diff options
Diffstat (limited to '')
-rw-r--r-- | src/peds/Ped.cpp | 139 |
1 files changed, 111 insertions, 28 deletions
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index 44148f14..cbd32cea 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -520,7 +520,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) bGonnaKillTheCarJacker = false; bFadeOut = false; - bKnockedUpIntoAir = false; + m_ped_flagH1 = false; bHitSteepSlope = false; m_ped_flagH4 = false; bClearObjective = false; @@ -537,6 +537,9 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) #ifdef KANGAROO_CHEAT m_ped_flagI80 = false; #endif +#ifdef VC_PED_PORTS + bKnockedUpIntoAir = false; +#endif if ((CGeneral::GetRandomNumber() & 3) == 0) bHasACamera = true; @@ -3336,7 +3339,7 @@ CPed::ClearAll(void) ClearLookFlag(); bIsPointingGunAt = false; bRenderPedInCar = true; - bKnockedUpIntoAir = false; + m_ped_flagH1 = false; m_pCollidingEntity = nil; } @@ -4021,7 +4024,7 @@ CPed::SetGetUp(void) } bGetUpAnimStarted = true; m_pCollidingEntity = nil; - bKnockedUpIntoAir = false; + m_ped_flagH1 = false; CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SPRINT); if (animAssoc) { if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN)) { @@ -7965,7 +7968,11 @@ CPed::InTheAir(void) 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) + if (GetPosition().z - foundCol.point.z < 1.3f +#ifdef VC_PED_PORTS + || bIsStanding +#endif + ) SetLanding(); } else { if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL)) { @@ -8514,9 +8521,9 @@ CPed::KillPedWithCar(CVehicle *car, float impulse) m_pCollidingEntity = car; } if (nodeToDamage == PED_MID) - bKnockedUpIntoAir = true; + m_ped_flagH1 = true; else - bKnockedUpIntoAir = false; + m_ped_flagH1 = false; distVec.Normalise(); @@ -8547,7 +8554,7 @@ CPed::KillPedWithCar(CVehicle *car, float impulse) m_pCollidingEntity = car; } - bKnockedUpIntoAir = false; + m_ped_flagH1 = false; if (car->m_modelIndex != MI_TRAIN && !bHasHitWall) { m_vecMoveSpeed = car->m_vecMoveSpeed * 0.75f; } @@ -9857,29 +9864,54 @@ CPed::ProcessControl(void) if (m_nCollisionRecords == 1 && m_aCollisionRecords[0] != nil && m_aCollisionRecords[0]->m_type == ENTITY_TYPE_BUILDING && m_nPedStateTimer > 50.0f / (2.0f * adjustedTs) && m_nPedStateTimer * 1.0f / 250.0f > Abs(forceDir.z)) { offsetToCheck.x = -forceDir.y; +#ifdef VC_PED_PORTS + offsetToCheck.z = 1.0f; +#else offsetToCheck.z = 0.0f; +#endif offsetToCheck.y = forceDir.x; offsetToCheck.Normalise(); CVector posToCheck = GetPosition() + offsetToCheck; - float lastCollidingColZ; - if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, foundCol, foundEnt, true, false, false, false, false, false, false)) { - lastCollidingColZ = foundCol.point.z; + // 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, false)) { + obstacleForFlyingZ = obstacleForFlying.point.z; } else { - lastCollidingColZ = 500.0f; + obstacleForFlyingZ = 500.0f; } posToCheck = GetPosition() - offsetToCheck; - float lastCollidingColInOtherDirZ; - if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, foundCol, foundEnt, true, false, false, false, false, false, false)) { - lastCollidingColInOtherDirZ = foundCol.point.z; + // Now check for direction of force this time + if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, obstacleForFlyingOtherDir, foundEnt, true, false, false, false, false, false, false)) { + obstacleForFlyingOtherDirZ = obstacleForFlyingOtherDir.point.z; } else { - lastCollidingColInOtherDirZ = 501.0f; + obstacleForFlyingOtherDirZ = 501.0f; + } +#ifdef VC_PED_PORTS + uint8 flyDir = 0; + float feetZ = GetPosition().z - FEET_OFFSET; + if ((obstacleForFlyingZ <= feetZ || obstacleForFlyingOtherDirZ >= 500.0f) && (obstacleForFlyingZ <= feetZ || obstacleForFlyingOtherDirZ <= feetZ)) { + if (obstacleForFlyingOtherDirZ > feetZ && obstacleForFlyingZ < 499.0f) + flyDir = 2; + } else { + flyDir = 1; } - if (lastCollidingColZ < lastCollidingColInOtherDirZ) { + if (flyDir != 0 && !bKnockedUpIntoAir) { + GetPosition() = (flyDir == 2 ? obstacleForFlyingOtherDir.point : obstacleForFlying.point); + GetPosition().z += FEET_OFFSET; + GetMatrix().UpdateRW(); + SetLanding(); + bIsStanding = true; + } +#endif + if (obstacleForFlyingZ < obstacleForFlyingOtherDirZ) { offsetToCheck *= -1.0f; } offsetToCheck.z = 1.0f; @@ -9977,8 +10009,17 @@ CPed::ProcessControl(void) offsetToCheck.z += 0.5f; if (CWorld::ProcessVerticalLine(offsetToCheck, GetPosition().z - FEET_OFFSET, foundCol, foundEnt, true, true, false, true, false, false, false)) { +#ifdef VC_PED_PORTS + if (!bKnockedUpIntoAir || FEET_OFFSET + foundCol.point.z < GetPosition().z) { + GetPosition().z = FEET_OFFSET + foundCol.point.z; + GetMatrix().UpdateRW(); + if (bKnockedUpIntoAir) + bKnockedUpIntoAir = false; + } +#else GetPosition().z = FEET_OFFSET + foundCol.point.z; GetMatrix().UpdateRW(); +#endif SetLanding(); bIsStanding = true; } @@ -10041,8 +10082,18 @@ CPed::ProcessControl(void) PlayFootSteps(); if (IsPedInControl() && !bIsStanding && !m_pDamageEntity && CheckIfInTheAir()) { SetInTheAir(); +#ifdef VC_PED_PORTS + bKnockedUpIntoAir = true; +#endif } - +#ifdef VC_PED_PORTS + if (bKnockedUpIntoAir) { + CVector posToCheck = GetPosition(); + posToCheck.z += 0.9f; + if (!CWorld::TestSphereAgainstWorld(posToCheck, 0.2f, this, true, true, false, true, false, false)) + bKnockedUpIntoAir = false; + } +#endif ProcessObjective(); if (!bIsAimingGun) { if (bIsRestoringGun) @@ -13531,6 +13582,19 @@ LocalPosForWalkAround(CVector2D colMin, CVector2D colMax, int walkAround, uint32 return CVector(0.0f, 0.0f, 0.0f); } } + +bool +CanWeSeeTheCorner(CVector2D dist, CVector2D fwdOffset) +{ + // because if dist is more then 5 unit, fov isn't important, we want shortest way + if (dist.Magnitude() > 5.0f) + return true; + + if (DotProduct2D(dist, fwdOffset) < 0.0f) + return false; + + return true; +} #endif // This function looks completely same on VC. @@ -13677,10 +13741,11 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj) #ifdef NEW_WALK_AROUND_ALGORITHM else { CVector tl = obj->GetMatrix() * CVector(adjustedColMin.x, adjustedColMax.y, 0.0f) - GetPosition(); - cornerToGo = tl; if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) { + cornerToGo = tl; m_walkAroundType = 1; - } else { + } else if(CanWeSeeTheCorner(tl, GetForward())){ + cornerToGo = tl; dirToGo = GetLocalDirection(tl); if (dirToGo == 1) m_walkAroundType = 0; // ALL of the next turns will be right turn @@ -13711,10 +13776,11 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj) else { CVector tr = obj->GetMatrix() * CVector(adjustedColMax.x, adjustedColMax.y, 0.0f) - GetPosition(); if (tr.Magnitude2D() < cornerToGo.Magnitude2D()) { - cornerToGo = tr; if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) { + cornerToGo = tr; m_walkAroundType = 2; - } else { + } else if (CanWeSeeTheCorner(tr, GetForward())) { + cornerToGo = tr; dirToGo = GetLocalDirection(tr); if (dirToGo == 1) m_walkAroundType = 2; // ALL of the next turns will be right turn @@ -13746,10 +13812,11 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj) else { CVector br = obj->GetMatrix() * CVector(adjustedColMax.x, adjustedColMin.y, 0.0f) - GetPosition(); if (br.Magnitude2D() < cornerToGo.Magnitude2D()) { - cornerToGo = br; if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) { + cornerToGo = br; m_walkAroundType = 5; - } else { + } else if (CanWeSeeTheCorner(br, GetForward())) { + cornerToGo = br; dirToGo = GetLocalDirection(br); if (dirToGo == 1) m_walkAroundType = 4; // ALL of the next turns will be right turn @@ -13781,10 +13848,11 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj) else { CVector bl = obj->GetMatrix() * CVector(adjustedColMin.x, adjustedColMin.y, 0.0f) - GetPosition(); if (bl.Magnitude2D() < cornerToGo.Magnitude2D()) { - cornerToGo = bl; if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) { + cornerToGo = bl; m_walkAroundType = 6; - } else { + } else if (CanWeSeeTheCorner(bl, GetForward())) { + cornerToGo = bl; dirToGo = GetLocalDirection(bl); if (dirToGo == 1) m_walkAroundType = 6; // ALL of the next turns will be right turn @@ -14114,8 +14182,16 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints) } if (CCollision::IsStoredPolyStillValidVerticalLine(pos, potentialGroundZ, intersectionPoint, &m_collPoly)) { bStillOnValidPoly = true; - // VC conditionally sets GetPosition().z here with nonexisting flag in III +#ifdef VC_PED_PORTS + if(!bKnockedUpIntoAir || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) { + GetPosition().z = FEET_OFFSET + intersectionPoint.point.z; + if (bKnockedUpIntoAir) + bKnockedUpIntoAir = false; + } +#else GetPosition().z = FEET_OFFSET + intersectionPoint.point.z; +#endif + m_vecMoveSpeed.z = 0.0f; bIsStanding = true; } else { @@ -14184,8 +14260,15 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints) bOnBoat = false; } } - // VC conditionally sets GetPosition().z here with nonexisting flag in III +#ifdef VC_PED_PORTS + if (!bKnockedUpIntoAir || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) { + GetPosition().z = FEET_OFFSET + intersectionPoint.point.z; + if (bKnockedUpIntoAir) + bKnockedUpIntoAir = false; + } +#else GetPosition().z = FEET_OFFSET + intersectionPoint.point.z; +#endif m_nSurfaceTouched = intersectionPoint.surfaceB; if (m_nSurfaceTouched == SURFACE_STONE) { bHitSteepSlope = true; @@ -14290,7 +14373,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints) sphereNormal.x = -m_vecMoveSpeed.x / max(0.001f, speed); sphereNormal.y = -m_vecMoveSpeed.y / max(0.001f, speed); GetPosition().z -= 0.05f; - // VC sets bKnockedUpIntoAir here + bKnockedUpIntoAir = true; } #endif sphereNormal.Normalise(); |