#include "common.h"
#include "main.h"
#include "Pools.h"
#include "Particle.h"
#include "RpAnimBlend.h"
#include "Bones.h"
#include "Ped.h"
#include "AnimBlendAssociation.h"
#include "Fire.h"
#include "DMAudio.h"
#include "General.h"
#include "VisibilityPlugins.h"
#include "HandlingMgr.h"
#include "Replay.h"
#include "Radar.h"
#include "PedPlacement.h"
#include "Shadows.h"
#include "Weather.h"
#include "ZoneCull.h"
#include "Population.h"
#include "Pad.h"
#include "Phones.h"
#include "TrafficLights.h"
#include "CopPed.h"
#include "Script.h"
#include "CarCtrl.h"
#include "Garages.h"
#include "WaterLevel.h"
#include "Timecycle.h"
#include "ParticleObject.h"
#include "Floater.h"
#include "Range2D.h"
#include "Streaming.h"
#include "PedAttractor.h"
#include "GameLogic.h"
#include "Bike.h"
#include "WindModifiers.h"
#include "CutsceneShadow.h"
#include "Clock.h"
CPed *gapTempPedList[50];
uint16 gnNumTempPedList;
static CColPoint aTempPedColPts[MAX_COLLISION_POINTS];
uint16 CPed::nThreatReactionRangeMultiplier = 1;
uint16 CPed::nEnterCarRangeMultiplier = 1;
bool CPed::bNastyLimbsCheat;
bool CPed::bFannyMagnetCheat;
bool CPed::bPedCheat3;
CVector2D CPed::ms_vec2DFleePosition;
void *CPed::operator new(size_t sz) { return CPools::GetPedPool()->New(); }
void *CPed::operator new(size_t sz, int handle) { return CPools::GetPedPool()->New(handle); }
void CPed::operator delete(void *p, size_t sz) { CPools::GetPedPool()->Delete((CPed*)p); }
void CPed::operator delete(void *p, int handle) { CPools::GetPedPool()->Delete((CPed*)p); }
float gfTommyFatness = 1.0f;
CPed::CPed(uint32 pedType) : m_pedIK(this)
{
#ifdef USE_CUTSCENE_SHADOW_FOR_PED
m_pRTShadow = nil;
#endif
m_vecAnimMoveDelta.x = 0.0f;
m_vecAnimMoveDelta.y = 0.0f;
m_fHealth = 100.0f;
m_fArmour = 0.0f;
m_nPedType = pedType;
m_lastSoundStart = 0;
m_soundStart = 0;
m_lastQueuedSound = SOUND_NO_SOUND;
m_queuedSound = SOUND_NO_SOUND;
m_canTalk = true;
m_type = ENTITY_TYPE_PED;
bPedPhysics = true;
bUseCollisionRecords = true;
m_objective = OBJECTIVE_NONE;
m_prevObjective = OBJECTIVE_NONE;
#ifdef FIX_BUGS
m_objectiveTimer = 0;
#endif
CharCreatedBy = RANDOM_CHAR;
m_leader = nil;
m_pedInObjective = nil;
m_attractorHeading = 0.0f;
m_carInObjective = nil;
m_attractorHeading = 0.0f;
bInVehicle = false;
m_pMyVehicle = nil;
m_pVehicleAnim = nil;
m_vecOffsetSeek.x = 0.0f;
m_vecOffsetSeek.y = 0.0f;
m_vecOffsetSeek.z = 0.0f;
m_attractor = nil;
m_positionInQueue = -1;
m_pedFormation = FORMATION_UNDEFINED;
m_collidingThingTimer = 0;
m_nPedStateTimer = 0;
m_actionX = 0.0f;
m_actionY = 0.0f;
m_phoneTalkTimer = 0;
m_stateUnused = 0;
m_leaveCarTimer = 0;
m_getUpTimer = 0;
m_attackTimer = 0;
m_timerUnused = 0;
m_lookTimer = 0;
m_chatTimer = 0;
m_shootTimer = 0;
m_carJackTimer = 0;
m_duckAndCoverTimer = 0;
m_moved = CVector2D(0.0f, 0.0f);
m_fRotationCur = 0.0f;
m_headingRate = 15.0f;
m_fRotationDest = 0.0f;
m_vehDoor = CAR_DOOR_LF;
m_walkAroundType = 0;
m_pCurrentPhysSurface = nil;
m_vecOffsetFromPhysSurface = CVector(0.0f, 0.0f, 0.0f);
m_pSeekTarget = nil;
m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
m_wepSkills = 0;
m_distanceToCountSeekDone = 1.0f;
m_acceptableHeadingOffset = 0.1f;
m_followPathDestPos = CVector(0.f, 0.f, 0.f);
m_followPathAbortDist = 0.0f;
m_followPathMoveState = PEDMOVE_NONE;
bRunningToPhone = false;
m_phoneId = -1;
m_lastAccident = 0;
m_fleeFrom = nil;
m_fleeFromPos = CVector2D(0.0f, 0.0f);
m_fleeTimer = 0;
m_threatEx = nil;
m_vecSpotToGuard = CVector(0.0f, 0.0f, 0.0f);
m_radiusToGuard = 0.0f;
m_nWaitState = WAITSTATE_FALSE;
m_nWaitTimer = 0;
m_pCollidingEntity = nil;
m_nPedState = PED_IDLE;
m_nLastPedState = PED_NONE;
m_nMoveState = PEDMOVE_STILL;
#ifdef FIX_BUGS
m_nPrevMoveState = PEDMOVE_NONE;
#endif
m_nStoredMoveState = PEDMOVE_NONE;
m_pFire = nil;
m_pPointGunAt = nil;
m_pLookTarget = nil;
m_fLookDirection = 0.0f;
m_pCurSurface = nil;
m_wanderRangeBounds = nil;
for (int i = 0; i < ARRAY_SIZE(m_pathNodesToGo); i++) {
m_pathNodesToGo[i] = nil;
}
m_nNumPathNodes = 0;
m_nCurPathNodeId = 0;
m_nPathDir = 0;
m_pLastPathNode = nil;
m_pNextPathNode = nil;
m_followPathWalkAroundEnt = nil;
m_followPathTargetEnt = nil;
m_pathNodeTimer = 0;
m_pCurPathNode = nil;
m_threatFlags = 0;
m_threatCheckTimer = 0;
m_threatCheckInterval = CGeneral::GetRandomNumberInRange(250, 1000);
m_routeLastPoint = -1;
m_routeStartPoint = 0;
m_routePointsPassed = 0;
m_routeType = 0;
m_fMass = 70.0f;
m_fTurnMass = 100.0f;
m_fAirResistance = 0.4f / m_fMass;
m_fElasticity = 0.05f;
m_ceaseAttackTimer = 0;
m_bodyPartBleeding = -1;
bIsStanding = false;
bWasStanding = false;
bIsAttacking = false;
bIsPointingGunAt = false;
bIsLooking = false;
bKeepTryingToLook = false;
bIsRestoringLook = false;
bIsAimingGun = false;
bIsRestoringGun = false;
bCanPointGunAtTarget = false;
bIsTalking = false;
bIsInTheAir = false;
bIsLanding = false;
bIsRunning = false;
bHitSomethingLastFrame = false;
bVehEnterDoorIsBlocked = false;
bCanPedEnterSeekedCar = false;
bRespondsToThreats = true;
bRenderPedInCar = true;
bChangedSeat = false;
bUpdateAnimHeading = false;
bBodyPartJustCameOff = false;
bIsShooting = false;
bFindNewNodeAfterStateRestore = false;
bGonnaInvestigateEvent = false;
bPedIsBleeding = false;
bStopAndShoot = false;
bIsPedDieAnimPlaying = false;
bUsePedNodeSeek = false;
bObjectiveCompleted = false;
bScriptObjectiveCompleted = false;
bKindaStayInSamePlace = false;
bBeingChasedByPolice = false;
bNotAllowedToDuck = false;
bCrouchWhenShooting = false;
bIsDucking = false;
bGetUpAnimStarted = false;
bDoBloodyFootprints = false;
bFleeAfterExitingCar = false;
bWanderPathAfterExitingCar = false;
bIsLeader = false;
bDontDragMeOutCar = false;
bWillBeQuickJacked = false;
bCancelEnteringCar = false;
bObstacleShowedUpDuringKillObjective = false;
bDuckAndCover = false;
bStillOnValidPoly = false;
bAllowMedicsToReviveMe = true;
bResetWalkAnims = false;
bStartWanderPathOnFoot = false;
bOnBoat = false;
bBusJacked = false;
bGonnaKillTheCarJacker = false;
bFadeOut = false;
bKnockedUpIntoAir = false;
bHitSteepSlope = false;
bCullExtraFarAway = false;
bClearObjective = false;
bTryingToReachDryLand = false;
bCollidedWithMyVehicle = false;
bRichFromMugging = false;
bChrisCriminal = false;
bShakeFist = false;
bNoCriticalHits = false;
bVehExitWillBeInstant = false;
bHasAlreadyBeenRecorded = false;
bFallenDown = false;
bDontAcceptIKLookAts = false;
bReachedAttractorHeadingTarget = false;
bTurnedAroundOnAttractor = false;
#ifdef KANGAROO_CHEAT
m_ped_flagI80 = false;
#endif
bHasAlreadyUsedAttractor = false;
bHasAlreadyStoleACar = false;
bCarPassenger = false;
bFleeWhenStanding = false;
bGotUpOfMyOwnAccord = false;
bMiamiViceCop = false;
bMoneyHasBeenGivenByScript = false;
bHasBeenPhotographed = false;
bIsDrowning = false;
bDrownsInWater = true;
bWaitForLeaderToComeCloser = false;
bHeldHostageInCar = false;
bIsPlayerFriend = true;
bHeadStuckInCollision = false;
bDeadPedInFrontOfCar = false;
m_gangFlags = 0xFF;
bStayInCarOnJack = false;
bDontFight = false;
bDoomAim = true;
bCanBeShotInVehicle = true;
bPushedAlongByCar = false;
bRemoveMeWhenIGotIntoCar = false;
bIgnoreThreatsBehindObjects = false;
bNeverEverTargetThisPed = false;
bCrouchWhenScared = false;
bKnockedOffBike = false;
b158_8 = false;
bCollectBusFare = false;
bBoughtIceCream = false;
bDonePositionOutOfCollision = false;
bCanAttackPlayerWithCops = false;
if (CGeneral::GetRandomNumber() & 3)
bHasACamera = false;
else
bHasACamera = true;
if (CGeneral::GetRandomNumberInRange(0.0f, 1.0f) <= 0.95f)
bCanGiveUpSunbathing = false;
else
bCanGiveUpSunbathing = true;
m_audioEntityId = DMAudio.CreateEntity(AUDIOTYPE_PHYSICAL, this);
DMAudio.SetEntityStatus(m_audioEntityId, true);
m_fearFlags = CPedType::GetThreats(m_nPedType);
m_threatEntity = nil;
m_eventOrThreat = CVector2D(0.0f, 0.0f);
m_pEventEntity = nil;
m_fAngleToEvent = 0.0f;
m_numNearPeds = 0;
for (int i = 0; i < ARRAY_SIZE(m_nearPeds); i++) {
m_nearPeds[i] = nil;
}
m_maxWeaponTypeAllowed = WEAPONTYPE_UNARMED;
m_currentWeapon = WEAPONTYPE_UNARMED;
m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
m_delayedWeapon = WEAPONTYPE_UNIDENTIFIED;
for(int i = 0; i < TOTAL_WEAPON_SLOTS; 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;
}
m_curFightMove = m_lastFightMove = FIGHTMOVE_IDLE;
GiveWeapon(WEAPONTYPE_UNARMED, 0, true);
m_wepAccuracy = 60;
m_lastWepDam = -1;
m_lastDamEntity = nil;
m_attachedTo = nil;
m_attachWepAmmo = 0;
m_collPoly.valid = false;
m_fCollisionSpeed = 0.0f;
m_wepModelID = -1;
uint16 random = CGeneral::GetRandomNumber();
m_nPedMoney = random % 25;
if (m_nPedMoney == 23)
m_nPedMoney = 400;
m_bleedCounter = 0;
m_nExtendedRangeTimer = 0;
m_vehicleInAccident = nil;
m_attractor = nil;
m_positionInQueue = -1;
m_pWeaponModel = nil;
m_delayedSoundID = -1;
m_delayedSoundTimer = 0;
CPopulation::UpdatePedCount((ePedType)m_nPedType, false);
m_lastComment = UINT32_MAX;
}
CPed::~CPed(void)
{
#ifdef USE_CUTSCENE_SHADOW_FOR_PED
if ( m_pRTShadow ) delete m_pRTShadow;
#endif
CWorld::Remove(this);
if (m_attractor)
GetPedAttractorManager()->DeRegisterPed(this, m_attractor);
CRadar::ClearBlipForEntity(BLIP_CHAR, CPools::GetPedPool()->GetIndex(this));
if (InVehicle()){
uint8 door_flag = GetCarDoorFlag(m_vehDoor);
if (m_pMyVehicle->pDriver == this)
m_pMyVehicle->pDriver = nil;
else {
// FIX: Passenger counter now being decreased after removing ourself from vehicle.
m_pMyVehicle->RemovePassenger(this);
}
if (m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR)
m_pMyVehicle->m_nGettingOutFlags &= ~door_flag;
bInVehicle = false;
m_pMyVehicle = nil;
} else if (EnteringCar()) {
QuitEnteringCar();
}
if (m_pFire)
m_pFire->Extinguish();
ClearWeapons();
if (bCarPassenger)
CPopulation::ms_nTotalCarPassengerPeds--;
if (bMiamiViceCop)
CPopulation::NumMiamiViceCops--;
CPopulation::UpdatePedCount((ePedType)m_nPedType, true);
DMAudio.DestroyEntity(m_audioEntityId);
}
void
CPed::Initialise(void)
{
debug("Initialising CPed...\n");
CPedType::Initialise();
LoadFightData();
SetAnimOffsetForEnterOrExitVehicle();
debug("CPed ready\n");
}
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);
if (!CanUseTorsoWhenLooking())
m_pedIK.m_flags |= CPedIK::LOOKAROUND_HEAD_ONLY;
(*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity2d = &m_vecAnimMoveDelta;
if(modelInfo->GetHitColModel() == nil)
modelInfo->CreateHitColModelSkinned(GetClump());
UpdateRpHAnim();
#ifdef USE_CUTSCENE_SHADOW_FOR_PED
if (!m_pRTShadow)
{
m_pRTShadow = new CCutsceneShadow;
m_pRTShadow->Create(m_rwObject, 10, 1, 1, 1);
//m_pRTShadow->Create(m_rwObject, 8, 0, 0, 0);
}
#endif
}
void
CPed::SetPedStats(ePedStats pedStat)
{
m_pedStats = CPedStats::ms_apPedStats[pedStat];
}
void
CPed::DeleteRwObject()
{
CEntity::DeleteRwObject();
}
void
CPed::BuildPedLists(void)
{
if (((CTimer::GetFrameCounter() + m_randomSeed) % 16) == 0) {
CVector centre = CEntity::GetBoundCentre();
int deadsRegistered = 0;
CRect rect(centre.x - 20.f * nThreatReactionRangeMultiplier,
centre.y - 20.f * nThreatReactionRangeMultiplier,
centre.x + 20.f * nThreatReactionRangeMultiplier,
centre.y + 20.f * nThreatReactionRangeMultiplier);
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 || (ped->m_pMyVehicle && ped->m_pMyVehicle->IsBike()))) {
if (nThreatReactionRangeMultiplier * 30.0f > (ped->GetPosition() - GetPosition()).Magnitude2D()) {
if (ped->m_nPedState == PED_DEAD) {
if (deadsRegistered > 3)
continue;
deadsRegistered++;
}
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;
}
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 > sq(nThreatReactionRangeMultiplier * 30.f)) {
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 on last slot, so we need to empty it.
m_nearPeds[ARRAY_SIZE(m_nearPeds) - 1] = nil;
m_numNearPeds--;
} else
i++;
}
}
bool
CPed::OurPedCanSeeThisOne(CEntity *target, bool shootablesDoBlock)
{
CColPoint colpoint;
CEntity *ent;
CVector2D dist = CVector2D(target->GetPosition()) - CVector2D(GetPosition());
// Check if target is behind ped
if (DotProduct2D(dist, CVector2D(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
return !CWorld::ProcessLineOfSight(GetPosition() + CVector(0.f, 0.f, 1.f), target->GetPosition() + CVector(0.f, 0.f, 1.f),
colpoint, ent, true, false, false, shootablesDoBlock, false, false, false, shootablesDoBlock);
}
// 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 = min;
while(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::SetMoveState(eMoveState state)
{
m_nMoveState = state;
}
void
CPed::SetMoveAnim(void)
{
if (m_nStoredMoveState == m_nMoveState || !IsPedInControl() || m_attachedTo)
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) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE);
if (animAssoc && m_nPedState == PED_FIGHT)
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, 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::StopNonPartialAnims(void)
{
CAnimBlendAssociation *assoc;
for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
if (!assoc->IsPartial())
assoc->flags &= ~ASSOC_RUNNING;
}
}
void
CPed::RestartNonPartialAnims(void)
{
CAnimBlendAssociation *assoc;
for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
if (!assoc->IsPartial())
assoc->SetRun();
}
}
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;
}
if (m_nPedState != PED_IDLE) {
m_nLastPedState = m_nPedState;
if (m_nMoveState >= m_nPrevMoveState)
m_nPrevMoveState = m_nMoveState;
}
}
void
CPed::RestorePreviousState(void)
{
if (!CanSetPedState() || m_nPedState == PED_FALL)
return;
if (m_nPedState == PED_GETUP && !bGetUpAnimStarted)
return;
if (InVehicle()) {
SetPedState(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:
SetPedState(PED_WANDER_PATH);
bIsRunning = false;
if (bFindNewNodeAfterStateRestore) {
if (m_pNextPathNode) {
CVector nextNode = CPathFind::TakeWidthIntoAccountForWandering(m_pNextPathNode, m_randomSeed);
CVector diff = nextNode - GetPosition();
if (diff.MagnitudeSqr() < sq(7.0f)) {
SetMoveState(PEDMOVE_WALK);
break;
}
}
}
SetWanderPath(m_nPedState == PED_FOLLOW_PATH ? m_nPathDir : CGeneral::GetRandomNumber() & 7);
break;
default:
SetPedState(m_nLastPedState);
SetMoveState((eMoveState) m_nPrevMoveState);
break;
}
m_nLastPedState = PED_NONE;
}
}
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;
}
if (fearFlags & PED_FLAG_GUN) {
CPed *shooter = CheckForGunShots();
if (shooter && (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_nPedType == PEDTYPE_GANG5) {
if (m_threatEntity)
m_threatEntity->CleanUpOldReference(&m_threatEntity);
m_threatEntity = shooter;
m_threatEntity->RegisterReference((CEntity**)&m_threatEntity);
return CPedType::GetFlag(shooter->m_nPedType);
}
}
}
CPed *deadPed;
if (fearFlags & PED_FLAG_DEADPEDS && CharCreatedBy != MISSION_CHAR
&& (deadPed = CheckForDeadPeds()) != nil && (deadPed->GetPosition() - ourPos).MagnitudeSqr() < sq(20.0f)
#ifdef FIX_BUGS
&& !deadPed->bIsInWater
#endif
) {
m_pEventEntity = deadPed;
m_pEventEntity->RegisterReference((CEntity **) &m_pEventEntity);
return PED_FLAG_DEADPEDS;
} else {
uint32 flagsOfNearPed = 0;
CPed *pedToFearFrom = nil;
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: 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.
flagsOfNearPed = CPedType::GetFlag(m_nearPeds[i]->m_nPedType);
if (flagsOfNearPed & fearFlags) {
if (m_nearPeds[i]->m_fHealth > 0.0f) {
if (OurPedCanSeeThisOne(m_nearPeds[i], !!bIgnoreThreatsBehindObjects)) {
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
if (!CWorld::ProcessLineOfSight(ourPos, nearPed->GetPosition(), foundCol, foundEnt,
true, false, false, !!bIgnoreThreatsBehindObjects, 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];
}
}
}
}
}
}
}
}
}
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.
flagsOfNearPed = CPedType::GetFlag(driver->m_nPedType);
if (flagsOfNearPed & 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)
flagsOfNearPed = CPedType::GetFlag(((CPed*)m_threatEntity)->m_nPedType);
else
flagsOfNearPed = 0;
#endif
return flagsOfNearPed;
}
}
void
CPed::ScanForDelayedResponseThreats(void)
{
if (m_threatFlags)
return;
m_threatEntity = nil;
m_pEventEntity = nil;
m_threatFlags = ScanForThreats();
if (m_threatFlags) {
if (m_threatEntity || m_pEventEntity) {
m_threatCheckTimer = CTimer::GetTimeInMilliseconds() + m_threatCheckInterval;
return;
}
m_threatFlags = 0;
}
m_threatCheckTimer = 0;
}
void
CPed::CheckThreatValidity(void)
{
if (m_threatEntity && !IsEntityPointerValid(m_threatEntity)) {
m_threatFlags = 0;
m_threatEntity = nil;
}
if (m_pEventEntity && !IsEntityPointerValid(m_pEventEntity)) {
m_threatFlags = 0;
m_pEventEntity = nil;
}
if (!m_threatEntity && !m_pEventEntity)
m_threatFlags = 0;
}
bool
CPed::CanUseTorsoWhenLooking(void)
{
if (m_nPedState != PED_DRIVING && m_nPedState != PED_DRAG_FROM_CAR && !bIsDucking) {
if (m_animGroup != ASSOCGRP_SEXYWOMAN && m_animGroup != ASSOCGRP_WOMAN)
return true;
}
return false;
}
void
CPed::SetLookFlag(float direction, bool keepTryingToLook, bool cancelPrevious)
{
if (m_lookTimer < CTimer::GetTimeInMilliseconds() || cancelPrevious) {
bIsLooking = true;
bIsRestoringLook = false;
m_fLookDirection = direction;
m_pLookTarget = nil;
m_lookTimer = 0;
bKeepTryingToLook = keepTryingToLook;
if (CanUseTorsoWhenLooking()) {
m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
}
}
}
void
CPed::SetLookFlag(CEntity *target, bool keepTryingToLook, bool cancelPrevious)
{
if (m_lookTimer < CTimer::GetTimeInMilliseconds() || cancelPrevious) {
bIsLooking = true;
bIsRestoringLook = false;
m_pLookTarget = target;
m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget);
m_fLookDirection = 999999.0f;
m_lookTimer = 0;
bKeepTryingToLook = keepTryingToLook;
if (CanUseTorsoWhenLooking()) {
m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
}
}
}
void
CPed::ClearLookFlag(void) {
if (bIsLooking) {
bIsLooking = false;
bIsRestoringLook = true;
bShakeFist = false;
if (CanUseTorsoWhenLooking())
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) {
ClearLook();
}
}
}
void
CPed::MoveHeadToLook(void)
{
CVector lookPos;
if (m_lookTimer && CTimer::GetTimeInMilliseconds() > m_lookTimer) {
ClearLookFlag();
}
if (bIsLooking || bIsRestoringLook)
if (!CanUseTorsoWhenLooking())
m_pedIK.m_flags |= CPedIK::LOOKAROUND_HEAD_ONLY;
if (m_pLookTarget) {
if (m_pLookTarget->IsPed()) {
((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition(lookPos, PED_MID);
} else {
lookPos = m_pLookTarget->GetPosition();
}
if (!m_pedIK.LookAtPosition(lookPos)) {
if (!bKeepTryingToLook) {
ClearLookFlag();
}
return;
}
if (!bShakeFist || bIsAimingGun || bIsRestoringGun)
return;
if (m_nPedState == PED_ANSWER_MOBILE)
return;
if (m_lookTimer - CTimer::GetTimeInMilliseconds() >= 1000)
return;
bool handFreeToMove = false;
AnimationId animToPlay = NUM_STD_ANIMS;
if (!GetWeapon()->IsType2Handed() && GetWeapon()->m_eWeaponType != WEAPONTYPE_ROCKETLAUNCHER)
handFreeToMove = true;
if (IsPlayer() && handFreeToMove) {
if (m_pLookTarget->IsPed()) {
#ifdef FIX_BUGS
if (m_pedStats->m_temper > 49 || ((CPed*)m_pLookTarget)->m_nPedType == PEDTYPE_COP)
#else
if (m_pedStats->m_temper < 49 || ((CPed*)m_pLookTarget)->m_nPedType == PEDTYPE_COP)
#endif
animToPlay = ANIM_FUCKU;
else if(m_pedStats->m_temper < 47)
animToPlay = ANIM_FIGHT_PPUNCH;
} else {
if (m_pedStats->m_temper > 49 || m_pLookTarget->GetModelIndex() == MI_POLICE)
animToPlay = ANIM_FUCKU;
}
} else if (handFreeToMove && (CGeneral::GetRandomNumber() & 1)) {
animToPlay = ANIM_FUCKU;
}
if (animToPlay != NUM_STD_ANIMS) {
CAnimBlendAssociation *newAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f);
if (newAssoc) {
newAssoc->flags |= ASSOC_FADEOUTWHENDONE;
newAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
}
bShakeFist = false;
} else if (m_fLookDirection == 999999.0f) {
ClearLookFlag();
} else if (!m_pedIK.LookInDirection(m_fLookDirection, 0.0f)) {
if (!bKeepTryingToLook)
ClearLookFlag();
}
}
void
CPed::RestoreHeadPosition(void)
{
if(!CanUseTorsoWhenLooking())
m_pedIK.m_flags |= CPedIK::LOOKAROUND_HEAD_ONLY;
if (m_pedIK.RestoreLookAt()) {
bIsRestoringLook = false;
if(CanUseTorsoWhenLooking())
m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
}
}
void
CPed::SetAimFlag(float angle)
{
bIsAimingGun = true;
bIsRestoringGun = false;
m_fLookDirection = angle;
m_lookTimer = 0;
m_pLookTarget = nil;
m_pSeekTarget = nil;
if (bIsDucking)
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM))
m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
else
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
}
void
CPed::SetAimFlag(CEntity *to)
{
bIsAimingGun = true;
bIsRestoringGun = false;
if (m_pLookTarget)
m_pLookTarget->CleanUpOldReference(&m_pLookTarget);
m_pLookTarget = to;
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
if (m_pSeekTarget)
m_pSeekTarget->CleanUpOldReference(&m_pSeekTarget);
m_pSeekTarget = to;
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
m_lookTimer = 0;
}
void
CPed::ClearAimFlag(void)
{
if (bIsAimingGun) {
bIsAimingGun = false;
bIsRestoringGun = true;
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
m_lookTimer = 0;
}
if (IsPlayer())
((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f;
}
void
CPed::AimGun(void)
{
CVector vector;
if (IsPlayer() && bIsDucking)
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
if (m_pSeekTarget) {
if (m_pSeekTarget->IsPed()) {
((CPed*)m_pSeekTarget)->m_pedIK.GetComponentPosition(vector, PED_MID);
} else {
vector = m_pSeekTarget->GetPosition();
}
if (!IsPlayer())
Say(SOUND_PED_ATTACK);
bCanPointGunAtTarget = m_pedIK.PointGunAtPosition(vector);
if (m_pLookTarget != m_pSeekTarget) {
SetLookFlag(m_pSeekTarget, true, 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::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;
}
}
bool
CPed::CanWeRunAndFireWithWeapon(void)
{
return CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM);
}
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_carJackTimer < CTimer::GetTimeInMilliseconds()) {
// Find a car to steal or a ped to mug if we haven't already decided to steal a car
if (CGeneral::GetRandomNumber() % 100 < 10) {
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_carJackTimer = CTimer::GetTimeInMilliseconds() + 5000;
return;
}
m_carJackTimer = CTimer::GetTimeInMilliseconds() + 5000;
} else 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_carJackTimer = CTimer::GetTimeInMilliseconds() + 5000;
}
}
if (m_nPedState == PED_WANDER_PATH) {
if (CGeneral::GetRandomNumberInRange(0.0f, 1.0f) < 0.5f) {
if (CTimer::GetTimeInMilliseconds() > m_chatTimer) {
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);
}
}
}
}
} else {
m_chatTimer = CTimer::GetTimeInMilliseconds() + 200;
}
}
}
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 (stranger->m_nPedType == PEDTYPE_COP)
return false;
if (stranger->IsPlayer())
return false;
if ((IsGangMember() || stranger->IsGangMember()) && m_nPedType != stranger->m_nPedType)
return false;
return true;
}
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;
}
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()) {
if (FindPlayerPed() == this)
FindPlayerPed()->m_fWalkAngle = 0.0f;
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);
if(!fightAssoc)
fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
if(!fightAssoc)
fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE);
if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc && !bIsDucking) {
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)) {
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;
}
}
}
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 = HALFPI;
else if (leftRight > 0.0f)
angle = -HALFPI;
}
return CGeneral::LimitRadianAngle(offset + angle);
}
void
CPed::UpdatePosition(void)
{
if (CReplay::IsPlayingBack() || !bIsStanding || m_attachedTo)
return;
CVector2D velocityChange;
SetHeading(m_fRotationCur);
if (m_pCurrentPhysSurface) {
CVector2D velocityOfSurface;
if (!IsPlayer() && m_pCurrentPhysSurface->IsVehicle() && ((CVehicle*)m_pCurrentPhysSurface)->IsBoat()) {
// It seems R* didn't like m_vecOffsetFromPhysSurface for boats
CVector offsetToSurface = GetPosition() - m_pCurrentPhysSurface->GetPosition();
offsetToSurface.z -= FEET_OFFSET;
CVector surfaceMoveVelocity = m_pCurrentPhysSurface->m_vecMoveSpeed;
CVector surfaceTurnVelocity = CrossProduct(m_pCurrentPhysSurface->m_vecTurnSpeed, offsetToSurface);
// Also we use that weird formula instead of friction if it's boat
float slideMult = -m_pCurrentPhysSurface->m_vecTurnSpeed.MagnitudeSqr();
velocityOfSurface = slideMult * offsetToSurface * CTimer::GetTimeStep() + (surfaceTurnVelocity + surfaceMoveVelocity);
m_vecMoveSpeed.z = slideMult * offsetToSurface.z * CTimer::GetTimeStep() + (surfaceTurnVelocity.z + surfaceMoveVelocity.z);
} else {
velocityOfSurface = m_pCurrentPhysSurface->GetSpeed(m_vecOffsetFromPhysSurface);
}
// Reminder: m_moved is displacement from walking/running.
velocityChange = m_moved + velocityOfSurface - m_vecMoveSpeed;
m_fRotationCur += m_pCurrentPhysSurface->m_vecTurnSpeed.z * CTimer::GetTimeStep();
m_fRotationDest += m_pCurrentPhysSurface->m_vecTurnSpeed.z * CTimer::GetTimeStep();
} else if (m_nSurfaceTouched == SURFACE_STEEP_CLIFF && (m_vecDamageNormal.x != 0.0f || m_vecDamageNormal.y != 0.0f)) {
// Ped got damaged by steep slope
m_vecMoveSpeed = CVector(0.0f, 0.0f, -0.001f);
// some kind of
CVector2D reactionForce = m_vecDamageNormal;
reactionForce.Normalise();
velocityChange = 0.02f * reactionForce + m_moved;
float reactionAndVelocityDotProd = DotProduct2D(reactionForce, velocityChange);
// they're in same direction
if (reactionAndVelocityDotProd < 0.0f) {
velocityChange -= reactionAndVelocityDotProd * reactionForce;
}
} else {
velocityChange = m_moved - m_vecMoveSpeed;
}
// Take time step into account
if (m_pCurrentPhysSurface && (!m_pCurrentPhysSurface->bInfiniteMass || m_pCurrentPhysSurface->m_phy_flagA08)) {
float speedChange = velocityChange.Magnitude();
float changeMult = speedChange;
if (m_nPedState == PED_DIE && m_pCurrentPhysSurface->IsVehicle()) {
changeMult = 0.002f * CTimer::GetTimeStep();
} else if (!(m_pCurrentPhysSurface->IsVehicle() && ((CVehicle*)m_pCurrentPhysSurface)->IsBoat())) {
changeMult = 0.01f * CTimer::GetTimeStep();
}
if (speedChange > changeMult) {
velocityChange = velocityChange * (changeMult / speedChange);
}
}
m_vecMoveSpeed.x += velocityChange.x;
m_vecMoveSpeed.y += velocityChange.y;
}
void
CPed::CalculateNewOrientation(void)
{
if (CReplay::IsPlayingBack() || !IsPedInControl())
return;
SetHeading(m_fRotationCur);
}
void
CPed::ClearAll(void)
{
if (!IsPedInControl() && m_nPedState != PED_DEAD)
return;
SetPedState(PED_NONE);
SetMoveState(PEDMOVE_NONE);
m_pSeekTarget = nil;
m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
m_fleeFromPos = CVector2D(0.0f, 0.0f);
m_fleeFrom = nil;
m_fleeTimer = 0;
m_threatEx = nil;
bUsesCollision = true;
ClearPointGunAt();
bIsPointingGunAt = false;
bRenderPedInCar = true;
bKnockedUpIntoAir = false;
bKnockedOffBike = false;
m_pCollidingEntity = nil;
}
void
CPed::ProcessBuoyancy(void)
{
float buoyancyLevel = 1.1f;
static uint32 nGenerateRaindrops = 0;
static uint32 nGenerateWaterCircles = 0;
CRGBA color;
if (bInVehicle)
return;
CVector buoyancyPoint;
CVector buoyancyImpulse;
if (DyingOrDead())
buoyancyLevel = 1.8f;
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() && !entity->bRenderScorched) {
bIsInWater = false;
return;
}
color.r = (0.5f * CTimeCycle::GetDirectionalRed() + CTimeCycle::GetAmbientRed()) * 127.5f;
color.g = (0.5f * CTimeCycle::GetDirectionalBlue() + CTimeCycle::GetAmbientBlue()) * 127.5f;
color.b = (0.5f * CTimeCycle::GetDirectionalGreen() + CTimeCycle::GetAmbientGreen()) * 127.5f;
color.a = (CGeneral::GetRandomNumber() % 256 * 48.0f) + 48;
bIsInWater = true;
ApplyMoveForce(buoyancyImpulse);
if (!DyingOrDead()) {
if (bTryingToReachDryLand) {
if (buoyancyImpulse.z / m_fMass > GRAVITY * 0.4f * 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;
CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, pos, CVector(0.0f, 0.0f, 0.0f), 0.0f, 50, color, true);
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
SetPedState(PED_IDLE);
return;
}
}
}
}
float speedMult = 0.0f;
if (buoyancyImpulse.z / m_fMass > GRAVITY * CTimer::GetTimeStep()
|| mod_Buoyancy.m_waterlevel > GetPosition().z + 0.6f) {
speedMult = pow(0.9f, CTimer::GetTimeStep());
m_vecMoveSpeed.x *= speedMult;
m_vecMoveSpeed.y *= speedMult;
m_vecMoveSpeed.z *= speedMult;
bIsStanding = false;
bIsDrowning = true;
InflictDamage(nil, WEAPONTYPE_DROWNING, 3.0f * CTimer::GetTimeStep(), PEDPIECE_TORSO, 0);
}
if (buoyancyImpulse.z / m_fMass > GRAVITY * 0.25f * 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);
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;
}
}
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++) {
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);
}
}
}
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) {
pos.z += 0.25f;
nGenerateRaindrops = 0;
CParticleObject::AddObject(POBJECT_SPLASHES_AROUND, pos, CVector(0.0f, 0.0f, 0.0f), 4.5f, 1500, CRGBA(0,0,0,0), true);
}
}
} else
bTouchingWater = false;
}
void
CPed::ProcessControl(void)
{
CColPoint foundCol;
CEntity *foundEnt = nil;
if (CTimer::GetFrameCounter() + m_randomSeed % 32 == 0)
PruneReferences();
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;
bDonePositionOutOfCollision = false;
BuildPedLists();
bIsInWater = false;
bIsDrowning = false;
ProcessBuoyancy();
if (m_nPedState != PED_ARRESTED) {
if (m_nPedState == PED_DEAD) {
DeadPedMakesTyresBloody();
if (CGame::nastyGame && !bIsInWater) {
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_CAMERA
&& 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();
if (bIsInWater) {
bIsStanding = false;
bWasStanding = false;
CPhysical::ProcessControl();
}
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();
if (bIsStanding)
bPushedAlongByCar = false;
bCollidedWithMyVehicle = false;
CEntity *collidingEnt = m_pDamageEntity;
if (!bUsesCollision || ((!collidingEnt || m_fDamageImpulse <= 0.0f) && (!IsPlayer() || !bIsStuck)) || m_nPedState == PED_DIE) {
bHitSomethingLastFrame = false;
if (m_nPedStateTimer <= 500 && bIsInTheAir) {
if (m_nPedStateTimer)
m_nPedStateTimer--;
} else if (m_nPedStateTimer < 1001) {
m_nPedStateTimer = 0;
}
} else if (!GetPedAttractorManager()->IsInQueue(this, m_attractor)) {
if (m_panicCounter == 50 && IsPedInControl()) {
SetWaitState(WAITSTATE_STUCK, nil);
// Leftover
/*
if (m_nPedType < PEDTYPE_COP) {
} else {
}
*/
} else if (collidingEnt) {
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_nPedState == PED_FOLLOW_PATH) {
if (DotProduct(m_vecDamageNormal, GetForward()) < -0.866f && CanPedJumpThis(collidingEnt, &m_vecDamageNormal)) {
SetJump();
}
break;
}
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) {
if (m_nPedType == PEDTYPE_COP && m_nWaitState != WAITSTATE_LOOK_ABOUT)
((CCopPed*)this)->field_624++;
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 {
if (m_pLookTarget)
m_pLookTarget->CleanUpOldReference(&m_pLookTarget);
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);
if (m_nWaitState != WAITSTATE_HITWALL)
SetWaitState(WAITSTATE_TURN180, nil);
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 5000;
Flee();
} 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];
CVector bestCoords = CPathFind::TakeWidthIntoAccountForWandering(m_pNextPathNode, m_randomSeed);
angleToFace = CGeneral::GetRadianAngleBetweenPoints(
bestCoords.x, bestCoords.y,
GetPosition().x, GetPosition().y);
} else if (m_nPedState == PED_FOLLOW_PATH) {
CVector bestCoords = m_pathNodesToGo[m_nCurPathNodeId]->GetPosition();
angleToFace = CGeneral::GetRadianAngleBetweenPoints(
bestCoords.x, bestCoords.y,
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();
posToHead.z = ThePaths.m_pathNodes[closestNodeId].GetZ();
}
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;
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_SPRINT_TO_AREA
|| m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER
|| IsUseAttractorObjective(m_objective))) {
if (collidingVeh != m_pCurrentPhysSurface || IsPlayer()) {
if (!bVehEnterDoorIsBlocked) {
if (collidingVeh->GetStatus() != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) {
if (m_nPedState == PED_SEEK_CAR) {
SetDirectionToWalkAroundObject(collidingVeh);
CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer;
} else {
SetDirectionToWalkAroundVehicle(collidingVeh);
}
} else {
if (CTimer::GetTimeInMilliseconds() >= CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer
|| m_nPedStateTimer >= CTimer::GetTimeInMilliseconds()) {
if (m_nPedState == PED_SEEK_CAR) {
SetDirectionToWalkAroundObject(collidingVeh);
CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer;
} else {
SetDirectionToWalkAroundVehicle(collidingVeh);
}
} 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;
uint32 weaponSlot = CWeaponInfo::GetWeaponInfo(weaponType)->m_nWeaponSlot;
if (weaponType == WEAPONTYPE_UNARMED
|| weaponSlot == 3
|| weaponSlot == 5
|| weaponSlot == 1) {
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);
}
if (m_pCollidingEntity != collidingEnt)
bPushedAlongByCar = true;
}
if (m_fHealth < oldHealth && playerSufferSound)
Say(SOUND_PED_HIT);
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 weaponType = player->GetWeapon()->m_eWeaponType;
uint32 weaponSlot = CWeaponInfo::GetWeaponInfo(weaponType)->m_nWeaponSlot;
if (weaponType == WEAPONTYPE_UNARMED
|| weaponSlot == 3
|| weaponSlot == 5
|| weaponSlot == 1) {
player->bShakeFist = true;
}
}
}
}
}
}
break;
}
default:
break;
}
}
CVector forceDir;
if (!bIsInTheAir && m_nPedState != PED_JUMP && m_fDamageImpulse > 0.0f) {
forceDir = m_vecDamageNormal;
forceDir.z = 0.0f;
if (!bIsStanding) {
forceDir *= 4.0f;
} else {
forceDir *= 0.5f;
}
ApplyMoveForce(forceDir);
}
if ((bIsInTheAir && !DyingOrDead()) || (!bIsStanding && !bWasStanding && m_nPedState == PED_FALL)) {
if (m_nPedStateTimer > 0 && m_nPedStateTimer <= 1000) {
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;
offsetToCheck.z = 1.0f;
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;
}
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 && !bHeadStuckInCollision) {
SetPosition((flyDir == 2 ? obstacleForFlyingOtherDir.point : obstacleForFlying.point));
GetMatrix().GetPosition().z += FEET_OFFSET;
GetMatrix().UpdateRW();
SetLanding();
bIsStanding = true;
}
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) {
SetFall(1000, ANIM_KO_SKID_BACK, true);
}
bIsInTheAir = false;
} else if (m_vecDamageNormal.z > 0.4f) {
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);
}
}
} 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)) {
if (!bHeadStuckInCollision || FEET_OFFSET + foundCol.point.z < GetPosition().z) {
GetMatrix().GetPosition().z = FEET_OFFSET + foundCol.point.z;
GetMatrix().UpdateRW();
if (bHeadStuckInCollision)
bHeadStuckInCollision = false;
}
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_CAR, m_pMyVehicle);
bStartWanderPathOnFoot = false;
}
}
if (!bIsStanding && m_vecMoveSpeed.z > 0.25) {
float airResistance = Pow(0.95f, CTimer::GetTimeStep());
m_vecMoveSpeed *= airResistance;
}
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);
}
if (m_nPedState != PED_DIE || bIsPedDieAnimPlaying) {
RequestDelayedWeapon();
PlayFootSteps();
if (m_nPedState != PED_DEAD) {
CalculateNewVelocity();
CalculateNewOrientation();
}
UpdatePosition();
if (IsPedInControl() && !bIsStanding && !m_pDamageEntity) {
if (m_attachedTo) {
bIsInTheAir = false;
} else if (CheckIfInTheAir()) {
SetInTheAir();
bHeadStuckInCollision = false;
}
}
if (bHeadStuckInCollision) {
CVector posToCheck = GetPosition();
posToCheck.z += 0.9f;
if (!CWorld::TestSphereAgainstWorld(posToCheck, 0.2f, this, true, true, false, true, false, false))
bHeadStuckInCollision = false;
}
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();
#ifdef CANCELLABLE_CAR_ENTER
static bool cancelJack = false;
if (IsPlayer()) {
if (EnteringCar() && m_pVehicleAnim) {
CPad *pad = CPad::GetPad(0);
if (!pad->ArePlayerControlsDisabled()) {
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) {
if (!m_pMyVehicle->pDriver) {
cancelJack = false;
bCancelEnteringCar = true;
} else
cancelJack = true;
} else if (vehAnim == ANIM_CAR_QJACK && m_pVehicleAnim->GetTimeLeft() > 0.75f) {
cancelJack = true;
} else if (vehAnim == ANIM_CAR_PULLOUT_LHS || vehAnim == ANIM_CAR_PULLOUT_LOW_LHS || vehAnim == ANIM_CAR_PULLOUT_LOW_RHS || vehAnim == ANIM_CAR_PULLOUT_RHS) {
bCancelEnteringCar = true;
cancelJack = false;
}
}
if (cancelJack && vehAnim == ANIM_CAR_QJACK && m_pVehicleAnim->GetTimeLeft() > 0.75f && m_pVehicleAnim->GetTimeLeft() < 0.78f) {
cancelJack = false;
QuitEnteringCar();
RestorePreviousObjective();
}
if (cancelJack && (vehAnim == ANIM_CAR_PULLOUT_LHS || vehAnim == ANIM_CAR_PULLOUT_LOW_LHS || vehAnim == ANIM_CAR_PULLOUT_LOW_RHS || vehAnim == ANIM_CAR_PULLOUT_RHS)) {
cancelJack = false;
bCancelEnteringCar = true;
}
}
} else
cancelJack = false;
}
#endif
switch (m_nPedState) {
case PED_IDLE:
Idle();
break;
case PED_LOOK_ENTITY:
case PED_LOOK_HEADING:
Look();
break;
case PED_WANDER_RANGE:
// III has these in here(and they were unused):
/*
WanderRange();
CheckAroundForPossibleCollisions();
*/
break;
case PED_WANDER_PATH:
WanderPath();
break;
case PED_ENTER_CAR:
case PED_CARJACK:
{
break;
}
case PED_FLEE_POS:
ms_vec2DFleePosition = m_fleeFromPos;
Flee();
break;
case PED_FLEE_ENTITY:
if (!m_fleeFrom) {
bMakeFleeScream = false;
SetIdle();
break;
}
if (CTimer::GetTimeInMilliseconds() <= m_nPedStateTimer)
break;
ms_vec2DFleePosition = m_fleeFrom->GetPosition();
Flee();
break;
case PED_FOLLOW_PATH:
FollowPath();
break;
case PED_PAUSE:
Pause();
break;
case PED_ATTACK:
Attack();
break;
case PED_FIGHT:
Fight();
break;
case PED_CHAT:
Chat();
break;
case PED_AIM_GUN:
if (m_pPointGunAt && m_pPointGunAt->IsPed()
#ifdef FIX_BUGS
&& !GetWeapon()->IsTypeMelee()
#endif
&& ((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_BUY_ICECREAM:
BuyIceCream();
break;
case PED_INVESTIGATE:
InvestigateEvent();
break;
case PED_ON_FIRE:
if (IsPlayer())
break;
if (CTimer::GetTimeInMilliseconds() <= m_fleeTimer) {
if (m_pFire) {
if (m_fleeFrom) {
ms_vec2DFleePosition = m_fleeFrom->GetPosition();
} else {
ms_vec2DFleePosition = m_fleeFromPos;
}
Flee();
} else {
m_nLastPedState = PED_NONE;
SetWanderPath(0);
SetWaitState(WAITSTATE_FINISH_FLEE, 0);
}
} else {
if (m_pFire)
m_pFire->Extinguish();
}
break;
case PED_ANSWER_MOBILE:
AnswerMobile();
break;
case PED_FALL:
Fall();
break;
case PED_GETUP:
SetGetUp();
break;
#ifdef GTA_TRAIN
case PED_ENTER_TRAIN:
EnterTrain();
break;
case PED_EXIT_TRAIN:
ExitTrain();
break;
#endif
case PED_DRIVING:
{
if (!m_pMyVehicle) {
bInVehicle = false;
FlagToDestroyWhenNextProcessed();
return;
}
#ifdef CAR_AIRBREAK
if (IsPlayer()) {
CPad* pad = CPad::GetPad(0);
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
if (m_pMyVehicle->pDriver == this) {
DriveVehicle();
if (!m_pMyVehicle)
return;
} else {
LookForSexyPeds();
LookForSexyCars();
}
if (!IsPlayer() && m_pMyVehicle->IsBoat()
&& FindPlayerPed()->m_pCurrentPhysSurface == m_pMyVehicle
&& (CharCreatedBy != MISSION_CHAR || !bIsPlayerFriend)) {
SetObjective(OBJECTIVE_KILL_CHAR_ON_BOAT, FindPlayerPed());
Say(SOUND_PED_CAR_JACKED);
}
break;
}
case PED_DIE:
Die();
break;
case PED_HANDS_UP:
if (m_pedStats->m_flags & STAT_GUN_PANIC) {
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 || m_bleedCounter != 0) {
if (CGame::nastyGame) {
if (m_bleedCounter != 0)
m_bleedCounter--;
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;
if (bHeldHostageInCar) {
if (m_pMyVehicle && m_pMyVehicle->pDriver && m_pMyVehicle->pDriver->IsPlayer()) {
Say(SOUND_PED_FLEE_SPRINT);
}
}
if (m_delayedSoundID >= 0 && CTimer::GetTimeInMilliseconds() > m_delayedSoundTimer) {
Say(m_delayedSoundID);
m_delayedSoundID = -1;
m_delayedSoundTimer = 0;
}
if (bFannyMagnetCheat && m_nPedType == PEDTYPE_CIVFEMALE
&& m_pedStats->m_sexiness > 40 && !m_leader) {
SetLeader(FindPlayerPed());
}
} else {
if (bIsStanding && (!m_pCurrentPhysSurface || IsPlayer())
|| bIsInWater || !bUsesCollision) {
SetDead();
}
m_pCurrentPhysSurface = nil;
}
} else
ServiceTalking();
}
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 && !bJustCheckCollision)
return false;
if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat())
collidedWithBoat = true;
// ofc we're not vehicle
if (!m_bIsVehicleBeingShifted && !bSkipLineCol && !collidingEnt->IsPed()) {
if (!bCollisionProcessed) {
m_pCurrentPhysSurface = nil;
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;
if(!bHeadStuckInCollision || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) {
GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
if (bHeadStuckInCollision)
bHeadStuckInCollision = false;
}
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, 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, false, &m_collPoly);
}
if (belowTorsoCollided) {
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;
}
}
if (!bHeadStuckInCollision || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) {
GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
if (bHeadStuckInCollision)
bHeadStuckInCollision = false;
}
m_nSurfaceTouched = intersectionPoint.surfaceB;
if (m_nSurfaceTouched == SURFACE_STEEP_CLIFF) {
bHitSteepSlope = true;
m_vecDamageNormal = intersectionPoint.normal;
}
}
float upperSpeedLimit = 0.33f;
float lowerSpeedLimit = -0.25f;
float speed = m_vecMoveSpeed.Magnitude2D();
if (m_nPedState == PED_IDLE) {
upperSpeedLimit *= 2.0f;
lowerSpeedLimit *= 1.5f;
}
CAnimBlendAssociation *fallAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL);
if (!bWasStanding && speed > upperSpeedLimit && (!bPushedAlongByCar || m_vecMoveSpeed.z < lowerSpeedLimit)
&& m_pCollidingEntity != collidingEnt) {
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);
}
if (CSurfaceTable::IsSoftLanding(intersectionPoint.surfaceB))
damage *= 0.5f;
InflictDamage(collidingEnt, WEAPONTYPE_FALL, damage, PEDPIECE_TORSO, dir);
if (IsPlayer() && damage2 > 5.0f)
Say(SOUND_PED_LAND);
} else if (!bWasStanding && fallAnim && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
InflictDamage(collidingEnt, WEAPONTYPE_FALL, 15.0f, PEDPIECE_TORSO, 2);
}
m_vecMoveSpeed.z = 0.0f;
bIsStanding = true;
} 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->GetIsStatic())) {
bHasHitWall = true;
}
}
if (collidingEnt->IsBuilding() || collidingEnt->GetIsStatic()) {
if (bWasStanding) {
CVector sphereNormal;
float normalLength;
for(int sphere = 0; sphere < ourCollidedSpheres; sphere++) {
sphereNormal = collidingPoints[sphere].normal;
if (sphereNormal.z >= -1.0f || !IsPlayer()) {
normalLength = sphereNormal.Magnitude2D();
if (normalLength != 0.0f) {
sphereNormal.x = sphereNormal.x / normalLength;
sphereNormal.y = sphereNormal.y / normalLength;
}
} 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;
bHeadStuckInCollision = true;
}
sphereNormal.Normalise();
collidingPoints[sphere].normal = sphereNormal;
if (collidingPoints[sphere].surfaceB == SURFACE_STEEP_CLIFF)
bHitSteepSlope = true;
}
}
}
return ourCollidedSpheres;
}
static void
particleProduceFootSplash(CPed *ped, CVector const &pos, float size, int times)
{
for (int i = 0; i < times; i++) {
CVector adjustedPos = pos;
adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
CVector direction = ped->GetForward() * -0.05f;
CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, adjustedPos, direction, nil, size, CRGBA(32, 32, 32, 32), 0, 0, CGeneral::GetRandomNumber() & 1, 200);
}
}
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:
case SURFACE_SAND_BEACH:
case SURFACE_CONCRETE_BEACH:
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);
// ??
CGeneral::GetRandomNumber();
CGeneral::GetRandomNumber();
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;
}
}
void
CPed::PlayFootSteps(void)
{
CAnimBlendAssociation *assoc = RpAnimBlendClumpGetFirstAssociation(GetClump());
CAnimBlendAssociation *walkRunAssoc = nil;
float walkRunAssocBlend = 0.0f, idleAssocBlend = 0.0f;
bool isSkater = m_pedStats == CPedStats::ms_apPedStats[PEDSTAT_SKATER];
CVector footPosL(0.0f, 0.0f, 0.0f), footPosR(0.0f, 0.0f, 0.0f);
bool footPosLok = false, footPosRok = false;
if (bDoBloodyFootprints) {
if (m_bloodyFootprintCountOrDeathTime > 0 && m_bloodyFootprintCountOrDeathTime < 300) {
m_bloodyFootprintCountOrDeathTime--;
if (m_bloodyFootprintCountOrDeathTime == 0)
bDoBloodyFootprints = false;
}
}
if (!bIsStanding)
return;
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;
}
}
if (walkRunAssoc && walkRunAssocBlend > 0.5f && idleAssocBlend < 1.0f) {
float stepStart = 1.f / 15.f;
float stepEnd = walkRunAssoc->hierarchy->totalLength / 2.0f + stepStart;
float currentTime = walkRunAssoc->currentTime;
if (isSkater) {
// both are unused
static float stepStartSection = 1.0f;
static float animSections = 15.f;
float moveStart, soundVolume, skateTime;
if (walkRunAssoc->animId == ANIM_WALK) {
moveStart = 0.0f;
skateTime = 8.f / 15.f;
} else {
moveStart = 0.0f;
skateTime = 5.f / 15.f;
}
switch (CSurfaceTable::GetAdhesionGroup(m_nSurfaceTouched)) {
case ADHESIVE_LOOSE:
if (CGeneral::GetRandomNumber() % 128) {
m_vecAnimMoveDelta *= 0.5f;
} else {
SetFall(0, ANIM_KO_SKID_BACK, false);
}
soundVolume = 0.5f;
break;
case ADHESIVE_SAND:
if (CGeneral::GetRandomNumber() % 64) {
m_vecAnimMoveDelta *= 0.2f;
} else {
SetFall(0, ANIM_KO_SKID_BACK, false);
}
soundVolume = 0.2f;
break;
case ADHESIVE_WET:
m_vecAnimMoveDelta *= 0.3f;
soundVolume = 0.2f;
break;
default:
soundVolume = 1.f;
break;
}
if (soundVolume > 0.2f && currentTime > moveStart && currentTime - walkRunAssoc->timeStep <= moveStart) {
DMAudio.PlayOneShot(m_audioEntityId, SOUND_SKATING, ((int)(127.f * soundVolume) | (walkRunAssoc->animId << 8)));
} else if (soundVolume > 0.2f) {
if (currentTime > skateTime && currentTime - walkRunAssoc->timeStep <= skateTime) {
DMAudio.PlayOneShot(m_audioEntityId, SOUND_SKATING, ((int)(127.f * soundVolume) | (walkRunAssoc->animId << 8)));
}
}
} else {
int stepPart = 0;
// This section is shortened/optimized for sanity.
if (currentTime >= stepStart && currentTime - walkRunAssoc->timeStep < stepStart)
stepPart = 1;
else if (currentTime >= stepEnd && currentTime - walkRunAssoc->timeStep < stepEnd)
stepPart = 2;
if (stepPart != 0) {
CVector adjustedFootPos;
if (stepPart == 1) {
DMAudio.PlayOneShot(m_audioEntityId, SOUND_STEP_START, 1.0f);
TransformToNode(footPosL, PED_FOOTL);
footPosLok = true;
adjustedFootPos = footPosL;
} else {
DMAudio.PlayOneShot(m_audioEntityId, SOUND_STEP_END, 1.0f);
TransformToNode(footPosR, PED_FOOTR);
footPosRok = true;
adjustedFootPos = footPosR;
}
CVector forward = GetForward();
adjustedFootPos.z -= 0.1f;
adjustedFootPos += 0.2f * forward;
if (bDoBloodyFootprints) {
CVector2D top(forward * 0.26f);
CVector2D right(GetRight() * (stepPart == 1 ? 0.14f : 0.1f));
CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &adjustedFootPos,
top.x, top.y,
right.x, right.y,
255, 255, 0, 0, 4.0f, 3000, 1.0f);
if (m_bloodyFootprintCountOrDeathTime <= 20) {
m_bloodyFootprintCountOrDeathTime = 0;
bDoBloodyFootprints = false;
} else {
m_bloodyFootprintCountOrDeathTime -= 20;
}
}
if (m_nSurfaceTouched == SURFACE_SAND || m_nSurfaceTouched == SURFACE_SAND_BEACH) {
CVector2D top(forward * -0.26f);
CVector2D right(GetRight() * (stepPart == 1 ? 0.1f : 0.14f));
CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpShadowPedTex, &adjustedFootPos,
top.x, top.y,
right.x, right.y,
120, 250, 250, 50, 4.0f, 5000, 1.0f);
}
if (CWeather::Rain <= 0.1f || CCullZones::CamNoRain() || CCullZones::PlayerNoRain()) {
if (IsPlayer())
particleProduceFootDust(this, adjustedFootPos, 0.0f, 4);
} else if (stepPart == 2) {
particleProduceFootSplash(this, adjustedFootPos, 0.15f, 4);
}
}
}
}
if (IsPlayer() && !walkRunAssoc && bIsLanding) {
if (!footPosLok)
TransformToNode(footPosL, PED_FOOTL);
CVector forward = GetForward();
CVector adjustedFootPosL = footPosL;
adjustedFootPosL.z -= 0.1f;
adjustedFootPosL += 0.2f * forward;
if (bDoBloodyFootprints) {
CVector2D top(forward * 0.26f);
CVector2D right(GetRight() * 0.14f);
CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &adjustedFootPosL,
top.x, top.y,
right.x, right.y,
255, 255, 0, 0, 4.0f, 3000, 1.0f);
if (m_bloodyFootprintCountOrDeathTime <= 20) {
m_bloodyFootprintCountOrDeathTime = 0;
bDoBloodyFootprints = false;
}
else {
m_bloodyFootprintCountOrDeathTime -= 20;
}
}
if (!isSkater) {
if (m_nSurfaceTouched == SURFACE_SAND || m_nSurfaceTouched == SURFACE_SAND_BEACH) {
CVector2D top(forward * -0.26f);
CVector2D right(GetRight() * 0.14f);
CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpShadowPedTex, &adjustedFootPosL,
top.x, top.y,
right.x, right.y,
120, 250, 250, 50, 4.0f, 5000, 1.0f);
}
}
if(!footPosRok)
TransformToNode(footPosR, PED_FOOTR);
CVector adjustedFootPosR = footPosR;
adjustedFootPosR.z -= 0.1f;
adjustedFootPosR += 0.2f * forward;
if (bDoBloodyFootprints) {
CVector2D top(forward * 0.26f);
CVector2D right(GetRight() * 0.1f);
CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &adjustedFootPosR,
top.x, top.y,
right.x, right.y,
255, 255, 0, 0, 4.0f, 3000, 1.0f);
if (m_bloodyFootprintCountOrDeathTime <= 20) {
m_bloodyFootprintCountOrDeathTime = 0;
bDoBloodyFootprints = false;
} else {
m_bloodyFootprintCountOrDeathTime -= 20;
}
}
if (!isSkater) {
if (m_nSurfaceTouched == SURFACE_SAND || m_nSurfaceTouched == SURFACE_SAND_BEACH) {
CVector2D top(forward * -0.26f);
CVector2D right(GetRight() * 0.14f);
CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpShadowPedTex, &adjustedFootPosR,
top.x, top.y,
right.x, right.y,
120, 250, 250, 50, 4.0f, 5000, 1.0f);
}
}
}
if (m_nSurfaceTouched == SURFACE_WATER) {
CRGBA rubberSmokeColor(255, 255, 255, 196);
float pedSpeed = CVector2D(m_vecMoveSpeed).Magnitude();
if (pedSpeed > 0.03f && CTimer::GetFrameCounter() % 2 == 0 && pedSpeed > 0.13f) {
float particleSize = pedSpeed * 2.0f;
if (particleSize < 0.25f)
particleSize = 0.25f;
if (particleSize > 0.75f)
particleSize = 0.75f;
CVector particlePos = GetPosition() + GetForward() * 0.3f;
particlePos.z -= 1.2f;
CVector particleDir = m_vecMoveSpeed * -0.75f;
particleDir.z = CGeneral::GetRandomNumberInRange(0.01f, 0.03f);
CParticle::AddParticle(PARTICLE_CAR_SPLASH, particlePos, particleDir, nil, 0.5f * particleSize, CRGBA(0,0,0,0), 0, 0, 0, 0);
CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, particlePos, particleDir, nil, particleSize, rubberSmokeColor, 0, 0, 0, 0);
}
if (m_nPedState == PED_JUMP) {
CVector particlePos = GetPosition();
particlePos.z -= 0.1f;
CVector particleDir(0.0f, 0.075f, 0.0f);
CParticle::AddParticle(PARTICLE_CAR_SPLASH, particlePos, particleDir, nil, 0.005f, CRGBA(0, 0, 0, 0), 0, 0, 0, 0);
particleDir.x += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
particleDir.y += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
particleDir.z -= CGeneral::GetRandomNumberInRange(0.025f, 0.05f);
CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, particlePos, particleDir, nil, 0.5f, rubberSmokeColor, 0, 0, 0, 0);
}
}
}
// Actually GetLocalDirectionTo(Turn/Look)
int
CPed::GetLocalDirection(const CVector2D &posOffset)
{
int direction;
float angle;
for (angle = posOffset.Heading() - m_fRotationCur + DEGTORAD(45.0f); angle < 0.0f; angle += TWOPI);
for (direction = RADTODEG(angle)/90.0f; direction > 3; direction -= 4);
// 0-forward, 1-left, 2-backward, 3-right.
return direction;
}
bool
CPed::SetDirectionToWalkAroundVehicle(CVehicle* veh)
{
return SetFollowPath(m_vecSeekPos, 0.0f, m_nMoveState, veh, m_pedInObjective, m_nMoveState == PEDMOVE_WALK ? 2000 : 250);
}
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;
if (CharCreatedBy != MISSION_CHAR && obj->GetModelIndex() == MI_PHONEBOOTH1) {
bool isRunning = m_nMoveState == PEDMOVE_RUN || m_nMoveState == PEDMOVE_SPRINT;
SetFindPathAndFlee(obj, 5000, !isRunning);
return;
}
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;
float angleToFaceObjCenter = (objColCenter - GetPosition()).Heading();
float angleDiffBtwObjCenterAndForward = CGeneral::LimitRadianAngle(dirToSet - angleToFaceObjCenter);
float objTopRightHeading = Atan2(adjustedColMax.x - adjustedColMin.x, adjustedColMax.y - adjustedColMin.y);
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_VEHICLE) {
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;
if (!obj->IsVehicle() || objUpsideDown) {
collidingThingChanged = false;
} else {
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;
}
}
// 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;
}
}
// 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;
}
}
// 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;
}
}
}
if (!entityOnTopLeftOfObj && !entityOnTopRightOfObj) {
CVector topLeftCorner(adjustedColMin.x - 0.3f, adjustedColMax.y + 0.3f, 0.0f);
topLeftCorner = objMat * topLeftCorner;
CVector topRightCorner(adjustedColMax.x + 0.3f, adjustedColMax.y + 0.3f, 0.0f);
topRightCorner = objMat * topRightCorner;
CColPoint foundCol;
CEntity *foundEnt;
if (CWorld::ProcessLineOfSight(topLeftCorner, topRightCorner, foundCol, foundEnt, true, true, false, true, false, false, false, false)) {
switch (foundEnt->GetType()) {
case ENTITY_TYPE_VEHICLE:
entityOnTopRightOfObj = 2;
entityOnTopLeftOfObj = 2;
break;
case ENTITY_TYPE_BUILDING:
entityOnTopRightOfObj = 1;
entityOnTopLeftOfObj = 1;
break;
case ENTITY_TYPE_OBJECT:
entityOnTopRightOfObj = 3;
entityOnTopLeftOfObj = 3;
break;
}
}
}
if (!entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) {
CVector bottomRightCorner(adjustedColMax.x + 0.3f, adjustedColMin.y - 0.3f, 0.0f);
bottomRightCorner = objMat * bottomRightCorner;
CVector bottomLeftCorner(adjustedColMin.x - 0.3f, adjustedColMin.y - 0.3f, 0.0f);
bottomLeftCorner = objMat * bottomLeftCorner;
CColPoint foundCol;
CEntity* foundEnt;
if (CWorld::ProcessLineOfSight(bottomRightCorner, bottomLeftCorner, foundCol, foundEnt, true, true, false, true, false, false, false, false)) {
switch (foundEnt->GetType()) {
case ENTITY_TYPE_VEHICLE:
entityOnBottomLeftOfObj = 2;
entityOnBottomRightOfObj = 2;
break;
case ENTITY_TYPE_BUILDING:
entityOnBottomLeftOfObj = 1;
entityOnBottomRightOfObj = 1;
break;
case ENTITY_TYPE_OBJECT:
entityOnBottomLeftOfObj = 3;
entityOnBottomRightOfObj = 3;
break;
}
}
}
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_vehDoor == CAR_DOOR_RF || m_vehDoor == 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_vehDoor == CAR_DOOR_LF || m_vehDoor == 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_vehDoor == CAR_DOOR_LF || m_vehDoor == 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_vehDoor == CAR_DOOR_LF || m_vehDoor == 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;
}
}
}
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;
if (Abs(angleDiffBtwObjCenterAndForward) < objTopRightHeading) {
if (goingToEnterCar) {
if (goingToEnterCarAndItsVan) {
if (m_vehDoor == CAR_DOOR_LR || m_vehDoor == CAR_DOOR_RR)
return;
}
if (m_vehDoor != CAR_DOOR_LF && m_vehDoor != 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_vehDoor != CAR_DOOR_LR && m_vehDoor != CAR_DOOR_RR) {
if (goingToEnterCar) {
if (m_vehDoor == CAR_DOOR_RF || (m_vehDoor == 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_vehDoor == CAR_DOOR_LR || m_vehDoor == 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_vehDoor == CAR_DOOR_LF || m_vehDoor == 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_vehDoor != CAR_DOOR_LR && m_vehDoor != CAR_DOOR_RR)) {
if (m_vehDoor != CAR_DOOR_LF && m_vehDoor != 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;
}
}
}
}
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;
}
bool
CPed::IsPedInControl(void)
{
return m_nPedState <= PED_STATES_NO_AI
&& !bIsInTheAir && !bIsLanding
&& m_fHealth > 0.0f;
}
bool
CPed::IsPedShootable(void)
{
return m_nPedState <= PED_STATES_NO_ST;
}
bool
CPed::UseGroundColModel(void)
{
return m_nPedState == PED_FALL ||
m_nPedState == PED_DIVE_AWAY ||
m_nPedState == PED_DIE ||
m_nPedState == PED_DEAD;
}
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::CanSetPedState(void)
{
return !DyingOrDead() && m_nPedState != PED_ARRESTED && !EnteringCar() && m_nPedState != PED_STEAL_CAR;
}
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 || m_nPedState == PED_ANSWER_MOBILE;
}
void
CPed::PedSetPreviousStateCB(CAnimBlendAssociation* assoc, void* arg)
{
CPed* ped = (CPed*)arg;
ped->RestorePreviousState();
ped->m_pVehicleAnim = nil;
}
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->bFleeWhenStanding && ped->m_threatEx) {
ped->SetFlee(ped->m_threatEx, 10000);
ped->Say(SOUND_PED_FLEE_SPRINT);
ped->bFleeWhenStanding = false;
ped->m_threatEx = nil;
} else if (ped->bGotUpOfMyOwnAccord) {
ped->SetObjective(OBJECTIVE_NONE);
ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.f, 8.f));
ped->bGotUpOfMyOwnAccord = false;
} else {
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::PedStaggerCB(CAnimBlendAssociation* animAssoc, void* arg)
{
/*
CPed *ped = (CPed*)arg;
if (ped->m_nPedState == PED_STAGGER)
// nothing
*/
}
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_CAR)
ped->RestorePreviousObjective();
else if (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) {
ped->m_fHealth = 0.0f;
ped->SetDie(ANIM_FLOOR_HIT, 4.0f, 0.5f);
}
ped->bInVehicle = false;
if (veh && (veh->IsCar() || veh->IsBike())) {
CWorld::pIgnoreEntity = veh;
if (CWorld::TestSphereAgainstWorld(ped->GetPosition() - CVector(0.f, 0.f, 0.2f),
0.4f, veh, true, true, false, false, false, false)
|| CWorld::TestSphereAgainstWorld(ped->GetPosition() + CVector(0.f, 0.f, 0.2f),
0.4f, veh, true, true, false, false, false, false)
|| !CWorld::GetIsLineOfSightClear(veh->GetPosition(), ped->GetPosition(), true, false, false, true, false, false, false)) {
CWorld::pIgnoreEntity = nil;
ped->PositionPedOutOfCollision();
}
CWorld::pIgnoreEntity = nil;
}
if (ped->m_nPedState == PED_EXIT_CAR) {
if (ped->m_nPedType == PEDTYPE_COP) {
ped->SetIdle();
if (((CCopPed*)ped)->m_nCopType == COP_MIAMIVICE && ped->m_pMyVehicle && ped->m_pMyVehicle->pDriver == ped) {
DMAudio.PlayOneShot(ped->m_audioEntityId, SOUND_PED_MIAMIVICE_EXITING_CAR, 0.f);
}
} 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));
}
} else if (ped->m_nPedState == PED_DRIVING) {
ped->m_nPedState = PED_IDLE;
}
if (animAssoc)
animAssoc->blendDelta = -1000.0f;
ped->RestartNonPartialAnims();
ped->m_pVehicleAnim = nil;
ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
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;
}
}
}
if (veh && veh->IsBike())
// BUG?
veh->m_nGettingOutFlags &= ~GetBikeDoorFlag(ped->m_vehDoor);
else
veh->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehDoor);
if (veh->pDriver == ped) {
veh->RemoveDriver();
#ifndef FIX_BUGS // RemoveDriver does it anyway
veh->SetStatus(STATUS_ABANDONED);
#endif
if (veh->m_nDoorLock == CARLOCK_LOCKED_INITIALLY)
veh->m_nDoorLock = CARLOCK_UNLOCKED;
if (ped->m_nPedType == PEDTYPE_COP && veh->IsLawEnforcementVehicle())
veh->ChangeLawEnforcerState(false);
if (veh->IsBike()) {
if (Abs(veh->m_vecMoveSpeed.x) < 0.1 && Abs(veh->m_vecMoveSpeed.y) < 0.1f) {
((CBike*)veh)->bIsStanding = true;
}
}
} else {
veh->RemovePassenger(ped);
}
if (veh->bIsBus && !veh->IsUpsideDown() && !veh->IsOnItsSide()) {
float angleAfterExit;
if (ped->m_vehDoor == 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);
}
ped->bHeldHostageInCar = false;
}
void
CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg)
{
CAnimBlendAssociation *quickJackedAssoc;
CVehicle *vehicle;
CPed *ped = (CPed*)arg;
uint8 exitFlags = 0;
quickJackedAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_CAR_QJACKED);
if (dragAssoc && dragAssoc->animId == ANIM_BIKE_HIT && ped->m_pMyVehicle) {
if (ped->m_vehDoor == CAR_DOOR_LF || ped->m_vehDoor == CAR_DOOR_RF) {
CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_BIKE_FALL_OFF, 100.0f);
ped->m_pMyVehicle->m_nGettingOutFlags &= ~(CAR_DOOR_FLAG_RF | CAR_DOOR_FLAG_LF);
} else {
CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_BIKE_FALL_R, 100.0f);
ped->m_pMyVehicle->m_nGettingOutFlags &= ~(CAR_DOOR_FLAG_RR | CAR_DOOR_FLAG_LR);
}
((CBike*)ped->m_pMyVehicle)->KnockOffRider(WEAPONTYPE_UNIDENTIFIED, 0, ped, true);
return;
}
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->IsBike())
exitFlags = GetBikeDoorFlagInclJumpInFromFront(ped->m_vehDoor);
else
exitFlags = GetCarDoorFlag(ped->m_vehDoor);
if (vehicle)
vehicle->m_nGettingOutFlags &= ~exitFlags;
if (vehicle) {
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();
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;
}
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;
}
void
CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
CVehicle *veh = ped->m_pMyVehicle;
// Pointless code
if (!veh)
return;
// 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_CAR
&& (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;
}
}
if (ped->bRemoveMeWhenIGotIntoCar) {
ped->bRemoveMeWhenIGotIntoCar = false;
ped->bRemoveFromWorld = true;
}
if (ped->bCollectBusFare) {
ped->bCollectBusFare = false;
if (FindPlayerPed())
FindPlayerPed()->m_nLastBusFareCollected += 5;
}
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 || ped->m_nPedState == PED_CARJACK)
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()) {
CCarCtrl::RegisterVehicleOfInterest(veh);
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->SetPedState(PED_DRIVING);
ped->StopNonPartialAnims();
ped->RemoveWeaponWhenEnteringVehicle();
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 || veh->IsBike()) {
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->bStayInCarOnJack && !passenger->bHeldHostageInCar && (passenger->m_leader != ped || !ped->bIsLeader)) {
passenger->SetObjective(OBJECTIVE_LEAVE_CAR, veh);
passenger->m_leaveCarTimer = CTimer::GetTimeInMilliseconds();
}
}
}
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->SetPedState(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_SPRINT_TO_AREA || ped->m_prevObjective == OBJECTIVE_KILL_CHAR_ON_FOOT)
ped->m_prevObjective = OBJECTIVE_NONE;
ped->RestorePreviousObjective();
}
} else {
bool slowDown = false;
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && veh->pDriver && ped->CharCreatedBy == RANDOM_CHAR)
slowDown = true;
// VC also has a dead condition in here.
if (veh->IsBike()) {
veh->AddPassenger(ped, 0);
} else if (veh->bIsBus) {
veh->AddPassenger(ped);
} else {
switch (ped->m_vehDoor) {
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->SetPedState(PED_DRIVING);
if (ped->m_prevObjective == OBJECTIVE_RUN_TO_AREA || ped->m_prevObjective == OBJECTIVE_GOTO_CHAR_ON_FOOT
|| ped->m_prevObjective == OBJECTIVE_SPRINT_TO_AREA || ped->m_prevObjective == OBJECTIVE_KILL_CHAR_ON_FOOT)
ped->m_prevObjective = OBJECTIVE_NONE;
ped->RestorePreviousObjective();
// VC has conditional OBJECTIVE_LEAVE_CAR here, which runs if it entered the first dead condition.
if(slowDown)
veh->AutoPilot.m_nCruiseSpeed = 17;
}
int8 doorFlag;
if (veh->IsBike()) {
doorFlag = GetBikeDoorFlagInclJumpInFromFront(ped->m_vehDoor);
} else {
doorFlag = GetEnterCarDoorFlag(ped->m_vehDoor, veh->m_nNumMaxPassengers);
}
veh->m_nGettingInFlags &= ~doorFlag;
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_CAR:
case OBJECTIVE_FOLLOW_CAR_IN_CAR:
case OBJECTIVE_GOTO_AREA_ANY_MEANS:
case OBJECTIVE_GOTO_AREA_ON_FOOT:
case OBJECTIVE_RUN_TO_AREA:
case OBJECTIVE_GOTO_SEAT_ON_FOOT:
case OBJECTIVE_GOTO_ATM_ON_FOOT:
case OBJECTIVE_GOTO_BUS_STOP_ON_FOOT:
case OBJECTIVE_GOTO_PIZZA_ON_FOOT:
case OBJECTIVE_GOTO_SHELTER_ON_FOOT:
case OBJECTIVE_SPRINT_TO_AREA:
case OBJECTIVE_GOTO_ICE_CREAM_VAN_ON_FOOT:
break;
default:
ped->SetObjective(OBJECTIVE_NONE);
}
ped->AddInCarAnims(veh, veh->pDriver == ped);
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;
}
bool
CPed::CanBeDeleted(void)
{
if (bInVehicle)
return false;
switch (CharCreatedBy) {
case RANDOM_CHAR:
return true;
case MISSION_CHAR:
return false;
case UNK_CHAR:
return false;
default:
return true;
}
}
bool
CPed::CanBeDeletedEvenInVehicle(void)
{
switch (CharCreatedBy) {
case RANDOM_CHAR:
return true;
case MISSION_CHAR:
return false;
case UNK_CHAR:
return false;
default:
return true;
}
}
void
CPed::AddWeaponModel(int id)
{
if (id != -1) {
if (m_pWeaponModel)
RemoveWeaponModel(-1);
m_pWeaponModel = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
CModelInfo::GetModelInfo(id)->AddRef();
m_wepModelID = id;
if (IsPlayer() && id == MI_MINIGUN)
((CPlayerPed*)this)->m_pMinigunTopAtomic = (RpAtomic*)CModelInfo::GetModelInfo(MI_MINIGUN2)->CreateInstance();
}
}
static RwObject*
RemoveAllModelCB(RwObject *object, void *data)
{
RpAtomic *atomic = (RpAtomic*)object;
if (CVisibilityPlugins::GetAtomicModelInfo(atomic)) {
RpClumpRemoveAtomic(RpAtomicGetClump(atomic), atomic);
RpAtomicDestroy(atomic);
}
return object;
}
void
CPed::RemoveWeaponModel(int modelId)
{
// modelId is not used!! This function just removes the current weapon.
if(m_pWeaponModel){
if (modelId == -1
|| CVisibilityPlugins::GetAtomicModelInfo(m_pWeaponModel) == CModelInfo::GetModelInfo(modelId)) {
CVisibilityPlugins::GetAtomicModelInfo(m_pWeaponModel)->RemoveRef();
RwFrame* frm = RpAtomicGetFrame(m_pWeaponModel);
RpAtomicDestroy(m_pWeaponModel);
RwFrameDestroy(frm);
m_pWeaponModel = nil;
}
}
if (IsPlayer() && (modelId == -1 || modelId == MI_MINIGUN)) {
RpAtomic* &atm = ((CPlayerPed*)this)->m_pMinigunTopAtomic;
if (atm) {
RwFrame *frm = RpAtomicGetFrame(atm);
RpAtomicDestroy(atm);
RwFrameDestroy(frm);
atm = nil;
}
}
m_wepModelID = -1;
}
void
CPed::RequestDelayedWeapon()
{
if (m_delayedWeapon != WEAPONTYPE_UNIDENTIFIED) {
int modelId1 = CWeaponInfo::GetWeaponInfo(m_delayedWeapon)->m_nModelId;
int modelId2 = CWeaponInfo::GetWeaponInfo(m_delayedWeapon)->m_nModel2Id;
if (modelId1 != -1)
CStreaming::RequestModel(modelId1, STREAMFLAGS_DEPENDENCY);
if (modelId2 != -1)
CStreaming::RequestModel(modelId2, STREAMFLAGS_DEPENDENCY);
if ((modelId1 == -1 || CStreaming::HasModelLoaded(modelId1))
&& (modelId2 == -1 || CStreaming::HasModelLoaded(modelId2))) {
GiveWeapon(m_delayedWeapon, m_delayedWeaponAmmo, 1);
m_delayedWeapon = WEAPONTYPE_UNIDENTIFIED;
}
}
}
void
CPed::GiveDelayedWeapon(eWeaponType weapon, uint32 ammo)
{
m_delayedWeapon = weapon;
m_delayedWeaponAmmo = ammo;
if (m_delayedWeapon != WEAPONTYPE_UNIDENTIFIED) {
int modelId1 = CWeaponInfo::GetWeaponInfo(m_delayedWeapon)->m_nModelId;
int modelId2 = CWeaponInfo::GetWeaponInfo(m_delayedWeapon)->m_nModel2Id;
if (modelId1 != -1)
CStreaming::RequestModel(modelId1, STREAMFLAGS_DEPENDENCY);
if (modelId2 != -1)
CStreaming::RequestModel(modelId2, STREAMFLAGS_DEPENDENCY);
if ((modelId1 == -1 || CStreaming::HasModelLoaded(modelId1))
&& (modelId2 == -1 || CStreaming::HasModelLoaded(modelId2))) {
GiveWeapon(m_delayedWeapon, m_delayedWeaponAmmo, true);
m_delayedWeapon = WEAPONTYPE_UNIDENTIFIED;
}
}
}
int32
CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo, bool unused)
{
int slot = GetWeaponSlot(weaponType);
if (m_weapons[slot].m_eWeaponType == weaponType) {
GetWeapon(slot).m_nAmmoTotal += ammo;
if (weaponType < WEAPONTYPE_TOTALWEAPONS && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) {
// Looks like abandoned idea. This block never runs, ms_aMaxAmmoForWeapon is always -1.
GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], GetWeapon(slot).m_nAmmoTotal);
} else {
GetWeapon(slot).m_nAmmoTotal = Min(99999, GetWeapon(slot).m_nAmmoTotal);
}
GetWeapon(slot).Reload();
if (GetWeapon(slot).m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO && GetWeapon(slot).m_nAmmoTotal > 0)
GetWeapon(slot).m_eWeaponState = WEAPONSTATE_READY;
} else {
if (HasWeaponSlot(slot)) {
if (CWeaponInfo::IsWeaponSlotAmmoMergeable(slot))
ammo += GetWeapon(slot).m_nAmmoTotal;
RemoveWeaponModel(CWeaponInfo::GetWeaponInfo(GetWeapon(slot).m_eWeaponType)->m_nModelId);
GetWeapon(slot).Shutdown();
}
GetWeapon(slot).Initialise(weaponType, ammo);
if (slot == m_currentWeapon && !bInVehicle) {
AddWeaponModel(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nModelId);
}
}
if (GetWeapon(slot).m_eWeaponState != WEAPONSTATE_OUT_OF_AMMO)
GetWeapon(slot).m_eWeaponState = WEAPONSTATE_READY;
return slot;
}
int
CPed::GetWeaponSlot(eWeaponType weaponType)
{
return CWeaponInfo::GetWeaponInfo(weaponType)->m_nWeaponSlot;
}
void
CPed::SetCurrentWeapon(int slot)
{
if (slot == -1)
return;
CWeaponInfo* weaponInfo;
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
RemoveWeaponModel(weaponInfo->m_nModelId);
}
m_currentWeapon = slot;
if (FindPlayerPed() && IsPlayer())
((CPlayerPed*)this)->m_nSelectedWepSlot = m_currentWeapon;
if (HasWeaponSlot(slot)) {
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
AddWeaponModel(weaponInfo->m_nModelId);
}
}
void
CPed::SetCurrentWeapon(eWeaponType weaponType)
{
SetCurrentWeapon(CWeaponInfo::GetWeaponInfo(weaponType)->m_nWeaponSlot);
}
void
CPed::GrantAmmo(eWeaponType weaponType, uint32 ammo)
{
int slot = CWeaponInfo::GetWeaponInfo(weaponType)->m_nWeaponSlot;
if (slot == -1)
return;
GetWeapon(slot).m_nAmmoTotal += ammo;
if (weaponType < WEAPONTYPE_TOTALWEAPONS && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) {
// Looks like abandoned idea. This block never runs, ms_aMaxAmmoForWeapon is always -1.
GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], GetWeapon(slot).m_nAmmoTotal);
} else {
GetWeapon(slot).m_nAmmoTotal = Min(99999, GetWeapon(slot).m_nAmmoTotal);
}
if (GetWeapon(slot).m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO && GetWeapon(slot).m_nAmmoTotal > 0)
GetWeapon(slot).m_eWeaponState = WEAPONSTATE_READY;
}
void
CPed::SetAmmo(eWeaponType weaponType, uint32 ammo)
{
int slot = CWeaponInfo::GetWeaponInfo(weaponType)->m_nWeaponSlot;
if (slot == -1)
return;
GetWeapon(slot).m_nAmmoTotal = ammo;
if (weaponType < WEAPONTYPE_TOTALWEAPONS && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) {
// Looks like abandoned idea. This block never runs, ms_aMaxAmmoForWeapon is always -1.
GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], GetWeapon(slot).m_nAmmoTotal);
} else {
GetWeapon(slot).m_nAmmoTotal = Min(99999, GetWeapon(slot).m_nAmmoTotal);
}
int32 newClip = GetWeapon(slot).m_nAmmoTotal;
if (newClip >= GetWeapon(slot).m_nAmmoInClip)
newClip = GetWeapon(slot).m_nAmmoInClip;
GetWeapon(slot).m_nAmmoInClip = newClip;
if (GetWeapon(slot).m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO && GetWeapon(slot).m_nAmmoTotal > 0)
GetWeapon(slot).m_eWeaponState = WEAPONSTATE_READY;
}
void
CPed::ClearWeapons(void)
{
RemoveWeaponModel(-1);
for (int i = 0; i < ARRAY_SIZE(m_weapons); i++) {
GetWeapon(i).Shutdown();
}
SetCurrentWeapon(WEAPONTYPE_UNARMED);
}
void
CPed::RemoveWeaponWhenEnteringVehicle(void)
{
if (IsPlayer() && HasWeaponSlot(5) && GetWeapon(5).m_nAmmoTotal > 0 && ((CPlayerPed*)this)->GetPlayerInfoForThisPlayerPed()->m_bDriveByAllowed) {
if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED)
m_storedWeapon = GetWeapon()->m_eWeaponType;
SetCurrentWeapon(GetWeapon(5).m_eWeaponType);
} else {
CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
RemoveWeaponModel(ourWeapon->m_nModelId);
}
}
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() && GetWeaponSlot(weaponType) == WEAPONSLOT_SUBMACHINEGUN) {
if (m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) {
SetCurrentWeapon(m_storedWeapon);
m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
}
} else {
AddWeaponModel(CWeaponInfo::GetWeaponInfo(weaponType)->m_nModelId);
}
}
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]);
UpdateRpHAnim();
bool bIsWindModifierTurnedOn = false;
float fAnyDirectionShift = 1.0f;
bool bIsPedDrivingBikeOrOpenTopCar = false;
if (IsPlayer() && CWindModifiers::FindWindModifier(GetPosition(), &fAnyDirectionShift, &fAnyDirectionShift)
&& !CCullZones::PlayerNoRain() && GetPedState() != PED_DRIVING)
bIsWindModifierTurnedOn = true;
if (GetPedState() == PED_DRIVING && m_pMyVehicle) {
if (m_pMyVehicle->m_vehType == VEHICLE_TYPE_BIKE
|| (m_pMyVehicle->m_vehType == VEHICLE_TYPE_CAR && m_pMyVehicle->IsOpenTopCar()))
bIsPedDrivingBikeOrOpenTopCar = true;
}
if (bIsWindModifierTurnedOn || bIsPedDrivingBikeOrOpenTopCar) {
float fWindMult = 0.0f;
if (bIsPedDrivingBikeOrOpenTopCar) {
fWindMult = DotProduct(m_pMyVehicle->m_vecMoveSpeed, GetForward());
if (fWindMult > 0.4f) {
float volume = (fWindMult - 0.4f) / 0.6f;
DMAudio.PlayOneShot(m_audioEntityId, SOUND_SHIRT_WIND_FLAP, volume);
}
}
if (bIsWindModifierTurnedOn)
fWindMult = Min(fWindMult, Abs(fAnyDirectionShift - 1.0f));
RpHAnimHierarchy* hier = GetAnimHierarchyFromSkinClump(GetClump());
int32 idx;
RwV3d scale;
float fScaleOffset;
fScaleOffset = fWindMult * 0.2f;
scale.x = CGeneral::GetRandomNumberInRange(1.0f - fScaleOffset, 1.0f + fScaleOffset);
scale.y = CGeneral::GetRandomNumberInRange(1.0f - fScaleOffset, 1.0f + fScaleOffset);
scale.z = CGeneral::GetRandomNumberInRange(1.0f - fScaleOffset, 1.0f + fScaleOffset);
idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_NECK));
RwMatrix* neck = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
RwMatrixScale(neck, &scale, rwCOMBINEPRECONCAT);
fScaleOffset = fWindMult * 0.1f;
scale.x = CGeneral::GetRandomNumberInRange(1.0f - fScaleOffset, 1.0f + fScaleOffset);
scale.y = CGeneral::GetRandomNumberInRange(1.0f - fScaleOffset, 1.0f + fScaleOffset);
scale.z = CGeneral::GetRandomNumberInRange(1.0f - fScaleOffset, 1.0f + fScaleOffset);
idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_CLAVICLEL));
RwMatrix* clavicleL = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
RwMatrixScale(clavicleL, &scale, rwCOMBINEPRECONCAT);
idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_CLAVICLER));
RwMatrix* clavicleR = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
RwMatrixScale(clavicleR, &scale, rwCOMBINEPRECONCAT);
idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_MID));
RwMatrix* mid = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
RwMatrixScale(mid, &scale, rwCOMBINEPRECONCAT);
fScaleOffset = fWindMult * 0.2f;
scale.x = CGeneral::GetRandomNumberInRange(1.0f - fScaleOffset, 1.0f + fScaleOffset);
scale.y = CGeneral::GetRandomNumberInRange(1.0f - fScaleOffset, 1.0f + fScaleOffset);
scale.z = CGeneral::GetRandomNumberInRange(1.0f - fScaleOffset, 1.0f + fScaleOffset);
idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_UPPERARML));
RwMatrix* upperArmL = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
RwMatrixScale(upperArmL, &scale, rwCOMBINEPRECONCAT);
idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_UPPERARMR));
RwMatrix* upperArmR = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
RwMatrixScale(upperArmR, &scale, rwCOMBINEPRECONCAT);
}
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);
}
if (IsPlayer() && gfTommyFatness != 1.0f) {
RpHAnimHierarchy* hier = GetAnimHierarchyFromSkinClump(GetClump());
int32 idx;
RwV3d scale;
scale.x = 1.0f;
scale.y = 1.0f + gfTommyFatness * 0.7f;
scale.z = 1.0f + gfTommyFatness * 0.7f;
idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_HEAD));
RwMatrix* head = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
RwMatrixScale(head, &scale, rwCOMBINEPRECONCAT);
scale.y = 1.0f + gfTommyFatness * 0.2f;
scale.z = 1.0f + gfTommyFatness * 0.2f;
idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_NECK));
RwMatrix* neck = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
RwMatrixScale(neck, &scale, rwCOMBINEPRECONCAT);
scale.y = 1.0f + gfTommyFatness * 0.5f;
scale.z = 1.0f + gfTommyFatness * 0.5f;
idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_MID));
RwMatrix* mid = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
RwMatrixScale(mid, &scale, rwCOMBINEPRECONCAT);
scale.y = 1.0f + gfTommyFatness;
scale.z = 1.0f + gfTommyFatness;
idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_UPPERLEGL));
RwMatrix* upperLegL = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
RwMatrixScale(upperLegL, &scale, rwCOMBINEPRECONCAT);
idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_UPPERLEGR));
RwMatrix* upperLegR = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
RwMatrixScale(upperLegR, &scale, rwCOMBINEPRECONCAT);
scale.y = 1.0f + gfTommyFatness * 0.5f;
scale.z = 1.0f + gfTommyFatness * 0.5f;
idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_LOWERLEGR));
RwMatrix* lowerLegR = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
RwMatrixScale(lowerLegR, &scale, rwCOMBINEPRECONCAT);
idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_LOWERLEGL));
RwMatrix* lowerLegL = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
RwMatrixScale(lowerLegL, &scale, rwCOMBINEPRECONCAT);
scale.y = 1.0f + gfTommyFatness * 0.23f;
scale.z = 1.0f + gfTommyFatness * 0.23f;
idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_FOOTL));
RwMatrix* footL = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
RwMatrixScale(footL, &scale, rwCOMBINEPRECONCAT);
idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_FOOTR));
RwMatrix* footR = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
RwMatrixScale(footR, &scale, rwCOMBINEPRECONCAT);
idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_UPPERARML));
RwMatrix* upperArmL = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
RwMatrixScale(upperArmL, &scale, rwCOMBINEPRECONCAT);
idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_UPPERARMR));
RwMatrix* upperArmR = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
RwMatrixScale(upperArmR, &scale, rwCOMBINEPRECONCAT);
scale.y = 1.0f + gfTommyFatness * 0.2f;
scale.z = 1.0f + gfTommyFatness * 0.2f;
idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_FOREARML));
RwMatrix* foreArmL = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
RwMatrixScale(foreArmL, &scale, rwCOMBINEPRECONCAT);
idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_FOREARMR));
RwMatrix* foreArmR = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
RwMatrixScale(foreArmR, &scale, rwCOMBINEPRECONCAT);
}
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 (!OnGround() && 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;
}
}
}
}
}
}
CVector vecTestTemp(-1.0f, -1.0f, -1.0f);
void
CPed::Render(void)
{
if (bInVehicle && m_pMyVehicle && m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR) {
if (!bRenderPedInCar)
return;
if (!m_pMyVehicle->IsBike() && !IsPlayer()) {
float camDistSq = (TheCamera.GetPosition() - GetPosition()).MagnitudeSqr();
if (camDistSq > SQR((m_pMyVehicle->IsBoat() ? 40.0f : 25.0f) * TheCamera.LODDistMultiplier))
return;
}
}
CEntity::Render();
if(m_pWeaponModel){
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);
if (IsPlayer()) {
CPlayerPed *player = (CPlayerPed*)this;
if (player->m_pMinigunTopAtomic) {
frame = RpAtomicGetFrame(player->m_pMinigunTopAtomic);
*RwFrameGetMatrix(frame) = *mat;
player->m_fGunSpinAngle = player->m_fGunSpinSpeed * CTimer::GetTimeStep() + player->m_fGunSpinAngle;
if (player->m_fGunSpinAngle > TWOPI)
player->m_fGunSpinAngle -= TWOPI;
CMatrix mgTopMat, localAdjMat;
mgTopMat.Attach(RwFrameGetMatrix(frame));
localAdjMat.SetRotateX(player->m_fGunSpinAngle);
localAdjMat.Rotate(DEGTORAD(-4.477f)* vecTestTemp.x, DEGTORAD(29.731f) * vecTestTemp.y, DEGTORAD(1.064f) * vecTestTemp.z);
localAdjMat.GetPosition() += CVector(0.829f, -0.001f, 0.226f);
mgTopMat = mgTopMat * localAdjMat;
mgTopMat.UpdateRW();
RwFrameUpdateObjects(frame);
RpAtomicRender(player->m_pMinigunTopAtomic);
}
}
}
}
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);
}
}
void
CPed::SetIdle(void)
{
if (m_nPedState != PED_IDLE && m_nPedState != PED_MUG && m_nPedState != PED_FLEE_ENTITY) {
if (m_nPedState == PED_AIM_GUN)
ClearPointGunAt();
SetPedState(PED_IDLE);
SetMoveState(PEDMOVE_STILL);
m_nLastPedState = PED_NONE;
}
if (m_nWaitState == WAITSTATE_FALSE) {
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2000, 4000);
}
}
void
CPed::Idle(void)
{
CVehicle *veh = m_pMyVehicle;
if (veh && veh->m_nGettingOutFlags && m_vehDoor) {
if (veh->m_nGettingOutFlags & GetCarDoorFlag(m_vehDoor)) {
if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT) {
CVector doorPos = GetPositionToOpenCarDoor(veh, m_vehDoor);
CVector doorDist = GetPosition() - doorPos;
if (doorDist.MagnitudeSqr() < sq(0.5f)) {
SetMoveState(PEDMOVE_WALK);
return;
}
}
}
}
if (m_nMoveState != PEDMOVE_STILL && !IsPlayer())
SetMoveState(PEDMOVE_STILL);
m_moved = CVector2D(0.0f, 0.0f);
}
void
CPed::ClearPause(void)
{
RestorePreviousState();
}
void
CPed::Pause(void)
{
m_moved = CVector2D(0.0f, 0.0f);
if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer)
ClearPause();
}
void
CPed::SetFall(int extraTime, AnimationId animId, uint8 evenIfNotInControl)
{
if (m_attachedTo)
return;
if (!IsPedInControl() && (!evenIfNotInControl || DyingOrDead()))
return;
ClearLookFlag();
ClearAimFlag();
SetStoredState();
SetPedState(PED_FALL);
CAnimBlendAssociation *fallAssoc = nil;
if (animId == NUM_STD_ANIMS) {
if (IsPlayer()) {
fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_ROLLOUT_LHS);
if (!fallAssoc)
fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_ROLLOUT_RHS);
}
} else {
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 (animId == ANIM_BIKE_FALL_R)
fallAssoc->SetCurrentTime(0.4f);
}
if (extraTime == -1) {
m_getUpTimer = UINT32_MAX;
} else if (fallAssoc) {
if (IsPlayer()) {
if (fallAssoc->animId == ANIM_CAR_ROLLOUT_LHS || fallAssoc->animId == ANIM_CAR_ROLLOUT_RHS) {
m_getUpTimer = 1000.0f * fallAssoc->hierarchy->totalLength
+ CTimer::GetTimeInMilliseconds()
- 1000.0f * fallAssoc->currentTime
+ 100.0f;
} else {
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::ClearFall(void)
{
SetGetUp();
}
void
CPed::Fall(void)
{
if (m_getUpTimer != UINT32_MAX && CTimer::GetTimeInMilliseconds() > m_getUpTimer && bIsStanding)
ClearFall();
CAnimBlendAssociation *firstPartialAssoc;
CAnimBlendAssociation *fallAssoc;
if (IsPlayer() && (bKnockedUpIntoAir || bKnockedOffBike) && !bIsStanding) {
firstPartialAssoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_PARTIAL);
// What???
if (firstPartialAssoc && (firstPartialAssoc->animId == ANIM_FALL_BACK || firstPartialAssoc->animId == ANIM_FALL_FRONT))
fallAssoc = firstPartialAssoc;
else
fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_BACK);
if (!fallAssoc)
fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FRONT);
if (!fallAssoc && firstPartialAssoc && 0.8f * firstPartialAssoc->hierarchy->totalLength < firstPartialAssoc->currentTime) {
if (firstPartialAssoc->flags & ASSOC_FRONTAL) {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_FRONT, 8.0f);
} else {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_BACK, 8.0f);
}
} else if (fallAssoc && fallAssoc->blendAmount > 0.3f && fallAssoc->blendDelta >= 0.0f) {
float time = fallAssoc->currentTime;
if (time > 0.667f && time - fallAssoc->timeStep <= 0.667f) {
fallAssoc->SetCurrentTime(0.0f);
fallAssoc->SetRun();
}
}
} else if ((bKnockedUpIntoAir || bKnockedOffBike) && bIsStanding && !bWasStanding) {
fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_BACK);
if (!fallAssoc)
fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FRONT);
if (fallAssoc) {
bKnockedUpIntoAir = false;
bKnockedOffBike = false;
fallAssoc->speed = 3.0f;
if (IsPlayer())
Say(SOUND_PED_LAND);
} else {
firstPartialAssoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_PARTIAL);
if (firstPartialAssoc && !firstPartialAssoc->IsRunning()) {
bKnockedUpIntoAir = false;
bKnockedOffBike = false;
}
}
}
}
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::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::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 || bIsStanding)
SetLanding();
} else if (m_nPedState != PED_ABSEIL && !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;
if (fallAssoc && bIsDrowning)
return;
RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f);
if (fallAssoc || m_nPedType == PEDTYPE_COP && bKnockedUpIntoAir) {
landAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_COLLAPSE);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FALL_COLLAPSE, 1.0f);
if (IsPlayer())
Say(SOUND_PED_LAND);
if (m_nPedType == PEDTYPE_COP) {
if (bKnockedUpIntoAir)
bKnockedUpIntoAir = false;
}
} 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::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();
SetPedState(PED_GETUP);
}
CVehicle *collidingVeh = (CVehicle*)m_pCollidingEntity;
CVehicle *veh = (CVehicle*)CPedPlacement::IsPositionClearOfCars(&GetPosition());
if (veh && veh->m_vehType != VEHICLE_TYPE_BIKE && veh != m_attachedTo ||
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())
InflictDamage(nil, WEAPONTYPE_RUNOVERBYCAR, 1000.0f, PEDPIECE_TORSO, 0);
return;
}
bGetUpAnimStarted = true;
m_pCollidingEntity = nil;
bKnockedUpIntoAir = false;
bKnockedOffBike = 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 (m_nWaitState == WAITSTATE_SUN_BATHE_IDLE) {
m_headingRate = 0.0f;
// Seemingly they planned to use different getup anims for different conditions, but sadly in final game all getup anims(GETUP1, GETUP2, GETUP3) are same...
if (bFleeWhenStanding && m_threatEx)
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_GETUP1, 1000.0f);
else
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_GETUP1, 1000.0f);
} else 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_STD_ANIMS, 4.0f, 0.0f);
}
}
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();
}
}
// Unused
void
CPed::SetLook(float direction)
{
if (IsPedInControl()) {
SetStoredState();
SetPedState(PED_LOOK_HEADING);
SetLookFlag(direction, false);
}
}
void
CPed::SetLook(CEntity* to)
{
if (IsPedInControl()) {
SetStoredState();
SetPedState(PED_LOOK_ENTITY);
SetLookFlag(to, false);
}
}
void
CPed::SetLookTimer(int time)
{
if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
m_lookTimer = CTimer::GetTimeInMilliseconds() + time;
}
}
void
CPed::SetAttackTimer(uint32 time)
{
if (CTimer::GetTimeInMilliseconds() > m_attackTimer)
m_attackTimer = Max(m_shootTimer, CTimer::GetTimeInMilliseconds()) + time;
}
void
CPed::SetShootTimer(uint32 time)
{
if (CTimer::GetTimeInMilliseconds() > m_shootTimer) {
m_shootTimer = CTimer::GetTimeInMilliseconds() + time;
}
}
void
CPed::ClearLook(void)
{
RestorePreviousState();
ClearLookFlag();
}
void
CPed::Look(void)
{
TurnBody();
}
bool
CPed::TurnBody(void)
{
bool turnDone = true;
if (m_pLookTarget)
m_fLookDirection = CGeneral::GetRadianAngleBetweenPoints(
m_pLookTarget->GetPosition().x,
m_pLookTarget->GetPosition().y,
GetPosition().x,
GetPosition().y);
float limitedLookDir = CGeneral::LimitRadianAngle(m_fLookDirection);
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::SetSeek(CVector pos, float distanceToCountDone)
{
if (!IsPedInControl()
|| (m_nPedState == PED_SEEK_POS && m_vecSeekPos.x == pos.x && m_vecSeekPos.y == pos.y) || m_nPedState == PED_FOLLOW_PATH)
return;
if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) {
ClearPointGunAt();
}
if (m_nPedState != PED_SEEK_POS)
SetStoredState();
SetPedState(PED_SEEK_POS);
m_distanceToCountSeekDone = distanceToCountDone;
m_vecSeekPos = pos;
}
void
CPed::SetSeek(CEntity *seeking, float distanceToCountDone)
{
if (!IsPedInControl())
return;
if (m_nPedState == PED_SEEK_ENTITY && m_pSeekTarget == seeking)
return;
if (!seeking || m_nPedState == PED_FOLLOW_PATH)
return;
if (m_nPedState != PED_SEEK_ENTITY)
SetStoredState();
SetPedState(PED_SEEK_ENTITY);
m_distanceToCountSeekDone = distanceToCountDone;
m_pSeekTarget = seeking;
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
SetMoveState(PEDMOVE_STILL);
}
void
CPed::ClearSeek(void)
{
SetIdle();
bRunningToPhone = false;
}
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_VEHICLE && !bDuckAndCover) {
if ((!m_pedInObjective || !m_pedInObjective->bInVehicle)
&& (CTimer::GetFrameCounter() + m_randomSeed + 60) % 32 == 0) {
CEntity *obstacle = CWorld::TestSphereAgainstWorld(m_vecSeekPos, 0.4f, nil,
false, true, false, false, false, false);
if (obstacle) {
if (!obstacle->IsVehicle() || ((CVehicle*)obstacle)->IsCar()) {
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();
if (m_objective == OBJECTIVE_FOLLOW_CHAR_IN_FORMATION && !m_pedInObjective) {
m_objective = OBJECTIVE_NONE;
ClearObjective();
SetWanderPath(0);
return false;
}
float seekPosDist = (m_vecSeekPos - GetPosition()).Magnitude2D();
if (seekPosDist < 2.0f || m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT) {
if (m_objective == OBJECTIVE_FOLLOW_CHAR_IN_FORMATION) {
if (m_pedInObjective->m_nMoveState != PEDMOVE_STILL)
nextMove = m_pedInObjective->m_nMoveState;
} else
nextMove = PEDMOVE_WALK;
} else if (m_objective != OBJECTIVE_FOLLOW_CHAR_IN_FORMATION) {
if (m_objective == OBJECTIVE_SPRINT_TO_AREA)
nextMove = PEDMOVE_SPRINT;
else 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;
}
}
CVector *nextNode = SeekFollowingPath();
if (nextNode || seekPosDist >= distanceToCountItDone) {
if (bIsRunning && nextMove != PEDMOVE_SPRINT)
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.f;
m_actionY = 0.f;
}
}
} else {
if (nextNode) {
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
nextNode->x, nextNode->y,
GetPosition().x, GetPosition().y);
} 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 >= 1.0f && 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_nPedState != PED_FOLLOW_PATH && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT && m_nWaitState == WAITSTATE_FALSE)) {
SetMoveState(nextMove);
}
SetMoveAnim();
return false;
}
if ((m_objective != OBJECTIVE_FOLLOW_CHAR_IN_FORMATION || m_pedInObjective->m_nMoveState == PEDMOVE_STILL) && m_nMoveState != PEDMOVE_STILL) {
m_nPedStateTimer = 0;
m_actionX = 0.f;
m_actionY = 0.f;
}
if (m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT || m_objective == OBJECTIVE_RUN_TO_AREA || m_objective == OBJECTIVE_SPRINT_TO_AREA ||
m_objective == OBJECTIVE_GOTO_AREA_ANY_MEANS || IsUseAttractorObjective(m_objective)) {
if (m_pNextPathNode)
m_pNextPathNode = nil;
else
bScriptObjectiveCompleted = true;
bUsePedNodeSeek = true;
}
return true;
}
void
CPed::SetFlee(CVector2D const &from, int time)
{
if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer || !IsPedInControl() || bKindaStayInSamePlace)
return;
if (m_nPedState != PED_FLEE_ENTITY) {
SetStoredState();
SetPedState(PED_FLEE_POS);
SetMoveState(PEDMOVE_RUN);
m_fleeFromPos = from;
}
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::SetFlee(CEntity *fleeFrom, int time)
{
if (!IsPedInControl() || bKindaStayInSamePlace || !fleeFrom)
return;
SetStoredState();
SetPedState(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::ClearFlee(void)
{
RestorePreviousState();
bUsePedNodeSeek = false;
m_chatTimer = 0;
m_fleeTimer = 0;
}
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) {
bMakeFleeScream = false;
eMoveState moveState = m_nMoveState;
ClearFlee();
if (m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE || m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS) {
bBeingChasedByPolice = false;
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 (bMakeFleeScream && !((CTimer::GetFrameCounter() + m_randomSeed) & 7)) {
Say(SOUND_PED_FLEE_SPRINT);
bMakeFleeScream = false;
}
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_chatTimer) {
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 = CPathFind::TakeWidthIntoAccountForWandering(m_pNextPathNode, m_randomSeed);
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_chatTimer = 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() >= m_collidingThingTimer)
return;
if (!m_collidingEntityWhileFleeing)
return;
double collidingThingPriorityMult = (double)(m_collidingThingTimer - CTimer::GetTimeInMilliseconds()) * 2.0 / 2500;
if (collidingThingPriorityMult <= 1.5) {
double angleToFleeEntity = CGeneral::GetRadianAngleBetweenPoints(
GetPosition().x,
GetPosition().y,
m_collidingEntityWhileFleeing->GetPosition().x,
m_collidingEntityWhileFleeing->GetPosition().y);
angleToFleeEntity = CGeneral::LimitRadianAngle(angleToFleeEntity);
double angleToFleeCollidingThing = CGeneral::GetRadianAngleBetweenPoints(
m_vecDamageNormal.x,
m_vecDamageNormal.y,
0.0f,
0.0f);
angleToFleeCollidingThing = CGeneral::LimitRadianAngle(angleToFleeCollidingThing);
if (angleToFleeEntity - PI > angleToFleeCollidingThing)
angleToFleeCollidingThing += TWOPI;
else if (PI + angleToFleeEntity < angleToFleeCollidingThing)
angleToFleeCollidingThing -= TWOPI;
if (collidingThingPriorityMult <= 1.0f) {
// Range [0.0, 1.0]
float angleToFleeBoth = (angleToFleeCollidingThing + angleToFleeEntity) * 0.5f;
if (m_fRotationDest - PI > angleToFleeBoth)
angleToFleeBoth += TWOPI;
else if (PI + m_fRotationDest < angleToFleeBoth)
angleToFleeBoth -= TWOPI;
m_fRotationDest = (1.0f - collidingThingPriorityMult) * m_fRotationDest + collidingThingPriorityMult * angleToFleeBoth;
} else {
// Range (1.0, 1.5]
double adjustedMult = (collidingThingPriorityMult - 1.0f) * 2.0f;
m_fRotationDest = angleToFleeEntity * (1.0 - adjustedMult) + adjustedMult * angleToFleeCollidingThing;
}
} 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;
}
// "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::SetWanderPath(int8 pathStateDest)
{
uint8 nextPathState;
if (IsPlayer())
return false;
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;
SetPedState(PED_WANDER_PATH);
SetMoveState(PEDMOVE_WALK);
bIsRunning = false;
return true;
}
} else {
m_nPathDir = pathStateDest;
bStartWanderPathOnFoot = true;
return false;
}
}
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 = CPathFind::TakeWidthIntoAccountForWandering(m_pNextPathNode, m_randomSeed);
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
uint8 tryCount = 0;
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);
if (((CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex))->m_pedStatType == PEDSTAT_SKATER) {
if (m_pNextPathNode) {
CVector unpacked(m_pNextPathNode->GetPosition() / 8.f);
if (!CPopulation::IsSkateable(unpacked))
m_pNextPathNode = nil;
}
}
// 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;
}
}
if (((CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex))->m_pedStatType == PEDSTAT_SKATER) {
if (m_pNextPathNode) {
CVector unpacked(m_pNextPathNode->GetPosition() / 8.f);
if (!CPopulation::IsSkateable(unpacked))
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);
}
}
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(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 && OurPedCanSeeThisOne((CEntity*)nearestPed)) {
m_nPedStateTimer = CTimer::GetTimeInMilliseconds()
+ 500 + (m_randomSeed + 3 * CTimer::GetFrameCounter())
% 1000 / 5;
m_fRotationDest += DEGTORAD(45.0f);
if (!bIsLooking) {
SetLookFlag(nearestPed, false);
SetLookTimer(CGeneral::GetRandomNumberInRange(500, 800));
}
}
}
}
}
}
}
CVector*
CPed::SeekFollowingPath(void)
{
static CVector vecNextPathNode;
if (m_nCurPathNodeId >= m_nNumPathNodes || m_nNumPathNodes == 0)
return nil;
vecNextPathNode = m_pathNodesToGo[m_nCurPathNodeId]->GetPosition();
if ((vecNextPathNode - GetPosition()).Magnitude2D() < m_distanceToCountSeekDone) {
m_nCurPathNodeId++;
if (m_nCurPathNodeId < m_nNumPathNodes)
m_pCurPathNode = m_pathNodesToGo[m_nCurPathNodeId];
}
if (m_nCurPathNodeId == m_nNumPathNodes)
return nil;
else
return &vecNextPathNode;
}
bool
CPed::SetFollowPath(CVector dest, float radius, eMoveState state, CEntity* walkAroundEnt, CEntity* targetEnt, int time)
{
if (m_nPedState == PED_FOLLOW_PATH) {
bool stopFollow = false;
if (walkAroundEnt && walkAroundEnt != m_followPathWalkAroundEnt || !walkAroundEnt && m_followPathWalkAroundEnt
|| targetEnt && targetEnt != m_followPathTargetEnt || !targetEnt && m_followPathTargetEnt) {
stopFollow = true;
} else if (targetEnt) {
if ((targetEnt->GetPosition() - m_followPathDestPos).MagnitudeSqr() > 1.f)
stopFollow = true;
} else if (!walkAroundEnt && !targetEnt) {
if ((dest - m_followPathDestPos).MagnitudeSqr() > 1.f)
stopFollow = true;
}
if (!stopFollow)
return false;
}
m_pathNodeTimer = CTimer::GetTimeInMilliseconds() + time;
m_followPathWalkAroundEnt = walkAroundEnt;
m_followPathTargetEnt = targetEnt;
m_distanceToCountSeekDone = 0.5f;
bool weHaveTargetPed = targetEnt && targetEnt->IsPed();
bool useDestVec = !weHaveTargetPed;
if (useDestVec)
m_followPathDestPos = dest;
else
m_followPathDestPos = targetEnt->GetPosition();
if (targetEnt && m_nPedState == PED_SEEK_POS) {
m_followPathDestPos = m_vecSeekPos;
}
m_followPathAbortDist = radius > 0.f ? radius : 20.f;
bool useGivenPedMove = state == PEDMOVE_RUN || state == PEDMOVE_WALK;
if (useGivenPedMove)
m_followPathMoveState = state;
else
m_followPathMoveState = PEDMOVE_WALK;
if (m_followPathWalkAroundEnt)
return SetFollowPathDynamic();
else
return SetFollowPathStatic();
}
bool
CPed::SetFollowPathStatic(void)
{
ClearFollowPath();
if (sq(m_followPathAbortDist) > (GetPosition() - m_followPathDestPos).MagnitudeSqr()
&& CWorld::IsWanderPathClear(GetPosition(), m_followPathDestPos, 0.5f, 4)) {
RestorePreviousState();
if (m_objective == OBJECTIVE_NONE) {
if (m_followPathMoveState == PEDMOVE_RUN)
SetObjective(OBJECTIVE_RUN_TO_AREA, m_followPathDestPos);
else
SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, m_followPathDestPos);
}
SetPedState(PED_NONE);
} else {
ThePaths.DoPathSearch(PATH_PED, GetPosition(), -1, m_followPathDestPos, m_pathNodesToGo, &m_nNumPathNodes,
ARRAY_SIZE(m_pathNodesToGo), nil, nil, 999999.9f, -1);
if (m_nNumPathNodes != 0) {
if (m_nNumPathNodes > 0 && m_pathNodesToGo[0] != m_pCurPathNode) {
for (int i = 0; i < ARRAY_SIZE(m_pathNodesToGo) - 1; i++) {
m_pathNodesToGo[i] = m_pathNodesToGo[i+1];
}
--m_nNumPathNodes;
}
for (int i = 0; i < m_nNumPathNodes; ++i) {
CVector nodePos = m_pathNodesToGo[i]->GetPosition();
if (sq(m_followPathAbortDist) > (nodePos - m_followPathDestPos).MagnitudeSqr()
&& CWorld::IsWanderPathClear(nodePos, m_followPathDestPos, 0.5f, 4)) {
m_nNumPathNodes = i + 1;
break;
}
}
m_nCurPathNodeId = 0;
if (m_pCurPathNode) {
for (int j = 0; j < m_nNumPathNodes; ++j) {
if (m_pathNodesToGo[j] == m_pCurPathNode) {
m_nCurPathNodeId = j;
break;
}
}
}
m_pCurPathNode = m_pathNodesToGo[m_nCurPathNodeId];
PedState oldLastState = m_nLastPedState;
m_nLastPedState = PED_NONE;
SetStoredState();
if (m_nLastPedState == PED_NONE)
m_nLastPedState = oldLastState;
SetPedState(PED_FOLLOW_PATH);
SetMoveState(m_followPathMoveState);
} else {
RestorePreviousState();
if (m_objective == OBJECTIVE_NONE) {
if (m_followPathMoveState == PEDMOVE_RUN)
SetObjective(OBJECTIVE_RUN_TO_AREA, m_followPathDestPos);
else
SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, m_followPathDestPos);
}
SetPedState(PED_NONE);
}
}
return true;
}
bool
CPed::SetFollowPathDynamic(void)
{
CVector colBoxMin = m_followPathWalkAroundEnt->GetColModel()->boundingBox.min + CVector(-0.35f, -0.35f, 0.f);
CVector colBoxMax = m_followPathWalkAroundEnt->GetColModel()->boundingBox.max + CVector(0.35f, 0.35f, 0.f);
CVector colCornerOffsets[4]; // BL, BR, TR, TL
colCornerOffsets[0] = CVector(colBoxMin.x, colBoxMin.y, 0.f);
colCornerOffsets[1] = CVector(colBoxMax.x, colBoxMin.y, 0.f);
colCornerOffsets[2] = CVector(colBoxMax.x, colBoxMax.y, 0.f);
colCornerOffsets[3] = CVector(colBoxMin.x, colBoxMax.y, 0.f);
if (m_followPathWalkAroundEnt->IsVehicle() && ((CVehicle*)m_followPathWalkAroundEnt)->IsUpsideDown()) {
CVector old0 = colCornerOffsets[0];
colCornerOffsets[0] = colCornerOffsets[1];
colCornerOffsets[1] = old0;
CVector old2 = colCornerOffsets[2];
colCornerOffsets[2] = colCornerOffsets[3];
colCornerOffsets[3] = old2;
}
CVector colCornerPos[4]; // global. again BL, BR, TR, TL
float dotProdCorrection[4];
CVector colBoxPlaneNormal[4];
for (int i=0; i<4; i++) {
colCornerPos[i] = m_followPathWalkAroundEnt->GetMatrix() * colCornerOffsets[i];
colCornerPos[i].z = GetPosition().z;
}
CVector prevColCorner = colCornerPos[3]; // top left
CVector *curCornerPos;
CVector fwdToNextCorner;
for (int i=0; i<4; i++) {
curCornerPos = &colCornerPos[i];
fwdToNextCorner = *curCornerPos - prevColCorner;
fwdToNextCorner.Normalise();
colBoxPlaneNormal[i] = CrossProduct(fwdToNextCorner, CVector(0.f, 0.f, 1.f));
dotProdCorrection[i] = -DotProduct(prevColCorner, colBoxPlaneNormal[i]); // yes, dp with global coord, as if in distance to plane calculation
prevColCorner = *curCornerPos;
}
bool weReGoingGreat = false;
CVector startVecCandidate = GetPosition();
CVector targetVecCandidate = m_followPathDestPos;
CVector dirToGo = targetVecCandidate - startVecCandidate;
dirToGo.Normalise();
CVector ourPos = startVecCandidate;
for (int i=0; i<4; i++) {
CVector curPlaneNormal = colBoxPlaneNormal[i];
float minusGlobalCornerPos = dotProdCorrection[i];
float startVecDistToPlane = DotProduct(curPlaneNormal, startVecCandidate) + minusGlobalCornerPos;
#define FRONT_OF_PLANE 1
#define ON_THE_PLANE 0
#define BEHIND_THE_PLANE -1
int8 startVecStatus;
int8 targetVecStatus;
if (startVecDistToPlane > 0.1f)
startVecStatus = FRONT_OF_PLANE;
else if (startVecDistToPlane < -0.1f)
startVecStatus = BEHIND_THE_PLANE;
else
startVecStatus = ON_THE_PLANE;
float targetVecDistToPlane = DotProduct(curPlaneNormal, targetVecCandidate) + minusGlobalCornerPos;
if (targetVecDistToPlane > 0.1f)
targetVecStatus = FRONT_OF_PLANE;
else if (targetVecDistToPlane < -0.1f)
targetVecStatus = BEHIND_THE_PLANE;
else
targetVecStatus = ON_THE_PLANE;
if (startVecStatus == BEHIND_THE_PLANE || targetVecStatus == BEHIND_THE_PLANE) {
if (startVecStatus == BEHIND_THE_PLANE && targetVecStatus == FRONT_OF_PLANE) {
targetVecCandidate = -(DotProduct(ourPos, curPlaneNormal) + minusGlobalCornerPos) / DotProduct(dirToGo, curPlaneNormal) * dirToGo + ourPos;
} else if (startVecStatus == FRONT_OF_PLANE && targetVecStatus == BEHIND_THE_PLANE) {
startVecCandidate = -(DotProduct(ourPos, curPlaneNormal) + minusGlobalCornerPos) / DotProduct(dirToGo, curPlaneNormal) * dirToGo + ourPos;
}
} else {
weReGoingGreat = true;
if (startVecStatus == ON_THE_PLANE)
startVecCandidate += (0.1f - startVecDistToPlane) * curPlaneNormal;
if (targetVecStatus == ON_THE_PLANE)
targetVecCandidate += (0.1f - targetVecDistToPlane) * curPlaneNormal;
}
#undef FRONT_OF_PLANE
#undef ON_THE_PLANE
#undef BEHIND_THE_PLANE
}
if (!weReGoingGreat) {
CVector avgOfColPoints = (colCornerPos[0] + colCornerPos[1] + colCornerPos[2] + colCornerPos[3]) / 4.f;
float radius = 0.0f;
// Find radius of col box of the entity we follow
for (int i=0; i<4; i++) {
float cornerDist = (colCornerPos[i] - avgOfColPoints).MagnitudeSqr();
if (cornerDist > radius)
radius = cornerDist;
}
CColSphere followedEntSphere;
followedEntSphere.Set(Sqrt(radius) * 1.1f, avgOfColPoints, 0, 0);
CVector distToDest = m_followPathDestPos - GetPosition();
distToDest.z = 0.f;
if (distToDest.Magnitude() == 0.0f)
return false;
distToDest.Normalise();
// Entity we follow doesn't go toward destination anymore, abort the following.
if (!followedEntSphere.IntersectRay(GetPosition(), distToDest, startVecCandidate, targetVecCandidate)) {
m_pathNodeTimer = 0;
if (m_nPedState == PED_FOLLOW_PATH)
RestorePreviousState();
return false;
}
}
int lastPlaneBehindUs = -1;
int lastPlaneInFrontOfUs = -1;
CVector oldstartVecCandidate = startVecCandidate;
CVector oldDirToGo = targetVecCandidate - startVecCandidate;
oldDirToGo.Normalise();
// At least one plane should be between target and us.
for (int i=0; i<4; i++) {
CVector curPlaneNormal = colBoxPlaneNormal[i];
float minusGlobalCornerPos = dotProdCorrection[i];
float startVecDistToPlane = DotProduct(curPlaneNormal, startVecCandidate) + minusGlobalCornerPos;
float targetVecDistToPlane = DotProduct(curPlaneNormal, targetVecCandidate) + minusGlobalCornerPos;
if (startVecDistToPlane > 0.0f && targetVecDistToPlane < 0.0f) {
lastPlaneInFrontOfUs = i;
startVecCandidate = -(DotProduct(oldstartVecCandidate, curPlaneNormal) + minusGlobalCornerPos) / DotProduct(oldDirToGo, curPlaneNormal) * oldDirToGo + oldstartVecCandidate;
} else if (startVecDistToPlane < 0.0f && targetVecDistToPlane > 0.0f) {
lastPlaneBehindUs = i;
targetVecCandidate = -(DotProduct(oldstartVecCandidate, curPlaneNormal) + minusGlobalCornerPos) / DotProduct(oldDirToGo, curPlaneNormal) * oldDirToGo + oldstartVecCandidate;
}
}
CVector destsVariant1[5];
CVector destsVariant2[5];
// If not, followed entity diverged from route and we should abort the following.
if (lastPlaneBehindUs >= 0 && lastPlaneInFrontOfUs >= 0) {
int planeInFrontCircular = (lastPlaneInFrontOfUs + 4) % -4;
int planeInFrontCircularMinusOne = (lastPlaneInFrontOfUs + 3) % -4;
int planeInBehindCircular = (lastPlaneBehindUs + 4) % -4;
int planeInBehindCircularMinusOne = (lastPlaneBehindUs + 3) % -4;
destsVariant1[0] = GetPosition();
destsVariant1[1] = colCornerPos[planeInFrontCircularMinusOne];
int destsVar1LastNode = 2;
for(; planeInFrontCircularMinusOne != planeInBehindCircular; destsVar1LastNode++) {
planeInFrontCircularMinusOne = (planeInFrontCircularMinusOne + 3) % -4;
destsVariant1[destsVar1LastNode] = colCornerPos[planeInFrontCircularMinusOne];
}
destsVariant1[destsVar1LastNode] = m_followPathDestPos;
destsVariant2[0] = GetPosition();
destsVariant2[1] = colCornerPos[planeInFrontCircular];
int destsVar2LastNode = 2;
for (; planeInFrontCircular != planeInBehindCircularMinusOne; destsVar2LastNode++) {
planeInFrontCircular = (planeInFrontCircular + 5) % -4;
destsVariant2[destsVar2LastNode] = colCornerPos[planeInFrontCircular];
}
destsVariant2[destsVar2LastNode] = m_followPathDestPos;
CEntity *foundEnt1 = nil;
int dests1isOk = true;
int nodeToStopDestsVar1 = destsVar1LastNode + 1;
CVector avgOfColPoints2 = (colCornerPos[0] + colCornerPos[1] + colCornerPos[2] + colCornerPos[3]) / 4.f;
CVector prevDestVar1 = destsVariant1[0];
for (int i = 1; i < destsVar1LastNode + 1; i++) {
CVector *curDestVar1 = &destsVariant1[i];
CVector routeNormalHalf = *curDestVar1 - prevDestVar1;
routeNormalHalf.z = 0.f;
routeNormalHalf.Normalise();
routeNormalHalf *= 0.5f;
float oldX = -routeNormalHalf.x;
routeNormalHalf.z = 0.0f;
routeNormalHalf.x = routeNormalHalf.y;
routeNormalHalf.y = oldX;
if (DotProduct(*curDestVar1 - avgOfColPoints2, routeNormalHalf) < 0.0f)
routeNormalHalf *= -1.f;
CColPoint foundCol;
bool foundObstacle = CWorld::ProcessLineOfSight(prevDestVar1, *curDestVar1, foundCol, foundEnt1,
true, true, true, true, false, false, false, false);
if (!foundObstacle)
foundObstacle = CWorld::ProcessLineOfSight(prevDestVar1 + routeNormalHalf, *curDestVar1 + routeNormalHalf, foundCol, foundEnt1, true, true, true, true, false, false, false, false);
if (foundObstacle) {
if (foundEnt1 == m_followPathWalkAroundEnt || foundEnt1 == this || foundEnt1 == m_pSeekTarget) {
foundEnt1 = nil;
} else {
if (!foundEnt1->IsPed()) {
dests1isOk = false;
nodeToStopDestsVar1 = i;
break;
}
if (((CPed*)foundEnt1)->m_nPedState == PED_IDLE) {
dests1isOk = false;
nodeToStopDestsVar1 = i;
break;
}
if (DotProduct(*curDestVar1 - prevDestVar1, foundEnt1->GetForward()) < 0.f) {
dests1isOk = false;
nodeToStopDestsVar1 = i;
break;
}
if (((CPed*)foundEnt1)->m_pedInObjective == this) {
dests1isOk = false;
nodeToStopDestsVar1 = i;
break;
}
}
}
prevDestVar1 = *curDestVar1;
}
CEntity *foundEnt2 = nil;
int dests2isOk = true;
int nodeToStopDestsVar2 = destsVar2LastNode + 1;
CVector prevDestVar2 = destsVariant2[0];
for (int i = 1; i < destsVar2LastNode + 1; i++) {
CVector *curDestVar2 = &destsVariant2[i];
CVector routeNormalHalf = *curDestVar2 - prevDestVar2;
routeNormalHalf.z = 0.f;
routeNormalHalf.Normalise();
routeNormalHalf *= 0.5f;
float oldX = -routeNormalHalf.x;
routeNormalHalf.z = 0.0f;
routeNormalHalf.x = routeNormalHalf.y;
routeNormalHalf.y = oldX;
if (DotProduct(*curDestVar2 - avgOfColPoints2, routeNormalHalf) < 0.0f)
routeNormalHalf *= -1.f;
CColPoint foundCol;
bool foundObstacle = CWorld::ProcessLineOfSight(prevDestVar2, *curDestVar2, foundCol, foundEnt2,
true, true, true, true, false, false, false, false);
if (!foundObstacle)
foundObstacle = CWorld::ProcessLineOfSight(prevDestVar2 + routeNormalHalf, *curDestVar2 + routeNormalHalf, foundCol, foundEnt2, true, true, true, true, false, false, false, false);
if (foundObstacle) {
if (foundEnt2 == m_followPathWalkAroundEnt || foundEnt2 == this || foundEnt2 == m_pSeekTarget) {
foundEnt2 = 0;
} else {
if (!foundEnt2->IsPed()) {
dests2isOk = false;
nodeToStopDestsVar2 = i;
break;
}
if (((CPed*)foundEnt2)->m_nPedState == PED_IDLE) {
dests2isOk = false;
nodeToStopDestsVar2 = i;
break;
}
if (DotProduct(*curDestVar2 - prevDestVar2, foundEnt2->GetForward()) < 0.f) {
dests2isOk = false;
nodeToStopDestsVar2 = i;
break;
}
if (((CPed*)foundEnt2)->m_pedInObjective == this) {
dests2isOk = false;
nodeToStopDestsVar2 = i;
break;
}
}
}
prevDestVar2 = *curDestVar2;
}
float destTotalLengthVar1 = 0.0f;
for(int i=0; i < destsVar1LastNode; i++){
destTotalLengthVar1 += (destsVariant1[i + 1] - destsVariant1[i]).Magnitude();
}
float destTotalLengthVar2 = 0.0f;
for (int i = 0; i < destsVar2LastNode; i++) {
destTotalLengthVar2 += (destsVariant2[i + 1] - destsVariant2[i]).Magnitude();
}
int destVariantToUse;
if (dests1isOk && dests2isOk) {
if (destTotalLengthVar1 < destTotalLengthVar2)
destVariantToUse = 1;
else
destVariantToUse = 2;
} else if (dests1isOk) {
destVariantToUse = 1;
} else if (dests2isOk) {
destVariantToUse = 2;
} else if (nodeToStopDestsVar1 == 1 && nodeToStopDestsVar2 > 1) {
destVariantToUse = 2;
} else if (nodeToStopDestsVar1 > 1 && nodeToStopDestsVar2 == 1) {
destVariantToUse = 1;
} else if (foundEnt1 == foundEnt2) {
if (destTotalLengthVar1 < destTotalLengthVar2)
destVariantToUse = 1;
else
destVariantToUse = 2;
} else if (foundEnt1->GetColModel()->boundingSphere.radius >= foundEnt2->GetColModel()->boundingSphere.radius) {
destVariantToUse = 2;
} else {
destVariantToUse = 1;
}
if (destVariantToUse == 1) {
ClearFollowPath();
for (int i = 1; i < destsVar1LastNode; i++) {
CPathNode* nextNode = &m_pathNodeObjPool[m_nNumPathNodes];
nextNode->SetPosition(destsVariant1[i]);
m_pathNodesToGo[m_nNumPathNodes++] = nextNode;
}
} else if (destVariantToUse == 2) {
ClearFollowPath();
for (int i = 1; i < destsVar2LastNode; i++) {
CPathNode *nextNode = &m_pathNodeObjPool[m_nNumPathNodes];
nextNode->SetPosition(destsVariant2[i]);
m_pathNodesToGo[m_nNumPathNodes++] = nextNode;
}
}
if (m_nNumPathNodes != 0) {
PedState oldLastState = m_nLastPedState;
m_nLastPedState = PED_NONE;
SetStoredState();
if (m_nLastPedState == PED_NONE)
m_nLastPedState = oldLastState;
SetPedState(PED_FOLLOW_PATH);
SetMoveState(m_followPathMoveState);
return true;
} else {
m_pathNodeTimer = 0;
if (m_nPedState == PED_FOLLOW_PATH)
RestorePreviousState();
return false;
}
} else {
m_pathNodeTimer = 0;
if (m_nPedState == PED_FOLLOW_PATH)
RestorePreviousState();
return false;
}
}
void
CPed::ClearFollowPath()
{
for (int i = 0; i < ARRAY_SIZE(m_pathNodesToGo); i++) {
m_pathNodesToGo[i] = nil;
}
m_nNumPathNodes = 0;
m_nCurPathNodeId = 0;
}
void
CPed::FollowPath(void)
{
m_pCurPathNode = m_pathNodesToGo[m_nCurPathNodeId];
if (m_pathNodeTimer > 0 && CTimer::GetTimeInMilliseconds() > m_pathNodeTimer) {
RestorePreviousState();
ClearFollowPath();
m_pathNodeTimer = 0;
} else {
if (m_pathNodesToGo[m_nCurPathNodeId]) {
m_vecSeekPos.x = m_pathNodesToGo[m_nCurPathNodeId]->GetPosition().x;
m_vecSeekPos.y = m_pathNodesToGo[m_nCurPathNodeId]->GetPosition().y;
m_vecSeekPos.z = GetPosition().z;
if (Seek()) {
if (m_nCurPathNodeId == m_nNumPathNodes) {
RestorePreviousState();
ClearFollowPath();
SetFollowPath(m_followPathDestPos, m_followPathAbortDist, m_followPathMoveState, m_followPathWalkAroundEnt,
m_followPathTargetEnt, m_pathNodeTimer - CTimer::GetTimeInMilliseconds());
}
}
} else {
RestorePreviousState();
ClearFollowPath();
m_pathNodeTimer = 0;
}
}
}
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 = TWOPI - neededTurn;
CVehicle *veh = (CVehicle*)reason;
if (reason->IsVehicle() && veh->IsCar()) {
if (veh->m_nCarHornTimer != 0) {
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 -= TWOPI;
// 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 = vehDirection - HALFPI;
else
angleToFace = vehDirection + HALFPI;
stepAnim = NUM_STD_ANIMS;
if (animType == 0 || animType == 1)
stepAnim = ANIM_EV_STEP;
else if (animType == 2)
stepAnim = ANIM_HANDSCOWER;
}
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();
SetPedState(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 != 0 && !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 select dive direction randomly. 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;
}
// VC's primitve solution to dive direction problem, see above for better one. This part doesn't exist on III at all
#ifndef FIX_BUGS
angleToFace += HALFPI;
if (CGeneral::GetRandomNumber() & 1)
angleToFace -= PI;
#endif
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();
SetPedState(PED_STEP_AWAY);
} else {
m_fRotationCur = angleToFace;
ClearLookFlag();
ClearAimFlag();
SetStoredState();
SetPedState(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);
}
}
}
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)
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->SetPedState(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)
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::SetDie(AnimationId animId, float delta, float speed)
{
if (m_attractor)
GetPedAttractorManager()->DeRegisterPed(this, m_attractor);
CPlayerPed *player = FindPlayerPed();
if (player == this) {
if (!player->m_bCanBeDamaged)
return;
}
m_threatEntity = nil;
if (DyingOrDead())
return;
CAnimBlendAssociation *dieAssoc = nil;
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() && (!m_pMyVehicle || !m_pMyVehicle->IsBike()))
FlagToDestroyWhenNextProcessed();
} else if (bInVehicle) {
if (m_pVehicleAnim)
m_pVehicleAnim->blendDelta = -1000.0f;
} else if (EnteringCar()) {
QuitEnteringCar();
}
SetPedState(PED_DIE);
if (animId == NUM_STD_ANIMS) {
bIsPedDieAnimPlaying = false;
} else {
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();
if (!CGame::nastyGame && animId == ANIM_FLOOR_HIT) {
if (dieAssoc) {
dieAssoc->SetCurrentTime(dieAssoc->hierarchy->totalLength - 0.01f);
dieAssoc->SetRun();
}
}
}
void
CPed::FinishDieAnimCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
if (ped->bIsPedDieAnimPlaying)
ped->bIsPedDieAnimPlaying = false;
}
void
CPed::SetDead(void)
{
if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DROWN))
bUsesCollision = false;
m_fHealth = 0.0f;
if (m_nPedState == PED_DRIVING)
bIsVisible = false;
SetPedState(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()) {
RemoveWeaponAnims(0, -1000.0f);
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::Die(void)
{
// UNUSED: This is a perfectly empty function.
}
void
CPed::SetChat(CEntity *chatWith, uint32 time)
{
if (m_nPedState != PED_CHAT) {
m_nLastPedState = PED_NONE;
SetStoredState();
}
SetPedState(PED_CHAT);
SetMoveState(PEDMOVE_STILL);
m_lookTimer = 0;
SetLookFlag(chatWith, true);
m_chatTimer = CTimer::GetTimeInMilliseconds() + time;
m_lookTimer = CTimer::GetTimeInMilliseconds() + 3000;
}
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();
m_chatTimer = CTimer::GetTimeInMilliseconds() + 30000;
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 (CGeneral::GetRandomNumber() < 20 && !RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_IDLE)) {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f);
}
if (!bIsTalking && !RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_IDLE)) {
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_chatTimer && CTimer::GetTimeInMilliseconds() > m_chatTimer) {
ClearChat();
m_chatTimer = CTimer::GetTimeInMilliseconds() + 30000;
}
}
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();
if (m_objective == OBJECTIVE_BUY_ICE_CREAM) {
bBoughtIceCream = true;
SetObjective(OBJECTIVE_NONE);
SetWanderPath(CGeneral::GetRandomNumberInRange(0, 8));
}
}
bool
CPed::FacePhone(void)
{
// FIX: This function was broken since it's left unused early in development.
#ifdef FIX_BUGS
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);
bool turnDone = TurnBody();
if (turnDone) {
SetIdle();
ClearLookFlag();
m_phoneTalkTimer = CTimer::GetTimeInMilliseconds() + 10000;
}
return turnDone;
#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
}
bool
CPed::MakePhonecall(void)
{
if (CTimer::GetTimeInMilliseconds() <= m_phoneTalkTimer)
return false;
SetIdle();
gPhoneInfo.m_aPhones[m_phoneId].m_nState = PHONE_STATE_FREE;
m_phoneId = -1;
return true;
}
void
StartTalkingOnMobileCB(CAnimBlendAssociation* assoc, void* arg)
{
CPed* ped = (CPed*)arg;
if (ped->m_nPedState == PED_ANSWER_MOBILE)
CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_PHONE_TALK, 4.0f);
}
void
FinishTalkingOnMobileCB(CAnimBlendAssociation *assoc, void *arg)
{
CPed *ped = (CPed*)arg;
if (ped->m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) {
ped->RemoveWeaponModel(MI_MOBILE);
ped->SetCurrentWeapon(ped->m_storedWeapon);
ped->m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
}
ped->m_lookTimer = 0;
}
void
CPed::SetAnswerMobile(void)
{
if (m_nPedState != PED_ANSWER_MOBILE && !DyingOrDead()) {
SetPedState(PED_ANSWER_MOBILE);
RemoveWeaponAnims(GetWeapon()->m_eWeaponType, -4.0f);
CAnimBlendAssociation *assoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_PHONE_IN, 4.0f);
assoc->SetFinishCallback(StartTalkingOnMobileCB, this);
m_lookTimer = INT32_MAX;
if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED)
m_storedWeapon = GetWeapon()->m_eWeaponType;
RemoveWeaponModel(-1);
}
}
void
CPed::ClearAnswerMobile(void)
{
if (m_nLastPedState == PED_ANSWER_MOBILE)
m_nLastPedState = PED_NONE;
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_PHONE_TALK)) {
CAnimBlendAssociation *assoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_PHONE_OUT, 8.0f);
assoc->SetFinishCallback(FinishTalkingOnMobileCB, this);
} else
FinishTalkingOnMobileCB(nil, this);
if (m_nPedState == PED_ANSWER_MOBILE) {
m_nPedState = PED_IDLE;
RestorePreviousState();
m_pVehicleAnim = nil;
}
}
void
CPed::AnswerMobile(void)
{
if (!IsPedInControl())
return;
CAnimBlendAssociation *phoneInAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_PHONE_IN);
CAnimBlendAssociation *phoneOutAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_PHONE_OUT);
CAnimBlendAssociation *phoneTalkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_PHONE_TALK);
if (phoneInAssoc || phoneTalkAssoc || phoneOutAssoc) {
if (phoneInAssoc) {
if (phoneInAssoc->currentTime >= 0.85f && !m_pWeaponModel) {
CBaseModelInfo *phoneModel = CModelInfo::GetModelInfo(MI_MOBILE);
m_pWeaponModel = (RpAtomic*)phoneModel->CreateInstance();
phoneModel->AddRef();
m_wepModelID = MI_MOBILE;
// They copied AddWeaponModel and forgot that here
// bool unused = IsPlayer();
}
} else if (phoneOutAssoc) {
if (phoneOutAssoc->currentTime >= 0.5f && phoneOutAssoc->currentTime - phoneOutAssoc->timeStep < 0.5f) {
RemoveWeaponModel(MI_MOBILE);
SetCurrentWeapon(m_storedWeapon);
m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
}
}
} else {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_PHONE_TALK, 4.0f);
}
}
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::SetSeekCar(CVehicle *car, uint32 doorNode)
{
if (m_nPedState == PED_SEEK_CAR)
return;
if (!CanSetPedState() || m_nPedState == PED_DRIVING)
return;
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_vehDoor = doorNode;
m_distanceToCountSeekDone = 0.5f;
SetPedState(PED_SEEK_CAR);
}
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 (!vehToSeek->IsBike() && m_vehDoor && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) {
if (IsRoomToBeCarJacked()) {
dest = GetPositionToOpenCarDoor(vehToSeek, m_vehDoor);
} else if (m_nPedType == PEDTYPE_COP) {
dest = GetPositionToOpenCarDoor(vehToSeek, CAR_DOOR_RF);
} else {
SetMoveState(PEDMOVE_STILL);
}
} else
GetNearestDoor(vehToSeek, dest);
} else {
if (m_carJackTimer > 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_carJackTimer = 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();
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);
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_vehDoor))
bVehEnterDoorIsBlocked = true;
else
bVehEnterDoorIsBlocked = false;
// Arrived to the car
if (Seek()) {
if (!foundBetterPosToSeek) {
if (1.6f + GetPosition().z > dest.z && GetPosition().z - 0.5f < dest.z) {
#ifdef GTA_TRAIN
if (vehToSeek->IsTrain()) {
SetEnterTrain(vehToSeek, m_vehDoor);
} else
#endif
{
m_fRotationCur = m_fRotationDest;
if (!bVehEnterDoorIsBlocked) {
vehToSeek->SetIsStatic(false);
if (m_objective == OBJECTIVE_SOLICIT_VEHICLE) {
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->IsBike()) {
if ((!m_leader || m_leader != vehToSeek->pDriver) &&
((m_vehDoor == CAR_DOOR_LF || m_vehDoor == CAR_DOOR_RF || m_vehDoor == CAR_WINDSCREEN) && vehToSeek->pDriver ||
(m_vehDoor == CAR_DOOR_LR || m_vehDoor == CAR_DOOR_RR) && vehToSeek->pPassengers[0])) {
SetCarJack(vehToSeek);
} else {
SetEnterCar(vehToSeek, m_vehDoor);
}
} else if (!vehToSeek->bIsBus && (!m_leader || m_leader != vehToSeek->pDriver) &&
(m_vehDoor == CAR_DOOR_LF && vehToSeek->pDriver || m_vehDoor == CAR_DOOR_RF && vehToSeek->pPassengers[0] || m_vehDoor == CAR_DOOR_LR && vehToSeek->pPassengers[1] || m_vehDoor == CAR_DOOR_RR && vehToSeek->pPassengers[2])) {
SetCarJack(vehToSeek);
if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && m_vehDoor != CAR_DOOR_LF)
vehToSeek->pDriver->bFleeAfterExitingCar = true;
} else {
SetEnterCar(vehToSeek, m_vehDoor);
}
break;
case STATUS_ABANDONED:
if (vehToSeek->IsBike()) {
if ((m_vehDoor == CAR_DOOR_LR || m_vehDoor == CAR_DOOR_RR) && vehToSeek->pPassengers[0]) {
if (vehToSeek->pPassengers[0]->bDontDragMeOutCar) {
if (IsPlayer())
SetEnterCar(vehToSeek, m_vehDoor);
} else {
SetCarJack(vehToSeek);
}
} else {
SetEnterCar(vehToSeek, m_vehDoor);
}
} else if (m_vehDoor == CAR_DOOR_RF && vehToSeek->pPassengers[0]) {
if (vehToSeek->pPassengers[0]->bDontDragMeOutCar) {
if (IsPlayer())
SetEnterCar(vehToSeek, m_vehDoor);
} else {
SetCarJack(vehToSeek);
}
} else {
SetEnterCar(vehToSeek, m_vehDoor);
}
break;
case STATUS_WRECKED:
SetIdle();
break;
default:
return;
}
} else {
RestorePreviousState();
}
} else {
SetMoveState(PEDMOVE_STILL);
}
}
}
}
}
}
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;
}
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;
}
bool
CPed::IsPlayer(void) const
{
#if 0
return m_nPedType == PEDTYPE_PLAYER1; // Original
#else
// We still have those in enum, so let's also check for them.
return m_nPedType == PEDTYPE_PLAYER1 || m_nPedType == PEDTYPE_PLAYER2 ||
m_nPedType == PEDTYPE_PLAYER3 || m_nPedType == PEDTYPE_PLAYER4;
#endif
}
bool
CPed::IsGangMember(void) const
{
return m_nPedType >= PEDTYPE_GANG1 && m_nPedType <= PEDTYPE_GANG9;
}
bool
IsPedPointerValid(CPed* pPed)
{
if (!IsPedPointerValid_NotInWorld(pPed))
return false;
if (pPed->bInVehicle && pPed->m_pMyVehicle)
return IsEntityPointerValid(pPed->m_pMyVehicle);
return pPed->m_entryInfoList.first || pPed == FindPlayerPed();
}
bool
IsPedPointerValid_NotInWorld(CPed* pPed)
{
if (!pPed)
return false;
int index = CPools::GetPedPool()->GetJustIndex_NoFreeAssert(pPed);
#ifdef FIX_BUGS
if (index < 0 || index >= NUMPEDS)
#else
if (index < 0 || index > NUMPEDS)
#endif
return false;
return true;
}
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;
}
void
CPed::SetPedPositionInCar(void)
{
bool notYet = false;
if (CReplay::IsPlayingBack())
return;
if (bChangedSeat) {
if (m_pMyVehicle->IsBike()) {
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BIKE_JUMPON_R)
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BIKE_JUMPON_L)
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BIKE_KICK)) {
LineUpPedWithCar(LINE_UP_TO_CAR_START);
return;
}
bChangedSeat = false;
} else {
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)
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_JUMPIN_LHS)) {
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->IsBike())
seatPos.x = -seatPos.x;
} else if (m_pMyVehicle->pPassengers[0] == this) {
seatPos = m_pMyVehicle->IsBike() ? vehModel->m_positions[CAR_POS_BACKSEAT]: 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();
}
}
if (m_pMyVehicle->IsBike()) {
((CBike*)m_pMyVehicle)->CalculateLeanMatrix();
newMat = ((CBike*)m_pMyVehicle)->m_leanMatrix;
}
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);
tempMat.Translate(0.0f, 0.6f, 0.0f);
newMat = newMat * tempMat;
} else if (m_pMyVehicle->pPassengers[2] == this) {
m_fRotationCur = m_pMyVehicle->GetForward().Heading() + HALFPI;
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;
}
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::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;
}
}
bool
CPed::LookForInterestingNodes(void)
{
CBaseModelInfo *model;
CPtrNode *ptrNode;
CVector effectDist;
C2dEffect *effect;
CMatrix *objMat;
if ((CTimer::GetFrameCounter() + (m_randomSeed % 256)) & 7 || CTimer::GetTimeInMilliseconds() <= m_chatTimer) {
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();
CVector 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();
CVector 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();
CVector 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();
CVector 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_chatTimer = CTimer::GetTimeInMilliseconds() + 2000;
SetLookFlag(angleToFace, true);
SetLookTimer(1000);
return false;
}
CVector2D effectPos = *objMat * effect->pos;
switch (effect->attractor.type) {
case ATTRACTORTYPE_ICECREAM:
SetInvestigateEvent(EVENT_ICECREAM, effectPos, 0.1f, 15000, angleToFace);
break;
case ATTRACTORTYPE_STARE:
SetInvestigateEvent(EVENT_SHOPSTALL, effectPos, 1.0f,
CGeneral::GetRandomNumberInRange(8000, 10 * effect->attractor.probability + 8500),
angleToFace);
break;
default:
return true;
}
return true;
}
void
PlayRandomAnimationsFromAnimBlock(CPed* ped, AssocGroupId animGroup, uint32 first, uint32 amount)
{
if (!ped->IsPedInControl())
return;
const char *groupName = CAnimManager::GetAnimGroupName(animGroup);
CAnimBlock *animBlock = CAnimManager::GetAnimationBlock(groupName);
CAnimBlendAssociation *assoc;
for (assoc = RpAnimBlendClumpGetFirstAssociation(ped->GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
int first = animBlock->firstIndex;
int index = assoc->hierarchy - CAnimManager::GetAnimation(0);
if (index >= first && index < first + animBlock->numAnims) {
break;
}
}
if (CTimer::GetTimeInMilliseconds() > ped->m_nWaitTimer && assoc)
assoc->flags &= ~ASSOC_REPEAT;
if (!assoc || assoc->blendDelta < 0.0f) {
int selectedAnimOffset;
do
selectedAnimOffset = CGeneral::GetRandomNumberInRange(0, amount);
while (assoc && first + selectedAnimOffset == assoc->animId);
assoc = CAnimManager::BlendAnimation(ped->GetClump(), animGroup, (AnimationId)(first + selectedAnimOffset), 3.0f);
assoc->SetFinishCallback(CPed::FinishedWaitCB, ped);
if (assoc->flags & ASSOC_REPEAT)
ped->m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(3000, 8000);
else
ped->m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 8000;
}
}
void
CPed::ClearWaitState(void)
{
CAnimBlendAssociation *assoc;
switch (m_nWaitState) {
case WAITSTATE_PLAYANIM_CHAT:
case WAITSTATE_SIT_DOWN:
case WAITSTATE_SIT_DOWN_RVRS:
case WAITSTATE_SIT_UP:
case WAITSTATE_SIT_IDLE:
case WAITSTATE_USE_ATM:
if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) {
if (m_nWaitState == WAITSTATE_USE_ATM) {
assoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ATM);
if (assoc)
assoc->blendDelta = -8.0f;
if (m_attractor)
GetPedAttractorManager()->DeRegisterPed(this, m_attractor);
} else if (m_nWaitState == WAITSTATE_PLAYANIM_CHAT) {
assoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT);
if (assoc)
assoc->blendDelta = -8.0f;
if (m_attractor)
GetPedAttractorManager()->DeRegisterPed(this, m_attractor);
} else if (m_nWaitState == WAITSTATE_SIT_DOWN || m_nWaitState == WAITSTATE_SIT_DOWN_RVRS || m_nWaitState == WAITSTATE_SIT_IDLE || m_nWaitState == WAITSTATE_SIT_UP) {
switch (m_nWaitState) {
case WAITSTATE_SIT_DOWN:
assoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SEAT_DOWN);
if (assoc)
assoc->blendDelta = -8.0f;
break;
case WAITSTATE_SIT_IDLE:
assoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SEAT_IDLE);
if (assoc)
assoc->blendDelta = -8.0f;
break;
case WAITSTATE_SIT_UP:
assoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SEAT_UP);
if (assoc)
assoc->blendDelta = -8.0f;
break;
default:
break;
}
if (m_attractor)
GetPedAttractorManager()->DeRegisterPed(this, m_attractor);
}
}
break;
case WAITSTATE_RIOT:
{
CAnimBlock* riotAnimBlock = CAnimManager::GetAnimationBlock("riot");
for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
int first = riotAnimBlock->firstIndex;
int index = assoc->hierarchy - CAnimManager::GetAnimation(0);
if (index >= first && index < first + riotAnimBlock->numAnims) {
assoc->blendDelta = -1000.0f;
}
}
break;
}
case WAITSTATE_FAST_FALL:
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_KO_SKID_FRONT))
SetGetUp();
break;
case WAITSTATE_BOMBER:
assoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BOMBER);
if (assoc)
assoc->blendDelta = -8.0f;
break;
case WAITSTATE_STRIPPER:
{
CAnimBlock* stripAnimBlock = CAnimManager::GetAnimationBlock("strip");
for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
int first = stripAnimBlock->firstIndex;
int index = assoc->hierarchy - CAnimManager::GetAnimation(0);
if (index >= first && index < first + stripAnimBlock->numAnims) {
assoc->blendDelta = -1000.0f;
}
}
break;
}
case WAITSTATE_LANCESITTING:
assoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SUNBATHE);
if (assoc)
assoc->blendDelta = -8.0f;
break;
case WAITSTATE_PLAYANIM_HANDSUP_SIMPLE:
assoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HANDSUP);
if (assoc)
assoc->blendDelta = -8.0f;
break;
default:
break;
}
m_nWaitState = WAITSTATE_FALSE;
}
void
CPed::SetWaitState(eWaitState state, void *time)
{
AnimationId waitAnim = NUM_STD_ANIMS;
CAnimBlendAssociation *animAssoc;
if (!IsPedInControl())
return;
if (m_nWaitState == WAITSTATE_RIOT && state != WAITSTATE_FALSE)
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:
case WAITSTATE_RIOT:
case WAITSTATE_STRIPPER:
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_carJackTimer = 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);
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
// Random char as passenger? Cop, medic etc.?
if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == RANDOM_CHAR && m_nPedState == PED_SEEK_CAR) {
ClearObjective();
RestorePreviousState();
m_carJackTimer = 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_STD_ANIMS)
waitAnim = ANIM_HANDSUP;
case WAITSTATE_PLAYANIM_HANDSCOWER:
if (waitAnim == NUM_STD_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_STD_ANIMS)
waitAnim = ANIM_IDLE_TAXI;
case WAITSTATE_PLAYANIM_CHAT:
if (waitAnim == NUM_STD_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;
case WAITSTATE_SIT_DOWN:
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_SEAT_DOWN, 4.0f);
animAssoc->SetFinishCallback(FinishedWaitCB, this);
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 100000;
break;
case WAITSTATE_SIT_UP:
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_SEAT_UP, 4.0f);
animAssoc->SetFinishCallback(FinishedWaitCB, this);
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 100000;
break;
case WAITSTATE_SIT_IDLE:
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_SEAT_IDLE, 128.f);
animAssoc->SetFinishCallback(FinishedWaitCB, this);
if (time)
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time;
else
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(25000, 30000);
break;
case WAITSTATE_USE_ATM:
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ATM, 4.0f);
animAssoc->SetFinishCallback(FinishedWaitCB, this);
if (time)
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time;
else
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 100000;
break;
case WAITSTATE_SUN_BATHE_IDLE:
m_headingRate = 0.0f;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_SUNBATHE, ANIM_SUNBATHE, 4.0f);
animAssoc->SetDeleteCallback(DeleteSunbatheIdleAnimCB, this);
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(50000, 100000);
break;
case WAITSTATE_FAST_FALL:
SetFall(-1, ANIM_KO_SKID_FRONT, true);
break;
case WAITSTATE_BOMBER:
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_BOMBER, 4.0f);
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time;
break;
case WAITSTATE_GROUND_ATTACK:
{
CWeaponInfo* currentWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
if (!currentWeapon)
break;
if (GetFireAnimGround(currentWeapon, false)) {
if (!RpAnimBlendClumpGetAssociation(GetClump(), GetFireAnimGround(currentWeapon, false))) {
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
CAnimBlendAssociation* newAnim = CAnimManager::BlendAnimation(GetClump(),
currentWeapon->m_AnimToPlay, GetFireAnimGround(currentWeapon, false), 8.0f);
newAnim->SetDeleteCallback(FinishedWaitCB, this);
}
}
break;
}
case WAITSTATE_LANCESITTING:
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_LANCE, ANIM_SUNBATHE, 4.0f);
break;
case WAITSTATE_PLAYANIM_HANDSUP_SIMPLE:
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSUP, 4.0f);
animAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
animAssoc->SetDeleteCallback(FinishedWaitCB, this);
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time;
break;
default:
ClearWaitState();
RestoreHeadingRate();
return;
}
m_nWaitState = state;
}
void
CPed::Wait(void)
{
AnimationId mustHaveAnim = NUM_STD_ANIMS;
CAnimBlendAssociation *animAssoc;
CPed *pedWeLook;
if (DyingOrDead()) {
ClearWaitState();
RestoreHeadingRate();
return;
}
switch (m_nWaitState) {
case WAITSTATE_TRAFFIC_LIGHTS:
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
if (CTrafficLights::LightForPeds() == PED_LIGHTS_WALK) {
ClearWaitState();
SetMoveState(PEDMOVE_WALK);
}
}
break;
case WAITSTATE_CROSS_ROAD:
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
if (CGeneral::GetRandomNumber() & 1 || !m_nWaitTimer)
ClearWaitState();
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) {
ClearWaitState();
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 {
ClearWaitState();
SetMoveState(PEDMOVE_WALK);
}
break;
case WAITSTATE_HITWALL:
if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) {
if (m_collidingThingTimer > CTimer::GetTimeInMilliseconds()) {
m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 2500;
}
} else {
ClearWaitState();
}
break;
case WAITSTATE_TURN180:
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
ClearWaitState();
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 {
ClearWaitState();
}
}
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);
ClearWaitState();
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) {
ClearWaitState();
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_STD_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) {
if (pedWeLook)
TurnBody();
} else {
ClearWaitState();
m_nWaitTimer = 0;
if (m_pLookTarget && m_pLookTarget->IsPed()) {
if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_ATTACK) {
if (bCrouchWhenScared) {
if (bIsDucking) {
ClearDuck(false);
SetDuck(10000, true);
}
} else if (m_pedStats->m_fear <= 100 - pedWeLook->m_pedStats->m_temper) {
if (GetWeapon()->IsTypeMelee()) {
if(m_pedStats->m_flags & STAT_GUN_PANIC) {
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);
}
} else {
SetObjective(OBJECTIVE_NONE);
SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
}
} 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_STD_ANIMS)
mustHaveAnim = ANIM_DUCK_DOWN;
case WAITSTATE_PLAYANIM_TAXI:
if (mustHaveAnim == NUM_STD_ANIMS)
mustHaveAnim = ANIM_IDLE_TAXI;
case WAITSTATE_PLAYANIM_CHAT:
if (mustHaveAnim == NUM_STD_ANIMS)
mustHaveAnim = ANIM_IDLE_CHAT;
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim);
if (animAssoc) {
animAssoc->blendDelta = -4.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
if (m_attractor && m_objective == OBJECTIVE_WAIT_ON_FOOT_AT_ICE_CREAM_VAN) {
GetPedAttractorManager()->BroadcastDeparture(this, m_attractor);
bBoughtIceCream = true;
}
ClearWaitState();
} 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) {
if (m_pLookTarget)
m_pLookTarget->CleanUpOldReference(&m_pLookTarget);
m_pLookTarget = m_pedInObjective;
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
TurnBody();
}
}
}
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;
ClearWaitState();
SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &timer);
}
} else {
ClearWaitState();
}
break;
case WAITSTATE_SIT_DOWN:
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
ClearWaitState();
SetWaitState(WAITSTATE_SIT_IDLE, 0);
}
break;
//case WAITSTATE_SIT_DOWN_RVRS:
case WAITSTATE_SIT_UP:
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
if (m_attractor)
GetPedAttractorManager()->BroadcastDeparture(this, m_attractor);
ClearWaitState();
if (bFleeWhenStanding) {
if (m_threatEx) {
SetFlee(m_threatEx, 10000);
bFleeWhenStanding = false;
m_threatEx = nil;
Say(SOUND_PED_FLEE_SPRINT);
}
}
}
break;
case WAITSTATE_SIT_IDLE:
if (bTurnedAroundOnAttractor) {
m_fRotationCur += PI;
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
m_fRotationDest = m_fRotationCur;
bTurnedAroundOnAttractor = false;
}
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
ClearWaitState();
SetWaitState(WAITSTATE_SIT_UP, 0);
} else {
if (m_fleeFrom && m_fleeFrom->IsVehicle()) {
m_pNextPathNode = nil;
m_threatEx = m_threatEntity;
bFleeWhenStanding = true;
ClearWaitState();
SetWaitState(WAITSTATE_SIT_UP, 0);
} else {
uint32 threatFlag = ScanForThreats();
if (threatFlag == PED_FLAG_GUN || threatFlag == PED_FLAG_EXPLOSION || threatFlag == PED_FLAG_DEADPEDS) {
m_pNextPathNode = nil;
m_threatEx = m_threatEntity;
bFleeWhenStanding = true;
ClearWaitState();
SetWaitState(WAITSTATE_SIT_UP, 0);
}
}
}
break;
case WAITSTATE_USE_ATM:
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
if (m_attractor)
GetPedAttractorManager()->BroadcastDeparture(this, m_attractor);
ClearWaitState();
}
break;
case WAITSTATE_SUN_BATHE_IDLE:
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer && bCanGiveUpSunbathing) {
m_pNextPathNode = nil;
bGotUpOfMyOwnAccord = true;
SetGetUp();
ClearWaitState();
} else if (CWeather::Rain <= 0.1f) {
if (CClock::GetHours() <= 18 || CGeneral::GetRandomNumberInRange(0.f, 1.0f) < 0.005f) {
uint32 threatFlag = ScanForThreats();
if (threatFlag == PED_FLAG_GUN || threatFlag == PED_FLAG_EXPLOSION || threatFlag == PED_FLAG_DEADPEDS) {
// Get up in case of danger
m_pNextPathNode = nil;
m_threatEx = m_threatEntity;
bFleeWhenStanding = true;
SetGetUp();
ClearWaitState();
}
CPlayerPed *player = FindPlayerPed();
if (player) {
// Get up if player coming towards us with a car
if (player->InVehicle()){
CVector vehSpeedPerSec = player->m_pMyVehicle->m_vecMoveSpeed * GAME_SPEED_TO_METERS_PER_SECOND;
CVector vehPos = player->m_pMyVehicle->GetPosition();
CVector ourPos = GetPosition();
float timeUntilVehReachPed = DotProduct(ourPos - vehPos, vehSpeedPerSec) / vehSpeedPerSec.MagnitudeSqr();
if (timeUntilVehReachPed > 0.0 && timeUntilVehReachPed < 8.0f) {
if ((ourPos - (timeUntilVehReachPed * vehSpeedPerSec + vehPos)).Magnitude() < 5.0f) {
m_pNextPathNode = nil;
m_threatEx = player;
bFleeWhenStanding = true;
SetGetUp();
ClearWaitState();
}
}
}
}
} else {
m_pNextPathNode = nil;
bGotUpOfMyOwnAccord = true;
SetGetUp();
ClearWaitState();
}
} else {
m_pNextPathNode = nil;
bGotUpOfMyOwnAccord = true;
SetGetUp();
ClearWaitState();
}
break;
case WAITSTATE_RIOT:
if (m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_ATTACK) {
ClearWaitState();
break;
}
PlayRandomAnimationsFromAnimBlock(this, ASSOCGRP_RIOT, ANIM_RIOT_ANGRY, ANIM_RIOT_FUKU - ANIM_RIOT_ANGRY + 1);
if (IsPedInControl() && CGeneral::GetRandomNumberInRange(0.f,1.f) < 0.25f
&& CPopulation::CanJeerAtStripper(m_modelIndex)) {
for (int i = 0; i < m_numNearPeds; ++i) {
CPed *nearPed = m_nearPeds[i];
if (nearPed) {
if ((GetPosition() - nearPed->GetPosition()).MagnitudeSqr() < sq(10.f)) {
for (int anim = ANIM_STRIP_A; anim <= ANIM_STRIP_G; anim++) {
if (RpAnimBlendClumpGetAssociation(nearPed->GetClump(), anim))
Say(SOUND_PED_149);
}
}
}
}
}
break;
case WAITSTATE_BOMBER:
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer)
ClearWaitState();
break;
case WAITSTATE_STRIPPER:
PlayRandomAnimationsFromAnimBlock(this, ASSOCGRP_STRIP, ANIM_STRIP_A, ANIM_STRIP_G - ANIM_STRIP_A + 1);
break;
case WAITSTATE_PLAYANIM_HANDSUP_SIMPLE:
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer)
ClearWaitState();
break;
default:
break;
}
if(!m_nWaitState)
RestoreHeadingRate();
}
void
CPed::DeleteSunbatheIdleAnimCB(CAnimBlendAssociation *assoc, void *arg)
{
CPed *ped = (CPed*) arg;
if (CTimer::GetTimeInMilliseconds() <= ped->m_nWaitTimer
&& !ped->bGotUpOfMyOwnAccord && !ped->bFleeWhenStanding && !ped->m_threatEx) {
ped->m_pNextPathNode = nil;
ped->bFleeWhenStanding = true;
ped->m_threatEx = FindPlayerPed();
ped->SetGetUp();
ped->ClearWaitState();
}
ped->m_nWaitTimer = 0;
ped->RestoreHeadingRate();
ped->Wait();
}
void
CPed::FinishedWaitCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
ped->m_nWaitTimer = 0;
ped->RestoreHeadingRate();
ped->Wait();
}
void
CPed::RestoreHeadingRate(void)
{
m_headingRate = m_pedStats->m_headingChangeRate;
}
void
CPed::RestoreHeadingRateCB(CAnimBlendAssociation *assoc, void *arg)
{
((CPed*)arg)->RestoreHeadingRate();
}
void
CPed::FlagToDestroyWhenNextProcessed(void)
{
bRemoveFromWorld = true;
if (!InVehicle())
return;
if (m_pMyVehicle->pDriver == this){
m_pMyVehicle->pDriver = nil;
if (IsPlayer() && m_pMyVehicle->GetStatus() != STATUS_WRECKED)
m_pMyVehicle->SetStatus(STATUS_ABANDONED);
}else{
m_pMyVehicle->RemovePassenger(this);
}
bInVehicle = false;
m_pMyVehicle = nil;
if (CharCreatedBy == MISSION_CHAR)
SetPedState(PED_DEAD);
else
SetPedState(PED_NONE);
m_pVehicleAnim = nil;
}
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_vehDoor == 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_chatTimer = CTimer::GetTimeInMilliseconds() + time;
if(!m_carInObjective->bIsVan && !m_carInObjective->bIsBus)
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_HOOKERTALK, 4.0f);
SetPedState(PED_SOLICIT);
}
}
}
void
CPed::Solicit(void)
{
if (m_chatTimer >= CTimer::GetTimeInMilliseconds() && m_carInObjective) {
CVector doorPos = GetPositionToOpenCarDoor(m_carInObjective, m_vehDoor, 0.0f);
Say(SOUND_PED_SOLICIT);
if (FindPlayerVehicle() == m_carInObjective) {
FindPlayerPed()->Say(SOUND_PED_SOLICIT);
}
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 += TWOPI;
} else if (m_fRotationDest > TWOPI) {
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);
Say(SOUND_PED_SOLICIT);
}
}
void
CPed::SetBuyIceCream(void)
{
if (m_nPedState == PED_BUY_ICECREAM || !IsPedInControl())
return;
if (!m_carInObjective)
return;
SetPedState(PED_BUY_ICECREAM);
}
void
CPed::BuyIceCream(void)
{
if (m_carInObjective) {
CPed *driver = m_carInObjective->pDriver;
if (driver && CTimer::GetTimeInMilliseconds() > m_chatTimer) {
SetChat(driver, 8000);
driver->SetChat(this, 8000);
return;
}
SetObjective(OBJECTIVE_NONE);
SetWanderPath(CGeneral::GetRandomNumberInRange(0, 8));
} else {
SetObjective(OBJECTIVE_NONE);
SetWanderPath(CGeneral::GetRandomNumberInRange(0, 8));
}
}
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_vehDoor == 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_vehDoor == 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_vehDoor == 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_vehDoor == 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::SetLeader(CEntity *leader)
{
m_leader = (CPed*)leader;
if (m_leader) {
m_leader->bIsLeader = true;
m_leader->RegisterReference((CEntity**)&m_leader);
}
}
bool
CPed::CanPedJumpThis(CEntity *unused, CVector *damageNormal)
{
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 = 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) {
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 {
forwardOffset += collPower * ourCol->spheres->radius * forwardOffset;
}
} else {
pos.z -= 0.15f;
}
CVector forwardPos = pos + forwardOffset;
return CWorld::GetIsLineOfSightClear(pos, forwardPos, true, false, false, true, false, false, false);
}
void
CPed::SetJump(void)
{
if (!bInVehicle && m_nPedState != PED_JUMP && !RpAnimBlendClumpGetAssociation(GetClump(), ANIM_JUMP_LAUNCH) &&
(m_nSurfaceTouched != SURFACE_STEEP_CLIFF || DotProduct(GetForward(), m_vecDamageNormal) >= 0.0f)) {
SetStoredState();
SetPedState(PED_JUMP);
CAnimBlendAssociation *jumpAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_JUMP_LAUNCH, 8.0f);
jumpAssoc->SetFinishCallback(FinishLaunchCB, this);
m_fRotationDest = m_fRotationCur;
}
}
void
CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
if (ped->m_nPedState != PED_JUMP)
return;
CVector forward(0.09f * ped->GetForward() + ped->GetPosition());
forward.z += CModelInfo::GetModelInfo(ped->GetModelIndex())->GetColModel()->spheres[2].center.z + 0.35f;
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 && CCullZones::CamStairsForPlayer() && CCullZones::FindZoneWithStairsAttributeForPlayer())
obstacle = ped;
if (obstacle) {
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
CAnimBlendAssociation *handsCoverAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_HIT_WALL, 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() || ped->m_pedInObjective && ped->m_pedInObjective->IsPlayer())
ped->ApplyMoveForce(0.0f, 0.0f, 8.5f);
else
ped->ApplyMoveForce(0.0f, 0.0f, 4.5f);
if (sq(velocityFromAnim) > ped->m_vecMoveSpeed.MagnitudeSqr2D() || ped->m_pCurrentPhysSurface) {
#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);
}
if (ped->m_pCurrentPhysSurface) {
ped->m_vecMoveSpeed.x += ped->m_pCurrentPhysSurface->m_vecMoveSpeed.x;
ped->m_vecMoveSpeed.y += ped->m_pCurrentPhysSurface->m_vecMoveSpeed.y;
}
}
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::FinishJumpCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
ped->bResetWalkAnims = true;
ped->bIsLanding = false;
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;
}
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;
}
void
CPed::SetRadioStation(void)
{
CPedModelInfo* modelInfo = (CPedModelInfo*)CModelInfo::GetModelInfo(GetModelIndex());
if (IsPlayer() || !m_pMyVehicle || m_pMyVehicle->pDriver != this)
return;
if (GetModelIndex() != MI_PGA && GetModelIndex() != MI_PGB) {
if (m_pMyVehicle->m_nRadioStation != modelInfo->radio1 && m_pMyVehicle->m_nRadioStation != modelInfo->radio2) {
if (CGeneral::GetRandomTrueFalse())
m_pMyVehicle->m_nRadioStation = modelInfo->radio1;
else
m_pMyVehicle->m_nRadioStation = modelInfo->radio2;
}
} else {
m_pMyVehicle->m_nRadioStation = DMAudio.GetFavouriteRadioStation();
}
}
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);
SetPedState(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) {
if (car->IsBike() && !car->pPassengers[0]) {
car->pPassengers[0] = this;
car->pPassengers[0]->RegisterReference((CEntity**) &car->pPassengers[0]);
}
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);
}
RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f);
AddInCarAnims(car, car->pDriver == this);
RemoveWeaponWhenEnteringVehicle();
if (car->bIsBus)
bRenderPedInCar = false;
bChangedSeat = true;
}
bool
CPed::HasAttractor(void)
{
return m_attractor != nil;
}
void
CPed::SetNewAttraction(CPedAttractor* pAttractor, const CVector& pos, float heading, float time, int32 qid)
{
if (!m_attractor)
m_attractor = pAttractor;
if (m_attractor != pAttractor)
return;
switch (pAttractor->GetEffect()->pedattr.type) {
case ATTRACTOR_ATM: SetObjective(OBJECTIVE_GOTO_ATM_ON_FOOT, heading, pos); break;
case ATTRACTOR_SEAT: SetObjective(OBJECTIVE_GOTO_SEAT_ON_FOOT, heading, pos); break;
case ATTRACTOR_STOP: SetObjective(OBJECTIVE_GOTO_BUS_STOP_ON_FOOT, heading, pos); break;
case ATTRACTOR_PIZZA: SetObjective(OBJECTIVE_GOTO_PIZZA_ON_FOOT, heading, pos); break;
case ATTRACTOR_SHELTER: SetObjective(OBJECTIVE_GOTO_SHELTER_ON_FOOT, heading, pos); break;
case ATTRACTOR_ICECREAM: SetObjective(OBJECTIVE_GOTO_ICE_CREAM_VAN_ON_FOOT, heading, pos); break;
default: return;
}
SetObjectiveTimer(time);
m_positionInQueue = qid;
}
void
CPed::AttachPedToEntity(CEntity *ent, CVector offset, uint16 type, float rot, eWeaponType weapon)
{
if (!ent || bInVehicle)
return;
m_attachedTo = ent;
m_attachedTo->RegisterReference(&m_attachedTo);
m_vecAttachOffset = offset;
m_attachType = type;
m_attachRotStep = rot;
if (IsPlayer()) {
bUsesCollision = false;
} else if (ent->IsVehicle()) {
m_pCollidingEntity = ent;
}
if (IsPlayer()) {
m_objective = OBJECTIVE_NONE;
m_prevObjective = OBJECTIVE_NONE;
}
SetStoredState();
SetPedState(PED_IDLE);
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 1000.0f);
if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED) {
m_storedWeapon = GetWeapon()->m_eWeaponType;
m_attachWepAmmo = GetWeapon()->m_nAmmoTotal;
}
if (IsPlayer()) {
GiveWeapon(weapon, 30000, 1);
#ifndef FIX_BUGS
((CPlayerPed*)this)->m_nSelectedWepSlot = weapon;
#else
((CPlayerPed*)this)->m_nSelectedWepSlot = GetWeaponSlot(weapon);
#endif
((CPlayerPed*)this)->MakeChangesForNewWeapon(weapon);
TheCamera.SetNewPlayerWeaponMode(CCam::MODE_HELICANNON_1STPERSON, 0, 0);
SetPedState(PED_SNIPER_MODE);
} else {
GiveWeapon(weapon, 30000, true);
SetCurrentWeapon(weapon);
}
PositionAttachedPed();
}
void
CPed::DettachPedFromEntity(void)
{
CEntity* pVehicleAttachedTo = m_attachedTo;
m_attachedTo = nil;
if (m_nPedState == PED_DIE) {
m_pCollidingEntity = pVehicleAttachedTo;
ApplyMoveForce(pVehicleAttachedTo->GetForward() * -4.0f + CVector(0.0f, 0.0f, 4.0f));
bIsStanding = false;
} else if (m_nPedState != PED_DEAD) {
RestorePreviousState();
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 1000.0f);
bUsesCollision = true;
if (m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) {
GetWeapon()->m_nAmmoInClip = 0;
GetWeapon()->m_nAmmoTotal = 0;
SetCurrentWeapon(m_storedWeapon);
GetWeapon()->m_nAmmoTotal = m_attachWepAmmo;
m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
}
}
}
void
CPed::PositionAttachedPed()
{
if(!m_attachedTo)
return;
CMatrix rotMatrix, targetMat;
targetMat = m_attachedTo->GetMatrix();
targetMat.GetPosition() += Multiply3x3(m_attachedTo->GetMatrix(), m_vecAttachOffset);
float objAngle = m_attachedTo->GetForward().Heading();
if (!IsPlayer()) {
float targetAngle = objAngle;
switch (m_attachType) {
case 1:
targetAngle += HALFPI;
break;
case 2:
targetAngle += PI;
break;
case 3:
targetAngle -= HALFPI;
break;
default:
break;
}
targetAngle = CGeneral::LimitRadianAngle(targetAngle);
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
float neededTurn = m_fRotationCur - targetAngle;
if (neededTurn > PI)
neededTurn -= TWOPI;
else if (neededTurn < -PI)
neededTurn += TWOPI;
if (neededTurn > m_attachRotStep)
m_fRotationCur = CGeneral::LimitRadianAngle(targetAngle + m_attachRotStep);
else if (-m_attachRotStep > neededTurn)
m_fRotationCur = CGeneral::LimitRadianAngle(targetAngle - m_attachRotStep);
else
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
}
rotMatrix.SetRotateZ(m_fRotationCur - objAngle);
targetMat = targetMat * rotMatrix;
GetMatrix() = targetMat;
if (m_attachedTo->IsVehicle() || m_attachedTo->IsObject()) {
m_vecMoveSpeed = ((CPhysical*)m_attachedTo)->m_vecMoveSpeed;
m_vecTurnSpeed = ((CPhysical*)m_attachedTo)->m_vecTurnSpeed;
}
}
void
CPed::Undress(const char* name)
{
int mi = GetModelIndex();
CAnimBlendAssociation* pAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_PHONE_OUT);
if (pAnim)
FinishTalkingOnMobileCB(pAnim, this);
DeleteRwObject();
if (IsPlayer())
mi = MI_PLAYER;
CStreaming::RequestSpecialModel(mi, name, STREAMFLAGS_DEPENDENCY | STREAMFLAGS_SCRIPTOWNED);
CWorld::Remove(this);
}
void
CPed::Dress(void)
{
int mi = GetModelIndex();
m_modelIndex = -1;
SetModelIndex(mi);
m_nPedState = PED_IDLE;
m_nLastPedState = PED_NONE;
m_objective = OBJECTIVE_NONE;
m_prevObjective = OBJECTIVE_NONE;
m_nWaitState = WAITSTATE_FALSE;
CWorld::Add(this);
RestoreHeadingRate();
}
void
CPed::Say(uint16 audio, int32 time)
{
if (m_delayedSoundID == -1) {
m_delayedSoundID = audio;
m_delayedSoundTimer = CTimer::GetTimeInMilliseconds() + time;
}
}
#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, 499);
CopyToBuf(buf, m_fHealth);
CopyToBuf(buf, m_fArmour);
SkipSaveBuf(buf, 172);
for (int i = 0; i < 10; i++) // has to be hardcoded
m_weapons[i].Save(buf);
SkipSaveBuf(buf, 252);
}
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, 499);
CopyFromBuf(buf, m_fHealth);
CopyFromBuf(buf, m_fArmour);
SkipSaveBuf(buf, 172);
m_currentWeapon = WEAPONTYPE_UNARMED;
CWeapon bufWeapon;
for (int i = 0; i < 10; i++) { // has to be hardcoded
bufWeapon.Load(buf);
if (bufWeapon.m_eWeaponType != WEAPONTYPE_UNARMED) {
int modelId = CWeaponInfo::GetWeaponInfo(bufWeapon.m_eWeaponType)->m_nModelId;
if (modelId != -1) {
CStreaming::RequestModel(modelId, STREAMFLAGS_DEPENDENCY);
int modelId2 = CWeaponInfo::GetWeaponInfo(bufWeapon.m_eWeaponType)->m_nModel2Id;
if (modelId2 != -1)
CStreaming::RequestModel(modelId2, STREAMFLAGS_DEPENDENCY);
CStreaming::LoadAllRequestedModels(false);
}
GiveWeapon(bufWeapon.m_eWeaponType, bufWeapon.m_nAmmoTotal, false);
}
}
SkipSaveBuf(buf, 252);
}
#undef CopyFromBuf
#undef CopyToBuf
#endif