diff options
Diffstat (limited to '')
-rw-r--r-- | src/peds/Ped.cpp | 967 | ||||
-rw-r--r-- | src/peds/Ped.h | 29 |
2 files changed, 916 insertions, 80 deletions
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index 0a76dcc5..4e64c1db 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -49,20 +49,14 @@ #include "ParticleObject.h" #include "Floater.h" -WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); } -WRAPPER void CPed::SetPedPositionInCar(void) { EAXJMP(0x4D4970); } WRAPPER void CPed::SetMoveAnim(void) { EAXJMP(0x4C5A40); } -WRAPPER void CPed::StartFightDefend(uint8, uint8, uint8) { EAXJMP(0x4E7780); } -WRAPPER void CPed::ServiceTalking(void) { EAXJMP(0x4E5870); } -WRAPPER void CPed::UpdatePosition(void) { EAXJMP(0x4C7A00); } WRAPPER void CPed::WanderPath(void) { EAXJMP(0x4D28D0); } -WRAPPER void CPed::UpdateFromLeader(void) { EAXJMP(0x4D8F30); } WRAPPER void CPed::SetEnterCar_AllClear(CVehicle*, uint32, uint32) { EAXJMP(0x4E0A40); } WRAPPER bool CPed::WarpPedToNearEntityOffScreen(CEntity*) { EAXJMP(0x4E5570); } WRAPPER void CPed::SetObjective(eObjective, CVector) { EAXJMP(0x4D8A90); } WRAPPER void CPed::SetObjective(eObjective, CVector, float) { EAXJMP(0x4D8770); } -WRAPPER void CPed::WarpPedIntoCar(CVehicle*) { EAXJMP(0x4D7D20); } WRAPPER void CPed::SetCarJack(CVehicle*) { EAXJMP(0x4E0220); } +WRAPPER void CPed::WarpPedToNearLeaderOffScreen(void) { EAXJMP(0x4E52A0); } #define FEET_OFFSET 1.04f @@ -80,7 +74,36 @@ CPedAudioData (&CPed::CommentWaitTime)[38] = *(CPedAudioData(*)[38]) * (uintptr* uint16 nPlayerInComboMove; -FightMove (&tFightMoves)[24] = * (FightMove(*)[24]) * (uintptr*)0x5F9844; +RpClump *flyingClumpTemp; + +// This is beta fistfite.dat array. Not used anymore since they're being fetched from fistfite.dat. +FightMove tFightMoves[NUM_FIGHTMOVES] = { + {NUM_ANIMS, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, + {ANIM_PUNCH_R, 0.2f, 8.0f / 30.0f, 0.0f, 0.3f, HITLEVEL_HIGH, 1, 0}, + {ANIM_FIGHT_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, + {ANIM_FIGHT_SH_F, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, + {ANIM_FIGHT_KNEE, 4.0f / 30.0f, 0.2f, 0.0f, 0.6f, HITLEVEL_LOW, 2, 0}, + {ANIM_FIGHT_HEAD, 4.0f / 30.0f, 0.2f, 0.0f, 0.7f, HITLEVEL_HIGH, 3, 0}, + {ANIM_FIGHT_PUNCH, 4.0f / 30.0f, 7.0f / 30.0f, 10.0f / 30.0f, 0.4f, HITLEVEL_HIGH, 1, 0}, + {ANIM_FIGHT_LHOOK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.4f, HITLEVEL_HIGH, 3, 0}, + {ANIM_FIGHT_KICK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.5, HITLEVEL_MEDIUM, 2, 0}, + {ANIM_FIGHT_LONGKICK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.5, HITLEVEL_MEDIUM, 4, 0}, + {ANIM_FIGHT_ROUNDHOUSE, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.6f, HITLEVEL_MEDIUM, 4, 0}, + {ANIM_FIGHT_BODYBLOW, 5.0f / 30.0f, 7.0f / 30.0f, 0.0f, 0.35f, HITLEVEL_LOW, 2, 0}, + {ANIM_KICK_FLOOR, 10.0f / 30.0f, 14.0f / 30.0f, 0.0f, 0.4f, HITLEVEL_GROUND, 1, 0}, + {ANIM_HIT_FRONT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, + {ANIM_HIT_BACK, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, + {ANIM_HIT_RIGHT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, + {ANIM_HIT_LEFT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, + {ANIM_HIT_BODYBLOW, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, + {ANIM_HIT_CHEST, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, + {ANIM_HIT_HEAD, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, + {ANIM_HIT_WALK, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, + {ANIM_FLOOR_HIT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, + {ANIM_HIT_BEHIND, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, + {ANIM_FIGHT2_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, +}; +// *(FightMove(*)[NUM_FIGHTMOVES])* (uintptr*)0x5F9844; uint16 &CPed::nThreatReactionRangeMultiplier = *(uint16*)0x5F8C98; uint16 &CPed::nEnterCarRangeMultiplier = *(uint16*)0x5F8C94; @@ -261,6 +284,7 @@ static char WaitStateText[][16] = { #ifndef MASTER int nDisplayDebugInfo = 0; bool CPed::bUnusedFightThingOnPlayer = false; +bool CPed::bPopHeadsOnHeadshot = false; void CPed::SwitchDebugDisplay(void) @@ -853,7 +877,11 @@ CPed::RemoveBodyPart(PedNode nodeId, int8 direction) frame = GetNodeFrame(nodeId); if (frame) { if (CGame::nastyGame) { +#ifndef MASTER + if (bPopHeadsOnHeadshot || nodeId != PED_HEAD) +#else if (nodeId != PED_HEAD) +#endif SpawnFlyingComponent(nodeId, direction); RecurseFrameChildrenVisibilityCB(frame, nil); @@ -1827,11 +1855,11 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase) // Getting out if (!veh->bIsBus || (veh->bIsBus && vehIsUpsideDown)) { - float pedZSpeedOnExit = m_vecMoveSpeed.z - 0.008f * CTimer::GetTimeStep(); + float nextZSpeed = m_vecMoveSpeed.z - GRAVITY * CTimer::GetTimeStep(); // If we're not in ground at next step, apply animation - if (neededPos.z + pedZSpeedOnExit >= autoZPos.z) { - m_vecMoveSpeed.z = pedZSpeedOnExit; + if (neededPos.z + nextZSpeed >= autoZPos.z) { + m_vecMoveSpeed.z = nextZSpeed; ApplyMoveSpeed(); // Removing below line breaks the animation neededPos.z = GetPosition().z; @@ -4829,19 +4857,19 @@ CPed::LoadFightData(void) switch (hitLevel) { case 'G': - tFightMoves[moveId].hitLevel = 1; + tFightMoves[moveId].hitLevel = HITLEVEL_GROUND; break; case 'H': - tFightMoves[moveId].hitLevel = 4; + tFightMoves[moveId].hitLevel = HITLEVEL_HIGH; break; case 'L': - tFightMoves[moveId].hitLevel = 2; + tFightMoves[moveId].hitLevel = HITLEVEL_LOW; break; case 'M': - tFightMoves[moveId].hitLevel = 3; + tFightMoves[moveId].hitLevel = HITLEVEL_MEDIUM; break; case 'N': - tFightMoves[moveId].hitLevel = 0; + tFightMoves[moveId].hitLevel = HITLEVEL_NULL; break; default: break; @@ -4962,7 +4990,7 @@ CPed::FightStrike(CVector &touchedNodePos) } nearPed->ReactToAttack(this); - // Mostly unused. + // Mostly unused. if > 5, ANIM_HIT_WALK will be run, that's it. int unk2; if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && !nearPed->IsPlayer()) unk2 = 101; @@ -4978,7 +5006,7 @@ CPed::FightStrike(CVector &touchedNodePos) } if (CGame::nastyGame - && tFightMoves[m_lastFightMove].hitLevel > 3 + && tFightMoves[m_lastFightMove].hitLevel > HITLEVEL_MEDIUM && nearPed->m_nPedState == PED_DIE && nearPed->GetIsOnScreen()) { @@ -5556,7 +5584,7 @@ CPed::CollideWithPed(CPed *collideWith) if (!heIsMissionChar) { CVector2D posDiff2D(posDiff); int direction = collideWith->GetLocalDirection(posDiff2D); - collideWith->StartFightDefend(direction, 4, 5); + collideWith->StartFightDefend(direction, HITLEVEL_HIGH, 5); } } } @@ -6370,7 +6398,7 @@ CPed::Fight(void) } else if (currentAssoc && m_fightState != FIGHTSTATE_MOVE_FINISHED) { float animTime = currentAssoc->currentTime; FightMove &curMove = tFightMoves[m_lastFightMove]; - if (curMove.hitLevel != 0 && animTime > curMove.startFireTime && animTime <= curMove.endFireTime && m_fightState >= FIGHTSTATE_NO_MOVE) { + if (curMove.hitLevel != HITLEVEL_NULL && animTime > curMove.startFireTime && animTime <= curMove.endFireTime && m_fightState >= FIGHTSTATE_NO_MOVE) { CVector touchingNodePos(0.0f, 0.0f, 0.0f); RwFrame *touchingFrame = nil; @@ -6415,7 +6443,7 @@ CPed::Fight(void) return; } - if (curMove.hitLevel != 0) { + if (curMove.hitLevel != HITLEVEL_NULL) { if (animTime > curMove.endFireTime) { if (IsPlayer()) currentAssoc->speed = 1.0f; @@ -6868,8 +6896,8 @@ CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg) } #ifdef VC_PED_PORTS if (ped->m_pCurrentPhysSurface) { - ped->m_vecMoveSpeed.x += ((CPhysical*)ped->m_pCurrentPhysSurface)->m_vecMoveSpeed.x; - ped->m_vecMoveSpeed.y += ((CPhysical*)ped->m_pCurrentPhysSurface)->m_vecMoveSpeed.y; + ped->m_vecMoveSpeed.x += ped->m_pCurrentPhysSurface->m_vecMoveSpeed.x; + ped->m_vecMoveSpeed.y += ped->m_pCurrentPhysSurface->m_vecMoveSpeed.y; } #endif } @@ -8305,8 +8333,7 @@ CPed::InvestigateEvent(void) bool CPed::IsPedDoingDriveByShooting(void) { - if (this == FindPlayerPed() && GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) { - + if (FindPlayerPed() == this && GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) { if (TheCamera.Cams[TheCamera.ActiveCam].LookingLeft || TheCamera.Cams[TheCamera.ActiveCam].LookingRight) return true; } @@ -9011,7 +9038,8 @@ FinishFuckUCB(CAnimBlendAssociation *animAssoc, void *arg) } void -CPed::Pause(void) { +CPed::Pause(void) +{ m_moved = CVector2D(0.0f, 0.0f); if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) ClearPause(); @@ -13395,7 +13423,7 @@ CPed::ProcessObjective(void) punchAssoc->flags |= ASSOC_FADEOUTWHENDONE; CVector2D offset(distWithTarget.x, distWithTarget.y); int dir = m_pedInObjective->GetLocalDirection(offset); - m_pedInObjective->StartFightDefend(dir, 4, 5); + m_pedInObjective->StartFightDefend(dir, HITLEVEL_HIGH, 5); m_pedInObjective->ReactToAttack(this); m_pedInObjective->Say(SOUND_PED_ROBBED); Say(SOUND_PED_MUGGING); @@ -13612,7 +13640,7 @@ LocalPosForWalkAround(CVector2D colMin, CVector2D colMax, int walkAround, uint32 bool CanWeSeeTheCorner(CVector2D dist, CVector2D fwdOffset) { - // because if dist is more then 5 unit, fov isn't important, we want shortest way + // because fov isn't important if dist is more then 5 unit, we want shortest way if (dist.Magnitude() > 5.0f) return true; @@ -13743,6 +13771,7 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj) CVector cornerToGo = CVector(10.0f, 10.0f, 10.0f); int dirToGo; m_walkAroundType = 0; + int iWouldPreferGoingBack = 0; // 1:left 2:right #endif float adjustedCheckInterval = 0.7f * checkIntervalInDist; CVector posToCheck; @@ -13770,6 +13799,9 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj) if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) { cornerToGo = tl; m_walkAroundType = 1; + + if (m_vehEnterType == CAR_DOOR_LR) + iWouldPreferGoingBack = 1; } else if(CanWeSeeTheCorner(tl, GetForward())){ cornerToGo = tl; dirToGo = GetLocalDirection(tl); @@ -13805,6 +13837,9 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj) if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) { cornerToGo = tr; m_walkAroundType = 2; + + if (m_vehEnterType == CAR_DOOR_RR) + iWouldPreferGoingBack = 2; } else if (CanWeSeeTheCorner(tr, GetForward())) { cornerToGo = tr; dirToGo = GetLocalDirection(tr); @@ -13837,7 +13872,9 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj) #ifdef NEW_WALK_AROUND_ALGORITHM else { CVector br = obj->GetMatrix() * CVector(adjustedColMax.x, adjustedColMin.y, 0.0f) - GetPosition(); - if (br.Magnitude2D() < cornerToGo.Magnitude2D()) { + if (iWouldPreferGoingBack == 2) + m_walkAroundType = 4; + else if (br.Magnitude2D() < cornerToGo.Magnitude2D()) { if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) { cornerToGo = br; m_walkAroundType = 5; @@ -13873,7 +13910,9 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj) #ifdef NEW_WALK_AROUND_ALGORITHM else { CVector bl = obj->GetMatrix() * CVector(adjustedColMin.x, adjustedColMin.y, 0.0f) - GetPosition(); - if (bl.Magnitude2D() < cornerToGo.Magnitude2D()) { + if (iWouldPreferGoingBack == 1) + m_walkAroundType = 7; + else if (bl.Magnitude2D() < cornerToGo.Magnitude2D()) { if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) { cornerToGo = bl; m_walkAroundType = 6; @@ -14274,8 +14313,8 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints) m_ped_flagH10 = false; bOnBoat = false; } else { - m_pCurrentPhysSurface = collidingEnt; - collidingEnt->RegisterReference((CEntity**)m_pCurrentPhysSurface); + m_pCurrentPhysSurface = (CPhysical*)collidingEnt; + collidingEnt->RegisterReference((CEntity**)&m_pCurrentPhysSurface); m_vecOffsetFromPhysSurface = intersectionPoint.point - collidingEnt->GetPosition(); m_pCurSurface = collidingEnt; collidingEnt->RegisterReference((CEntity**)&m_pCurSurface); @@ -14301,7 +14340,8 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints) m_vecDamageNormal = intersectionPoint.normal; } } -#ifdef VC_PED_PORTS + // VC code is working perfectly, but we don't want mega jumps to damage us significantly :shrug: +#if 0 // #ifdef VC_PED_PORTS float upperSpeedLimit = 0.33f; float lowerSpeedLimit = -0.25f; float speed = m_vecMoveSpeed.Magnitude2D(); @@ -14309,49 +14349,48 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints) upperSpeedLimit *= 2.0f; lowerSpeedLimit *= 1.5f; } - if (m_ped_flagA2 - || (speed <= upperSpeedLimit /* || (bfFlagsL >> 5) & 1 */) && m_vecMoveSpeed.z >= lowerSpeedLimit - || m_pCollidingEntity == collidingEnt) { + if (!m_ped_flagA2) { + if ((speed <= upperSpeedLimit /* || (bfFlagsL >> 5) & 1 */) && m_vecMoveSpeed.z >= lowerSpeedLimit + || m_pCollidingEntity == collidingEnt) { - if (!m_ped_flagA2 && RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL) - && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) { - InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, 15.0f, PEDPIECE_TORSO, 2); - } - } else { - float damage = 100.0f * max(speed - 0.25f, 0.0f); - float damage2 = damage; - if (m_vecMoveSpeed.z < -0.25f) - damage += (-0.25f - m_vecMoveSpeed.z) * 150.0f; - - uint8 dir = 2; // from backward - if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f - || m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) { - CVector2D offset = -m_vecMoveSpeed; - dir = GetLocalDirection(offset); + if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL) && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) { + InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, 15.0f, PEDPIECE_TORSO, 2); + } + } else { + float damage = 100.0f * max(speed - 0.25f, 0.0f); + float damage2 = damage; + if (m_vecMoveSpeed.z < -0.25f) + damage += (-0.25f - m_vecMoveSpeed.z) * 150.0f; + + uint8 dir = 2; // from backward + if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f || m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) { + CVector2D offset = -m_vecMoveSpeed; + dir = GetLocalDirection(offset); + } + InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, damage, PEDPIECE_TORSO, dir); + if (IsPlayer() && damage2 > 5.0f) + Say(SOUND_PED_LAND); } - InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, damage, PEDPIECE_TORSO, dir); - if (IsPlayer() && damage2 > 5.0f) - Say(SOUND_PED_LAND); } #else - float speedSqr = m_vecMoveSpeed.MagnitudeSqr(); - if (m_ped_flagA2 - || m_vecMoveSpeed.z >= -0.25f && speedSqr <= 0.25f) { - if (!m_ped_flagA2 && RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL) - && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) { - InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, 15.0f, PEDPIECE_TORSO, 2); - } - } else { - if (speedSqr == 0.0f) - speedSqr = sq(m_vecMoveSpeed.z); - - uint8 dir = 2; // from backward - if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f - || m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) { - CVector2D offset = -m_vecMoveSpeed; - dir = GetLocalDirection(offset); + float speedSqr = 0.0f; + if (!m_ped_flagA2) { + if (m_vecMoveSpeed.z >= -0.25f && (speedSqr = m_vecMoveSpeed.MagnitudeSqr()) <= 0.25f) { + + if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL) && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) { + InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, 15.0f, PEDPIECE_TORSO, 2); + } + } else { + if (speedSqr == 0.0f) + speedSqr = sq(m_vecMoveSpeed.z); + + uint8 dir = 2; // from backward + if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f || m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) { + CVector2D offset = -m_vecMoveSpeed; + dir = GetLocalDirection(offset); + } + InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, 350.0f * sq(speedSqr), PEDPIECE_TORSO, dir); } - InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, 350.0f * sq(speedSqr), PEDPIECE_TORSO, dir); } #endif m_vecMoveSpeed.z = 0.0f; @@ -14479,7 +14518,7 @@ CPed::WillChat(CPed *stranger) } if (m_nSurfaceTouched == SURFACE_TARMAC) return false; - if (this == stranger) + if (stranger == this) return false; if (m_nPedType == stranger->m_nPedType) return true; @@ -14758,7 +14797,7 @@ CPed::ProcessBuoyancy(void) float buoyancyLevel = (m_nPedState == PED_DEAD ? 1.8f : 1.1f); #endif - if (mod_Buoyancy.ProcessBuoyancy(this, 0.008f * m_fMass * buoyancyLevel, &buoyancyPoint, &buoyancyImpulse)) { + if (mod_Buoyancy.ProcessBuoyancy(this, GRAVITY * m_fMass * buoyancyLevel, &buoyancyPoint, &buoyancyImpulse)) { m_flagD8 = true; CEntity *entity; CColPoint point; @@ -15738,6 +15777,783 @@ CPed::SeekCar(void) } } +void +CPed::ServiceTalking(void) +{ + if (!bBodyPartJustCameOff || m_bodyPartBleeding != PED_HEAD) { + if (strcmpi(CModelInfo::GetModelInfo(m_modelIndex)->GetName(), "bomber")) { + if (m_nPedState == PED_ON_FIRE) + m_queuedSound = SOUND_PED_BURNING; + } else { + m_queuedSound = SOUND_PED_BOMBER; + } + if (m_queuedSound != SOUND_TOTAL_PED_SOUNDS) { + if (m_queuedSound == SOUND_PED_DEATH) + m_soundStart = CTimer::GetTimeInMilliseconds() - 1; + + if (CTimer::GetTimeInMilliseconds() > m_soundStart) { + DMAudio.PlayOneShot(m_audioEntityId, m_queuedSound, 1.0f); + m_lastSoundStart = CTimer::GetTimeInMilliseconds(); + m_soundStart = + CommentWaitTime[m_queuedSound - SOUND_PED_DEATH].m_nFixedDelayTime + + CTimer::GetTimeInMilliseconds() + + CGeneral::GetRandomNumberInRange(0, CommentWaitTime[m_queuedSound - SOUND_PED_DEATH].m_nOverrideFixedDelayTime); + m_lastQueuedSound = m_queuedSound; + m_queuedSound = SOUND_TOTAL_PED_SOUNDS; + } + } + } +} + +void +CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk) +{ + if (m_nPedState == PED_DEAD) { + if (CGame::nastyGame) { + if (hitLevel == HITLEVEL_GROUND) { + CAnimBlendAssociation *floorHitAssoc; + if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG800)) { + floorHitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f); + } else { + floorHitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[FIGHTMOVE_HITONFLOOR].animId, 8.0f); + } + if (floorHitAssoc) { + floorHitAssoc->SetCurrentTime(0.0f); + floorHitAssoc->SetRun(); + floorHitAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; + } + } + if (CGame::nastyGame) { + RwMatrix headMat; + CPedIK::GetWorldMatrix(GetNodeFrame(PED_HEAD), &headMat); + for(int i = 0; i < 4; ++i) { + CVector bloodDir(0.0f, 0.0f, 0.1f); + CVector bloodPos = headMat.pos - 0.2f * GetForward(); + CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, bloodDir, nil, 0.0f, 0, 0, 0, 0); + } + } + } + } else if (m_nPedState == PED_FALL) { + if (hitLevel == HITLEVEL_GROUND && !IsPedHeadAbovePos(-0.3f)) { + CAnimBlendAssociation *floorHitAssoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG800) ? + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f) : + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT, 8.0f); + if (floorHitAssoc) { + floorHitAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; + floorHitAssoc->flags |= ASSOC_DELETEFADEDOUT; + } + } + } else if (IsPedInControl()) { + if ((IsPlayer() && m_nPedState != PED_FIGHT && ((CPlayerPed*)this)->m_fMoveSpeed > 1.0f) + || (!IsPlayer() && m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE)) { +#ifndef VC_PED_PORTS + if (hitLevel != HITLEVEL_HIGH && hitLevel != HITLEVEL_LOW || (IsPlayer() || CGeneral::GetRandomNumber() & 3) && CGeneral::GetRandomNumber() & 7) { + if (IsPlayer() || CGeneral::GetRandomNumber() & 3) { +#else + if (hitLevel != HITLEVEL_HIGH && hitLevel != HITLEVEL_LOW || (IsPlayer() || CGeneral::GetRandomNumber() & 1) && CGeneral::GetRandomNumber() & 7) { + if (IsPlayer() || CGeneral::GetRandomNumber() & 1) { +#endif + AnimationId shotAnim; + switch (direction) { + case 1: + shotAnim = ANIM_SHOT_LEFT_PARTIAL; + break; + case 2: + shotAnim = ANIM_SHOT_BACK_PARTIAL; + break; + case 3: + shotAnim = ANIM_SHOT_RIGHT_PARTIAL; + break; + default: + shotAnim = ANIM_SHOT_FRONT_PARTIAL; + break; + } + CAnimBlendAssociation *shotAssoc = RpAnimBlendClumpGetAssociation(GetClump(), shotAnim); + if (!shotAssoc || shotAssoc->blendDelta < 0.0f) + shotAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, shotAnim, 8.0f); + + shotAssoc->SetCurrentTime(0.0f); + shotAssoc->SetRun(); + shotAssoc->flags |= ASSOC_FADEOUTWHENDONE; + } else { + int time = CGeneral::GetRandomNumberInRange(1000, 3000); + SetWaitState(WAITSTATE_PLAYANIM_DUCK, &time); + } + } else { +#ifndef VC_PED_PORTS + switch (direction) { + case 1: + SetFall(500, ANIM_KO_SPIN_R, false); + break; + case 2: + SetFall(500, ANIM_KO_SKID_BACK, false); + break; + case 3: + SetFall(500, ANIM_KO_SPIN_L, false); + break; + default: + SetFall(500, ANIM_KO_SHOT_STOM, false); + break; + } +#else + bool fall = true; + AnimationId hitAnim; + switch (direction) { + case 1: + hitAnim = ANIM_KO_SPIN_R; + break; + case 2: + if (CGeneral::GetRandomNumber() & 1) { + fall = false; + hitAnim = ANIM_HIT_BACK; + } else { + hitAnim = ANIM_KO_SKID_BACK; + } + break; + case 3: + hitAnim = ANIM_KO_SPIN_L; + break; + default: + if (hitLevel == HITLEVEL_LOW) { + hitAnim = ANIM_KO_SHOT_STOM; + } else if (CGeneral::GetRandomNumber() & 1) { + fall = false; + hitAnim = ANIM_HIT_WALK; + } else if (CGeneral::GetRandomNumber() & 1) { + fall = false; + hitAnim = ANIM_HIT_HEAD; + } else { + hitAnim = ANIM_KO_SHOT_FACE; + } + break; + } + if (fall) { + SetFall(500, hitAnim, false); + } else { + CAnimBlendAssociation *hitAssoc = RpAnimBlendClumpGetAssociation(GetClump(), hitAnim); + if (!hitAssoc || hitAssoc->blendDelta < 0.0f) + hitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, hitAnim, 8.0f); + + hitAssoc->SetCurrentTime(0.0f); + hitAssoc->SetRun(); + hitAssoc->flags |= ASSOC_FADEOUTWHENDONE; + } +#endif + } + Say(SOUND_PED_DEFEND); + } else { + Say(SOUND_PED_DEFEND); + switch (hitLevel) { + case HITLEVEL_GROUND: + m_lastFightMove = FIGHTMOVE_HITONFLOOR; + break; + case HITLEVEL_LOW: +#ifndef VC_PED_PORTS + if (direction == 2) { + CPed::SetFall(1000, ANIM_KO_SKID_BACK, false); + return; + } +#else + if (direction == 2 && (!IsPlayer() || ((CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f))) { + CPed::SetFall(1000, ANIM_KO_SKID_BACK, false); + return; + } else if (direction != 2 && !IsPlayer() && (CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f) { + CPed::SetFall(1000, ANIM_KO_SHOT_STOM, false); + return; + } +#endif + m_lastFightMove = FIGHTMOVE_HITBODY; + break; + case HITLEVEL_HIGH: + switch (direction) { + case 1: + m_lastFightMove = FIGHTMOVE_HITLEFT; + break; + case 2: + m_lastFightMove = FIGHTMOVE_HITBACK; + break; + case 3: + m_lastFightMove = FIGHTMOVE_HITRIGHT; + break; + default: + if (unk <= 5) + m_lastFightMove = FIGHTMOVE_HITHEAD; + else + m_lastFightMove = FIGHTMOVE_HITBIGSTEP; + break; + } + break; + default: + switch (direction) { + case 1: + m_lastFightMove = FIGHTMOVE_HITLEFT; + break; + case 2: + m_lastFightMove = FIGHTMOVE_HITBACK; + break; + case 3: + m_lastFightMove = FIGHTMOVE_HITRIGHT; + break; + default: + if (unk <= 5) + m_lastFightMove = FIGHTMOVE_HITCHEST; + else + m_lastFightMove = FIGHTMOVE_HITBIGSTEP; + break; + } + break; + } + if (m_nPedState == PED_GETUP && !IsPedHeadAbovePos(0.0f)) + m_lastFightMove = FIGHTMOVE_HITONFLOOR; + + if (m_nPedState == PED_FIGHT) { + CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 8.0f); + moveAssoc->SetCurrentTime(0.0f); + moveAssoc->SetFinishCallback(FinishFightMoveCB, this); + if (IsPlayer()) + moveAssoc->speed = 1.3f; + + m_takeAStepAfterAttack = 0; + m_fightButtonPressure = 0; + } else if (IsPlayer() && m_currentWeapon != WEAPONTYPE_UNARMED) { + CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 4.0f); + moveAssoc->SetCurrentTime(0.0f); + moveAssoc->speed = 1.3f; + } else { + if (m_nPedState != PED_AIM_GUN && m_nPedState != PED_ATTACK) + SetStoredState(); + + if (m_nWaitState != WAITSTATE_FALSE) { + m_nWaitState = WAITSTATE_FALSE; + RestoreHeadingRate(); + } + m_nPedState = PED_FIGHT; + m_fightButtonPressure = 0; + RpAnimBlendClumpRemoveAssociations(GetClump(), ASSOC_REPEAT); + CAnimBlendAssociation *walkStartAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK_START); + if (walkStartAssoc) { + walkStartAssoc->flags |= ASSOC_DELETEFADEDOUT; + walkStartAssoc->blendDelta = -1000.0f; + } + CAnimBlendAssociation *walkStopAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP); + if (!walkStopAssoc) + walkStopAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP_R); + if (walkStopAssoc) { + walkStopAssoc->flags |= ASSOC_DELETEFADEDOUT; + walkStopAssoc->blendDelta = -1000.0f; + RestoreHeadingRate(); + } + SetMoveState(PEDMOVE_NONE); + m_nStoredMoveState = PEDMOVE_NONE; + CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE)->blendAmount = 1.0f; + CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 8.0f); + moveAssoc->SetFinishCallback(FinishFightMoveCB, this); + m_fightState = FIGHTSTATE_NO_MOVE; + m_takeAStepAfterAttack = false; + bIsAttacking = true; + } + } + } +} + +void +CPed::UpdateFromLeader(void) +{ + if (CTimer::GetTimeInMilliseconds() <= m_objectiveTimer) + return; + + if (!m_leader) + return; + + CVector leaderDist; + if (m_leader->bInVehicle && m_leader->m_pMyVehicle) + leaderDist = m_leader->m_pMyVehicle->GetPosition() - GetPosition(); + else + leaderDist = m_leader->GetPosition() - GetPosition(); + + if (leaderDist.Magnitude() > 30.0f) { + if (IsPedInControl()) { + SetObjective(OBJECTIVE_NONE); + SetIdle(); + SetMoveState(PEDMOVE_STILL); + } + SetLeader(nil); + return; + } + + if (IsPedInControl()) { + if (m_nWaitState == WAITSTATE_PLAYANIM_TAXI) + WarpPedToNearLeaderOffScreen(); + + if (m_leader->m_nPedState == PED_DEAD) { + SetLeader(nil); + SetObjective(OBJECTIVE_FLEE_TILL_SAFE); + return; + } + if (!m_leader->bInVehicle) { + if (m_leader->m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) { + if (bInVehicle) { + if (m_objective != OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT && m_objective != OBJECTIVE_LEAVE_VEHICLE) + SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle); + + return; + } + if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) { + RestorePreviousObjective(); + RestorePreviousState(); + } + } + if (m_nPedType == PEDTYPE_PROSTITUTE && CharCreatedBy == RANDOM_CHAR) { + SetLeader(nil); + return; + } + } + if (bInVehicle || !m_leader->bInVehicle || m_leader->m_nPedState != PED_DRIVING) { + if (m_leader->m_objective != OBJECTIVE_NONE && (!m_leader->IsPlayer() || m_leader->m_objective != OBJECTIVE_IDLE) + && m_objective != m_leader->m_objective) { + + switch (m_leader->m_objective) { + case OBJECTIVE_IDLE: + case OBJECTIVE_FLEE_TILL_SAFE: + case OBJECTIVE_WAIT_IN_CAR: + case OBJECTIVE_FOLLOW_ROUTE: + SetObjective(m_leader->m_objective); + m_objectiveTimer = m_leader->m_objectiveTimer; + break; + case OBJECTIVE_GUARD_SPOT: + SetObjective(OBJECTIVE_GUARD_SPOT, m_leader->m_vecSeekPosEx); + m_objectiveTimer = m_leader->m_objectiveTimer; + break; + case OBJECTIVE_KILL_CHAR_ON_FOOT: + case OBJECTIVE_KILL_CHAR_ANY_MEANS: + case OBJECTIVE_GOTO_CHAR_ON_FOOT: + if (m_leader->m_pedInObjective) { + SetObjective(m_leader->m_objective, m_leader->m_pedInObjective); + m_objectiveTimer = m_leader->m_objectiveTimer; + } + break; + case OBJECTIVE_ENTER_CAR_AS_PASSENGER: + case OBJECTIVE_ENTER_CAR_AS_DRIVER: + if (m_leader->m_carInObjective) { + SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_leader->m_carInObjective); + return; + } + break; + case OBJECTIVE_FIGHT_CHAR: + return; + case OBJECTIVE_HAIL_TAXI: + m_leader = nil; + SetObjective(OBJECTIVE_NONE); + break; + default: + SetObjective(OBJECTIVE_GOTO_CHAR_ON_FOOT, m_leader); + SetObjectiveTimer(0); + break; + } + } else { + if (m_leader->m_nPedState == PED_ATTACK) { + CEntity *lookTargetOfLeader = m_leader->m_pLookTarget; + if (lookTargetOfLeader && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT + && lookTargetOfLeader->IsPed() && lookTargetOfLeader != this) { + + SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, lookTargetOfLeader); + SetObjectiveTimer(8000); + SetLookFlag(m_leader->m_pLookTarget, false); + SetLookTimer(500); + } + } else { + if (IsPedInControl() && m_nPedState != PED_ATTACK) { +#ifndef VC_PED_PORTS + SetObjective(OBJECTIVE_GOTO_CHAR_ON_FOOT, m_leader); + SetObjectiveTimer(0); +#else + if (m_leader->m_objective != OBJECTIVE_NONE || m_objective != OBJECTIVE_NONE + || m_leader->m_nPedState != PED_CHAT || m_nPedState != PED_CHAT) { + + SetObjective(OBJECTIVE_GOTO_CHAR_ON_FOOT, m_leader); + SetObjectiveTimer(0); + } else { + SetObjective(OBJECTIVE_NONE); + } +#endif + } + if (m_nPedState == PED_IDLE && m_leader->IsPlayer()) { + if (ScanForThreats() && m_threatEntity) { + m_pLookTarget = m_threatEntity; + m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); + TurnBody(); + if (m_attackTimer < CTimer::GetTimeInMilliseconds() && !GetWeapon()->IsTypeMelee()) { + m_pPointGunAt = m_threatEntity; + if (m_threatEntity) + m_threatEntity->RegisterReference((CEntity **) &m_pPointGunAt); + SetAttack(m_threatEntity); + } + } + } + } + } + } else { + if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) { + if (m_leader->m_pMyVehicle->m_nNumPassengers < m_leader->m_pMyVehicle->m_nNumMaxPassengers) + SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_leader->m_pMyVehicle); + } + } + } else if (bInVehicle) { + if ((!m_leader->bInVehicle || m_leader->m_nPedState == PED_EXIT_CAR) && m_objective != OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT) { + + switch (m_leader->m_objective) { + case OBJECTIVE_ENTER_CAR_AS_PASSENGER: + case OBJECTIVE_ENTER_CAR_AS_DRIVER: + if (m_pMyVehicle == m_leader->m_pMyVehicle || m_pMyVehicle == m_leader->m_carInObjective) + break; + + // fall through + default: + if (m_pMyVehicle && m_objective != OBJECTIVE_LEAVE_VEHICLE) { +#ifdef VC_PED_PORTS + m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 250; +#endif + SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle); + } + + break; + } + } + } +} + +void +CPed::UpdatePosition(void) +{ + if (CReplay::IsPlayingBack() || !bIsStanding) + return; + + CVector2D velocityChange; + + SetHeading(m_fRotationCur); + if (m_pCurrentPhysSurface) { + CVector2D velocityOfSurface; + CPhysical *curSurface = m_pCurrentPhysSurface; + if (!IsPlayer() && m_pCurrentPhysSurface->IsVehicle() && ((CVehicle*)m_pCurrentPhysSurface)->IsBoat()) { + + // It seems R* didn't like m_vecOffsetFromPhysSurface for boats + CVector offsetToSurface = GetPosition() - curSurface->GetPosition(); + offsetToSurface.z -= FEET_OFFSET; + + CVector surfaceMoveVelocity = curSurface->m_vecMoveSpeed; + CVector surfaceTurnVelocity = CrossProduct(curSurface->m_vecTurnSpeed, offsetToSurface); + + // Also we use that weird formula instead of friction if it's boat + float slideMult = -curSurface->m_vecTurnSpeed.MagnitudeSqr(); + velocityOfSurface = slideMult * offsetToSurface * CTimer::GetTimeStep() + (surfaceTurnVelocity + surfaceMoveVelocity); + m_vecMoveSpeed.z = slideMult * offsetToSurface.z * CTimer::GetTimeStep() + (surfaceTurnVelocity.z + surfaceMoveVelocity.z); + } else { + velocityOfSurface = curSurface->GetSpeed(m_vecOffsetFromPhysSurface); + } + // Reminder: m_moved is displacement from walking/running. + velocityChange = m_moved + velocityOfSurface - m_vecMoveSpeed; + m_fRotationCur += curSurface->m_vecTurnSpeed.z * CTimer::GetTimeStep(); + m_fRotationDest += curSurface->m_vecTurnSpeed.z * CTimer::GetTimeStep(); + } else if (m_nSurfaceTouched != SURFACE_STONE || m_vecDamageNormal.x == 0.0f && m_vecDamageNormal.y == 0.0f) { + velocityChange = m_moved - m_vecMoveSpeed; + } else { + // Ped got damaged by steep slope + m_vecMoveSpeed = CVector(0.0f, 0.0f, -0.001f); + // some kind of + CVector2D reactionForce = m_vecDamageNormal * (1.0f / m_vecDamageNormal.Magnitude2D()); + + velocityChange = 0.02f * reactionForce + m_moved; + + float reactionAndVelocityDotProd = DotProduct2D(reactionForce, velocityChange); + // they're in same direction + if (reactionAndVelocityDotProd < 0.0f) { + velocityChange -= reactionAndVelocityDotProd * reactionForce; + } + } + + // Take time step into account + if (m_pCurrentPhysSurface) { + float speedChange = velocityChange.Magnitude(); + float changeMult = speedChange; + if (m_nPedState != PED_DIE || !m_pCurrentPhysSurface->IsVehicle()) { + if (!m_pCurrentPhysSurface->IsVehicle() || !((CVehicle*)m_pCurrentPhysSurface)->IsBoat()) + changeMult = 0.01f * CTimer::GetTimeStep(); + } else { + changeMult = 0.002f * CTimer::GetTimeStep(); + } + + if (speedChange > changeMult) { + velocityChange = velocityChange * (changeMult / speedChange); + } + } + m_vecMoveSpeed.x += velocityChange.x; + m_vecMoveSpeed.y += velocityChange.y; +} + +void +CPed::SetPedPositionInCar(void) +{ + if (CReplay::IsPlayingBack()) + return; + + if (bChangedSeat) { + bool notYet = false; + if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_GETIN_LHS) + || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_GETIN_LOW_LHS) + || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_CLOSEDOOR_LHS) + || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_CLOSEDOOR_LOW_LHS) + || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SHUFFLE_RHS) + || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSHUFFLE_RHS) + || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_CLOSE_L) + || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_CLOSE) + || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_GETIN_L) + || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_GETIN) + || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_COACH_IN_L) + || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_COACH_IN_R)) { + notYet = true; + } + if (notYet) { + LineUpPedWithCar(LINE_UP_TO_CAR_START); + bChangedSeat = false; + return; + } + } + CVehicleModelInfo *vehModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(m_pMyVehicle->m_modelIndex); + CMatrix newMat(m_pMyVehicle->GetMatrix()); + CVector seatPos; + if (m_pMyVehicle->pDriver == this) { + if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT) + seatPos = vehModel->m_positions[BOAT_POS_FRONTSEAT]; + else + seatPos = vehModel->m_positions[CAR_POS_FRONTSEAT]; + + if (!m_pMyVehicle->IsBoat() && m_pMyVehicle->m_vehType != VEHICLE_TYPE_BIKE) + seatPos.x = -seatPos.x; + + } else if (m_pMyVehicle->pPassengers[0] == this) { + if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT) + seatPos = vehModel->m_positions[BOAT_POS_FRONTSEAT]; + else + seatPos = vehModel->m_positions[CAR_POS_FRONTSEAT]; + } 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 if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT) { + seatPos = vehModel->m_positions[BOAT_POS_FRONTSEAT]; + } else { + seatPos = vehModel->m_positions[CAR_POS_FRONTSEAT]; + } + } + newMat.GetPosition() += Multiply3x3(newMat, seatPos); + // Already done below (SetTranslate(0.0f, 0.0f, 0.0f)) + // tempMat.SetUnity(); + + // Rear seats on vans don't face to front, so rotate them HALFPI. + if (m_pMyVehicle->bIsVan) { + CMatrix tempMat; + if (m_pMyVehicle->pPassengers[1] == this) { + m_fRotationCur = m_pMyVehicle->GetForward().Heading() - HALFPI; + tempMat.SetTranslate(0.0f, 0.0f, 0.0f); + tempMat.RotateZ(-HALFPI); + newMat = newMat * tempMat; + } else if (m_pMyVehicle->pPassengers[2] == this) { + m_fRotationCur = HALFPI + m_pMyVehicle->GetForward().Heading(); + tempMat.SetTranslate(0.0f, 0.0f, 0.0f); + tempMat.RotateZ(HALFPI); + newMat = newMat * tempMat; + } else { + m_fRotationCur = m_pMyVehicle->GetForward().Heading(); + } + } else { + m_fRotationCur = m_pMyVehicle->GetForward().Heading(); + } + GetMatrix() = newMat; +} + +static RwObject* +CloneAtomicToFrameCB(RwObject *frame, void *data) +{ + RpAtomic *newAtomic = RpAtomicClone((RpAtomic*)frame); + RpAtomicSetFrame(newAtomic, (RwFrame*)data); + RpClumpAddAtomic(flyingClumpTemp, newAtomic); + CVisibilityPlugins::SetAtomicRenderCallback(newAtomic, nil); + return frame; +} + +static RwFrame* +RecurseFrameChildrenToCloneCB(RwFrame *frame, void *data) +{ + RwFrame *newFrame = RwFrameCreate(); + RwFrameAddChild((RwFrame*)data, newFrame); + RwFrameTransform(newFrame, RwFrameGetMatrix(frame), rwCOMBINEREPLACE); + RwFrameForAllObjects(frame, CloneAtomicToFrameCB, newFrame); + RwFrameForAllChildren(frame, RecurseFrameChildrenToCloneCB, newFrame); + return newFrame; +} + +CObject* +CPed::SpawnFlyingComponent(int pedNode, int8 direction) +{ + if (CObject::nNoTempObjects >= NUMTEMPOBJECTS) + return nil; + + CObject *obj = new CObject(); + if (!obj) + return nil; + + RwFrame *frame = RwFrameCreate(); + RpClump *clump = RpClumpCreate(); + RpClumpSetFrame(clump, frame); + RwMatrix *matrix = RwFrameGetLTM(GetNodeFrame(pedNode)); + *RwFrameGetMatrix(frame) = *matrix; + + flyingClumpTemp = clump; + RwFrameForAllObjects(GetNodeFrame(pedNode), CloneAtomicToFrameCB, frame); + RwFrameForAllChildren(GetNodeFrame(pedNode), RecurseFrameChildrenToCloneCB, frame); + flyingClumpTemp = nil; + switch (pedNode) { + case PED_HEAD: + // So popping head would have wheel collision. They disabled it anyway + obj->SetModelIndexNoCreate(MI_CAR_WHEEL); + break; + case PED_UPPERARML: + case PED_UPPERARMR: + obj->SetModelIndexNoCreate(MI_BODYPARTB); + obj->SetCenterOfMass(0.25f, 0.0f, 0.0f); + break; + case PED_UPPERLEGL: + case PED_UPPERLEGR: + obj->SetModelIndexNoCreate(MI_BODYPARTA); + obj->SetCenterOfMass(0.4f, 0.0f, 0.0f); + break; + default: + break; + } + obj->RefModelInfo(m_modelIndex); + obj->AttachToRwObject((RwObject*)clump); + obj->m_fMass = 15.0f; + obj->m_fTurnMass = 5.0f; + obj->m_fAirResistance = 0.99f; + obj->m_fElasticity = 0.03f; + obj->m_fBuoyancy = m_fMass*GRAVITY/0.75f; + obj->ObjectCreatedBy = TEMP_OBJECT; + obj->bIsStatic = false; + obj->bIsPickup = false; + obj->m_nSpecialCollisionResponseCases = COLLRESPONSE_SPLIT_MODEL; + + // life time - the more objects the are, the shorter this one will live + CObject::nNoTempObjects++; + if (CObject::nNoTempObjects > 20) + obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 12000; + else if (CObject::nNoTempObjects > 10) + obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 30000; + else + obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 60000; + + CVector localForcePos, forceDir; + + if (direction == 2) { + obj->m_vecMoveSpeed = 0.03f * GetForward(); + obj->m_vecMoveSpeed.z = (CGeneral::GetRandomNumber() & 0x3F) * 0.001f; + obj->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); + localForcePos = CVector(0.0f, 0.0f, 0.0f); + forceDir = GetForward(); + } else { + obj->m_vecMoveSpeed = -0.03f * GetForward(); + obj->m_vecMoveSpeed.z = (CGeneral::GetRandomNumber() & 0x3F) * 0.001f; + obj->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); + localForcePos = CVector(0.0f, 0.0f, 0.0f); + forceDir = -GetForward(); + } + obj->ApplyTurnForce(forceDir, localForcePos); + CWorld::Add(obj); + + return obj; +} + +void +CPed::WarpPedIntoCar(CVehicle *car) +{ + bInVehicle = true; + m_pMyVehicle = car; + m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle); + m_carInObjective = car; + m_carInObjective->RegisterReference((CEntity **) &m_carInObjective); + m_nPedState = PED_DRIVING; + bUsesCollision = false; + bIsInTheAir = false; + m_ped_flagI4 = true; + if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) { + car->SetDriver(this); + car->pDriver->RegisterReference((CEntity **) &car->pDriver); + + } else if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) { + for (int i = 0; i < 4; i++) { + if (!car->pPassengers[i]) { + car->pPassengers[i] = this; + car->pPassengers[i]->RegisterReference((CEntity **) &car->pPassengers[i]); + break; + } + } + } else + return; + + if (IsPlayer()) { + car->m_status = STATUS_PLAYER; + AudioManager.PlayerJustGotInCar(); + CCarCtrl::RegisterVehicleOfInterest(car); + } else { + car->m_status = STATUS_PHYSICS; + } + + CWorld::Remove(this); + GetPosition() = 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); + } + if (car->IsBoat()) { + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_BOAT, 100.0f); + CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + RemoveWeaponModel(ourWeapon->m_nModelId); + } else { + + // Because we can use Uzi for drive by + // RemoveWeaponWhenEnteringVehicle in VC + if (IsPlayer() && HasWeapon(WEAPONTYPE_UZI) && GetWeapon(WEAPONTYPE_UZI).m_nAmmoTotal > 0) { + if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED) + m_storedWeapon = GetWeapon()->m_eWeaponType; + SetCurrentWeapon(WEAPONTYPE_UZI); + } else { + CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + RemoveWeaponModel(ourWeapon->m_nModelId); + } + + if (car->bLowVehicle) + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_LSIT, 100.0f); + else + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_SIT, 100.0f); + } + StopNonPartialAnims(); + if (car->bIsBus) + bRenderPedInCar = false; + + bChangedSeat = true; +} + class CPed_ : public CPed { public: @@ -15956,4 +16772,9 @@ STARTPATCHES InjectHook(0x4C5FE0, &CPed::ScanForThreats, PATCH_JUMP); InjectHook(0x4C6C10, &CPed::ScanForInterestingStuff, PATCH_JUMP); InjectHook(0x4D3F90, &CPed::SeekCar, PATCH_JUMP); + InjectHook(0x4E5870, &CPed::ServiceTalking, PATCH_JUMP); + InjectHook(0x4E7780, &CPed::StartFightDefend, PATCH_JUMP); + InjectHook(0x4D8F30, &CPed::UpdateFromLeader, PATCH_JUMP); + InjectHook(0x4D4970, &CPed::SetPedPositionInCar, PATCH_JUMP); + InjectHook(0x4D7D20, &CPed::WarpPedIntoCar, PATCH_JUMP); ENDPATCHES
\ No newline at end of file diff --git a/src/peds/Ped.h b/src/peds/Ped.h index b8d2f5dd..50a8bfec 100644 --- a/src/peds/Ped.h +++ b/src/peds/Ped.h @@ -15,6 +15,7 @@ struct CPathNode; class CAccident; +class CObject; struct CPedAudioData { @@ -58,6 +59,15 @@ enum PedRouteType PEDROUTE_GO_TO_START_WHEN_DONE }; +enum FightMoveHitLevel +{ + HITLEVEL_NULL, + HITLEVEL_GROUND, + HITLEVEL_LOW, + HITLEVEL_MEDIUM, + HITLEVEL_HIGH +}; + struct FightMove { AnimationId animId; @@ -65,7 +75,7 @@ struct FightMove float endFireTime; float comboFollowOnTime; float strikeRadius; - uint8 hitLevel; + uint8 hitLevel; // FightMoveHitLevel uint8 damage; uint8 flags; }; @@ -99,7 +109,8 @@ enum PedFightMoves FIGHTMOVE_HITBIGSTEP, FIGHTMOVE_HITONFLOOR, FIGHTMOVE_HITBEHIND, - FIGHTMOVE_IDLE2NORM + FIGHTMOVE_IDLE2NORM, + NUM_FIGHTMOVES }; enum ePedPieceTypes @@ -352,7 +363,7 @@ public: uint8 bShakeFist : 1; // test shake hand at look entity uint8 bNoCriticalHits : 1; // if set, limbs won't came off - uint8 m_ped_flagI4 : 1; // seems like related with cars + uint8 m_ped_flagI4 : 1; // we've been put to car by script? - related with cars uint8 bHasAlreadyBeenRecorded : 1; uint8 bFallenDown : 1; #ifdef VC_PED_PORTS @@ -420,7 +431,7 @@ public: float m_headingRate; uint16 m_vehEnterType; // TODO: this is more like a door, not a type int16 m_walkAroundType; - CEntity *m_pCurrentPhysSurface; + CPhysical *m_pCurrentPhysSurface; CVector m_vecOffsetFromPhysSurface; CEntity *m_pCurSurface; CVector m_vecSeekPos; @@ -522,7 +533,6 @@ public: void SetDead(void); void ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer); void RemoveBodyPart(PedNode nodeId, int8 direction); - void SpawnFlyingComponent(int, int8); bool OurPedCanSeeThisOne(CEntity *target); void Avoid(void); void Attack(void); @@ -660,7 +670,6 @@ public: void ProcessBuoyancy(void); void ServiceTalking(void); void SetJump(void); - void UpdatePosition(void); void WanderPath(void); void ReactToPointGun(CEntity*); void SeekCar(void); @@ -681,6 +690,7 @@ public: void ScanForInterestingStuff(void); void WarpPedIntoCar(CVehicle*); void SetCarJack(CVehicle*); + void WarpPedToNearLeaderOffScreen(void); // Static methods static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset); @@ -756,6 +766,8 @@ public: void WanderRange(void); void SetFollowRoute(int16, int16); void SeekBoatPosition(void); + void UpdatePosition(void); + CObject *SpawnFlyingComponent(int, int8); #ifdef VC_PED_PORTS bool CanPedJumpThis(CEntity*, CVector*); #else @@ -785,9 +797,12 @@ public: static CPedAudioData (&CommentWaitTime)[38]; #ifndef MASTER + static bool bUnusedFightThingOnPlayer; + static bool bPopHeadsOnHeadshot; + + // Mobile things static void SwitchDebugDisplay(void); void DebugRenderOnePedText(void); - static bool bUnusedFightThingOnPlayer; #endif }; |