed()->m_carInObjective == ped->m_pMyVehicle && !CTheScripts::IsPlayerOnAMission())
|
|
ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, ped->m_pMyVehicle);
|
|
else
|
|
#endif
|
|
{
|
|
ped->m_nPedState = PED_NONE;
|
|
ped->m_nLastPedState = PED_NONE;
|
|
ped->SetFindPathAndFlee(ped->m_pMyVehicle->GetPosition(), 10000);
|
|
}
|
|
}
|
|
ped->SetGetUp();
|
|
}
|
|
|
|
void
|
|
CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
|
|
{
|
|
CPed *ped = (CPed*)arg;
|
|
|
|
CVehicle *veh = ped->m_pMyVehicle;
|
|
|
|
// Pointless code
|
|
if (!veh)
|
|
return;
|
|
|
|
#ifdef VC_PED_PORTS
|
|
// Situation of entering car as a driver while there is already a driver exiting atm.
|
|
CPed *driver = veh->pDriver;
|
|
if (driver && driver->m_nPedState == PED_DRIVING && !veh->bIsBus && driver->m_objective == OBJECTIVE_LEAVE_VEHICLE
|
|
&& (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || ped->m_nPedState == PED_CARJACK)) {
|
|
|
|
if (!ped->IsPlayer() && (ped->CharCreatedBy != MISSION_CHAR || driver->IsPlayer())) {
|
|
ped->QuitEnteringCar();
|
|
return;
|
|
}
|
|
if (driver->CharCreatedBy == MISSION_CHAR) {
|
|
PedSetOutCarCB(nil, veh->pDriver);
|
|
if (driver->m_pMyVehicle) {
|
|
driver->PositionPedOutOfCollision();
|
|
} else {
|
|
driver->m_pMyVehicle = veh;
|
|
driver->PositionPedOutOfCollision();
|
|
driver->m_pMyVehicle = nil;
|
|
}
|
|
veh->pDriver = nil;
|
|
} else {
|
|
driver->SetDead();
|
|
driver->FlagToDestroyWhenNextProcessed();
|
|
veh->pDriver = nil;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if (!ped->IsNotInWreckedVehicle() || ped->DyingOrDead())
|
|
return;
|
|
|
|
ped->bInVehicle = true;
|
|
if (ped->m_nPedType == PEDTYPE_PROSTITUTE) {
|
|
if (veh->pDriver) {
|
|
if (veh->pDriver->IsPlayer() && ped->CharCreatedBy == RANDOM_CHAR) {
|
|
CWorld::Players[CWorld::PlayerInFocus].m_nSexFrequency = 1000;
|
|
CWorld::Players[CWorld::PlayerInFocus].m_nNextSexMoneyUpdateTime = CTimer::GetTimeInMilliseconds() + 1000;
|
|
CWorld::Players[CWorld::PlayerInFocus].m_nNextSexFrequencyUpdateTime = CTimer::GetTimeInMilliseconds() + 3000;
|
|
CWorld::Players[CWorld::PlayerInFocus].m_pHooker = (CCivilianPed*)ped;
|
|
}
|
|
}
|
|
}
|
|
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER
|
|
#ifdef VC_PED_PORTS
|
|
|| ped->m_nPedState == PED_CARJACK
|
|
#endif
|
|
)
|
|
veh->bIsBeingCarJacked = false;
|
|
|
|
if (veh->m_nNumGettingIn)
|
|
--veh->m_nNumGettingIn;
|
|
|
|
if (ped->IsPlayer() && ((CPlayerPed*)ped)->m_bAdrenalineActive)
|
|
((CPlayerPed*)ped)->ClearAdrenaline();
|
|
|
|
if (veh->IsBoat()) {
|
|
if (ped->IsPlayer()) {
|
|
#if defined(FIX_BUGS) || defined(VC_PED_PORTS)
|
|
CCarCtrl::RegisterVehicleOfInterest(veh);
|
|
#endif
|
|
if (veh->GetStatus() == STATUS_SIMPLE) {
|
|
veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, -0.00001f);
|
|
veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
|
|
}
|
|
veh->SetStatus(STATUS_PLAYER);
|
|
AudioManager.PlayerJustGotInCar();
|
|
}
|
|
veh->SetDriver(ped);
|
|
if (!veh->bEngineOn)
|
|
veh->bEngineOn = true;
|
|
|
|
ped->m_nPedState = PED_DRIVING;
|
|
ped->StopNonPartialAnims();
|
|
return;
|
|
}
|
|
|
|
if (ped->m_pVehicleAnim)
|
|
ped->m_pVehicleAnim->blendDelta = -1000.0f;
|
|
|
|
ped->bDoBloodyFootprints = false;
|
|
if (veh->m_nAlarmState == -1)
|
|
veh->m_nAlarmState = 15000;
|
|
|
|
if (ped->IsPlayer()) {
|
|
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
|
|
if (veh->GetStatus() == STATUS_SIMPLE) {
|
|
veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
|
|
veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
|
|
}
|
|
veh->SetStatus(STATUS_PLAYER);
|
|
}
|
|
AudioManager.PlayerJustGotInCar();
|
|
} else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
|
|
if (veh->GetStatus() == STATUS_SIMPLE) {
|
|
veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
|
|
veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
|
|
}
|
|
veh->SetStatus(STATUS_PHYSICS);
|
|
}
|
|
|
|
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
|
|
for (int i = 0; i < veh->m_nNumMaxPassengers; ++i) {
|
|
CPed *passenger = veh->pPassengers[i];
|
|
if (passenger && passenger->CharCreatedBy == RANDOM_CHAR) {
|
|
passenger->SetObjective(OBJECTIVE_LEAVE_VEHICLE, veh);
|
|
#ifdef VC_PED_PORTS
|
|
passenger->m_leaveCarTimer = CTimer::GetTimeInMilliseconds();
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
// This shouldn't happen at all. Passengers can't enter with PED_CARJACK. Even though they did, we shouldn't call AddPassenger in here and SetDriver in below.
|
|
#ifndef VC_PED_PORTS
|
|
else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
|
|
if (ped->m_nPedState == PED_CARJACK) {
|
|
veh->AddPassenger(ped, 0);
|
|
ped->m_nPedState = PED_DRIVING;
|
|
ped->RestorePreviousObjective();
|
|
ped->SetObjective(OBJECTIVE_LEAVE_VEHICLE, veh);
|
|
} else if (veh->pDriver && ped->CharCreatedBy == RANDOM_CHAR) {
|
|
veh->AutoPilot.m_nCruiseSpeed = 17;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || ped->m_nPedState == PED_CARJACK) {
|
|
veh->SetDriver(ped);
|
|
if (veh->VehicleCreatedBy == PARKED_VEHICLE) {
|
|
veh->VehicleCreatedBy = RANDOM_VEHICLE;
|
|
++CCarCtrl::NumRandomCars;
|
|
--CCarCtrl::NumParkedCars;
|
|
}
|
|
if (veh->bIsAmbulanceOnDuty) {
|
|
veh->bIsAmbulanceOnDuty = false;
|
|
--CCarCtrl::NumAmbulancesOnDuty;
|
|
}
|
|
if (veh->bIsFireTruckOnDuty) {
|
|
veh->bIsFireTruckOnDuty = false;
|
|
--CCarCtrl::NumFiretrucksOnDuty;
|
|
}
|
|
if (ped->m_nPedType == PEDTYPE_COP && veh->IsLawEnforcementVehicle())
|
|
veh->ChangeLawEnforcerState(true);
|
|
|
|
if (!veh->bEngineOn) {
|
|
veh->bEngineOn = true;
|
|
DMAudio.PlayOneShot(ped->m_audioEntityId, SOUND_CAR_ENGINE_START, 1.0f);
|
|
}
|
|
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && ped->CharCreatedBy == RANDOM_CHAR
|
|
&& ped != FindPlayerPed() && ped->m_nPedType != PEDTYPE_EMERGENCY) {
|
|
|
|
CCarCtrl::JoinCarWithRoadSystem(veh);
|
|
veh->AutoPilot.m_nCarMission = MISSION_CRUISE;
|
|
veh->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
veh->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
|
veh->AutoPilot.m_nCruiseSpeed = 25;
|
|
}
|
|
ped->m_nPedState = PED_DRIVING;
|
|
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
|
|
|
|
if (ped->m_prevObjective == OBJECTIVE_RUN_TO_AREA || ped->m_prevObjective == OBJECTIVE_GOTO_CHAR_ON_FOOT || ped->m_prevObjective == OBJECTIVE_KILL_CHAR_ON_FOOT)
|
|
ped->m_prevObjective = OBJECTIVE_NONE;
|
|
|
|
ped->RestorePreviousObjective();
|
|
}
|
|
|
|
} else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
|
|
if (veh->bIsBus) {
|
|
veh->AddPassenger(ped);
|
|
} else {
|
|
switch (ped->m_vehEnterType) {
|
|
case CAR_DOOR_RF:
|
|
veh->AddPassenger(ped, 0);
|
|
break;
|
|
case CAR_DOOR_RR:
|
|
veh->AddPassenger(ped, 2);
|
|
break;
|
|
case CAR_DOOR_LR:
|
|
veh->AddPassenger(ped, 1);
|
|
break;
|
|
default:
|
|
veh->AddPassenger(ped);
|
|
break;
|
|
}
|
|
}
|
|
ped->m_nPedState = PED_DRIVING;
|
|
if (ped->m_prevObjective == OBJECTIVE_RUN_TO_AREA || ped->m_prevObjective == OBJECTIVE_GOTO_CHAR_ON_FOOT || ped->m_prevObjective == OBJECTIVE_KILL_CHAR_ON_FOOT)
|
|
ped->m_prevObjective = OBJECTIVE_NONE;
|
|
|
|
ped->RestorePreviousObjective();
|
|
#ifdef VC_PED_PORTS
|
|
if(veh->pDriver && ped->CharCreatedBy == RANDOM_CHAR)
|
|
veh->AutoPilot.m_nCruiseSpeed = 17;
|
|
#endif
|
|
}
|
|
|
|
veh->m_nGettingInFlags &= ~GetCarDoorFlag(ped->m_vehEnterType);
|
|
|
|
if (veh->bIsBus && !veh->m_nGettingInFlags)
|
|
((CAutomobile*)veh)->SetBusDoorTimer(1000, 1);
|
|
|
|
switch (ped->m_objective) {
|
|
case OBJECTIVE_KILL_CHAR_ON_FOOT:
|
|
case OBJECTIVE_KILL_CHAR_ANY_MEANS:
|
|
case OBJECTIVE_LEAVE_VEHICLE:
|
|
case OBJECTIVE_FOLLOW_CAR_IN_CAR:
|
|
case OBJECTIVE_GOTO_AREA_ANY_MEANS:
|
|
case OBJECTIVE_GOTO_AREA_ON_FOOT:
|
|
case OBJECTIVE_RUN_TO_AREA:
|
|
break;
|
|
default:
|
|
ped->SetObjective(OBJECTIVE_NONE);
|
|
}
|
|
|
|
if (veh->pDriver == ped) {
|
|
if (veh->bLowVehicle) {
|
|
ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_LSIT, 100.0f);
|
|
} else {
|
|
ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SIT, 100.0f);
|
|
}
|
|
} else if (veh->bLowVehicle) {
|
|
ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SITPLO, 100.0f);
|
|
} else {
|
|
ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SITP, 100.0f);
|
|
}
|
|
|
|
ped->StopNonPartialAnims();
|
|
if (veh->bIsBus)
|
|
ped->bRenderPedInCar = false;
|
|
|
|
// FIX: RegisterVehicleOfInterest not just registers the vehicle, but also updates register time. So remove the IsThisVehicleInteresting check.
|
|
#ifndef FIX_BUGS
|
|
if (ped->IsPlayer() && !CCarCtrl::IsThisVehicleInteresting(veh) && veh->VehicleCreatedBy != MISSION_VEHICLE) {
|
|
#else
|
|
if (ped->IsPlayer() && veh->VehicleCreatedBy != MISSION_VEHICLE) {
|
|
#endif
|
|
CCarCtrl::RegisterVehicleOfInterest(veh);
|
|
|
|
if (!veh->bHasBeenOwnedByPlayer && veh->VehicleCreatedBy != MISSION_VEHICLE)
|
|
CEventList::RegisterEvent(EVENT_STEAL_CAR, EVENT_ENTITY_VEHICLE, veh, ped, 1500);
|
|
|
|
veh->bHasBeenOwnedByPlayer = true;
|
|
}
|
|
ped->bChangedSeat = true;
|
|
}
|
|
|
|
void
|
|
CPed::PedSetInTrainCB(CAnimBlendAssociation* animAssoc, void* arg)
|
|
{
|
|
CPed *ped = (CPed*)arg;
|
|
CTrain *veh = (CTrain*)ped->m_pMyVehicle;
|
|
|
|
if (!veh)
|
|
return;
|
|
|
|
ped->bInVehicle = true;
|
|
ped->m_nPedState = PED_DRIVING;
|
|
ped->RestorePreviousObjective();
|
|
ped->SetMoveState(PEDMOVE_STILL);
|
|
veh->AddPassenger(ped);
|
|
}
|
|
|
|
void
|
|
CPed::PedStaggerCB(CAnimBlendAssociation* animAssoc, void* arg)
|
|
{
|
|
/*
|
|
CPed *ped = (CPed*)arg;
|
|
|
|
if (ped->m_nPedState == PED_STAGGER)
|
|
// nothing
|
|
*/
|
|
}
|
|
|
|
// It's "CPhoneInfo::ProcessNearestFreePhone" in PC IDB but that's not true, someone made it up.
|
|
bool
|
|
CPed::RunToReportCrime(eCrimeType crimeToReport)
|
|
{
|
|
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
|
|
if (bRunningToPhone) {
|
|
if (!isPhoneAvailable(m_phoneId)) {
|
|
m_phoneId = -1;
|
|
bIsRunning = false;
|
|
ClearSeek(); // clears bRunningToPhone
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
#else
|
|
// They changed true into false to make this function unusable. So running to phone actually starts but first frame after that cancels it.
|
|
if (m_nPedState == PED_SEEK_POS)
|
|
return false;
|
|
#endif
|
|
|
|
CVector pos = GetPosition();
|
|
int phoneId = gPhoneInfo.FindNearestFreePhone(&pos);
|
|
|
|
if (phoneId == -1)
|
|
return false;
|
|
|
|
CPhone *phone = &gPhoneInfo.m_aPhones[phoneId];
|
|
#ifndef PEDS_REPORT_CRIMES_ON_PHONE
|
|
if (phone->m_nState != PHONE_STATE_FREE)
|
|
return false;
|
|
#endif
|
|
|
|
bRunningToPhone = true;
|
|
SetSeek(phone->m_pEntity->GetMatrix() * -phone->m_pEntity->GetForward(), 1.0f); // original: phone.m_vecPos, 0.3f
|
|
SetMoveState(PEDMOVE_RUN);
|
|
bIsRunning = true; // not there in original
|
|
m_phoneId = phoneId;
|
|
m_crimeToReportOnPhone = crimeToReport;
|
|
return true;
|
|
}
|
|
|
|
void
|
|
CPed::RegisterThreatWithGangPeds(CEntity *attacker)
|
|
{
|
|
CPed *attackerPed = nil;
|
|
if (attacker) {
|
|
if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS) {
|
|
if (attacker->IsPed()) {
|
|
attackerPed = (CPed*)attacker;
|
|
} else {
|
|
if (!attacker->IsVehicle())
|
|
return;
|
|
|
|
attackerPed = ((CVehicle*)attacker)->pDriver;
|
|
if (!attackerPed)
|
|
return;
|
|
}
|
|
|
|
if (attackerPed && (attackerPed->IsPlayer() || attackerPed->IsGangMember())) {
|
|
for (int i = 0; i < m_numNearPeds; ++i) {
|
|
CPed *nearPed = m_nearPeds[i];
|
|
if (nearPed->IsPointerValid()) {
|
|
if (nearPed != this && nearPed->m_nPedType == m_nPedType)
|
|
nearPed->m_fearFlags |= CPedType::GetFlag(attackerPed->m_nPedType);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (attackerPed && attackerPed->IsPlayer() && (attackerPed->m_nPedState == PED_CARJACK || attackerPed->bInVehicle)) {
|
|
if (!attackerPed->m_pMyVehicle || attackerPed->m_pMyVehicle->GetModelIndex() != MI_TOYZ) {
|
|
int16 lastVehicle;
|
|
CEntity *vehicles[8];
|
|
CWorld::FindObjectsInRange(GetPosition(), 30.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
|
|
|
|
if (lastVehicle > 8)
|
|
lastVehicle = 8;
|
|
|
|
for (int j = 0; j < lastVehicle; ++j) {
|
|
CVehicle *nearVeh = (CVehicle*) vehicles[j];
|
|
|
|
if (nearVeh->VehicleCreatedBy != MISSION_VEHICLE) {
|
|
CPed *nearVehDriver = nearVeh->pDriver;
|
|
|
|
if (nearVehDriver && nearVehDriver != this && nearVehDriver->m_nPedType == m_nPedType) {
|
|
|
|
if (nearVeh->IsVehicleNormal() && nearVeh->IsCar()) {
|
|
nearVeh->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * nearVeh->pHandling->Transmission.fUnkMaxVelocity * 0.8f;
|
|
nearVeh->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
|
|
nearVeh->SetStatus(STATUS_PHYSICS);
|
|
nearVeh->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
nearVeh->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::ReactToPointGun(CEntity *entWithGun)
|
|
{
|
|
CPed *pedWithGun = (CPed*)entWithGun;
|
|
int waitTime;
|
|
|
|
if (IsPlayer() || !IsPedInControl() || CharCreatedBy == MISSION_CHAR)
|
|
return;
|
|
|
|
if (m_leader == pedWithGun)
|
|
return;
|
|
|
|
if (m_nWaitState == WAITSTATE_PLAYANIM_HANDSUP || m_nWaitState == WAITSTATE_PLAYANIM_HANDSCOWER ||
|
|
(GetPosition() - pedWithGun->GetPosition()).MagnitudeSqr2D() > 225.0f)
|
|
return;
|
|
|
|
if (m_leader) {
|
|
if (FindPlayerPed() == m_leader)
|
|
return;
|
|
|
|
ClearLeader();
|
|
}
|
|
if (m_pedStats->m_flags & STAT_GUN_PANIC
|
|
&& (m_nPedState != PED_ATTACK || GetWeapon()->IsTypeMelee())
|
|
&& m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_AIM_GUN) {
|
|
|
|
waitTime = CGeneral::GetRandomNumberInRange(3000, 6000);
|
|
SetWaitState(WAITSTATE_PLAYANIM_HANDSCOWER, &waitTime);
|
|
Say(SOUND_PED_HANDS_COWER);
|
|
m_pLookTarget = pedWithGun;
|
|
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
|
|
SetMoveState(PEDMOVE_NONE);
|
|
|
|
} else if (m_nPedType != pedWithGun->m_nPedType) {
|
|
if (IsGangMember() || m_nPedType == PEDTYPE_EMERGENCY || m_nPedType == PEDTYPE_FIREMAN) {
|
|
RegisterThreatWithGangPeds(pedWithGun);
|
|
}
|
|
|
|
if (m_nPedType == PEDTYPE_COP) {
|
|
if (pedWithGun->IsPlayer()) {
|
|
((CPlayerPed*)pedWithGun)->m_pWanted->SetWantedLevelNoDrop(2);
|
|
}
|
|
if (bCrouchWhenShooting || bKindaStayInSamePlace) {
|
|
SetDuck(CGeneral::GetRandomNumberInRange(1000, 3000));
|
|
}
|
|
|
|
} else if (m_nPedType != PEDTYPE_COP
|
|
&& (m_nPedState != PED_ATTACK || GetWeapon()->IsTypeMelee())
|
|
&& (m_nPedState != PED_FLEE_ENTITY || pedWithGun->IsPlayer() && m_fleeFrom != pedWithGun)
|
|
&& m_nPedState != PED_AIM_GUN && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT) {
|
|
|
|
waitTime = CGeneral::GetRandomNumberInRange(3000, 6000);
|
|
SetWaitState(WAITSTATE_PLAYANIM_HANDSUP, &waitTime);
|
|
Say(SOUND_PED_HANDS_UP);
|
|
m_pLookTarget = pedWithGun;
|
|
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
|
|
SetMoveState(PEDMOVE_NONE);
|
|
if (m_nPedState == PED_FLEE_ENTITY) {
|
|
m_fleeFrom = pedWithGun;
|
|
m_fleeFrom->RegisterReference((CEntity **) &m_fleeFrom);
|
|
}
|
|
|
|
if (FindPlayerPed() == pedWithGun && bRichFromMugging) {
|
|
int money = CGeneral::GetRandomNumberInRange(100, 300);
|
|
int pickupCount = money / 40 + 1;
|
|
int moneyPerPickup = money / pickupCount;
|
|
|
|
for (int i = 0; i < pickupCount; i++) {
|
|
// (CGeneral::GetRandomNumber() % 256) * PI / 128 gives a float up to something TWOPI-ish.
|
|
float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().x;
|
|
float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().y;
|
|
bool found = false;
|
|
float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f;
|
|
if (found) {
|
|
CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7));
|
|
}
|
|
}
|
|
bRichFromMugging = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::PedSetOutCarCB(CAnimBlendAssociation *animAssoc, void *arg)
|
|
{
|
|
CPed *ped = (CPed*)arg;
|
|
|
|
CVehicle *veh = ped->m_pMyVehicle;
|
|
|
|
bool startedToRun = false;
|
|
ped->bUsesCollision = true;
|
|
ped->m_actionX = 0.0f;
|
|
ped->m_actionY = 0.0f;
|
|
ped->bVehExitWillBeInstant = false;
|
|
if (veh && veh->IsBoat())
|
|
ped->ApplyMoveSpeed();
|
|
|
|
if (ped->m_objective == OBJECTIVE_LEAVE_VEHICLE)
|
|
ped->RestorePreviousObjective();
|
|
#ifdef VC_PED_PORTS
|
|
else if (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) {
|
|
ped->m_fHealth = 0.0f;
|
|
ped->SetDie(ANIM_FLOOR_HIT, 4.0f, 0.5f);
|
|
}
|
|
#endif
|
|
|
|
ped->bInVehicle = false;
|
|
if (veh && veh->IsCar() && !veh->IsRoomForPedToLeaveCar(ped->m_vehEnterType, nil)) {
|
|
ped->PositionPedOutOfCollision();
|
|
}
|
|
|
|
if (ped->m_nPedState == PED_EXIT_CAR) {
|
|
if (ped->m_nPedType == PEDTYPE_COP)
|
|
ped->SetIdle();
|
|
else
|
|
ped->RestorePreviousState();
|
|
|
|
veh = ped->m_pMyVehicle;
|
|
if (ped->bFleeAfterExitingCar && veh) {
|
|
ped->bFleeAfterExitingCar = false;
|
|
ped->SetFlee(veh->GetPosition(), 12000);
|
|
ped->bUsePedNodeSeek = true;
|
|
ped->m_pNextPathNode = nil;
|
|
if (CGeneral::GetRandomNumber() & 1 || ped->m_pedStats->m_fear > 70) {
|
|
ped->SetMoveState(PEDMOVE_SPRINT);
|
|
ped->Say(SOUND_PED_FLEE_SPRINT);
|
|
} else {
|
|
ped->SetMoveState(PEDMOVE_RUN);
|
|
ped->Say(SOUND_PED_FLEE_RUN);
|
|
}
|
|
startedToRun = true;
|
|
|
|
// This is not a good way to do this...
|
|
ped->m_nLastPedState = PED_WANDER_PATH;
|
|
|
|
} else if (ped->bWanderPathAfterExitingCar) {
|
|
ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
|
|
ped->bWanderPathAfterExitingCar = false;
|
|
if (ped->m_nPedType == PEDTYPE_PROSTITUTE)
|
|
ped->SetObjectiveTimer(30000);
|
|
ped->m_nLastPedState = PED_NONE;
|
|
|
|
} else if (ped->bGonnaKillTheCarJacker) {
|
|
|
|
// Kill objective is already given at this point.
|
|
ped->bGonnaKillTheCarJacker = false;
|
|
if (ped->m_pedInObjective) {
|
|
if (!(CGeneral::GetRandomNumber() & 1)
|
|
&& ped->m_nPedType != PEDTYPE_COP
|
|
&& (!ped->m_pedInObjective->IsPlayer() || !CTheScripts::IsPlayerOnAMission())) {
|
|
ped->ClearObjective();
|
|
ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh);
|
|
}
|
|
ped->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 1500;
|
|
}
|
|
int waitTime = 1500;
|
|
ped->SetWaitState(WAITSTATE_PLAYANIM_COWER, &waitTime);
|
|
ped->SetMoveState(PEDMOVE_RUN);
|
|
startedToRun = true;
|
|
} else if (ped->m_objective == OBJECTIVE_NONE && ped->CharCreatedBy != MISSION_CHAR && ped->m_nPedState == PED_IDLE && !ped->IsPlayer()) {
|
|
ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
|
|
}
|
|
}
|
|
#ifdef VC_PED_PORTS
|
|
else {
|
|
ped->m_nPedState = PED_IDLE;
|
|
}
|
|
#endif
|
|
|
|
if (animAssoc)
|
|
animAssoc->blendDelta = -1000.0f;
|
|
|
|
ped->RestartNonPartialAnims();
|
|
ped->m_pVehicleAnim = nil;
|
|
CVector posFromZ = ped->GetPosition();
|
|
CPedPlacement::FindZCoorForPed(&posFromZ);
|
|
ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
|
|
ped->SetPosition(posFromZ);
|
|
veh = ped->m_pMyVehicle;
|
|
if (veh) {
|
|
if (ped->m_nPedType == PEDTYPE_PROSTITUTE) {
|
|
if (veh->pDriver) {
|
|
if (veh->pDriver->IsPlayer() && ped->CharCreatedBy == RANDOM_CHAR) {
|
|
CWorld::Players[CWorld::PlayerInFocus].m_nNextSexMoneyUpdateTime = 0;
|
|
CWorld::Players[CWorld::PlayerInFocus].m_nNextSexFrequencyUpdateTime = 0;
|
|
CWorld::Players[CWorld::PlayerInFocus].m_pHooker = nil;
|
|
CWorld::Players[CWorld::PlayerInFocus].m_nMoney -= 100;
|
|
if (CWorld::Players[CWorld::PlayerInFocus].m_nMoney < 0)
|
|
CWorld::Players[CWorld::PlayerInFocus].m_nMoney = 0;
|
|
}
|
|
}
|
|
}
|
|
veh->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType);
|
|
if (veh->pDriver == ped) {
|
|
veh->RemoveDriver();
|
|
veh->SetStatus(STATUS_ABANDONED);
|
|
if (veh->m_nDoorLock == CARLOCK_LOCKED_INITIALLY)
|
|
veh->m_nDoorLock = CARLOCK_UNLOCKED;
|
|
if (ped->m_nPedType == PEDTYPE_COP && veh->IsLawEnforcementVehicle())
|
|
veh->ChangeLawEnforcerState(false);
|
|
} else {
|
|
veh->RemovePassenger(ped);
|
|
}
|
|
|
|
if (veh->bIsBus && !veh->IsUpsideDown() && !veh->IsOnItsSide()) {
|
|
float angleAfterExit;
|
|
if (ped->m_vehEnterType == CAR_DOOR_LF) {
|
|
angleAfterExit = HALFPI + veh->GetForward().Heading();
|
|
} else {
|
|
angleAfterExit = veh->GetForward().Heading() - HALFPI;
|
|
}
|
|
ped->SetHeading(angleAfterExit);
|
|
ped->m_fRotationDest = angleAfterExit;
|
|
ped->m_fRotationCur = angleAfterExit;
|
|
if (!ped->bBusJacked)
|
|
ped->SetMoveState(PEDMOVE_WALK);
|
|
}
|
|
if (CGarages::IsPointWithinAnyGarage(ped->GetPosition()))
|
|
veh->bLightsOn = false;
|
|
}
|
|
|
|
if (ped->IsPlayer())
|
|
AudioManager.PlayerJustLeftCar();
|
|
|
|
ped->ReplaceWeaponWhenExitingVehicle();
|
|
|
|
ped->bOnBoat = false;
|
|
if (ped->bBusJacked) {
|
|
ped->SetFall(1500, ANIM_KO_SKID_BACK, false);
|
|
ped->bBusJacked = false;
|
|
}
|
|
ped->m_nStoredMoveState = PEDMOVE_NONE;
|
|
if (!ped->IsPlayer()) {
|
|
// It's a shame...
|
|
#ifdef FIX_BUGS
|
|
int createdBy = ped->CharCreatedBy;
|
|
#else
|
|
int createdBy = !ped->CharCreatedBy;
|
|
#endif
|
|
|
|
if (createdBy == MISSION_CHAR && !startedToRun)
|
|
ped->SetMoveState(PEDMOVE_WALK);
|
|
}
|
|
}
|
|
|
|
// It was inlined in III but not in VC.
|
|
inline void
|
|
CPed::ReplaceWeaponWhenExitingVehicle(void)
|
|
{
|
|
eWeaponType weaponType = GetWeapon()->m_eWeaponType;
|
|
|
|
// If it's Uzi, we may have stored weapon. Uzi is the only gun we can use in car.
|
|
if (IsPlayer() && weaponType == WEAPONTYPE_UZI) {
|
|
if (m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) {
|
|
SetCurrentWeapon(m_storedWeapon);
|
|
m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
|
|
}
|
|
} else {
|
|
AddWeaponModel(CWeaponInfo::GetWeaponInfo(weaponType)->m_nModelId);
|
|
}
|
|
}
|
|
|
|
// Same, it's inlined in III.
|
|
inline void
|
|
CPed::RemoveWeaponWhenEnteringVehicle(void)
|
|
{
|
|
if (IsPlayer() && HasWeapon(WEAPONTYPE_UZI) && GetWeapon(WEAPONTYPE_UZI).m_nAmmoTotal > 0) {
|
|
if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED)
|
|
m_storedWeapon = GetWeapon()->m_eWeaponType;
|
|
SetCurrentWeapon(WEAPONTYPE_UZI);
|
|
} else {
|
|
CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
|
RemoveWeaponModel(ourWeapon->m_nModelId);
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::PedSetOutTrainCB(CAnimBlendAssociation *animAssoc, void *arg)
|
|
{
|
|
CPed *ped = (CPed*)arg;
|
|
|
|
CVehicle *veh = ped->m_pMyVehicle;
|
|
|
|
if (ped->m_pVehicleAnim)
|
|
ped->m_pVehicleAnim->blendDelta = -1000.0f;
|
|
|
|
ped->bUsesCollision = true;
|
|
ped->m_pVehicleAnim = nil;
|
|
ped->bInVehicle = false;
|
|
ped->m_nPedState = PED_IDLE;
|
|
ped->RestorePreviousObjective();
|
|
ped->SetMoveState(PEDMOVE_STILL);
|
|
|
|
CMatrix pedMat(ped->GetMatrix());
|
|
ped->m_fRotationCur = HALFPI + veh->GetForward().Heading();
|
|
ped->m_fRotationDest = ped->m_fRotationCur;
|
|
CVector posAfterExit = Multiply3x3(pedMat, vecPedTrainDoorAnimOffset);
|
|
posAfterExit += ped->GetPosition();
|
|
CPedPlacement::FindZCoorForPed(&posAfterExit);
|
|
ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
|
|
ped->SetPosition(posAfterExit);
|
|
ped->SetHeading(ped->m_fRotationCur);
|
|
veh->RemovePassenger(ped);
|
|
}
|
|
|
|
bool
|
|
CPed::PlacePedOnDryLand(void)
|
|
{
|
|
float waterLevel = 0.0f;
|
|
CEntity *foundEnt = nil;
|
|
CColPoint foundCol;
|
|
float foundColZ;
|
|
|
|
CWaterLevel::GetWaterLevelNoWaves(GetPosition().x, GetPosition().y, GetPosition().z, &waterLevel);
|
|
|
|
CVector potentialGround = GetPosition();
|
|
potentialGround.z = waterLevel;
|
|
|
|
if (!CWorld::TestSphereAgainstWorld(potentialGround, 5.0f, nil, true, false, false, false, false, false))
|
|
return false;
|
|
|
|
CVector potentialGroundDist = gaTempSphereColPoints[0].point - GetPosition();
|
|
potentialGroundDist.z = 0.0f;
|
|
potentialGroundDist.Normalise();
|
|
|
|
CVector posToCheck = 0.5f * potentialGroundDist + gaTempSphereColPoints[0].point;
|
|
posToCheck.z = 3.0f + waterLevel;
|
|
|
|
if (CWorld::ProcessVerticalLine(posToCheck, waterLevel - 1.0f, foundCol, foundEnt, true, true, false, true, false, false, nil)) {
|
|
foundColZ = foundCol.point.z;
|
|
if (foundColZ >= waterLevel) {
|
|
posToCheck.z = 0.8f + foundColZ;
|
|
SetPosition(posToCheck);
|
|
bIsStanding = true;
|
|
bWasStanding = true;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
posToCheck = 5.0f * potentialGroundDist + GetPosition();
|
|
posToCheck.z = 3.0f + waterLevel;
|
|
|
|
if (!CWorld::ProcessVerticalLine(posToCheck, waterLevel - 1.0f, foundCol, foundEnt, true, true, false, true, false, false, nil))
|
|
return false;
|
|
|
|
foundColZ = foundCol.point.z;
|
|
if (foundColZ < waterLevel)
|
|
return false;
|
|
|
|
posToCheck.z = 0.8f + foundColZ;
|
|
SetPosition(posToCheck);
|
|
bIsStanding = true;
|
|
bWasStanding = true;
|
|
return true;
|
|
}
|
|
|
|
void
|
|
CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *animAssoc, void *arg)
|
|
{
|
|
CPed *ped = (CPed*)arg;
|
|
|
|
CVehicle *veh = ped->m_pMyVehicle;
|
|
|
|
CVector finalPos;
|
|
CVector draggedOutOffset;
|
|
CVector finalLocalPos;
|
|
|
|
CMatrix pedMat(ped->GetMatrix());
|
|
ped->bUsesCollision = true;
|
|
ped->RestartNonPartialAnims();
|
|
draggedOutOffset = vecPedQuickDraggedOutCarAnimOffset;
|
|
if (ped->m_vehEnterType == CAR_DOOR_RF || ped->m_vehEnterType == CAR_DOOR_RR)
|
|
draggedOutOffset.x = -draggedOutOffset.x;
|
|
|
|
finalLocalPos = Multiply3x3(pedMat, draggedOutOffset);
|
|
finalPos = finalLocalPos + ped->GetPosition();
|
|
CPedPlacement::FindZCoorForPed(&finalPos);
|
|
ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
|
|
ped->SetPosition(finalPos);
|
|
|
|
if (veh) {
|
|
ped->m_fRotationDest = veh->GetForward().Heading() - HALFPI;
|
|
ped->m_fRotationCur = ped->m_fRotationDest;
|
|
ped->CalculateNewOrientation();
|
|
|
|
if (!veh->IsRoomForPedToLeaveCar(ped->m_vehEnterType, &vecPedQuickDraggedOutCarAnimOffset))
|
|
ped->PositionPedOutOfCollision();
|
|
}
|
|
|
|
if (!ped->CanSetPedState())
|
|
return;
|
|
|
|
ped->SetIdle();
|
|
if (veh) {
|
|
if (ped->bFleeAfterExitingCar) {
|
|
ped->bFleeAfterExitingCar = false;
|
|
ped->SetFlee(veh->GetPosition(), 14000);
|
|
|
|
} else if (ped->bWanderPathAfterExitingCar) {
|
|
ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
|
|
ped->bWanderPathAfterExitingCar = false;
|
|
|
|
} else if (ped->bGonnaKillTheCarJacker) {
|
|
ped->bGonnaKillTheCarJacker = false;
|
|
if (ped->m_pedInObjective && CGeneral::GetRandomNumber() & 1) {
|
|
if (ped->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT)
|
|
ped->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, ped->m_pedInObjective);
|
|
|
|
} else {
|
|
CPed *driver = veh->pDriver;
|
|
if (!driver || driver == ped || driver->IsPlayer() && CTheScripts::IsPlayerOnAMission()) {
|
|
ped->SetFlee(veh->GetPosition(), 14000);
|
|
} else {
|
|
ped->ClearObjective();
|
|
ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh);
|
|
}
|
|
ped->bUsePedNodeSeek = true;
|
|
ped->m_pNextPathNode = nil;
|
|
ped->Say(SOUND_PED_FLEE_RUN);
|
|
}
|
|
} else {
|
|
if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear
|
|
&& ped->CharCreatedBy != MISSION_CHAR && veh->VehicleCreatedBy != MISSION_VEHICLE
|
|
&& veh->pDriver && veh->pDriver->IsPlayer()
|
|
&& !CTheScripts::IsPlayerOnAMission()) {
|
|
|
|
#ifndef VC_PED_PORTS
|
|
if (CGeneral::GetRandomNumber() < MYRAND_MAX / 2) {
|
|
ped->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, veh->pDriver);
|
|
} else
|
|
#endif
|
|
ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh);
|
|
|
|
} else {
|
|
#ifdef VC_PED_PORTS
|
|
if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear && ped->CharCreatedBy != MISSION_CHAR
|
|
&& ped->m_pMyVehicle->VehicleCreatedBy != MISSION_VEHICLE && !veh->pDriver
|
|
&& FindPlayerPed()->m_carInObjective == ped->m_pMyVehicle && !CTheScripts::IsPlayerOnAMission())
|
|
ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh);
|
|
else
|
|
#endif
|
|
{
|
|
ped->SetFindPathAndFlee(veh->GetPosition(), 10000);
|
|
if (CGeneral::GetRandomNumber() & 1 || ped->m_pedStats->m_fear > 70) {
|
|
ped->SetMoveState(PEDMOVE_SPRINT);
|
|
ped->Say(SOUND_PED_FLEE_SPRINT);
|
|
} else {
|
|
ped->Say(SOUND_PED_FLEE_RUN);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (ped->m_nLastPedState == PED_IDLE)
|
|
ped->m_nLastPedState = PED_WANDER_PATH;
|
|
}
|
|
|
|
bool
|
|
CPed::PositionPedOutOfCollision(void)
|
|
{
|
|
CVehicle *veh;
|
|
CVector posNearVeh;
|
|
CVector posSomewhereClose;
|
|
bool putNearVeh = false;
|
|
bool putSomewhereClose = false;
|
|
int smallestDistNearVeh = 999;
|
|
int smallestDistSomewhereClose = 999;
|
|
|
|
if (!m_pMyVehicle)
|
|
return false;
|
|
|
|
CVector vehPos = m_pMyVehicle->GetPosition();
|
|
CVector potentialPos;
|
|
potentialPos.y = GetPosition().y - 3.5f;
|
|
potentialPos.z = GetPosition().z;
|
|
|
|
for (int yTry = 0; yTry < 15; yTry++) {
|
|
potentialPos.x = GetPosition().x - 3.5f;
|
|
|
|
for (int xTry = 0; xTry < 15; xTry++) {
|
|
CPedPlacement::FindZCoorForPed(&potentialPos);
|
|
CVector distVec = potentialPos - vehPos;
|
|
float dist = distVec.Magnitude();
|
|
|
|
// Makes close distances bigger for some reason.
|
|
float mult = (0.6f + dist) / dist;
|
|
CVector adjustedPotentialPos = distVec * mult + vehPos;
|
|
if (CWorld::GetIsLineOfSightClear(vehPos, adjustedPotentialPos, true, false, false, true, false, false, false)
|
|
&& !CWorld::TestSphereAgainstWorld(potentialPos, 0.6f, this, true, false, false, true, false, false)) {
|
|
|
|
float potentialChangeSqr = (potentialPos - GetPosition()).MagnitudeSqr();
|
|
veh = (CVehicle*)CWorld::TestSphereAgainstWorld(potentialPos, 0.6f, this, false, true, false, false, false, false);
|
|
if (veh) {
|
|
if (potentialChangeSqr < smallestDistNearVeh) {
|
|
posNearVeh = potentialPos;
|
|
putNearVeh = true;
|
|
smallestDistNearVeh = potentialChangeSqr;
|
|
}
|
|
} else if (potentialChangeSqr < smallestDistSomewhereClose) {
|
|
smallestDistSomewhereClose = potentialChangeSqr;
|
|
posSomewhereClose = potentialPos;
|
|
putSomewhereClose = true;
|
|
}
|
|
}
|
|
potentialPos.x += 0.5f;
|
|
}
|
|
potentialPos.y += 0.5f;
|
|
}
|
|
|
|
if (!putSomewhereClose && !putNearVeh)
|
|
return false;
|
|
|
|
// We refrain from using posNearVeh, probably because of it may be top of the vehicle.
|
|
if (putSomewhereClose) {
|
|
SetPosition(posSomewhereClose);
|
|
} else {
|
|
CVector vehSize = veh->GetModelInfo()->GetColModel()->boundingBox.max;
|
|
posNearVeh.z += vehSize.z;
|
|
SetPosition(posNearVeh);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
CPed::PossiblyFindBetterPosToSeekCar(CVector *pos, CVehicle *veh)
|
|
{
|
|
bool foundIt = false;
|
|
|
|
CVector helperPos = GetPosition();
|
|
helperPos.z = pos->z - 0.5f;
|
|
|
|
CVector foundPos = *pos;
|
|
foundPos.z -= 0.5f;
|
|
|
|
// If there is another car between target car and us.
|
|
if (CWorld::TestSphereAgainstWorld((foundPos + helperPos) / 2.0f, 0.25f, veh, false, true, false, false, false, false)) {
|
|
|
|
CColModel *vehCol = veh->GetModelInfo()->GetColModel();
|
|
CVector *colMin = &vehCol->boundingBox.min;
|
|
CVector *colMax = &vehCol->boundingBox.max;
|
|
|
|
CVector leftRearPos = CVector(colMin->x - 0.5f, colMin->y - 0.5f, 0.0f);
|
|
CVector rightRearPos = CVector(0.5f + colMax->x, colMin->y - 0.5f, 0.0f);
|
|
CVector leftFrontPos = CVector(colMin->x - 0.5f, 0.5f + colMax->y, 0.0f);
|
|
CVector rightFrontPos = CVector(0.5f + colMax->x, 0.5f + colMax->y, 0.0f);
|
|
|
|
leftRearPos = veh->GetMatrix() * leftRearPos;
|
|
rightRearPos = veh->GetMatrix() * rightRearPos;
|
|
leftFrontPos = veh->GetMatrix() * leftFrontPos;
|
|
rightFrontPos = veh->GetMatrix() * rightFrontPos;
|
|
|
|
// Makes helperPos veh-ped distance vector.
|
|
helperPos -= veh->GetPosition();
|
|
|
|
// ?!? I think it's absurd to use this unless another function like SeekCar finds next pos. with it and we're trying to simulate it's behaviour.
|
|
// On every run it returns another pos. for ped, with same distance to the veh.
|
|
// Sequence of positions are not guaranteed, it depends on global pos. (So sometimes it returns positions to make ped draw circle, sometimes don't)
|
|
helperPos = veh->GetMatrix() * helperPos;
|
|
|
|
float vehForwardHeading = veh->GetForward().Heading();
|
|
|
|
// I'm absolutely not sure about these namings.
|
|
// NTVF = needed turn if we're looking to vehicle front and wanna look to...
|
|
|
|
float potentialLrHeading = Atan2(leftRearPos.x - helperPos.x, leftRearPos.y - helperPos.y);
|
|
float NTVF_LR = CGeneral::LimitRadianAngle(potentialLrHeading - vehForwardHeading);
|
|
|
|
float potentialRrHeading = Atan2(rightRearPos.x - helperPos.x, rightRearPos.y - helperPos.y);
|
|
float NTVF_RR = CGeneral::LimitRadianAngle(potentialRrHeading - vehForwardHeading);
|
|
|
|
float potentialLfHeading = Atan2(leftFrontPos.x - helperPos.x, leftFrontPos.y - helperPos.y);
|
|
float NTVF_LF = CGeneral::LimitRadianAngle(potentialLfHeading - vehForwardHeading);
|
|
|
|
float potentialRfHeading = Atan2(rightFrontPos.x - helperPos.x, rightFrontPos.y - helperPos.y);
|
|
float NTVF_RF = CGeneral::LimitRadianAngle(potentialRfHeading - vehForwardHeading);
|
|
|
|
bool canHeadToLr = NTVF_LR <= -PI || NTVF_LR >= -HALFPI;
|
|
|
|
bool canHeadToRr = NTVF_RR <= HALFPI || NTVF_RR >= PI;
|
|
|
|
bool canHeadToLf = NTVF_LF >= 0.0f || NTVF_LF <= -HALFPI;
|
|
|
|
bool canHeadToRf = NTVF_RF <= 0.0f || NTVF_RF >= HALFPI;
|
|
|
|
// Only order of conditions are different among enterTypes.
|
|
if (m_vehEnterType == CAR_DOOR_RR) {
|
|
if (canHeadToRr) {
|
|
foundPos = rightRearPos;
|
|
foundIt = true;
|
|
} else if (canHeadToRf) {
|
|
foundPos = rightFrontPos;
|
|
foundIt = true;
|
|
} else if (canHeadToLr) {
|
|
foundPos = leftRearPos;
|
|
foundIt = true;
|
|
} else if (canHeadToLf) {
|
|
foundPos = leftFrontPos;
|
|
foundIt = true;
|
|
}
|
|
} else if(m_vehEnterType == CAR_DOOR_RF) {
|
|
if (canHeadToRf) {
|
|
foundPos = rightFrontPos;
|
|
foundIt = true;
|
|
} else if (canHeadToRr) {
|
|
foundPos = rightRearPos;
|
|
foundIt = true;
|
|
} else if (canHeadToLf) {
|
|
foundPos = leftFrontPos;
|
|
foundIt = true;
|
|
} else if (canHeadToLr) {
|
|
foundPos = leftRearPos;
|
|
foundIt = true;
|
|
}
|
|
} else if (m_vehEnterType == CAR_DOOR_LF) {
|
|
if (canHeadToLf) {
|
|
foundPos = leftFrontPos;
|
|
foundIt = true;
|
|
} else if (canHeadToLr) {
|
|
foundPos = leftRearPos;
|
|
foundIt = true;
|
|
} else if (canHeadToRf) {
|
|
foundPos = rightFrontPos;
|
|
foundIt = true;
|
|
} else if (canHeadToRr) {
|
|
foundPos = rightRearPos;
|
|
foundIt = true;
|
|
}
|
|
} else if (m_vehEnterType == CAR_DOOR_LR) {
|
|
if (canHeadToLr) {
|
|
foundPos = leftRearPos;
|
|
foundIt = true;
|
|
} else if (canHeadToLf) {
|
|
foundPos = leftFrontPos;
|
|
foundIt = true;
|
|
} else if (canHeadToRr) {
|
|
foundPos = rightRearPos;
|
|
foundIt = true;
|
|
} else if (canHeadToRf) {
|
|
foundPos = rightFrontPos;
|
|
foundIt = true;
|
|
}
|
|
}
|
|
}
|
|
if (!foundIt)
|
|
return false;
|
|
|
|
helperPos = GetPosition() - foundPos;
|
|
helperPos.z = 0.0f;
|
|
if (helperPos.MagnitudeSqr() <= sq(0.5f))
|
|
return false;
|
|
|
|
pos->x = foundPos.x;
|
|
pos->y = foundPos.y;
|
|
return true;
|
|
}
|
|
|
|
void
|
|
CPed::Render(void)
|
|
{
|
|
if (!bInVehicle || m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR ||
|
|
bRenderPedInCar && sq(25.0f * TheCamera.LODDistMultiplier) >= (TheCamera.GetPosition() - GetPosition()).MagnitudeSqr()) {
|
|
CEntity::Render();
|
|
|
|
#ifdef PED_SKIN
|
|
if(IsClumpSkinned(GetClump())){
|
|
renderLimb(PED_HEAD);
|
|
renderLimb(PED_HANDL);
|
|
renderLimb(PED_HANDR);
|
|
}
|
|
if(m_pWeaponModel && IsClumpSkinned(GetClump())){
|
|
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
|
|
int idx = RpHAnimIDGetIndex(hier, m_pFrames[PED_HANDR]->nodeID);
|
|
RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
|
|
RwFrame *frame = RpAtomicGetFrame(m_pWeaponModel);
|
|
*RwFrameGetMatrix(frame) = *mat;
|
|
RwFrameUpdateObjects(frame);
|
|
RpAtomicRender(m_pWeaponModel);
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
#ifdef PED_SKIN
|
|
static RpMaterial*
|
|
SetLimbAlphaCB(RpMaterial *material, void *data)
|
|
{
|
|
((RwRGBA*)RpMaterialGetColor(material))->alpha = *(uint8*)data;
|
|
return material;
|
|
}
|
|
|
|
void
|
|
CPed::renderLimb(int node)
|
|
{
|
|
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
|
|
int idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID);
|
|
RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
|
|
CPedModelInfo *mi = (CPedModelInfo *)CModelInfo::GetModelInfo(GetModelIndex());
|
|
RpAtomic *atomic;
|
|
switch(node){
|
|
case PED_HEAD:
|
|
atomic = mi->getHead();
|
|
break;
|
|
case PED_HANDL:
|
|
atomic = mi->getLeftHand();
|
|
break;
|
|
case PED_HANDR:
|
|
atomic = mi->getRightHand();
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
if(atomic == nil)
|
|
return;
|
|
|
|
RwFrame *frame = RpAtomicGetFrame(atomic);
|
|
*RwFrameGetMatrix(frame) = *mat;
|
|
RwFrameUpdateObjects(frame);
|
|
int alpha = CVisibilityPlugins::GetClumpAlpha(GetClump());
|
|
RpGeometryForAllMaterials(RpAtomicGetGeometry(atomic), SetLimbAlphaCB, &alpha);
|
|
RpAtomicRender(atomic);
|
|
}
|
|
#endif
|
|
|
|
void
|
|
CPed::ProcessObjective(void)
|
|
{
|
|
if (bClearObjective && (IsPedInControl() || m_nPedState == PED_DRIVING)) {
|
|
ClearObjective();
|
|
bClearObjective = false;
|
|
}
|
|
UpdateFromLeader();
|
|
|
|
CVector carOrOurPos;
|
|
CVector targetCarOrHisPos;
|
|
CVector distWithTarget;
|
|
|
|
if (m_objective != OBJECTIVE_NONE && (IsPedInControl() || m_nPedState == PED_DRIVING)) {
|
|
if (bInVehicle) {
|
|
if (!m_pMyVehicle) {
|
|
bInVehicle = false;
|
|
return;
|
|
}
|
|
carOrOurPos = m_pMyVehicle->GetPosition();
|
|
} else {
|
|
carOrOurPos = GetPosition();
|
|
}
|
|
|
|
if (m_pedInObjective) {
|
|
if (m_pedInObjective->InVehicle() && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) {
|
|
targetCarOrHisPos = m_pedInObjective->m_pMyVehicle->GetPosition();
|
|
} else {
|
|
targetCarOrHisPos = m_pedInObjective->GetPosition();
|
|
}
|
|
distWithTarget = targetCarOrHisPos - carOrOurPos;
|
|
} else if (m_carInObjective) {
|
|
targetCarOrHisPos = m_carInObjective->GetPosition();
|
|
distWithTarget = targetCarOrHisPos - carOrOurPos;
|
|
}
|
|
|
|
switch (m_objective) {
|
|
case OBJECTIVE_NONE:
|
|
case OBJECTIVE_GUARD_AREA:
|
|
case OBJECTIVE_FOLLOW_CAR_IN_CAR:
|
|
case OBJECTIVE_FIRE_AT_OBJ_FROM_VEHICLE:
|
|
case OBJECTIVE_DESTROY_OBJ:
|
|
case OBJECTIVE_23:
|
|
case OBJECTIVE_24:
|
|
case OBJECTIVE_SET_LEADER:
|
|
break;
|
|
case OBJECTIVE_IDLE:
|
|
SetIdle();
|
|
m_objective = OBJECTIVE_NONE;
|
|
SetMoveState(PEDMOVE_STILL);
|
|
break;
|
|
case OBJECTIVE_FLEE_TILL_SAFE:
|
|
if (InVehicle()) {
|
|
SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
|
|
bFleeAfterExitingCar = true;
|
|
} else if (m_nPedState != PED_FLEE_POS) {
|
|
SetFlee(GetPosition(), 10000);
|
|
bUsePedNodeSeek = true;
|
|
m_pNextPathNode = nil;
|
|
}
|
|
break;
|
|
case OBJECTIVE_GUARD_SPOT:
|
|
{
|
|
distWithTarget = m_vecSeekPosEx - GetPosition();
|
|
if (m_pedInObjective) {
|
|
SetLookFlag(m_pedInObjective, true);
|
|
m_pLookTarget = m_pedInObjective;
|
|
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
|
|
TurnBody();
|
|
}
|
|
float distWithTargetSc = distWithTarget.Magnitude();
|
|
if (2.0f * m_distanceToCountSeekDoneEx >= distWithTargetSc) {
|
|
if (m_pedInObjective) {
|
|
if (distWithTargetSc <= m_distanceToCountSeekDoneEx)
|
|
SetIdle();
|
|
else
|
|
SetSeek(m_vecSeekPosEx, m_distanceToCountSeekDoneEx);
|
|
} else if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
|
|
int threatType = ScanForThreats();
|
|
SetLookTimer(CGeneral::GetRandomNumberInRange(500, 1500));
|
|
|
|
// Second condition is pointless and isn't there in Mobile.
|
|
if (threatType == PED_FLAG_GUN || (threatType == PED_FLAG_EXPLOSION && m_threatEntity) || m_threatEntity) {
|
|
if (m_threatEntity->IsPed())
|
|
SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, m_threatEntity);
|
|
}
|
|
}
|
|
} else {
|
|
SetSeek(m_vecSeekPosEx, m_distanceToCountSeekDoneEx);
|
|
}
|
|
break;
|
|
}
|
|
case OBJECTIVE_WAIT_IN_CAR:
|
|
m_nPedState = PED_DRIVING;
|
|
break;
|
|
case OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT:
|
|
m_nPedState = PED_DRIVING;
|
|
break;
|
|
case OBJECTIVE_KILL_CHAR_ANY_MEANS:
|
|
{
|
|
if (m_pedInObjective) {
|
|
if (m_pedInObjective->IsPlayer() && CharCreatedBy != MISSION_CHAR
|
|
&& m_nPedType != PEDTYPE_COP && FindPlayerPed()->m_pWanted->m_CurrentCops
|
|
&& !bKindaStayInSamePlace) {
|
|
|
|
SetObjective(OBJECTIVE_FLEE_TILL_SAFE);
|
|
break;
|
|
}
|
|
if (InVehicle()) {
|
|
if (distWithTarget.Magnitude() >= 20.0f
|
|
|| m_pMyVehicle->m_vecMoveSpeed.MagnitudeSqr() >= sq(0.02f)) {
|
|
if (m_pMyVehicle->pDriver == this
|
|
&& !m_pMyVehicle->m_nGettingInFlags) {
|
|
m_pMyVehicle->SetStatus(STATUS_PHYSICS);
|
|
m_pMyVehicle->AutoPilot.m_nPrevRouteNode = 0;
|
|
if (m_nPedType == PEDTYPE_COP) {
|
|
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (FindPlayerPed()->m_pWanted->m_nWantedLevel * 0.1f + 0.6f) * (GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity);
|
|
m_pMyVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
|
|
} else {
|
|
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity * 0.8f;
|
|
m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
|
|
}
|
|
m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
|
}
|
|
} else {
|
|
bool targetHasVeh = m_pedInObjective->bInVehicle;
|
|
if (!targetHasVeh
|
|
|| targetHasVeh && m_pedInObjective->m_pMyVehicle->CanPedExitCar()) {
|
|
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
|
|
m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
|
|
SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
if (distWithTarget.Magnitude() > 30.0f && !bKindaStayInSamePlace) {
|
|
if (m_pMyVehicle) {
|
|
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
|
|
SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
|
|
} else {
|
|
float closestVehDist = 60.0f;
|
|
int16 lastVehicle;
|
|
CEntity* vehicles[8];
|
|
CWorld::FindObjectsInRange(GetPosition(), 25.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
|
|
CVehicle *foundVeh = nil;
|
|
for(int i = 0; i < lastVehicle; i++) {
|
|
CVehicle *nearVeh = (CVehicle*)vehicles[i];
|
|
/*
|
|
Not used.
|
|
CVector vehSpeed = nearVeh->GetSpeed();
|
|
CVector ourSpeed = GetSpeed();
|
|
*/
|
|
CVector vehDistVec = nearVeh->GetPosition() - GetPosition();
|
|
if (vehDistVec.Magnitude() < closestVehDist && m_pedInObjective->m_pMyVehicle != nearVeh
|
|
&& nearVeh->CanPedOpenLocks(this)) {
|
|
|
|
foundVeh = nearVeh;
|
|
closestVehDist = vehDistVec.Magnitude();
|
|
}
|
|
}
|
|
m_pMyVehicle = foundVeh;
|
|
if (m_pMyVehicle) {
|
|
m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
|
|
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
|
|
SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
|
|
} else if (!GetIsOnScreen()) {
|
|
CVector ourPos = GetPosition();
|
|
int closestNode = ThePaths.FindNodeClosestToCoors(ourPos, PATH_CAR, 20.0f);
|
|
if (closestNode >= 0) {
|
|
int16 colliding;
|
|
CWorld::FindObjectsKindaColliding(
|
|
ThePaths.m_pathNodes[closestNode].GetPosition(), 10.0f, true, &colliding, 2, nil, false, true, true, false, false);
|
|
if (!colliding) {
|
|
CZoneInfo zoneInfo;
|
|
int chosenCarClass;
|
|
CTheZones::GetZoneInfoForTimeOfDay(&ourPos, &zoneInfo);
|
|
int chosenModel = CCarCtrl::ChooseModel(&zoneInfo, &ourPos, &chosenCarClass);
|
|
CAutomobile *newVeh = new CAutomobile(chosenModel, RANDOM_VEHICLE);
|
|
if (newVeh) {
|
|
newVeh->GetMatrix().GetPosition() = ThePaths.m_pathNodes[closestNode].GetPosition();
|
|
newVeh->GetMatrix().GetPosition().z += 4.0f;
|
|
newVeh->SetHeading(DEGTORAD(200.0f));
|
|
newVeh->SetStatus(STATUS_ABANDONED);
|
|
newVeh->m_nDoorLock = CARLOCK_UNLOCKED;
|
|
CWorld::Add(newVeh);
|
|
m_pMyVehicle = newVeh;
|
|
if (m_pMyVehicle) {
|
|
m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
|
|
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
|
|
SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
} else {
|
|
ClearLookFlag();
|
|
bObjectiveCompleted = true;
|
|
}
|
|
}
|
|
case OBJECTIVE_KILL_CHAR_ON_FOOT:
|
|
{
|
|
bool killPlayerInNoPoliceZone = false;
|
|
if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT && InVehicle()) {
|
|
SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
|
|
break;
|
|
}
|
|
|
|
if (!m_pedInObjective || m_pedInObjective->DyingOrDead()) {
|
|
ClearLookFlag();
|
|
bObjectiveCompleted = true;
|
|
SetMoveAnim();
|
|
break;
|
|
}
|
|
if (m_pedInObjective->IsPlayer() && CCullZones::NoPolice())
|
|
killPlayerInNoPoliceZone = true;
|
|
|
|
if (!bNotAllowedToDuck || killPlayerInNoPoliceZone) {
|
|
if (m_nPedType == PEDTYPE_COP && !m_pedInObjective->GetWeapon()->IsTypeMelee() && !GetWeapon()->IsTypeMelee())
|
|
bNotAllowedToDuck = true;
|
|
} else {
|
|
if (!m_pedInObjective->bInVehicle) {
|
|
if (m_pedInObjective->GetWeapon()->IsTypeMelee() || GetWeapon()->IsTypeMelee()) {
|
|
bNotAllowedToDuck = false;
|
|
bCrouchWhenShooting = false;
|
|
} else if (DuckAndCover()) {
|
|
break;
|
|
}
|
|
} else {
|
|
bNotAllowedToDuck = false;
|
|
bCrouchWhenShooting = false;
|
|
}
|
|
}
|
|
if (m_leaveCarTimer > CTimer::GetTimeInMilliseconds() && !bKindaStayInSamePlace) {
|
|
SetMoveState(PEDMOVE_STILL);
|
|
break;
|
|
}
|
|
if (m_pedInObjective->IsPlayer()) {
|
|
CPlayerPed *player = FindPlayerPed();
|
|
if (m_nPedType == PEDTYPE_COP && player->m_pWanted->m_bIgnoredByCops
|
|
|| player->m_pWanted->m_bIgnoredByEveryone
|
|
|| m_pedInObjective->bIsInWater
|
|
|| m_pedInObjective->m_nPedState == PED_ARRESTED) {
|
|
|
|
if (m_nPedState != PED_ARREST_PLAYER)
|
|
SetIdle();
|
|
|
|
break;
|
|
}
|
|
}
|
|
CWeaponInfo *wepInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
|
float wepRange = wepInfo->m_fRange;
|
|
float wepRangeAdjusted;
|
|
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
|
|
wepRangeAdjusted = wepRange / 3.0f;
|
|
} else {
|
|
if (m_nPedState == PED_FIGHT) {
|
|
if (!IsPlayer() && !(m_pedStats->m_flags & STAT_CAN_KICK))
|
|
wepRange = 2.0f;
|
|
} else {
|
|
wepRange = 1.3f;
|
|
}
|
|
wepRangeAdjusted = wepRange;
|
|
}
|
|
if (m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds() && wepRangeAdjusted < 2.5f) {
|
|
wepRangeAdjusted = 2.5f;
|
|
}
|
|
if (m_pedInObjective->IsPlayer() && m_nPedType != PEDTYPE_COP
|
|
&& CharCreatedBy != MISSION_CHAR && FindPlayerPed()->m_pWanted->m_CurrentCops) {
|
|
SetObjective(OBJECTIVE_FLEE_TILL_SAFE);
|
|
break;
|
|
}
|
|
if (m_pedInObjective->m_fHealth <= 0.0f) {
|
|
bObjectiveCompleted = true;
|
|
bScriptObjectiveCompleted = true;
|
|
SetMoveAnim();
|
|
break;
|
|
}
|
|
float distWithTargetSc = distWithTarget.Magnitude();
|
|
if (m_pedInObjective->bInVehicle && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) {
|
|
CVehicle *vehOfTarget = m_pedInObjective->m_pMyVehicle;
|
|
if (vehOfTarget->bIsInWater || vehOfTarget->GetStatus() == STATUS_PLAYER_DISABLED
|
|
|| m_pedInObjective->IsPlayer() && CPad::GetPad(0)->ArePlayerControlsDisabled()) {
|
|
SetIdle();
|
|
return;
|
|
}
|
|
SetLookFlag(vehOfTarget, false);
|
|
if (m_nPedState != PED_CARJACK) {
|
|
if (m_pedInObjective->m_nPedState != PED_ARRESTED) {
|
|
if (m_attackTimer < CTimer::GetTimeInMilliseconds() && wepInfo->m_eWeaponFire != WEAPON_FIRE_MELEE
|
|
&& distWithTargetSc < wepRange && distWithTargetSc > 3.0f) {
|
|
|
|
// I hope so
|
|
CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f);
|
|
CVector maxShotPos = vehOfTarget->GetPosition() - ourHead;
|
|
maxShotPos.Normalise();
|
|
maxShotPos = maxShotPos * wepInfo->m_fRange + ourHead;
|
|
|
|
CWorld::bIncludeDeadPeds = true;
|
|
CColPoint foundCol;
|
|
CEntity *foundEnt;
|
|
CWorld::ProcessLineOfSight(ourHead, maxShotPos, foundCol, foundEnt,
|
|
true, true, true, true, false, true, false);
|
|
CWorld::bIncludeDeadPeds = false;
|
|
if (foundEnt == vehOfTarget) {
|
|
SetAttack(vehOfTarget);
|
|
m_pPointGunAt = vehOfTarget;
|
|
if (vehOfTarget)
|
|
vehOfTarget->RegisterReference((CEntity **) &m_pPointGunAt);
|
|
|
|
SetShootTimer(CGeneral::GetRandomNumberInRange(500, 2000));
|
|
if (distWithTargetSc <= m_distanceToCountSeekDone) {
|
|
SetAttackTimer(CGeneral::GetRandomNumberInRange(200, 500));
|
|
SetMoveState(PEDMOVE_STILL);
|
|
} else {
|
|
SetAttackTimer(CGeneral::GetRandomNumberInRange(2000, 5000));
|
|
}
|
|
}
|
|
}
|
|
else if (m_nPedState != PED_ATTACK && !bKindaStayInSamePlace && !killPlayerInNoPoliceZone) {
|
|
if (vehOfTarget) {
|
|
if (m_nPedType == PEDTYPE_COP || vehOfTarget->bIsBus) {
|
|
GoToNearestDoor(vehOfTarget);
|
|
} else {
|
|
m_vehEnterType = 0;
|
|
if (m_pedInObjective == vehOfTarget->pDriver || vehOfTarget->bIsBus) {
|
|
m_vehEnterType = CAR_DOOR_LF;
|
|
} else if (m_pedInObjective == vehOfTarget->pPassengers[0]) {
|
|
m_vehEnterType = CAR_DOOR_RF;
|
|
} else if (m_pedInObjective == vehOfTarget->pPassengers[1]) {
|
|
m_vehEnterType = CAR_DOOR_LR;
|
|
} else if (m_pedInObjective == vehOfTarget->pPassengers[2]) {
|
|
m_vehEnterType = CAR_DOOR_RR;
|
|
}
|
|
// Unused
|
|
// GetPositionToOpenCarDoor(vehOfTarget, m_vehEnterType);
|
|
SetSeekCar(vehOfTarget, m_vehEnterType);
|
|
SetMoveState(PEDMOVE_RUN);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
SetMoveAnim();
|
|
break;
|
|
}
|
|
if (m_nMoveState == PEDMOVE_STILL && IsPedInControl()) {
|
|
SetLookFlag(m_pedInObjective, false);
|
|
TurnBody();
|
|
}
|
|
if (m_nPedType == PEDTYPE_COP && distWithTargetSc < 1.5f && m_pedInObjective->IsPlayer()) {
|
|
if (m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds()
|
|
|| m_pedInObjective->m_nPedState == PED_DRAG_FROM_CAR) {
|
|
|
|
((CCopPed*)this)->SetArrestPlayer(m_pedInObjective);
|
|
return;
|
|
}
|
|
}
|
|
if (!bKindaStayInSamePlace && !bStopAndShoot && m_nPedState != PED_ATTACK && !killPlayerInNoPoliceZone) {
|
|
if (distWithTargetSc > wepRange
|
|
|| m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds()
|
|
|| m_pedInObjective->m_nPedState == PED_ARRESTED
|
|
|| m_pedInObjective->EnteringCar() && distWithTargetSc < 3.0f
|
|
|| distWithTargetSc > m_distanceToCountSeekDone && !CanSeeEntity(m_pedInObjective)) {
|
|
|
|
if (m_pedInObjective->EnteringCar())
|
|
wepRangeAdjusted = 2.0f;
|
|
|
|
if (bUsePedNodeSeek) {
|
|
CVector bestCoords(0.0f, 0.0f, 0.0f);
|
|
m_vecSeekPos = m_pedInObjective->GetPosition();
|
|
|
|
if (!m_pNextPathNode)
|
|
FindBestCoordsFromNodes(m_vecSeekPos, &bestCoords);
|
|
|
|
if (m_pNextPathNode)
|
|
m_vecSeekPos = m_pNextPathNode->GetPosition();
|
|
|
|
SetSeek(m_vecSeekPos, m_distanceToCountSeekDone);
|
|
} else {
|
|
SetSeek(m_pedInObjective, wepRangeAdjusted);
|
|
}
|
|
bCrouchWhenShooting = false;
|
|
if (m_pedInObjective->m_pCurrentPhysSurface && distWithTargetSc < 5.0f) {
|
|
if (wepRange <= 5.0f) {
|
|
if (m_pedInObjective->IsPlayer()
|
|
&& FindPlayerPed()->m_bSpeedTimerFlag
|
|
&& (IsGangMember() || m_nPedType == PEDTYPE_COP)
|
|
&& GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) {
|
|
GiveWeapon(WEAPONTYPE_COLT45, 1000);
|
|
SetCurrentWeapon(WEAPONTYPE_COLT45);
|
|
}
|
|
} else {
|
|
bStopAndShoot = true;
|
|
}
|
|
SetMoveState(PEDMOVE_STILL);
|
|
SetMoveAnim();
|
|
break;
|
|
}
|
|
bStopAndShoot = false;
|
|
SetMoveAnim();
|
|
break;
|
|
}
|
|
}
|
|
if (m_attackTimer < CTimer::GetTimeInMilliseconds()
|
|
&& distWithTargetSc < wepRange && m_pedInObjective->m_nPedState != PED_GETUP && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) {
|
|
if (bIsDucking) {
|
|
CAnimBlendAssociation *duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
|
|
if (duckAnim) {
|
|
duckAnim->blendDelta = -2.0f;
|
|
break;
|
|
}
|
|
bIsDucking = false;
|
|
} else if (wepRange <= 5.0f) {
|
|
SetMoveState(PEDMOVE_STILL);
|
|
SetAttack(m_pedInObjective);
|
|
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
|
|
m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y,
|
|
GetPosition().x, GetPosition().y);
|
|
SetShootTimer(CGeneral::GetRandomNumberInRange(0.0f, 500.0f));
|
|
SetAttackTimer(CGeneral::GetRandomNumberInRange(0.0f, 1500.0f));
|
|
bObstacleShowedUpDuringKillObjective = false;
|
|
|
|
} else {
|
|
CVector target;
|
|
CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f);
|
|
if (m_pedInObjective->IsPed())
|
|
m_pedInObjective->m_pedIK.GetComponentPosition((RwV3d*)&target, PED_MID);
|
|
else
|
|
target = m_pedInObjective->GetPosition();
|
|
|
|
target -= ourHead;
|
|
target.Normalise();
|
|
target = target * wepInfo->m_fRange + ourHead;
|
|
|
|
CWorld::bIncludeDeadPeds = true;
|
|
CEntity *foundEnt = nil;
|
|
CColPoint foundCol;
|
|
|
|
CWorld::ProcessLineOfSight(
|
|
ourHead, target, foundCol, foundEnt,
|
|
true, true, true, false, true, false);
|
|
CWorld::bIncludeDeadPeds = 0;
|
|
if (foundEnt == m_pedInObjective) {
|
|
SetAttack(m_pedInObjective);
|
|
m_pPointGunAt = m_pedInObjective;
|
|
if (m_pedInObjective)
|
|
m_pedInObjective->RegisterReference((CEntity **) &m_pPointGunAt);
|
|
|
|
SetShootTimer(CGeneral::GetRandomNumberInRange(500.0f, 2000.0f));
|
|
|
|
int time;
|
|
if (distWithTargetSc <= wepRangeAdjusted)
|
|
time = CGeneral::GetRandomNumberInRange(100.0f, 500.0f);
|
|
else
|
|
time = CGeneral::GetRandomNumberInRange(1500.0f, 3000.0f);
|
|
|
|
SetAttackTimer(time);
|
|
bObstacleShowedUpDuringKillObjective = false;
|
|
|
|
} else if (foundEnt) {
|
|
if (foundEnt->IsPed()) {
|
|
SetAttackTimer(CGeneral::GetRandomNumberInRange(500.0f, 1000.0f));
|
|
bObstacleShowedUpDuringKillObjective = false;
|
|
} else {
|
|
if (foundEnt->IsObject()) {
|
|
SetAttackTimer(CGeneral::GetRandomNumberInRange(200.0f, 400.0f));
|
|
bObstacleShowedUpDuringKillObjective = true;
|
|
} else if (foundEnt->IsVehicle()) {
|
|
SetAttackTimer(CGeneral::GetRandomNumberInRange(400.0f, 600.0f));
|
|
bObstacleShowedUpDuringKillObjective = true;
|
|
} else {
|
|
SetAttackTimer(CGeneral::GetRandomNumberInRange(700.0f, 1200.0f));
|
|
bObstacleShowedUpDuringKillObjective = true;
|
|
}
|
|
}
|
|
|
|
m_fleeFrom = foundEnt;
|
|
m_fleeFrom->RegisterReference((CEntity**) &m_fleeFrom);
|
|
SetPointGunAt(m_pedInObjective);
|
|
}
|
|
}
|
|
} else {
|
|
if (!m_pedInObjective->m_pCurrentPhysSurface)
|
|
bStopAndShoot = false;
|
|
|
|
if (m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT) {
|
|
|
|
// This is weird...
|
|
if (bNotAllowedToDuck && bKindaStayInSamePlace) {
|
|
if (!bIsDucking) {
|
|
CAnimBlendAssociation* duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
|
|
if (!duckAnim || duckAnim->blendDelta < 0.0f) {
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DUCK_DOWN, 4.0f);
|
|
bIsDucking = true;
|
|
}
|
|
break;
|
|
} else {
|
|
CAnimBlendAssociation* duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
|
|
if (!duckAnim || duckAnim->blendDelta < 0.0f) {
|
|
bIsDucking = false;
|
|
} else {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (bObstacleShowedUpDuringKillObjective) {
|
|
if (m_nPedType == PEDTYPE_COP) {
|
|
if (GetWeapon()->m_eWeaponType > WEAPONTYPE_COLT45
|
|
|| m_fleeFrom && m_fleeFrom->IsObject()) {
|
|
wepRangeAdjusted = 6.0f;
|
|
} else if (m_fleeFrom && m_fleeFrom->IsVehicle()) {
|
|
wepRangeAdjusted = 4.0f;
|
|
} else {
|
|
wepRangeAdjusted = 2.0f;
|
|
}
|
|
} else {
|
|
wepRangeAdjusted = 2.0f;
|
|
}
|
|
}
|
|
if (distWithTargetSc <= wepRangeAdjusted) {
|
|
SetMoveState(PEDMOVE_STILL);
|
|
bIsPointingGunAt = true;
|
|
if (m_nPedState != PED_AIM_GUN && !bDuckAndCover) {
|
|
m_attackTimer = CTimer::GetTimeInMilliseconds();
|
|
SetIdle();
|
|
}
|
|
} else {
|
|
if (m_nPedState != PED_SEEK_ENTITY && m_nPedState != PED_SEEK_POS
|
|
&& !bStopAndShoot && !killPlayerInNoPoliceZone && !bKindaStayInSamePlace) {
|
|
Say(SOUND_PED_ATTACK);
|
|
SetSeek(m_pedInObjective, wepRangeAdjusted);
|
|
bIsRunning = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (distWithTargetSc < 2.5f && wepRange > 5.0f
|
|
&& wepInfo->m_eWeaponFire != WEAPON_FIRE_MELEE) {
|
|
|
|
SetAttack(m_pedInObjective);
|
|
if (m_attackTimer < CTimer::GetTimeInMilliseconds()) {
|
|
int time = CGeneral::GetRandomNumberInRange(500.0f, 1000.0f);
|
|
SetAttackTimer(time);
|
|
SetShootTimer(time - 500);
|
|
}
|
|
SetMoveState(PEDMOVE_STILL);
|
|
}
|
|
if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer)
|
|
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y, GetPosition().x, GetPosition().y);
|
|
|
|
SetMoveAnim();
|
|
break;
|
|
}
|
|
case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
|
|
case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
|
|
{
|
|
if (InVehicle()) {
|
|
if (m_nPedState == PED_DRIVING)
|
|
SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
|
|
} else if (m_nPedState != PED_FLEE_ENTITY) {
|
|
int time;
|
|
if (m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS)
|
|
time = 0;
|
|
else
|
|
time = 6000;
|
|
|
|
SetFindPathAndFlee(m_pedInObjective, time);
|
|
}
|
|
break;
|
|
}
|
|
case OBJECTIVE_GOTO_CHAR_ON_FOOT:
|
|
{
|
|
if (m_pedInObjective) {
|
|
float safeDistance = 2.0f;
|
|
if (m_pedInObjective->bInVehicle)
|
|
safeDistance = 3.0f;
|
|
|
|
float distWithTargetSc = distWithTarget.Magnitude();
|
|
if (m_nPedStateTimer < CTimer::GetTimeInMilliseconds()) {
|
|
if (distWithTargetSc <= safeDistance) {
|
|
bScriptObjectiveCompleted = true;
|
|
if (m_nPedState != PED_ATTACK) {
|
|
SetIdle();
|
|
m_pLookTarget = m_pedInObjective;
|
|
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
|
|
TurnBody();
|
|
}
|
|
if (distWithTargetSc > 2.0f)
|
|
SetMoveState(m_pedInObjective->m_nMoveState);
|
|
else
|
|
SetMoveState(PEDMOVE_STILL);
|
|
} else {
|
|
SetSeek(m_pedInObjective, safeDistance);
|
|
if (distWithTargetSc >= 5.0f) {
|
|
if (m_leader && m_leader->m_nMoveState == PEDMOVE_SPRINT)
|
|
SetMoveState(PEDMOVE_SPRINT);
|
|
else
|
|
SetMoveState(PEDMOVE_RUN);
|
|
} else {
|
|
if (m_leader && m_leader->m_nMoveState != PEDMOVE_STILL
|
|
&& m_leader->m_nMoveState != PEDMOVE_NONE) {
|
|
if (m_leader->IsPlayer()) {
|
|
if (distWithTargetSc >= 3.0f && FindPlayerPed()->m_fMoveSpeed >= 1.3f)
|
|
SetMoveState(PEDMOVE_RUN);
|
|
else
|
|
SetMoveState(PEDMOVE_WALK);
|
|
} else {
|
|
SetMoveState(m_leader->m_nMoveState);
|
|
}
|
|
} else if (distWithTargetSc <= 3.0f) {
|
|
SetMoveState(PEDMOVE_WALK);
|
|
} else {
|
|
SetMoveState(PEDMOVE_RUN);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
SetObjective(OBJECTIVE_NONE);
|
|
}
|
|
break;
|
|
}
|
|
case OBJECTIVE_FOLLOW_PED_IN_FORMATION:
|
|
{
|
|
if (m_pedInObjective) {
|
|
CVector posToGo = GetFormationPosition();
|
|
distWithTarget = posToGo - carOrOurPos;
|
|
SetSeek(posToGo, 1.0f);
|
|
if (distWithTarget.Magnitude() <= 3.0f) {
|
|
SetSeek(posToGo, 1.0f);
|
|
if (m_pedInObjective->m_nMoveState != PEDMOVE_STILL)
|
|
SetMoveState(m_pedInObjective->m_nMoveState);
|
|
} else {
|
|
SetSeek(posToGo, 1.0f);
|
|
SetMoveState(PEDMOVE_RUN);
|
|
}
|
|
} else {
|
|
SetObjective(OBJECTIVE_NONE);
|
|
}
|
|
break;
|
|
}
|
|
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
|
|
{
|
|
if (m_carInObjective) {
|
|
if (!bInVehicle && m_carInObjective->m_nNumPassengers >= m_carInObjective->m_nNumMaxPassengers) {
|
|
RestorePreviousObjective();
|
|
RestorePreviousState();
|
|
if (IsPedInControl())
|
|
m_pMyVehicle = nil;
|
|
|
|
break;
|
|
}
|
|
|
|
if (m_prevObjective == OBJECTIVE_HAIL_TAXI && !((CAutomobile*)m_carInObjective)->bTaxiLight) {
|
|
RestorePreviousObjective();
|
|
ClearObjective();
|
|
SetWanderPath(CGeneral::GetRandomNumber() & 7);
|
|
bIsRunning = false;
|
|
break;
|
|
}
|
|
if (m_objectiveTimer && m_objectiveTimer < CTimer::GetTimeInMilliseconds()) {
|
|
if (!EnteringCar()) {
|
|
bool foundSeat = false;
|
|
if (m_carInObjective->pPassengers[0] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_RF) {
|
|
if (m_carInObjective->pPassengers[1] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_LR) {
|
|
if (m_carInObjective->pPassengers[2] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_RR) {
|
|
foundSeat = false;
|
|
} else {
|
|
m_vehEnterType = CAR_DOOR_RR;
|
|
foundSeat = true;
|
|
}
|
|
} else {
|
|
m_vehEnterType = CAR_DOOR_LR;
|
|
foundSeat = true;
|
|
}
|
|
} else {
|
|
m_vehEnterType = CAR_DOOR_RF;
|
|
foundSeat = true;
|
|
}
|
|
for (int i = 2; i < m_carInObjective->m_nNumMaxPassengers; ++i) {
|
|
if (!m_carInObjective->pPassengers[i] && !(m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_RF)) {
|
|
m_vehEnterType = CAR_DOOR_RF;
|
|
foundSeat = true;
|
|
}
|
|
}
|
|
if (foundSeat) {
|
|
SetPosition(GetPositionToOpenCarDoor(m_carInObjective, m_vehEnterType));
|
|
SetEnterCar(m_carInObjective, m_vehEnterType);
|
|
}
|
|
}
|
|
m_objectiveTimer = 0;
|
|
}
|
|
}
|
|
// fall through
|
|
}
|
|
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
|
|
{
|
|
if (!m_carInObjective || bInVehicle) {
|
|
#ifdef VC_PED_PORTS
|
|
if (bInVehicle && m_pMyVehicle != m_carInObjective) {
|
|
SetExitCar(m_pMyVehicle, 0);
|
|
} else
|
|
#endif
|
|
{
|
|
bObjectiveCompleted = true;
|
|
bScriptObjectiveCompleted = true;
|
|
RestorePreviousState();
|
|
}
|
|
} else {
|
|
if (m_leaveCarTimer > CTimer::GetTimeInMilliseconds()) {
|
|
SetMoveState(PEDMOVE_STILL);
|
|
break;
|
|
}
|
|
if (IsPedInControl()) {
|
|
if (m_prevObjective == OBJECTIVE_KILL_CHAR_ANY_MEANS) {
|
|
if (distWithTarget.Magnitude() < 20.0f) {
|
|
RestorePreviousObjective();
|
|
RestorePreviousState();
|
|
return;
|
|
}
|
|
if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
|
|
if (m_carInObjective->pDriver
|
|
#ifdef VC_PED_PORTS
|
|
&& !IsPlayer()
|
|
#endif
|
|
) {
|
|
if (m_carInObjective->pDriver->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS && m_carInObjective->pDriver != m_pedInObjective) {
|
|
SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective);
|
|
m_carInObjective->bIsBeingCarJacked = false;
|
|
}
|
|
}
|
|
}
|
|
} else if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
|
|
if (m_carInObjective->pDriver
|
|
#ifdef VC_PED_PORTS
|
|
&& (CharCreatedBy != MISSION_CHAR || m_carInObjective->pDriver->CharCreatedBy != RANDOM_CHAR)
|
|
#endif
|
|
) {
|
|
if (m_carInObjective->pDriver->m_nPedType == m_nPedType) {
|
|
SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective);
|
|
m_carInObjective->bIsBeingCarJacked = false;
|
|
}
|
|
}
|
|
}
|
|
if (m_carInObjective->IsUpsideDown() && m_carInObjective->m_vehType != VEHICLE_TYPE_BIKE) {
|
|
RestorePreviousObjective();
|
|
RestorePreviousState();
|
|
return;
|
|
}
|
|
if (!m_carInObjective->IsBoat() || m_nPedState == PED_SEEK_IN_BOAT) {
|
|
if (m_nPedState != PED_SEEK_CAR)
|
|
SetSeekCar(m_carInObjective, 0);
|
|
} else {
|
|
SetSeekBoatPosition(m_carInObjective);
|
|
}
|
|
if (m_nMoveState == PEDMOVE_STILL && !bVehEnterDoorIsBlocked)
|
|
SetMoveState(PEDMOVE_RUN);
|
|
|
|
if (m_carInObjective && m_carInObjective->m_fHealth > 0.0f) {
|
|
distWithTarget = m_carInObjective->GetPosition() - GetPosition();
|
|
if (!bInVehicle) {
|
|
if (nEnterCarRangeMultiplier * 30.0f < distWithTarget.Magnitude()) {
|
|
if (!m_carInObjective->pDriver && !m_carInObjective->GetIsOnScreen() && !GetIsOnScreen())
|
|
WarpPedToNearEntityOffScreen(m_carInObjective);
|
|
|
|
if (CharCreatedBy != MISSION_CHAR || m_prevObjective == OBJECTIVE_KILL_CHAR_ANY_MEANS
|
|
#ifdef VC_PED_PORTS
|
|
|| IsPlayer() && !CPad::GetPad(0)->ArePlayerControlsDisabled()
|
|
#endif
|
|
) {
|
|
RestorePreviousObjective();
|
|
RestorePreviousState();
|
|
if (IsPedInControl())
|
|
m_pMyVehicle = nil;
|
|
} else {
|
|
SetIdle();
|
|
SetMoveState(PEDMOVE_STILL);
|
|
}
|
|
}
|
|
}
|
|
} else if (!bInVehicle) {
|
|
RestorePreviousObjective();
|
|
RestorePreviousState();
|
|
if (IsPedInControl())
|
|
m_pMyVehicle = nil;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case OBJECTIVE_DESTROY_CAR:
|
|
{
|
|
if (!m_carInObjective) {
|
|
ClearLookFlag();
|
|
bObjectiveCompleted = true;
|
|
break;
|
|
}
|
|
float distWithTargetSc = distWithTarget.Magnitude();
|
|
CWeaponInfo *wepInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
|
float wepRange = wepInfo->m_fRange;
|
|
m_pLookTarget = m_carInObjective;
|
|
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
|
|
|
|
m_pSeekTarget = m_carInObjective;
|
|
m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget);
|
|
|
|
TurnBody();
|
|
if (m_carInObjective->m_fHealth <= 0.0f) {
|
|
ClearLookFlag();
|
|
bScriptObjectiveCompleted = true;
|
|
break;
|
|
}
|
|
|
|
if (m_attackTimer < CTimer::GetTimeInMilliseconds() && wepInfo->m_eWeaponFire != WEAPON_FIRE_MELEE
|
|
&& distWithTargetSc < wepRange) {
|
|
|
|
// I hope so
|
|
CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f);
|
|
CVector maxShotPos = m_carInObjective->GetPosition() - ourHead;
|
|
maxShotPos.Normalise();
|
|
maxShotPos = maxShotPos * wepInfo->m_fRange + ourHead;
|
|
|
|
CWorld::bIncludeDeadPeds = true;
|
|
CColPoint foundCol;
|
|
CEntity *foundEnt;
|
|
CWorld::ProcessLineOfSight(ourHead, maxShotPos, foundCol, foundEnt,
|
|
true, true, true, true, false, true, false);
|
|
CWorld::bIncludeDeadPeds = false;
|
|
if (foundEnt == m_carInObjective) {
|
|
SetAttack(m_carInObjective);
|
|
m_pPointGunAt = m_carInObjective;
|
|
if (m_pPointGunAt)
|
|
m_pPointGunAt->RegisterReference((CEntity **) &m_pPointGunAt);
|
|
|
|
SetShootTimer(CGeneral::GetRandomNumberInRange(500, 2000));
|
|
if (distWithTargetSc > 10.0f && !bKindaStayInSamePlace) {
|
|
SetAttackTimer(CGeneral::GetRandomNumberInRange(2000, 5000));
|
|
} else {
|
|
SetAttackTimer(CGeneral::GetRandomNumberInRange(50, 300));
|
|
SetMoveState(PEDMOVE_STILL);
|
|
}
|
|
}
|
|
} else if (m_nPedState != PED_ATTACK && !bKindaStayInSamePlace) {
|
|
|
|
float safeDistance;
|
|
if (wepRange <= 5.0f)
|
|
safeDistance = 3.0f;
|
|
else
|
|
safeDistance = wepRange * 0.25f;
|
|
|
|
SetSeek(m_carInObjective, safeDistance);
|
|
SetMoveState(PEDMOVE_RUN);
|
|
}
|
|
SetLookFlag(m_carInObjective, false);
|
|
TurnBody();
|
|
break;
|
|
}
|
|
case OBJECTIVE_GOTO_AREA_ANY_MEANS:
|
|
{
|
|
distWithTarget = m_nextRoutePointPos - GetPosition();
|
|
distWithTarget.z = 0.0f;
|
|
if (InVehicle()) {
|
|
CCarAI::GetCarToGoToCoors(m_pMyVehicle, &m_nextRoutePointPos);
|
|
CCarCtrl::RegisterVehicleOfInterest(m_pMyVehicle);
|
|
if (distWithTarget.MagnitudeSqr() < sq(20.0f)) {
|
|
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
|
|
ForceStoredObjective(OBJECTIVE_GOTO_AREA_ANY_MEANS);
|
|
SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
|
|
}
|
|
break;
|
|
}
|
|
if (distWithTarget.Magnitude() > 30.0f) {
|
|
if (m_pMyVehicle) {
|
|
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
|
|
} else {
|
|
float closestVehDist = 3600.0f;
|
|
int16 lastVehicle;
|
|
CEntity* vehicles[8];
|
|
CWorld::FindObjectsInRange(GetPosition(), 25.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
|
|
CVehicle* foundVeh = nil;
|
|
for (int i = 0; i < lastVehicle; i++) {
|
|
CVehicle* nearVeh = (CVehicle*)vehicles[i];
|
|
/*
|
|
Not used.
|
|
CVector vehSpeed = nearVeh->GetSpeed();
|
|
CVector ourSpeed = GetSpeed();
|
|
*/
|
|
CVector vehDistVec = nearVeh->GetPosition() - GetPosition();
|
|
if (vehDistVec.Magnitude() < closestVehDist
|
|
&& m_pedInObjective->m_pMyVehicle != nearVeh)
|
|
{
|
|
foundVeh = nearVeh;
|
|
closestVehDist = vehDistVec.Magnitude();
|
|
}
|
|
}
|
|
m_pMyVehicle = foundVeh;
|
|
if (m_pMyVehicle) {
|
|
m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
|
|
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
|
|
SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
// fall through
|
|
}
|
|
case OBJECTIVE_GOTO_AREA_ON_FOOT:
|
|
case OBJECTIVE_RUN_TO_AREA:
|
|
{
|
|
if ((m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT || m_objective == OBJECTIVE_RUN_TO_AREA)
|
|
&& InVehicle()) {
|
|
SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
|
|
} else {
|
|
distWithTarget = m_nextRoutePointPos - GetPosition();
|
|
distWithTarget.z = 0.0f;
|
|
if (sq(m_distanceToCountSeekDone) >= distWithTarget.MagnitudeSqr()) {
|
|
bObjectiveCompleted = true;
|
|
bScriptObjectiveCompleted = true;
|
|
SetMoveState(PEDMOVE_STILL);
|
|
} else if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer || m_nPedState != PED_SEEK_POS) {
|
|
if (bUsePedNodeSeek) {
|
|
CVector bestCoords(0.0f, 0.0f, 0.0f);
|
|
m_vecSeekPos = m_nextRoutePointPos;
|
|
|
|
if (!m_pNextPathNode)
|
|
FindBestCoordsFromNodes(m_vecSeekPos, &bestCoords);
|
|
|
|
if (m_pNextPathNode)
|
|
m_vecSeekPos = m_pNextPathNode->GetPosition();
|
|
}
|
|
SetSeek(m_vecSeekPos, m_distanceToCountSeekDone);
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
case OBJECTIVE_FIGHT_CHAR:
|
|
{
|
|
if (m_pedInObjective) {
|
|
SetLookFlag(m_pedInObjective, true);
|
|
m_pLookTarget = m_pedInObjective;
|
|
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
|
|
m_lookTimer = m_attackTimer;
|
|
TurnBody();
|
|
float distWithTargetSc = distWithTarget.Magnitude();
|
|
if (distWithTargetSc >= 20.0f) {
|
|
RestorePreviousObjective();
|
|
} else if (m_attackTimer < CTimer::GetTimeInMilliseconds()) {
|
|
if (m_nPedState != PED_SEEK_ENTITY && distWithTargetSc >= 2.0f) {
|
|
SetSeek(m_pedInObjective, 1.0f);
|
|
} else {
|
|
SetAttack(m_pedInObjective);
|
|
SetShootTimer(CGeneral::GetRandomNumberInRange(500.0f, 1500.0f));
|
|
}
|
|
SetAttackTimer(1000);
|
|
}
|
|
} else {
|
|
RestorePreviousObjective();
|
|
}
|
|
break;
|
|
}
|
|
case OBJECTIVE_FOLLOW_ROUTE:
|
|
if (HaveReachedNextPointOnRoute(1.0f)) {
|
|
int nextPoint = GetNextPointOnRoute();
|
|
m_nextRoutePointPos = CRouteNode::GetPointPosition(nextPoint);
|
|
} else {
|
|
SetSeek(m_nextRoutePointPos, 0.8f);
|
|
}
|
|
break;
|
|
case OBJECTIVE_SOLICIT:
|
|
if (m_carInObjective) {
|
|
if (m_objectiveTimer <= CTimer::GetTimeInMilliseconds()) {
|
|
if (!bInVehicle) {
|
|
SetObjective(OBJECTIVE_NONE);
|
|
SetWanderPath(CGeneral::GetRandomNumber() & 7);
|
|
m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000;
|
|
if (IsPedInControl())
|
|
m_pMyVehicle = nil;
|
|
}
|
|
} else {
|
|
if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_SOLICIT)
|
|
SetSeekCar(m_carInObjective, 0);
|
|
}
|
|
} else {
|
|
RestorePreviousObjective();
|
|
RestorePreviousState();
|
|
if (IsPedInControl())
|
|
m_pMyVehicle = nil;
|
|
}
|
|
break;
|
|
case OBJECTIVE_HAIL_TAXI:
|
|
if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TAXI) && CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
|
|
Say(SOUND_PED_TAXI_WAIT);
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TAXI, 4.0f);
|
|
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000;
|
|
}
|
|
break;
|
|
case OBJECTIVE_CATCH_TRAIN:
|
|
{
|
|
if (m_carInObjective) {
|
|
SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective);
|
|
} else {
|
|
CVehicle* trainToEnter = nil;
|
|
float closestCarDist = CHECK_NEARBY_THINGS_MAX_DIST;
|
|
CVector pos = GetPosition();
|
|
int16 lastVehicle;
|
|
CEntity* vehicles[8];
|
|
|
|
CWorld::FindObjectsInRange(pos, 10.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
|
|
for (int i = 0; i < lastVehicle; i++) {
|
|
CVehicle* nearVeh = (CVehicle*)vehicles[i];
|
|
if (nearVeh->IsTrain()) {
|
|
CVector vehDistVec = GetPosition() - nearVeh->GetPosition();
|
|
float vehDist = vehDistVec.Magnitude();
|
|
if (vehDist < closestCarDist && m_pedInObjective->m_pMyVehicle != nearVeh)
|
|
{
|
|
trainToEnter = nearVeh;
|
|
closestCarDist = vehDist;
|
|
}
|
|
}
|
|
}
|
|
if (trainToEnter) {
|
|
m_carInObjective = trainToEnter;
|
|
m_carInObjective->RegisterReference((CEntity **) &m_carInObjective);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case OBJECTIVE_BUY_ICE_CREAM:
|
|
if (m_carInObjective) {
|
|
if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_BUY_ICECREAM)
|
|
SetSeekCar(m_carInObjective, 0);
|
|
} else {
|
|
RestorePreviousObjective();
|
|
RestorePreviousState();
|
|
if (IsPedInControl())
|
|
m_pMyVehicle = nil;
|
|
}
|
|
break;
|
|
case OBJECTIVE_STEAL_ANY_CAR:
|
|
{
|
|
if (bInVehicle) {
|
|
bScriptObjectiveCompleted = true;
|
|
RestorePreviousObjective();
|
|
} else if (m_hitRecoverTimer < CTimer::GetTimeInMilliseconds()) {
|
|
CVehicle *carToSteal = nil;
|
|
float closestCarDist = 30.0f;
|
|
CVector pos = GetPosition();
|
|
int16 lastVehicle;
|
|
CEntity *vehicles[8];
|
|
|
|
CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
|
|
for(int i = 0; i < lastVehicle; i++) {
|
|
CVehicle *nearVeh = (CVehicle*)vehicles[i];
|
|
if (nearVeh->VehicleCreatedBy != MISSION_VEHICLE) {
|
|
if (nearVeh->m_vecMoveSpeed.Magnitude() <= 0.1f) {
|
|
if (nearVeh->CanPedOpenLocks(this)) {
|
|
CVector vehDistVec = GetPosition() - nearVeh->GetPosition();
|
|
float vehDist = vehDistVec.Magnitude();
|
|
if (vehDist < closestCarDist) {
|
|
carToSteal = nearVeh;
|
|
closestCarDist = vehDist;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (carToSteal) {
|
|
SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, carToSteal);
|
|
m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000;
|
|
} else {
|
|
RestorePreviousObjective();
|
|
RestorePreviousState();
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case OBJECTIVE_MUG_CHAR:
|
|
{
|
|
if (m_pedInObjective) {
|
|
if (m_pedInObjective->IsPlayer() || m_pedInObjective->bInVehicle || m_pedInObjective->m_fHealth <= 0.0f) {
|
|
ClearObjective();
|
|
return;
|
|
}
|
|
if (m_pedInObjective->m_nMoveState > PEDMOVE_WALK) {
|
|
ClearObjective();
|
|
return;
|
|
}
|
|
if (m_pedInObjective->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT && m_pedInObjective->m_pedInObjective == this) {
|
|
SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pedInObjective);
|
|
SetMoveState(PEDMOVE_SPRINT);
|
|
return;
|
|
}
|
|
if (m_pedInObjective->m_nPedState == PED_FLEE_ENTITY && m_fleeFrom == this
|
|
|| m_pedInObjective->m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE && m_pedInObjective->m_pedInObjective == this) {
|
|
ClearObjective();
|
|
SetFindPathAndFlee(m_pedInObjective, 15000, true);
|
|
return;
|
|
}
|
|
float distWithTargetScSqr = distWithTarget.MagnitudeSqr();
|
|
if (distWithTargetScSqr <= sq(10.0f)) {
|
|
if (distWithTargetScSqr <= sq(1.4f)) {
|
|
CAnimBlendAssociation *reloadAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_AK_RELOAD);
|
|
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
|
|
m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y,
|
|
GetPosition().x, GetPosition().y);
|
|
|
|
if (reloadAssoc || !m_pedInObjective->IsPedShootable()) {
|
|
if (reloadAssoc &&
|
|
(!reloadAssoc->IsRunning() || reloadAssoc->currentTime / reloadAssoc->hierarchy->totalLength > 0.8f)) {
|
|
CAnimBlendAssociation *punchAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_PPUNCH, 8.0f);
|
|
punchAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
punchAssoc->flags |= ASSOC_FADEOUTWHENDONE;
|
|
CVector2D offset(distWithTarget.x, distWithTarget.y);
|
|
int dir = m_pedInObjective->GetLocalDirection(offset);
|
|
m_pedInObjective->StartFightDefend(dir, HITLEVEL_HIGH, 5);
|
|
m_pedInObjective->ReactToAttack(this);
|
|
m_pedInObjective->Say(SOUND_PED_ROBBED);
|
|
Say(SOUND_PED_MUGGING);
|
|
bRichFromMugging = true;
|
|
|
|
// VC FIX: ClearObjective() clears m_pedInObjective in VC (also same with VC_PED_PORTS), so get it before call
|
|
CPed *victim = m_pedInObjective;
|
|
ClearObjective();
|
|
if (victim->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT
|
|
|| victim->m_pedInObjective != this) {
|
|
SetFindPathAndFlee(victim, 15000, true);
|
|
m_nLastPedState = PED_WANDER_PATH;
|
|
} else {
|
|
SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, victim);
|
|
SetMoveState(PEDMOVE_SPRINT);
|
|
m_nLastPedState = PED_WANDER_PATH;
|
|
}
|
|
}
|
|
} else {
|
|
eWeaponType weaponType = GetWeapon()->m_eWeaponType;
|
|
if (weaponType != WEAPONTYPE_UNARMED && weaponType != WEAPONTYPE_BASEBALLBAT)
|
|
SetCurrentWeapon(WEAPONTYPE_UNARMED);
|
|
|
|
CAnimBlendAssociation *newReloadAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_AK_RELOAD, 8.0f);
|
|
newReloadAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
newReloadAssoc->flags |= ASSOC_FADEOUTWHENDONE;
|
|
}
|
|
} else {
|
|
SetSeek(m_pedInObjective, 1.0f);
|
|
CAnimBlendAssociation *walkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK);
|
|
|
|
if (walkAssoc)
|
|
walkAssoc->speed = 1.3f;
|
|
}
|
|
} else {
|
|
ClearObjective();
|
|
SetWanderPath(CGeneral::GetRandomNumber() & 7);
|
|
}
|
|
} else {
|
|
#ifdef VC_PED_PORTS
|
|
m_objective = OBJECTIVE_NONE;
|
|
#endif
|
|
ClearObjective();
|
|
}
|
|
break;
|
|
}
|
|
case OBJECTIVE_FLEE_CAR:
|
|
if (!bInVehicle && m_nPedState != PED_FLEE_ENTITY && m_pMyVehicle) {
|
|
RestorePreviousObjective();
|
|
SetFlee(m_pMyVehicle, 6000);
|
|
break;
|
|
}
|
|
// fall through
|
|
case OBJECTIVE_LEAVE_VEHICLE:
|
|
if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) {
|
|
if (InVehicle()
|
|
#ifdef VC_PED_PORTS
|
|
&& (FindPlayerPed() != this || !CPad::GetPad(0)->GetAccelerate()
|
|
|| bBusJacked)
|
|
#endif
|
|
) {
|
|
if (m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR && m_nPedState != PED_EXIT_TRAIN
|
|
&& (m_nPedType != PEDTYPE_COP
|
|
#ifdef VC_PED_PORTS
|
|
|| m_pMyVehicle->IsBoat()
|
|
#endif
|
|
|| m_pMyVehicle->m_vecMoveSpeed.MagnitudeSqr2D() < sq(0.005f))) {
|
|
if (m_pMyVehicle->IsTrain())
|
|
SetExitTrain(m_pMyVehicle);
|
|
#ifdef VC_PED_PORTS
|
|
else if (m_pMyVehicle->IsBoat())
|
|
SetExitBoat(m_pMyVehicle);
|
|
#endif
|
|
else
|
|
SetExitCar(m_pMyVehicle, 0);
|
|
}
|
|
} else {
|
|
RestorePreviousObjective();
|
|
}
|
|
}
|
|
break;
|
|
#ifdef VC_PED_PORTS
|
|
case OBJECTIVE_LEAVE_CAR_AND_DIE:
|
|
{
|
|
if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) {
|
|
if (InVehicle()) {
|
|
if (m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR && m_nPedState != PED_EXIT_TRAIN) {
|
|
if (m_pMyVehicle->IsBoat())
|
|
SetExitBoat(m_pMyVehicle);
|
|
else if (m_pMyVehicle->bIsBus)
|
|
SetExitCar(m_pMyVehicle, 0);
|
|
else {
|
|
eCarNodes doorNode = CAR_DOOR_LF;
|
|
if (m_pMyVehicle->pDriver != this) {
|
|
if (m_pMyVehicle->pPassengers[0] == this) {
|
|
doorNode = CAR_DOOR_RF;
|
|
} else if (m_pMyVehicle->pPassengers[1] == this) {
|
|
doorNode = CAR_DOOR_LR;
|
|
} else if (m_pMyVehicle->pPassengers[2] == this) {
|
|
doorNode = CAR_DOOR_RR;
|
|
}
|
|
}
|
|
SetBeingDraggedFromCar(m_pMyVehicle, doorNode, false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
#endif
|
|
}
|
|
if (bObjectiveCompleted
|
|
|| m_objectiveTimer != 0 && CTimer::GetTimeInMilliseconds() > m_objectiveTimer) {
|
|
RestorePreviousObjective();
|
|
if (m_objectiveTimer > CTimer::GetTimeInMilliseconds() || !m_objectiveTimer)
|
|
m_objectiveTimer = CTimer::GetTimeInMilliseconds() - 1;
|
|
|
|
if (CharCreatedBy != RANDOM_CHAR || bInVehicle) {
|
|
if (IsPedInControl())
|
|
RestorePreviousState();
|
|
} else {
|
|
SetWanderPath(CGeneral::GetRandomNumber() & 7);
|
|
}
|
|
ClearAimFlag();
|
|
ClearLookFlag();
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetShootTimer(uint32 time)
|
|
{
|
|
if (CTimer::GetTimeInMilliseconds() > m_shootTimer) {
|
|
m_shootTimer = CTimer::GetTimeInMilliseconds() + time;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetSeekCar(CVehicle *car, uint32 doorNode)
|
|
{
|
|
if (m_nPedState == PED_SEEK_CAR)
|
|
return;
|
|
|
|
#ifdef VC_PED_PORTS
|
|
if (!CanSetPedState() || m_nPedState == PED_DRIVING)
|
|
return;
|
|
#endif
|
|
|
|
SetStoredState();
|
|
m_pSeekTarget = car;
|
|
m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget);
|
|
m_carInObjective = car;
|
|
m_carInObjective->RegisterReference((CEntity**) &m_carInObjective);
|
|
m_pMyVehicle = car;
|
|
m_pMyVehicle->RegisterReference((CEntity**) &m_pMyVehicle);
|
|
// m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget);
|
|
m_vehEnterType = doorNode;
|
|
m_distanceToCountSeekDone = 0.5f;
|
|
m_nPedState = PED_SEEK_CAR;
|
|
|
|
}
|
|
|
|
void
|
|
CPed::SetSeekBoatPosition(CVehicle *boat)
|
|
{
|
|
if (m_nPedState == PED_SEEK_IN_BOAT || boat->pDriver
|
|
#ifdef VC_PED_PORTS
|
|
|| !IsPedInControl()
|
|
#endif
|
|
)
|
|
return;
|
|
|
|
SetStoredState();
|
|
m_carInObjective = boat;
|
|
m_carInObjective->RegisterReference((CEntity **) &m_carInObjective);
|
|
m_pMyVehicle = boat;
|
|
m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
|
|
m_distanceToCountSeekDone = 0.5f;
|
|
m_nPedState = PED_SEEK_IN_BOAT;
|
|
}
|
|
|
|
void
|
|
CPed::SetExitTrain(CVehicle* train)
|
|
{
|
|
if (m_nPedState == PED_EXIT_TRAIN || train->GetStatus() != STATUS_TRAIN_NOT_MOVING || !((CTrain*)train)->Doors[0].IsFullyOpen())
|
|
return;
|
|
|
|
/*
|
|
// Not used
|
|
CVector exitPos;
|
|
GetNearestTrainPedPosition(train, exitPos);
|
|
*/
|
|
m_nPedState = PED_EXIT_TRAIN;
|
|
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_TRAIN_GETOUT, 4.0f);
|
|
m_pVehicleAnim->SetFinishCallback(PedSetOutTrainCB, this);
|
|
bUsesCollision = false;
|
|
LineUpPedWithTrain();
|
|
}
|
|
|
|
#ifdef NEW_WALK_AROUND_ALGORITHM
|
|
CVector
|
|
LocalPosForWalkAround(CVector2D colMin, CVector2D colMax, int walkAround, uint32 enterDoorNode, bool itsVan) {
|
|
switch (walkAround) {
|
|
case 0:
|
|
if (enterDoorNode == CAR_DOOR_LF)
|
|
return CVector(colMin.x, colMax.y - 1.0f, 0.0f);
|
|
case 1:
|
|
return CVector(colMin.x, colMax.y, 0.0f);
|
|
case 2:
|
|
case 3:
|
|
if (walkAround == 3 && enterDoorNode == CAR_DOOR_RF)
|
|
return CVector(colMax.x, colMax.y - 1.0f, 0.0f);
|
|
|
|
return CVector(colMax.x, colMax.y, 0.0f);
|
|
case 4:
|
|
if (enterDoorNode == CAR_DOOR_RR && !itsVan)
|
|
return CVector(colMax.x, colMin.y + 1.0f, 0.0f);
|
|
case 5:
|
|
return CVector(colMax.x, colMin.y, 0.0f);
|
|
case 6:
|
|
case 7:
|
|
if (walkAround == 7 && enterDoorNode == CAR_DOOR_LR && !itsVan)
|
|
return CVector(colMin.x, colMin.y + 1.0f, 0.0f);
|
|
|
|
return CVector(colMin.x, colMin.y, 0.0f);
|
|
default:
|
|
return CVector(0.0f, 0.0f, 0.0f);
|
|
}
|
|
}
|
|
|
|
bool
|
|
CanWeSeeTheCorner(CVector2D dist, CVector2D fwdOffset)
|
|
{
|
|
// because fov isn't important if dist is more then 5 unit, we want shortest way
|
|
if (dist.Magnitude() > 5.0f)
|
|
return true;
|
|
|
|
if (DotProduct2D(dist, fwdOffset) < 0.0f)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
#endif
|
|
|
|
// This function looks completely same on VC.
|
|
void
|
|
CPed::SetDirectionToWalkAroundObject(CEntity *obj)
|
|
{
|
|
float distLimitForTimer = 8.0f;
|
|
CColModel *objCol = CModelInfo::GetModelInfo(obj->GetModelIndex())->GetColModel();
|
|
CVector objColMin = objCol->boundingBox.min;
|
|
CVector objColMax = objCol->boundingBox.max;
|
|
CVector objColCenter = (objColMin + objColMax) / 2.0f;
|
|
CMatrix objMat(obj->GetMatrix());
|
|
float dirToSet = obj->GetForward().Heading();
|
|
bool goingToEnterCarAndItsVan = false;
|
|
bool goingToEnterCar = false;
|
|
bool objUpsideDown = false;
|
|
|
|
float checkIntervalInDist = (objColMax.y - objColMin.y) * 0.1f;
|
|
float checkIntervalInTime;
|
|
|
|
if (m_nMoveState == PEDMOVE_NONE || m_nMoveState == PEDMOVE_STILL)
|
|
return;
|
|
|
|
#ifndef PEDS_REPORT_CRIMES_ON_PHONE
|
|
if (CharCreatedBy != MISSION_CHAR && obj->GetModelIndex() == MI_PHONEBOOTH1) {
|
|
bool isRunning = m_nMoveState == PEDMOVE_RUN || m_nMoveState == PEDMOVE_SPRINT;
|
|
SetFindPathAndFlee(obj, 5000, !isRunning);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
CVector2D adjustedColMin(objColMin.x - 0.35f, objColMin.y - 0.35f);
|
|
CVector2D adjustedColMax(objColMax.x + 0.35f, objColMax.y + 0.35f);
|
|
|
|
checkIntervalInDist = Max(checkIntervalInDist, 0.5f);
|
|
checkIntervalInDist = Min(checkIntervalInDist, (objColMax.z - objColMin.z) / 2.0f);
|
|
checkIntervalInDist = Min(checkIntervalInDist, (adjustedColMax.x - adjustedColMin.x) / 2.0f);
|
|
|
|
if (objMat.GetUp().z < 0.0f)
|
|
objUpsideDown = true;
|
|
|
|
if (obj->GetModelIndex() != MI_TRAFFICLIGHTS && obj->GetModelIndex() != MI_SINGLESTREETLIGHTS1 && obj->GetModelIndex() != MI_SINGLESTREETLIGHTS2) {
|
|
objColCenter = obj->GetMatrix() * objColCenter;
|
|
} else {
|
|
checkIntervalInDist = 0.4f;
|
|
if (objMat.GetUp().z <= 0.57f) {
|
|
|
|
// Specific calculations for traffic lights, didn't get a bit.
|
|
adjustedColMin.x = 1.2f * (adjustedColMin.x < adjustedColMin.y ? adjustedColMin.x : adjustedColMin.y);
|
|
adjustedColMax.x = 1.2f * (adjustedColMax.x > adjustedColMax.y ? adjustedColMax.x : adjustedColMax.y);
|
|
adjustedColMin.y = 1.2f * objColMin.z;
|
|
adjustedColMax.y = 1.2f * objColMax.z;
|
|
dirToSet = objMat.GetUp().Heading();
|
|
objMat.SetUnity();
|
|
objMat.RotateZ(dirToSet);
|
|
objMat.GetPosition() += obj->GetPosition();
|
|
objColCenter = obj->GetPosition();
|
|
} else {
|
|
objColCenter.x = adjustedColMax.x - 0.25f;
|
|
objColCenter = obj->GetMatrix() * objColCenter;
|
|
distLimitForTimer = 0.75f;
|
|
}
|
|
objUpsideDown = false;
|
|
}
|
|
float oldRotDest = m_fRotationDest;
|
|
#ifndef NEW_WALK_AROUND_ALGORITHM
|
|
float angleToFaceObjCenter = (objColCenter - GetPosition()).Heading();
|
|
float angleDiffBtwObjCenterAndForward = CGeneral::LimitRadianAngle(dirToSet - angleToFaceObjCenter);
|
|
float objTopRightHeading = Atan2(adjustedColMax.x - adjustedColMin.x, adjustedColMax.y - adjustedColMin.y);
|
|
#endif
|
|
|
|
if (IsPlayer()) {
|
|
if (FindPlayerPed()->m_fMoveSpeed <= 0.0f)
|
|
checkIntervalInTime = 0.0f;
|
|
else
|
|
checkIntervalInTime = 2.0f / FindPlayerPed()->m_fMoveSpeed;
|
|
} else {
|
|
switch (m_nMoveState) {
|
|
case PEDMOVE_WALK:
|
|
checkIntervalInTime = 2.0f;
|
|
break;
|
|
case PEDMOVE_RUN:
|
|
checkIntervalInTime = 0.5f;
|
|
break;
|
|
case PEDMOVE_SPRINT:
|
|
checkIntervalInTime = 0.5f;
|
|
break;
|
|
default:
|
|
checkIntervalInTime = 0.0f;
|
|
break;
|
|
}
|
|
}
|
|
if (m_pSeekTarget == obj && obj->IsVehicle()) {
|
|
if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER
|
|
|| m_objective == OBJECTIVE_SOLICIT) {
|
|
goingToEnterCar = true;
|
|
if (IsPlayer())
|
|
checkIntervalInTime = 0.0f;
|
|
|
|
if (((CVehicle*)obj)->bIsVan)
|
|
goingToEnterCarAndItsVan = true;
|
|
}
|
|
}
|
|
|
|
int entityOnTopLeftOfObj = 0;
|
|
int entityOnBottomLeftOfObj = 0;
|
|
int entityOnTopRightOfObj = 0;
|
|
int entityOnBottomRightOfObj = 0;
|
|
|
|
if (CTimer::GetTimeInMilliseconds() > m_collidingThingTimer || m_collidingEntityWhileFleeing != obj) {
|
|
bool collidingThingChanged = true;
|
|
CEntity *obstacle;
|
|
|
|
#ifndef NEW_WALK_AROUND_ALGORITHM
|
|
if (!obj->IsVehicle() || objUpsideDown) {
|
|
collidingThingChanged = false;
|
|
} else {
|
|
#else
|
|
CVector cornerToGo = CVector(10.0f, 10.0f, 10.0f);
|
|
int dirToGo;
|
|
m_walkAroundType = 0;
|
|
int iWouldPreferGoingBack = 0; // 1:left 2:right
|
|
#endif
|
|
float adjustedCheckInterval = 0.7f * checkIntervalInDist;
|
|
CVector posToCheck;
|
|
|
|
// Top left of obj
|
|
posToCheck.x = adjustedColMin.x + adjustedCheckInterval;
|
|
posToCheck.y = adjustedColMax.y - adjustedCheckInterval;
|
|
posToCheck.z = 0.0f;
|
|
posToCheck = objMat * posToCheck;
|
|
posToCheck.z += 0.6f;
|
|
obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj,
|
|
true, true, false, true, false, false);
|
|
if (obstacle) {
|
|
if (obstacle->IsBuilding()) {
|
|
entityOnTopLeftOfObj = 1;
|
|
} else if (obstacle->IsVehicle()) {
|
|
entityOnTopLeftOfObj = 2;
|
|
} else {
|
|
entityOnTopLeftOfObj = 3;
|
|
}
|
|
}
|
|
#ifdef NEW_WALK_AROUND_ALGORITHM
|
|
else {
|
|
CVector tl = obj->GetMatrix() * CVector(adjustedColMin.x, adjustedColMax.y, 0.0f) - GetPosition();
|
|
if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) {
|
|
cornerToGo = tl;
|
|
m_walkAroundType = 1;
|
|
|
|
if (m_vehEnterType == CAR_DOOR_LR)
|
|
iWouldPreferGoingBack = 1;
|
|
} else if(CanWeSeeTheCorner(tl, GetForward())){
|
|
cornerToGo = tl;
|
|
dirToGo = GetLocalDirection(tl);
|
|
if (dirToGo == 1)
|
|
m_walkAroundType = 0; // ALL of the next turns will be right turn
|
|
else if (dirToGo == 3)
|
|
m_walkAroundType = 1; // ALL of the next turns will be left turn
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Top right of obj
|
|
posToCheck.x = adjustedColMax.x - adjustedCheckInterval;
|
|
posToCheck.y = adjustedColMax.y - adjustedCheckInterval;
|
|
posToCheck.z = 0.0f;
|
|
posToCheck = objMat * posToCheck;
|
|
posToCheck.z += 0.6f;
|
|
obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj,
|
|
true, true, false, true, false, false);
|
|
if (obstacle) {
|
|
if (obstacle->IsBuilding()) {
|
|
entityOnTopRightOfObj = 1;
|
|
} else if (obstacle->IsVehicle()) {
|
|
entityOnTopRightOfObj = 2;
|
|
} else {
|
|
entityOnTopRightOfObj = 3;
|
|
}
|
|
}
|
|
#ifdef NEW_WALK_AROUND_ALGORITHM
|
|
else {
|
|
CVector tr = obj->GetMatrix() * CVector(adjustedColMax.x, adjustedColMax.y, 0.0f) - GetPosition();
|
|
if (tr.Magnitude2D() < cornerToGo.Magnitude2D()) {
|
|
if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) {
|
|
cornerToGo = tr;
|
|
m_walkAroundType = 2;
|
|
|
|
if (m_vehEnterType == CAR_DOOR_RR)
|
|
iWouldPreferGoingBack = 2;
|
|
} else if (CanWeSeeTheCorner(tr, GetForward())) {
|
|
cornerToGo = tr;
|
|
dirToGo = GetLocalDirection(tr);
|
|
if (dirToGo == 1)
|
|
m_walkAroundType = 2; // ALL of the next turns will be right turn
|
|
else if (dirToGo == 3)
|
|
m_walkAroundType = 3; // ALL of the next turns will be left turn
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Bottom right of obj
|
|
posToCheck.x = adjustedColMax.x - adjustedCheckInterval;
|
|
posToCheck.y = adjustedColMin.y + adjustedCheckInterval;
|
|
posToCheck.z = 0.0f;
|
|
posToCheck = objMat * posToCheck;
|
|
posToCheck.z += 0.6f;
|
|
obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj,
|
|
true, true, false, true, false, false);
|
|
if (obstacle) {
|
|
if (obstacle->IsBuilding()) {
|
|
entityOnBottomRightOfObj = 1;
|
|
} else if (obstacle->IsVehicle()) {
|
|
entityOnBottomRightOfObj = 2;
|
|
} else {
|
|
entityOnBottomRightOfObj = 3;
|
|
}
|
|
}
|
|
#ifdef NEW_WALK_AROUND_ALGORITHM
|
|
else {
|
|
CVector br = obj->GetMatrix() * CVector(adjustedColMax.x, adjustedColMin.y, 0.0f) - GetPosition();
|
|
if (iWouldPreferGoingBack == 2)
|
|
m_walkAroundType = 4;
|
|
else if (br.Magnitude2D() < cornerToGo.Magnitude2D()) {
|
|
if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) {
|
|
cornerToGo = br;
|
|
m_walkAroundType = 5;
|
|
} else if (CanWeSeeTheCorner(br, GetForward())) {
|
|
cornerToGo = br;
|
|
dirToGo = GetLocalDirection(br);
|
|
if (dirToGo == 1)
|
|
m_walkAroundType = 4; // ALL of the next turns will be right turn
|
|
else if (dirToGo == 3)
|
|
m_walkAroundType = 5; // ALL of the next turns will be left turn
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Bottom left of obj
|
|
posToCheck.x = adjustedColMin.x + adjustedCheckInterval;
|
|
posToCheck.y = adjustedColMin.y + adjustedCheckInterval;
|
|
posToCheck.z = 0.0f;
|
|
posToCheck = objMat * posToCheck;
|
|
posToCheck.z += 0.6f;
|
|
obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj,
|
|
true, true, false, true, false, false);
|
|
if (obstacle) {
|
|
if (obstacle->IsBuilding()) {
|
|
entityOnBottomLeftOfObj = 1;
|
|
} else if (obstacle->IsVehicle()) {
|
|
entityOnBottomLeftOfObj = 2;
|
|
} else {
|
|
entityOnBottomLeftOfObj = 3;
|
|
}
|
|
}
|
|
#ifdef NEW_WALK_AROUND_ALGORITHM
|
|
else {
|
|
CVector bl = obj->GetMatrix() * CVector(adjustedColMin.x, adjustedColMin.y, 0.0f) - GetPosition();
|
|
if (iWouldPreferGoingBack == 1)
|
|
m_walkAroundType = 7;
|
|
else if (bl.Magnitude2D() < cornerToGo.Magnitude2D()) {
|
|
if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) {
|
|
cornerToGo = bl;
|
|
m_walkAroundType = 6;
|
|
} else if (CanWeSeeTheCorner(bl, GetForward())) {
|
|
cornerToGo = bl;
|
|
dirToGo = GetLocalDirection(bl);
|
|
if (dirToGo == 1)
|
|
m_walkAroundType = 6; // ALL of the next turns will be right turn
|
|
else if (dirToGo == 3)
|
|
m_walkAroundType = 7; // ALL of the next turns will be left turn
|
|
}
|
|
}
|
|
}
|
|
#else
|
|
}
|
|
|
|
if (entityOnTopLeftOfObj && entityOnTopRightOfObj && entityOnBottomRightOfObj && entityOnBottomLeftOfObj) {
|
|
collidingThingChanged = false;
|
|
entityOnTopLeftOfObj = 0;
|
|
entityOnBottomLeftOfObj = 0;
|
|
entityOnTopRightOfObj = 0;
|
|
entityOnBottomRightOfObj = 0;
|
|
}
|
|
|
|
if (!collidingThingChanged) {
|
|
m_walkAroundType = 0;
|
|
} else {
|
|
if (Abs(angleDiffBtwObjCenterAndForward) >= objTopRightHeading) {
|
|
if (PI - objTopRightHeading >= Abs(angleDiffBtwObjCenterAndForward)) {
|
|
if ((angleDiffBtwObjCenterAndForward <= 0.0f || objUpsideDown) && (angleDiffBtwObjCenterAndForward < 0.0f || !objUpsideDown)) {
|
|
if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) {
|
|
m_walkAroundType = 0;
|
|
} else {
|
|
if (CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) >= 0.0f) {
|
|
if (entityOnBottomRightOfObj == 1 || entityOnBottomRightOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) {
|
|
m_walkAroundType = 1;
|
|
} else if (entityOnBottomLeftOfObj == 1 || entityOnBottomLeftOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) {
|
|
m_walkAroundType = 1;
|
|
}
|
|
} else {
|
|
if (entityOnTopRightOfObj == 1 || entityOnTopRightOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) {
|
|
m_walkAroundType = 4;
|
|
} else if (entityOnTopLeftOfObj == 1 || entityOnTopLeftOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) {
|
|
m_walkAroundType = 4;
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) {
|
|
m_walkAroundType = 0;
|
|
} else {
|
|
if (CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) <= 0.0f) {
|
|
if (entityOnBottomLeftOfObj == 1 || entityOnBottomLeftOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) {
|
|
m_walkAroundType = 2;
|
|
} else if (entityOnBottomRightOfObj == 1 || entityOnBottomRightOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) {
|
|
m_walkAroundType = 2;
|
|
}
|
|
} else {
|
|
if (entityOnTopLeftOfObj == 1 || entityOnTopLeftOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) {
|
|
m_walkAroundType = 3;
|
|
} else if (entityOnTopRightOfObj == 1 || entityOnTopRightOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) {
|
|
m_walkAroundType = 3;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)
|
|
|| CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) < 0.0f) {
|
|
if (entityOnTopLeftOfObj == 1 || entityOnTopLeftOfObj && !entityOnTopRightOfObj && !entityOnBottomRightOfObj) {
|
|
m_walkAroundType = 3;
|
|
}
|
|
} else if (entityOnTopRightOfObj == 1 || entityOnTopRightOfObj && !entityOnTopLeftOfObj && !entityOnBottomLeftOfObj) {
|
|
m_walkAroundType = 4;
|
|
}
|
|
} else if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)
|
|
|| CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) {
|
|
if (entityOnBottomLeftOfObj == 1 || entityOnBottomLeftOfObj && !entityOnTopRightOfObj && !entityOnBottomRightOfObj) {
|
|
m_walkAroundType = 2;
|
|
}
|
|
} else if (entityOnBottomRightOfObj == 1 || entityOnBottomRightOfObj && !entityOnTopLeftOfObj && !entityOnBottomLeftOfObj) {
|
|
m_walkAroundType = 1;
|
|
} else {
|
|
m_walkAroundType = 0;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
m_collidingEntityWhileFleeing = obj;
|
|
m_collidingEntityWhileFleeing->RegisterReference((CEntity**) &m_collidingEntityWhileFleeing);
|
|
|
|
// TODO: This random may need to be changed.
|
|
m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 512 + CGeneral::GetRandomNumber();
|
|
|
|
CVector localPosToHead;
|
|
|
|
#ifdef NEW_WALK_AROUND_ALGORITHM
|
|
int nextWalkAround = m_walkAroundType;
|
|
if (m_walkAroundType % 2 == 0) {
|
|
nextWalkAround += 2;
|
|
if (nextWalkAround > 6)
|
|
nextWalkAround = 0;
|
|
} else {
|
|
nextWalkAround -= 2;
|
|
if (nextWalkAround < 0)
|
|
nextWalkAround = 7;
|
|
}
|
|
|
|
CVector nextPosToHead = objMat * LocalPosForWalkAround(adjustedColMin, adjustedColMax, nextWalkAround, goingToEnterCar ? m_vehEnterType : 0, goingToEnterCarAndItsVan);
|
|
bool nextRouteIsClear = CWorld::GetIsLineOfSightClear(GetPosition(), nextPosToHead, true, true, true, true, true, true, false);
|
|
|
|
if(nextRouteIsClear)
|
|
m_walkAroundType = nextWalkAround;
|
|
else {
|
|
CVector posToHead = objMat * LocalPosForWalkAround(adjustedColMin, adjustedColMax, m_walkAroundType, goingToEnterCar ? m_vehEnterType : 0, goingToEnterCarAndItsVan);
|
|
bool currentRouteIsClear = CWorld::GetIsLineOfSightClear(GetPosition(), posToHead,
|
|
true, true, true, true, true, true, false);
|
|
|
|
/* Either;
|
|
* - Some obstacle came in and it's impossible to reach current destination
|
|
* - We reached to the destination, but since next route is not clear, we're turning around us
|
|
*/
|
|
if (!currentRouteIsClear ||
|
|
((posToHead - GetPosition()).Magnitude2D() < 0.8f &&
|
|
!CWorld::GetIsLineOfSightClear(GetPosition() + GetForward(), nextPosToHead,
|
|
true, true, true, true, true, true, false))) {
|
|
|
|
// Change both target and direction (involves changing even/oddness)
|
|
if (m_walkAroundType % 2 == 0) {
|
|
m_walkAroundType -= 2;
|
|
if (m_walkAroundType < 0)
|
|
m_walkAroundType = 7;
|
|
else
|
|
m_walkAroundType += 1;
|
|
} else {
|
|
m_walkAroundType += 2;
|
|
if (m_walkAroundType > 7)
|
|
m_walkAroundType = 0;
|
|
else
|
|
m_walkAroundType -= 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
localPosToHead = LocalPosForWalkAround(adjustedColMin, adjustedColMax, m_walkAroundType, goingToEnterCar ? m_vehEnterType : 0, goingToEnterCarAndItsVan);
|
|
#else
|
|
if (Abs(angleDiffBtwObjCenterAndForward) < objTopRightHeading) {
|
|
if (goingToEnterCar) {
|
|
if (goingToEnterCarAndItsVan) {
|
|
if (m_vehEnterType == CAR_DOOR_LR || m_vehEnterType == CAR_DOOR_RR)
|
|
return;
|
|
}
|
|
if (m_vehEnterType != CAR_DOOR_LF && m_vehEnterType != CAR_DOOR_LR && (!entityOnBottomRightOfObj || entityOnBottomLeftOfObj)) {
|
|
m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI);
|
|
localPosToHead.x = adjustedColMax.x;
|
|
localPosToHead.z = 0.0f;
|
|
localPosToHead.y = adjustedColMin.y;
|
|
} else {
|
|
m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet);
|
|
localPosToHead.x = adjustedColMin.x;
|
|
localPosToHead.z = 0.0f;
|
|
localPosToHead.y = adjustedColMin.y;
|
|
}
|
|
} else {
|
|
if (m_walkAroundType != 1 && m_walkAroundType != 4
|
|
&& (m_walkAroundType || CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) <= 0.0f)) {
|
|
|
|
m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI);
|
|
localPosToHead.x = adjustedColMax.x;
|
|
localPosToHead.z = 0.0f;
|
|
localPosToHead.y = adjustedColMin.y;
|
|
} else {
|
|
m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet);
|
|
localPosToHead.x = adjustedColMin.x;
|
|
localPosToHead.z = 0.0f;
|
|
localPosToHead.y = adjustedColMin.y;
|
|
}
|
|
}
|
|
} else {
|
|
if (PI - objTopRightHeading >= Abs(angleDiffBtwObjCenterAndForward)) {
|
|
if (angleDiffBtwObjCenterAndForward <= 0.0f) {
|
|
if (!goingToEnterCar || !goingToEnterCarAndItsVan || m_vehEnterType != CAR_DOOR_LR && m_vehEnterType != CAR_DOOR_RR) {
|
|
if (goingToEnterCar) {
|
|
if (m_vehEnterType == CAR_DOOR_RF || (m_vehEnterType == CAR_DOOR_RR && !goingToEnterCarAndItsVan))
|
|
return;
|
|
}
|
|
if (m_walkAroundType == 4 || m_walkAroundType == 3
|
|
|| !m_walkAroundType && CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) {
|
|
|
|
m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet);
|
|
localPosToHead.x = adjustedColMax.x;
|
|
localPosToHead.z = 0.0f;
|
|
localPosToHead.y = adjustedColMin.y;
|
|
} else {
|
|
m_fRotationDest = dirToSet;
|
|
localPosToHead.x = adjustedColMax.x;
|
|
localPosToHead.z = 0.0f;
|
|
localPosToHead.y = adjustedColMax.y;
|
|
}
|
|
} else {
|
|
m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet);
|
|
localPosToHead.x = adjustedColMax.x;
|
|
localPosToHead.z = 0.0f;
|
|
localPosToHead.y = adjustedColMin.y;
|
|
}
|
|
} else if (goingToEnterCar && goingToEnterCarAndItsVan && (m_vehEnterType == CAR_DOOR_LR || m_vehEnterType == CAR_DOOR_RR)) {
|
|
m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet);
|
|
localPosToHead.x = adjustedColMin.x;
|
|
localPosToHead.z = 0.0f;
|
|
localPosToHead.y = adjustedColMin.y;
|
|
} else {
|
|
if (goingToEnterCar) {
|
|
if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR && !goingToEnterCarAndItsVan)
|
|
return;
|
|
}
|
|
if (m_walkAroundType == 1 || m_walkAroundType == 2
|
|
|| !m_walkAroundType && CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) {
|
|
|
|
m_fRotationDest = dirToSet;
|
|
localPosToHead.x = adjustedColMin.x;
|
|
localPosToHead.z = 0.0f;
|
|
localPosToHead.y = adjustedColMax.y;
|
|
} else {
|
|
m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet);
|
|
localPosToHead.x = adjustedColMin.x;
|
|
localPosToHead.z = 0.0f;
|
|
localPosToHead.y = adjustedColMin.y;
|
|
}
|
|
}
|
|
} else {
|
|
if (goingToEnterCar && (!goingToEnterCarAndItsVan || m_vehEnterType != CAR_DOOR_LR && m_vehEnterType != CAR_DOOR_RR)) {
|
|
if (m_vehEnterType != CAR_DOOR_LF && m_vehEnterType != CAR_DOOR_LR && (!entityOnTopRightOfObj || entityOnTopLeftOfObj)) {
|
|
|
|
m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI);
|
|
localPosToHead.x = adjustedColMax.x;
|
|
localPosToHead.z = 0.0f;
|
|
localPosToHead.y = adjustedColMax.y;
|
|
} else {
|
|
m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet);
|
|
localPosToHead.x = adjustedColMin.x;
|
|
localPosToHead.z = 0.0f;
|
|
localPosToHead.y = adjustedColMax.y;
|
|
}
|
|
} else {
|
|
if (m_walkAroundType == 2 || m_walkAroundType == 3
|
|
|| !m_walkAroundType && CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) {
|
|
|
|
m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI);
|
|
localPosToHead.x = adjustedColMax.x;
|
|
localPosToHead.z = 0.0f;
|
|
localPosToHead.y = adjustedColMax.y;
|
|
} else {
|
|
m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet);
|
|
localPosToHead.x = adjustedColMin.x;
|
|
localPosToHead.z = 0.0f;
|
|
localPosToHead.y = adjustedColMax.y;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
if (objUpsideDown)
|
|
localPosToHead.x = localPosToHead.x * -1.0f;
|
|
|
|
localPosToHead = objMat * localPosToHead;
|
|
m_actionX = localPosToHead.x;
|
|
m_actionY = localPosToHead.y;
|
|
localPosToHead -= GetPosition();
|
|
m_fRotationDest = CGeneral::LimitRadianAngle(localPosToHead.Heading());
|
|
|
|
if (m_fRotationDest != m_fRotationCur && bHitSomethingLastFrame) {
|
|
if (m_fRotationDest == oldRotDest) {
|
|
m_fRotationDest = oldRotDest;
|
|
} else {
|
|
m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet);
|
|
}
|
|
}
|
|
|
|
float dist = localPosToHead.Magnitude2D();
|
|
if (dist < 0.5f)
|
|
dist = 0.5f;
|
|
|
|
if (dist > distLimitForTimer)
|
|
dist = distLimitForTimer;
|
|
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 280.0f * dist * checkIntervalInTime;
|
|
}
|
|
|
|
int32
|
|
CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
|
|
{
|
|
bool collidedWithBoat = false;
|
|
bool belowTorsoCollided = false;
|
|
float gravityEffect = -0.15f * CTimer::GetTimeStep();
|
|
CColPoint intersectionPoint;
|
|
CColLine ourLine;
|
|
|
|
CColModel *ourCol = CModelInfo::GetModelInfo(GetModelIndex())->GetColModel();
|
|
CColModel *hisCol = CModelInfo::GetModelInfo(collidingEnt->GetModelIndex())->GetColModel();
|
|
|
|
if (!bUsesCollision)
|
|
return false;
|
|
|
|
if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat())
|
|
collidedWithBoat = true;
|
|
|
|
// ofc we're not vehicle
|
|
if (!m_bIsVehicleBeingShifted && !bSkipLineCol
|
|
#ifdef VC_PED_PORTS
|
|
&& !collidingEnt->IsPed()
|
|
#endif
|
|
) {
|
|
if (!bCollisionProcessed) {
|
|
#ifdef VC_PED_PORTS
|
|
m_pCurrentPhysSurface = nil;
|
|
#endif
|
|
if (bIsStanding) {
|
|
bIsStanding = false;
|
|
bWasStanding = true;
|
|
}
|
|
bCollisionProcessed = true;
|
|
m_fCollisionSpeed += m_vecMoveSpeed.Magnitude2D() * CTimer::GetTimeStep();
|
|
bStillOnValidPoly = false;
|
|
if (IsPlayer() || m_fCollisionSpeed >= 1.0f
|
|
&& (m_fCollisionSpeed >= 2.0f || m_nPedState != PED_WANDER_PATH)) {
|
|
m_collPoly.valid = false;
|
|
m_fCollisionSpeed = 0.0f;
|
|
bHitSteepSlope = false;
|
|
} else {
|
|
CVector pos = GetPosition();
|
|
float potentialGroundZ = GetPosition().z - FEET_OFFSET;
|
|
if (bWasStanding) {
|
|
pos.z += -0.25f;
|
|
potentialGroundZ += gravityEffect;
|
|
}
|
|
if (CCollision::IsStoredPolyStillValidVerticalLine(pos, potentialGroundZ, intersectionPoint, &m_collPoly)) {
|
|
bStillOnValidPoly = true;
|
|
#ifdef VC_PED_PORTS
|
|
if(!bSomeVCflag1 || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) {
|
|
GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
|
|
if (bSomeVCflag1)
|
|
bSomeVCflag1 = false;
|
|
}
|
|
#else
|
|
GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
|
|
#endif
|
|
|
|
m_vecMoveSpeed.z = 0.0f;
|
|
bIsStanding = true;
|
|
} else {
|
|
m_collPoly.valid = false;
|
|
m_fCollisionSpeed = 0.0f;
|
|
bHitSteepSlope = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!bStillOnValidPoly) {
|
|
CVector potentialCenter = GetPosition();
|
|
potentialCenter.z = GetPosition().z - 0.52f;
|
|
|
|
// 0.52f should be a ped's approx. radius
|
|
float totalRadiusWhenCollided = collidingEnt->GetBoundRadius() + 0.52f - gravityEffect;
|
|
if (bWasStanding) {
|
|
if (collidedWithBoat) {
|
|
potentialCenter.z += 2.0f * gravityEffect;
|
|
totalRadiusWhenCollided += Abs(gravityEffect);
|
|
} else {
|
|
potentialCenter.z += gravityEffect;
|
|
}
|
|
}
|
|
if (sq(totalRadiusWhenCollided) > (potentialCenter - collidingEnt->GetBoundCentre()).MagnitudeSqr()) {
|
|
ourLine.p0 = GetPosition();
|
|
ourLine.p1 = GetPosition();
|
|
ourLine.p1.z = GetPosition().z - FEET_OFFSET;
|
|
if (bWasStanding) {
|
|
ourLine.p1.z = ourLine.p1.z + gravityEffect;
|
|
ourLine.p0.z = ourLine.p0.z + -0.25f;
|
|
}
|
|
float minDist = 1.0f;
|
|
belowTorsoCollided = CCollision::ProcessVerticalLine(ourLine, collidingEnt->GetMatrix(), *hisCol,
|
|
intersectionPoint, minDist, false, &m_collPoly);
|
|
|
|
if (collidedWithBoat && bWasStanding && !belowTorsoCollided) {
|
|
ourLine.p0.z = ourLine.p1.z;
|
|
ourLine.p1.z = ourLine.p1.z + gravityEffect;
|
|
belowTorsoCollided = CCollision::ProcessVerticalLine(ourLine, collidingEnt->GetMatrix(), *hisCol,
|
|
intersectionPoint, minDist, false, &m_collPoly);
|
|
}
|
|
if (belowTorsoCollided) {
|
|
#ifndef VC_PED_PORTS
|
|
if (!collidingEnt->IsPed()) {
|
|
#endif
|
|
if (!bIsStanding
|
|
|| FEET_OFFSET + intersectionPoint.point.z > GetPosition().z
|
|
|| collidedWithBoat && 3.12f + intersectionPoint.point.z > GetPosition().z) {
|
|
|
|
if (!collidingEnt->IsVehicle() && !collidingEnt->IsObject()) {
|
|
m_pCurSurface = collidingEnt;
|
|
collidingEnt->RegisterReference((CEntity**)&m_pCurSurface);
|
|
bTryingToReachDryLand = false;
|
|
bOnBoat = false;
|
|
} else {
|
|
m_pCurrentPhysSurface = (CPhysical*)collidingEnt;
|
|
collidingEnt->RegisterReference((CEntity**)&m_pCurrentPhysSurface);
|
|
m_vecOffsetFromPhysSurface = intersectionPoint.point - collidingEnt->GetPosition();
|
|
m_pCurSurface = collidingEnt;
|
|
collidingEnt->RegisterReference((CEntity**)&m_pCurSurface);
|
|
m_collPoly.valid = false;
|
|
if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat()) {
|
|
bOnBoat = true;
|
|
} else {
|
|
bOnBoat = false;
|
|
}
|
|
}
|
|
#ifdef VC_PED_PORTS
|
|
if (!bSomeVCflag1 || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) {
|
|
GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
|
|
if (bSomeVCflag1)
|
|
bSomeVCflag1 = false;
|
|
}
|
|
#else
|
|
GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
|
|
#endif
|
|
m_nSurfaceTouched = intersectionPoint.surfaceB;
|
|
if (m_nSurfaceTouched == SURFACE_STEEP_CLIFF) {
|
|
bHitSteepSlope = true;
|
|
m_vecDamageNormal = intersectionPoint.normal;
|
|
}
|
|
}
|
|
// VC code is working perfectly, but we don't want mega jumps to damage us significantly :shrug:
|
|
#if 0 // #ifdef VC_PED_PORTS
|
|
float upperSpeedLimit = 0.33f;
|
|
float lowerSpeedLimit = -0.25f;
|
|
float speed = m_vecMoveSpeed.Magnitude2D();
|
|
if (m_nPedState == PED_IDLE) {
|
|
upperSpeedLimit *= 2.0f;
|
|
lowerSpeedLimit *= 1.5f;
|
|
}
|
|
if (!m_ped_flagA2) {
|
|
if ((speed <= upperSpeedLimit /* || (bfFlagsL >> 5) & 1 */) && m_vecMoveSpeed.z >= lowerSpeedLimit
|
|
|| m_pCollidingEntity == collidingEnt) {
|
|
|
|
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL) && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
|
|
InflictDamage(collidingEnt, WEAPONTYPE_FALL, 15.0f, PEDPIECE_TORSO, 2);
|
|
}
|
|
} else {
|
|
float damage = 100.0f * Max(speed - 0.25f, 0.0f);
|
|
float damage2 = damage;
|
|
if (m_vecMoveSpeed.z < -0.25f)
|
|
damage += (-0.25f - m_vecMoveSpeed.z) * 150.0f;
|
|
|
|
uint8 dir = 2; // from backward
|
|
if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f || m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) {
|
|
CVector2D offset = -m_vecMoveSpeed;
|
|
dir = GetLocalDirection(offset);
|
|
}
|
|
InflictDamage(collidingEnt, WEAPONTYPE_FALL, damage, PEDPIECE_TORSO, dir);
|
|
if (IsPlayer() && damage2 > 5.0f)
|
|
Say(SOUND_PED_LAND);
|
|
}
|
|
}
|
|
#else
|
|
float speedSqr = 0.0f;
|
|
if (!bWasStanding) {
|
|
if (m_vecMoveSpeed.z >= -0.25f && (speedSqr = m_vecMoveSpeed.MagnitudeSqr()) <= sq(0.5f)) {
|
|
|
|
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL) && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
|
|
InflictDamage(collidingEnt, WEAPONTYPE_FALL, 15.0f, PEDPIECE_TORSO, 2);
|
|
}
|
|
} else {
|
|
if (speedSqr == 0.0f)
|
|
speedSqr = sq(m_vecMoveSpeed.z);
|
|
|
|
uint8 dir = 2; // from backward
|
|
if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f || m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) {
|
|
CVector2D offset = -m_vecMoveSpeed;
|
|
dir = GetLocalDirection(offset);
|
|
}
|
|
InflictDamage(collidingEnt, WEAPONTYPE_FALL, 350.0f * sq(speedSqr), PEDPIECE_TORSO, dir);
|
|
}
|
|
}
|
|
#endif
|
|
m_vecMoveSpeed.z = 0.0f;
|
|
bIsStanding = true;
|
|
#ifndef VC_PED_PORTS
|
|
} else {
|
|
bOnBoat = false;
|
|
}
|
|
#endif
|
|
} else {
|
|
bOnBoat = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int ourCollidedSpheres = CCollision::ProcessColModels(GetMatrix(), *ourCol, collidingEnt->GetMatrix(), *hisCol, collidingPoints, nil, nil);
|
|
if (ourCollidedSpheres > 0 || belowTorsoCollided) {
|
|
AddCollisionRecord(collidingEnt);
|
|
if (!collidingEnt->IsBuilding())
|
|
((CPhysical*)collidingEnt)->AddCollisionRecord(this);
|
|
|
|
if (ourCollidedSpheres > 0 && (collidingEnt->IsBuilding() || collidingEnt->IsStatic())) {
|
|
bHasHitWall = true;
|
|
}
|
|
}
|
|
if (collidingEnt->IsBuilding() || collidingEnt->IsStatic()) {
|
|
|
|
if (bWasStanding) {
|
|
CVector sphereNormal;
|
|
float normalLength;
|
|
for(int sphere = 0; sphere < ourCollidedSpheres; sphere++) {
|
|
sphereNormal = collidingPoints[sphere].normal;
|
|
#ifdef VC_PED_PORTS
|
|
if (sphereNormal.z >= -1.0f || !IsPlayer()) {
|
|
#endif
|
|
normalLength = sphereNormal.Magnitude2D();
|
|
if (normalLength != 0.0f) {
|
|
sphereNormal.x = sphereNormal.x / normalLength;
|
|
sphereNormal.y = sphereNormal.y / normalLength;
|
|
}
|
|
#ifdef VC_PED_PORTS
|
|
} else {
|
|
float speed = m_vecMoveSpeed.Magnitude2D();
|
|
sphereNormal.x = -m_vecMoveSpeed.x / Max(0.001f, speed);
|
|
sphereNormal.y = -m_vecMoveSpeed.y / Max(0.001f, speed);
|
|
GetMatrix().GetPosition().z -= 0.05f;
|
|
bSomeVCflag1 = true;
|
|
}
|
|
#endif
|
|
sphereNormal.Normalise();
|
|
collidingPoints[sphere].normal = sphereNormal;
|
|
if (collidingPoints[sphere].surfaceB == SURFACE_STEEP_CLIFF)
|
|
bHitSteepSlope = true;
|
|
}
|
|
}
|
|
}
|
|
return ourCollidedSpheres;
|
|
}
|
|
|
|
void
|
|
CPed::SetFormation(eFormation type)
|
|
{
|
|
// FIX: Formations in GetFormationPosition were in range 1-8, whereas in here it's 0-7.
|
|
// To not change the behaviour, range in here tweaked by 1 with the use of enum.
|
|
|
|
switch (m_pedFormation) {
|
|
case FORMATION_REAR:
|
|
case FORMATION_REAR_LEFT:
|
|
case FORMATION_REAR_RIGHT:
|
|
case FORMATION_FRONT_LEFT:
|
|
case FORMATION_FRONT_RIGHT:
|
|
case FORMATION_LEFT:
|
|
case FORMATION_RIGHT:
|
|
case FORMATION_FRONT:
|
|
break;
|
|
default:
|
|
Error("Unknown formation type, PedAI.cpp");
|
|
break;
|
|
}
|
|
m_pedFormation = type;
|
|
}
|
|
|
|
void
|
|
CPed::SetFollowRoute(int16 currentPoint, int16 routeType)
|
|
{
|
|
m_routeLastPoint = currentPoint;
|
|
m_routeStartPoint = CRouteNode::GetRouteStart(currentPoint);
|
|
m_routePointsPassed = 0;
|
|
m_routeType = routeType;
|
|
m_routePointsBeingPassed = 1;
|
|
m_objective = OBJECTIVE_FOLLOW_ROUTE;
|
|
m_nextRoutePointPos = CRouteNode::GetPointPosition(GetNextPointOnRoute());
|
|
}
|
|
|
|
// "Wander range" state is unused in game, and you can't use it without SetWanderRange anyway
|
|
void
|
|
CPed::WanderRange(void)
|
|
{
|
|
bool arrived = Seek();
|
|
if (arrived) {
|
|
Idle();
|
|
if ((m_randomSeed + 3 * CTimer::GetFrameCounter()) % 1000 > 997) {
|
|
CVector2D newCoords2D = m_wanderRangeBounds->GetRandomPointInRange();
|
|
SetSeek(CVector(newCoords2D.x, newCoords2D.y, GetPosition().z), 2.5f);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool
|
|
CPed::WillChat(CPed *stranger)
|
|
{
|
|
if (m_pNextPathNode && m_pLastPathNode) {
|
|
if (m_pNextPathNode != m_pLastPathNode && ThePaths.TestCrossesRoad(m_pNextPathNode, m_pLastPathNode)) {
|
|
return false;
|
|
}
|
|
}
|
|
if (m_nSurfaceTouched == SURFACE_TARMAC)
|
|
return false;
|
|
if (stranger == this)
|
|
return false;
|
|
if (m_nPedType == stranger->m_nPedType)
|
|
return true;
|
|
if (m_nPedType == PEDTYPE_CRIMINAL)
|
|
return false;
|
|
if ((IsGangMember() || stranger->IsGangMember()) && m_nPedType != stranger->m_nPedType)
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
void
|
|
CPed::SetEnterTrain(CVehicle *train, uint32 unused)
|
|
{
|
|
if (m_nPedState == PED_ENTER_TRAIN || !((CTrain*)train)->Doors[0].IsFullyOpen())
|
|
return;
|
|
|
|
/*
|
|
// Not used
|
|
CVector enterPos;
|
|
GetNearestTrainPedPosition(train, enterPos);
|
|
*/
|
|
m_fRotationCur = train->GetForward().Heading() - HALFPI;
|
|
m_pMyVehicle = train;
|
|
m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
|
|
|
|
m_nPedState = PED_ENTER_TRAIN;
|
|
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_TRAIN_GETIN, 4.0f);
|
|
m_pVehicleAnim->SetFinishCallback(PedSetInTrainCB, this);
|
|
bUsesCollision = false;
|
|
LineUpPedWithTrain();
|
|
if (IsPlayer()) {
|
|
if (((CPlayerPed*)this)->m_bAdrenalineActive)
|
|
((CPlayerPed*)this)->ClearAdrenaline();
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetDuck(uint32 time)
|
|
{
|
|
if (bIsDucking || CTimer::GetTimeInMilliseconds() <= m_duckTimer)
|
|
return;
|
|
|
|
if (bCrouchWhenShooting && (m_nPedState == PED_ATTACK || m_nPedState == PED_AIM_GUN)) {
|
|
CAnimBlendAssociation *duckAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_LOW);
|
|
if (!duckAssoc || duckAssoc->blendDelta < 0.0f) {
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DUCK_LOW, 4.0f);
|
|
bIsDucking = true;
|
|
m_duckTimer = CTimer::GetTimeInMilliseconds() + time;
|
|
}
|
|
} else {
|
|
CAnimBlendAssociation *duckAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
|
|
if (!duckAssoc || duckAssoc->blendDelta < 0.0f) {
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DUCK_DOWN, 4.0f);
|
|
bIsDucking = true;
|
|
m_duckTimer = CTimer::GetTimeInMilliseconds() + time;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SeekBoatPosition(void)
|
|
{
|
|
if (m_carInObjective && !m_carInObjective->pDriver) {
|
|
CVehicleModelInfo *boatModel = m_carInObjective->GetModelInfo();
|
|
|
|
CVector enterOffset;
|
|
enterOffset = boatModel->GetFrontSeatPosn();
|
|
enterOffset.x = 0.0f;
|
|
CMatrix boatMat(m_carInObjective->GetMatrix());
|
|
SetMoveState(PEDMOVE_WALK);
|
|
m_vecSeekPos = boatMat * enterOffset;
|
|
if (Seek()) {
|
|
// We arrived to the boat
|
|
m_vehEnterType = 0;
|
|
SetEnterCar(m_carInObjective, 0);
|
|
}
|
|
} else
|
|
RestorePreviousState();
|
|
}
|
|
|
|
void
|
|
CPed::SetEnterCar(CVehicle *car, uint32 unused)
|
|
{
|
|
if (CCranes::IsThisCarBeingCarriedByAnyCrane(car)) {
|
|
RestorePreviousState();
|
|
RestorePreviousObjective();
|
|
} else {
|
|
uint8 doorFlag;
|
|
eDoors door;
|
|
switch (m_vehEnterType) {
|
|
case CAR_DOOR_RF:
|
|
doorFlag = CAR_DOOR_FLAG_RF;
|
|
door = DOOR_FRONT_RIGHT;
|
|
break;
|
|
case CAR_DOOR_RR:
|
|
doorFlag = CAR_DOOR_FLAG_RR;
|
|
door = DOOR_REAR_RIGHT;
|
|
break;
|
|
case CAR_DOOR_LF:
|
|
doorFlag = CAR_DOOR_FLAG_LF;
|
|
door = DOOR_FRONT_LEFT;
|
|
break;
|
|
case CAR_DOOR_LR:
|
|
doorFlag = CAR_DOOR_FLAG_LR;
|
|
door = DOOR_REAR_LEFT;
|
|
break;
|
|
default:
|
|
doorFlag = CAR_DOOR_FLAG_UNKNOWN;
|
|
break;
|
|
}
|
|
if (!IsPedInControl() || m_fHealth <= 0.0f
|
|
|| doorFlag & car->m_nGettingInFlags || doorFlag & car->m_nGettingOutFlags
|
|
|| car->bIsBeingCarJacked || m_pVehicleAnim
|
|
|| doorFlag && !car->IsDoorReady(door) && !car->IsDoorFullyOpen(door))
|
|
SetMoveState(PEDMOVE_STILL);
|
|
else
|
|
SetEnterCar_AllClear(car, m_vehEnterType, doorFlag);
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetRadioStation(void)
|
|
{
|
|
static const uint8 radiosPerRadioCategories[10][4] = {
|
|
{JAH_RADIO, RISE_FM, GAME_FM, MSX_FM},
|
|
{HEAD_RADIO, DOUBLE_CLEF, LIPS_106, FLASHBACK},
|
|
{RISE_FM, GAME_FM, MSX_FM, FLASHBACK},
|
|
{HEAD_RADIO, RISE_FM, LIPS_106, MSX_FM},
|
|
{HEAD_RADIO, RISE_FM, MSX_FM, FLASHBACK},
|
|
{JAH_RADIO, RISE_FM, LIPS_106, FLASHBACK},
|
|
{HEAD_RADIO, RISE_FM, LIPS_106, FLASHBACK},
|
|
{HEAD_RADIO, JAH_RADIO, LIPS_106, FLASHBACK},
|
|
{HEAD_RADIO, DOUBLE_CLEF, LIPS_106, FLASHBACK},
|
|
{CHATTERBOX, HEAD_RADIO, LIPS_106, GAME_FM}
|
|
};
|
|
uint8 orderInCat = 0; // BUG: this wasn't initialized
|
|
|
|
if (IsPlayer() || !m_pMyVehicle || m_pMyVehicle->pDriver != this)
|
|
return;
|
|
|
|
uint8 category = GetPedRadioCategory(GetModelIndex());
|
|
if (DMAudio.IsMP3RadioChannelAvailable()) {
|
|
if (CGeneral::GetRandomNumber() & 15) {
|
|
for (orderInCat = 0; orderInCat < 4; orderInCat++) {
|
|
if (m_pMyVehicle->m_nRadioStation == radiosPerRadioCategories[category][orderInCat])
|
|
break;
|
|
}
|
|
} else {
|
|
m_pMyVehicle->m_nRadioStation = USERTRACK;
|
|
}
|
|
} else {
|
|
for (orderInCat = 0; orderInCat < 4; orderInCat++) {
|
|
if (m_pMyVehicle->m_nRadioStation == radiosPerRadioCategories[category][orderInCat])
|
|
break;
|
|
}
|
|
}
|
|
if (orderInCat == 4) {
|
|
if (DMAudio.IsMP3RadioChannelAvailable()) {
|
|
if (CGeneral::GetRandomNumber() & 15)
|
|
m_pMyVehicle->m_nRadioStation = radiosPerRadioCategories[category][CGeneral::GetRandomNumber() & 3];
|
|
else
|
|
m_pMyVehicle->m_nRadioStation = USERTRACK;
|
|
} else {
|
|
m_pMyVehicle->m_nRadioStation = radiosPerRadioCategories[category][CGeneral::GetRandomNumber() & 3];
|
|
}
|
|
}
|
|
}
|
|
|
|
inline bool
|
|
CPed::IsNotInWreckedVehicle()
|
|
{
|
|
return m_pMyVehicle != nil && m_pMyVehicle->GetStatus() != STATUS_WRECKED;
|
|
}
|
|
|
|
void
|
|
CPed::PreRender(void)
|
|
{
|
|
CShadows::StoreShadowForPed(this,
|
|
CTimeCycle::m_fShadowDisplacementX[CTimeCycle::m_CurrentStoredValue], CTimeCycle::m_fShadowDisplacementY[CTimeCycle::m_CurrentStoredValue],
|
|
CTimeCycle::m_fShadowFrontX[CTimeCycle::m_CurrentStoredValue], CTimeCycle::m_fShadowFrontY[CTimeCycle::m_CurrentStoredValue],
|
|
CTimeCycle::m_fShadowSideX[CTimeCycle::m_CurrentStoredValue], CTimeCycle::m_fShadowSideY[CTimeCycle::m_CurrentStoredValue]);
|
|
|
|
#ifdef PED_SKIN
|
|
if(IsClumpSkinned(GetClump())){
|
|
UpdateRpHAnim();
|
|
|
|
if(bBodyPartJustCameOff && m_bodyPartBleeding == PED_HEAD){
|
|
// scale head to 0 if shot off
|
|
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
|
|
int32 idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_HEAD));
|
|
RwMatrix *head = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
|
|
RwV3d zero = { 0.0f, 0.0f, 0.0f };
|
|
RwMatrixScale(head, &zero, rwCOMBINEPRECONCAT);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if (bBodyPartJustCameOff && bIsPedDieAnimPlaying && m_bodyPartBleeding != -1 && (CTimer::GetFrameCounter() & 7) > 3) {
|
|
CVector bloodDir(0.0f, 0.0f, 0.0f);
|
|
CVector bloodPos(0.0f, 0.0f, 0.0f);
|
|
|
|
TransformToNode(bloodPos, m_bodyPartBleeding);
|
|
|
|
switch (m_bodyPartBleeding) {
|
|
case PED_HEAD:
|
|
bloodDir = 0.1f * GetUp();
|
|
break;
|
|
case PED_UPPERARML:
|
|
bloodDir = 0.04f * GetUp() - 0.04f * GetRight();
|
|
break;
|
|
case PED_UPPERARMR:
|
|
bloodDir = 0.04f * GetUp() - 0.04f * GetRight();
|
|
break;
|
|
case PED_UPPERLEGL:
|
|
bloodDir = 0.04f * GetUp() + 0.05f * GetForward();
|
|
break;
|
|
case PED_UPPERLEGR:
|
|
bloodDir = 0.04f * GetUp() + 0.05f * GetForward();
|
|
break;
|
|
default:
|
|
bloodDir = CVector(0.0f, 0.0f, 0.0f);
|
|
break;
|
|
}
|
|
|
|
for(int i = 0; i < 4; i++)
|
|
CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, bloodDir, nil, 0.0f, 0, 0, 0, 0);
|
|
}
|
|
if (CWeather::Rain > 0.3f && TheCamera.SoundDistUp > 15.0f) {
|
|
if ((TheCamera.GetPosition() - GetPosition()).Magnitude() < 25.0f) {
|
|
bool doSplashUp = true;
|
|
CColModel *ourCol = CModelInfo::GetModelInfo(GetModelIndex())->GetColModel();
|
|
CVector speed = FindPlayerSpeed();
|
|
|
|
if (Abs(speed.x) <= 0.05f && Abs(speed.y) <= 0.05f) {
|
|
if (m_nPedState != PED_FALL && !DyingOrDead() && m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT) {
|
|
if (!IsPedHeadAbovePos(0.3f) || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED)) {
|
|
doSplashUp = false;
|
|
}
|
|
} else
|
|
doSplashUp = false;
|
|
} else
|
|
doSplashUp = false;
|
|
|
|
if (doSplashUp && ourCol->numSpheres > 0) {
|
|
for(int i = 0; i < ourCol->numSpheres; i++) {
|
|
CColSphere *sphere = &ourCol->spheres[i];
|
|
CVector splashPos;
|
|
switch (sphere->piece) {
|
|
case PEDPIECE_LEFTARM:
|
|
case PEDPIECE_RIGHTARM:
|
|
case PEDPIECE_HEAD:
|
|
splashPos = GetMatrix() * ourCol->spheres[i].center;
|
|
splashPos.z += 0.7f * sphere->radius;
|
|
splashPos.x += CGeneral::GetRandomNumberInRange(-0.15f, 0.15f);
|
|
splashPos.y += CGeneral::GetRandomNumberInRange(-0.15f, 0.15f);
|
|
CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, splashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, 0, 0, CGeneral::GetRandomNumber() & 1, 0);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::ProcessBuoyancy(void)
|
|
{
|
|
static uint32 nGenerateRaindrops = 0;
|
|
static uint32 nGenerateWaterCircles = 0;
|
|
CRGBA color(((0.5f * CTimeCycle::GetDirectionalRed() + CTimeCycle::GetAmbientRed()) * 127.5f),
|
|
((0.5f * CTimeCycle::GetDirectionalBlue() + CTimeCycle::GetAmbientBlue()) * 127.5f),
|
|
((0.5f * CTimeCycle::GetDirectionalGreen() + CTimeCycle::GetAmbientGreen()) * 127.5f),
|
|
(CGeneral::GetRandomNumber() % 256 * 48.0f) + 48);
|
|
|
|
if (bInVehicle)
|
|
return;
|
|
|
|
CVector buoyancyPoint;
|
|
CVector buoyancyImpulse;
|
|
|
|
#ifndef VC_PED_PORTS
|
|
float buoyancyLevel = (m_nPedState == PED_DEAD ? 1.5f : 1.3f);
|
|
#else
|
|
float buoyancyLevel = (m_nPedState == PED_DEAD ? 1.8f : 1.1f);
|
|
#endif
|
|
|
|
if (mod_Buoyancy.ProcessBuoyancy(this, GRAVITY * m_fMass * buoyancyLevel, &buoyancyPoint, &buoyancyImpulse)) {
|
|
bTouchingWater = true;
|
|
CEntity *entity;
|
|
CColPoint point;
|
|
if (CWorld::ProcessVerticalLine(GetPosition(), GetPosition().z - 3.0f, point, entity, false, true, false, false, false, false, nil)
|
|
&& entity->IsVehicle() && ((CVehicle*)entity)->IsBoat()) {
|
|
bIsInWater = false;
|
|
return;
|
|
}
|
|
bIsInWater = true;
|
|
ApplyMoveForce(buoyancyImpulse);
|
|
if (!DyingOrDead()) {
|
|
if (bTryingToReachDryLand) {
|
|
if (buoyancyImpulse.z / m_fMass > 0.0032f * CTimer::GetTimeStep()) {
|
|
bTryingToReachDryLand = false;
|
|
CVector pos = GetPosition();
|
|
if (PlacePedOnDryLand()) {
|
|
if (m_fHealth > 20.0f)
|
|
InflictDamage(nil, WEAPONTYPE_DROWNING, 15.0f, PEDPIECE_TORSO, false);
|
|
|
|
if (bIsInTheAir) {
|
|
RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f);
|
|
bIsInTheAir = false;
|
|
}
|
|
pos.z = pos.z - 0.8f;
|
|
#ifdef PC_PARTICLE
|
|
CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, pos, CVector(0.0f, 0.0f, 0.0f), 0.0f, 50, color, true);
|
|
#else
|
|
CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, pos, CVector(0.0f, 0.0f, 0.0f), 0.0f, 50, CRGBA(0, 0, 0, 0), true);
|
|
#endif
|
|
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
|
|
m_nPedState = PED_IDLE;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
float speedMult = 0.0f;
|
|
if (buoyancyImpulse.z / m_fMass > 0.006f * CTimer::GetTimeStep()
|
|
|| mod_Buoyancy.m_waterlevel > GetPosition().z) {
|
|
speedMult = pow(0.9f, CTimer::GetTimeStep());
|
|
m_vecMoveSpeed.x *= speedMult;
|
|
m_vecMoveSpeed.y *= speedMult;
|
|
m_vecMoveSpeed.z *= speedMult;
|
|
bIsStanding = false;
|
|
InflictDamage(nil, WEAPONTYPE_DROWNING, 3.0f * CTimer::GetTimeStep(), PEDPIECE_TORSO, 0);
|
|
}
|
|
if (buoyancyImpulse.z / m_fMass > 0.002f * CTimer::GetTimeStep()) {
|
|
if (speedMult == 0.0f) {
|
|
speedMult = pow(0.9f, CTimer::GetTimeStep());
|
|
}
|
|
m_vecMoveSpeed.x *= speedMult;
|
|
m_vecMoveSpeed.y *= speedMult;
|
|
if (m_vecMoveSpeed.z >= -0.1f) {
|
|
if (m_vecMoveSpeed.z < -0.04f)
|
|
m_vecMoveSpeed.z = -0.02f;
|
|
} else {
|
|
m_vecMoveSpeed.z = -0.01f;
|
|
DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLASH, 0.0f);
|
|
#ifdef PC_PARTICLE
|
|
CVector aBitForward = 2.2f * m_vecMoveSpeed + GetPosition();
|
|
float level = 0.0f;
|
|
if (CWaterLevel::GetWaterLevel(aBitForward, &level, false))
|
|
aBitForward.z = level;
|
|
|
|
CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, aBitForward, CVector(0.0f, 0.0f, 0.1f), 0.0f, 200, color, true);
|
|
nGenerateRaindrops = CTimer::GetTimeInMilliseconds() + 80;
|
|
nGenerateWaterCircles = CTimer::GetTimeInMilliseconds() + 100;
|
|
#else
|
|
CVector aBitForward = 1.6f * m_vecMoveSpeed + GetPosition();
|
|
float level = 0.0f;
|
|
if (CWaterLevel::GetWaterLevel(aBitForward, &level, false))
|
|
aBitForward.z = level + 0.5f;
|
|
|
|
CVector vel = m_vecMoveSpeed * 0.1f;
|
|
vel.z = 0.18f;
|
|
CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, aBitForward, vel, 0.0f, 350, CRGBA(0, 0, 0, 0), true);
|
|
nGenerateRaindrops = CTimer::GetTimeInMilliseconds() + 300;
|
|
nGenerateWaterCircles = CTimer::GetTimeInMilliseconds() + 60;
|
|
#endif
|
|
}
|
|
}
|
|
} else
|
|
return;
|
|
} else
|
|
bTouchingWater = false;
|
|
|
|
if (nGenerateWaterCircles && CTimer::GetTimeInMilliseconds() >= nGenerateWaterCircles) {
|
|
CVector pos = GetPosition();
|
|
float level = 0.0f;
|
|
if (CWaterLevel::GetWaterLevel(pos, &level, false))
|
|
pos.z = level;
|
|
|
|
if (pos.z != 0.0f) {
|
|
nGenerateWaterCircles = 0;
|
|
for(int i = 0; i < 4; i++) {
|
|
#ifdef PC_PARTICLE
|
|
pos.x += CGeneral::GetRandomNumberInRange(-0.75f, 0.75f);
|
|
pos.y += CGeneral::GetRandomNumberInRange(-0.75f, 0.75f);
|
|
CParticle::AddParticle(PARTICLE_RAIN_SPLASH_BIGGROW, pos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, color, 0, 0, 0, 0);
|
|
#else
|
|
pos.x += CGeneral::GetRandomNumberInRange(-2.5f, 2.5f);
|
|
pos.y += CGeneral::GetRandomNumberInRange(-2.5f, 2.5f);
|
|
CParticle::AddParticle(PARTICLE_RAIN_SPLASH_BIGGROW, pos+CVector(0.0f, 0.0f, 1.0f), CVector(0.0f, 0.0f, 0.0f));
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
if (nGenerateRaindrops && CTimer::GetTimeInMilliseconds() >= nGenerateRaindrops) {
|
|
CVector pos = GetPosition();
|
|
float level = 0.0f;
|
|
if (CWaterLevel::GetWaterLevel(pos, &level, false))
|
|
pos.z = level;
|
|
|
|
if (pos.z >= 0.0f) {
|
|
#ifdef PC_PARTICLE
|
|
pos.z += 0.25f;
|
|
#else
|
|
pos.z += 0.5f;
|
|
#endif
|
|
nGenerateRaindrops = 0;
|
|
#ifdef PC_PARTICLE
|
|
CParticleObject::AddObject(POBJECT_SPLASHES_AROUND, pos, CVector(0.0f, 0.0f, 0.0f), 4.5f, 1500, CRGBA(0,0,0,0), true);
|
|
#else
|
|
CParticleObject::AddObject(POBJECT_SPLASHES_AROUND, pos, CVector(0.0f, 0.0f, 0.0f), 4.5f, 2500, CRGBA(0,0,0,0), true);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetSolicit(uint32 time)
|
|
{
|
|
if (m_nPedState == PED_SOLICIT || !IsPedInControl() || !m_carInObjective)
|
|
return;
|
|
|
|
if (CharCreatedBy != MISSION_CHAR && m_carInObjective->m_nNumGettingIn == 0
|
|
&& CTimer::GetTimeInMilliseconds() < m_objectiveTimer) {
|
|
if (m_vehEnterType == CAR_DOOR_LF) {
|
|
m_fRotationDest = m_carInObjective->GetForward().Heading() - HALFPI;
|
|
} else {
|
|
m_fRotationDest = m_carInObjective->GetForward().Heading() + HALFPI;
|
|
}
|
|
|
|
if (Abs(m_fRotationDest - m_fRotationCur) < HALFPI) {
|
|
m_standardTimer = CTimer::GetTimeInMilliseconds() + time;
|
|
|
|
if(!m_carInObjective->bIsVan && !m_carInObjective->bIsBus)
|
|
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_HOOKERTALK, 4.0f);
|
|
|
|
m_nPedState = PED_SOLICIT;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool
|
|
CPed::SetFollowPath(CVector dest)
|
|
{
|
|
if (m_nPedState == PED_FOLLOW_PATH)
|
|
return false;
|
|
|
|
if (FindPlayerPed() != this)
|
|
return false;
|
|
|
|
if ((dest - GetPosition()).Magnitude() <= 2.0f)
|
|
return false;
|
|
|
|
CVector pointPoses[7];
|
|
int16 pointsFound;
|
|
CPedPath::CalcPedRoute(0, GetPosition(), dest, pointPoses, &pointsFound, 7);
|
|
for(int i = 0; i < pointsFound; i++) {
|
|
m_stPathNodeStates[i].x = pointPoses[i].x;
|
|
m_stPathNodeStates[i].y = pointPoses[i].y;
|
|
}
|
|
|
|
m_nCurPathNode = 0;
|
|
m_nPathNodes = pointsFound;
|
|
if (m_nPathNodes < 1)
|
|
return false;
|
|
|
|
SetStoredState();
|
|
m_nPedState = PED_FOLLOW_PATH;
|
|
SetMoveState(PEDMOVE_WALK);
|
|
return true;
|
|
}
|
|
|
|
void
|
|
AddYardieDoorSmoke(CVehicle *veh, uint32 doorNode)
|
|
{
|
|
eDoors door;
|
|
switch (doorNode) {
|
|
case CAR_DOOR_RF:
|
|
door = DOOR_FRONT_RIGHT;
|
|
break;
|
|
case CAR_DOOR_LF:
|
|
door = DOOR_FRONT_LEFT;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (!veh->IsDoorMissing(door) && veh->IsComponentPresent(doorNode)) {
|
|
CVector pos;
|
|
#ifdef FIX_BUGS
|
|
veh->GetComponentWorldPosition(doorNode, pos);
|
|
#else
|
|
veh->GetComponentWorldPosition(CAR_DOOR_LF, pos);
|
|
#endif
|
|
CParticle::AddYardieDoorSmoke(pos, veh->GetMatrix());
|
|
}
|
|
}
|
|
|
|
// wantedDoorNode = 0 means that func. will determine it
|
|
void
|
|
CPed::SetExitCar(CVehicle *veh, uint32 wantedDoorNode)
|
|
{
|
|
uint32 optedDoorNode = wantedDoorNode;
|
|
bool teleportNeeded = false;
|
|
bool isLow = !!veh->bLowVehicle;
|
|
if (!veh->CanPedExitCar()) {
|
|
if (veh->pDriver && !veh->pDriver->IsPlayer()) {
|
|
veh->AutoPilot.m_nCruiseSpeed = 0;
|
|
veh->AutoPilot.m_nCarMission = MISSION_NONE;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR)
|
|
return;
|
|
|
|
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
|
|
m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
|
|
if (wantedDoorNode == 0) {
|
|
optedDoorNode = CAR_DOOR_LF;
|
|
if (!veh->bIsBus) {
|
|
if (veh->pDriver == this) {
|
|
optedDoorNode = CAR_DOOR_LF;
|
|
} else if (veh->pPassengers[0] == this) {
|
|
optedDoorNode = CAR_DOOR_RF;
|
|
} else if (veh->pPassengers[1] == this) {
|
|
optedDoorNode = CAR_DOOR_LR;
|
|
} else if (veh->pPassengers[2] == this) {
|
|
optedDoorNode = CAR_DOOR_RR;
|
|
} else {
|
|
for (int i = 3; i < veh->m_nNumMaxPassengers; ++i) {
|
|
if (veh->pPassengers[i] == this) {
|
|
if (i & 1)
|
|
optedDoorNode = CAR_DOOR_RR;
|
|
else
|
|
optedDoorNode = CAR_DOOR_LR;
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
bool someoneExitsFromOurExitDoor = false;
|
|
bool someoneEntersFromOurExitDoor = false;
|
|
switch (optedDoorNode) {
|
|
case CAR_DOOR_RF:
|
|
if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF)
|
|
someoneEntersFromOurExitDoor = true;
|
|
if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_RF)
|
|
someoneExitsFromOurExitDoor = true;
|
|
break;
|
|
case CAR_DOOR_RR:
|
|
if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_RR)
|
|
someoneEntersFromOurExitDoor = true;
|
|
if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_RR)
|
|
someoneExitsFromOurExitDoor = true;
|
|
break;
|
|
case CAR_DOOR_LF:
|
|
if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_LF)
|
|
someoneEntersFromOurExitDoor = true;
|
|
if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_LF)
|
|
someoneExitsFromOurExitDoor = true;
|
|
break;
|
|
case CAR_DOOR_LR:
|
|
if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_LR)
|
|
someoneEntersFromOurExitDoor = true;
|
|
if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_LR)
|
|
someoneExitsFromOurExitDoor = true;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
if (someoneEntersFromOurExitDoor && m_objective == OBJECTIVE_LEAVE_VEHICLE) {
|
|
RestorePreviousObjective();
|
|
return;
|
|
}
|
|
if (!someoneExitsFromOurExitDoor || m_nPedType == PEDTYPE_COP && veh->bIsBus) {
|
|
// Again, unused...
|
|
// CVector exitPos = GetPositionToOpenCarDoor(veh, optedDoorNode);
|
|
bool thereIsRoom = veh->IsRoomForPedToLeaveCar(optedDoorNode, nil);
|
|
if (veh->IsOnItsSide()) {
|
|
teleportNeeded = true;
|
|
} else if (!thereIsRoom) {
|
|
bool trySideSeat = false;
|
|
CPed *pedOnSideSeat = nil;
|
|
switch (optedDoorNode) {
|
|
case CAR_DOOR_RF:
|
|
if (veh->pDriver || veh->m_nGettingInFlags & CAR_DOOR_FLAG_LF) {
|
|
pedOnSideSeat = veh->pDriver;
|
|
trySideSeat = true;
|
|
} else
|
|
optedDoorNode = CAR_DOOR_LF;
|
|
|
|
break;
|
|
case CAR_DOOR_RR:
|
|
if (veh->pPassengers[1] || veh->m_nGettingInFlags & CAR_DOOR_FLAG_LR) {
|
|
pedOnSideSeat = veh->pPassengers[1];
|
|
trySideSeat = true;
|
|
} else
|
|
optedDoorNode = CAR_DOOR_LR;
|
|
|
|
break;
|
|
case CAR_DOOR_LF:
|
|
if (veh->pPassengers[0] || veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) {
|
|
pedOnSideSeat = veh->pPassengers[0];
|
|
trySideSeat = true;
|
|
} else
|
|
optedDoorNode = CAR_DOOR_RF;
|
|
|
|
break;
|
|
case CAR_DOOR_LR:
|
|
if (veh->pPassengers[2] || veh->m_nGettingInFlags & CAR_DOOR_FLAG_RR) {
|
|
pedOnSideSeat = (CPed*)veh->pPassengers[2];
|
|
trySideSeat = true;
|
|
} else
|
|
optedDoorNode = CAR_DOOR_RR;
|
|
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
if (trySideSeat) {
|
|
if (!pedOnSideSeat || !IsPlayer() && CharCreatedBy != MISSION_CHAR)
|
|
return;
|
|
|
|
switch (optedDoorNode) {
|
|
case CAR_DOOR_RF:
|
|
optedDoorNode = CAR_DOOR_LF;
|
|
break;
|
|
case CAR_DOOR_RR:
|
|
optedDoorNode = CAR_DOOR_LR;
|
|
break;
|
|
case CAR_DOOR_LF:
|
|
optedDoorNode = CAR_DOOR_RF;
|
|
break;
|
|
case CAR_DOOR_LR:
|
|
optedDoorNode = CAR_DOOR_RR;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
// ...
|
|
// CVector exitPos = GetPositionToOpenCarDoor(veh, optedDoorNode);
|
|
if (!veh->IsRoomForPedToLeaveCar(optedDoorNode, nil)) {
|
|
if (!IsPlayer() && CharCreatedBy != MISSION_CHAR)
|
|
return;
|
|
|
|
teleportNeeded = true;
|
|
}
|
|
}
|
|
if (m_nPedState == PED_FLEE_POS) {
|
|
m_nLastPedState = PED_FLEE_POS;
|
|
m_nPrevMoveState = PEDMOVE_RUN;
|
|
SetMoveState(PEDMOVE_SPRINT);
|
|
} else {
|
|
m_nLastPedState = PED_IDLE;
|
|
m_nPrevMoveState = PEDMOVE_STILL;
|
|
SetMoveState(PEDMOVE_STILL);
|
|
}
|
|
|
|
ReplaceWeaponWhenExitingVehicle();
|
|
bUsesCollision = false;
|
|
m_pSeekTarget = veh;
|
|
m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget);
|
|
m_vehEnterType = optedDoorNode;
|
|
m_nPedState = PED_EXIT_CAR;
|
|
if (m_pVehicleAnim && m_pVehicleAnim->flags & ASSOC_PARTIAL)
|
|
m_pVehicleAnim->blendDelta = -1000.0f;
|
|
SetMoveState(PEDMOVE_NONE);
|
|
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f);
|
|
RemoveInCarAnims();
|
|
veh->AutoPilot.m_nCruiseSpeed = 0;
|
|
if (teleportNeeded) {
|
|
PedSetOutCarCB(nil, this);
|
|
|
|
// This is same code with CPedPlacement::FindZCoorForPed, except we start from z + 1.5 and also check vehicles.
|
|
float zForPed;
|
|
float startZ = GetPosition().z - 100.0f;
|
|
float foundColZ = -100.0f;
|
|
float foundColZ2 = -100.0f;
|
|
CColPoint foundCol;
|
|
CEntity* foundEnt;
|
|
|
|
CVector vec = GetPosition();
|
|
vec.z += 1.5f;
|
|
|
|
if (CWorld::ProcessVerticalLine(vec, startZ, foundCol, foundEnt, true, true, false, false, true, false, nil))
|
|
foundColZ = foundCol.point.z;
|
|
|
|
// Adjust coords and do a second test
|
|
vec.x += 0.1f;
|
|
vec.y += 0.1f;
|
|
|
|
if (CWorld::ProcessVerticalLine(vec, startZ, foundCol, foundEnt, true, true, false, false, true, false, nil))
|
|
foundColZ2 = foundCol.point.z;
|
|
|
|
zForPed = Max(foundColZ, foundColZ2);
|
|
|
|
if (zForPed > -99.0f)
|
|
GetMatrix().GetPosition().z = FEET_OFFSET + zForPed;
|
|
} else {
|
|
if (veh->GetUp().z > -0.8f) {
|
|
bool addDoorSmoke = false;
|
|
if (veh->GetModelIndex() == MI_YARDIE)
|
|
addDoorSmoke = true;
|
|
|
|
switch (m_vehEnterType) {
|
|
case CAR_DOOR_RF:
|
|
if (veh->bIsBus) {
|
|
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_COACH_OUT_L);
|
|
} else {
|
|
if (isLow)
|
|
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_RHS);
|
|
else
|
|
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_RHS);
|
|
|
|
if (addDoorSmoke)
|
|
AddYardieDoorSmoke(veh, CAR_DOOR_RF);
|
|
}
|
|
break;
|
|
case CAR_DOOR_RR:
|
|
if (veh->bIsVan) {
|
|
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_VAN_GETOUT);
|
|
} else if (isLow) {
|
|
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_RHS);
|
|
} else {
|
|
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_RHS);
|
|
}
|
|
break;
|
|
case CAR_DOOR_LF:
|
|
if (veh->bIsBus) {
|
|
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_COACH_OUT_L);
|
|
} else {
|
|
if (isLow)
|
|
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_LHS);
|
|
else
|
|
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LHS);
|
|
|
|
if (addDoorSmoke)
|
|
AddYardieDoorSmoke(veh, CAR_DOOR_LF);
|
|
}
|
|
break;
|
|
case CAR_DOOR_LR:
|
|
if (veh->bIsVan) {
|
|
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_VAN_GETOUT_L);
|
|
} else if (isLow) {
|
|
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_LHS);
|
|
} else {
|
|
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LHS);
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
if (!bBusJacked) {
|
|
switch (m_vehEnterType) {
|
|
case CAR_DOOR_RF:
|
|
veh->m_nGettingOutFlags |= CAR_DOOR_FLAG_RF;
|
|
break;
|
|
case CAR_DOOR_RR:
|
|
veh->m_nGettingOutFlags |= CAR_DOOR_FLAG_RR;
|
|
break;
|
|
case CAR_DOOR_LF:
|
|
veh->m_nGettingOutFlags |= CAR_DOOR_FLAG_LF;
|
|
break;
|
|
case CAR_DOOR_LR:
|
|
veh->m_nGettingOutFlags |= CAR_DOOR_FLAG_LR;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
m_pVehicleAnim->SetFinishCallback(PedAnimStepOutCarCB, this);
|
|
} else {
|
|
if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) {
|
|
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_CRAWLOUT_RHS2);
|
|
} else if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) {
|
|
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_CRAWLOUT_RHS);
|
|
}
|
|
m_pVehicleAnim->SetFinishCallback(PedSetOutCarCB, this);
|
|
}
|
|
}
|
|
bChangedSeat = false;
|
|
if (veh->bIsBus)
|
|
bRenderPedInCar = true;
|
|
|
|
SetRadioStation();
|
|
if (veh->pDriver == this) {
|
|
if (IsPlayer())
|
|
veh->SetStatus(STATUS_PLAYER_DISABLED);
|
|
else
|
|
veh->SetStatus(STATUS_ABANDONED);
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::ScanForInterestingStuff(void)
|
|
{
|
|
if (!IsPedInControl())
|
|
return;
|
|
|
|
if (m_objective != OBJECTIVE_NONE)
|
|
return;
|
|
|
|
if (CharCreatedBy == MISSION_CHAR)
|
|
return;
|
|
|
|
LookForSexyPeds();
|
|
LookForSexyCars();
|
|
if (LookForInterestingNodes())
|
|
return;
|
|
|
|
if (m_nPedType == PEDTYPE_CRIMINAL && m_hitRecoverTimer < CTimer::GetTimeInMilliseconds()) {
|
|
if (CGeneral::GetRandomNumber() % 100 >= 10) {
|
|
if (m_objective != OBJECTIVE_MUG_CHAR && !(CGeneral::GetRandomNumber() & 7)) {
|
|
CPed *charToMug = nil;
|
|
for (int i = 0; i < m_numNearPeds; ++i) {
|
|
CPed *nearPed = m_nearPeds[i];
|
|
|
|
if ((nearPed->GetPosition() - GetPosition()).MagnitudeSqr() > sq(7.0f))
|
|
break;
|
|
|
|
if ((nearPed->m_nPedType == PEDTYPE_CIVFEMALE || nearPed->m_nPedType == PEDTYPE_CIVMALE
|
|
|| nearPed->m_nPedType == PEDTYPE_CRIMINAL || nearPed->m_nPedType == PEDTYPE_UNUSED1
|
|
|| nearPed->m_nPedType == PEDTYPE_PROSTITUTE)
|
|
&& nearPed->CharCreatedBy != MISSION_CHAR
|
|
&& nearPed->IsPedShootable()
|
|
&& nearPed->m_objective != OBJECTIVE_MUG_CHAR) {
|
|
charToMug = nearPed;
|
|
break;
|
|
}
|
|
}
|
|
if (charToMug)
|
|
SetObjective(OBJECTIVE_MUG_CHAR, charToMug);
|
|
|
|
m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000;
|
|
}
|
|
} else {
|
|
int mostExpensiveVehAround = -1;
|
|
int bestMonetaryValue = 0;
|
|
|
|
CVector pos = GetPosition();
|
|
int16 lastVehicle;
|
|
CEntity *vehicles[8];
|
|
CWorld::FindObjectsInRange(pos, 10.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
|
|
|
|
for (int i = 0; i < lastVehicle; i++) {
|
|
CVehicle* veh = (CVehicle*)vehicles[i];
|
|
|
|
if (veh->VehicleCreatedBy != MISSION_VEHICLE) {
|
|
if (veh->m_vecMoveSpeed.Magnitude() <= 0.1f && veh->IsVehicleNormal()
|
|
&& veh->IsCar() && bestMonetaryValue < veh->pHandling->nMonetaryValue) {
|
|
mostExpensiveVehAround = i;
|
|
bestMonetaryValue = veh->pHandling->nMonetaryValue;
|
|
}
|
|
}
|
|
}
|
|
if (bestMonetaryValue > 2000 && mostExpensiveVehAround != -1 && vehicles[mostExpensiveVehAround]) {
|
|
SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, vehicles[mostExpensiveVehAround]);
|
|
m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000;
|
|
return;
|
|
}
|
|
m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000;
|
|
}
|
|
}
|
|
|
|
if (m_nPedState == PED_WANDER_PATH) {
|
|
#ifndef VC_PED_PORTS
|
|
if (CTimer::GetTimeInMilliseconds() > m_standardTimer) {
|
|
|
|
// += 2 is weird
|
|
for (int i = 0; i < m_numNearPeds; i += 2) {
|
|
if (m_nearPeds[i]->m_nPedState == PED_WANDER_PATH && WillChat(m_nearPeds[i])) {
|
|
if (CGeneral::GetRandomNumberInRange(0, 100) >= 100)
|
|
m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000;
|
|
else {
|
|
if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() >= 1.8f) {
|
|
m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000;
|
|
} else if (CanSeeEntity(m_nearPeds[i])) {
|
|
int time = CGeneral::GetRandomNumber() % 4000 + 10000;
|
|
SetChat(m_nearPeds[i], time);
|
|
m_nearPeds[i]->SetChat(this, time);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#else
|
|
if (CGeneral::GetRandomNumberInRange(0.0f, 1.0f) >= 0.5f) {
|
|
m_standardTimer = CTimer::GetTimeInMilliseconds() + 200;
|
|
} else {
|
|
if (CTimer::GetTimeInMilliseconds() > m_standardTimer) {
|
|
for (int i = 0; i < m_numNearPeds; i ++) {
|
|
if (m_nearPeds[i] && m_nearPeds[i]->m_nPedState == PED_WANDER_PATH) {
|
|
if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() < 1.8f
|
|
&& CanSeeEntity(m_nearPeds[i])
|
|
&& m_nearPeds[i]->CanSeeEntity(this)
|
|
&& WillChat(m_nearPeds[i])) {
|
|
|
|
int time = CGeneral::GetRandomNumber() % 4000 + 10000;
|
|
SetChat(m_nearPeds[i], time);
|
|
m_nearPeds[i]->SetChat(this, time);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Parts below aren't there in VC, they're in somewhere else.
|
|
if (!CGame::noProstitutes && m_nPedType == PEDTYPE_PROSTITUTE && CharCreatedBy != MISSION_CHAR
|
|
&& m_objectiveTimer < CTimer::GetTimeInMilliseconds() && !CTheScripts::IsPlayerOnAMission()) {
|
|
|
|
CVector pos = GetPosition();
|
|
int16 lastVehicle;
|
|
CEntity* vehicles[8];
|
|
CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
|
|
|
|
for (int i = 0; i < lastVehicle; i++) {
|
|
CVehicle* veh = (CVehicle*)vehicles[i];
|
|
|
|
if (veh->IsVehicleNormal()) {
|
|
if (veh->IsCar()) {
|
|
if ((GetPosition() - veh->GetPosition()).Magnitude() < 5.0f && veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, nil)) {
|
|
SetObjective(OBJECTIVE_SOLICIT, veh);
|
|
Say(SOUND_PED_SOLICIT);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (m_nPedType == PEDTYPE_CIVMALE || m_nPedType == PEDTYPE_CIVFEMALE) {
|
|
CVector pos = GetPosition();
|
|
int16 lastVehicle;
|
|
CEntity* vehicles[8];
|
|
CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
|
|
|
|
for (int i = 0; i < lastVehicle; i++) {
|
|
CVehicle* veh = (CVehicle*)vehicles[i];
|
|
|
|
if (veh->GetModelIndex() == MI_MRWHOOP) {
|
|
if (veh->GetStatus() != STATUS_ABANDONED && veh->GetStatus() != STATUS_WRECKED) {
|
|
if ((GetPosition() - veh->GetPosition()).Magnitude() < 5.0f) {
|
|
SetObjective(OBJECTIVE_BUY_ICE_CREAM, veh);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
uint32
|
|
CPed::ScanForThreats(void)
|
|
{
|
|
int fearFlags = m_fearFlags;
|
|
CVector ourPos = GetPosition();
|
|
float closestPedDist = 60.0f;
|
|
CVector2D explosionPos = GetPosition();
|
|
if (fearFlags & PED_FLAG_EXPLOSION && CheckForExplosions(explosionPos)) {
|
|
m_eventOrThreat = explosionPos;
|
|
return PED_FLAG_EXPLOSION;
|
|
}
|
|
|
|
CPed *shooter = nil;
|
|
if ((fearFlags & PED_FLAG_GUN) && (shooter = CheckForGunShots()) && (m_nPedType != shooter->m_nPedType || m_nPedType == PEDTYPE_CIVMALE || m_nPedType == PEDTYPE_CIVFEMALE)) {
|
|
if (!IsGangMember()) {
|
|
m_threatEntity = shooter;
|
|
m_threatEntity->RegisterReference((CEntity **) &m_threatEntity);
|
|
return PED_FLAG_GUN;
|
|
}
|
|
|
|
if (CPedType::GetFlag(shooter->m_nPedType) & fearFlags) {
|
|
m_threatEntity = shooter;
|
|
m_threatEntity->RegisterReference((CEntity **) &m_threatEntity);
|
|
return CPedType::GetFlag(shooter->m_nPedType);
|
|
}
|
|
}
|
|
|
|
CPed *deadPed = nil;
|
|
if (fearFlags & PED_FLAG_DEADPEDS && CharCreatedBy != MISSION_CHAR
|
|
&& (deadPed = CheckForDeadPeds()) != nil && (deadPed->GetPosition() - ourPos).MagnitudeSqr() < sq(20.0f)) {
|
|
m_pEventEntity = deadPed;
|
|
m_pEventEntity->RegisterReference((CEntity **) &m_pEventEntity);
|
|
return PED_FLAG_DEADPEDS;
|
|
} else {
|
|
uint32 flagsOfSomePed = 0;
|
|
|
|
CPed *pedToFearFrom = nil;
|
|
#ifndef VC_PED_PORTS
|
|
for (int i = 0; i < m_numNearPeds; i++) {
|
|
if (CharCreatedBy != RANDOM_CHAR || m_nearPeds[i]->CharCreatedBy != MISSION_CHAR || m_nearPeds[i]->IsPlayer()) {
|
|
CPed *nearPed = m_nearPeds[i];
|
|
|
|
// BUG: WTF Rockstar?! Putting this here will result in returning the flags of farthest ped to us, since m_nearPeds is sorted by distance.
|
|
// Fixed at the bottom of the function.
|
|
flagsOfSomePed = CPedType::GetFlag(nearPed->m_nPedType);
|
|
|
|
if (CPedType::GetFlag(nearPed->m_nPedType) & fearFlags) {
|
|
if (nearPed->m_fHealth > 0.0f && OurPedCanSeeThisOne(m_nearPeds[i])) {
|
|
// FIX: Taken from VC
|
|
#ifdef FIX_BUGS
|
|
float nearPedDistSqr = (nearPed->GetPosition() - ourPos).MagnitudeSqr2D();
|
|
#else
|
|
float nearPedDistSqr = (CVector2D(ourPos) - explosionPos).MagnitudeSqr();
|
|
#endif
|
|
if (sq(closestPedDist) > nearPedDistSqr) {
|
|
closestPedDist = Sqrt(nearPedDistSqr);
|
|
pedToFearFrom = m_nearPeds[i];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#else
|
|
bool weSawOurEnemy = false;
|
|
bool weMaySeeOurEnemy = false;
|
|
float closestEnemyDist = 60.0f;
|
|
if ((CTimer::GetFrameCounter() + (uint8)m_randomSeed + 16) & 4) {
|
|
|
|
for (int i = 0; i < m_numNearPeds; ++i) {
|
|
if (CharCreatedBy == RANDOM_CHAR && m_nearPeds[i]->CharCreatedBy == MISSION_CHAR && !m_nearPeds[i]->IsPlayer()) {
|
|
continue;
|
|
}
|
|
|
|
// BUG: Explained at the same occurence of this bug above. Fixed at the bottom of the function.
|
|
flagsOfSomePed = CPedType::GetFlag(m_nearPeds[i]->m_nPedType);
|
|
|
|
if (flagsOfSomePed & fearFlags) {
|
|
if (m_nearPeds[i]->m_fHealth > 0.0f) {
|
|
|
|
// VC also has ability to include objects to line of sight check here (via last bit of flagsL)
|
|
if (OurPedCanSeeThisOne(m_nearPeds[i])) {
|
|
if (m_nearPeds[i]->m_nPedState == PED_ATTACK) {
|
|
if (m_nearPeds[i]->m_pedInObjective == this) {
|
|
|
|
float enemyDistSqr = (m_nearPeds[i]->GetPosition() - ourPos).MagnitudeSqr2D();
|
|
if (sq(closestEnemyDist) > enemyDistSqr) {
|
|
float enemyDist = Sqrt(enemyDistSqr);
|
|
weSawOurEnemy = true;
|
|
closestPedDist = enemyDist;
|
|
closestEnemyDist = enemyDist;
|
|
pedToFearFrom = m_nearPeds[i];
|
|
}
|
|
}
|
|
} else {
|
|
float nearPedDistSqr = (m_nearPeds[i]->GetPosition() - ourPos).MagnitudeSqr2D();
|
|
if (sq(closestPedDist) > nearPedDistSqr && !weSawOurEnemy) {
|
|
closestPedDist = Sqrt(nearPedDistSqr);
|
|
pedToFearFrom = m_nearPeds[i];
|
|
}
|
|
}
|
|
} else if (!weSawOurEnemy) {
|
|
CPed *nearPed = m_nearPeds[i];
|
|
if (nearPed->m_nPedState == PED_ATTACK) {
|
|
CColPoint foundCol;
|
|
CEntity *foundEnt;
|
|
|
|
// We don't see him yet but he's behind a ped, vehicle or object
|
|
// VC also has ability to include objects to line of sight check here (via last bit of flagsL)
|
|
if (!CWorld::ProcessLineOfSight(ourPos, nearPed->GetPosition(), foundCol, foundEnt,
|
|
true, false, false, false, false, false, false)) {
|
|
|
|
if (nearPed->m_pedInObjective == this) {
|
|
float enemyDistSqr = (m_nearPeds[i]->GetPosition() - ourPos).MagnitudeSqr2D();
|
|
if (sq(closestEnemyDist) > enemyDistSqr) {
|
|
float enemyDist = Sqrt(enemyDistSqr);
|
|
weMaySeeOurEnemy = true;
|
|
closestPedDist = enemyDist;
|
|
closestEnemyDist = enemyDist;
|
|
pedToFearFrom = m_nearPeds[i];
|
|
}
|
|
} else if (!nearPed->GetWeapon()->IsTypeMelee() && !weMaySeeOurEnemy) {
|
|
float nearPedDistSqr = (m_nearPeds[i]->GetPosition() - ourPos).MagnitudeSqr2D();
|
|
if (sq(closestPedDist) > nearPedDistSqr) {
|
|
weMaySeeOurEnemy = true;
|
|
closestPedDist = Sqrt(nearPedDistSqr);
|
|
pedToFearFrom = m_nearPeds[i];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
int16 lastVehicle;
|
|
CEntity* vehicles[8];
|
|
CWorld::FindObjectsInRange(ourPos, 20.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
|
|
CVehicle* foundVeh = nil;
|
|
for (int i = 0; i < lastVehicle; i++) {
|
|
CVehicle* nearVeh = (CVehicle*)vehicles[i];
|
|
|
|
CPed *driver = nearVeh->pDriver;
|
|
if (driver) {
|
|
|
|
// BUG: Same bug as above. Fixed at the bottom of function.
|
|
flagsOfSomePed = CPedType::GetFlag(driver->m_nPedType);
|
|
if (CPedType::GetFlag(driver->m_nPedType) & fearFlags) {
|
|
if (driver->m_fHealth > 0.0f && OurPedCanSeeThisOne(nearVeh->pDriver)) {
|
|
// FIX: Taken from VC
|
|
#ifdef FIX_BUGS
|
|
float driverDistSqr = (driver->GetPosition() - ourPos).MagnitudeSqr2D();
|
|
#else
|
|
float driverDistSqr = (CVector2D(ourPos) - explosionPos).MagnitudeSqr();
|
|
#endif
|
|
if (sq(closestPedDist) > driverDistSqr) {
|
|
closestPedDist = Sqrt(driverDistSqr);
|
|
pedToFearFrom = nearVeh->pDriver;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
m_threatEntity = pedToFearFrom;
|
|
if (m_threatEntity)
|
|
m_threatEntity->RegisterReference((CEntity **) &m_threatEntity);
|
|
|
|
#ifdef FIX_BUGS
|
|
if (pedToFearFrom)
|
|
flagsOfSomePed = CPedType::GetFlag(((CPed*)m_threatEntity)->m_nPedType);
|
|
else
|
|
flagsOfSomePed = 0;
|
|
#endif
|
|
|
|
return flagsOfSomePed;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SeekCar(void)
|
|
{
|
|
CVehicle *vehToSeek = m_carInObjective;
|
|
CVector dest(0.0f, 0.0f, 0.0f);
|
|
if (!vehToSeek) {
|
|
RestorePreviousState();
|
|
return;
|
|
}
|
|
|
|
if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
|
|
if (m_vehEnterType && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) {
|
|
if (IsRoomToBeCarJacked()) {
|
|
dest = GetPositionToOpenCarDoor(vehToSeek, m_vehEnterType);
|
|
} else if (m_nPedType == PEDTYPE_COP) {
|
|
dest = GetPositionToOpenCarDoor(vehToSeek, CAR_DOOR_RF);
|
|
} else {
|
|
SetMoveState(PEDMOVE_STILL);
|
|
}
|
|
} else
|
|
GetNearestDoor(vehToSeek, dest);
|
|
} else {
|
|
if (m_hitRecoverTimer > CTimer::GetTimeInMilliseconds()) {
|
|
SetMoveState(PEDMOVE_STILL);
|
|
return;
|
|
}
|
|
if (vehToSeek->GetModelIndex() == MI_COACH) {
|
|
GetNearestDoor(vehToSeek, dest);
|
|
} else {
|
|
if (vehToSeek->IsTrain()) {
|
|
if (vehToSeek->GetStatus() != STATUS_TRAIN_NOT_MOVING) {
|
|
RestorePreviousObjective();
|
|
RestorePreviousState();
|
|
return;
|
|
}
|
|
if (!GetNearestTrainDoor(vehToSeek, dest)) {
|
|
RestorePreviousObjective();
|
|
RestorePreviousState();
|
|
return;
|
|
}
|
|
} else {
|
|
if (!GetNearestPassengerDoor(vehToSeek, dest)) {
|
|
if (vehToSeek->m_nNumPassengers == vehToSeek->m_nNumMaxPassengers) {
|
|
RestorePreviousObjective();
|
|
RestorePreviousState();
|
|
} else {
|
|
SetMoveState(PEDMOVE_STILL);
|
|
}
|
|
bVehEnterDoorIsBlocked = true;
|
|
return;
|
|
}
|
|
bVehEnterDoorIsBlocked = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (dest.x == 0.0f && dest.y == 0.0f) {
|
|
#ifdef FIX_BUGS
|
|
if ((!IsPlayer() && CharCreatedBy != MISSION_CHAR) || vehToSeek->VehicleCreatedBy != MISSION_VEHICLE || vehToSeek->pDriver || !vehToSeek->CanPedOpenLocks(this)) {
|
|
#else
|
|
if ((!IsPlayer() && CharCreatedBy != MISSION_CHAR) || vehToSeek->VehicleCreatedBy != MISSION_VEHICLE || vehToSeek->pDriver) {
|
|
#endif
|
|
RestorePreviousState();
|
|
if (IsPlayer()) {
|
|
ClearObjective();
|
|
} else if (CharCreatedBy == RANDOM_CHAR) {
|
|
m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 30000;
|
|
}
|
|
SetMoveState(PEDMOVE_STILL);
|
|
TheCamera.ClearPlayerWeaponMode();
|
|
CCarCtrl::RemoveFromInterestingVehicleList(vehToSeek);
|
|
return;
|
|
}
|
|
dest = vehToSeek->GetPosition();
|
|
if (bCollidedWithMyVehicle) {
|
|
WarpPedIntoCar(m_pMyVehicle);
|
|
return;
|
|
}
|
|
}
|
|
bool foundBetterPosToSeek = PossiblyFindBetterPosToSeekCar(&dest, vehToSeek);
|
|
m_vecSeekPos = dest;
|
|
float distToDestSqr = (m_vecSeekPos - GetPosition()).MagnitudeSqr();
|
|
#ifndef VC_PED_PORTS
|
|
if (bIsRunning)
|
|
SetMoveState(PEDMOVE_RUN);
|
|
#else
|
|
if (bIsRunning ||
|
|
vehToSeek->pDriver && distToDestSqr > sq(2.0f) && (Abs(vehToSeek->m_vecMoveSpeed.x) > 0.01f || Abs(vehToSeek->m_vecMoveSpeed.y) > 0.01f))
|
|
SetMoveState(PEDMOVE_RUN);
|
|
#endif
|
|
else if (distToDestSqr < sq(2.0f))
|
|
SetMoveState(PEDMOVE_WALK);
|
|
|
|
if (distToDestSqr >= 1.0f)
|
|
bCanPedEnterSeekedCar = false;
|
|
else if (2.0f * vehToSeek->GetColModel()->boundingBox.max.x > distToDestSqr)
|
|
bCanPedEnterSeekedCar = true;
|
|
|
|
if (vehToSeek->m_nGettingInFlags & GetCarDoorFlag(m_vehEnterType))
|
|
bVehEnterDoorIsBlocked = true;
|
|
else
|
|
bVehEnterDoorIsBlocked = false;
|
|
|
|
// Arrived to the car
|
|
if (Seek()) {
|
|
if (!foundBetterPosToSeek) {
|
|
if (1.5f + GetPosition().z > dest.z && GetPosition().z - 0.5f < dest.z) {
|
|
if (vehToSeek->IsTrain()) {
|
|
SetEnterTrain(vehToSeek, m_vehEnterType);
|
|
} else {
|
|
m_fRotationCur = m_fRotationDest;
|
|
if (!bVehEnterDoorIsBlocked) {
|
|
vehToSeek->bIsStatic = false;
|
|
if (m_objective == OBJECTIVE_SOLICIT) {
|
|
SetSolicit(1000);
|
|
} else if (m_objective == OBJECTIVE_BUY_ICE_CREAM) {
|
|
SetBuyIceCream();
|
|
} else if (vehToSeek->m_nNumGettingIn < vehToSeek->m_nNumMaxPassengers + 1
|
|
&& vehToSeek->CanPedEnterCar()) {
|
|
|
|
switch (vehToSeek->GetStatus()) {
|
|
case STATUS_PLAYER:
|
|
case STATUS_SIMPLE:
|
|
case STATUS_PHYSICS:
|
|
case STATUS_PLAYER_DISABLED:
|
|
if (!vehToSeek->bIsBus && (!m_leader || m_leader != vehToSeek->pDriver) &&
|
|
(m_vehEnterType == CAR_DOOR_LF && vehToSeek->pDriver || m_vehEnterType == CAR_DOOR_RF && vehToSeek->pPassengers[0] || m_vehEnterType == CAR_DOOR_LR && vehToSeek->pPassengers[1] || m_vehEnterType == CAR_DOOR_RR && vehToSeek->pPassengers[2])) {
|
|
SetCarJack(vehToSeek);
|
|
if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && m_vehEnterType != CAR_DOOR_LF)
|
|
vehToSeek->pDriver->bFleeAfterExitingCar = true;
|
|
} else {
|
|
SetEnterCar(vehToSeek, m_vehEnterType);
|
|
}
|
|
break;
|
|
case STATUS_ABANDONED:
|
|
if (m_vehEnterType == CAR_DOOR_RF && vehToSeek->pPassengers[0]) {
|
|
if (vehToSeek->pPassengers[0]->bDontDragMeOutCar) {
|
|
if (IsPlayer())
|
|
CPed::SetEnterCar(vehToSeek, m_vehEnterType);
|
|
} else {
|
|
SetCarJack(vehToSeek);
|
|
}
|
|
} else {
|
|
SetEnterCar(vehToSeek, m_vehEnterType);
|
|
}
|
|
break;
|
|
case STATUS_WRECKED:
|
|
SetIdle();
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
} else {
|
|
RestorePreviousState();
|
|
}
|
|
} else {
|
|
SetMoveState(PEDMOVE_STILL);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
|
|
{
|
|
if (m_nPedState == PED_DEAD) {
|
|
if (CGame::nastyGame) {
|
|
if (hitLevel == HITLEVEL_GROUND) {
|
|
CAnimBlendAssociation *floorHitAssoc;
|
|
if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL)) {
|
|
floorHitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f);
|
|
} else {
|
|
floorHitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[FIGHTMOVE_HITONFLOOR].animId, 8.0f);
|
|
}
|
|
if (floorHitAssoc) {
|
|
floorHitAssoc->SetCurrentTime(0.0f);
|
|
floorHitAssoc->SetRun();
|
|
floorHitAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
|
|
}
|
|
}
|
|
if (CGame::nastyGame) {
|
|
CVector headPos = GetNodePosition(PED_HEAD);
|
|
for(int i = 0; i < 4; ++i) {
|
|
CVector bloodDir(0.0f, 0.0f, 0.1f);
|
|
CVector bloodPos = headPos - 0.2f * GetForward();
|
|
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, bloodDir, nil, 0.0f, 0, 0, 0, 0);
|
|
}
|
|
}
|
|
}
|
|
} else if (m_nPedState == PED_FALL) {
|
|
if (hitLevel == HITLEVEL_GROUND && !IsPedHeadAbovePos(-0.3f)) {
|
|
CAnimBlendAssociation *floorHitAssoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL) ?
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f) :
|
|
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT, 8.0f);
|
|
if (floorHitAssoc) {
|
|
floorHitAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
|
|
floorHitAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
}
|
|
}
|
|
} else if (IsPedInControl()) {
|
|
if ((IsPlayer() && m_nPedState != PED_FIGHT && ((CPlayerPed*)this)->m_fMoveSpeed > 1.0f)
|
|
|| (!IsPlayer() && m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE)) {
|
|
#ifndef VC_PED_PORTS
|
|
if (hitLevel != HITLEVEL_HIGH && hitLevel != HITLEVEL_LOW || (IsPlayer() || CGeneral::GetRandomNumber() & 3) && CGeneral::GetRandomNumber() & 7) {
|
|
if (IsPlayer() || CGeneral::GetRandomNumber() & 3) {
|
|
#else
|
|
if (hitLevel != HITLEVEL_HIGH && hitLevel != HITLEVEL_LOW || (IsPlayer() || CGeneral::GetRandomNumber() & 1) && CGeneral::GetRandomNumber() & 7) {
|
|
if (IsPlayer() || CGeneral::GetRandomNumber() & 1) {
|
|
#endif
|
|
AnimationId shotAnim;
|
|
switch (direction) {
|
|
case 1:
|
|
shotAnim = ANIM_SHOT_LEFT_PARTIAL;
|
|
break;
|
|
case 2:
|
|
shotAnim = ANIM_SHOT_BACK_PARTIAL;
|
|
break;
|
|
case 3:
|
|
shotAnim = ANIM_SHOT_RIGHT_PARTIAL;
|
|
break;
|
|
default:
|
|
shotAnim = ANIM_SHOT_FRONT_PARTIAL;
|
|
break;
|
|
}
|
|
CAnimBlendAssociation *shotAssoc = RpAnimBlendClumpGetAssociation(GetClump(), shotAnim);
|
|
if (!shotAssoc || shotAssoc->blendDelta < 0.0f)
|
|
shotAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, shotAnim, 8.0f);
|
|
|
|
shotAssoc->SetCurrentTime(0.0f);
|
|
shotAssoc->SetRun();
|
|
shotAssoc->flags |= ASSOC_FADEOUTWHENDONE;
|
|
} else {
|
|
int time = CGeneral::GetRandomNumberInRange(1000, 3000);
|
|
SetWaitState(WAITSTATE_PLAYANIM_DUCK, &time);
|
|
}
|
|
} else {
|
|
#ifndef VC_PED_PORTS
|
|
switch (direction) {
|
|
case 1:
|
|
SetFall(500, ANIM_KO_SPIN_R, false);
|
|
break;
|
|
case 2:
|
|
SetFall(500, ANIM_KO_SKID_BACK, false);
|
|
break;
|
|
case 3:
|
|
SetFall(500, ANIM_KO_SPIN_L, false);
|
|
break;
|
|
default:
|
|
SetFall(500, ANIM_KO_SHOT_STOM, false);
|
|
break;
|
|
}
|
|
#else
|
|
bool fall = true;
|
|
AnimationId hitAnim;
|
|
switch (direction) {
|
|
case 1:
|
|
hitAnim = ANIM_KO_SPIN_R;
|
|
break;
|
|
case 2:
|
|
if (CGeneral::GetRandomNumber() & 1) {
|
|
fall = false;
|
|
hitAnim = ANIM_HIT_BACK;
|
|
} else {
|
|
hitAnim = ANIM_KO_SKID_BACK;
|
|
}
|
|
break;
|
|
case 3:
|
|
hitAnim = ANIM_KO_SPIN_L;
|
|
break;
|
|
default:
|
|
if (hitLevel == HITLEVEL_LOW) {
|
|
hitAnim = ANIM_KO_SHOT_STOM;
|
|
} else if (CGeneral::GetRandomNumber() & 1) {
|
|
fall = false;
|
|
hitAnim = ANIM_HIT_WALK;
|
|
} else if (CGeneral::GetRandomNumber() & 1) {
|
|
fall = false;
|
|
hitAnim = ANIM_HIT_HEAD;
|
|
} else {
|
|
hitAnim = ANIM_KO_SHOT_FACE;
|
|
}
|
|
break;
|
|
}
|
|
if (fall) {
|
|
SetFall(500, hitAnim, false);
|
|
} else {
|
|
CAnimBlendAssociation *hitAssoc = RpAnimBlendClumpGetAssociation(GetClump(), hitAnim);
|
|
if (!hitAssoc || hitAssoc->blendDelta < 0.0f)
|
|
hitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, hitAnim, 8.0f);
|
|
|
|
hitAssoc->SetCurrentTime(0.0f);
|
|
hitAssoc->SetRun();
|
|
hitAssoc->flags |= ASSOC_FADEOUTWHENDONE;
|
|
}
|
|
#endif
|
|
}
|
|
Say(SOUND_PED_DEFEND);
|
|
} else {
|
|
Say(SOUND_PED_DEFEND);
|
|
switch (hitLevel) {
|
|
case HITLEVEL_GROUND:
|
|
m_lastFightMove = FIGHTMOVE_HITONFLOOR;
|
|
break;
|
|
case HITLEVEL_LOW:
|
|
#ifndef VC_PED_PORTS
|
|
if (direction == 2) {
|
|
CPed::SetFall(1000, ANIM_KO_SKID_BACK, false);
|
|
return;
|
|
}
|
|
#else
|
|
if (direction == 2 && (!IsPlayer() || ((CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f))) {
|
|
CPed::SetFall(1000, ANIM_KO_SKID_BACK, false);
|
|
return;
|
|
} else if (direction != 2 && !IsPlayer() && (CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f) {
|
|
CPed::SetFall(1000, ANIM_KO_SHOT_STOM, false);
|
|
return;
|
|
}
|
|
#endif
|
|
m_lastFightMove = FIGHTMOVE_HITBODY;
|
|
break;
|
|
case HITLEVEL_HIGH:
|
|
switch (direction) {
|
|
case 1:
|
|
m_lastFightMove = FIGHTMOVE_HITLEFT;
|
|
break;
|
|
case 2:
|
|
m_lastFightMove = FIGHTMOVE_HITBACK;
|
|
break;
|
|
case 3:
|
|
m_lastFightMove = FIGHTMOVE_HITRIGHT;
|
|
break;
|
|
default:
|
|
if (unk <= 5)
|
|
m_lastFightMove = FIGHTMOVE_HITHEAD;
|
|
else
|
|
m_lastFightMove = FIGHTMOVE_HITBIGSTEP;
|
|
break;
|
|
}
|
|
break;
|
|
default:
|
|
switch (direction) {
|
|
case 1:
|
|
m_lastFightMove = FIGHTMOVE_HITLEFT;
|
|
break;
|
|
case 2:
|
|
m_lastFightMove = FIGHTMOVE_HITBACK;
|
|
break;
|
|
case 3:
|
|
m_lastFightMove = FIGHTMOVE_HITRIGHT;
|
|
break;
|
|
default:
|
|
if (unk <= 5)
|
|
m_lastFightMove = FIGHTMOVE_HITCHEST;
|
|
else
|
|
m_lastFightMove = FIGHTMOVE_HITBIGSTEP;
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
if (m_nPedState == PED_GETUP && !IsPedHeadAbovePos(0.0f))
|
|
m_lastFightMove = FIGHTMOVE_HITONFLOOR;
|
|
|
|
if (m_nPedState == PED_FIGHT) {
|
|
CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 8.0f);
|
|
moveAssoc->SetCurrentTime(0.0f);
|
|
moveAssoc->SetFinishCallback(FinishFightMoveCB, this);
|
|
if (IsPlayer())
|
|
moveAssoc->speed = 1.3f;
|
|
|
|
m_takeAStepAfterAttack = 0;
|
|
m_fightButtonPressure = 0;
|
|
} else if (IsPlayer() && m_currentWeapon != WEAPONTYPE_UNARMED) {
|
|
CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 4.0f);
|
|
moveAssoc->SetCurrentTime(0.0f);
|
|
moveAssoc->speed = 1.3f;
|
|
} else {
|
|
if (m_nPedState != PED_AIM_GUN && m_nPedState != PED_ATTACK)
|
|
SetStoredState();
|
|
|
|
if (m_nWaitState != WAITSTATE_FALSE) {
|
|
m_nWaitState = WAITSTATE_FALSE;
|
|
RestoreHeadingRate();
|
|
}
|
|
m_nPedState = PED_FIGHT;
|
|
m_fightButtonPressure = 0;
|
|
RpAnimBlendClumpRemoveAssociations(GetClump(), ASSOC_REPEAT);
|
|
CAnimBlendAssociation *walkStartAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK_START);
|
|
if (walkStartAssoc) {
|
|
walkStartAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
walkStartAssoc->blendDelta = -1000.0f;
|
|
}
|
|
CAnimBlendAssociation *walkStopAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP);
|
|
if (!walkStopAssoc)
|
|
walkStopAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP_R);
|
|
if (walkStopAssoc) {
|
|
walkStopAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
walkStopAssoc->blendDelta = -1000.0f;
|
|
RestoreHeadingRate();
|
|
}
|
|
SetMoveState(PEDMOVE_NONE);
|
|
m_nStoredMoveState = PEDMOVE_NONE;
|
|
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE)->blendAmount = 1.0f;
|
|
CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 8.0f);
|
|
moveAssoc->SetFinishCallback(FinishFightMoveCB, this);
|
|
m_fightState = FIGHTSTATE_NO_MOVE;
|
|
m_takeAStepAfterAttack = false;
|
|
bIsAttacking = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::UpdateFromLeader(void)
|
|
{
|
|
if (CTimer::GetTimeInMilliseconds() <= m_objectiveTimer)
|
|
return;
|
|
|
|
if (!m_leader)
|
|
return;
|
|
|
|
CVector leaderDist;
|
|
if (m_leader->InVehicle())
|
|
leaderDist = m_leader->m_pMyVehicle->GetPosition() - GetPosition();
|
|
else
|
|
leaderDist = m_leader->GetPosition() - GetPosition();
|
|
|
|
if (leaderDist.Magnitude() > 30.0f) {
|
|
if (IsPedInControl()) {
|
|
SetObjective(OBJECTIVE_NONE);
|
|
SetIdle();
|
|
SetMoveState(PEDMOVE_STILL);
|
|
}
|
|
SetLeader(nil);
|
|
return;
|
|
}
|
|
|
|
if (IsPedInControl()) {
|
|
if (m_nWaitState == WAITSTATE_PLAYANIM_TAXI)
|
|
WarpPedToNearLeaderOffScreen();
|
|
|
|
if (m_leader->m_nPedState == PED_DEAD) {
|
|
SetLeader(nil);
|
|
SetObjective(OBJECTIVE_FLEE_TILL_SAFE);
|
|
return;
|
|
}
|
|
if (!m_leader->bInVehicle) {
|
|
if (m_leader->m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) {
|
|
if (bInVehicle) {
|
|
if (m_objective != OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT && m_objective != OBJECTIVE_LEAVE_VEHICLE)
|
|
SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
|
|
|
|
return;
|
|
}
|
|
if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
|
|
RestorePreviousObjective();
|
|
RestorePreviousState();
|
|
}
|
|
}
|
|
if (m_nPedType == PEDTYPE_PROSTITUTE && CharCreatedBy == RANDOM_CHAR) {
|
|
SetLeader(nil);
|
|
return;
|
|
}
|
|
}
|
|
if (bInVehicle || !m_leader->bInVehicle || m_leader->m_nPedState != PED_DRIVING) {
|
|
if (m_leader->m_objective != OBJECTIVE_NONE && (!m_leader->IsPlayer() || m_leader->m_objective != OBJECTIVE_IDLE)
|
|
&& m_objective != m_leader->m_objective) {
|
|
|
|
switch (m_leader->m_objective) {
|
|
case OBJECTIVE_IDLE:
|
|
case OBJECTIVE_FLEE_TILL_SAFE:
|
|
case OBJECTIVE_WAIT_IN_CAR:
|
|
case OBJECTIVE_FOLLOW_ROUTE:
|
|
SetObjective(m_leader->m_objective);
|
|
m_objectiveTimer = m_leader->m_objectiveTimer;
|
|
break;
|
|
case OBJECTIVE_GUARD_SPOT:
|
|
SetObjective(OBJECTIVE_GUARD_SPOT, m_leader->m_vecSeekPosEx);
|
|
m_objectiveTimer = m_leader->m_objectiveTimer;
|
|
break;
|
|
case OBJECTIVE_KILL_CHAR_ON_FOOT:
|
|
case OBJECTIVE_KILL_CHAR_ANY_MEANS:
|
|
case OBJECTIVE_GOTO_CHAR_ON_FOOT:
|
|
if (m_leader->m_pedInObjective) {
|
|
SetObjective(m_leader->m_objective, m_leader->m_pedInObjective);
|
|
m_objectiveTimer = m_leader->m_objectiveTimer;
|
|
}
|
|
break;
|
|
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
|
|
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
|
|
if (m_leader->m_carInObjective) {
|
|
SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_leader->m_carInObjective);
|
|
return;
|
|
}
|
|
break;
|
|
case OBJECTIVE_FIGHT_CHAR:
|
|
return;
|
|
case OBJECTIVE_HAIL_TAXI:
|
|
m_leader = nil;
|
|
SetObjective(OBJECTIVE_NONE);
|
|
break;
|
|
default:
|
|
SetObjective(OBJECTIVE_GOTO_CHAR_ON_FOOT, m_leader);
|
|
SetObjectiveTimer(0);
|
|
break;
|
|
}
|
|
} else {
|
|
if (m_leader->m_nPedState == PED_ATTACK) {
|
|
CEntity *lookTargetOfLeader = m_leader->m_pLookTarget;
|
|
if (lookTargetOfLeader && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT
|
|
&& lookTargetOfLeader->IsPed() && lookTargetOfLeader != this) {
|
|
|
|
SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, lookTargetOfLeader);
|
|
SetObjectiveTimer(8000);
|
|
SetLookFlag(m_leader->m_pLookTarget, false);
|
|
SetLookTimer(500);
|
|
}
|
|
} else {
|
|
if (IsPedInControl() && m_nPedState != PED_ATTACK) {
|
|
#ifndef VC_PED_PORTS
|
|
SetObjective(OBJECTIVE_GOTO_CHAR_ON_FOOT, m_leader);
|
|
SetObjectiveTimer(0);
|
|
#else
|
|
if (m_leader->m_objective != OBJECTIVE_NONE || m_objective != OBJECTIVE_NONE
|
|
|| m_leader->m_nPedState != PED_CHAT || m_nPedState != PED_CHAT) {
|
|
|
|
SetObjective(OBJECTIVE_GOTO_CHAR_ON_FOOT, m_leader);
|
|
SetObjectiveTimer(0);
|
|
} else {
|
|
SetObjective(OBJECTIVE_NONE);
|
|
}
|
|
#endif
|
|
}
|
|
if (m_nPedState == PED_IDLE && m_leader->IsPlayer()) {
|
|
if (ScanForThreats() && m_threatEntity) {
|
|
m_pLookTarget = m_threatEntity;
|
|
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
|
|
TurnBody();
|
|
if (m_attackTimer < CTimer::GetTimeInMilliseconds() && !GetWeapon()->IsTypeMelee()) {
|
|
m_pPointGunAt = m_threatEntity;
|
|
if (m_threatEntity)
|
|
m_threatEntity->RegisterReference((CEntity **) &m_pPointGunAt);
|
|
SetAttack(m_threatEntity);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) {
|
|
if (m_leader->m_pMyVehicle->m_nNumPassengers < m_leader->m_pMyVehicle->m_nNumMaxPassengers)
|
|
SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_leader->m_pMyVehicle);
|
|
}
|
|
}
|
|
} else if (bInVehicle) {
|
|
if ((!m_leader->bInVehicle || m_leader->m_nPedState == PED_EXIT_CAR) && m_objective != OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT) {
|
|
|
|
switch (m_leader->m_objective) {
|
|
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
|
|
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
|
|
if (m_pMyVehicle == m_leader->m_pMyVehicle || m_pMyVehicle == m_leader->m_carInObjective)
|
|
break;
|
|
|
|
// fall through
|
|
default:
|
|
if (m_pMyVehicle && m_objective != OBJECTIVE_LEAVE_VEHICLE) {
|
|
#ifdef VC_PED_PORTS
|
|
m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 250;
|
|
#endif
|
|
SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::UpdatePosition(void)
|
|
{
|
|
if (CReplay::IsPlayingBack() || !bIsStanding)
|
|
return;
|
|
|
|
CVector2D velocityChange;
|
|
|
|
SetHeading(m_fRotationCur);
|
|
if (m_pCurrentPhysSurface) {
|
|
CVector2D velocityOfSurface;
|
|
CPhysical *curSurface = m_pCurrentPhysSurface;
|
|
if (!IsPlayer() && m_pCurrentPhysSurface->IsVehicle() && ((CVehicle*)m_pCurrentPhysSurface)->IsBoat()) {
|
|
|
|
// It seems R* didn't like m_vecOffsetFromPhysSurface for boats
|
|
CVector offsetToSurface = GetPosition() - curSurface->GetPosition();
|
|
offsetToSurface.z -= FEET_OFFSET;
|
|
|
|
CVector surfaceMoveVelocity = curSurface->m_vecMoveSpeed;
|
|
CVector surfaceTurnVelocity = CrossProduct(curSurface->m_vecTurnSpeed, offsetToSurface);
|
|
|
|
// Also we use that weird formula instead of friction if it's boat
|
|
float slideMult = -curSurface->m_vecTurnSpeed.MagnitudeSqr();
|
|
velocityOfSurface = slideMult * offsetToSurface * CTimer::GetTimeStep() + (surfaceTurnVelocity + surfaceMoveVelocity);
|
|
m_vecMoveSpeed.z = slideMult * offsetToSurface.z * CTimer::GetTimeStep() + (surfaceTurnVelocity.z + surfaceMoveVelocity.z);
|
|
} else {
|
|
velocityOfSurface = curSurface->GetSpeed(m_vecOffsetFromPhysSurface);
|
|
}
|
|
// Reminder: m_moved is displacement from walking/running.
|
|
velocityChange = m_moved + velocityOfSurface - m_vecMoveSpeed;
|
|
m_fRotationCur += curSurface->m_vecTurnSpeed.z * CTimer::GetTimeStep();
|
|
m_fRotationDest += curSurface->m_vecTurnSpeed.z * CTimer::GetTimeStep();
|
|
} else if (m_nSurfaceTouched != SURFACE_STEEP_CLIFF || m_vecDamageNormal.x == 0.0f && m_vecDamageNormal.y == 0.0f) {
|
|
velocityChange = m_moved - m_vecMoveSpeed;
|
|
} else {
|
|
// Ped got damaged by steep slope
|
|
m_vecMoveSpeed = CVector(0.0f, 0.0f, -0.001f);
|
|
// some kind of
|
|
CVector2D reactionForce = m_vecDamageNormal * (1.0f / m_vecDamageNormal.Magnitude2D());
|
|
|
|
velocityChange = 0.02f * reactionForce + m_moved;
|
|
|
|
float reactionAndVelocityDotProd = DotProduct2D(reactionForce, velocityChange);
|
|
// they're in same direction
|
|
if (reactionAndVelocityDotProd < 0.0f) {
|
|
velocityChange -= reactionAndVelocityDotProd * reactionForce;
|
|
}
|
|
}
|
|
|
|
// Take time step into account
|
|
if (m_pCurrentPhysSurface) {
|
|
float speedChange = velocityChange.Magnitude();
|
|
float changeMult = speedChange;
|
|
if (m_nPedState != PED_DIE || !m_pCurrentPhysSurface->IsVehicle()) {
|
|
if (!m_pCurrentPhysSurface->IsVehicle() || !((CVehicle*)m_pCurrentPhysSurface)->IsBoat())
|
|
changeMult = 0.01f * CTimer::GetTimeStep();
|
|
} else {
|
|
changeMult = 0.002f * CTimer::GetTimeStep();
|
|
}
|
|
|
|
if (speedChange > changeMult) {
|
|
velocityChange = velocityChange * (changeMult / speedChange);
|
|
}
|
|
}
|
|
m_vecMoveSpeed.x += velocityChange.x;
|
|
m_vecMoveSpeed.y += velocityChange.y;
|
|
}
|
|
|
|
void
|
|
CPed::SetPedPositionInCar(void)
|
|
{
|
|
if (CReplay::IsPlayingBack())
|
|
return;
|
|
|
|
if (bChangedSeat) {
|
|
bool notYet = false;
|
|
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_GETIN_LHS)
|
|
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_GETIN_LOW_LHS)
|
|
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_CLOSEDOOR_LHS)
|
|
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_CLOSEDOOR_LOW_LHS)
|
|
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SHUFFLE_RHS)
|
|
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSHUFFLE_RHS)
|
|
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_CLOSE_L)
|
|
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_CLOSE)
|
|
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_GETIN_L)
|
|
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_GETIN)
|
|
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_COACH_IN_L)
|
|
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_COACH_IN_R)) {
|
|
notYet = true;
|
|
}
|
|
if (notYet) {
|
|
LineUpPedWithCar(LINE_UP_TO_CAR_START);
|
|
bChangedSeat = false;
|
|
return;
|
|
}
|
|
}
|
|
CVehicleModelInfo *vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(m_pMyVehicle->GetModelIndex());
|
|
CMatrix newMat(m_pMyVehicle->GetMatrix());
|
|
CVector seatPos;
|
|
if (m_pMyVehicle->pDriver == this) {
|
|
seatPos = vehModel->GetFrontSeatPosn();
|
|
if (!m_pMyVehicle->IsBoat() && m_pMyVehicle->m_vehType != VEHICLE_TYPE_BIKE)
|
|
seatPos.x = -seatPos.x;
|
|
|
|
} else if (m_pMyVehicle->pPassengers[0] == this) {
|
|
seatPos = vehModel->GetFrontSeatPosn();
|
|
} else if (m_pMyVehicle->pPassengers[1] == this) {
|
|
seatPos = vehModel->m_positions[CAR_POS_BACKSEAT];
|
|
seatPos.x = -seatPos.x;
|
|
} else {
|
|
if (m_pMyVehicle->pPassengers[2] == this) {
|
|
seatPos = vehModel->m_positions[CAR_POS_BACKSEAT];
|
|
} else {
|
|
seatPos = vehModel->GetFrontSeatPosn();
|
|
}
|
|
}
|
|
newMat.GetPosition() += Multiply3x3(newMat, seatPos);
|
|
// Already done below (SetTranslate(0.0f, 0.0f, 0.0f))
|
|
// tempMat.SetUnity();
|
|
|
|
// Rear seats on vans don't face to front, so rotate them HALFPI.
|
|
if (m_pMyVehicle->bIsVan) {
|
|
CMatrix tempMat;
|
|
if (m_pMyVehicle->pPassengers[1] == this) {
|
|
m_fRotationCur = m_pMyVehicle->GetForward().Heading() - HALFPI;
|
|
tempMat.SetTranslate(0.0f, 0.0f, 0.0f);
|
|
tempMat.RotateZ(-HALFPI);
|
|
newMat = newMat * tempMat;
|
|
} else if (m_pMyVehicle->pPassengers[2] == this) {
|
|
m_fRotationCur = HALFPI + m_pMyVehicle->GetForward().Heading();
|
|
tempMat.SetTranslate(0.0f, 0.0f, 0.0f);
|
|
tempMat.RotateZ(HALFPI);
|
|
newMat = newMat * tempMat;
|
|
} else {
|
|
m_fRotationCur = m_pMyVehicle->GetForward().Heading();
|
|
}
|
|
} else {
|
|
m_fRotationCur = m_pMyVehicle->GetForward().Heading();
|
|
}
|
|
GetMatrix() = newMat;
|
|
}
|
|
|
|
static RwObject*
|
|
CloneAtomicToFrameCB(RwObject *frame, void *data)
|
|
{
|
|
RpAtomic *newAtomic = RpAtomicClone((RpAtomic*)frame);
|
|
RpAtomicSetFrame(newAtomic, (RwFrame*)data);
|
|
RpClumpAddAtomic(flyingClumpTemp, newAtomic);
|
|
CVisibilityPlugins::SetAtomicRenderCallback(newAtomic, nil);
|
|
return frame;
|
|
}
|
|
|
|
static RwFrame*
|
|
RecurseFrameChildrenToCloneCB(RwFrame *frame, void *data)
|
|
{
|
|
RwFrame *newFrame = RwFrameCreate();
|
|
RwFrameAddChild((RwFrame*)data, newFrame);
|
|
RwFrameTransform(newFrame, RwFrameGetMatrix(frame), rwCOMBINEREPLACE);
|
|
RwFrameForAllObjects(frame, CloneAtomicToFrameCB, newFrame);
|
|
RwFrameForAllChildren(frame, RecurseFrameChildrenToCloneCB, newFrame);
|
|
return newFrame;
|
|
}
|
|
|
|
CObject*
|
|
CPed::SpawnFlyingComponent(int pedNode, int8 direction)
|
|
{
|
|
if (CObject::nNoTempObjects >= NUMTEMPOBJECTS)
|
|
return nil;
|
|
|
|
#ifdef PED_SKIN
|
|
assert(!IsClumpSkinned(GetClump()));
|
|
#endif
|
|
|
|
CObject *obj = new CObject();
|
|
if (!obj)
|
|
return nil;
|
|
|
|
RwFrame *frame = RwFrameCreate();
|
|
RpClump *clump = RpClumpCreate();
|
|
RpClumpSetFrame(clump, frame);
|
|
RwMatrix *matrix = RwFrameGetLTM(m_pFrames[pedNode]->frame);
|
|
*RwFrameGetMatrix(frame) = *matrix;
|
|
|
|
flyingClumpTemp = clump;
|
|
RwFrameForAllObjects(m_pFrames[pedNode]->frame, CloneAtomicToFrameCB, frame);
|
|
RwFrameForAllChildren(m_pFrames[pedNode]->frame, RecurseFrameChildrenToCloneCB, frame);
|
|
flyingClumpTemp = nil;
|
|
switch (pedNode) {
|
|
case PED_HEAD:
|
|
// So popping head would have wheel collision. They disabled it anyway
|
|
obj->SetModelIndexNoCreate(MI_CAR_WHEEL);
|
|
break;
|
|
case PED_UPPERARML:
|
|
case PED_UPPERARMR:
|
|
obj->SetModelIndexNoCreate(MI_BODYPARTB);
|
|
obj->SetCenterOfMass(0.25f, 0.0f, 0.0f);
|
|
break;
|
|
case PED_UPPERLEGL:
|
|
case PED_UPPERLEGR:
|
|
obj->SetModelIndexNoCreate(MI_BODYPARTA);
|
|
obj->SetCenterOfMass(0.4f, 0.0f, 0.0f);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
obj->RefModelInfo(GetModelIndex());
|
|
obj->AttachToRwObject((RwObject*)clump);
|
|
obj->m_fMass = 15.0f;
|
|
obj->m_fTurnMass = 5.0f;
|
|
obj->m_fAirResistance = 0.99f;
|
|
obj->m_fElasticity = 0.03f;
|
|
obj->m_fBuoyancy = m_fMass*GRAVITY/0.75f;
|
|
obj->ObjectCreatedBy = TEMP_OBJECT;
|
|
obj->bIsStatic = false;
|
|
obj->bIsPickup = false;
|
|
obj->m_nSpecialCollisionResponseCases = COLLRESPONSE_SMALLBOX;
|
|
|
|
// life time - the more objects the are, the shorter this one will live
|
|
CObject::nNoTempObjects++;
|
|
if (CObject::nNoTempObjects > 20)
|
|
obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 12000;
|
|
else if (CObject::nNoTempObjects > 10)
|
|
obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 30000;
|
|
else
|
|
obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 60000;
|
|
|
|
CVector localForcePos, forceDir;
|
|
|
|
if (direction == 2) {
|
|
obj->m_vecMoveSpeed = 0.03f * GetForward();
|
|
obj->m_vecMoveSpeed.z = (CGeneral::GetRandomNumber() & 0x3F) * 0.001f;
|
|
obj->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
|
|
localForcePos = CVector(0.0f, 0.0f, 0.0f);
|
|
forceDir = GetForward();
|
|
} else {
|
|
obj->m_vecMoveSpeed = -0.03f * GetForward();
|
|
obj->m_vecMoveSpeed.z = (CGeneral::GetRandomNumber() & 0x3F) * 0.001f;
|
|
obj->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
|
|
localForcePos = CVector(0.0f, 0.0f, 0.0f);
|
|
forceDir = -GetForward();
|
|
}
|
|
obj->ApplyTurnForce(forceDir, localForcePos);
|
|
CWorld::Add(obj);
|
|
|
|
return obj;
|
|
}
|
|
|
|
void
|
|
CPed::WarpPedIntoCar(CVehicle *car)
|
|
{
|
|
bInVehicle = true;
|
|
m_pMyVehicle = car;
|
|
m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
|
|
m_carInObjective = car;
|
|
m_carInObjective->RegisterReference((CEntity **) &m_carInObjective);
|
|
m_nPedState = PED_DRIVING;
|
|
bUsesCollision = false;
|
|
bIsInTheAir = false;
|
|
bVehExitWillBeInstant = true;
|
|
if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
|
|
car->SetDriver(this);
|
|
car->pDriver->RegisterReference((CEntity **) &car->pDriver);
|
|
|
|
} else if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
|
|
for (int i = 0; i < 4; i++) {
|
|
if (!car->pPassengers[i]) {
|
|
car->pPassengers[i] = this;
|
|
car->pPassengers[i]->RegisterReference((CEntity **) &car->pPassengers[i]);
|
|
break;
|
|
}
|
|
}
|
|
} else
|
|
return;
|
|
|
|
if (IsPlayer()) {
|
|
car->SetStatus(STATUS_PLAYER);
|
|
AudioManager.PlayerJustGotInCar();
|
|
CCarCtrl::RegisterVehicleOfInterest(car);
|
|
} else {
|
|
car->SetStatus(STATUS_PHYSICS);
|
|
}
|
|
|
|
CWorld::Remove(this);
|
|
SetPosition(car->GetPosition());
|
|
CWorld::Add(this);
|
|
|
|
if (car->bIsAmbulanceOnDuty) {
|
|
car->bIsAmbulanceOnDuty = false;
|
|
--CCarCtrl::NumAmbulancesOnDuty;
|
|
}
|
|
if (car->bIsFireTruckOnDuty) {
|
|
car->bIsFireTruckOnDuty = false;
|
|
--CCarCtrl::NumFiretrucksOnDuty;
|
|
}
|
|
if (!car->bEngineOn) {
|
|
car->bEngineOn = true;
|
|
DMAudio.PlayOneShot(car->m_audioEntityId, SOUND_CAR_ENGINE_START, 1.0f);
|
|
}
|
|
|
|
#ifdef VC_PED_PORTS
|
|
RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f);
|
|
|
|
// VC uses AddInCarAnims but we don't have that
|
|
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, car->GetDriverAnim(), 100.0f);
|
|
RemoveWeaponWhenEnteringVehicle();
|
|
#else
|
|
if (car->IsBoat()) {
|
|
#ifndef FIX_BUGS
|
|
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_BOAT, 100.0f);
|
|
#else
|
|
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, car->GetDriverAnim(), 100.0f);
|
|
#endif
|
|
CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
|
RemoveWeaponModel(ourWeapon->m_nModelId);
|
|
} else {
|
|
// Because we can use Uzi for drive by
|
|
RemoveWeaponWhenEnteringVehicle();
|
|
|
|
if (car->bLowVehicle)
|
|
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_LSIT, 100.0f);
|
|
else
|
|
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_SIT, 100.0f);
|
|
}
|
|
#endif
|
|
|
|
StopNonPartialAnims();
|
|
if (car->bIsBus)
|
|
bRenderPedInCar = false;
|
|
|
|
bChangedSeat = true;
|
|
}
|
|
|
|
void
|
|
CPed::SetObjective(eObjective newObj, CVector dest)
|
|
{
|
|
if (DyingOrDead())
|
|
return;
|
|
|
|
if (m_prevObjective != OBJECTIVE_NONE && m_prevObjective == newObj)
|
|
return;
|
|
|
|
SetObjectiveTimer(0);
|
|
if (m_objective == newObj) {
|
|
if (newObj == OBJECTIVE_GOTO_AREA_ANY_MEANS || newObj == OBJECTIVE_GOTO_AREA_ON_FOOT || newObj == OBJECTIVE_RUN_TO_AREA) {
|
|
if (m_nextRoutePointPos == dest)
|
|
return;
|
|
} else if (newObj == OBJECTIVE_GUARD_SPOT) {
|
|
if (m_vecSeekPosEx == dest)
|
|
return;
|
|
}
|
|
}
|
|
|
|
#ifdef VC_PED_PORTS
|
|
ClearPointGunAt();
|
|
#endif
|
|
bObjectiveCompleted = false;
|
|
switch (newObj) {
|
|
case OBJECTIVE_GUARD_SPOT:
|
|
m_vecSeekPosEx = dest;
|
|
m_distanceToCountSeekDoneEx = 5.0f;
|
|
SetMoveState(PEDMOVE_STILL);
|
|
break;
|
|
case OBJECTIVE_GUARD_AREA:
|
|
case OBJECTIVE_WAIT_IN_CAR:
|
|
case OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT:
|
|
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_FOLLOW_CAR_IN_CAR:
|
|
case OBJECTIVE_FIRE_AT_OBJ_FROM_VEHICLE:
|
|
case OBJECTIVE_DESTROY_OBJ:
|
|
case OBJECTIVE_DESTROY_CAR:
|
|
break;
|
|
case OBJECTIVE_GOTO_AREA_ANY_MEANS:
|
|
case OBJECTIVE_GOTO_AREA_ON_FOOT:
|
|
bIsRunning = false;
|
|
m_pNextPathNode = nil;
|
|
m_nextRoutePointPos = dest;
|
|
m_vecSeekPos = m_nextRoutePointPos;
|
|
m_distanceToCountSeekDone = 0.5f;
|
|
bUsePedNodeSeek = true;
|
|
if (sq(m_distanceToCountSeekDone) > (m_nextRoutePointPos - GetPosition()).MagnitudeSqr2D())
|
|
return;
|
|
break;
|
|
case OBJECTIVE_RUN_TO_AREA:
|
|
bIsRunning = true;
|
|
m_pNextPathNode = nil;
|
|
m_nextRoutePointPos = dest;
|
|
m_vecSeekPos = m_nextRoutePointPos;
|
|
m_distanceToCountSeekDone = 0.5f;
|
|
bUsePedNodeSeek = true;
|
|
if (sq(m_distanceToCountSeekDone) > (m_nextRoutePointPos - GetPosition()).MagnitudeSqr2D())
|
|
return;
|
|
break;
|
|
default: break;
|
|
}
|
|
|
|
if (IsTemporaryObjective(m_objective)) {
|
|
m_prevObjective = newObj;
|
|
} else {
|
|
if (m_objective != newObj)
|
|
SetStoredObjective();
|
|
|
|
m_objective = newObj;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetMoveAnim(void)
|
|
{
|
|
if (m_nStoredMoveState == m_nMoveState || !IsPedInControl())
|
|
return;
|
|
|
|
if (m_nMoveState == PEDMOVE_NONE) {
|
|
m_nStoredMoveState = PEDMOVE_NONE;
|
|
return;
|
|
}
|
|
|
|
AssocGroupId animGroupToUse;
|
|
if (m_leader && m_leader->IsPlayer())
|
|
animGroupToUse = ASSOCGRP_PLAYER;
|
|
else
|
|
animGroupToUse = m_animGroup;
|
|
|
|
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_BLOCK);
|
|
if (!animAssoc) {
|
|
CAnimBlendAssociation *fightIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
|
|
animAssoc = fightIdleAssoc;
|
|
if (fightIdleAssoc && m_nPedState == PED_FIGHT)
|
|
return;
|
|
|
|
if (fightIdleAssoc) {
|
|
CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
|
|
if (!idleAssoc || idleAssoc->blendDelta <= 0.0f) {
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_IDLE_STANCE, 8.0f);
|
|
}
|
|
}
|
|
}
|
|
if (!animAssoc) {
|
|
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
|
|
if (animAssoc)
|
|
if (m_nWaitState == WAITSTATE_STUCK || m_nWaitState == WAITSTATE_FINISH_FLEE)
|
|
return;
|
|
|
|
if (animAssoc) {
|
|
CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
|
|
if (!idleAssoc || idleAssoc->blendDelta <= 0.0f) {
|
|
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_IDLE_STANCE, 4.0f);
|
|
}
|
|
}
|
|
}
|
|
if (!animAssoc) {
|
|
m_nStoredMoveState = m_nMoveState;
|
|
if (m_nMoveState == PEDMOVE_WALK || m_nMoveState == PEDMOVE_RUN || m_nMoveState == PEDMOVE_SPRINT) {
|
|
for (CAnimBlendAssociation *assoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_PARTIAL);
|
|
assoc; assoc = RpAnimBlendGetNextAssociation(assoc, ASSOC_PARTIAL)) {
|
|
|
|
if (!(assoc->flags & ASSOC_FADEOUTWHENDONE)) {
|
|
assoc->blendDelta = -2.0f;
|
|
assoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
}
|
|
}
|
|
|
|
ClearAimFlag();
|
|
ClearLookFlag();
|
|
}
|
|
|
|
switch (m_nMoveState) {
|
|
case PEDMOVE_STILL:
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_IDLE_STANCE, 4.0f);
|
|
break;
|
|
case PEDMOVE_WALK:
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_WALK, 1.0f);
|
|
break;
|
|
case PEDMOVE_RUN:
|
|
if (m_nPedState == PED_FLEE_ENTITY) {
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_RUN, 3.0f);
|
|
} else {
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_RUN, 1.0f);
|
|
}
|
|
break;
|
|
case PEDMOVE_SPRINT:
|
|
animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_SPRINT, 1.0f);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (animAssoc) {
|
|
if (m_leader) {
|
|
CAnimBlendAssociation *walkAssoc = RpAnimBlendClumpGetAssociation(m_leader->GetClump(), ANIM_WALK);
|
|
if (!walkAssoc)
|
|
walkAssoc = RpAnimBlendClumpGetAssociation(m_leader->GetClump(), ANIM_RUN);
|
|
|
|
if (!walkAssoc)
|
|
walkAssoc = RpAnimBlendClumpGetAssociation(m_leader->GetClump(), ANIM_SPRINT);
|
|
|
|
if (walkAssoc) {
|
|
animAssoc->speed = walkAssoc->speed;
|
|
} else {
|
|
if (CharCreatedBy == MISSION_CHAR)
|
|
animAssoc->speed = 1.0f;
|
|
else
|
|
animAssoc->speed = 1.2f - m_randomSeed * 0.4f / MYRAND_MAX;
|
|
|
|
}
|
|
} else {
|
|
if (CharCreatedBy == MISSION_CHAR)
|
|
animAssoc->speed = 1.0f;
|
|
else
|
|
animAssoc->speed = 1.2f - m_randomSeed * 0.4f / MYRAND_MAX;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetEnterCar_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag)
|
|
{
|
|
float zDiff = 0.0f;
|
|
RemoveWeaponWhenEnteringVehicle();
|
|
car->m_nGettingInFlags |= doorFlag;
|
|
bVehEnterDoorIsBlocked = false;
|
|
if (m_nPedState != PED_SEEK_CAR && m_nPedState != PED_SEEK_IN_BOAT)
|
|
SetStoredState();
|
|
|
|
m_pSeekTarget = car;
|
|
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
|
|
m_vehEnterType = doorNode;
|
|
m_nPedState = PED_ENTER_CAR;
|
|
if (m_vehEnterType == CAR_DOOR_RF && m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && car->m_vehType != VEHICLE_TYPE_BIKE) {
|
|
car->bIsBeingCarJacked = true;
|
|
}
|
|
|
|
m_pMyVehicle = (CVehicle*)m_pSeekTarget;
|
|
m_pMyVehicle->RegisterReference((CEntity**) &m_pMyVehicle);
|
|
((CVehicle*)m_pSeekTarget)->m_nNumGettingIn++;
|
|
bUsesCollision = false;
|
|
CVector doorOpenPos = GetPositionToOpenCarDoor(car, m_vehEnterType);
|
|
|
|
// Because buses have stairs
|
|
if (!m_pMyVehicle->bIsBus)
|
|
zDiff = Max(0.0f, doorOpenPos.z - GetPosition().z);
|
|
|
|
m_vecOffsetSeek = doorOpenPos - GetPosition();
|
|
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 600;
|
|
if (car->IsBoat()) {
|
|
#ifdef VC_PED_PORTS
|
|
// VC checks for handling flag, but we can't do that
|
|
if(car->GetModelIndex() == MI_SPEEDER)
|
|
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_SIT, 100.0f);
|
|
else
|
|
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_BOAT, 100.0f);
|
|
|
|
PedSetInCarCB(nil, this);
|
|
bVehExitWillBeInstant = true;
|
|
#else
|
|
|
|
#ifndef FIX_BUGS
|
|
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_BOAT, 100.0f);
|
|
#else
|
|
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, car->GetDriverAnim(), 100.0f);
|
|
#endif
|
|
|
|
m_pVehicleAnim->SetFinishCallback(PedSetInCarCB, this);
|
|
#endif
|
|
if (IsPlayer())
|
|
CWaterLevel::AllocateBoatWakeArray();
|
|
} else {
|
|
if (zDiff > 4.4f) {
|
|
if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)
|
|
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_RHS, 4.0f);
|
|
else
|
|
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_LHS, 4.0f);
|
|
|
|
} else {
|
|
if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)
|
|
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_RHS, 4.0f);
|
|
else
|
|
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_LHS, 4.0f);
|
|
}
|
|
m_pVehicleAnim->SetFinishCallback(PedAnimAlignCB, this);
|
|
car->AutoPilot.m_nCruiseSpeed = 0;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::WanderPath(void)
|
|
{
|
|
if (!m_pNextPathNode) {
|
|
printf("THIS SHOULDN@T HAPPEN TOO OFTEN\n");
|
|
SetIdle();
|
|
return;
|
|
}
|
|
if (m_nWaitState == WAITSTATE_FALSE) {
|
|
if (m_nMoveState == PEDMOVE_STILL || m_nMoveState == PEDMOVE_NONE)
|
|
SetMoveState(PEDMOVE_WALK);
|
|
}
|
|
m_vecSeekPos = m_pNextPathNode->GetPosition();
|
|
m_vecSeekPos.z += 1.0f;
|
|
|
|
// Only returns true when ped is stuck(not stopped) I think, then we should assign new direction or wait state to him.
|
|
if (!Seek())
|
|
return;
|
|
|
|
CPathNode *previousLastNode = m_pLastPathNode;
|
|
uint8 randVal = (m_randomSeed + 3 * CTimer::GetFrameCounter()) % 100;
|
|
|
|
// We don't prefer 180-degree turns in normal situations
|
|
uint8 dirWeWouldntPrefer = m_nPathDir;
|
|
if (dirWeWouldntPrefer <= 3)
|
|
dirWeWouldntPrefer += 4;
|
|
else
|
|
dirWeWouldntPrefer -= 4;
|
|
|
|
CPathNode *nodeWeWouldntPrefer = nil;
|
|
uint8 dirToSet = 9; // means undefined
|
|
uint8 dirWeWouldntPrefer2 = 9; // means undefined
|
|
if (randVal <= 90) {
|
|
if (randVal > 80) {
|
|
m_nPathDir += 2;
|
|
m_nPathDir %= 8;
|
|
}
|
|
} else {
|
|
m_nPathDir -= 2;
|
|
if (m_nPathDir < 0)
|
|
m_nPathDir += 8;
|
|
}
|
|
|
|
m_pLastPathNode = m_pNextPathNode;
|
|
ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode,
|
|
m_nPathDir, &dirToSet);
|
|
|
|
uint8 tryCount = 0;
|
|
|
|
// NB: SetWanderPath checks for m_nPathDir == dirToStartWith, this one checks for tryCount > 7
|
|
while (!m_pNextPathNode) {
|
|
tryCount++;
|
|
m_nPathDir = (m_nPathDir + 1) % 8;
|
|
|
|
// We're at where we started and couldn't find any node
|
|
if (tryCount > 7) {
|
|
if (!nodeWeWouldntPrefer) {
|
|
ClearAll();
|
|
SetIdle();
|
|
// Probably this text carried over here after copy-pasting this loop from early version of SetWanderPath.
|
|
Error("Can't find valid path node, SetWanderPath, Ped.cpp");
|
|
return;
|
|
}
|
|
m_pNextPathNode = nodeWeWouldntPrefer;
|
|
dirToSet = dirWeWouldntPrefer2;
|
|
} else {
|
|
ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode,
|
|
m_nPathDir, &dirToSet);
|
|
if (m_pNextPathNode) {
|
|
if (dirToSet == dirWeWouldntPrefer) {
|
|
nodeWeWouldntPrefer = m_pNextPathNode;
|
|
dirWeWouldntPrefer2 = dirToSet;
|
|
m_pNextPathNode = nil;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
m_nPathDir = dirToSet;
|
|
if (m_pLastPathNode == m_pNextPathNode) {
|
|
m_pNextPathNode = previousLastNode;
|
|
SetWaitState(WAITSTATE_DOUBLEBACK, nil);
|
|
Say(SOUND_PED_WAIT_DOUBLEBACK);
|
|
} else if (ThePaths.TestForPedTrafficLight(m_pLastPathNode, m_pNextPathNode)) {
|
|
SetWaitState(WAITSTATE_TRAFFIC_LIGHTS, nil);
|
|
} else if (ThePaths.TestCrossesRoad(m_pLastPathNode, m_pNextPathNode)) {
|
|
SetWaitState(WAITSTATE_CROSS_ROAD, nil);
|
|
} else if (m_pNextPathNode == previousLastNode) {
|
|
SetWaitState(WAITSTATE_DOUBLEBACK, nil);
|
|
Say(SOUND_PED_WAIT_DOUBLEBACK);
|
|
}
|
|
}
|
|
|
|
bool
|
|
CPed::WarpPedToNearEntityOffScreen(CEntity *warpTo)
|
|
{
|
|
bool teleported = false;
|
|
if (GetIsOnScreen() || m_leaveCarTimer > CTimer::GetTimeInMilliseconds())
|
|
return false;
|
|
|
|
CVector warpToPos = warpTo->GetPosition();
|
|
CVector distVec = warpToPos - GetPosition();
|
|
float halfOfDist = distVec.Magnitude() * 0.5f;
|
|
CVector halfNormalizedDist = distVec / halfOfDist;
|
|
|
|
CVector appropriatePos = GetPosition();
|
|
CVector zCorrectedPos = appropriatePos;
|
|
int tryCount = Min(10, halfOfDist);
|
|
for (int i = 0; i < tryCount; ++i) {
|
|
appropriatePos += halfNormalizedDist;
|
|
CPedPlacement::FindZCoorForPed(&zCorrectedPos);
|
|
|
|
if (Abs(zCorrectedPos.z - warpToPos.z) >= 3.0f && Abs(zCorrectedPos.z - appropriatePos.z) >= 3.0f)
|
|
continue;
|
|
|
|
appropriatePos.z = zCorrectedPos.z;
|
|
if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f, &TheCamera.GetCameraMatrix())
|
|
&& CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false)
|
|
&& !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) {
|
|
teleported = true;
|
|
Teleport(appropriatePos);
|
|
}
|
|
}
|
|
m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 3000;
|
|
return teleported;
|
|
}
|
|
|
|
bool
|
|
CPed::WarpPedToNearLeaderOffScreen(void)
|
|
{
|
|
bool teleported = false;
|
|
if (GetIsOnScreen() || m_leaveCarTimer > CTimer::GetTimeInMilliseconds())
|
|
return false;
|
|
|
|
CVector warpToPos = m_leader->GetPosition();
|
|
CVector distVec = warpToPos - GetPosition();
|
|
float halfOfDist = distVec.Magnitude() * 0.5f;
|
|
CVector halfNormalizedDist = distVec / halfOfDist;
|
|
|
|
CVector appropriatePos = GetPosition();
|
|
CVector zCorrectedPos = appropriatePos;
|
|
int tryCount = Min(10, halfOfDist);
|
|
for (int i = 0; i < tryCount; ++i) {
|
|
appropriatePos += halfNormalizedDist;
|
|
CPedPlacement::FindZCoorForPed(&zCorrectedPos);
|
|
|
|
if (Abs(zCorrectedPos.z - warpToPos.z) >= 3.0f && Abs(zCorrectedPos.z - appropriatePos.z) >= 3.0f)
|
|
continue;
|
|
|
|
appropriatePos.z = zCorrectedPos.z;
|
|
if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f, &TheCamera.GetCameraMatrix())
|
|
&& CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false)
|
|
&& !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) {
|
|
teleported = true;
|
|
Teleport(appropriatePos);
|
|
}
|
|
}
|
|
m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 3000;
|
|
return teleported;
|
|
}
|
|
|
|
void
|
|
CPed::SetCarJack_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag)
|
|
{
|
|
RemoveWeaponWhenEnteringVehicle();
|
|
if (m_nPedState != PED_SEEK_CAR)
|
|
SetStoredState();
|
|
|
|
m_pSeekTarget = car;
|
|
m_pSeekTarget->RegisterReference((CEntity**)&m_pSeekTarget);
|
|
m_nPedState = PED_CARJACK;
|
|
car->bIsBeingCarJacked = true;
|
|
m_pMyVehicle = (CVehicle*)m_pSeekTarget;
|
|
m_pMyVehicle->RegisterReference((CEntity**)&m_pMyVehicle);
|
|
((CVehicle*)m_pSeekTarget)->m_nNumGettingIn++;
|
|
|
|
Say(m_nPedType == PEDTYPE_COP ? SOUND_PED_ARREST_COP : SOUND_PED_CAR_JACKING);
|
|
CVector carEnterPos;
|
|
carEnterPos = GetPositionToOpenCarDoor(car, m_vehEnterType);
|
|
|
|
car->m_nGettingInFlags |= doorFlag;
|
|
m_vecOffsetSeek = carEnterPos - GetPosition();
|
|
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 600;
|
|
float zDiff = Max(0.0f, carEnterPos.z - GetPosition().z);
|
|
bUsesCollision = false;
|
|
|
|
if (zDiff > 4.4f) {
|
|
if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)
|
|
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_RHS, 4.0f);
|
|
else
|
|
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_LHS, 4.0f);
|
|
|
|
} else {
|
|
if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)
|
|
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_RHS, 4.0f);
|
|
else
|
|
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_LHS, 4.0f);
|
|
}
|
|
|
|
m_pVehicleAnim->SetFinishCallback(PedAnimAlignCB, this);
|
|
}
|
|
|
|
void
|
|
CPed::SetObjective(eObjective newObj, CVector dest, float safeDist)
|
|
{
|
|
if (DyingOrDead())
|
|
return;
|
|
|
|
if (m_prevObjective != OBJECTIVE_NONE && m_prevObjective == newObj)
|
|
return;
|
|
|
|
SetObjectiveTimer(0);
|
|
if (m_objective == newObj) {
|
|
if (newObj == OBJECTIVE_GOTO_AREA_ANY_MEANS || newObj == OBJECTIVE_GOTO_AREA_ON_FOOT || newObj == OBJECTIVE_RUN_TO_AREA) {
|
|
if (m_nextRoutePointPos == dest && m_distanceToCountSeekDone == safeDist)
|
|
return;
|
|
} else if (newObj == OBJECTIVE_GUARD_SPOT) {
|
|
if (m_vecSeekPosEx == dest && m_distanceToCountSeekDoneEx == safeDist)
|
|
return;
|
|
}
|
|
}
|
|
|
|
#ifdef VC_PED_PORTS
|
|
ClearPointGunAt();
|
|
#endif
|
|
bObjectiveCompleted = false;
|
|
if (IsTemporaryObjective(m_objective)) {
|
|
m_prevObjective = newObj;
|
|
} else {
|
|
if (m_objective != newObj)
|
|
SetStoredObjective();
|
|
|
|
m_objective = newObj;
|
|
}
|
|
|
|
if (newObj == OBJECTIVE_GUARD_SPOT) {
|
|
m_vecSeekPosEx = dest;
|
|
m_distanceToCountSeekDoneEx = safeDist;
|
|
} else if (newObj == OBJECTIVE_GOTO_AREA_ANY_MEANS || newObj == OBJECTIVE_GOTO_AREA_ON_FOOT || newObj == OBJECTIVE_RUN_TO_AREA) {
|
|
m_pNextPathNode = nil;
|
|
m_nextRoutePointPos = dest;
|
|
m_vecSeekPos = m_nextRoutePointPos;
|
|
bUsePedNodeSeek = true;
|
|
}
|
|
}
|
|
|
|
void
|
|
CPed::SetCarJack(CVehicle* car)
|
|
{
|
|
uint8 doorFlag;
|
|
eDoors door;
|
|
CPed *pedInSeat = nil;
|
|
|
|
if (car->IsBoat())
|
|
return;
|
|
|
|
switch (m_vehEnterType) {
|
|
case CAR_DOOR_RF:
|
|
doorFlag = CAR_DOOR_FLAG_RF;
|
|
door = DOOR_FRONT_RIGHT;
|
|
if (car->pPassengers[0]) {
|
|
pedInSeat = car->pPassengers[0];
|
|
} else if (m_nPedType == PEDTYPE_COP) {
|
|
pedInSeat = car->pDriver;
|
|
}
|
|
break;
|
|
case CAR_DOOR_RR:
|
|
doorFlag = CAR_DOOR_FLAG_RR;
|
|
door = DOOR_REAR_RIGHT;
|
|
pedInSeat = car->pPassengers[2];
|
|
break;
|
|
case CAR_DOOR_LF:
|
|
doorFlag = CAR_DOOR_FLAG_LF;
|
|
door = DOOR_FRONT_LEFT;
|
|
pedInSeat = car->pDriver;
|
|
break;
|
|
case CAR_DOOR_LR:
|
|
doorFlag = CAR_DOOR_FLAG_LR;
|
|
door = DOOR_REAR_LEFT;
|
|
pedInSeat = car->pPassengers[1];
|
|
break;
|
|
default:
|
|
doorFlag = CAR_DOOR_FLAG_UNKNOWN;
|
|
break;
|
|
}
|
|
|
|
if(car->bIsBus)
|
|
pedInSeat = car->pDriver;
|
|
|
|
if (m_fHealth > 0.0f && (IsPlayer() || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS ||
|
|
(car->VehicleCreatedBy != MISSION_VEHICLE && car->GetModelIndex() != MI_DODO)))
|
|
if (pedInSeat && !pedInSeat->IsPedDoingDriveByShooting() && pedInSeat->m_nPedState == PED_DRIVING)
|
|
if (m_nPedState != PED_CARJACK && !m_pVehicleAnim)
|
|
if ((car->IsDoorReady(door) || car->IsDoorFullyOpen(door)))
|
|
if (!car->bIsBeingCarJacked && !(doorFlag & car->m_nGettingInFlags) && !(doorFlag & car->m_nGettingOutFlags))
|
|
SetCarJack_AllClear(car, m_vehEnterType, doorFlag);
|
|
}
|
|
|
|
void
|
|
CPed::Solicit(void)
|
|
{
|
|
if (m_standardTimer >= CTimer::GetTimeInMilliseconds() && m_carInObjective) {
|
|
CVector doorPos = GetPositionToOpenCarDoor(m_carInObjective, m_vehEnterType, 0.0f);
|
|
SetMoveState(PEDMOVE_STILL);
|
|
|
|
// Game uses GetAngleBetweenPoints and converts it to radian
|
|
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
|
|
doorPos.x, doorPos.y,
|
|
GetPosition().x, GetPosition().y);
|
|
|
|
if (m_fRotationDest < 0.0f) {
|
|
m_fRotationDest = m_fRotationDest + TWOPI;
|
|
} else if (m_fRotationDest > TWOPI) {
|
|
m_fRotationDest = m_fRotationDest - TWOPI;
|
|
}
|
|
|
|
if ((GetPosition() - doorPos).MagnitudeSqr() <= 1.0f)
|
|
return;
|
|
CAnimBlendAssociation *talkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_HOOKERTALK);
|
|
if (talkAssoc) {
|
|
talkAssoc->blendDelta = -1000.0f;
|
|
talkAssoc->flags |= ASSOC_DELETEFADEDOUT;
|
|
}
|
|
RestorePreviousState();
|
|
RestorePreviousObjective();
|
|
SetObjectiveTimer(10000);
|
|
} else if (!m_carInObjective) {
|
|
RestorePreviousState();
|
|
RestorePreviousObjective();
|
|
SetObjectiveTimer(10000);
|
|
} else if (CWorld::Players[CWorld::PlayerInFocus].m_nMoney <= 100) {
|
|
m_carInObjective = nil;
|
|
} else {
|
|
m_pVehicleAnim = nil;
|
|
SetLeader(m_carInObjective->pDriver);
|
|
}
|
|
}
|
|
|
|
// Seperate function in VC, more logical. Not sure is it inlined in III.
|
|
void
|
|
CPed::SetExitBoat(CVehicle *boat)
|
|
{
|
|
#ifndef VC_PED_PORTS
|
|
m_nPedState = PED_IDLE;
|
|
CVector firstPos = GetPosition();
|
|
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f);
|
|
if (boat->GetModelIndex() == MI_SPEEDER && boat->IsUpsideDown()) {
|
|
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_CRAWLOUT_RHS, 8.0f);
|
|
m_pVehicleAnim->SetFinishCallback(CPed::PedSetOutCarCB, this);
|
|
m_vehEnterType = CAR_DOOR_RF;
|
|
m_nPedState = PED_EXIT_CAR;
|
|
} else {
|
|
m_vehEnterType = CAR_DOOR_RF;
|
|
CPed::PedSetOutCarCB(nil, this);
|
|
bIsStanding = true;
|
|
m_pCurSurface = boat;
|
|
m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface);
|
|
}
|
|
SetPosition(firstPos);
|
|
SetMoveState(PEDMOVE_STILL);
|
|
m_vecMoveSpeed = boat->m_vecMoveSpeed;
|
|
bTryingToReachDryLand = true;
|
|
#else
|
|
m_nPedState = PED_IDLE;
|
|
CVector newPos = GetPosition();
|
|
RemoveInCarAnims();
|
|
CColModel* boatCol = boat->GetColModel();
|
|
if (boat->IsUpsideDown()) {
|
|
newPos = { 0.0f, 0.0f, boatCol->boundingBox.min.z };
|
|
newPos = boat->GetMatrix() * newPos;
|
|
newPos.z += 1.0f;
|
|
m_vehEnterType = CAR_DOOR_RF;
|
|
PedSetOutCarCB(nil, this);
|
|
bIsStanding = true;
|
|
m_pCurSurface = boat;
|
|
m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface);
|
|
m_pCurrentPhysSurface = boat;
|
|
} else {
|
|
/* if (boat->m_modelIndex != MI_SKIMMER || boat->bIsInWater) {
|
|
if (boat->m_modelIndex == MI_SKIMMER)
|
|
newPos.z += 2.0f
|
|
*/
|
|
m_vehEnterType = CAR_DOOR_RF;
|
|
PedSetOutCarCB(nil, this);
|
|
bIsStanding = true;
|
|
m_pCurSurface = boat;
|
|
m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface);
|
|
m_pCurrentPhysSurface = boat;
|
|
CColPoint foundCol;
|
|
CEntity *foundEnt = nil;
|
|
if (CWorld::ProcessVerticalLine(newPos, newPos.z - 1.4f, foundCol, foundEnt, false, true, false, false, false, false, nil))
|
|
newPos.z = FEET_OFFSET + foundCol.point.z;
|
|
/* // VC specific
|
|
} else {
|
|
m_vehEnterType = CAR_DOOR_RF;
|
|
PedSetOutCarCB(nil, this);
|
|
bIsStanding = true;
|
|
SetMoveState(PEDMOVE_STILL);
|
|
bTryingToReachDryLand = true;
|
|
float upMult = 1.04f + boatCol->boundingBox.min.z;
|
|
float rightMult = 0.6f * boatCol->boundingBox.max.x;
|
|
newPos = upMult * boat->GetUp() + rightMult * boat->GetRight() + boat->GetPosition();
|
|
GetPosition() = newPos;
|
|
if (m_pMyVehicle) {
|
|
PositionPedOutOfCollision();
|
|
} else {
|
|
m_pMyVehicle = boat;
|
|
PositionPedOutOfCollision();
|
|
m_pMyVehicle = nil;
|
|
}
|
|
return;
|
|
}
|
|
*/ }
|
|
SetPosition(newPos);
|
|
SetMoveState(PEDMOVE_STILL);
|
|
m_vecMoveSpeed = boat->m_vecMoveSpeed;
|
|
#endif
|
|
// Not there in VC.
|
|
CWaterLevel::FreeBoatWakeArray();
|
|
}
|
|
|
|
#ifdef COMPATIBLE_SAVES
|
|
#define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
|
|
#define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
|
|
void
|
|
CPed::Save(uint8*& buf)
|
|
{
|
|
SkipSaveBuf(buf, 52);
|
|
CopyToBuf(buf, GetPosition().x);
|
|
CopyToBuf(buf, GetPosition().y);
|
|
CopyToBuf(buf, GetPosition().z);
|
|
SkipSaveBuf(buf, 288);
|
|
CopyToBuf(buf, CharCreatedBy);
|
|
SkipSaveBuf(buf, 351);
|
|
CopyToBuf(buf, m_fHealth);
|
|
CopyToBuf(buf, m_fArmour);
|
|
SkipSaveBuf(buf, 148);
|
|
for (int i = 0; i < 13; i++) // has to be hardcoded
|
|
m_weapons[i].Save(buf);
|
|
SkipSaveBuf(buf, 5);
|
|
CopyToBuf(buf, m_maxWeaponTypeAllowed);
|
|
SkipSaveBuf(buf, 162);
|
|
}
|
|
|
|
void
|
|
CPed::Load(uint8*& buf)
|
|
{
|
|
SkipSaveBuf(buf, 52);
|
|
CopyFromBuf(buf, GetMatrix().GetPosition().x);
|
|
CopyFromBuf(buf, GetMatrix().GetPosition().y);
|
|
CopyFromBuf(buf, GetMatrix().GetPosition().z);
|
|
SkipSaveBuf(buf, 288);
|
|
CopyFromBuf(buf, CharCreatedBy);
|
|
SkipSaveBuf(buf, 351);
|
|
CopyFromBuf(buf, m_fHealth);
|
|
CopyFromBuf(buf, m_fArmour);
|
|
SkipSaveBuf(buf, 148);
|
|
for (int i = 0; i < 13; i++) // has to be hardcoded
|
|
m_weapons[i].Load(buf);
|
|
SkipSaveBuf(buf, 5);
|
|
CopyFromBuf(buf, m_maxWeaponTypeAllowed);
|
|
SkipSaveBuf(buf, 162);
|
|
}
|
|
#undef CopyFromBuf
|
|
#undef CopyToBuf
|
|
#endif
|