diff options
Diffstat (limited to '')
-rw-r--r-- | src/audio/AudioLogic.cpp | 299 | ||||
-rw-r--r-- | src/audio/AudioManager.cpp | 2 | ||||
-rw-r--r-- | src/audio/AudioManager.h | 8 | ||||
-rw-r--r-- | src/control/Pickups.cpp | 82 | ||||
-rw-r--r-- | src/control/Restart.cpp | 4 | ||||
-rw-r--r-- | src/core/FileLoader.cpp | 1 | ||||
-rw-r--r-- | src/core/config.h | 2 | ||||
-rw-r--r-- | src/modelinfo/PedModelInfo.h | 1 | ||||
-rw-r--r-- | src/peds/CivilianPed.cpp | 42 | ||||
-rw-r--r-- | src/peds/Ped.cpp | 18534 | ||||
-rw-r--r-- | src/peds/Ped.h | 48 | ||||
-rw-r--r-- | src/peds/PedAI.cpp | 5413 | ||||
-rw-r--r-- | src/peds/PedFight.cpp | 3250 | ||||
-rw-r--r-- | src/peds/PedStats.cpp | 118 | ||||
-rw-r--r-- | src/peds/PedStats.h | 80 | ||||
-rw-r--r-- | src/peds/PedType.cpp | 113 | ||||
-rw-r--r-- | src/peds/PedType.h | 79 | ||||
-rw-r--r-- | src/render/Renderer.cpp | 35 | ||||
-rw-r--r-- | src/vehicles/Automobile.cpp | 87 | ||||
-rw-r--r-- | src/weapons/Weapon.cpp | 10 |
20 files changed, 14021 insertions, 14187 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index fc828042..7340e73e 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -2248,7 +2248,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) pedParams.m_fDistance = 0.0f; pedParams.m_bDistanceCalculated = params.m_bDistanceCalculated; pedParams.m_fDistance = params.m_fDistance; - SetupPedComments(&pedParams, SOUND_PED_HELI_PLAYER_FOUND); + SetupPedComments(pedParams, SOUND_PED_HELI_PLAYER_FOUND); continue; case SOUND_PED_BODYCAST_HIT: pedParams.m_pPed = nil; @@ -2256,7 +2256,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) pedParams.m_fDistance = 0.0f; pedParams.m_bDistanceCalculated = params.m_bDistanceCalculated; pedParams.m_fDistance = params.m_fDistance; - SetupPedComments(&pedParams, SOUND_PED_BODYCAST_HIT); + SetupPedComments(pedParams, SOUND_PED_BODYCAST_HIT); continue; case SOUND_WATER_FALL: { const float SOUND_INTENSITY = 40.0f; @@ -2965,21 +2965,21 @@ cAudioManager::ProcessPed(CPhysical *ped) params.m_pPed = (CPed *)ped; params.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos); if (ped->GetModelIndex() == MI_FATMALE02) - ProcessPedHeadphones(¶ms); - ProcessPedOneShots(¶ms); + ProcessPedHeadphones(params); + ProcessPedOneShots(params); } void -cAudioManager::ProcessPedHeadphones(cPedParams *params) +cAudioManager::ProcessPedHeadphones(cPedParams ¶ms) { CPed *ped; CAutomobile *veh; uint8 emittingVol; - if (params->m_fDistance < SQR(7)) { - ped = params->m_pPed; + if (params.m_fDistance < SQR(7)) { + ped = params.m_pPed; if (!ped->bIsAimingGun || ped->m_bodyPartBleeding != PED_HEAD) { - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); if (ped->bInVehicle && ped->m_nPedState == PED_DRIVING) { emittingVol = 10; veh = (CAutomobile *)ped->m_pMyVehicle; @@ -3021,36 +3021,36 @@ cAudioManager::ProcessPedHeadphones(cPedParams *params) } void -cAudioManager::ProcessPedOneShots(cPedParams *params) +cAudioManager::ProcessPedOneShots(cPedParams ¶ms) { uint8 emittingVol; int32 sampleIndex; - CPed *ped = params->m_pPed; + CPed *ped = params.m_pPed; - bool stereo; + bool narrowSoundRange; int16 sound; - bool noReflection; + bool stereo; CWeapon *weapon; float maxDist = 0.f; // uninitialized variable static uint8 iSound = 21; - weapon = params->m_pPed->GetWeapon(); + weapon = params.m_pPed->GetWeapon(); for (uint32 i = 0; i < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; i++) { - noReflection = false; stereo = false; + narrowSoundRange = false; m_sQueueSample.m_bRequireReflection = false; sound = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i]; switch (sound) { case SOUND_STEP_START: case SOUND_STEP_END: - if (!params->m_pPed->bIsLooking) { + if (!params.m_pPed->bIsLooking) { emittingVol = m_anRandomTable[3] % 15 + 45; if (FindPlayerPed() != m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity) emittingVol /= 2; maxDist = 400.f; - switch (params->m_pPed->m_nSurfaceTouched) { + switch (params.m_pPed->m_nSurfaceTouched) { case SURFACE_GRASS: sampleIndex = m_anRandomTable[1] % 5 + SFX_FOOTSTEP_GRASS_1; break; @@ -3094,7 +3094,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] - 28; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 17); - switch (params->m_pPed->m_nMoveState) { + switch (params.m_pPed->m_nMoveState) { case PEDMOVE_WALK: emittingVol /= 4; m_sQueueSample.m_nFrequency = 9 * m_sQueueSample.m_nFrequency / 10; @@ -3152,229 +3152,54 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) case SOUND_FIGHT_PUNCH_33: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1; m_sQueueSample.m_nFrequency = 18000; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_KICK_34: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1; m_sQueueSample.m_nFrequency = 16500; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_HEADBUTT_35: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1; m_sQueueSample.m_nFrequency = 20000; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_PUNCH_36: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2; m_sQueueSample.m_nFrequency = 18000; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_PUNCH_37: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2; m_sQueueSample.m_nFrequency = 16500; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_CLOSE_PUNCH_38: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2; m_sQueueSample.m_nFrequency = 20000; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_PUNCH_39: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4; m_sQueueSample.m_nFrequency = 18000; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4; m_sQueueSample.m_nFrequency = 16500; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_PUNCH_41: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4; m_sQueueSample.m_nFrequency = 20000; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_PUNCH_FROM_BEHIND_42: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5; m_sQueueSample.m_nFrequency = 18000; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_KNEE_OR_KICK_43: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5; m_sQueueSample.m_nFrequency = 16500; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_KICK_44: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5; m_sQueueSample.m_nFrequency = 20000; + AddFightSound: m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound; - stereo = true; + narrowSoundRange = true; ++iSound; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -3393,7 +3218,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nSampleIndex = SFX_BAT_HIT_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 22000; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -3409,7 +3234,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) if (m_bDynamicAcousticModelingStatus) m_sQueueSample.m_bRequireReflection = true; else - noReflection = true; + stereo = true; break; case SOUND_WEAPON_SHOT_FIRED: weapon = ped->GetWeapon(); @@ -3418,7 +3243,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nSampleIndex = SFX_COLT45_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_COLT45_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -3435,13 +3260,13 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) if (m_bDynamicAcousticModelingStatus) m_sQueueSample.m_bRequireReflection = true; else - noReflection = true; + stereo = true; break; case WEAPONTYPE_UZI: m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -3460,7 +3285,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nSampleIndex = SFX_SHOTGUN_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SHOTGUN_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -3477,13 +3302,13 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) if (m_bDynamicAcousticModelingStatus) m_sQueueSample.m_bRequireReflection = true; else - noReflection = true; + stereo = true; break; case WEAPONTYPE_AK47: m_sQueueSample.m_nSampleIndex = SFX_AK47_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_AK47_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -3502,7 +3327,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nSampleIndex = SFX_M16_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_M16_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -3521,7 +3346,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nSampleIndex = SFX_SNIPER_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SNIPER_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -3538,13 +3363,13 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) if (m_bDynamicAcousticModelingStatus) m_sQueueSample.m_bRequireReflection = true; else - noReflection = true; + stereo = true; break; case WEAPONTYPE_ROCKETLAUNCHER: m_sQueueSample.m_nSampleIndex = SFX_ROCKET_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ROCKET_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); m_sQueueSample.m_nReleasingVolumeModificator = 1; @@ -3561,7 +3386,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) if (m_bDynamicAcousticModelingStatus) m_sQueueSample.m_bRequireReflection = true; else - noReflection = true; + stereo = true; break; case WEAPONTYPE_FLAMETHROWER: m_sQueueSample.m_nSampleIndex = SFX_FLAMETHROWER_LEFT; @@ -3583,7 +3408,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) if (m_bDynamicAcousticModelingStatus) m_sQueueSample.m_bRequireReflection = true; else - noReflection = true; + stereo = true; break; default: continue; @@ -3626,7 +3451,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) } emittingVol = 75; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency += RandomDisplacement(300); m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nReleasingVolumeModificator = 5; @@ -3647,7 +3472,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nSampleIndex = SFX_UZI_END_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_END_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -3664,7 +3489,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) if (m_bDynamicAcousticModelingStatus) m_sQueueSample.m_bRequireReflection = true; else - noReflection = true; + stereo = true; break; case SOUND_WEAPON_FLAMETHROWER_FIRE: m_sQueueSample.m_nSampleIndex = SFX_FLAMETHROWER_START_LEFT; @@ -3688,7 +3513,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nSampleIndex = SFX_BULLET_PED; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BULLET_PED); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8); m_sQueueSample.m_nReleasingVolumeModificator = 7; @@ -3707,7 +3532,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nSampleIndex = SFX_SPLASH_1; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency = RandomDisplacement(1400) + 20000; m_sQueueSample.m_nReleasingVolumeModificator = 1; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -3727,23 +3552,23 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) continue; } - if (stereo && iSound > 60) + if (narrowSoundRange && iSound > 60) iSound = 21; - if (params->m_fDistance < maxDist) { - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); + if (params.m_fDistance < maxDist) { + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { - if (noReflection) { + if (stereo) { if (m_sQueueSample.m_fDistance < 0.2f * m_sQueueSample.m_fSoundIntensity) { m_sQueueSample.m_bIs2D = true; m_sQueueSample.m_nOffset = 0; } else { - noReflection = false; + stereo = false; } } m_sQueueSample.m_bReverbFlag = true; AddSampleToRequestedQueue(); - if (noReflection) { + if (stereo) { m_sQueueSample.m_nOffset = 127; ++m_sQueueSample.m_nSampleIndex; if (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] != SOUND_WEAPON_SHOT_FIRED || @@ -3762,9 +3587,9 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) } void -cAudioManager::SetupPedComments(cPedParams *params, uint32 sound) +cAudioManager::SetupPedComments(cPedParams ¶ms, uint16 sound) { - CPed *ped = params->m_pPed; + CPed *ped = params.m_pPed; uint8 emittingVol; float soundIntensity; tPedComment pedComment; @@ -3815,8 +3640,8 @@ cAudioManager::SetupPedComments(cPedParams *params, uint32 sound) } } - if (params->m_fDistance < SQR(soundIntensity)) { - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); + if (params.m_fDistance < SQR(soundIntensity)) { + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); if (sound != SOUND_PAGER) { switch (sound) { case SOUND_AMMUNATION_WELCOME_1: @@ -6549,14 +6374,14 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) male.m_pPed = nil; male.m_bDistanceCalculated = false; male.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos); - SetupPedComments(&male, SOUND_INJURED_PED_MALE_OUCH); + SetupPedComments(male, SOUND_INJURED_PED_MALE_OUCH); return; case SCRIPT_SOUND_INJURED_PED_FEMALE_OUCH_S: case SCRIPT_SOUND_INJURED_PED_FEMALE_OUCH_L: female.m_pPed = nil; female.m_bDistanceCalculated = false; female.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos); - SetupPedComments(&female, SOUND_INJURED_PED_FEMALE); + SetupPedComments(female, SOUND_INJURED_PED_FEMALE); return; case SCRIPT_SOUND_GATE_START_CLUNK: case SCRIPT_SOUND_GATE_STOP_CLUNK: @@ -7934,7 +7759,7 @@ cAudioManager::ProcessPoliceCellBeatingScriptObject(uint8 sound) params.m_bDistanceCalculated = true; params.m_fDistance = distSquared; params.m_pPed = nil; - SetupPedComments(¶ms, SOUND_INJURED_PED_MALE_PRISON); + SetupPedComments(params, SOUND_INJURED_PED_MALE_PRISON); } gCellNextTime = time + 500 + m_anRandomTable[3] % 1500; } diff --git a/src/audio/AudioManager.cpp b/src/audio/AudioManager.cpp index d8054181..947bda40 100644 --- a/src/audio/AudioManager.cpp +++ b/src/audio/AudioManager.cpp @@ -167,7 +167,7 @@ cAudioManager::SetEntityStatus(int32 id, uint8 status) } void -cAudioManager::PlayOneShot(int32 index, int16 sound, float vol) +cAudioManager::PlayOneShot(int32 index, uint16 sound, float vol) { static const uint8 OneShotPriority[] = {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 5, 5, 5, 3, 5, 2, 2, 1, 1, 3, 1, 3, 3, 1, 1, 1, 4, 4, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 6, 1, 1, 3, 2, 2, 2, 2, 0, 0, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, diff --git a/src/audio/AudioManager.h b/src/audio/AudioManager.h index 2d971ac9..d781ad71 100644 --- a/src/audio/AudioManager.h +++ b/src/audio/AudioManager.h @@ -351,7 +351,7 @@ public: bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const; void PlayLoadedMissionAudio(); - void PlayOneShot(int32 index, int16 sound, float vol); + void PlayOneShot(int32 index, uint16 sound, float vol); void PlaySuspectLastSeen(float x, float y, float z); void PlayerJustGotInCar() const; void PlayerJustLeftCar() const; @@ -397,8 +397,8 @@ public: void ProcessModelCarEngine(cVehicleParams& params); void ProcessOneShotScriptObject(uint8 sound); void ProcessPed(CPhysical *ped); - void ProcessPedHeadphones(cPedParams *params); - void ProcessPedOneShots(cPedParams *params); + void ProcessPedHeadphones(cPedParams ¶ms); + void ProcessPedOneShots(cPedParams ¶ms); void ProcessPhysical(int32 id); void ProcessPlane(cVehicleParams& params); void ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *automobile); @@ -462,7 +462,7 @@ public: bool SetupJumboRumbleSound(uint8 emittingVol); bool SetupJumboTaxiSound(uint8 vol); bool SetupJumboWhineSound(uint8 emittingVol, uint32 freq); - void SetupPedComments(cPedParams *params, uint32 sound); + void SetupPedComments(cPedParams ¶ms, uint16 sound); void SetupSuspectLastSeenReport(); void Terminate(); diff --git a/src/control/Pickups.cpp b/src/control/Pickups.cpp index 6fea43fb..8951ed82 100644 --- a/src/control/Pickups.cpp +++ b/src/control/Pickups.cpp @@ -1432,3 +1432,85 @@ CPacManPickups::ResetPowerPillsCarriedByPlayer() FindPlayerVehicle()->m_fForceMultiplier = 1.0f; } } + +void +CPed::CreateDeadPedMoney(void) +{ + if (!CGame::nastyGame) + return; + + int mi = GetModelIndex(); + + if ((mi >= MI_COP && mi <= MI_FIREMAN) || CharCreatedBy == MISSION_CHAR || bInVehicle) + return; + + int money = CGeneral::GetRandomNumber() % 60; + if (money < 10) + return; + + if (money == 43) + money = 700; + + int pickupCount = money / 40 + 1; + int moneyPerPickup = money / pickupCount; + + for(int i = 0; i < pickupCount; i++) { + // (CGeneral::GetRandomNumber() % 256) * PI / 128 gives a float up to something TWOPI-ish. + float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().x; + float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().y; + bool found = false; + float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f; + if (found) { + CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7)); + } + } +} + +void +CPed::CreateDeadPedWeaponPickups(void) +{ + bool found = false; + float angleToPed; + CVector pickupPos; + + if (bInVehicle) + return; + + for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) { + + eWeaponType weapon = GetWeapon(i).m_eWeaponType; + int weaponAmmo = GetWeapon(i).m_nAmmoTotal; + if (weapon == WEAPONTYPE_UNARMED || weapon == WEAPONTYPE_DETONATOR || weaponAmmo == 0) + continue; + + angleToPed = i * 1.75f; + pickupPos = GetPosition(); + pickupPos.x += 1.5f * Sin(angleToPed); + pickupPos.y += 1.5f * Cos(angleToPed); + pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f; + + CVector pedPos = GetPosition(); + pedPos.z += 0.3f; + + CVector pedToPickup = pickupPos - pedPos; + float distance = pedToPickup.Magnitude(); + + // outer edge of pickup + distance = (distance + 0.3f) / distance; + CVector pickupPos2 = pedPos; + pickupPos2 += distance * pedToPickup; + + // pickup must be on ground and line to its edge must be clear + if (!found || CWorld::GetIsLineOfSightClear(pickupPos2, pedPos, true, false, false, false, false, false, false)) { + // otherwise try another position (but disregard second check apparently) + angleToPed += 3.14f; + pickupPos = GetPosition(); + pickupPos.x += 1.5f * Sin(angleToPed); + pickupPos.y += 1.5f * Cos(angleToPed); + pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f; + } + if (found) + CPickups::GenerateNewOne_WeaponType(pickupPos, weapon, PICKUP_ONCE_TIMEOUT, Min(weaponAmmo, AmmoForWeapon_OnStreet[weapon])); + } + ClearWeapons(); +}
\ No newline at end of file diff --git a/src/control/Restart.cpp b/src/control/Restart.cpp index a6482d04..4ca18c3b 100644 --- a/src/control/Restart.cpp +++ b/src/control/Restart.cpp @@ -81,7 +81,7 @@ CRestart::FindClosestHospitalRestartPoint(const CVector &pos, CVector *outPos, f } eLevelName curlevel = CTheZones::FindZoneForPoint(pos); - float fMinDist = 16000000.0f; + float fMinDist = SQR(4000.0f); int closestPoint = NUM_RESTART_POINTS; // find closest point on this level @@ -128,7 +128,7 @@ CRestart::FindClosestPoliceRestartPoint(const CVector &pos, CVector *outPos, flo } eLevelName curlevel = CTheZones::FindZoneForPoint(pos); - float fMinDist = 16000000.0f; + float fMinDist = SQR(4000.0f); int closestPoint = NUM_RESTART_POINTS; // find closest point on this level diff --git a/src/core/FileLoader.cpp b/src/core/FileLoader.cpp index 3f731658..f46b6134 100644 --- a/src/core/FileLoader.cpp +++ b/src/core/FileLoader.cpp @@ -11,7 +11,6 @@ #include "HandlingMgr.h" #include "CarCtrl.h" #include "PedType.h" -#include "PedStats.h" #include "AnimManager.h" #include "Game.h" #include "RwHelper.h" diff --git a/src/core/config.h b/src/core/config.h index 8b4356ce..6433a258 100644 --- a/src/core/config.h +++ b/src/core/config.h @@ -303,7 +303,7 @@ enum Config { #endif //#define SIMPLIER_MISSIONS // apply simplifications from mobile #define USE_ADVANCED_SCRIPT_DEBUG_OUTPUT -#define SCRIPT_LOG_FILE_LEVEL 1 // 0 == no log, 1 == overwrite every frame, 2 == full log +#define SCRIPT_LOG_FILE_LEVEL 0 // 0 == no log, 1 == overwrite every frame, 2 == full log #ifndef USE_ADVANCED_SCRIPT_DEBUG_OUTPUT #define USE_BASIC_SCRIPT_DEBUG_OUTPUT diff --git a/src/modelinfo/PedModelInfo.h b/src/modelinfo/PedModelInfo.h index d73d3646..f467fe8a 100644 --- a/src/modelinfo/PedModelInfo.h +++ b/src/modelinfo/PedModelInfo.h @@ -2,7 +2,6 @@ #include "ClumpModelInfo.h" #include "PedType.h" -#include "PedStats.h" enum PedNode { PED_TORSO, diff --git a/src/peds/CivilianPed.cpp b/src/peds/CivilianPed.cpp index 2d782a73..401d2e67 100644 --- a/src/peds/CivilianPed.cpp +++ b/src/peds/CivilianPed.cpp @@ -424,3 +424,45 @@ CCivilianPed::ProcessControl(void) if (m_moved.Magnitude() > 0.0f) Avoid(); } + +// It's "CPhoneInfo::ProcessNearestFreePhone" in PC IDB but that's not true, someone made it up. +bool +CPed::RunToReportCrime(eCrimeType crimeToReport) +{ +#ifdef PEDS_REPORT_CRIMES_ON_PHONE + if (bRunningToPhone) { + if (!isPhoneAvailable(m_phoneId)) { + m_phoneId = -1; + bIsRunning = false; + ClearSeek(); // clears bRunningToPhone + return false; + } + + return true; + } +#else + // They changed true into false to make this function unusable. So running to phone actually starts but first frame after that cancels it. + if (m_nPedState == PED_SEEK_POS) + return false; +#endif + + CVector pos = GetPosition(); + int phoneId = gPhoneInfo.FindNearestFreePhone(&pos); + + if (phoneId == -1) + return false; + + CPhone *phone = &gPhoneInfo.m_aPhones[phoneId]; +#ifndef PEDS_REPORT_CRIMES_ON_PHONE + if (phone->m_nState != PHONE_STATE_FREE) + return false; +#endif + + bRunningToPhone = true; + SetSeek(phone->m_pEntity->GetMatrix() * -phone->m_pEntity->GetForward(), 1.0f); // original: phone.m_vecPos, 0.3f + SetMoveState(PEDMOVE_RUN); + bIsRunning = true; // not there in original + m_phoneId = phoneId; + m_crimeToReportOnPhone = crimeToReport; + return true; +}
\ No newline at end of file diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index 05e00ec2..c41c1f0c 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -3,111 +3,44 @@ #include "main.h" #include "Pools.h" #include "Particle.h" -#include "Stats.h" -#include "World.h" #include "RpAnimBlend.h" #include "Bones.h" #include "Ped.h" -#include "Wanted.h" -#include "PlayerPed.h" -#include "PedType.h" -#include "AnimBlendClumpData.h" #include "AnimBlendAssociation.h" #include "Fire.h" #include "DMAudio.h" #include "General.h" -#include "SurfaceTable.h" #include "VisibilityPlugins.h" -#include "AudioManager.h" #include "HandlingMgr.h" #include "Replay.h" -#include "Camera.h" #include "Radar.h" #include "PedPlacement.h" #include "Shadows.h" #include "Weather.h" #include "ZoneCull.h" #include "Population.h" -#include "Renderer.h" -#include "Lights.h" -#include "PointLights.h" #include "Pad.h" #include "Phones.h" -#include "Darkel.h" -#include "PathFind.h" -#include "ModelIndices.h" -#include "FileMgr.h" -#include "TempColModels.h" -#include "Pickups.h" -#include "Train.h" #include "TrafficLights.h" -#include "PedRoutes.h" -#include "Sprite.h" -#include "RwHelper.h" -#include "Font.h" -#include "Text.h" #include "CopPed.h" #include "Script.h" #include "CarCtrl.h" #include "Garages.h" #include "WaterLevel.h" -#include "CarAI.h" -#include "Zones.h" -#include "Cranes.h" #include "Timecycle.h" #include "ParticleObject.h" #include "Floater.h" #include "Range2D.h" -#define CAN_SEE_ENTITY_ANGLE_THRESHOLD DEGTORAD(60.0f) - CPed *gapTempPedList[50]; uint16 gnNumTempPedList; static CColPoint aTempPedColPts[MAX_COLLISION_POINTS]; -uint16 nPlayerInComboMove; - -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}, -}; uint16 CPed::nThreatReactionRangeMultiplier = 1; uint16 CPed::nEnterCarRangeMultiplier = 1; -CVector vecPedCarDoorAnimOffset; -CVector vecPedCarDoorLoAnimOffset; -CVector vecPedVanRearDoorAnimOffset; -CVector vecPedQuickDraggedOutCarAnimOffset; -CVector vecPedDraggedOutCarAnimOffset; -CVector vecPedTrainDoorAnimOffset; - bool CPed::bNastyLimbsCheat; bool CPed::bPedCheat2; bool CPed::bPedCheat3; @@ -122,53 +55,6 @@ void CPed::operator delete(void *p, int handle) { CPools::GetPedPool()->Delete(( bool CPed::bPopHeadsOnHeadshot = false; #endif -CPed::~CPed(void) -{ - CWorld::Remove(this); - CRadar::ClearBlipForEntity(BLIP_CHAR, CPools::GetPedPool()->GetIndex(this)); - if (InVehicle()){ - uint8 door_flag = GetCarDoorFlag(m_vehEnterType); - if (m_pMyVehicle->pDriver == this) - m_pMyVehicle->pDriver = nil; - else { - // FIX: Passenger counter now decreasing 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(); - CPopulation::UpdatePedCount((ePedType)m_nPedType, true); - DMAudio.DestroyEntity(m_audioEntityId); -} - -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) - m_nPedState = PED_DEAD; - else - m_nPedState = PED_NONE; - m_pVehicleAnim = nil; -} - CPed::CPed(uint32 pedType) : m_pedIK(this) { m_type = ENTITY_TYPE_PED; @@ -397,1617 +283,66 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) CPopulation::UpdatePedCount((ePedType)m_nPedType, false); } -uint32 -CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo) -{ - CWeapon &weapon = GetWeapon(weaponType); - - if (HasWeapon(weaponType)) { - if (weapon.m_nAmmoTotal + ammo > 99999) - weapon.m_nAmmoTotal = 99999; - else - weapon.m_nAmmoTotal += ammo; - - weapon.Reload(); - } else { - weapon.Initialise(weaponType, ammo); - // TODO: It seems game uses this as both weapon count and max WeaponType we have, which is ofcourse erroneous. - m_maxWeaponTypeAllowed++; - } - if (weapon.m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO) - weapon.m_eWeaponState = WEAPONSTATE_READY; - - return weaponType; -} - -static RwObject* -RemoveAllModelCB(RwObject *object, void *data) -{ - RpAtomic *atomic = (RpAtomic*)object; - if (CVisibilityPlugins::GetAtomicModelInfo(atomic)) { - RpClumpRemoveAtomic(RpAtomicGetClump(atomic), atomic); - RpAtomicDestroy(atomic); - } - return object; -} - -static PedOnGroundState -CheckForPedsOnGroundToAttack(CPed *attacker, CPed **pedOnGround) -{ - PedOnGroundState stateToReturn; - float angleToFace; - CPed *currentPed = nil; - PedState currentPedState; - CPed *pedOnTheFloor = nil; - CPed *deadPed = nil; - CPed *pedBelow = nil; - bool foundDead = false; - bool foundOnTheFloor = false; - bool foundBelow = false; - float angleDiff; - float distance; - - if (!CGame::nastyGame) - return NO_PED; - - for (int currentPedId = 0; currentPedId < attacker->m_numNearPeds; currentPedId++) { - - currentPed = attacker->m_nearPeds[currentPedId]; - - CVector posDifference = currentPed->GetPosition() - attacker->GetPosition(); - distance = posDifference.Magnitude(); - - if (distance < 2.0f) { - angleToFace = CGeneral::GetRadianAngleBetweenPoints( - currentPed->GetPosition().x, currentPed->GetPosition().y, - attacker->GetPosition().x, attacker->GetPosition().y); - - angleToFace = CGeneral::LimitRadianAngle(angleToFace); - attacker->m_fRotationCur = CGeneral::LimitRadianAngle(attacker->m_fRotationCur); - - angleDiff = Abs(angleToFace - attacker->m_fRotationCur); - - if (angleDiff > PI) - angleDiff = 2 * PI - angleDiff; - - currentPedState = currentPed->m_nPedState; - - if (currentPed->OnGroundOrGettingUp()) { - if (distance < 2.0f && angleDiff < DEGTORAD(65.0f)) { - if (currentPedState == PED_DEAD) { - foundDead = 1; - if (!deadPed) - deadPed = currentPed; - } else if (!currentPed->IsPedHeadAbovePos(-0.6f)) { - foundOnTheFloor = 1; - if (!pedOnTheFloor) - pedOnTheFloor = currentPed; - } - } - } else if ((distance < 0.8f && angleDiff < DEGTORAD(75.0f)) - || (distance < 1.3f && angleDiff < DEGTORAD(55.0f)) - || (distance < 1.7f && angleDiff < DEGTORAD(35.0f)) - || (distance < 2.0f && angleDiff < DEGTORAD(30.0f))) { - - // Either this condition or below one was probably returning 4 early in development. See Fight(). - foundBelow = 1; - pedBelow = currentPed; - break; - } else { - if (angleDiff < DEGTORAD(75.0f)) { - foundBelow = 1; - if (!pedBelow) - pedBelow = currentPed; - } - } - } - } - - if (foundOnTheFloor) { - currentPed = pedOnTheFloor; - stateToReturn = PED_ON_THE_FLOOR; - } else if (foundDead) { - currentPed = deadPed; - stateToReturn = PED_DEAD_ON_THE_FLOOR; - } else if (foundBelow) { - currentPed = pedBelow; - stateToReturn = PED_IN_FRONT_OF_ATTACKER; - } else { - currentPed = nil; - stateToReturn = NO_PED; - } - - if (pedOnGround) - *pedOnGround = currentPed; - - return stateToReturn; -} - -bool -CPed::IsPlayer(void) -{ - return m_nPedType == PEDTYPE_PLAYER1 || m_nPedType == PEDTYPE_PLAYER2 || - m_nPedType == PEDTYPE_PLAYER3 || m_nPedType == PEDTYPE_PLAYER4; -} - -bool -CPed::UseGroundColModel(void) -{ - return m_nPedState == PED_FALL || - m_nPedState == PED_DIVE_AWAY || - m_nPedState == PED_DIE || - m_nPedState == PED_DEAD; -} - -bool -CPed::CanSetPedState(void) -{ - return !DyingOrDead() && m_nPedState != PED_ARRESTED && !EnteringCar() && m_nPedState != PED_STEAL_CAR; -} - -bool -CPed::IsPedInControl(void) -{ - return m_nPedState <= PED_STATES_NO_AI - && !bIsInTheAir && !bIsLanding - && m_fHealth > 0.0f; -} - -bool -CPed::CanStrafeOrMouseControl(void) -{ -#ifdef FREE_CAM - if (CCamera::bFreeCam) - return false; -#endif - return m_nPedState == PED_NONE || m_nPedState == PED_IDLE || m_nPedState == PED_FLEE_POS || m_nPedState == PED_FLEE_ENTITY || - m_nPedState == PED_ATTACK || m_nPedState == PED_FIGHT || m_nPedState == PED_AIM_GUN || m_nPedState == PED_JUMP; -} - -void -CPed::AddWeaponModel(int id) -{ - RpAtomic *atm; - - if (id != -1) { -#ifdef PED_SKIN - if (IsClumpSkinned(GetClump())) { - if (m_pWeaponModel) - RemoveWeaponModel(-1); - - m_pWeaponModel = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance(); - } else -#endif - { - atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance(); - RwFrameDestroy(RpAtomicGetFrame(atm)); - RpAtomicSetFrame(atm, m_pFrames[PED_HANDR]->frame); - RpClumpAddAtomic(GetClump(), atm); - } - m_wepModelID = id; - } -} - -void -CPed::AimGun(void) -{ - CVector vector; - - if (m_pSeekTarget) { - if (m_pSeekTarget->IsPed()) { - ((CPed*)m_pSeekTarget)->m_pedIK.GetComponentPosition(vector, PED_MID); - } else { - vector = m_pSeekTarget->GetPosition(); - } - Say(SOUND_PED_ATTACK); - - bCanPointGunAtTarget = m_pedIK.PointGunAtPosition(vector); - if (m_pLookTarget != m_pSeekTarget) { - SetLookFlag(m_pSeekTarget, true); - } - - } else { - if (IsPlayer()) { - bCanPointGunAtTarget = m_pedIK.PointGunInDirection(m_fLookDirection, ((CPlayerPed*)this)->m_fFPSMoveHeading); - } else { - bCanPointGunAtTarget = m_pedIK.PointGunInDirection(m_fLookDirection, 0.0f); - } - } -} - -void -CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer) -{ - CVector pos2 = CVector( - pos.x, - pos.y, - pos.z + 0.1f - ); - - if (!IsPlayer() || evenOnPlayer) { - ++CStats::HeadsPopped; - - // BUG: This condition will always return true. Even fixing it won't work, because these states are unused. - // if (m_nPedState != PED_PASSENGER || m_nPedState != PED_TAXI_PASSENGER) { - SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f); - // } - - bBodyPartJustCameOff = true; - m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 150; - - CParticle::AddParticle(PARTICLE_TEST, pos2, - CVector(0.0f, 0.0f, 0.0f), nil, 0.2f, 0, 0, 0, 0); - - if (CEntity::GetIsOnScreen()) { - for(int i=0; i < 32; i++) { - CParticle::AddParticle(PARTICLE_BLOOD_SMALL, - pos2, CVector(0.0f, 0.0f, 0.03f), - nil, 0.0f, 0, 0, 0, 0); - } - - for (int i = 0; i < 16; i++) { - CParticle::AddParticle(PARTICLE_DEBRIS2, - pos2, - CVector(0.0f, 0.0f, 0.01f), - nil, 0.0f, 0, 0, 0, 0); - } - } - } -} - -static RwObject* -SetPedAtomicVisibilityCB(RwObject* object, void* data) -{ - if (data == nil) - RpAtomicSetFlags((RpAtomic*)object, 0); - return object; -} - -static RwFrame* -RecurseFrameChildrenVisibilityCB(RwFrame* frame, void* data) -{ - RwFrameForAllObjects(frame, SetPedAtomicVisibilityCB, data); - RwFrameForAllChildren(frame, RecurseFrameChildrenVisibilityCB, nil); - return frame; -} - -void -CPed::RemoveBodyPart(PedNode nodeId, int8 direction) -{ - RwFrame *frame; - CVector pos; - - frame = m_pFrames[nodeId]->frame; - if (frame) { - if (CGame::nastyGame) { -#ifdef PED_SKIN - if(!IsClumpSkinned(GetClump())) -#endif - { -#ifdef DEBUGMENU - if (bPopHeadsOnHeadshot || nodeId != PED_HEAD) -#else - if (nodeId != PED_HEAD) -#endif - SpawnFlyingComponent(nodeId, direction); - - RecurseFrameChildrenVisibilityCB(frame, nil); - } - pos.x = 0.0f; - pos.y = 0.0f; - pos.z = 0.0f; - TransformToNode(pos, PED_HEAD); - - if (CEntity::GetIsOnScreen()) { - CParticle::AddParticle(PARTICLE_TEST, pos, - CVector(0.0f, 0.0f, 0.0f), - nil, 0.1f, 0, 0, 0, 0); - - for (int i = 0; i < 16; i++) { - CParticle::AddParticle(PARTICLE_BLOOD_SMALL, - pos, - CVector(0.0f, 0.0f, 0.03f), - nil, 0.0f, 0, 0, 0, 0); - } - } - bBodyPartJustCameOff = true; - m_bodyPartBleeding = nodeId; - } - } else { - printf("Trying to remove ped component"); - } -} - -void -CPed::SetLookFlag(CEntity *target, bool keepTryingToLook) -{ - if (m_lookTimer < CTimer::GetTimeInMilliseconds()) { - bIsLooking = true; - bIsRestoringLook = false; - m_pLookTarget = target; - m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget); - m_fLookDirection = 999999.0f; - m_lookTimer = 0; - bKeepTryingToLook = keepTryingToLook; - if (m_nPedState != PED_DRIVING) { - m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY; - } - } -} - -void -CPed::SetLookFlag(float direction, bool keepTryingToLook) -{ - if (m_lookTimer < CTimer::GetTimeInMilliseconds()) { - bIsLooking = true; - bIsRestoringLook = false; - m_pLookTarget = nil; - m_fLookDirection = direction; - m_lookTimer = 0; - bKeepTryingToLook = keepTryingToLook; - if (m_nPedState != PED_DRIVING) { - m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY; - } - } -} - -void -CPed::SetLookTimer(int time) -{ - if (CTimer::GetTimeInMilliseconds() > m_lookTimer) { - m_lookTimer = CTimer::GetTimeInMilliseconds() + time; - } -} - -bool -CPed::OurPedCanSeeThisOne(CEntity *target) -{ - CColPoint colpoint; - CEntity *ent; - - CVector2D dist = CVector2D(target->GetPosition()) - CVector2D(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 - CVector headPos = this->GetPosition(); - headPos.z += 1.0f; - return !CWorld::ProcessLineOfSight(headPos, target->GetPosition(), colpoint, ent, true, false, false, false, false, false); -} - -void -CPed::Avoid(void) -{ - CPed *nearestPed; - - if(m_pedStats->m_temper > m_pedStats->m_fear && m_pedStats->m_temper > 50) - return; - - if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) { - - if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) { - nearestPed = m_nearPeds[0]; - - if (nearestPed && nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_pedInObjective) { - - // Check if this ped wants to avoid the nearest one - if (CPedType::GetAvoid(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)); - } - } - } - } - } - } -} - -void -CPed::ClearAimFlag(void) +CPed::~CPed(void) { - if (bIsAimingGun) { - bIsAimingGun = false; - bIsRestoringGun = true; - m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM; -#if defined VC_PED_PORTS || defined FIX_BUGS - m_lookTimer = 0; -#endif - } - - if (IsPlayer()) - ((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f; -} - -void -CPed::ClearLookFlag(void) { - if (bIsLooking) { - bIsLooking = false; - bIsRestoringLook = true; - bShakeFist = false; - - m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY; - if (IsPlayer()) - m_lookTimer = CTimer::GetTimeInMilliseconds() + 2000; - else - m_lookTimer = CTimer::GetTimeInMilliseconds() + 4000; - - if (m_nPedState == PED_LOOK_HEADING || m_nPedState == PED_LOOK_ENTITY) { - ClearLook(); + CWorld::Remove(this); + CRadar::ClearBlipForEntity(BLIP_CHAR, CPools::GetPedPool()->GetIndex(this)); + if (InVehicle()){ + uint8 door_flag = GetCarDoorFlag(m_vehEnterType); + if (m_pMyVehicle->pDriver == this) + m_pMyVehicle->pDriver = nil; + else { + // FIX: Passenger counter now decreasing 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(); } -} - -bool -CPed::IsPedHeadAbovePos(float zOffset) -{ - return zOffset + GetPosition().z < GetNodePosition(PED_HEAD).z; + if (m_pFire) + m_pFire->Extinguish(); + CPopulation::UpdatePedCount((ePedType)m_nPedType, true); + DMAudio.DestroyEntity(m_audioEntityId); } void -CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg) +CPed::Initialise(void) { - CWeaponInfo *currentWeapon; - CAnimBlendAssociation *newAnim; - CPed *ped = (CPed*)arg; - - if (attackAssoc) { - switch (attackAssoc->animId) { - case ANIM_WEAPON_START_THROW: - // what?! - if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->m_bHaveTargetSelected) && ped->IsPlayer()) { - attackAssoc->blendDelta = -1000.0f; - newAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_THROWU); - } else { - attackAssoc->blendDelta = -1000.0f; - newAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_THROW); - } - - newAnim->SetFinishCallback(FinishedAttackCB, ped); - return; - - case ANIM_FIGHT_PPUNCH: - attackAssoc->blendDelta = -8.0f; - attackAssoc->flags |= ASSOC_DELETEFADEDOUT; - ped->ClearAttack(); - return; - - case ANIM_WEAPON_THROW: - case ANIM_WEAPON_THROWU: - if (ped->GetWeapon()->m_nAmmoTotal > 0) { - currentWeapon = CWeaponInfo::GetWeaponInfo(ped->GetWeapon()->m_eWeaponType); - ped->AddWeaponModel(currentWeapon->m_nModelId); - } - break; - default: - break; - } - } - - if (!ped->bIsAttacking) - ped->ClearAttack(); + debug("Initialising CPed...\n"); + CPedType::Initialise(); + LoadFightData(); + SetAnimOffsetForEnterOrExitVehicle(); + debug("CPed ready\n"); } void -CPed::Attack(void) +CPed::SetModelIndex(uint32 mi) { - CAnimBlendAssociation *weaponAnimAssoc; - int32 weaponAnim; - float animStart; - eWeaponType ourWeaponType; - float weaponAnimTime; - eWeaponFire ourWeaponFire; - float animLoopEnd; - CWeaponInfo *ourWeapon; - bool attackShouldContinue; - AnimationId reloadAnim; - CAnimBlendAssociation *reloadAnimAssoc; - float delayBetweenAnimAndFire; - CVector firePos; - - ourWeaponType = GetWeapon()->m_eWeaponType; - ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType); - ourWeaponFire = ourWeapon->m_eWeaponFire; - weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ourWeapon->m_AnimToPlay); - attackShouldContinue = bIsAttacking; - reloadAnimAssoc = nil; - reloadAnim = NUM_ANIMS; - delayBetweenAnimAndFire = ourWeapon->m_fAnimFrameFire; - weaponAnim = ourWeapon->m_AnimToPlay; - - if (weaponAnim == ANIM_WEAPON_HGUN_BODY) - reloadAnim = ANIM_HGUN_RELOAD; - else if (weaponAnim == ANIM_WEAPON_AK_BODY) - reloadAnim = ANIM_AK_RELOAD; - - if (reloadAnim != NUM_ANIMS) - reloadAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), reloadAnim); - - if (bIsDucking) - return; - - if (reloadAnimAssoc) { - if (!IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) - ClearAttack(); - - return; - } - - if (CTimer::GetTimeInMilliseconds() < m_shootTimer) - attackShouldContinue = true; - - if (!weaponAnimAssoc) { - weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ourWeapon->m_Anim2ToPlay); - delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire; - - // Long throw granade, molotov - if (!weaponAnimAssoc && ourWeapon->m_bThrow) { - weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_THROWU); - delayBetweenAnimAndFire = 0.2f; - } - - if (!weaponAnimAssoc) { - if (attackShouldContinue) { - if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) { - if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) { - weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f); - } - else { - weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f); - } - - weaponAnimAssoc->SetFinishCallback(FinishedAttackCB, this); - weaponAnimAssoc->SetRun(); - - if (weaponAnimAssoc->currentTime == weaponAnimAssoc->hierarchy->totalLength) - weaponAnimAssoc->SetCurrentTime(0.0f); - - if (IsPlayer()) { - ((CPlayerPed*)this)->m_fAttackButtonCounter = 0.0f; - ((CPlayerPed*)this)->m_bHaveTargetSelected = false; - } - } - } else - FinishedAttackCB(nil, this); - - return; - } - } - - animStart = ourWeapon->m_fAnimLoopStart; - weaponAnimTime = weaponAnimAssoc->currentTime; - if (weaponAnimTime > animStart && weaponAnimTime - weaponAnimAssoc->timeStep <= animStart) { - if (ourWeapon->m_bCanAimWithArm) - m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM; - else - m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM; - } - - if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) { - if (weaponAnimAssoc->speed < 1.0f) - weaponAnimAssoc->speed = 1.0f; - - } else { - firePos = ourWeapon->m_vecFireOffset; - if (ourWeaponType == WEAPONTYPE_BASEBALLBAT) { - if (weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay) - firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f; - - firePos = GetMatrix() * firePos; - } else if (ourWeaponType != WEAPONTYPE_UNARMED) { - TransformToNode(firePos, weaponAnimAssoc->animId == ANIM_KICK_FLOOR ? PED_FOOTR : PED_HANDR); - } else { - firePos = GetMatrix() * firePos; - } - - GetWeapon()->Fire(this, &firePos); - - if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE) { - RemoveWeaponModel(ourWeapon->m_nModelId); - } - if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) { - SelectGunIfArmed(); - } - - if (GetWeapon()->m_eWeaponState != WEAPONSTATE_MELEE_MADECONTACT) { - // If reloading just began, start the animation - // Last condition will always return true, even IDA hides it - if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING && reloadAnim != NUM_ANIMS /* && !reloadAnimAssoc*/) { - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, reloadAnim, 8.0f); - ClearLookFlag(); - ClearAimFlag(); - bIsAttacking = false; - bIsPointingGunAt = false; - m_shootTimer = CTimer::GetTimeInMilliseconds(); - return; - } - } else { - if (weaponAnimAssoc->animId == ANIM_WEAPON_BAT_V || weaponAnimAssoc->animId == ANIM_WEAPON_BAT_H) { - DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f); - } else if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH) { - DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f); - } - - weaponAnimAssoc->speed = 0.5f; - - if (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer) { - weaponAnimAssoc->callbackType = 0; - } - } - - attackShouldContinue = false; - } - - if (ourWeaponType == WEAPONTYPE_SHOTGUN) { - weaponAnimTime = weaponAnimAssoc->currentTime; - firePos = ourWeapon->m_vecFireOffset; - - if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) { - TransformToNode(firePos, PED_HANDR); - - CVector gunshellPos( - firePos.x - 0.6f * GetForward().x, - firePos.y - 0.6f * GetForward().y, - firePos.z - 0.15f * GetUp().z - ); - - CVector2D gunshellRot( - GetRight().x, - GetRight().y - ); - - gunshellRot.Normalise(); - GetWeapon()->AddGunshell(this, gunshellPos, gunshellRot, 0.025f); - } - } -#ifdef VC_PED_PORTS - if (IsPlayer()) { - if (CPad::GetPad(0)->GetSprint()) { - // animBreakout is a member of WeaponInfo in VC, so it's me that added the below line. - float animBreakOut = ((ourWeaponType == WEAPONTYPE_FLAMETHROWER || ourWeaponType == WEAPONTYPE_UZI || ourWeaponType == WEAPONTYPE_SHOTGUN) ? 25 / 30.0f : 99 / 30.0f); - if (!attackShouldContinue && weaponAnimAssoc->currentTime > animBreakOut) { - weaponAnimAssoc->blendDelta = -4.0f; - FinishedAttackCB(nil, this); - return; - } - } - } -#endif - animLoopEnd = ourWeapon->m_fAnimLoopEnd; - if (ourWeaponFire == WEAPON_FIRE_MELEE && weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay) - animLoopEnd = 3.4f/6.0f; - - weaponAnimTime = weaponAnimAssoc->currentTime; - - // Anim loop end, either start the loop again or finish the attack - if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) { - - if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animLoopEnd - && (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer) - && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) { - - weaponAnim = weaponAnimAssoc->animId; - if (ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) { - if (weaponAnim != ourWeapon->m_Anim2ToPlay || weaponAnim == ANIM_RBLOCK_CSHOOT) { - weaponAnimAssoc->Start(ourWeapon->m_fAnimLoopStart); - } else { - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f); - } - } else { - if (weaponAnim == ourWeapon->m_Anim2ToPlay) - weaponAnimAssoc->SetCurrentTime(0.1f); - else - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f); - } -#ifdef VC_PED_PORTS - } else if (IsPlayer() && m_pPointGunAt && bIsAimingGun && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) { - weaponAnimAssoc->SetCurrentTime(ourWeapon->m_fAnimLoopEnd); - weaponAnimAssoc->flags &= ~ASSOC_RUNNING; - SetPointGunAt(m_pPointGunAt); -#endif - } else { - ClearAimFlag(); - - // Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading) - if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep <= ourWeapon->m_fAnimLoopEnd) { - switch (ourWeaponType) { - case WEAPONTYPE_UZI: - DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f); - break; - case WEAPONTYPE_AK47: - DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f); - break; - case WEAPONTYPE_M16: - DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f); - break; - default: - break; - } - } - - // Fun fact: removing this part leds to reloading flamethrower - if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) { - weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT; - weaponAnimAssoc->flags &= ~ASSOC_RUNNING; - weaponAnimAssoc->blendDelta = -4.0f; - } - } - } - if (weaponAnimAssoc->currentTime > delayBetweenAnimAndFire) - attackShouldContinue = false; + 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); - bIsAttacking = attackShouldContinue; -} + // This is a mistake by R*, velocity is CVector, whereas m_vecAnimMoveDelta is CVector2D. + (*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity = (CVector*) &m_vecAnimMoveDelta; -void -CPed::RemoveWeaponModel(int modelId) -{ - // modelId is not used!! This function just removes the current weapon. #ifdef PED_SKIN - if(IsClumpSkinned(GetClump())){ - if(m_pWeaponModel){ - RwFrame *frm = RpAtomicGetFrame(m_pWeaponModel); - RpAtomicDestroy(m_pWeaponModel); - RwFrameDestroy(frm); - m_pWeaponModel = nil; - } - }else -#endif - RwFrameForAllObjects(m_pFrames[PED_HANDR]->frame,RemoveAllModelCB,nil); - m_wepModelID = -1; -} - -void -CPed::SetCurrentWeapon(uint32 weaponType) -{ - CWeaponInfo *weaponInfo; - if (HasWeapon(weaponType)) { - weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); - RemoveWeaponModel(weaponInfo->m_nModelId); - - m_currentWeapon = weaponType; - - weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); - AddWeaponModel(weaponInfo->m_nModelId); - } -} - -// Only used while deciding which gun ped should switch to, if no ammo left. -bool -CPed::SelectGunIfArmed(void) -{ - for (int i = 0; i < m_maxWeaponTypeAllowed; i++) { - if (GetWeapon(i).m_nAmmoTotal > 0) { - eWeaponType weaponType = GetWeapon(i).m_eWeaponType; - if (weaponType >= WEAPONTYPE_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) { - SetCurrentWeapon(i); - return true; - } - } - } - SetCurrentWeapon(WEAPONTYPE_UNARMED); - return false; -} - -void -CPed::Duck(void) -{ - if (CTimer::GetTimeInMilliseconds() > m_duckTimer) - ClearDuck(); -} - -void -CPed::ClearDuck(void) -{ - CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN); - if (!animAssoc) { - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_LOW); - - if (!animAssoc) { - bIsDucking = false; - return; - } - } - - if (!bCrouchWhenShooting) - return; - - if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN) - return; - - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RBLOCK_CSHOOT); - if (!animAssoc || animAssoc->blendDelta < 0.0f) { - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f); - } -} - -void -CPed::ClearPointGunAt(void) -{ - CAnimBlendAssociation *animAssoc; - CWeaponInfo *weaponInfo; - - ClearLookFlag(); - ClearAimFlag(); - bIsPointingGunAt = false; -#ifndef VC_PED_PORTS - if (m_nPedState == PED_AIM_GUN) { - RestorePreviousState(); -#else - if (m_nPedState == PED_AIM_GUN || m_nPedState == PED_ATTACK) { - m_nPedState = PED_IDLE; - RestorePreviousState(); - } -#endif - weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_AnimToPlay); - if (!animAssoc || animAssoc->blendDelta < 0.0f) { - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_Anim2ToPlay); - } - if (animAssoc) { - animAssoc->flags |= ASSOC_DELETEFADEDOUT; - animAssoc->blendDelta = -4.0f; - } -#ifndef VC_PED_PORTS - } -#endif -} - -void -CPed::BeingDraggedFromCar(void) -{ - CAnimBlendAssociation *animAssoc; - AnimationId enterAnim; - bool dontRunAnim = false; - PedLineUpPhase lineUpType; - - if (!m_pVehicleAnim) { - CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f); - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SIT); - if (!animAssoc) { - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSIT); - if (!animAssoc) { - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITP); - if (!animAssoc) - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITPLO); - } - } - if (animAssoc) - animAssoc->blendDelta = -1000.0f; - - if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) { - if (bWillBeQuickJacked) { - enterAnim = ANIM_CAR_QJACKED; - } else if (m_pMyVehicle->bLowVehicle) { - enterAnim = ANIM_CAR_LJACKED_LHS; - } else { - enterAnim = ANIM_CAR_JACKED_LHS; - } - } else if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) { - if (m_pMyVehicle->bLowVehicle) - enterAnim = ANIM_CAR_LJACKED_RHS; - else - enterAnim = ANIM_CAR_JACKED_RHS; - } else - dontRunAnim = true; - - - if (!dontRunAnim) - m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, enterAnim); - - m_pVehicleAnim->SetFinishCallback(PedSetDraggedOutCarCB, this); - lineUpType = LINE_UP_TO_CAR_START; - } else if (m_pVehicleAnim->currentTime <= 1.4f) { - m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); - lineUpType = LINE_UP_TO_CAR_START; - } else { - lineUpType = LINE_UP_TO_CAR_2; - } - - LineUpPedWithCar(lineUpType); -#ifdef VC_PED_PORTS - if (m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) { - if (m_pMyVehicle) { - m_pMyVehicle->ProcessOpenDoor(m_vehEnterType, NUM_ANIMS, m_pVehicleAnim->currentTime * 5.0f); - } - } -#endif -} - -void -CPed::RestartNonPartialAnims(void) -{ - CAnimBlendAssociation *assoc; - - for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) { - if (!assoc->IsPartial()) - assoc->SetRun(); - } -} - -void -CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg) -{ - CAnimBlendAssociation *quickJackedAssoc; - CVehicle *vehicle; - CPed *ped = (CPed*)arg; - - quickJackedAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_CAR_QJACKED); - if (ped->m_nPedState != PED_ARRESTED) { - ped->m_nLastPedState = PED_NONE; - if (dragAssoc) - dragAssoc->blendDelta = -1000.0f; - } - ped->RestartNonPartialAnims(); - ped->m_pVehicleAnim = nil; - ped->m_pSeekTarget = nil; - vehicle = ped->m_pMyVehicle; - - if (vehicle) { - vehicle->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType); - - if (vehicle->pDriver == ped) { - vehicle->RemoveDriver(); - if (vehicle->m_nDoorLock == CARLOCK_LOCKED_INITIALLY) - vehicle->m_nDoorLock = CARLOCK_UNLOCKED; - - if (ped->m_nPedType == PEDTYPE_COP && vehicle->IsLawEnforcementVehicle()) - vehicle->ChangeLawEnforcerState(false); - } else { - vehicle->RemovePassenger(ped); - } - } - ped->bInVehicle = false; - if (ped->IsPlayer()) - AudioManager.PlayerJustLeftCar(); - -#ifdef VC_PED_PORTS - if (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) { - dragAssoc->SetDeleteCallback(PedSetDraggedOutCarPositionCB, ped); - ped->m_fHealth = 0.0f; - ped->SetDie(ANIM_FLOOR_HIT, 1000.0f, 0.5f); - return; - } -#endif - - if (quickJackedAssoc) { - dragAssoc->SetDeleteCallback(PedSetQuickDraggedOutCarPositionCB, ped); - } else { - dragAssoc->SetDeleteCallback(PedSetDraggedOutCarPositionCB, ped); - if (ped->CanSetPedState()) - CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_GETUP1, 1000.0f); - } - - ped->ReplaceWeaponWhenExitingVehicle(); - - ped->m_nStoredMoveState = PEDMOVE_NONE; - ped->bVehExitWillBeInstant = false; -} - -CVector -CPed::GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatPosMult) -{ - CVehicleModelInfo *vehModel; - CVector vehDoorPos; - CVector vehDoorOffset; - float seatOffset; - - vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(veh->GetModelIndex()); - if (veh->bIsVan && (component == CAR_DOOR_LR || component == CAR_DOOR_RR)) { - seatOffset = 0.0f; - vehDoorOffset = vecPedVanRearDoorAnimOffset; - } else { - seatOffset = veh->pHandling->fSeatOffsetDistance * seatPosMult; - if (veh->bLowVehicle) { - vehDoorOffset = vecPedCarDoorLoAnimOffset; - } else { - vehDoorOffset = vecPedCarDoorAnimOffset; - } - } - - switch (component) { - case CAR_DOOR_RF: - vehDoorPos = vehModel->GetFrontSeatPosn(); - vehDoorPos.x += seatOffset; - vehDoorOffset.x = -vehDoorOffset.x; - break; - - case CAR_DOOR_RR: - vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT]; - vehDoorPos.x += seatOffset; - vehDoorOffset.x = -vehDoorOffset.x; - break; - - case CAR_DOOR_LF: - vehDoorPos = vehModel->GetFrontSeatPosn(); - vehDoorPos.x = -(vehDoorPos.x + seatOffset); - break; - - case CAR_DOOR_LR: - vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT]; - vehDoorPos.x = -(vehDoorPos.x + seatOffset); - break; - - default: - vehDoorPos = vehModel->GetFrontSeatPosn(); - vehDoorOffset = CVector(0.0f, 0.0f, 0.0f); - } - return vehDoorPos - vehDoorOffset; -} - -// This function was mostly duplicate of GetLocalPositionToOpenCarDoor, so I've used it. -CVector -CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component) -{ - CVector localPos; - CVector vehDoorPos; - - localPos = GetLocalPositionToOpenCarDoor(veh, component, 1.0f); - vehDoorPos = Multiply3x3(veh->GetMatrix(), localPos) + veh->GetPosition(); - -/* - // Not used. - CVector localVehDoorOffset; - - if (veh->bIsVan && (component == VEHICLE_ENTER_REAR_LEFT || component == VEHICLE_ENTER_REAR_RIGHT)) { - localVehDoorOffset = vecPedVanRearDoorAnimOffset; - } else { - if (veh->bIsLow) { - localVehDoorOffset = vecPedCarDoorLoAnimOffset; - } else { - localVehDoorOffset = vecPedCarDoorAnimOffset; - } - } - - vehDoorPosWithoutOffset = Multiply3x3(veh->GetMatrix(), localPos + localVehDoorOffset) + veh->GetPosition(); -*/ - return vehDoorPos; -} - -CVector -CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset) -{ - CVector doorPos; - CMatrix vehMat(veh->GetMatrix()); - - doorPos = Multiply3x3(vehMat, GetLocalPositionToOpenCarDoor(veh, component, offset)); - - return veh->GetPosition() + doorPos; -} - -void -CPed::LineUpPedWithCar(PedLineUpPhase phase) -{ - bool vehIsUpsideDown = false; - int vehAnim; - float seatPosMult = 0.0f; - float currentZ; - float adjustedTimeStep; - - if (CReplay::IsPlayingBack()) - return; - - if (!bChangedSeat && phase != LINE_UP_TO_CAR_2) { - if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SIT)) { - SetPedPositionInCar(); - return; - } - if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSIT)) { - SetPedPositionInCar(); - return; - } - if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITP)) { - SetPedPositionInCar(); - return; - } - if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITPLO)) { - SetPedPositionInCar(); - return; - } - bChangedSeat = true; - } - if (phase == LINE_UP_TO_CAR_START) { - m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); - } - CVehicle *veh = m_pMyVehicle; - - // Not quite right, IsUpsideDown func. checks for <= -0.9f. - if (veh->GetUp().z <= -0.8f) - vehIsUpsideDown = true; - - if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) { - if (vehIsUpsideDown) { - m_fRotationDest = -PI + veh->GetForward().Heading(); - } else if (veh->bIsBus) { - m_fRotationDest = 0.5f * PI + veh->GetForward().Heading(); - } else { - m_fRotationDest = veh->GetForward().Heading(); - } - } else if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) { - if (vehIsUpsideDown) { - m_fRotationDest = veh->GetForward().Heading(); - } else if (veh->bIsBus) { - m_fRotationDest = -0.5f * PI + veh->GetForward().Heading(); - } else { - m_fRotationDest = veh->GetForward().Heading(); - } - } else { - // I don't know will this part ever run(maybe boats?), but the game also handles that. I don't know is it intentional. - - if (vehIsUpsideDown) { - m_fRotationDest = veh->GetForward().Heading(); - } else if (veh->bIsBus) { - m_fRotationDest = 0.5f * PI + veh->GetForward().Heading(); - } else { - m_fRotationDest = veh->GetForward().Heading(); - } - } - - if (!bInVehicle) - seatPosMult = 1.0f; - -#ifdef VC_PED_PORTS - bool multExtractedFromAnim = false; - bool multExtractedFromAnimBus = false; - float zBlend; -#endif - if (m_pVehicleAnim) { - vehAnim = m_pVehicleAnim->animId; - - switch (vehAnim) { - case ANIM_CAR_JACKED_RHS: - case ANIM_CAR_LJACKED_RHS: - case ANIM_CAR_JACKED_LHS: - case ANIM_CAR_LJACKED_LHS: - case ANIM_VAN_GETIN_L: - case ANIM_VAN_GETIN: -#ifdef VC_PED_PORTS - multExtractedFromAnim = true; - zBlend = Max(m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength - 0.3f, 0.0f) / (1.0f - 0.3f); - // fall through -#endif - case ANIM_CAR_QJACKED: - case ANIM_CAR_GETOUT_LHS: - case ANIM_CAR_GETOUT_LOW_LHS: - case ANIM_CAR_GETOUT_RHS: - case ANIM_CAR_GETOUT_LOW_RHS: -#ifdef VC_PED_PORTS - if (!multExtractedFromAnim) { - multExtractedFromAnim = true; - zBlend = Max(m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength - 0.5f, 0.0f) / (1.0f - 0.5f); - } - // fall through -#endif - case ANIM_CAR_CRAWLOUT_RHS: - case ANIM_CAR_CRAWLOUT_RHS2: - case ANIM_VAN_GETOUT_L: - case ANIM_VAN_GETOUT: - seatPosMult = m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength; - break; - case ANIM_CAR_GETIN_RHS: - case ANIM_CAR_GETIN_LHS: -#ifdef VC_PED_PORTS - if (veh && veh->IsCar() && veh->bIsBus) { - multExtractedFromAnimBus = true; - zBlend = Min(m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength, 0.5f) / 0.5f; - } - // fall through -#endif - case ANIM_CAR_QJACK: - case ANIM_CAR_GETIN_LOW_LHS: - case ANIM_CAR_GETIN_LOW_RHS: - case ANIM_DRIVE_BOAT: - seatPosMult = m_pVehicleAnim->GetTimeLeft() / m_pVehicleAnim->hierarchy->totalLength; - break; - case ANIM_CAR_CLOSEDOOR_LHS: - case ANIM_CAR_CLOSEDOOR_LOW_LHS: - case ANIM_CAR_CLOSEDOOR_RHS: - case ANIM_CAR_CLOSEDOOR_LOW_RHS: - case ANIM_CAR_SHUFFLE_RHS: - case ANIM_CAR_LSHUFFLE_RHS: - seatPosMult = 0.0f; - break; - case ANIM_CAR_CLOSE_LHS: - case ANIM_CAR_CLOSE_RHS: - case ANIM_COACH_OPEN_L: - case ANIM_COACH_OPEN_R: - case ANIM_COACH_IN_L: - case ANIM_COACH_IN_R: - case ANIM_COACH_OUT_L: - seatPosMult = 1.0f; - break; - default: - break; - } - } - - CVector neededPos; - - if (phase == LINE_UP_TO_CAR_2) { - neededPos = GetPosition(); - } else { - neededPos = GetPositionToOpenCarDoor(veh, m_vehEnterType, seatPosMult); - } - - CVector autoZPos = neededPos; - - if (veh->bIsInWater) { - if (veh->m_vehType == VEHICLE_TYPE_BOAT && veh->IsUpsideDown()) - autoZPos.z += 1.0f; - } else { - CPedPlacement::FindZCoorForPed(&autoZPos); - } - - if (phase == LINE_UP_TO_CAR_END || phase == LINE_UP_TO_CAR_2) { - neededPos.z = GetPosition().z; - - // Getting out - if (!veh->bIsBus || (veh->bIsBus && vehIsUpsideDown)) { - float nextZSpeed = m_vecMoveSpeed.z - GRAVITY * CTimer::GetTimeStep(); - - // If we're not in ground at next step, apply animation - if (neededPos.z + nextZSpeed >= autoZPos.z) { - m_vecMoveSpeed.z = nextZSpeed; - ApplyMoveSpeed(); - // Removing below line breaks the animation - neededPos.z = GetPosition().z; - } else { - neededPos.z = autoZPos.z; - m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); - } - } - } - - if (autoZPos.z > neededPos.z) { -#ifdef VC_PED_PORTS - if (multExtractedFromAnim) { - neededPos.z += (autoZPos.z - neededPos.z) * zBlend; - } else { -#endif - currentZ = GetPosition().z; - if (m_pVehicleAnim && vehAnim != ANIM_VAN_GETIN_L && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE && vehAnim != ANIM_VAN_GETIN) { - neededPos.z = autoZPos.z; - m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); - } else if (neededPos.z <= currentZ && m_pVehicleAnim && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE) { - adjustedTimeStep = Min(m_pVehicleAnim->timeStep, 0.1f); - - // Smoothly change ped position - neededPos.z = currentZ - (currentZ - neededPos.z) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep); - } -#ifdef VC_PED_PORTS - } -#endif - } else { - // We may need to raise up the ped - if (phase == LINE_UP_TO_CAR_START) { - currentZ = GetPosition().z; - - if (neededPos.z > currentZ) { -#ifdef VC_PED_PORTS - if (multExtractedFromAnimBus) { - neededPos.z = (neededPos.z - currentZ) * zBlend + currentZ; - } else { -#endif - if (m_pVehicleAnim && - (vehAnim == ANIM_CAR_GETIN_RHS || vehAnim == ANIM_CAR_GETIN_LOW_RHS || vehAnim == ANIM_CAR_GETIN_LHS || vehAnim == ANIM_CAR_GETIN_LOW_LHS - || vehAnim == ANIM_CAR_QJACK || vehAnim == ANIM_VAN_GETIN_L || vehAnim == ANIM_VAN_GETIN)) { - adjustedTimeStep = Min(m_pVehicleAnim->timeStep, 0.1f); - - // Smoothly change ped position - neededPos.z = (neededPos.z - currentZ) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep) + currentZ; - } else if (EnteringCar()) { - neededPos.z = Max(currentZ, autoZPos.z); - } -#ifdef VC_PED_PORTS - } -#endif - } - } - } - - bool stillGettingInOut = false; - if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer) - stillGettingInOut = veh->m_vehType != VEHICLE_TYPE_BOAT || bOnBoat; - - if (!stillGettingInOut) { - m_fRotationCur = m_fRotationDest; - } else { - float limitedDest = CGeneral::LimitRadianAngle(m_fRotationDest); - float timeUntilStateChange = (m_nPedStateTimer - CTimer::GetTimeInMilliseconds())/600.0f; - - if (timeUntilStateChange <= 0.0f) { - m_vecOffsetSeek.x = 0.0f; - m_vecOffsetSeek.y = 0.0f; - } - m_vecOffsetSeek.z = 0.0f; - - neededPos -= timeUntilStateChange * m_vecOffsetSeek; - - if (PI + m_fRotationCur < limitedDest) { - limitedDest -= 2 * PI; - } else if (m_fRotationCur - PI > limitedDest) { - limitedDest += 2 * PI; - } - m_fRotationCur -= (m_fRotationCur - limitedDest) * (1.0f - timeUntilStateChange); - } - - if (seatPosMult > 0.2f || vehIsUpsideDown) { - SetPosition(neededPos); - SetHeading(m_fRotationCur); - } else { - CMatrix vehDoorMat(veh->GetMatrix()); - vehDoorMat.GetPosition() += Multiply3x3(vehDoorMat, GetLocalPositionToOpenCarDoor(veh, m_vehEnterType, 0.0f)); - // VC couch anims are inverted, so they're fixing it here. - GetMatrix() = vehDoorMat; - } - -} - -static void -particleProduceFootDust(CPed *ped, CVector const &pos, float size, int times) -{ - switch (ped->m_nSurfaceTouched) - { - case SURFACE_TARMAC: - case SURFACE_GRAVEL: - case SURFACE_PAVEMENT: - case SURFACE_SAND: - for (int i = 0; i < times; ++i) { - CVector adjustedPos = pos; - adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f); - adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f); - CParticle::AddParticle(PARTICLE_PEDFOOT_DUST, adjustedPos, CVector(0.0f, 0.0f, 0.0f), nil, size, CRGBA(0, 0, 0, 0), 0, 0, 0, 0); - } - break; - default: - break; - } -} - -static void -particleProduceFootSplash(CPed *ped, CVector const &pos, float size, int times) -{ -#ifdef PC_PARTICLE - for (int i = 0; i < times; i++) { - CVector adjustedPos = pos; - adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f); - adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f); - - CVector direction = ped->GetForward() * -0.05f; - CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, adjustedPos, direction, nil, size, CRGBA(32, 32, 32, 32), 0, 0, CGeneral::GetRandomNumber() & 1, 200); - } -#else - for ( int32 i = 0; i < times; i++ ) - { - CVector adjustedPos = pos; - adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f); - adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f); - - CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, adjustedPos, CVector(0.0f, 0.0f, 0.0f), nil, size, CRGBA(0, 0, 0, 0), 0, 0, CGeneral::GetRandomNumber() & 1, 200); - } + if(modelInfo->GetHitColModel() == nil) + modelInfo->CreateHitColModelSkinned(GetClump()); #endif } void -CPed::PlayFootSteps(void) -{ - if (bDoBloodyFootprints) { - if (m_bloodyFootprintCountOrDeathTime > 0 && m_bloodyFootprintCountOrDeathTime < 300) { - m_bloodyFootprintCountOrDeathTime--; - - if (m_bloodyFootprintCountOrDeathTime == 0) - bDoBloodyFootprints = false; - } - } - - if (!bIsStanding) - return; - - CAnimBlendAssociation *assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); - CAnimBlendAssociation *walkRunAssoc = nil; - float walkRunAssocBlend = 0.0f, idleAssocBlend = 0.0f; - - for (; assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) { - if (assoc->flags & ASSOC_WALK) { - walkRunAssoc = assoc; - walkRunAssocBlend += assoc->blendAmount; - } else if ((assoc->flags & ASSOC_NOWALK) == 0) { - idleAssocBlend += assoc->blendAmount; - } - } - -#ifdef GTA_PS2_STUFF - CAnimBlendAssociation *runStopAsoc = NULL; - - if ( IsPlayer() ) - { - runStopAsoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP); - - if ( runStopAsoc == NULL ) - runStopAsoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP_R); - } - - if ( runStopAsoc != NULL && runStopAsoc->blendAmount > 0.1f ) - { - { - CVector pos(0.0f, 0.0f, 0.0f); - TransformToNode(pos, PED_FOOTL); - - pos.z -= 0.1f; - pos += GetForward()*0.2f; - particleProduceFootDust(this, pos, 0.02f, 1); - } - - { - CVector pos(0.0f, 0.0f, 0.0f); - TransformToNode(pos, PED_FOOTR); - - pos.z -= 0.1f; - pos += GetForward()*0.2f; - particleProduceFootDust(this, pos, 0.02f, 1); - } - } -#endif - - - if (walkRunAssoc && walkRunAssocBlend > 0.5f && idleAssocBlend < 1.0f) { - float stepStart = 1 / 15.0f; - float stepEnd = walkRunAssoc->hierarchy->totalLength / 2.0f + stepStart; - float currentTime = walkRunAssoc->currentTime; - int stepPart = 0; - - if (currentTime >= stepStart && currentTime - walkRunAssoc->timeStep < stepStart) - stepPart = 1; - else if (currentTime >= stepEnd && currentTime - walkRunAssoc->timeStep < stepEnd) - stepPart = 2; - - if (stepPart != 0) { - DMAudio.PlayOneShot(m_audioEntityId, stepPart == 1 ? SOUND_STEP_START : SOUND_STEP_END, 1.0f); - CVector footPos(0.0f, 0.0f, 0.0f); - TransformToNode(footPos, stepPart == 1 ? PED_FOOTL : PED_FOOTR); - - CVector forward = GetForward(); - - footPos.z -= 0.1f; - footPos += 0.2f * forward; - - if (bDoBloodyFootprints) { - CVector2D top(forward * 0.26f); - CVector2D right(GetRight() * 0.14f); - - CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &footPos, - top.x, top.y, - right.x, right.y, - 255, 255, 0, 0, 4.0f, 3000.0f, 1.0f); - - if (m_bloodyFootprintCountOrDeathTime <= 20) { - m_bloodyFootprintCountOrDeathTime = 0; - bDoBloodyFootprints = false; - } else { - m_bloodyFootprintCountOrDeathTime -= 20; - } - } - if (CWeather::Rain <= 0.1f || CCullZones::CamNoRain() || CCullZones::PlayerNoRain()) { - if(IsPlayer()) - particleProduceFootDust(this, footPos, 0.0f, 4); - } -#ifdef PC_PARTICLE - else if(stepPart == 2) -#else - else -#endif - { - particleProduceFootSplash(this, footPos, 0.15f, 4); - } - } - } - - if (m_nSurfaceTouched == SURFACE_WATER) { - float pedSpeed = CVector2D(m_vecMoveSpeed).Magnitude(); - if (pedSpeed > 0.03f && CTimer::GetFrameCounter() % 2 == 0 && pedSpeed > 0.13f) { -#ifdef PC_PARTICLE - float particleSize = pedSpeed * 2.0f; - - if (particleSize < 0.25f) - particleSize = 0.25f; - - if (particleSize > 0.75f) - particleSize = 0.75f; - - CVector particlePos = GetPosition() + GetForward() * 0.3f; - particlePos.z -= 1.2f; - - CVector particleDir = m_vecMoveSpeed * -0.75f; - - particleDir.z = CGeneral::GetRandomNumberInRange(0.01f, 0.03f); - CParticle::AddParticle(PARTICLE_PED_SPLASH, particlePos, particleDir, nil, 0.8f * particleSize, CRGBA(155,155,185,128), 0, 0, 0, 0); - - particleDir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.05f); - CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, particlePos, particleDir, nil, particleSize, CRGBA(255,255,255,255), 0, 0, 0, 0); -#else - CVector particlePos = (GetPosition() - 0.3f * GetUp()) + GetForward()*0.3f; - CVector particleDir = m_vecMoveSpeed * 0.45f; - particleDir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.05f); - CParticle::AddParticle(PARTICLE_PED_SPLASH, particlePos-CVector(0.0f, 0.0f, 1.2f), particleDir, nil, 0.0f, CRGBA(155, 185, 155, 255)); -#endif - } - } -} - -bool -CPed::IsPointerValid(void) -{ - int pedIndex = CPools::GetPedPool()->GetIndex(this) >> 8; - if (pedIndex < 0 || pedIndex >= NUMPEDS) - return false; - - if (m_entryInfoList.first || FindPlayerPed() == this) - return true; - - return false; -} - -// Some kind of binary sort -void -CPed::SortPeds(CPed **list, int min, int max) +CPed::SetPedStats(ePedStats pedStat) { - 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); + m_pedStats = CPedStats::ms_apPedStats[pedStat]; } void @@ -2077,1402 +412,201 @@ CPed::BuildPedLists(void) } } -void -CPed::SetPedStats(ePedStats pedStat) -{ - m_pedStats = CPedStats::ms_apPedStats[pedStat]; -} - -void -CPed::SetModelIndex(uint32 mi) -{ - CEntity::SetModelIndex(mi); - RpAnimBlendClumpInit(GetClump()); - RpAnimBlendClumpFillFrameArray(GetClump(), m_pFrames); - CPedModelInfo *modelInfo = (CPedModelInfo *)CModelInfo::GetModelInfo(GetModelIndex()); - SetPedStats(modelInfo->m_pedStatType); - m_headingRate = m_pedStats->m_headingChangeRate; - m_animGroup = (AssocGroupId) modelInfo->m_animGroup; - CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE); - - // This is a mistake by R*, velocity is CVector, whereas m_vecAnimMoveDelta is CVector2D. - (*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity = (CVector*) &m_vecAnimMoveDelta; - -#ifdef PED_SKIN - if(modelInfo->GetHitColModel() == nil) - modelInfo->CreateHitColModelSkinned(GetClump()); -#endif -} - -void -CPed::RemoveLighting(bool reset) -{ - CRenderer::RemoveVehiclePedLights(this, reset); -} - bool -CPed::SetupLighting(void) -{ - ActivateDirectional(); - SetAmbientColoursForPedsCarsAndObjects(); - -#ifndef MASTER - // Originally this was being called through iteration of Sectors, but putting it here is better. - if (GetDebugDisplay() != 0 && !IsPlayer()) - DebugRenderOnePedText(); -#endif - - if (bRenderScorched) { - WorldReplaceNormalLightsWithScorched(Scene.world, 0.1f); - } else { - // Note that this lightMult is only affected by LIGHT_DARKEN. If there's no LIGHT_DARKEN, it will be 1.0. - float lightMult = CPointLights::GenerateLightsAffectingObject(&GetPosition()); - if (!bHasBlip && lightMult != 1.0f) { - SetAmbientAndDirectionalColours(lightMult); - return true; - } - } - return false; -} - -void -CPed::Teleport(CVector pos) -{ - CWorld::Remove(this); - SetPosition(pos); - bIsStanding = false; - m_nPedStateTimer = 0; - m_actionX = 0.0f; - m_actionY = 0.0f; - m_pDamageEntity = nil; - CWorld::Add(this); -} - -void -CPed::CalculateNewOrientation(void) -{ - if (CReplay::IsPlayingBack() || !IsPedInControl()) - return; - - SetHeading(m_fRotationCur); -} - -float -CPed::WorkOutHeadingForMovingFirstPerson(float offset) -{ - if (!IsPlayer()) - return 0.0f; - - CPad *pad0 = CPad::GetPad(0); - float leftRight = pad0->GetPedWalkLeftRight(); - float upDown = pad0->GetPedWalkUpDown(); - float &angle = ((CPlayerPed*)this)->m_fWalkAngle; - - if (upDown != 0.0f) { - angle = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown); - } else { - if (leftRight < 0.0f) - angle = 0.5f * PI; - else if (leftRight > 0.0f) - angle = -0.5f * PI; - } - - return CGeneral::LimitRadianAngle(offset + angle); -} - -void -CPed::CalculateNewVelocity(void) +CPed::OurPedCanSeeThisOne(CEntity *target) { - if (IsPedInControl()) { - float headAmount = DEGTORAD(m_headingRate) * CTimer::GetTimeStep(); - m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); - float limitedRotDest = CGeneral::LimitRadianAngle(m_fRotationDest); - - if (m_fRotationCur - PI > limitedRotDest) { - limitedRotDest += 2 * PI; - } else if(PI + m_fRotationCur < limitedRotDest) { - limitedRotDest -= 2 * PI; - } - - if (IsPlayer() && m_nPedState == PED_ATTACK) - headAmount /= 4.0f; - - float neededTurn = limitedRotDest - m_fRotationCur; - if (neededTurn <= headAmount) { - if (neededTurn > (-headAmount)) - m_fRotationCur += neededTurn; - else - m_fRotationCur -= headAmount; - } else { - m_fRotationCur += headAmount; - } - } - - CVector2D forward(Sin(m_fRotationCur), Cos(m_fRotationCur)); - - m_moved.x = CrossProduct2D(m_vecAnimMoveDelta, forward); // (m_vecAnimMoveDelta.x * Cos(m_fRotationCur)) + -Sin(m_fRotationCur) * m_vecAnimMoveDelta.y; - m_moved.y = DotProduct2D(m_vecAnimMoveDelta, forward); // m_vecAnimMoveDelta.y* Cos(m_fRotationCur) + (m_vecAnimMoveDelta.x * Sin(m_fRotationCur)); - - if (CTimer::GetTimeStep() >= 0.01f) { - m_moved = m_moved * (1 / CTimer::GetTimeStep()); - } else { - m_moved = m_moved * (1 / 100.0f); - } - - if ((!TheCamera.Cams[TheCamera.ActiveCam].GetWeaponFirstPersonOn() && !TheCamera.Cams[0].Using3rdPersonMouseCam()) - || FindPlayerPed() != this || !CanStrafeOrMouseControl()) - return; - - float walkAngle = WorkOutHeadingForMovingFirstPerson(m_fRotationCur); - float pedSpeed = m_moved.Magnitude(); - float localWalkAngle = CGeneral::LimitRadianAngle(walkAngle - m_fRotationCur); - - if (localWalkAngle < -0.5f * PI) { - localWalkAngle += PI; - } else if (localWalkAngle > 0.5f * PI) { - localWalkAngle -= PI; - } - - // Interestingly this part is responsible for diagonal walking. - if (localWalkAngle > -DEGTORAD(50.0f) && localWalkAngle < DEGTORAD(50.0f)) { - TheCamera.Cams[TheCamera.ActiveCam].m_fPlayerVelocity = pedSpeed; - m_moved = CVector2D(-Sin(walkAngle), Cos(walkAngle)) * pedSpeed; - } - - CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE); - CAnimBlendAssociation *fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE); -#ifdef VC_PED_PORTS - if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc && !bIsDucking) { -#else - if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) { -#endif - LimbOrientation newUpperLegs; - newUpperLegs.yaw = localWalkAngle; - - if (newUpperLegs.yaw < -DEGTORAD(100.0f)) { - newUpperLegs.yaw += PI; - } else if (newUpperLegs.yaw > DEGTORAD(100.0f)) { - newUpperLegs.yaw -= PI; - } - - if (newUpperLegs.yaw > -DEGTORAD(50.0f) && newUpperLegs.yaw < DEGTORAD(50.0f)) { -#ifdef PED_SKIN - if(IsClumpSkinned(GetClump())){ -/* - // this looks shit - newUpperLegs.pitch = 0.0f; - RwV3d axis = { -1.0f, 0.0f, 0.0f }; - RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &axis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPRECONCAT); - RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &axis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPRECONCAT); -*/ - newUpperLegs.pitch = 0.1f; - RwV3d Xaxis = { 1.0f, 0.0f, 0.0f }; - RwV3d Zaxis = { 0.0f, 0.0f, 1.0f }; - RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.pitch), rwCOMBINEPOSTCONCAT); - RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPOSTCONCAT); - RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.pitch), rwCOMBINEPOSTCONCAT); - RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPOSTCONCAT); + CColPoint colpoint; + CEntity *ent; - bDontAcceptIKLookAts = true; - }else -#endif - { - newUpperLegs.pitch = 0.0f; - m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGL], &newUpperLegs, false); - m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGR], &newUpperLegs, false); - } - } - } -} + CVector2D dist = CVector2D(target->GetPosition()) - CVector2D(GetPosition()); -bool -CPed::CanBeDeleted(void) -{ - if (bInVehicle) + // Check if target is behind ped + if (DotProduct2D(dist, CVector2D(GetForward())) < 0.0f) return false; - switch (CharCreatedBy) { - case RANDOM_CHAR: - return true; - case MISSION_CHAR: - return false; - default: - return true; - } -} - -bool -CPed::CanPedDriveOff(void) -{ - if (m_nPedState != PED_DRIVING || m_lookTimer > CTimer::GetTimeInMilliseconds()) + // Check if target is too far away + if (dist.Magnitude() >= 40.0f) return false; - for (int i = 0; i < m_numNearPeds; i++) { - CPed *nearPed = m_nearPeds[i]; - if (nearPed->m_nPedType == m_nPedType && nearPed->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && nearPed->m_carInObjective == m_carInObjective) { - m_lookTimer = CTimer::GetTimeInMilliseconds() + 1000; - return false; - } - } - return true; -} - -#ifdef VC_PED_PORTS -bool -CPed::CanPedJumpThis(CEntity *unused, CVector *damageNormal = nil) -{ - if (m_nSurfaceTouched == SURFACE_WATER) - return true; - - CVector pos = GetPosition(); - CVector forwardOffset = GetForward(); - if (damageNormal && damageNormal->z > 0.17f) { - if (damageNormal->z > 0.9f) - return false; - - CColModel *ourCol = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(); - pos.z = ourCol->spheres->center.z - ourCol->spheres->radius * damageNormal->z + pos.z; - pos.z = pos.z + 0.05f; - float collPower = damageNormal->Magnitude2D(); - if (damageNormal->z > 0.5f) { - 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); -} -#else -bool -CPed::CanPedJumpThis(CEntity *unused) -{ - CVector2D forward(-Sin(m_fRotationCur), Cos(m_fRotationCur)); - CVector pos = GetPosition(); - CVector forwardPos( - forward.x + pos.x, - forward.y + pos.y, - pos.z); - - return CWorld::GetIsLineOfSightClear(pos, forwardPos, true, false, false, true, false, false, false); -} -#endif - -bool -CPed::CanPedReturnToState(void) -{ - return m_nPedState <= PED_STATES_NO_AI && m_nPedState != PED_AIM_GUN && m_nPedState != PED_ATTACK && - m_nPedState != PED_FIGHT && m_nPedState != PED_STEP_AWAY && m_nPedState != PED_SNIPER_MODE && m_nPedState != PED_LOOK_ENTITY; -} - -bool -CPed::CanSeeEntity(CEntity *entity, float threshold = CAN_SEE_ENTITY_ANGLE_THRESHOLD) -{ - float neededAngle = CGeneral::GetRadianAngleBetweenPoints( - entity->GetPosition().x, - entity->GetPosition().y, - GetPosition().x, - GetPosition().y); - - if (neededAngle < 0.0f) - neededAngle += TWOPI; - else if (neededAngle > TWOPI) - neededAngle -= TWOPI; - - float ourAngle = m_fRotationCur; - if (ourAngle < 0.0f) - ourAngle += TWOPI; - else if (ourAngle > TWOPI) - ourAngle -= TWOPI; - - float neededTurn = Abs(neededAngle - ourAngle); - - return neededTurn < threshold || TWOPI - threshold < neededTurn; -} - -bool -CPed::IsTemporaryObjective(eObjective objective) -{ - return objective == OBJECTIVE_LEAVE_CAR || objective == OBJECTIVE_SET_LEADER || -#ifdef VC_PED_PORTS - objective == OBJECTIVE_LEAVE_CAR_AND_DIE || -#endif - objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER; -} - -void -CPed::SetMoveState(eMoveState state) -{ - m_nMoveState = state; -} - -void -CPed::SetObjectiveTimer(int time) -{ - if (time == 0) { - m_objectiveTimer = 0; - } else if (CTimer::GetTimeInMilliseconds() > m_objectiveTimer) { - m_objectiveTimer = CTimer::GetTimeInMilliseconds() + time; - } -} - -void -CPed::ForceStoredObjective(eObjective objective) -{ - if (objective != OBJECTIVE_ENTER_CAR_AS_DRIVER && objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) { - m_prevObjective = m_objective; - return; - } - - switch (m_objective) - { - case OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE: - case OBJECTIVE_KILL_CHAR_ON_FOOT: - case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE: - case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS: - case OBJECTIVE_GOTO_CHAR_ON_FOOT: - case OBJECTIVE_ENTER_CAR_AS_PASSENGER: - case OBJECTIVE_ENTER_CAR_AS_DRIVER: - case OBJECTIVE_GOTO_AREA_ON_FOOT: - case OBJECTIVE_RUN_TO_AREA: - return; - default: - m_prevObjective = m_objective; - } -} - -void -CPed::SetStoredObjective(void) -{ - if (m_objective == m_prevObjective) - return; - - switch (m_objective) - { - case OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE: - case OBJECTIVE_KILL_CHAR_ON_FOOT: - case OBJECTIVE_KILL_CHAR_ANY_MEANS: - case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE: - case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS: - case OBJECTIVE_GOTO_CHAR_ON_FOOT: - case OBJECTIVE_FOLLOW_CHAR_IN_FORMATION: - case OBJECTIVE_LEAVE_CAR: - case OBJECTIVE_ENTER_CAR_AS_PASSENGER: - case OBJECTIVE_ENTER_CAR_AS_DRIVER: - case OBJECTIVE_GOTO_AREA_ON_FOOT: - case OBJECTIVE_RUN_TO_AREA: - return; - default: - m_prevObjective = m_objective; - } -} - -void -CPed::RestorePreviousObjective(void) -{ - if (m_objective == OBJECTIVE_NONE) - return; - - if (m_objective != OBJECTIVE_LEAVE_CAR && m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER -#if defined VC_PED_PORTS || defined FIX_BUGS - && m_nPedState != PED_CARJACK -#endif - ) - m_pedInObjective = nil; - - if (m_objective == OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT) { - m_objective = OBJECTIVE_NONE; - if (m_pMyVehicle) - SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); - - } else { - m_objective = m_prevObjective; - m_prevObjective = OBJECTIVE_NONE; - } - bObjectiveCompleted = false; -} - -void -CPed::SetLeader(CEntity *leader) -{ - m_leader = (CPed*)leader; - - if(m_leader) - m_leader->RegisterReference((CEntity **)&m_leader); + // Check line of sight from head + CVector headPos = this->GetPosition(); + headPos.z += 1.0f; + return !CWorld::ProcessLineOfSight(headPos, target->GetPosition(), colpoint, ent, true, false, false, false, false, false); } +// Some kind of binary sort void -CPed::SetObjective(eObjective newObj, void *entity) +CPed::SortPeds(CPed **list, int min, int max) { - if (DyingOrDead()) - return; - - if (m_prevObjective == newObj) { - // Why? - if (m_prevObjective != OBJECTIVE_NONE) - return; - } - - if (entity == this) + if (min >= max) return; - SetObjectiveTimer(0); - if (m_objective == newObj) { - switch (newObj) { - case OBJECTIVE_KILL_CHAR_ON_FOOT: - case OBJECTIVE_KILL_CHAR_ANY_MEANS: - case OBJECTIVE_GOTO_CHAR_ON_FOOT: - case OBJECTIVE_FOLLOW_CHAR_IN_FORMATION: - case OBJECTIVE_GOTO_AREA_ANY_MEANS: - case OBJECTIVE_GUARD_ATTACK: - if (m_pedInObjective == entity) - return; - - break; - case OBJECTIVE_LEAVE_CAR: - case OBJECTIVE_FLEE_CAR: -#ifdef VC_PED_PORTS - case OBJECTIVE_LEAVE_CAR_AND_DIE: -#endif - return; - case OBJECTIVE_ENTER_CAR_AS_PASSENGER: - case OBJECTIVE_ENTER_CAR_AS_DRIVER: - case OBJECTIVE_DESTROY_CAR: - case OBJECTIVE_SOLICIT_VEHICLE: - case OBJECTIVE_BUY_ICE_CREAM: - if (m_carInObjective == entity) - return; + CVector leftDiff, rightDiff; + CVector middleDiff = GetPosition() - list[(max + min) / 2]->GetPosition(); + float middleDist = middleDiff.Magnitude(); - break; - case OBJECTIVE_SET_LEADER: - if (m_leader == entity) - return; + 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); - break; - default: - break; - } - } else { - if ((newObj == OBJECTIVE_LEAVE_CAR -#ifdef VC_PED_PORTS - || newObj == OBJECTIVE_LEAVE_CAR_AND_DIE -#endif - ) && !bInVehicle) - return; - } + do { + leftDiff = GetPosition() - list[left]->GetPosition(); + leftDist = leftDiff.Magnitude(); + } while (middleDist < leftDist && left--); -#ifdef VC_PED_PORTS - ClearPointGunAt(); -#endif - bObjectiveCompleted = false; - if (IsTemporaryObjective(m_objective) && !IsTemporaryObjective(newObj)) { - m_prevObjective = newObj; - } else { - if (m_objective != newObj) { - if (IsTemporaryObjective(newObj)) - ForceStoredObjective(newObj); - else - SetStoredObjective(); + if (right <= left) { + CPed *ped = list[right]; + list[right] = list[left]; + list[left] = ped; + right++; + left--; } - m_objective = newObj; - } - - switch (newObj) { - case OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT: - - // In this special case, entity parameter isn't CEntity, but int. - SetObjectiveTimer((uintptr)entity); - break; - case OBJECTIVE_KILL_CHAR_ON_FOOT: - case OBJECTIVE_KILL_CHAR_ANY_MEANS: - case OBJECTIVE_MUG_CHAR: - m_pNextPathNode = nil; - bUsePedNodeSeek = false; - m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); - m_pedInObjective = (CPed*)entity; - m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective); - m_pLookTarget = (CEntity*)entity; - m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget); - break; - case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE: - case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS: - case OBJECTIVE_GOTO_CHAR_ON_FOOT: - case OBJECTIVE_GUARD_ATTACK: - m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); - m_pedInObjective = (CPed*)entity; - m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective); - break; - case OBJECTIVE_FOLLOW_CHAR_IN_FORMATION: - m_pedInObjective = (CPed*)entity; - m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective); - m_pedFormation = FORMATION_REAR; - break; - case OBJECTIVE_LEAVE_CAR: -#ifdef VC_PED_PORTS - case OBJECTIVE_LEAVE_CAR_AND_DIE: -#endif - case OBJECTIVE_FLEE_CAR: - m_carInObjective = (CVehicle*)entity; - m_carInObjective->RegisterReference((CEntity **)&m_carInObjective); - if (m_carInObjective->bIsBus && m_leaveCarTimer == 0) { - for (int i = 0; i < m_carInObjective->m_nNumMaxPassengers; i++) { - if (m_carInObjective->pPassengers[i] == this) { - m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 1200 * i; - break; - } - } - } - - break; - case OBJECTIVE_ENTER_CAR_AS_PASSENGER: - case OBJECTIVE_ENTER_CAR_AS_DRIVER: - if (m_nMoveState == PEDMOVE_STILL) - SetMoveState(PEDMOVE_RUN); - - if (((CVehicle*)entity)->m_vehType == VEHICLE_TYPE_BOAT && !IsPlayer()) { - RestorePreviousObjective(); - break; - } - // fall through - case OBJECTIVE_DESTROY_CAR: - case OBJECTIVE_SOLICIT_VEHICLE: - case OBJECTIVE_BUY_ICE_CREAM: - m_carInObjective = (CVehicle*)entity; - m_carInObjective->RegisterReference((CEntity**)&m_carInObjective); - m_pSeekTarget = m_carInObjective; - m_pSeekTarget->RegisterReference((CEntity**)&m_pSeekTarget); - m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); - if (newObj == OBJECTIVE_SOLICIT_VEHICLE) { - m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000; - } else if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == MISSION_CHAR && - (m_carInObjective->GetStatus() == STATUS_PLAYER_DISABLED || CPad::GetPad(CWorld::PlayerInFocus)->ArePlayerControlsDisabled())) { - SetObjectiveTimer(14000); - } else { - m_objectiveTimer = 0; - } - break; - case OBJECTIVE_SET_LEADER: - SetLeader((CEntity*)entity); - RestorePreviousObjective(); - break; - default: - break; - } -} - -void -CPed::SetIdle(void) -{ - if (m_nPedState != PED_IDLE && m_nPedState != PED_MUG && m_nPedState != PED_FLEE_ENTITY) { -#ifdef VC_PED_PORTS - if (m_nPedState == PED_AIM_GUN) - ClearPointGunAt(); - - m_nLastPedState = PED_NONE; -#endif - m_nPedState = PED_IDLE; - SetMoveState(PEDMOVE_STILL); - } - if (m_nWaitState == WAITSTATE_FALSE) { - m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2000, 4000); } + SortPeds(list, min, left); + SortPeds(list, right, max); } void -CPed::SetObjective(eObjective newObj) +CPed::SetMoveState(eMoveState state) { - if (DyingOrDead()) - return; - - if (newObj == OBJECTIVE_NONE) { - if ((m_objective == OBJECTIVE_LEAVE_CAR || m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER -#ifdef VC_PED_PORTS - || m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) - && !IsPlayer() -#else - ) -#endif - && !IsPedInControl()) { - - bStartWanderPathOnFoot = true; - return; - } - // Unused code from assembly... - /* - else if(m_objective == OBJECTIVE_FLEE_CAR) { - - } else { - - } - */ - m_objective = OBJECTIVE_NONE; - m_prevObjective = OBJECTIVE_NONE; - } else if (m_prevObjective != newObj || m_prevObjective == OBJECTIVE_NONE) { - SetObjectiveTimer(0); - - if (m_objective == newObj) - return; - - if (IsTemporaryObjective(m_objective)) { - m_prevObjective = newObj; - } else { - if (m_objective != newObj) - SetStoredObjective(); - - m_objective = newObj; - } - bObjectiveCompleted = false; - - switch (newObj) { - case OBJECTIVE_NONE: - m_prevObjective = OBJECTIVE_NONE; - break; - case OBJECTIVE_HAIL_TAXI: - m_nWaitTimer = 0; - SetIdle(); - SetMoveState(PEDMOVE_STILL); - break; - default: - break; - } - } + m_nMoveState = state; } -// Only used in 01E1: SET_CHAR_OBJ_FOLLOW_ROUTE opcode -// IDA fails very badly in here, puts a fake loop and ignores SetFollowRoute call... void -CPed::SetObjective(eObjective newObj, int16 routePoint, int16 routeType) +CPed::SetMoveAnim(void) { - if (DyingOrDead()) - return; - - if (m_prevObjective == newObj && m_prevObjective != OBJECTIVE_NONE) + if (m_nStoredMoveState == m_nMoveState || !IsPedInControl()) return; - SetObjectiveTimer(0); - - if (m_objective == newObj && newObj == OBJECTIVE_FOLLOW_ROUTE && m_routeLastPoint == routePoint && m_routeType == routeType) + if (m_nMoveState == PEDMOVE_NONE) { + m_nStoredMoveState = PEDMOVE_NONE; return; - - bObjectiveCompleted = false; - if (IsTemporaryObjective(m_objective)) { - m_prevObjective = newObj; - } else { - if (m_objective != newObj) - SetStoredObjective(); - - m_objective = newObj; - } - - if (newObj == OBJECTIVE_FOLLOW_ROUTE) { - SetFollowRoute(routePoint, routeType); } -} -void -CPed::ClearChat(void) -{ - CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT); - if (animAssoc) { - animAssoc->blendDelta = -8.0f; - animAssoc->flags |= ASSOC_DELETEFADEDOUT; - } - bIsTalking = false; - ClearLookFlag(); - RestorePreviousState(); -} - -bool -CPed::IsGangMember(void) -{ - return m_nPedType >= PEDTYPE_GANG1 && m_nPedType <= PEDTYPE_GANG9; -} - -void -CPed::InformMyGangOfAttack(CEntity *attacker) -{ - CPed *attackerPed; - - if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS) - return; - - if (attacker->IsPed()) { - attackerPed = (CPed*)attacker; - } else { - if (!attacker->IsVehicle()) - return; + AssocGroupId animGroupToUse; + if (m_leader && m_leader->IsPlayer()) + animGroupToUse = ASSOCGRP_PLAYER; + else + animGroupToUse = m_animGroup; - attackerPed = ((CVehicle*)attacker)->pDriver; - if (!attackerPed) + CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_BLOCK); + if (!animAssoc) { + CAnimBlendAssociation *fightIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE); + animAssoc = fightIdleAssoc; + if (fightIdleAssoc && m_nPedState == PED_FIGHT) return; - } - if (attackerPed->m_nPedType == PEDTYPE_COP) - return; - - for (int i = 0; i < m_numNearPeds; i++) { - CPed *nearPed = m_nearPeds[i]; - if (nearPed && nearPed != this) { - CPed *leader = nearPed->m_leader; - if (leader && leader == this && nearPed->m_pedStats->m_fear < nearPed->m_pedStats->m_temper) - { - nearPed->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, attackerPed); - nearPed->SetObjectiveTimer(30000); + if (fightIdleAssoc) { + CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE); + if (!idleAssoc || idleAssoc->blendDelta <= 0.0f) { + animAssoc->flags |= ASSOC_DELETEFADEDOUT; + animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_IDLE_STANCE, 8.0f); } } } -} - -void -CPed::QuitEnteringCar(void) -{ - CVehicle *veh = m_pMyVehicle; - if (m_pVehicleAnim) - m_pVehicleAnim->blendDelta = -1000.0f; - - RestartNonPartialAnims(); - - if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE)) - CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f); - - if (veh) { - if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_nPedState == PED_CARJACK) - veh->bIsBeingCarJacked = false; - - if (veh->m_nNumGettingIn != 0) - veh->m_nNumGettingIn--; - -#ifdef VC_PED_PORTS - if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) - RestorePreviousObjective(); -#endif - - veh->m_nGettingInFlags &= ~GetCarDoorFlag(m_vehEnterType); - } - - bUsesCollision = true; - - ReplaceWeaponWhenExitingVehicle(); - - if (DyingOrDead()) { - if (m_pVehicleAnim) { - m_pVehicleAnim->blendDelta = -4.0f; - m_pVehicleAnim->flags |= ASSOC_DELETEFADEDOUT; - m_pVehicleAnim->flags &= ~ASSOC_RUNNING; - } - } else - SetIdle(); - - m_pVehicleAnim = nil; - - if (veh) { -#ifdef VC_PED_PORTS - if (veh->AutoPilot.m_nCruiseSpeed == 0 && veh->VehicleCreatedBy == RANDOM_VEHICLE) -#else - if (veh->AutoPilot.m_nCruiseSpeed == 0) -#endif - veh->AutoPilot.m_nCruiseSpeed = 17; - } -} - -void -CPed::ReactToAttack(CEntity *attacker) -{ - if (IsPlayer() && attacker->IsPed()) { - InformMyGangOfAttack(attacker); - SetLookFlag(attacker, true); - SetLookTimer(700); - return; - } - -#ifdef VC_PED_PORTS - if (m_nPedState == PED_DRIVING && InVehicle() - && (m_pMyVehicle->pDriver == this || m_pMyVehicle->pDriver && m_pMyVehicle->pDriver->m_nPedState == PED_DRIVING && m_pMyVehicle->pDriver->m_objective != OBJECTIVE_LEAVE_CAR_AND_DIE)) { - - if (m_pMyVehicle->VehicleCreatedBy == RANDOM_VEHICLE - && (m_pMyVehicle->GetStatus() == STATUS_SIMPLE || m_pMyVehicle->GetStatus() == STATUS_PHYSICS) - && m_pMyVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE) { - - CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle); - m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; - m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity; - m_pMyVehicle->SetStatus(STATUS_PHYSICS); - } - } else -#endif - if (IsPedInControl() && (CharCreatedBy != MISSION_CHAR || bRespondsToThreats)) { - CPed *ourLeader = m_leader; - if (ourLeader != attacker && (!ourLeader || FindPlayerPed() != ourLeader) - && attacker->IsPed()) { - - CPed *attackerPed = (CPed*)attacker; - if (bNotAllowedToDuck) { - if (!attackerPed->GetWeapon()->IsTypeMelee()) { - m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds(); - return; - } - } else if (bCrouchWhenShooting || bKindaStayInSamePlace) { - SetDuck(CGeneral::GetRandomNumberInRange(1000, 3000)); + if (!animAssoc) { + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED); + if (animAssoc) + if (m_nWaitState == WAITSTATE_STUCK || m_nWaitState == WAITSTATE_FINISH_FLEE) return; - } - if (m_pedStats->m_fear <= 100 - attackerPed->m_pedStats->m_temper) { - if (m_pedStats != attackerPed->m_pedStats) { - if (IsGangMember() || m_nPedType == PEDTYPE_EMERGENCY || m_nPedType == PEDTYPE_FIREMAN) { - RegisterThreatWithGangPeds(attackerPed); - } - if (!attackerPed->GetWeapon()->IsTypeMelee() && GetWeapon()->IsTypeMelee()) { - SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, attacker); - SetMoveState(PEDMOVE_RUN); - } else { - SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, attacker); - SetObjectiveTimer(20000); - } - } - } else { - SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, attackerPed); - SetMoveState(PEDMOVE_RUN); - if (attackerPed->GetWeapon()->IsTypeMelee()) - Say(SOUND_PED_FLEE_RUN); + 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); } } } -} - -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::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 (!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 (partner->m_nPedState != PED_CHAT) { - ClearChat(); - if (partner->m_pedInObjective) { - if (partner->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || - partner->m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE) - ReactToAttack(partner->m_pedInObjective); - } - return; - } - if (bIsTalking) { - if (CGeneral::GetRandomNumber() < 512) { - CAnimBlendAssociation *chatAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT); - if (chatAssoc) { - chatAssoc->blendDelta = -4.0f; - chatAssoc->flags |= ASSOC_DELETEFADEDOUT; + if (!(assoc->flags & ASSOC_FADEOUTWHENDONE)) { + assoc->blendDelta = -2.0f; + assoc->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_standardTimer && CTimer::GetTimeInMilliseconds() > m_standardTimer) { - ClearChat(); - m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000; - } -} - -void -CPed::CheckAroundForPossibleCollisions(void) -{ - CVector ourCentre, objCentre; - CEntity *objects[8]; - int16 maxObject; - - if (CTimer::GetTimeInMilliseconds() <= m_nPedStateTimer) - return; - - GetBoundCentre(ourCentre); - - CWorld::FindObjectsInRange(ourCentre, 10.0f, true, &maxObject, 6, objects, false, true, false, true, false); - for (int i = 0; i < maxObject; i++) { - CEntity *object = objects[i]; - if (bRunningToPhone) { - if (gPhoneInfo.PhoneAtThisPosition(object->GetPosition())) - break; - } - object->GetBoundCentre(objCentre); - float radius = object->GetBoundRadius(); - if (radius > 4.5f || radius < 1.0f) - radius = 1.0f; - - // Developers gave up calculating Z diff. later according to asm. - float diff = CVector(ourCentre - objCentre).MagnitudeSqr2D(); - - if (sq(radius + 1.0f) > diff) - m_fRotationDest += DEGTORAD(22.5f); - } -} - -#ifdef PEDS_REPORT_CRIMES_ON_PHONE -void -ReportPhonePickUpCB(CAnimBlendAssociation* assoc, void* arg) -{ - CPed* ped = (CPed*)arg; - ped->m_nMoveState = PEDMOVE_STILL; - CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_IDLE_STANCE, 8.0f); - - if (assoc->blendAmount > 0.5f && ped) { - CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_PHONE_TALK, 8.0f); - } -} - -void -ReportPhonePutDownCB(CAnimBlendAssociation* assoc, void* arg) -{ - assoc->flags |= ASSOC_DELETEFADEDOUT; - assoc->blendDelta = -1000.0f; - CPed* ped = (CPed*)arg; - - if (ped->m_phoneId != -1 && crimeReporters[ped->m_phoneId] == ped) { - crimeReporters[ped->m_phoneId] = nil; - gPhoneInfo.m_aPhones[ped->m_phoneId].m_nState = PHONE_STATE_FREE; - ped->m_phoneId = -1; - } - - if (assoc->blendAmount > 0.5f) - ped->bUpdateAnimHeading = true; - - ped->SetWanderPath(CGeneral::GetRandomNumber() & 7); -} -#endif - -bool -CPed::MakePhonecall(void) -{ -#ifdef PEDS_REPORT_CRIMES_ON_PHONE - if (!IsPlayer() && CTimer::GetTimeInMilliseconds() > m_phoneTalkTimer - 7000 && bRunningToPhone) { - - FindPlayerPed()->m_pWanted->RegisterCrime_Immediately(m_crimeToReportOnPhone, GetPosition(), - (m_crimeToReportOnPhone == CRIME_POSSESSION_GUN ? (uintptr)m_threatEntity : (uintptr)m_victimOfPlayerCrime), false); - - if (m_crimeToReportOnPhone != CRIME_POSSESSION_GUN) - FindPlayerPed()->m_pWanted->SetWantedLevelNoDrop(1); - - bRunningToPhone = false; - } -#endif - if (CTimer::GetTimeInMilliseconds() <= m_phoneTalkTimer) - return false; - -#ifdef PEDS_REPORT_CRIMES_ON_PHONE - CAnimBlendAssociation* talkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_PHONE_TALK); - if (talkAssoc && talkAssoc->blendAmount > 0.5f) { - CAnimBlendAssociation* endAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_PHONE_OUT, 8.0f); - endAssoc->flags &= ~ASSOC_DELETEFADEDOUT; - endAssoc->SetFinishCallback(ReportPhonePutDownCB, this); - } -#endif - SetIdle(); - - gPhoneInfo.m_aPhones[m_phoneId].m_nState = PHONE_STATE_FREE; -#ifndef PEDS_REPORT_CRIMES_ON_PHONE - m_phoneId = -1; -#endif - - // Because SetWanderPath is now done async in ReportPhonePutDownCB -#ifdef PEDS_REPORT_CRIMES_ON_PHONE - return false; -#else - return true; -#endif -} - -bool -CPed::FacePhone(void) -{ - // This function was broken since it's left unused early in development. -#ifdef PEDS_REPORT_CRIMES_ON_PHONE - float phoneDir = CGeneral::GetRadianAngleBetweenPoints( - gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.x, gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.y, - GetPosition().x, GetPosition().y); - - if (m_facePhoneStart) { - m_lookTimer = 0; - SetLookFlag(phoneDir, true); - m_lookTimer = CTimer::GetTimeInMilliseconds() + 3000; - m_facePhoneStart = false; - } - - if (bIsLooking && TurnBody()) { - ClearLookFlag(); - SetIdle(); - m_phoneTalkTimer = CTimer::GetTimeInMilliseconds() + 10000; - CAnimBlendAssociation* assoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_PHONE_IN, 4.0f); - assoc->SetFinishCallback(ReportPhonePickUpCB, this); - return true; - } - - return false; -#else - float currentRot = RADTODEG(m_fRotationCur); - float phoneDir = CGeneral::GetRadianAngleBetweenPoints( - gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.x, - gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.y, - GetPosition().x, - GetPosition().y); - - SetLookFlag(phoneDir, false); - phoneDir = CGeneral::LimitAngle(phoneDir); - m_moved = CVector2D(0.0f, 0.0f); - if (currentRot - 180.0f > phoneDir) - phoneDir += 2 * 180.0f; - else if (180.0f + currentRot < phoneDir) - phoneDir -= 2 * 180.0f; - - float neededTurn = currentRot - phoneDir; - - if (Abs(neededTurn) <= 0.75f) { - SetIdle(); - ClearLookFlag(); - m_phoneTalkTimer = CTimer::GetTimeInMilliseconds() + 10000; - return true; - } else { - m_fRotationCur = DEGTORAD(currentRot - neededTurn * 0.2f); - return false; - } -#endif -} - -CPed * -CPed::CheckForDeadPeds(void) -{ - int event; - if (CEventList::FindClosestEvent(EVENT_DEAD_PED, GetPosition(), &event)) { - int pedHandle = gaEvent[event].entityRef; - if (pedHandle && gaEvent[event].entityType == EVENT_ENTITY_PED) { - bGonnaInvestigateEvent = true; - return CPools::GetPed(pedHandle); - } - } - bGonnaInvestigateEvent = false; - return nil; -} - -#ifdef PEDS_REPORT_CRIMES_ON_PHONE -// returns event id, parameter is optional -int32 -CPed::CheckForPlayerCrimes(CPed *victim) -{ - int i; - float dist; - float mindist = 60.0f; - CPlayerPed *player = FindPlayerPed(); - int32 victimRef = (victim ? CPools::GetPedRef(victim) : 0); - int event = -1; - - for (i = 0; i < NUMEVENTS; i++) { - if (gaEvent[i].type == EVENT_NULL || gaEvent[i].type > EVENT_CAR_SET_ON_FIRE) - continue; - - // those are already handled in game, also DEAD_PED isn't registered alone, most of the time there is SHOOT_PED etc. - if (gaEvent[i].type == EVENT_DEAD_PED || gaEvent[i].type == EVENT_GUNSHOT || gaEvent[i].type == EVENT_EXPLOSION) - continue; - - if (victim && gaEvent[i].entityRef != victimRef) - continue; - - if (gaEvent[i].criminal != player) - continue; - - dist = (GetPosition() - gaEvent[i].posn).Magnitude(); - if (dist < mindist) { - mindist = dist; - event = i; + ClearAimFlag(); + ClearLookFlag(); } - } - if (event != -1) { - if (victim) { - m_victimOfPlayerCrime = victim; - } else { - switch (gaEvent[event].entityType) { - case EVENT_ENTITY_PED: - m_victimOfPlayerCrime = CPools::GetPed(gaEvent[event].entityRef); - break; - case EVENT_ENTITY_VEHICLE: - m_victimOfPlayerCrime = CPools::GetVehicle(gaEvent[event].entityRef); - break; - case EVENT_ENTITY_OBJECT: - m_victimOfPlayerCrime = CPools::GetObject(gaEvent[event].entityRef); - break; - default: + switch (m_nMoveState) { + case PEDMOVE_STILL: + animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_IDLE_STANCE, 4.0f); break; - } - } - } - - return event; -} -#endif - -bool -CPed::CheckForExplosions(CVector2D &area) -{ - int event = 0; - if (CEventList::FindClosestEvent(EVENT_EXPLOSION, GetPosition(), &event)) { - area.x = gaEvent[event].posn.x; - area.y = gaEvent[event].posn.y; - CEntity *actualEntity = nil; - - switch (gaEvent[event].entityType) { - case EVENT_ENTITY_PED: - actualEntity = CPools::GetPed(gaEvent[event].entityRef); + case PEDMOVE_WALK: + animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_WALK, 1.0f); break; - case EVENT_ENTITY_VEHICLE: - actualEntity = CPools::GetVehicle(gaEvent[event].entityRef); + 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 EVENT_ENTITY_OBJECT: - actualEntity = CPools::GetObject(gaEvent[event].entityRef); + case PEDMOVE_SPRINT: + animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_SPRINT, 1.0f); break; default: break; } - if (actualEntity) { - m_pEventEntity = actualEntity; - m_pEventEntity->RegisterReference((CEntity **) &m_pEventEntity); - bGonnaInvestigateEvent = true; - } else - bGonnaInvestigateEvent = false; - - CEventList::ClearEvent(event); - return true; - } else if (CEventList::FindClosestEvent(EVENT_FIRE, GetPosition(), &event)) { - area.x = gaEvent[event].posn.x; - area.y = gaEvent[event].posn.y; - CEventList::ClearEvent(event); - bGonnaInvestigateEvent = false; - return true; - } - - bGonnaInvestigateEvent = false; - return false; -} - -CPed * -CPed::CheckForGunShots(void) -{ - int event; - if (CEventList::FindClosestEvent(EVENT_GUNSHOT, GetPosition(), &event)) { - if (gaEvent[event].entityType == EVENT_ENTITY_PED) { - // Probably due to we don't want peds to go gunshot area? (same on VC) - bGonnaInvestigateEvent = false; - return CPools::GetPed(gaEvent[event].entityRef); - } - } - bGonnaInvestigateEvent = false; - return nil; -} - -PointBlankNecessity -CPed::CheckForPointBlankPeds(CPed *pedToVerify) -{ - float pbDistance = 1.1f; - if (GetWeapon()->IsType2Handed()) - pbDistance = 1.6f; - - for (int i = 0; i < m_numNearPeds; i++) { - CPed *nearPed = m_nearPeds[i]; - - if (!pedToVerify || pedToVerify == nearPed) { - - CVector diff = nearPed->GetPosition() - GetPosition(); - if (diff.Magnitude() < pbDistance) { - - float neededAngle = CGeneral::GetRadianAngleBetweenPoints( - nearPed->GetPosition().x, nearPed->GetPosition().y, - GetPosition().x, GetPosition().y); - neededAngle = CGeneral::LimitRadianAngle(neededAngle); - m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); - - float neededTurn = Abs(neededAngle - m_fRotationCur); - - if (neededTurn > PI) - neededTurn = 2*PI - neededTurn; + if (animAssoc) { + if (m_leader) { + CAnimBlendAssociation *walkAssoc = RpAnimBlendClumpGetAssociation(m_leader->GetClump(), ANIM_WALK); + if (!walkAssoc) + walkAssoc = RpAnimBlendClumpGetAssociation(m_leader->GetClump(), ANIM_RUN); - if (nearPed->OnGroundOrGettingUp() || nearPed->m_nPedState == PED_DIVE_AWAY) - return NO_POINT_BLANK_PED; + if (!walkAssoc) + walkAssoc = RpAnimBlendClumpGetAssociation(m_leader->GetClump(), ANIM_SPRINT); - if (neededTurn < CAN_SEE_ENTITY_ANGLE_THRESHOLD) { - if (pedToVerify == nearPed) - return POINT_BLANK_FOR_WANTED_PED; + if (walkAssoc) { + animAssoc->speed = walkAssoc->speed; + } else { + if (CharCreatedBy == MISSION_CHAR) + animAssoc->speed = 1.0f; else - return POINT_BLANK_FOR_SOMEONE_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; } } } - return NO_POINT_BLANK_PED; -} - -bool -CPed::CheckIfInTheAir(void) -{ - if (bInVehicle) - return false; - - CVector pos = GetPosition(); - CColPoint foundColPoint; - CEntity *foundEntity; - - float startZ = pos.z - 1.54f; - bool foundGround = CWorld::ProcessVerticalLine(pos, startZ, foundColPoint, foundEntity, true, true, false, true, false, false, nil); - if (!foundGround && m_nPedState != PED_JUMP) - { - pos.z -= FEET_OFFSET; - if (CWorld::TestSphereAgainstWorld(pos, 0.15f, this, true, false, false, false, false, false)) - foundGround = true; - } - return !foundGround; -} - -void -CPed::ClearAll(void) -{ - if (!IsPedInControl() && m_nPedState != PED_DEAD) - return; - - m_nPedState = PED_NONE; - m_nMoveState = PEDMOVE_NONE; - m_pSeekTarget = nil; - m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); - m_fleeFromPosX = 0.0f; - m_fleeFromPosY = 0.0f; - m_fleeFrom = nil; - m_fleeTimer = 0; - bUsesCollision = true; -#ifdef VC_PED_PORTS - ClearPointGunAt(); -#else - ClearAimFlag(); - ClearLookFlag(); -#endif - bIsPointingGunAt = false; - bRenderPedInCar = true; - bKnockedUpIntoAir = false; - m_pCollidingEntity = nil; } void -CPed::ClearAttack(void) -{ - if (m_nPedState != PED_ATTACK || bIsDucking || m_nWaitState == WAITSTATE_PLAYANIM_DUCK) - return; - -#ifdef VC_PED_PORTS - // VC uses CCamera::Using1stPersonWeaponMode - if (FindPlayerPed() == this && (TheCamera.PlayerWeaponMode.Mode == CCam::MODE_SNIPER || - TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_ROCKETLAUNCHER)) { - SetPointGunAt(nil); - } else -#endif - if (bIsPointingGunAt) { - if (m_pLookTarget) - SetPointGunAt(m_pLookTarget); - else - ClearPointGunAt(); - } else if (m_objective != OBJECTIVE_NONE) { - SetIdle(); - } else { - RestorePreviousState(); - } -} - -void -CPed::ClearAttackByRemovingAnim(void) +CPed::StopNonPartialAnims(void) { - if (m_nPedState != PED_ATTACK || bIsDucking) - return; - - CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); - CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weapon->m_AnimToPlay); - if (!weaponAssoc) { - weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weapon->m_Anim2ToPlay); - - if (!weaponAssoc && weapon->m_bThrow) - weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_THROWU); + CAnimBlendAssociation *assoc; - if (!weaponAssoc) { - ClearAttack(); - return; - } + for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) { + if (!assoc->IsPartial()) + assoc->flags &= ~ASSOC_RUNNING; } - weaponAssoc->blendDelta = -8.0f; - weaponAssoc->flags &= ~ASSOC_RUNNING; - weaponAssoc->flags |= ASSOC_DELETEFADEDOUT; - weaponAssoc->SetDeleteCallback(FinishedAttackCB, this); } void -CPed::StopNonPartialAnims(void) +CPed::RestartNonPartialAnims(void) { CAnimBlendAssociation *assoc; for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) { if (!assoc->IsPartial()) - assoc->flags &= ~ASSOC_RUNNING; + assoc->SetRun(); } } @@ -3498,775 +632,6 @@ CPed::SetStoredState(void) } void -CPed::SetDie(AnimationId animId, float delta, float speed) -{ - CPlayerPed *player = FindPlayerPed(); - if (player == this) { - if (!player->m_bCanBeDamaged) - return; - } - - m_threatEntity = nil; - if (DyingOrDead()) - return; - - if (m_nPedState == PED_FALL || m_nPedState == PED_GETUP) - delta *= 0.5f; - - SetStoredState(); - ClearAll(); - m_fHealth = 0.0f; - if (m_nPedState == PED_DRIVING) { - if (!IsPlayer()) - FlagToDestroyWhenNextProcessed(); - } else if (bInVehicle) { - if (m_pVehicleAnim) - m_pVehicleAnim->blendDelta = -1000.0f; - } else if (EnteringCar()) { - QuitEnteringCar(); - } - - m_nPedState = PED_DIE; - if (animId == NUM_ANIMS) { - bIsPedDieAnimPlaying = false; - } else { - CAnimBlendAssociation *dieAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animId, delta); - if (speed > 0.0f) - dieAssoc->speed = speed; - - dieAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; - if (dieAssoc->IsRunning()) { - dieAssoc->SetFinishCallback(FinishDieAnimCB, this); - bIsPedDieAnimPlaying = true; - } - } - - Say(SOUND_PED_DEATH); - if (m_nLastPedState == PED_ENTER_CAR || m_nLastPedState == PED_CARJACK) - QuitEnteringCar(); - if (!bInVehicle) - StopNonPartialAnims(); - - m_bloodyFootprintCountOrDeathTime = CTimer::GetTimeInMilliseconds(); -} - -bool -CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPieceTypes pedPiece, uint8 direction) -{ - CPlayerPed *player = FindPlayerPed(); - float dieDelta = 4.0f; - float dieSpeed = 0.0f; - AnimationId dieAnim = ANIM_KO_SHOT_FRONT1; - bool headShot = false; - bool willLinger = false; - int random; - - if (player == this) { - if (!player->m_bCanBeDamaged) - return false; - - player->AnnoyPlayerPed(false); - } - - if (DyingOrDead()) - return false; - - if (!bUsesCollision && method != WEAPONTYPE_DROWNING) - return false; - - if (bOnlyDamagedByPlayer && damagedBy != player && damagedBy != FindPlayerVehicle() && - method != WEAPONTYPE_DROWNING && method != WEAPONTYPE_EXPLOSION) - return false; - - float healthImpact; - if (IsPlayer()) - healthImpact = damage * 0.33f; - else - healthImpact = damage * m_pedStats->m_defendWeakness; - - bool detectDieAnim = true; - if (m_nPedState == PED_FALL || m_nPedState == PED_GETUP) { - if (!IsPedHeadAbovePos(-0.3f)) { - if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL)) - dieAnim = ANIM_FLOOR_HIT_F; - else - dieAnim = ANIM_FLOOR_HIT; - dieDelta *= 2.0f; - dieSpeed = 0.5f; - detectDieAnim = false; - } else if (m_nPedState == PED_FALL) { - dieAnim = NUM_ANIMS; - detectDieAnim = false; - } - } - if (detectDieAnim) { - switch (method) { - case WEAPONTYPE_UNARMED: - if (bMeleeProof) - return false; - - if (m_nPedState == PED_FALL) { - if (IsPedHeadAbovePos(-0.3f)) { - dieAnim = NUM_ANIMS; - } else { - if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL)) - dieAnim = ANIM_FLOOR_HIT_F; - else - dieAnim = ANIM_FLOOR_HIT; - dieDelta = dieDelta * 2.0f; - dieSpeed = 0.5f; - } - } else { - switch (direction) { - case 0: - dieAnim = ANIM_KO_SKID_FRONT; - break; - case 1: - dieAnim = ANIM_KO_SPIN_R; - break; - case 2: - dieAnim = ANIM_KO_SKID_BACK; - break; - case 3: - dieAnim = ANIM_KO_SPIN_L; - break; - default: - break; - } - } - break; - case WEAPONTYPE_BASEBALLBAT: - if (bMeleeProof) - return false; - - if (m_nPedState == PED_FALL) { - if (IsPedHeadAbovePos(-0.3f)) { - dieAnim = NUM_ANIMS; - } else { - if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL)) - dieAnim = ANIM_FLOOR_HIT_F; - else - dieAnim = ANIM_FLOOR_HIT; - dieDelta = dieDelta * 2.0f; - dieSpeed = 0.5f; - } - } else { - switch (direction) { - case 0: - dieAnim = ANIM_KO_SKID_FRONT; - break; - case 1: - dieAnim = ANIM_KO_SPIN_R; - break; - case 2: - dieAnim = ANIM_KO_SKID_BACK; - break; - case 3: - dieAnim = ANIM_KO_SPIN_L; - break; - default: - break; - } - } - break; - case WEAPONTYPE_COLT45: - case WEAPONTYPE_UZI: - case WEAPONTYPE_SHOTGUN: - case WEAPONTYPE_AK47: - case WEAPONTYPE_M16: - case WEAPONTYPE_SNIPERRIFLE: - if (bBulletProof) - return false; - - bool dontRemoveLimb; - if (IsPlayer() || bNoCriticalHits) - dontRemoveLimb = true; - else { - switch (method) { - case WEAPONTYPE_SNIPERRIFLE: - dontRemoveLimb = false; - break; - case WEAPONTYPE_M16: - dontRemoveLimb = false; - break; - case WEAPONTYPE_SHOTGUN: - dontRemoveLimb = CGeneral::GetRandomNumber() & 7; - break; - default: - dontRemoveLimb = CGeneral::GetRandomNumber() & 15; - break; - } - } - - if (dontRemoveLimb) { - if (method == WEAPONTYPE_SHOTGUN) { - switch (direction) { - case 0: - dieAnim = ANIM_KO_SKID_FRONT; - break; - case 1: - dieAnim = ANIM_KO_SPIN_R; - break; - case 2: - dieAnim = ANIM_KO_SKID_BACK; - break; - case 3: - dieAnim = ANIM_KO_SPIN_L; - break; - default: - break; - } - } else - dieAnim = ANIM_KO_SHOT_FRONT1; - - willLinger = false; - } else { - switch (pedPiece) { - case PEDPIECE_TORSO: - willLinger = false; - dieAnim = ANIM_KO_SHOT_FRONT1; - break; - case PEDPIECE_MID: - willLinger = false; - dieAnim = ANIM_KO_SHOT_STOM; - break; - case PEDPIECE_LEFTARM: - dieAnim = ANIM_KO_SHOT_ARML; - RemoveBodyPart(PED_UPPERARML, direction); - willLinger = true; - break; - case PEDPIECE_RIGHTARM: - dieAnim = ANIM_KO_SHOT_ARMR; - RemoveBodyPart(PED_UPPERARMR, direction); - willLinger = true; - break; - case PEDPIECE_LEFTLEG: - dieAnim = ANIM_KO_SHOT_LEGL; - RemoveBodyPart(PED_UPPERLEGL, direction); - willLinger = true; - break; - case PEDPIECE_RIGHTLEG: - dieAnim = ANIM_KO_SHOT_LEGR; - RemoveBodyPart(PED_UPPERLEGR, direction); - willLinger = true; - break; - case PEDPIECE_HEAD: - dieAnim = ANIM_KO_SHOT_FACE; - RemoveBodyPart(PED_HEAD, direction); - headShot = true; - willLinger = true; - break; - default: - break; - } - } - break; - case WEAPONTYPE_ROCKETLAUNCHER: - case WEAPONTYPE_GRENADE: - case WEAPONTYPE_EXPLOSION: - if (bExplosionProof) - return false; - - if (CGame::nastyGame && !IsPlayer() && !bInVehicle && - 1.0f + healthImpact > m_fArmour + m_fHealth) { - - random = CGeneral::GetRandomNumber(); - if (random & 1) - RemoveBodyPart(PED_UPPERARML, direction); - if (random & 2) - RemoveBodyPart(PED_UPPERLEGR, direction); - if (random & 4) - RemoveBodyPart(PED_HEAD, direction); - if (random & 8) - RemoveBodyPart(PED_UPPERARMR, direction); - if (random & 0x10) - RemoveBodyPart(PED_UPPERLEGL, direction); - if (bBodyPartJustCameOff) - willLinger = true; - } - // fall through - case WEAPONTYPE_MOLOTOV: - if (bExplosionProof) - return false; - - switch (direction) { - case 0: - dieAnim = ANIM_KO_SKID_FRONT; - break; - case 1: - dieAnim = ANIM_KO_SPIN_R; - break; - case 2: - dieAnim = ANIM_KO_SKID_BACK; - break; - case 3: - dieAnim = ANIM_KO_SPIN_L; - break; - default: - break; - } - break; - case WEAPONTYPE_FLAMETHROWER: - if (bFireProof) - return false; - - dieAnim = ANIM_KO_SHOT_FRONT1; - break; - case WEAPONTYPE_RAMMEDBYCAR: - case WEAPONTYPE_RUNOVERBYCAR: - if (bCollisionProof) - return false; - - random = CGeneral::GetRandomNumber() & 3; - switch (random) { - case 0: - if ((pedPiece != PEDPIECE_LEFTARM || random <= 1) - && (pedPiece != PEDPIECE_MID || random != 1)) { - if (pedPiece == PEDPIECE_RIGHTARM && random > 1 - || pedPiece == PEDPIECE_MID && random == 2) - - dieAnim = ANIM_KO_SPIN_L; - else - dieAnim = ANIM_KO_SKID_FRONT; - } else - dieAnim = ANIM_KO_SPIN_R; - - break; - case 1: - if (m_nPedState == PED_DIVE_AWAY) - dieAnim = ANIM_KD_LEFT; - else - dieAnim = ANIM_KO_SPIN_R; - break; - case 2: - if ((pedPiece != PEDPIECE_LEFTARM || random <= 1) - && (pedPiece != PEDPIECE_MID || random != 1)) { - if ((pedPiece != PEDPIECE_RIGHTARM || random <= 1) - && (pedPiece != PEDPIECE_MID || random != 2)) { - dieAnim = ANIM_KO_SKID_BACK; - } else { - dieAnim = ANIM_KD_RIGHT; - } - } else - dieAnim = ANIM_KD_LEFT; - break; - case 3: - if (m_nPedState == PED_DIVE_AWAY) - dieAnim = ANIM_KD_RIGHT; - else - dieAnim = ANIM_KO_SPIN_L; - break; - default: - break; - } - if (damagedBy) { - CVehicle *vehicle = (CVehicle*)damagedBy; - if (method == WEAPONTYPE_RAMMEDBYCAR) { - float vehSpeed = vehicle->m_vecMoveSpeed.Magnitude(); - dieDelta = 8.0f * vehSpeed + 4.0f; - } else { - float vehSpeed = vehicle->m_vecMoveSpeed.Magnitude(); - dieDelta = 12.0f * vehSpeed + 4.0f; - dieSpeed = 16.0f * vehSpeed + 1.0f; - } - } - break; - case WEAPONTYPE_DROWNING: - dieAnim = ANIM_DROWN; - break; - case WEAPONTYPE_FALL: - if (bCollisionProof) - return false; - - switch (direction) { - case 0: - dieAnim = ANIM_KO_SKID_FRONT; - break; - case 1: - dieAnim = ANIM_KO_SPIN_R; - break; - case 2: - dieAnim = ANIM_KO_SKID_BACK; - break; - case 3: - dieAnim = ANIM_KO_SPIN_L; - break; - default: - break; - } - break; - default: - break; - } - } - - if (m_fArmour != 0.0f && method != WEAPONTYPE_DROWNING) { - if (player == this) - CWorld::Players[CWorld::PlayerInFocus].m_nTimeLastArmourLoss = CTimer::GetTimeInMilliseconds(); - - if (healthImpact < m_fArmour) { - m_fArmour = m_fArmour - healthImpact; - healthImpact = 0.0f; - } else { - healthImpact = healthImpact - m_fArmour; - m_fArmour = 0.0f; - } - } - - if (healthImpact != 0.0f) { - if (player == this) - CWorld::Players[CWorld::PlayerInFocus].m_nTimeLastHealthLoss = CTimer::GetTimeInMilliseconds(); - - m_lastWepDam = method; - } - - if (m_fHealth - healthImpact >= 1.0f && !willLinger) { - m_fHealth -= healthImpact; - return false; - } - - if (bInVehicle) { - if (method != WEAPONTYPE_DROWNING) { -#ifdef VC_PED_PORTS - if (m_pMyVehicle) { - if (m_pMyVehicle->IsCar() && m_pMyVehicle->pDriver == this) { - if (m_pMyVehicle->GetStatus() == STATUS_SIMPLE) { - m_pMyVehicle->SetStatus(STATUS_PHYSICS); - CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle); - } - m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_NONE; - m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; - m_pMyVehicle->AutoPilot.m_nTempAction = TEMPACT_HANDBRAKESTRAIGHT; - m_pMyVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000; - } - if (m_pMyVehicle->CanPedExitCar()) { - SetObjective(OBJECTIVE_LEAVE_CAR_AND_DIE, m_pMyVehicle); - } else { - m_fHealth = 0.0f; - if (m_pMyVehicle && m_pMyVehicle->pDriver == this) { - SetRadioStation(); - m_pMyVehicle->SetStatus(STATUS_ABANDONED); - } - SetDie(dieAnim, dieDelta, dieSpeed); - /* - if (damagedBy == FindPlayerPed() && damagedBy != this) { - // PlayerInfo stuff - } - */ - } - for (int i = 0; i < ARRAY_SIZE(m_pMyVehicle->pPassengers); i++) { - CPed* passenger = m_pMyVehicle->pPassengers[i]; - if (passenger && passenger != this && damagedBy) - passenger->ReactToAttack(damagedBy); - } - - CPed *driverOfVeh = m_pMyVehicle->pDriver; - if (driverOfVeh && driverOfVeh != this && damagedBy) - driverOfVeh->ReactToAttack(damagedBy); - - if (damagedBy == FindPlayerPed() || damagedBy && damagedBy == FindPlayerVehicle()) { - CDarkel::RegisterKillByPlayer(this, method, headShot); - m_threatEntity = FindPlayerPed(); - } else { - CDarkel::RegisterKillNotByPlayer(this, method); - } - } -#endif - m_fHealth = 1.0f; - return false; - } - m_fHealth = 0.0f; - if (player == this) - m_pMyVehicle->SetStatus(STATUS_PLAYER_DISABLED); - - SetDie(NUM_ANIMS, 4.0f, 0.0f); - return true; - } else { - m_fHealth = 0.0f; - SetDie(dieAnim, dieDelta, dieSpeed); - - if (damagedBy == player || damagedBy && damagedBy == FindPlayerVehicle()) { - - // There are PlayerInfo stuff here in VC - CDarkel::RegisterKillByPlayer(this, method, headShot); - m_threatEntity = player; - } else { - CDarkel::RegisterKillNotByPlayer(this, method); - } - if (method == WEAPONTYPE_DROWNING) - bIsInTheAir = false; - - return true; - } -} - -void -CPed::ClearFlee(void) -{ - RestorePreviousState(); - bUsePedNodeSeek = false; - m_standardTimer = 0; - m_fleeTimer = 0; -} - -void -CPed::ClearFall(void) -{ - SetGetUp(); -} - -void -CPed::SetGetUp(void) -{ - if (m_nPedState == PED_GETUP && bGetUpAnimStarted) - return; - - if (!CanSetPedState()) - return; - - if (m_fHealth >= 1.0f || IsPedHeadAbovePos(-0.3f)) { - if (bUpdateAnimHeading) { - m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); - m_fRotationCur -= HALFPI; - bUpdateAnimHeading = false; - } - if (m_nPedState != PED_GETUP) { - SetStoredState(); - m_nPedState = PED_GETUP; - } - - CVehicle *collidingVeh = (CVehicle*)m_pCollidingEntity; - CVehicle *veh = (CVehicle*)CPedPlacement::IsPositionClearOfCars(&GetPosition()); - if (veh && veh->m_vehType != VEHICLE_TYPE_BIKE || - collidingVeh && collidingVeh->IsVehicle() && collidingVeh->m_vehType != VEHICLE_TYPE_BIKE - && ((uint8)(CTimer::GetFrameCounter() + m_randomSeed + 5) % 8 || - CCollision::ProcessColModels(GetMatrix(), *GetColModel(), collidingVeh->GetMatrix(), *collidingVeh->GetColModel(), - aTempPedColPts, nil, nil) > 0)) { - - bGetUpAnimStarted = false; - if (IsPlayer()) - InflictDamage(nil, WEAPONTYPE_RUNOVERBYCAR, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0); - else { - if (!CPad::GetPad(0)->ArePlayerControlsDisabled()) - return; - - InflictDamage(nil, WEAPONTYPE_RUNOVERBYCAR, 1000.0f, PEDPIECE_TORSO, 0); - } - return; - } - bGetUpAnimStarted = true; - m_pCollidingEntity = nil; - bKnockedUpIntoAir = false; - CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SPRINT); - if (animAssoc) { - if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN)) { - CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_RUN, 8.0f); - } else { - CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f); - } - animAssoc->flags |= ASSOC_DELETEFADEDOUT; - } - - if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL)) - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_GETUP_FRONT, 1000.0f); - else - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_GETUP1, 1000.0f); - - animAssoc->SetFinishCallback(PedGetupCB,this); - } else { - m_fHealth = 0.0f; - SetDie(NUM_ANIMS, 4.0f, 0.0f); - } -} - -void -CPed::ClearInvestigateEvent(void) -{ - CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS); - if (!animAssoc) - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH); - if (!animAssoc) - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB); - if (!animAssoc) - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT); - if (animAssoc) { - animAssoc->blendDelta = -8.0f; - animAssoc->flags |= ASSOC_DELETEFADEDOUT; - } - if (m_eventType > EVENT_EXPLOSION) - m_standardTimer = CTimer::GetTimeInMilliseconds() + 15000; - - bGonnaInvestigateEvent = false; - m_pEventEntity = nil; - ClearLookFlag(); - RestorePreviousState(); - if(m_nMoveState == PEDMOVE_NONE || m_nMoveState == PEDMOVE_STILL) - SetMoveState(PEDMOVE_WALK); -} - -void -CPed::ClearLeader(void) -{ - if (!m_leader) - return; - - m_leader = nil; - if (IsPedInControl()) { - SetObjective(OBJECTIVE_NONE); - if (CharCreatedBy == MISSION_CHAR) { - SetIdle(); - } else { - SetWanderPath(CGeneral::GetRandomNumberInRange(0,8)); - } - } else if (m_objective != OBJECTIVE_NONE) { - bClearObjective = true; - } -} - -void -CPed::ClearLook(void) -{ - RestorePreviousState(); - ClearLookFlag(); -} - -void -CPed::ClearObjective(void) -{ - if (IsPedInControl() || m_nPedState == PED_DRIVING) { - m_objective = OBJECTIVE_NONE; -#ifdef VC_PED_PORTS - m_pedInObjective = nil; - m_carInObjective = nil; -#endif - if (m_nPedState == PED_DRIVING && m_pMyVehicle) { - - if (m_pMyVehicle->pDriver != this) { -#if defined VC_PED_PORTS || defined FIX_BUGS - if(!IsPlayer()) -#endif - bWanderPathAfterExitingCar = true; - - SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); - } -#ifdef VC_PED_PORTS - m_nLastPedState = PED_NONE; -#endif - } else { - SetIdle(); - SetMoveState(PEDMOVE_STILL); - } - } else { - bClearObjective = true; - } -} - -void -CPed::ClearPause(void) -{ - RestorePreviousState(); -} - -void -CPed::ClearSeek(void) -{ - SetIdle(); - bRunningToPhone = false; -} - -bool -CPed::SetWanderPath(int8 pathStateDest) -{ - uint8 nextPathState; - - if (IsPedInControl()) { - if (bKindaStayInSamePlace) { - SetIdle(); - return false; - } else { - m_nPathDir = pathStateDest; - if (pathStateDest == 0) - pathStateDest = CGeneral::GetRandomNumberInRange(1, 7); - - ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode, - m_nPathDir, &nextPathState); - - // Circular loop until we find a node for current m_nPathDir - while (!m_pNextPathNode) { - m_nPathDir = (m_nPathDir+1) % 8; - - // We're at where we started and couldn't find any node - if (m_nPathDir == pathStateDest) { - ClearAll(); - SetIdle(); - return false; - } - ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode, - m_nPathDir, &nextPathState); - } - - // We did it, save next path state and return true - m_nPathDir = nextPathState; - m_nPedState = PED_WANDER_PATH; - SetMoveState(PEDMOVE_WALK); - bIsRunning = false; - return true; - } - } else { - m_nPathDir = pathStateDest; - bStartWanderPathOnFoot = true; - return false; - } -} - -void -CPed::ClearWeapons(void) -{ - CWeaponInfo *currentWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); - RemoveWeaponModel(currentWeapon->m_nModelId); - - m_maxWeaponTypeAllowed = WEAPONTYPE_BASEBALLBAT; - m_currentWeapon = WEAPONTYPE_UNARMED; - - currentWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); - AddWeaponModel(currentWeapon->m_nModelId); - for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) { - CWeapon &weapon = GetWeapon(i); - weapon.m_eWeaponType = WEAPONTYPE_UNARMED; - weapon.m_eWeaponState = WEAPONSTATE_READY; - weapon.m_nAmmoInClip = 0; - weapon.m_nAmmoTotal = 0; - weapon.m_nTimer = 0; - } -} - -void -CPed::RestoreGunPosition(void) -{ - if (bIsLooking) { - m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY; - bIsRestoringGun = false; - } else if (m_pedIK.RestoreGunPosn()) { - bIsRestoringGun = false; - } else { - if (IsPlayer()) - ((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f; - } -} - -void -CPed::RestoreHeadingRate(void) -{ - m_headingRate = m_pedStats->m_headingChangeRate; -} - -void -CPed::RestoreHeadingRateCB(CAnimBlendAssociation *assoc, void *arg) -{ - ((CPed*)arg)->m_headingRate = ((CPed*)arg)->m_pedStats->m_headingChangeRate; -} - -void CPed::RestorePreviousState(void) { if(!CanSetPedState() || m_nPedState == PED_FALL) @@ -4315,4776 +680,1007 @@ CPed::RestorePreviousState(void) } } -void -CPed::SetAimFlag(CEntity *to) -{ - bIsAimingGun = true; - bIsRestoringGun = false; - m_pLookTarget = to; - m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); - m_pSeekTarget = to; - m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); - m_lookTimer = 0; -} - -void -CPed::SetAimFlag(float angle) -{ - bIsAimingGun = true; - bIsRestoringGun = false; - m_fLookDirection = angle; - m_lookTimer = 0; - m_pLookTarget = nil; - m_pSeekTarget = nil; - if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAimWithArm) - m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM; - else - m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM; -} - -void -CPed::SetPointGunAt(CEntity *to) -{ - if (to) { - SetLookFlag(to, true); - SetAimFlag(to); -#ifdef VC_PED_PORTS - SetLookTimer(INT32_MAX); -#endif - } - - if (m_nPedState == PED_AIM_GUN || bIsDucking || m_nWaitState == WAITSTATE_PLAYANIM_DUCK) - return; - - if (m_nPedState != PED_ATTACK) - SetStoredState(); - - m_nPedState = PED_AIM_GUN; - bIsPointingGunAt = true; - CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); - SetMoveState(PEDMOVE_NONE); - - CAnimBlendAssociation *aimAssoc; - - if (bCrouchWhenShooting) - aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), curWeapon->m_Anim2ToPlay); - else - aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), curWeapon->m_AnimToPlay); - - if (!aimAssoc || aimAssoc->blendDelta < 0.0f) { - if (bCrouchWhenShooting) - aimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_Anim2ToPlay, 4.0f); - else - aimAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay); - - aimAssoc->blendAmount = 0.0f; - aimAssoc->blendDelta = 8.0f; - } - if (to) - Say(SOUND_PED_ATTACK); -} - -void -CPed::SetAmmo(eWeaponType weaponType, uint32 ammo) -{ - if (HasWeapon(weaponType)) { - GetWeapon(weaponType).m_nAmmoTotal = ammo; - } else { - GetWeapon(weaponType).Initialise(weaponType, ammo); - m_maxWeaponTypeAllowed++; - } -} - -void -CPed::GrantAmmo(eWeaponType weaponType, uint32 ammo) -{ - if (HasWeapon(weaponType)) { - GetWeapon(weaponType).m_nAmmoTotal += ammo; - } else { - GetWeapon(weaponType).Initialise(weaponType, ammo); - m_maxWeaponTypeAllowed++; - } -} - -void -CPed::SetEvasiveStep(CEntity *reason, uint8 animType) -{ - AnimationId stepAnim; - - if (m_nPedState == PED_STEP_AWAY || !IsPedInControl() || ((IsPlayer() || !bRespondsToThreats) && animType == 0)) - return; - - float angleToFace = CGeneral::GetRadianAngleBetweenPoints( - reason->GetPosition().x, reason->GetPosition().y, - GetPosition().x, GetPosition().y); - angleToFace = CGeneral::LimitRadianAngle(angleToFace); - m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); - float neededTurn = Abs(angleToFace - m_fRotationCur); - bool vehPressedHorn = false; - - if (neededTurn > PI) - neededTurn = TWOPI - neededTurn; - - CVehicle *veh = (CVehicle*)reason; - if (reason->IsVehicle() && veh->m_vehType == VEHICLE_TYPE_CAR) { - 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_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(); - m_nPedState = PED_STEP_AWAY; - } - } -} - -void -CPed::SetEvasiveDive(CPhysical *reason, uint8 onlyRandomJump) -{ - if (!IsPedInControl() || !bRespondsToThreats) - return; - - CAnimBlendAssociation *animAssoc; - float angleToFace, neededTurn; - bool handsUp = false; - - angleToFace = m_fRotationCur; - CVehicle *veh = (CVehicle*) reason; - if (reason->IsVehicle() && veh->m_vehType == VEHICLE_TYPE_CAR && veh->m_nCarHornTimer != 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 dive into cars. Taken from SetEvasiveStep, last if statement inverted -#ifdef FIX_BUGS - float vehDirection = CGeneral::GetRadianAngleBetweenPoints( - veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y, - 0.0f, 0.0f); - - // Let's turn our back to the "reason" - angleToFace += PI; - - if (angleToFace > PI) - angleToFace -= 2 * PI; - - // We don't want to dive towards car's direction - float dangerZone = angleToFace - vehDirection; - dangerZone = CGeneral::LimitRadianAngle(dangerZone); - - // So, add or subtract 90deg (jump to left/right) according to that - if (dangerZone > 0.0f) - angleToFace = 0.5f * PI + vehDirection; - else - angleToFace = vehDirection - 0.5f * PI; -#endif - - neededTurn = Abs(angleToFace - m_fRotationCur); - - if (neededTurn > PI) - neededTurn = 2 * PI - neededTurn; - - if (neededTurn <= 0.5f*PI) { - if (CGeneral::GetRandomNumber() & 1) - handsUp = true; - } else { - if (CGeneral::GetRandomNumber() & 7) - return; - } - Say(SOUND_PED_EVADE); - } - - if (handsUp || !IsPlayer() && m_pedStats->m_flags & STAT_NO_DIVE) { - m_fRotationCur = angleToFace; - ClearLookFlag(); - ClearAimFlag(); - SetLookFlag(reason, true); - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HANDSUP); - if (animAssoc) - return; - - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSUP, 8.0f); - animAssoc->flags &= ~ASSOC_DELETEFADEDOUT; - animAssoc->SetFinishCallback(PedEvadeCB, this); - SetStoredState(); - m_nPedState = PED_STEP_AWAY; - } else { - m_fRotationCur = angleToFace; - ClearLookFlag(); - ClearAimFlag(); - SetStoredState(); - m_nPedState = PED_DIVE_AWAY; - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_EV_DIVE, 8.0f); - animAssoc->SetFinishCallback(PedEvadeCB, this); - } - - if (reason->IsVehicle() && m_nPedType == PEDTYPE_COP) { - if (veh->pDriver && veh->pDriver->IsPlayer()) { - CWanted *wanted = FindPlayerPed()->m_pWanted; - wanted->RegisterCrime_Immediately(CRIME_RECKLESS_DRIVING, GetPosition(), (uintptr)this, false); - wanted->RegisterCrime_Immediately(CRIME_SPEEDING, GetPosition(), (uintptr)this, false); - } - } -#ifdef PEDS_REPORT_CRIMES_ON_PHONE - else if (reason->IsVehicle()) { - if (veh->pDriver && veh->pDriver->IsPlayer()) { - CWanted* wanted = FindPlayerPed()->m_pWanted; - wanted->RegisterCrime(CRIME_RECKLESS_DRIVING, GetPosition(), (uintptr)this, false); - } - } -#endif -} - -void -CPed::SetAttack(CEntity *victim) +uint32 +CPed::ScanForThreats(void) { - CPed *victimPed = nil; - if (victim && victim->IsPed()) - victimPed = (CPed*)victim; - - CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_ARMED); - if (animAssoc) { - animAssoc->blendDelta = -1000.0f; - animAssoc->flags |= ASSOC_DELETEFADEDOUT; - } - - if (m_attackTimer > CTimer::GetTimeInMilliseconds() || m_nWaitState == WAITSTATE_SURPRISE) - return; - - if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HGUN_RELOAD)) { - bIsAttacking = false; - return; - } - - if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_AK_RELOAD)) { - if (!IsPlayer() || m_nPedState != PED_ATTACK || ((CPlayerPed*)this)->m_bHaveTargetSelected) - bIsAttacking = false; - else - bIsAttacking = true; - - return; - } - - CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); - if (curWeapon->m_eWeaponFire == WEAPON_FIRE_INSTANT_HIT && !IsPlayer()) { - if (GetWeapon()->HitsGround(this, nil, victim)) - return; - } - - if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) { - if (IsPlayer() || - (m_nPedState != PED_FIGHT && m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL && !(m_pedStats->m_flags & STAT_SHOPPING_BAGS))) { - - if (m_nPedState != PED_ATTACK) { - m_nPedState = PED_ATTACK; - bIsAttacking = false; - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay, 8.0f); - animAssoc->SetRun(); - if (animAssoc->currentTime == animAssoc->hierarchy->totalLength) - animAssoc->SetCurrentTime(0.0f); - - animAssoc->SetFinishCallback(FinishedAttackCB, this); - } - } else { - StartFightAttack(CGeneral::GetRandomNumber() % 256); - } - return; + 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; } - - m_pSeekTarget = victim; - if (m_pSeekTarget) - m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); - - if (curWeapon->m_bCanAim) { - CVector aimPos = GetRight() * 0.1f + GetForward() * 0.2f + GetPosition(); - CEntity *obstacle = CWorld::TestSphereAgainstWorld(aimPos, 0.2f, nil, true, false, false, true, false, false); - if (obstacle) - return; - - m_pLookTarget = victim; - if (victim) { - m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); - m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); - } - if (m_pLookTarget) { - SetAimFlag(m_pLookTarget); - } else { - SetAimFlag(m_fRotationCur); - - if (FindPlayerPed() == this && TheCamera.Cams[0].Using3rdPersonMouseCam()) - ((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch(); + + CPed *shooter = nil; + if ((fearFlags & PED_FLAG_GUN) && (shooter = CheckForGunShots()) && (m_nPedType != shooter->m_nPedType || m_nPedType == PEDTYPE_CIVMALE || m_nPedType == PEDTYPE_CIVFEMALE)) { + if (!IsGangMember()) { + m_threatEntity = shooter; + m_threatEntity->RegisterReference((CEntity **) &m_threatEntity); + return PED_FLAG_GUN; } - } - if (m_nPedState == PED_ATTACK) { - bIsAttacking = true; - return; - } - - if (IsPlayer() || !victimPed || victimPed->IsPedInControl()) { - if (IsPlayer()) - CPad::GetPad(0)->ResetAverageWeapon(); - - PointBlankNecessity pointBlankStatus; - if ((curWeapon->m_eWeaponFire == WEAPON_FIRE_INSTANT_HIT || GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER) - && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON - && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON_RUNABOUT - && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER - && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER_RUNABOUT - && (pointBlankStatus = CheckForPointBlankPeds(victimPed)) != NO_POINT_BLANK_PED) { - ClearAimFlag(); - - // This condition is pointless - if (pointBlankStatus == POINT_BLANK_FOR_WANTED_PED || !victimPed) - StartFightAttack(200); - } else { - if (!curWeapon->m_bCanAim) - m_pSeekTarget = nil; - - if (m_nPedState != PED_AIM_GUN) - SetStoredState(); - m_nPedState = PED_ATTACK; - SetMoveState(PEDMOVE_NONE); - if (bCrouchWhenShooting) { - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f); - } else { - float animDelta = 8.0f; - if (curWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE) - animDelta = 1000.0f; - - if (GetWeapon()->m_eWeaponType != WEAPONTYPE_BASEBALLBAT - || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) { - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay, animDelta); - } else { - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_Anim2ToPlay, animDelta); - } - } - - animAssoc->SetRun(); - if (animAssoc->currentTime == animAssoc->hierarchy->totalLength) - animAssoc->SetCurrentTime(0.0f); - - animAssoc->SetFinishCallback(FinishedAttackCB, this); + if (CPedType::GetFlag(shooter->m_nPedType) & fearFlags) { + m_threatEntity = shooter; + m_threatEntity->RegisterReference((CEntity **) &m_threatEntity); + return CPedType::GetFlag(shooter->m_nPedType); } - return; - } - - if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT && victimPed->m_nPedState == PED_GETUP) - SetWaitState(WAITSTATE_SURPRISE, nil); - - SetLookFlag(victim, false); - SetLookTimer(100); -} - -void -CPed::StartFightAttack(uint8 buttonPressure) -{ - if (!IsPedInControl() || m_attackTimer > CTimer::GetTimeInMilliseconds()) - return; - - if (m_nPedState == PED_FIGHT) { - m_fightButtonPressure = buttonPressure; - return; - } - - if (m_nPedState != PED_AIM_GUN) - SetStoredState(); - - if (m_nWaitState != WAITSTATE_FALSE) { - m_nWaitState = WAITSTATE_FALSE; - RestoreHeadingRate(); - } - - m_nPedState = PED_FIGHT; - m_fightButtonPressure = 0; - RpAnimBlendClumpRemoveAssociations(GetClump(), ASSOC_REPEAT); - CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK_START); - - if (animAssoc) { - animAssoc->flags |= ASSOC_DELETEFADEDOUT; - animAssoc->blendDelta = -1000.0f; - } - - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP); - if (!animAssoc) - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP_R); - - if (animAssoc) { - animAssoc->flags |= ASSOC_DELETEFADEDOUT; - animAssoc->blendDelta = -1000.0f; - RestoreHeadingRate(); } - SetMoveState(PEDMOVE_NONE); - m_nStoredMoveState = PEDMOVE_NONE; - - CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE)->blendAmount = 1.0f; - - CPed *pedOnGround = nil; - if (IsPlayer() && CheckForPedsOnGroundToAttack(this, &pedOnGround) > PED_IN_FRONT_OF_ATTACKER) { - m_curFightMove = FIGHTMOVE_GROUNDKICK; - } else if (m_pedStats->m_flags & STAT_SHOPPING_BAGS) { - m_curFightMove = FIGHTMOVE_ROUNDHOUSE; + CPed *deadPed = nil; + if (fearFlags & PED_FLAG_DEADPEDS && CharCreatedBy != MISSION_CHAR + && (deadPed = CheckForDeadPeds()) != nil && (deadPed->GetPosition() - ourPos).MagnitudeSqr() < sq(20.0f)) { + m_pEventEntity = deadPed; + m_pEventEntity->RegisterReference((CEntity **) &m_pEventEntity); + return PED_FLAG_DEADPEDS; } else { - m_curFightMove = FIGHTMOVE_STDPUNCH; - } - - if (pedOnGround && IsPlayer()) { - m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( - pedOnGround->GetPosition().x, pedOnGround->GetPosition().y, - GetPosition().x, GetPosition().y); - - m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest); - m_fRotationCur = m_fRotationDest; - m_lookTimer = 0; - SetLookFlag(pedOnGround, true); - SetLookTimer(1500); - } - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 4.0f); - animAssoc->SetFinishCallback(FinishFightMoveCB, this); - m_fightState = FIGHTSTATE_NO_MOVE; - m_takeAStepAfterAttack = false; - bIsAttacking = true; - - if (IsPlayer()) - nPlayerInComboMove = 0; -} - -void -CPed::LoadFightData(void) -{ - float startFireTime, endFireTime, comboFollowOnTime, strikeRadius; - int damage, flags; - char line[256], moveName[32], animName[32], hitLevel; - int moveId = 0; - - CAnimBlendAssociation *animAssoc; - - size_t bp, buflen; - int lp, linelen; - - buflen = CFileMgr::LoadFile("DATA\\fistfite.dat", work_buff, sizeof(work_buff), "r"); - - for (bp = 0; bp < buflen; ) { - // read file line by line - for (linelen = 0; work_buff[bp] != '\n' && bp < buflen; bp++) { - line[linelen++] = work_buff[bp]; - } - bp++; - line[linelen] = '\0'; - - // skip white space - for (lp = 0; line[lp] <= ' ' && line[lp] != '\0'; lp++); - - if (line[lp] == '\0' || - line[lp] == '#') - continue; - - sscanf( - &line[lp], - "%s %f %f %f %f %c %s %d %d", - moveName, - &startFireTime, - &endFireTime, - &comboFollowOnTime, - &strikeRadius, - &hitLevel, - animName, - &damage, - &flags); - - if (strncmp(moveName, "ENDWEAPONDATA", 13) == 0) - return; - - tFightMoves[moveId].startFireTime = startFireTime / 30.0f; - tFightMoves[moveId].endFireTime = endFireTime / 30.0f; - tFightMoves[moveId].comboFollowOnTime = comboFollowOnTime / 30.0f; - tFightMoves[moveId].strikeRadius = strikeRadius; - tFightMoves[moveId].damage = damage; - tFightMoves[moveId].flags = flags; - - switch (hitLevel) { - case 'G': - tFightMoves[moveId].hitLevel = HITLEVEL_GROUND; - break; - case 'H': - tFightMoves[moveId].hitLevel = HITLEVEL_HIGH; - break; - case 'L': - tFightMoves[moveId].hitLevel = HITLEVEL_LOW; - break; - case 'M': - tFightMoves[moveId].hitLevel = HITLEVEL_MEDIUM; - break; - case 'N': - tFightMoves[moveId].hitLevel = HITLEVEL_NULL; - break; - default: - break; - } - - if (strncmp(animName, "null", 4) != 0) { - animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animName); - tFightMoves[moveId].animId = (AnimationId)animAssoc->animId; - } else { - tFightMoves[moveId].animId = ANIM_WALK; - } - moveId++; - } -} - -// Actually GetLocalDirectionTo(Turn/Look) -int -CPed::GetLocalDirection(const CVector2D &posOffset) -{ - 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::FightStrike(CVector &touchedNodePos) -{ - CColModel *ourCol; - CVector attackDistance; - ePedPieceTypes closestPedPiece = PEDPIECE_TORSO; - float maxDistanceToBeBeaten; - CPed *nearPed; - int state = m_fightState; - bool pedFound = false; - - if (state == FIGHTSTATE_JUST_ATTACKED) - return false; - - // Pointless code - if (state > FIGHTSTATE_NO_MOVE) - attackDistance = touchedNodePos - m_vecHitLastPos; - - for (int i = 0; i < m_numNearPeds; i++) { - nearPed = m_nearPeds[i]; - if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) - maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_curFightMove].strikeRadius + 0.1f; - else - maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_curFightMove].strikeRadius; + uint32 flagsOfSomePed = 0; - if (nearPed->bUsesCollision || nearPed->m_nPedState == PED_DEAD) { - CVector nearPedCentre; - nearPed->GetBoundCentre(nearPedCentre); - CVector potentialAttackDistance = nearPedCentre - touchedNodePos; + CPed *pedToFearFrom = nil; +#ifndef VC_PED_PORTS + for (int i = 0; i < m_numNearPeds; i++) { + if (CharCreatedBy != RANDOM_CHAR || m_nearPeds[i]->CharCreatedBy != MISSION_CHAR || m_nearPeds[i]->IsPlayer()) { + CPed *nearPed = m_nearPeds[i]; - // He can beat us - if (sq(maxDistanceToBeBeaten) > potentialAttackDistance.MagnitudeSqr()) { + // BUG: WTF Rockstar?! Putting this here will result in returning the flags of farthest ped to us, since m_nearPeds is sorted by distance. + // Fixed at the bottom of the function. + flagsOfSomePed = CPedType::GetFlag(nearPed->m_nPedType); -#ifdef PED_SKIN - // Have to animate a skinned clump because the initial col model is useless - if(IsClumpSkinned(GetClump())) - ourCol = ((CPedModelInfo *)CModelInfo::GetModelInfo(GetModelIndex()))->AnimatePedColModelSkinned(GetClump()); - else -#endif - if (nearPed->OnGround() || !nearPed->IsPedHeadAbovePos(-0.3f)) { - ourCol = &CTempColModels::ms_colModelPedGroundHit; - } else { -#ifdef ANIMATE_PED_COL_MODEL - ourCol = CPedModelInfo::AnimatePedColModel(((CPedModelInfo *)CModelInfo::GetModelInfo(GetModelIndex()))->GetHitColModel(), - RpClumpGetFrame(GetClump())); + if (CPedType::GetFlag(nearPed->m_nPedType) & fearFlags) { + if (nearPed->m_fHealth > 0.0f && OurPedCanSeeThisOne(m_nearPeds[i])) { + // FIX: Taken from VC +#ifdef FIX_BUGS + float nearPedDistSqr = (nearPed->GetPosition() - ourPos).MagnitudeSqr2D(); #else - ourCol = ((CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex))->GetHitColModel(); + float nearPedDistSqr = (CVector2D(ourPos) - explosionPos).MagnitudeSqr(); #endif - } - - for (int j = 0; j < ourCol->numSpheres; j++) { - attackDistance = nearPed->GetPosition() + ourCol->spheres[j].center; - attackDistance -= touchedNodePos; - CColSphere *ourPieces = ourCol->spheres; - float maxDistanceToBeat = ourPieces[j].radius + tFightMoves[m_curFightMove].strikeRadius; - - // We can beat him too - if (sq(maxDistanceToBeat) > attackDistance.MagnitudeSqr()) { - pedFound = true; - closestPedPiece = (ePedPieceTypes) ourPieces[j].piece; - break; + if (sq(closestPedDist) > nearPedDistSqr) { + closestPedDist = Sqrt(nearPedDistSqr); + pedToFearFrom = m_nearPeds[i]; + } } } } } - if (pedFound) - break; - } - - if (pedFound) { - if (nearPed->IsPlayer() && nearPed->m_nPedState == PED_GETUP) - return false; - - float oldVictimHealth = nearPed->m_fHealth; - CVector bloodPos = 0.5f * attackDistance + touchedNodePos; - int damageMult = tFightMoves[m_curFightMove].damage * ((CGeneral::GetRandomNumber() & 1) + 2) + 1; - - CVector2D diff (GetPosition() - nearPed->GetPosition()); - int direction = nearPed->GetLocalDirection(diff); - if (IsPlayer()) { - if (((CPlayerPed*)this)->m_bAdrenalineActive) - damageMult = 20; - } else { - damageMult *= m_pedStats->m_attackStrength; - } - - // Change direction if we used kick. - if (m_curFightMove == FIGHTMOVE_KICK) { - if (CGeneral::GetRandomNumber() & 1) { - direction++; - if (direction > 3) - direction -= 4; - } - } - nearPed->ReactToAttack(this); - - // Mostly unused. if > 5, ANIM_HIT_WALK will be run, that's it. - int unk2; - if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && !nearPed->IsPlayer()) - unk2 = 101; - else - unk2 = damageMult; - - nearPed->StartFightDefend(direction, tFightMoves[m_curFightMove].hitLevel, unk2); - PlayHitSound(nearPed); - m_fightState = FIGHTSTATE_JUST_ATTACKED; - RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_curFightMove].animId)->speed = 0.6f; - if (!nearPed->DyingOrDead()) { - nearPed->InflictDamage(this, WEAPONTYPE_UNARMED, damageMult * 3.0f, closestPedPiece, direction); - } - - if (CGame::nastyGame - && tFightMoves[m_curFightMove].hitLevel > HITLEVEL_MEDIUM - && nearPed->m_nPedState == PED_DIE - && nearPed->GetIsOnScreen()) { +#else + bool weSawOurEnemy = false; + bool weMaySeeOurEnemy = false; + float closestEnemyDist = 60.0f; + if ((CTimer::GetFrameCounter() + (uint8)m_randomSeed + 16) & 4) { - // Just for blood particle. We will restore it below. - attackDistance /= (10.0f * attackDistance.Magnitude()); - for(int i=0; i<4; i++) { - CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, attackDistance, nil, 0.0f, 0, 0, 0, 0); - } - } - if (!nearPed->OnGround()) { - float curVictimHealth = nearPed->m_fHealth; - if (curVictimHealth > 0.0f - && (curVictimHealth < 40.0f && oldVictimHealth > 40.0f && !nearPed->IsPlayer() - || nearPed->m_fHealth < 20.0f && oldVictimHealth > 20.0f - || GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && IsPlayer() - || nearPed->m_pedStats->m_flags & STAT_ONE_HIT_KNOCKDOWN)) { - - nearPed->SetFall(0, (AnimationId)(direction + ANIM_KO_SKID_FRONT), 0); - if (nearPed->m_nPedState == PED_FALL) - nearPed->bIsStanding = false; - } - } - if (nearPed->m_nPedState == PED_DIE || !nearPed->bIsStanding) { - attackDistance = nearPed->GetPosition() - GetPosition(); - attackDistance.Normalise(); - attackDistance.z = 1.0f; - nearPed->bIsStanding = false; - - float moveMult; - if (m_curFightMove == FIGHTMOVE_GROUNDKICK) { - moveMult = Min(damageMult * 0.6f, 4.0f); - } else { - if (nearPed->m_nPedState != PED_DIE || damageMult >= 20) { - moveMult = damageMult; - } else { - moveMult = Min(damageMult * 2.0f, 14.0f); + for (int i = 0; i < m_numNearPeds; ++i) { + if (CharCreatedBy == RANDOM_CHAR && m_nearPeds[i]->CharCreatedBy == MISSION_CHAR && !m_nearPeds[i]->IsPlayer()) { + continue; } - } - - nearPed->ApplyMoveForce(moveMult * 0.6f * attackDistance); - } - CEventList::RegisterEvent(nearPed->m_nPedType == PEDTYPE_COP ? EVENT_ASSAULT_POLICE : EVENT_ASSAULT, EVENT_ENTITY_PED, nearPed, this, 2000); - } - - if (m_fightState == FIGHTSTATE_NO_MOVE) - m_fightState = FIGHTSTATE_1; - - m_vecHitLastPos = *touchedNodePos; - return false; -} - -void -CPed::SetFall(int extraTime, AnimationId animId, uint8 evenIfNotInControl) -{ - if (!IsPedInControl() && (!evenIfNotInControl || DyingOrDead())) - return; - - ClearLookFlag(); - ClearAimFlag(); - SetStoredState(); - m_nPedState = PED_FALL; - CAnimBlendAssociation *fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), animId); - - if (fallAssoc) { - fallAssoc->SetCurrentTime(0.0f); - fallAssoc->blendAmount = 0.0f; - fallAssoc->blendDelta = 8.0f; - fallAssoc->SetRun(); - } else { - fallAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animId, 8.0f); - } - - if (extraTime == -1) { - m_getUpTimer = UINT32_MAX; - } else if (fallAssoc) { - if (IsPlayer()) { - m_getUpTimer = 1000.0f * fallAssoc->hierarchy->totalLength - + CTimer::GetTimeInMilliseconds() - + 500.0f; - } else { - m_getUpTimer = 1000.0f * fallAssoc->hierarchy->totalLength - + CTimer::GetTimeInMilliseconds() - + extraTime - + ((m_randomSeed + CTimer::GetFrameCounter()) % 1000); - } - } else { - m_getUpTimer = extraTime - + CTimer::GetTimeInMilliseconds() - + 1000 - + ((m_randomSeed + CTimer::GetFrameCounter()) % 1000); - } - bFallenDown = true; -} - -void -CPed::SetFlee(CEntity *fleeFrom, int time) -{ - if (!IsPedInControl() || bKindaStayInSamePlace || !fleeFrom) - return; - - SetStoredState(); - m_nPedState = PED_FLEE_ENTITY; - bUsePedNodeSeek = true; - SetMoveState(PEDMOVE_RUN); - m_fleeFrom = fleeFrom; - m_fleeFrom->RegisterReference((CEntity **) &m_fleeFrom); - - if (time <= 0) - m_fleeTimer = 0; - else - m_fleeTimer = CTimer::GetTimeInMilliseconds() + time; - - float angleToFace = CGeneral::GetRadianAngleBetweenPoints( - GetPosition().x, GetPosition().y, - fleeFrom->GetPosition().x, fleeFrom->GetPosition().y); - - m_fRotationDest = CGeneral::LimitRadianAngle(angleToFace); - if (m_fRotationCur - PI > m_fRotationDest) { - m_fRotationDest += 2 * PI; - } else if (PI + m_fRotationCur < m_fRotationDest) { - m_fRotationDest -= 2 * PI; - } -} - -void -CPed::SetFlee(CVector2D const &from, int time) -{ - if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer || !IsPedInControl() || bKindaStayInSamePlace) - return; - - if (m_nPedState != PED_FLEE_ENTITY) { - SetStoredState(); - m_nPedState = PED_FLEE_POS; - SetMoveState(PEDMOVE_RUN); - m_fleeFromPosX = from.x; - m_fleeFromPosY = from.y; - } - - bUsePedNodeSeek = true; - m_pNextPathNode = nil; - m_fleeTimer = CTimer::GetTimeInMilliseconds() + time; - - float angleToFace = CGeneral::GetRadianAngleBetweenPoints( - GetPosition().x, GetPosition().y, - from.x, from.y); - - m_fRotationDest = CGeneral::LimitRadianAngle(angleToFace); - if (m_fRotationCur - PI > m_fRotationDest) { - m_fRotationDest += 2 * PI; - } else if (PI + m_fRotationCur < m_fRotationDest) { - m_fRotationDest -= 2 * PI; - } -} - -void -CPed::SetWaitState(eWaitState state, void *time) -{ - AnimationId waitAnim = NUM_ANIMS; - CAnimBlendAssociation *animAssoc; - - if (!IsPedInControl()) - return; - - if (state != m_nWaitState) - FinishedWaitCB(nil, this); - - switch (state) { - case WAITSTATE_TRAFFIC_LIGHTS: - m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 500; - SetMoveState(PEDMOVE_STILL); - break; - case WAITSTATE_CROSS_ROAD: - m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 1000; - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f); - break; - case WAITSTATE_CROSS_ROAD_LOOK: - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ROAD_CROSS, 8.0f); - - if (time) - m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time; - else - m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2000,5000); - - break; - case WAITSTATE_LOOK_PED: - case WAITSTATE_LOOK_SHOP: - case WAITSTATE_LOOK_ACCIDENT: - case WAITSTATE_FACEOFF_GANG: - break; - case WAITSTATE_DOUBLEBACK: - m_headingRate = 0.0f; - m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3500; - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f); -#ifdef FIX_BUGS - animAssoc->SetFinishCallback(RestoreHeadingRateCB, this); -#endif - break; - case WAITSTATE_HITWALL: - m_headingRate = 2.0f; - m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000; - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HIT_WALL, 16.0f); - animAssoc->flags |= ASSOC_DELETEFADEDOUT; - animAssoc->flags |= ASSOC_FADEOUTWHENDONE; - animAssoc->SetDeleteCallback(FinishedWaitCB, this); - - if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == RANDOM_CHAR && m_nPedState == PED_SEEK_CAR) { - ClearObjective(); - RestorePreviousState(); - m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 30000; - } - break; - case WAITSTATE_TURN180: - m_headingRate = 0.0f; - m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000; - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_TURN_180, 4.0f); - animAssoc->SetFinishCallback(FinishedWaitCB, this); - animAssoc->SetDeleteCallback(RestoreHeadingRateCB, this); - break; - case WAITSTATE_SURPRISE: - m_headingRate = 0.0f; - m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000; - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HIT_WALL, 4.0f); - animAssoc->SetFinishCallback(FinishedWaitCB, this); - break; - case WAITSTATE_STUCK: - SetMoveState(PEDMOVE_STILL); - SetMoveAnim(); - m_headingRate = 0.0f; - m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000; - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f); -#ifdef FIX_BUGS - animAssoc->SetFinishCallback(RestoreHeadingRateCB, this); -#endif - - if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == RANDOM_CHAR && m_nPedState == PED_SEEK_CAR) { - ClearObjective(); - RestorePreviousState(); - m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 30000; - } - break; - case WAITSTATE_LOOK_ABOUT: - SetMoveState(PEDMOVE_STILL); - SetMoveAnim(); - m_headingRate = 0.0f; - m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000; - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f); -#ifdef FIX_BUGS - animAssoc->SetFinishCallback(RestoreHeadingRateCB, this); -#endif - - break; - case WAITSTATE_PLAYANIM_COWER: - waitAnim = ANIM_HANDSCOWER; - case WAITSTATE_PLAYANIM_HANDSUP: - if (waitAnim == NUM_ANIMS) - waitAnim = ANIM_HANDSUP; - case WAITSTATE_PLAYANIM_HANDSCOWER: - if (waitAnim == NUM_ANIMS) - waitAnim = ANIM_HANDSCOWER; - m_headingRate = 0.0f; - if (time) - m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time; - else - m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3000; - - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, waitAnim, 4.0f); - animAssoc->SetDeleteCallback(FinishedWaitCB, this); - break; - case WAITSTATE_PLAYANIM_DUCK: - waitAnim = ANIM_DUCK_DOWN; - case WAITSTATE_PLAYANIM_TAXI: - if (waitAnim == NUM_ANIMS) - waitAnim = ANIM_IDLE_TAXI; - case WAITSTATE_PLAYANIM_CHAT: - if (waitAnim == NUM_ANIMS) - waitAnim = ANIM_IDLE_CHAT; - if (time) - m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time; - else - m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3000; - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, waitAnim, 4.0f); - animAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; - animAssoc->flags |= ASSOC_DELETEFADEDOUT; - animAssoc->SetDeleteCallback(FinishedWaitCB, this); - break; - case WAITSTATE_FINISH_FLEE: - SetMoveState(PEDMOVE_STILL); - SetMoveAnim(); - m_headingRate = 0.0f; - m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2500; - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f); -#ifdef FIX_BUGS - animAssoc->SetFinishCallback(RestoreHeadingRateCB, this); -#endif - break; - default: - m_nWaitState = WAITSTATE_FALSE; - RestoreHeadingRate(); - return; - } - m_nWaitState = state; -} - - -void -CPed::PlayHitSound(CPed *hitTo) -{ - // That was very complicated to reverse for me... - // First index is our fight move ID (from 1 to 12, total 12), second is the one of we fight with (from 13 to 22, total 10). - enum { - S33 = SOUND_FIGHT_PUNCH_33, - S34 = SOUND_FIGHT_KICK_34, - S35 = SOUND_FIGHT_HEADBUTT_35, - S36 = SOUND_FIGHT_PUNCH_36, - S37 = SOUND_FIGHT_PUNCH_37, - S38 = SOUND_FIGHT_CLOSE_PUNCH_38, - S39 = SOUND_FIGHT_PUNCH_39, - S40 = SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40 , - S41 = SOUND_FIGHT_PUNCH_41, - S42 = SOUND_FIGHT_PUNCH_FROM_BEHIND_42, - S43 = SOUND_FIGHT_KNEE_OR_KICK_43, - S44 = SOUND_FIGHT_KICK_44, - NO_SND = SOUND_NO_SOUND - }; - uint16 hitSoundsByFightMoves[12][10] = { - {S39,S42,S43,S43,S39,S39,S39,S39,S39,S42}, - {NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND}, - {NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND}, - {S39,S39,S39,S39,S33,S43,S39,S39,S39,S39}, - {S39,S39,S39,S39,S35,S39,S38,S38,S39,S39}, - {S39,S39,S39,S39,S33,S39,S41,S36,S39,S39}, - {S39,S39,S39,S39,S37,S40,S38,S38,S39,S39}, - {S39,S39,S39,S39,S34,S43,S44,S37,S39,S39}, - {S39,S39,S39,S39,S34,S43,S44,S37,S39,S39}, - {S39,S39,S39,S39,S34,S43,S44,S37,S39,S40}, - {S39,S39,S39,S39,S33,S39,S41,S37,S39,S40}, - {S39,S39,S39,S39,S39,S39,S39,S39,S33,S33} - }; - - // This is why first dimension is between FightMove 1 and 12. - if (m_curFightMove == FIGHTMOVE_NULL || m_curFightMove >= FIGHTMOVE_HITFRONT) - return; - - uint16 soundId; - - // And this is why second dimension is between 13 and 22. - if (hitTo->m_curFightMove > FIGHTMOVE_GROUNDKICK && hitTo->m_curFightMove < FIGHTMOVE_IDLE2NORM) { - soundId = hitSoundsByFightMoves[m_curFightMove - FIGHTMOVE_STDPUNCH][hitTo->m_curFightMove - FIGHTMOVE_HITFRONT]; - - } else { - if (hitTo->m_nPedState == PED_DEAD || hitTo->UseGroundColModel()) { - soundId = hitSoundsByFightMoves[m_curFightMove - FIGHTMOVE_STDPUNCH][FIGHTMOVE_HITONFLOOR - FIGHTMOVE_HITFRONT]; - } else { - soundId = hitSoundsByFightMoves[m_curFightMove - FIGHTMOVE_STDPUNCH][FIGHTMOVE_HITFRONT - FIGHTMOVE_HITFRONT]; - } - } - - if (soundId != NO_SND) - DMAudio.PlayOneShot(m_audioEntityId, soundId, 0.0f); -} - -void -CPed::CollideWithPed(CPed *collideWith) -{ - CAnimBlendAssociation *animAssoc; - AnimationId animToPlay; - - bool weAreMissionChar = CharCreatedBy == MISSION_CHAR; - bool heIsMissionChar = collideWith->CharCreatedBy == MISSION_CHAR; - CVector posDiff = collideWith->GetPosition() - GetPosition(); - int waitTime = 0; - - if (weAreMissionChar || !collideWith->IsPlayer() || collideWith->m_nPedState != PED_MAKE_CALL) { - bool weDontLookToHim = DotProduct(posDiff, GetForward()) > 0.0f; - bool heLooksToUs = DotProduct(posDiff, collideWith->GetForward()) < 0.0f; - - if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) { - - if ((!IsPlayer() || ((CPlayerPed*)this)->m_fMoveSpeed <= 1.8f) - && (IsPlayer() || heIsMissionChar && weAreMissionChar || m_nMoveState != PEDMOVE_RUN && m_nMoveState != PEDMOVE_SPRINT -#ifdef VC_PED_PORTS - || m_objective == OBJECTIVE_FOLLOW_CHAR_IN_FORMATION && m_pedInObjective == collideWith - || collideWith->m_objective == OBJECTIVE_FOLLOW_CHAR_IN_FORMATION && collideWith->m_pedInObjective == this -#endif - )) { - - if (m_objective != OBJECTIVE_FOLLOW_CHAR_IN_FORMATION && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT) { - - if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) { - - if (heIsMissionChar || !weAreMissionChar && collideWith->m_nMoveState != PEDMOVE_STILL) { + // BUG: Explained at the same occurence of this bug above. Fixed at the bottom of the function. + flagsOfSomePed = CPedType::GetFlag(m_nearPeds[i]->m_nPedType); - if (weAreMissionChar && (m_nPedState == PED_SEEK_POS || m_nPedState == PED_SEEK_ENTITY)) { + if (flagsOfSomePed & fearFlags) { + if (m_nearPeds[i]->m_fHealth > 0.0f) { - if (collideWith->m_nMoveState != PEDMOVE_STILL - && (!collideWith->IsPlayer() || collideWith->IsPlayer() && CPad::GetPad(0)->ArePlayerControlsDisabled())) { - float seekPosDist = (GetPosition() - m_vecSeekPos).MagnitudeSqr2D(); - float heAndSeekPosDist = (collideWith->GetPosition() - m_vecSeekPos).MagnitudeSqr2D(); + // VC also has ability to include objects to line of sight check here (via last bit of flagsL) + if (OurPedCanSeeThisOne(m_nearPeds[i])) { + if (m_nearPeds[i]->m_nPedState == PED_ATTACK) { + if (m_nearPeds[i]->m_pedInObjective == this) { - if (seekPosDist <= heAndSeekPosDist) { - waitTime = 1000; - collideWith->SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &waitTime); - collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + waitTime; - } else { - waitTime = 500; - SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &waitTime); - m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + waitTime; + 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 if (collideWith->m_nMoveState == PEDMOVE_STILL) { - SetDirectionToWalkAroundObject(collideWith); } } else { - if (weAreMissionChar || m_pedStats->m_fear <= 100 - collideWith->m_pedStats->m_temper - || (collideWith->IsPlayer() || collideWith->m_nMoveState == PEDMOVE_NONE || collideWith->m_nMoveState == PEDMOVE_STILL) && - (!collideWith->IsPlayer() || ((CPlayerPed*)collideWith)->m_fMoveSpeed <= 1.0f)) { - SetDirectionToWalkAroundObject(collideWith); - if (!weAreMissionChar) - Say(SOUND_PED_CHAT); - } else { - SetEvasiveStep(collideWith, 2); + float nearPedDistSqr = (m_nearPeds[i]->GetPosition() - ourPos).MagnitudeSqr2D(); + if (sq(closestPedDist) > nearPedDistSqr && !weSawOurEnemy) { + closestPedDist = Sqrt(nearPedDistSqr); + pedToFearFrom = m_nearPeds[i]; } } - } else { - if (m_pedStats->m_temper <= m_pedStats->m_fear - || GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED - || weAreMissionChar - || collideWith->m_nPedType == PEDTYPE_CIVFEMALE - || collideWith->m_nPedType == m_nPedType - || collideWith->GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) { - SetDirectionToWalkAroundObject(collideWith); - Say(SOUND_PED_CHAT); - } else { - TurnBody(); - SetAttack(collideWith); -#ifdef VC_PED_PORTS - m_fRotationCur = 0.3f + m_fRotationCur; - m_fRotationDest = m_fRotationCur; -#endif - } - m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(250, 450); - } - } - } else { -#ifdef VC_PED_PORTS - if (m_pedInObjective && (collideWith == m_pedInObjective || collideWith->m_pedInObjective == m_pedInObjective) && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) { -#else - if (m_pedInObjective && collideWith == m_pedInObjective && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) { -#endif - if (heLooksToUs) { - SetEvasiveStep(collideWith, 1); - m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000; - } - } else if (weDontLookToHim && IsPedInControl()) { + } else if (!weSawOurEnemy) { + CPed *nearPed = m_nearPeds[i]; + if (nearPed->m_nPedState == PED_ATTACK) { + CColPoint foundCol; + CEntity *foundEnt; - if (m_pedStats != collideWith->m_pedStats) { + // We don't see him yet but he's behind a ped, vehicle or object + // VC also has ability to include objects to line of sight check here (via last bit of flagsL) + if (!CWorld::ProcessLineOfSight(ourPos, nearPed->GetPosition(), foundCol, foundEnt, + true, false, false, false, false, false, false)) { - if (collideWith->m_pedStats->m_fear <= 100 - m_pedStats->m_temper -#ifdef VC_PED_PORTS - || collideWith->IsPlayer() || CTimer::GetTimeInMilliseconds() < m_nPedStateTimer -#endif - ) { - - if (collideWith->IsPlayer()) { - // He's on our right side - if (DotProduct(posDiff,GetRight()) <= 0.0f) - m_fRotationCur -= m_headingRate; - else - m_fRotationCur += m_headingRate; - } else { - // He's on our right side - if (DotProduct(posDiff, collideWith->GetRight()) <= 0.0f) - collideWith->m_fRotationCur -= collideWith->m_headingRate; - else - collideWith->m_fRotationCur += collideWith->m_headingRate; - } - } else { - SetLookFlag(collideWith, false); - TurnBody(); - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_PPUNCH, 8.0f); - animAssoc->flags |= ASSOC_FADEOUTWHENDONE; -#ifdef VC_PED_PORTS - m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 2000; -#endif - if (!heIsMissionChar) { - CVector2D posDiff2D(posDiff); - int direction = collideWith->GetLocalDirection(posDiff2D); - collideWith->StartFightDefend(direction, HITLEVEL_HIGH, 5); + 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]; + } + } } } } } } - } else if (collideWith->m_pedStats->m_defendWeakness <= 1.5f || heIsMissionChar -#ifdef VC_PED_PORTS - || m_pedStats->m_defendWeakness <= collideWith->m_pedStats->m_defendWeakness -#endif - ) { - // He looks us and we're not at his right side - if (heLooksToUs && DotProduct(posDiff,collideWith->GetRight()) > 0.0f) { - CVector moveForce = GetRight(); - moveForce.z += 0.1f; - ApplyMoveForce(moveForce); - if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT) - animToPlay = ANIM_HIT_LEFT; - else - animToPlay = ANIM_SHOT_LEFT_PARTIAL; - } else if (heLooksToUs) { - CVector moveForce = GetRight() * -1.0f; - moveForce.z += 0.1f; - ApplyMoveForce(moveForce); - if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT) - animToPlay = ANIM_HIT_RIGHT; - else - animToPlay = ANIM_SHOT_RIGHT_PARTIAL; - } else { - if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT) - animToPlay = ANIM_HIT_BACK; - else - animToPlay = ANIM_SHOT_BACK_PARTIAL; - } - - if (collideWith->IsPedInControl() && CTimer::GetTimeInMilliseconds() > collideWith->m_nPedStateTimer) { - animAssoc = CAnimManager::BlendAnimation(collideWith->GetClump(), ASSOCGRP_STD, animToPlay, 8.0f); - animAssoc->flags |= ASSOC_FADEOUTWHENDONE; - collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 1000; - if (m_nPedState == PED_ATTACK) - DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f); - } - } else { - // We're at his right side - if (DotProduct(posDiff, collideWith->GetRight()) <= 0.0f) { - CVector moveForce = GetRight() * -1.0f; - moveForce.z += 0.1f; - ApplyMoveForce(moveForce); - if (heLooksToUs) - animToPlay = ANIM_KO_SPIN_L; - else - animToPlay = ANIM_KD_RIGHT; - } else { - CVector moveForce = GetRight(); - moveForce.z += 0.1f; - ApplyMoveForce(moveForce); - if (heLooksToUs) - animToPlay = ANIM_KO_SPIN_R; - else - animToPlay = ANIM_KD_LEFT; - } - - if (m_nPedState == PED_ATTACK && collideWith->IsPedInControl()) - DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f); - - collideWith->SetFall(3000, animToPlay, 0); - } - } else { - if (!IsPedInControl()) - return; - - if (collideWith->m_nMoveState == PEDMOVE_NONE || collideWith->m_nMoveState == PEDMOVE_STILL) - return; - - if (m_nPedType != collideWith->m_nPedType || m_nPedType == PEDTYPE_CIVMALE || m_nPedType == PEDTYPE_CIVFEMALE) { - - if (!weAreMissionChar && heLooksToUs && m_pedStats->m_fear > 100 - collideWith->m_pedStats->m_temper) { - - if (CGeneral::GetRandomNumber() & 1 && CTimer::GetTimeInMilliseconds() < m_nPedStateTimer){ - SetEvasiveStep(collideWith, 2); - m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000; - } else if (collideWith->m_nMoveState > PEDMOVE_WALK) { - waitTime = 2000; - SetWaitState(WAITSTATE_PLAYANIM_DUCK, &waitTime); - } - } - } else if (heLooksToUs - && collideWith->m_nPedState != PED_STEP_AWAY - && m_nPedState != PED_STEP_AWAY - && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) { - - SetEvasiveStep(collideWith, 1); - m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000; } } - - if (IsPlayer()) { - SetLookFlag(collideWith, true); - SetLookTimer(800); - } - } else { - bool isRunning = m_nMoveState == PEDMOVE_RUN || m_nMoveState == PEDMOVE_SPRINT; - SetFindPathAndFlee(collideWith, 5000, !isRunning); - } -} - -void -CPed::CreateDeadPedMoney(void) -{ - if (!CGame::nastyGame) - return; - - int mi = GetModelIndex(); - - if ((mi >= MI_COP && mi <= MI_FIREMAN) || CharCreatedBy == MISSION_CHAR || bInVehicle) - return; - - int money = CGeneral::GetRandomNumber() % 60; - if (money < 10) - return; - - if (money == 43) - money = 700; - - int pickupCount = money / 40 + 1; - int moneyPerPickup = money / pickupCount; - - for(int i = 0; i < pickupCount; i++) { - // (CGeneral::GetRandomNumber() % 256) * PI / 128 gives a float up to something TWOPI-ish. - float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().x; - float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().y; - bool found = false; - float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f; - if (found) { - CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7)); - } - } -} - -void -CPed::CreateDeadPedWeaponPickups(void) -{ - bool found = false; - float angleToPed; - CVector pickupPos; - - if (bInVehicle) - return; - - for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) { - - eWeaponType weapon = GetWeapon(i).m_eWeaponType; - int weaponAmmo = GetWeapon(i).m_nAmmoTotal; - if (weapon == WEAPONTYPE_UNARMED || weapon == WEAPONTYPE_DETONATOR || weaponAmmo == 0) - continue; - - angleToPed = i * 1.75f; - pickupPos = GetPosition(); - pickupPos.x += 1.5f * Sin(angleToPed); - pickupPos.y += 1.5f * Cos(angleToPed); - pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f; - - CVector pedPos = GetPosition(); - pedPos.z += 0.3f; - - CVector pedToPickup = pickupPos - pedPos; - float distance = pedToPickup.Magnitude(); - - // outer edge of pickup - distance = (distance + 0.3f) / distance; - CVector pickupPos2 = pedPos; - pickupPos2 += distance * pedToPickup; - - // pickup must be on ground and line to its edge must be clear - if (!found || CWorld::GetIsLineOfSightClear(pickupPos2, pedPos, true, false, false, false, false, false, false)) { - // otherwise try another position (but disregard second check apparently) - angleToPed += 3.14f; - pickupPos = GetPosition(); - pickupPos.x += 1.5f * Sin(angleToPed); - pickupPos.y += 1.5f * Cos(angleToPed); - pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f; - } - if (found) - CPickups::GenerateNewOne_WeaponType(pickupPos, weapon, PICKUP_ONCE_TIMEOUT, Min(weaponAmmo, AmmoForWeapon_OnStreet[weapon])); - } - ClearWeapons(); -} - -void -CPed::SetAttackTimer(uint32 time) -{ - if (CTimer::GetTimeInMilliseconds() > m_attackTimer) - m_attackTimer = Max(m_shootTimer, CTimer::GetTimeInMilliseconds()) + time; -} - -void -CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack) -{ - if (m_nPedState == PED_DRAG_FROM_CAR) - return; - - bUsesCollision = false; - m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); - m_nLastPedState = PED_IDLE; - SetMoveState(PEDMOVE_STILL); - m_pSeekTarget = veh; - m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); - m_vehEnterType = vehEnterType; - if (m_vehEnterType == CAR_DOOR_LF) { - if (veh->pDriver && veh->pDriver->IsPlayer()) - veh->SetStatus(STATUS_PLAYER_DISABLED); - else - veh->SetStatus(STATUS_ABANDONED); - } - RemoveInCarAnims(); - SetMoveState(PEDMOVE_NONE); - LineUpPedWithCar(LINE_UP_TO_CAR_START); - m_pVehicleAnim = nil; - m_nPedState = PED_DRAG_FROM_CAR; - bChangedSeat = false; - bWillBeQuickJacked = quickJack; - - SetHeading(m_fRotationCur); - - Say(SOUND_PED_CAR_JACKED); - SetRadioStation(); - veh->m_nGettingOutFlags |= GetCarDoorFlag(m_vehEnterType); -} - -void -CPed::SetBuyIceCream(void) -{ - if (m_nPedState == PED_BUY_ICECREAM || !IsPedInControl()) - return; - - if (!m_carInObjective) - return; - -#ifdef FIX_ICECREAM - - // Simulating BuyIceCream - CPed* driver = m_carInObjective->pDriver; - if (driver) { - m_nPedState = PED_BUY_ICECREAM; - bFindNewNodeAfterStateRestore = true; - SetObjectiveTimer(8000); - SetChat(driver, 8000); - driver->SetChat(this, 8000); - return; - } -#endif - - // Side of the Ice Cream van - m_fRotationDest = m_carInObjective->GetForward().Heading() - HALFPI; - - if (Abs(m_fRotationDest - m_fRotationCur) < HALFPI) { - m_standardTimer = CTimer::GetTimeInMilliseconds() + 3000; - m_nPedState = PED_BUY_ICECREAM; - } -} - -void -CPed::SetChat(CEntity *chatWith, uint32 time) -{ - if(m_nPedState != PED_CHAT) - SetStoredState(); - - m_nPedState = PED_CHAT; - SetMoveState(PEDMOVE_STILL); -#if defined VC_PED_PORTS || defined FIX_BUGS - m_lookTimer = 0; #endif - SetLookFlag(chatWith, true); - m_standardTimer = CTimer::GetTimeInMilliseconds() + time; - m_lookTimer = CTimer::GetTimeInMilliseconds() + 3000; -} - -void -CPed::SetDead(void) -{ - bUsesCollision = false; - - m_fHealth = 0.0f; - if (m_nPedState == PED_DRIVING) - bIsVisible = false; - - m_nPedState = PED_DEAD; - m_pVehicleAnim = nil; - m_pCollidingEntity = nil; - - CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); - RemoveWeaponModel(weapon->m_nModelId); - - m_currentWeapon = WEAPONTYPE_UNARMED; - CEventList::RegisterEvent(EVENT_INJURED_PED, EVENT_ENTITY_PED, this, nil, 250); - if (this != FindPlayerPed()) { - CreateDeadPedWeaponPickups(); - CreateDeadPedMoney(); - } - - m_bloodyFootprintCountOrDeathTime = CTimer::GetTimeInMilliseconds(); - m_deadBleeding = false; - bDoBloodyFootprints = false; - bVehExitWillBeInstant = false; - CEventList::RegisterEvent(EVENT_DEAD_PED, EVENT_ENTITY_PED, this, nil, 1000); -} - -void -CPed::SetSeek(CEntity *seeking, float distanceToCountDone) -{ - if (!IsPedInControl()) - return; - - if (m_nPedState == PED_SEEK_ENTITY && m_pSeekTarget == seeking) - return; - - if (!seeking) - return; - - if (m_nPedState != PED_SEEK_ENTITY) - SetStoredState(); - - m_nPedState = PED_SEEK_ENTITY; - m_distanceToCountSeekDone = distanceToCountDone; - m_pSeekTarget = seeking; - m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); - SetMoveState(PEDMOVE_STILL); -} - -void -CPed::SetSeek(CVector pos, float distanceToCountDone) -{ - if (!IsPedInControl() - || (m_nPedState == PED_SEEK_POS && m_vecSeekPos.x == pos.x && m_vecSeekPos.y == pos.y)) - return; - - if (GetWeapon()->m_eWeaponType == WEAPONTYPE_M16 - || GetWeapon()->m_eWeaponType == WEAPONTYPE_AK47 - || GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE - || GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER - || GetWeapon()->m_eWeaponType == WEAPONTYPE_SHOTGUN) { - ClearPointGunAt(); - } - - if (m_nPedState != PED_SEEK_POS) - SetStoredState(); - - m_nPedState = PED_SEEK_POS; - m_distanceToCountSeekDone = distanceToCountDone; - m_vecSeekPos = pos; -} - -void -CPed::DeadPedMakesTyresBloody(void) -{ - int minX = CWorld::GetSectorIndexX(GetPosition().x - 2.0f); - if (minX < 0) minX = 0; - int minY = CWorld::GetSectorIndexY(GetPosition().y - 2.0f); - if (minY < 0) minY = 0; - int maxX = CWorld::GetSectorIndexX(GetPosition().x + 2.0f); - if (maxX > NUMSECTORS_X-1) maxX = NUMSECTORS_X-1; - int maxY = CWorld::GetSectorIndexY(GetPosition().y + 2.0f); - if (maxY > NUMSECTORS_Y-1) maxY = NUMSECTORS_Y-1; - - CWorld::AdvanceCurrentScanCode(); - - for (int curY = minY; curY <= maxY; curY++) { - for (int curX = minX; curX <= maxX; curX++) { - CSector *sector = CWorld::GetSector(curX, curY); - MakeTyresMuddySectorList(sector->m_lists[ENTITYLIST_VEHICLES]); - MakeTyresMuddySectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP]); - } - } -} + 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]; -void -CPed::Die(void) -{ - // UNUSED: This is a perfectly empty function. -} + CPed *driver = nearVeh->pDriver; + if (driver) { -uint8 -CPed::DoesLOSBulletHitPed(CColPoint &colPoint) -{ + // BUG: Same bug as above. Fixed at the bottom of function. + flagsOfSomePed = CPedType::GetFlag(driver->m_nPedType); + if (CPedType::GetFlag(driver->m_nPedType) & fearFlags) { + if (driver->m_fHealth > 0.0f && OurPedCanSeeThisOne(nearVeh->pDriver)) { + // FIX: Taken from VC #ifdef FIX_BUGS - return 1; + float driverDistSqr = (driver->GetPosition() - ourPos).MagnitudeSqr2D(); #else - uint8 retVal = 2; - - float headZ = GetNodePosition(PED_HEAD).z; - - if (m_nPedState == PED_FALL) - retVal = 1; - - float colZ = colPoint.point.z; - if (colZ < headZ) - retVal = 1; - - if (headZ + 0.2f <= colZ) - retVal = 0; - - return retVal; + float driverDistSqr = (CVector2D(ourPos) - explosionPos).MagnitudeSqr(); #endif -} - -bool -CPed::DuckAndCover(void) -{ - if (!m_pedInObjective || CTimer::GetTimeInMilliseconds() <= m_duckAndCoverTimer) - return false; - - if (bKindaStayInSamePlace){ - - if (CTimer::GetTimeInMilliseconds() <= m_leaveCarTimer) { - if (!m_pLookTarget || m_pLookTarget != m_pedInObjective) { - m_pLookTarget = m_pedInObjective; - m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); - } - if (!bIsAimingGun) - SetAimFlag(m_pedInObjective); - - } else { - bCrouchWhenShooting = false; - bKindaStayInSamePlace = false; - bIsDucking = false; - bDuckAndCover = false; - m_headingRate = 10.0f; - m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(20000,30000); - if (m_pSeekTarget && m_pSeekTarget->IsVehicle()) - ((CVehicle*)m_pSeekTarget)->m_numPedsUseItAsCover--; - } - return false; - } - - bool justDucked = false; - CVehicle *foundVeh = nil; - float maxDist = 225.0f; - bIsDucking = false; - bCrouchWhenShooting = false; - if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) { - CVector pos = GetPosition(); - int16 lastVehicle; - CEntity *vehicles[8]; - CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false); - - for (int i = 0; i < lastVehicle; i++) { - CVehicle *veh = (CVehicle*) vehicles[i]; - if (veh->m_vecMoveSpeed.Magnitude() <= 0.02f - && !veh->bIsBus - && !veh->bIsVan - && !veh->bIsBig - && veh->m_numPedsUseItAsCover < 3) { - float dist = (GetPosition() - veh->GetPosition()).MagnitudeSqr(); - if (dist < maxDist) { - maxDist = dist; - foundVeh = veh; + if (sq(closestPedDist) > driverDistSqr) { + closestPedDist = Sqrt(driverDistSqr); + pedToFearFrom = nearVeh->pDriver; + } + } } } } - if (foundVeh) { - // Unused. - // CVector lfWheelPos, rfWheelPos; - // foundVeh->GetComponentWorldPosition(CAR_WHEEL_RF, rfWheelPos); - // foundVeh->GetComponentWorldPosition(CAR_WHEEL_LF, lfWheelPos); - CVector rightSide, leftSide; - - // 3 persons can use the car as cover. Found the correct position for us. - if (foundVeh->m_numPedsUseItAsCover == 2) { - rightSide = CVector(1.5f, -0.5f, 0.0f); - leftSide = CVector(-1.5f, -0.5f, 0.0f); - } else if (foundVeh->m_numPedsUseItAsCover == 1) { - rightSide = CVector(1.5f, 0.5f, 0.0f); - leftSide = CVector(-1.5f, 0.5f, 0.0f); - } else if (foundVeh->m_numPedsUseItAsCover == 0) { - rightSide = CVector(1.5f, 0.0f, 0.0f); - leftSide = CVector(-1.5f, 0.0f, 0.0f); - } - - CMatrix vehMatrix(foundVeh->GetMatrix()); - CVector duckAtRightSide = Multiply3x3(vehMatrix, rightSide) + foundVeh->GetPosition(); - - CVector duckAtLeftSide = Multiply3x3(vehMatrix, leftSide) + foundVeh->GetPosition(); - - CVector distWithPedRightSide = m_pedInObjective->GetPosition() - duckAtRightSide; - CVector distWithPedLeftSide = m_pedInObjective->GetPosition() - duckAtLeftSide; - - CVector duckPos; - if (distWithPedRightSide.MagnitudeSqr() <= distWithPedLeftSide.MagnitudeSqr()) - duckPos = duckAtLeftSide; - else - duckPos = duckAtRightSide; - - if (CWorld::TestSphereAgainstWorld(duckPos, 0.5f, nil, true, true, true, false, false, false) - && CWorld::GetIsLineOfSightClear(GetPosition(), duckPos, 1, 0, 0, 1, 0, 0, 0)) { - SetSeek(duckPos, 1.0f); - m_headingRate = 15.0f; - bIsRunning = true; - bDuckAndCover = true; - justDucked = true; - m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 500; - if (foundVeh->bIsLawEnforcer) - m_carInObjective = foundVeh; - - // BUG? Shouldn't we register the reference? - m_pSeekTarget = foundVeh; - ClearPointGunAt(); - } else { - m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(10000, 15000); - bDuckAndCover = false; - } - } else { - bDuckAndCover = false; - } - } - - if (!justDucked && !bDuckAndCover) - return false; - - if (!Seek()) - return true; - - bKindaStayInSamePlace = true; - bDuckAndCover = false; - m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); - if (m_pSeekTarget && m_pSeekTarget->IsVehicle()) - ((CVehicle*)m_pSeekTarget)->m_numPedsUseItAsCover++; - - SetIdle(); - SetMoveState(PEDMOVE_STILL); - SetMoveAnim(); - if (!m_pLookTarget || m_pLookTarget != m_pedInObjective) { - m_pLookTarget = m_pedInObjective; - m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); - } - - m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(3000, 6000); - return false; -} - -void -CPed::EndFight(uint8 endType) -{ - if (m_nPedState != PED_FIGHT) - return; + m_threatEntity = pedToFearFrom; + if (m_threatEntity) + m_threatEntity->RegisterReference((CEntity **) &m_threatEntity); - m_curFightMove = FIGHTMOVE_NULL; - RestorePreviousState(); - CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE); - if (animAssoc) - animAssoc->flags |= ASSOC_DELETEFADEDOUT; +#ifdef FIX_BUGS + if (pedToFearFrom) + flagsOfSomePed = CPedType::GetFlag(((CPed*)m_threatEntity)->m_nPedType); + else + flagsOfSomePed = 0; +#endif - switch (endType) { - case ENDFIGHT_NORMAL: - CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f); - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT2_IDLE, 8.0f); - break; - case ENDFIGHT_WITH_A_STEP: - CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 1.0f); - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_WALK_START, 8.0f); - break; - case ENDFIGHT_FAST: - CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f); - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT2_IDLE, 8.0f)->speed = 2.0f; - break; - default: - break; + return flagsOfSomePed; } - m_nWaitTimer = 0; } void -CPed::EnterCar(void) -{ - if (IsNotInWreckedVehicle() && m_fHealth > 0.0f) { - CVehicle *veh = (CVehicle*)m_pSeekTarget; - - // Not used. - // CVector posForDoor = GetPositionToOpenCarDoor(veh, m_vehEnterType); - - if (veh->CanPedOpenLocks(this)) { - if (m_vehEnterType && m_pVehicleAnim) { - veh->ProcessOpenDoor(m_vehEnterType, m_pVehicleAnim->animId, m_pVehicleAnim->currentTime); - } - } - bIsInTheAir = false; - LineUpPedWithCar(LINE_UP_TO_CAR_START); - } else { - QuitEnteringCar(); - SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f); - } -} - -uint8 -CPed::GetNearestTrainPedPosition(CVehicle *train, CVector &enterPos) +CPed::SetLookFlag(float direction, bool keepTryingToLook) { - CVector enterStepOffset; - CVehicleModelInfo *trainModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(train->GetModelIndex()); - CMatrix trainMat = CMatrix(train->GetMatrix()); - CVector leftEntryPos, rightEntryPos, midEntryPos; - float distLeftEntry, distRightEntry, distMidEntry; - - // enterStepOffset = vecPedCarDoorAnimOffset; - enterStepOffset = CVector(1.5f, 0.0f, 0.0f); - - if (train->pPassengers[TRAIN_POS_LEFT_ENTRY]) { - distLeftEntry = 999.0f; - } else { - leftEntryPos = trainModel->m_positions[TRAIN_POS_LEFT_ENTRY] - enterStepOffset; - leftEntryPos = Multiply3x3(trainMat, leftEntryPos); - leftEntryPos += train->GetPosition(); - distLeftEntry = (leftEntryPos - GetPosition()).Magnitude(); - } - - if (train->pPassengers[TRAIN_POS_MID_ENTRY]) { - distMidEntry = 999.0f; - } else { - midEntryPos = trainModel->m_positions[TRAIN_POS_MID_ENTRY] - enterStepOffset; - midEntryPos = Multiply3x3(trainMat, midEntryPos); - midEntryPos += train->GetPosition(); - distMidEntry = (midEntryPos - GetPosition()).Magnitude(); - } - - if (train->pPassengers[TRAIN_POS_RIGHT_ENTRY]) { - distRightEntry = 999.0f; - } else { - rightEntryPos = trainModel->m_positions[TRAIN_POS_RIGHT_ENTRY] - enterStepOffset; - rightEntryPos = Multiply3x3(trainMat, rightEntryPos); - rightEntryPos += train->GetPosition(); - distRightEntry = (rightEntryPos - GetPosition()).Magnitude(); - } - - if (distMidEntry < distLeftEntry) { - if (distMidEntry < distRightEntry) { - enterPos = midEntryPos; - m_vehEnterType = TRAIN_POS_MID_ENTRY; - } else { - enterPos = rightEntryPos; - m_vehEnterType = TRAIN_POS_RIGHT_ENTRY; + if (m_lookTimer < CTimer::GetTimeInMilliseconds()) { + bIsLooking = true; + bIsRestoringLook = false; + m_pLookTarget = nil; + m_fLookDirection = direction; + m_lookTimer = 0; + bKeepTryingToLook = keepTryingToLook; + if (m_nPedState != PED_DRIVING) { + m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY; } - } else if (distRightEntry < distLeftEntry) { - enterPos = rightEntryPos; - m_vehEnterType = TRAIN_POS_RIGHT_ENTRY; - } else { - enterPos = leftEntryPos; - m_vehEnterType = TRAIN_POS_LEFT_ENTRY; } - - return 1; -} - -uint8 -CPed::GetNearestTrainDoor(CVehicle *train, CVector &doorPos) -{ - GetNearestTrainPedPosition(train, doorPos); -/* - // Not used. - CVehicleModelInfo* trainModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(train->m_modelIndex); - CMatrix trainMat = CMatrix(train->GetMatrix()); - - doorPos = trainModel->m_positions[m_vehEnterType]; - doorPos.x -= 1.5f; - doorPos = Multiply3x3(trainMat, doorPos); - doorPos += train->GetPosition(); -*/ - return 1; } void -CPed::LineUpPedWithTrain(void) +CPed::SetLookFlag(CEntity *target, bool keepTryingToLook) { - CVector lineUpPos; - CVehicleModelInfo *trainModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(m_pMyVehicle->GetModelIndex()); - CVector enterOffset(1.5f, 0.0f, -0.2f); - - m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); - m_fRotationCur = m_pMyVehicle->GetForward().Heading() - HALFPI; - m_fRotationDest = m_fRotationCur; - - if (!bInVehicle) { - GetNearestTrainDoor(m_pMyVehicle, lineUpPos); - lineUpPos.z += 0.2f; - } else { - if (m_pMyVehicle->pPassengers[TRAIN_POS_LEFT_ENTRY] == this) { - - lineUpPos = trainModel->m_positions[TRAIN_POS_LEFT_ENTRY] - enterOffset; - - } else if (m_pMyVehicle->pPassengers[TRAIN_POS_MID_ENTRY] == this) { - - lineUpPos = trainModel->m_positions[TRAIN_POS_MID_ENTRY] - enterOffset; - - } else if (m_pMyVehicle->pPassengers[TRAIN_POS_RIGHT_ENTRY] == this) { - - lineUpPos = trainModel->m_positions[TRAIN_POS_RIGHT_ENTRY] - enterOffset; + if (m_lookTimer < CTimer::GetTimeInMilliseconds()) { + bIsLooking = true; + bIsRestoringLook = false; + m_pLookTarget = target; + m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget); + m_fLookDirection = 999999.0f; + m_lookTimer = 0; + bKeepTryingToLook = keepTryingToLook; + if (m_nPedState != PED_DRIVING) { + m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY; } - lineUpPos = Multiply3x3(m_pMyVehicle->GetMatrix(), lineUpPos); - lineUpPos += m_pMyVehicle->GetPosition(); } - - if (m_pVehicleAnim) { - float percentageLeft = m_pVehicleAnim->GetTimeLeft() / m_pVehicleAnim->hierarchy->totalLength; - lineUpPos += (GetPosition() - lineUpPos) * percentageLeft; - } - - SetPosition(lineUpPos); - SetHeading(m_fRotationCur); } void -CPed::EnterTrain(void) -{ - LineUpPedWithTrain(); -} - -void -CPed::ExitTrain(void) -{ - LineUpPedWithTrain(); -} - -void -CPed::ExitCar(void) -{ - if (!m_pVehicleAnim) - return; - - AnimationId exitAnim = (AnimationId) m_pVehicleAnim->animId; - float animTime = m_pVehicleAnim->currentTime; - - m_pMyVehicle->ProcessOpenDoor(m_vehEnterType, exitAnim, animTime); +CPed::ClearLookFlag(void) { + if (bIsLooking) { + bIsLooking = false; + bIsRestoringLook = true; + bShakeFist = false; - if (m_pSeekTarget) { - // Car is upside down - if (m_pMyVehicle->GetUp().z > -0.8f) { - if (exitAnim == ANIM_CAR_CLOSE_RHS || exitAnim == ANIM_CAR_CLOSE_LHS || animTime > 0.3f) - LineUpPedWithCar(LINE_UP_TO_CAR_END); - else - LineUpPedWithCar((m_pMyVehicle->GetModelIndex() == MI_DODO ? LINE_UP_TO_CAR_END : LINE_UP_TO_CAR_START)); - } else { - LineUpPedWithCar(LINE_UP_TO_CAR_END); - } - } + m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY; + if (IsPlayer()) + m_lookTimer = CTimer::GetTimeInMilliseconds() + 2000; + else + m_lookTimer = CTimer::GetTimeInMilliseconds() + 4000; - // If there is someone in front of the door, make him fall while we exit. - if (m_nPedState == PED_EXIT_CAR) { - CPed *foundPed = nil; - for (int i = 0; i < m_numNearPeds; i++) { - if ((m_nearPeds[i]->GetPosition() - GetPosition()).MagnitudeSqr2D() < 0.04f) { - foundPed = m_nearPeds[i]; - break; - } + if (m_nPedState == PED_LOOK_HEADING || m_nPedState == PED_LOOK_ENTITY) { + ClearLook(); } - if (foundPed && animTime > 0.4f && foundPed->IsPedInControl()) - foundPed->SetFall(1000, ANIM_KO_SKID_FRONT, 1); } } void -CPed::Fall(void) +FinishFuckUCB(CAnimBlendAssociation *animAssoc, void *arg) { - if (m_getUpTimer != UINT32_MAX && CTimer::GetTimeInMilliseconds() > m_getUpTimer -#ifdef VC_PED_PORTS - && bIsStanding -#endif - ) - ClearFall(); + CPed *ped = (CPed*)arg; - // VC plays animations ANIM_STD_FALL_ONBACK and ANIM_STD_FALL_ONFRONT in here, which doesn't exist in III. + if (animAssoc->animId == ANIM_FUCKU && ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) + ped->RemoveWeaponModel(0); } void -CPed::Fight(void) +CPed::MoveHeadToLook(void) { - CAnimBlendAssociation *currentAssoc, *animAssoc; - bool hasShoppingBags, punchOnly, canKick, canKneeHead, canRoundhouse; - float angleToFace, nextAngle; - bool goForward = false; - int nextFightMove; - - switch (m_curFightMove) { - case FIGHTMOVE_NULL: - return; - case FIGHTMOVE_IDLE2NORM: - m_curFightMove = FIGHTMOVE_NULL; - RestorePreviousState(); + CVector lookPos; - // FIX: Uninitialized - currentAssoc = nil; - break; - case FIGHTMOVE_IDLE: - currentAssoc = nil; - break; - default: - currentAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_curFightMove].animId); - break; + if (m_lookTimer && CTimer::GetTimeInMilliseconds() > m_lookTimer) { + ClearLookFlag(); + } else if (m_nPedState == PED_DRIVING) { + m_pedIK.m_flags |= CPedIK::LOOKAROUND_HEAD_ONLY; } - if (!bIsAttacking && IsPlayer()) { - if (currentAssoc) { - currentAssoc->blendDelta = -1000.0f; - currentAssoc->flags |= ASSOC_DELETEFADEDOUT; - currentAssoc->flags &= ~ASSOC_RUNNING; - } - if (m_takeAStepAfterAttack) - EndFight(ENDFIGHT_WITH_A_STEP); - else - EndFight(ENDFIGHT_FAST); - - } else if (currentAssoc && m_fightState > FIGHTSTATE_MOVE_FINISHED) { - float animTime = currentAssoc->currentTime; - FightMove &curMove = tFightMoves[m_curFightMove]; - if (curMove.hitLevel != HITLEVEL_NULL && animTime > curMove.startFireTime && animTime <= curMove.endFireTime && m_fightState >= FIGHTSTATE_NO_MOVE) { - - CVector touchingNodePos(0.0f, 0.0f, 0.0f); - - switch (m_curFightMove) { - case FIGHTMOVE_STDPUNCH: - case FIGHTMOVE_PUNCHHOOK: - case FIGHTMOVE_BODYBLOW: - TransformToNode(touchingNodePos, PED_HANDR); - break; - case FIGHTMOVE_IDLE: - case FIGHTMOVE_SHUFFLE_F: - break; - case FIGHTMOVE_KNEE: - TransformToNode(touchingNodePos, PED_LOWERLEGR); - break; - case FIGHTMOVE_HEADBUTT: - TransformToNode(touchingNodePos, PED_HEAD); - break; - case FIGHTMOVE_PUNCHJAB: - TransformToNode(touchingNodePos, PED_HANDL); - break; - case FIGHTMOVE_KICK: - case FIGHTMOVE_LONGKICK: - case FIGHTMOVE_ROUNDHOUSE: - case FIGHTMOVE_GROUNDKICK: - TransformToNode(touchingNodePos, PED_FOOTR); - break; - } - - if (m_curFightMove == FIGHTMOVE_PUNCHJAB) { - touchingNodePos += 0.1f * GetForward(); - } else if (m_curFightMove == FIGHTMOVE_PUNCHHOOK) { - touchingNodePos += 0.22f * GetForward(); - } - FightStrike(touchingNodePos); - m_fightButtonPressure = 0; - return; - } - - if (curMove.hitLevel != HITLEVEL_NULL) { - if (animTime > curMove.endFireTime) { - if (IsPlayer()) - currentAssoc->speed = 1.0f; - else - currentAssoc->speed = 0.8f; - } - - if (IsPlayer() && !nPlayerInComboMove) { - if (curMove.comboFollowOnTime > 0.0f && m_fightButtonPressure != 0 && animTime > curMove.comboFollowOnTime) { - - // Notice that it increases fight move index, because we're in combo! - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[++m_curFightMove].animId, 8.0f); - animAssoc->SetFinishCallback(FinishFightMoveCB, this); - animAssoc->SetCurrentTime(0.1f * animAssoc->hierarchy->totalLength); - m_fightButtonPressure = 0; - nPlayerInComboMove = 1; - } - } - } else { - if (curMove.startFireTime > 0.0f && m_curFightMove != FIGHTMOVE_SHUFFLE_F && animTime > curMove.startFireTime) { - if (IsPlayer()) - currentAssoc->speed = 1.3f; - else - currentAssoc->speed = 0.8f; - } - } - } else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) { - EndFight(ENDFIGHT_FAST); - - } else if (m_fightButtonPressure != 0) { - bool canAffectMultiplePeople = true; - nextAngle = m_fRotationCur; - bool kickGround = false; - float angleForGroundKick = 0.0f; - CPed *pedOnGround = nil; - - Say(SOUND_PED_ATTACK); - - if (IsPlayer()) { - canRoundhouse = false; - punchOnly = false; - canKick = true; - nextFightMove = (m_fightButtonPressure > 190 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE); - hasShoppingBags = false; - canKneeHead = true; - nPlayerInComboMove = 0; - } else { - nextFightMove = (m_fightButtonPressure > 120 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE); - uint16 pedFeatures = m_pedStats->m_flags; - punchOnly = pedFeatures & STAT_PUNCH_ONLY; - canRoundhouse = pedFeatures & STAT_CAN_ROUNDHOUSE; - canKneeHead = pedFeatures & STAT_CAN_KNEE_HEAD; - canKick = pedFeatures & STAT_CAN_KICK; - hasShoppingBags = pedFeatures & STAT_SHOPPING_BAGS; - } - - // Attack isn't scripted, find the victim - if (IsPlayer() || !m_pedInObjective) { - - for (int i = 0; i < m_numNearPeds; i++) { - - CPed *nearPed = m_nearPeds[i]; - float nearPedDist = (nearPed->GetPosition() - GetPosition()).Magnitude(); - if (nearPedDist < 3.0f) { - float angleToFace = CGeneral::GetRadianAngleBetweenPoints( - nearPed->GetPosition().x, nearPed->GetPosition().y, - GetPosition().x, GetPosition().y); - - nextAngle = CGeneral::LimitRadianAngle(angleToFace); - m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); - - float neededTurn = Abs(nextAngle - m_fRotationCur); - if (neededTurn > PI) - neededTurn = TWOPI - neededTurn; - - if (!nearPed->OnGroundOrGettingUp()) { - - if (nearPedDist < 0.8f && neededTurn < DEGTORAD(75.0f) && canKneeHead) { - canAffectMultiplePeople = false; - } else if (nearPedDist >= 1.3f || neededTurn >= DEGTORAD(55.0f) || hasShoppingBags) { - - if (nearPedDist < 1.7f - && neededTurn < DEGTORAD(35.0f) - && (canKick || hasShoppingBags)) { + if (m_pLookTarget) { - nextFightMove = FIGHTMOVE_KICK; - if (hasShoppingBags) { - nextFightMove = FIGHTMOVE_ROUNDHOUSE; - } else if (canRoundhouse && CGeneral::GetRandomNumber() & 1) { - nextFightMove = FIGHTMOVE_ROUNDHOUSE; - } - canAffectMultiplePeople = false; - } else if (nearPedDist < 2.0f && neededTurn < DEGTORAD(30.0f) && canKick) { - canAffectMultiplePeople = false; - nextFightMove = FIGHTMOVE_LONGKICK; - } else if (neededTurn < DEGTORAD(30.0f)) { - goForward = true; - } - } else { - nextFightMove += 2; // Makes it 6 or 7 - if (punchOnly) - nextFightMove = FIGHTMOVE_PUNCHJAB; + if (!bShakeFist && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) { - canAffectMultiplePeople = false; - } - } else if (!CGame::nastyGame - || nearPedDist >= 1.3f - || neededTurn >= DEGTORAD(55.0f) - || punchOnly) { - - if (nearPedDist > 0.8f - && nearPedDist < 3.0f - && neededTurn < DEGTORAD(30.0f)) { - goForward = true; - } + CAnimBlendAssociation *fuckUAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FUCKU); + if (fuckUAssoc) { - } else if (nearPed->m_nPedState != PED_DEAD || pedOnGround) { - if (!nearPed->IsPedHeadAbovePos(-0.3f)) { - canAffectMultiplePeople = false; - nextFightMove = FIGHTMOVE_GROUNDKICK; - } + float animTime = fuckUAssoc->currentTime; + if (animTime > 4.0f / 30.0f && animTime - fuckUAssoc->timeStep > 4.0f / 30.0f) { - } else { - pedOnGround = nearPed; - kickGround = true; - angleForGroundKick = nextAngle; - } - } + bool lookingToCop = false; + if (m_pLookTarget->GetModelIndex() == MI_POLICE + || m_pLookTarget->IsPed() && ((CPed*)m_pLookTarget)->m_nPedType == PEDTYPE_COP) { - if (!canAffectMultiplePeople) { - m_fRotationDest = nextAngle; - if (IsPlayer()) { - m_fRotationCur = m_fRotationDest; - m_lookTimer = 0; - SetLookFlag(nearPed, true); - SetLookTimer(1500); + lookingToCop = true; } - break; - } - } - } else { - // Because we're in a scripted fight with some particular ped. - canAffectMultiplePeople = false; - - float fightingPedDist = (m_pedInObjective->GetPosition() - GetPosition()).Magnitude(); - if (hasShoppingBags) { - if (fightingPedDist >= 1.7f) - nextFightMove = FIGHTMOVE_SHUFFLE_F; - else - nextFightMove = FIGHTMOVE_ROUNDHOUSE; - - } else if (punchOnly) { - if (fightingPedDist >= 1.3f) - nextFightMove = FIGHTMOVE_SHUFFLE_F; - else - nextFightMove = FIGHTMOVE_PUNCHJAB; - - } else if (fightingPedDist >= 3.0f) { - nextFightMove = FIGHTMOVE_STDPUNCH; - - } else { - angleToFace = CGeneral::GetRadianAngleBetweenPoints( - m_pedInObjective->GetPosition().x, - m_pedInObjective->GetPosition().y, - GetPosition().x, - GetPosition().y); - - nextAngle = CGeneral::LimitRadianAngle(angleToFace); - m_fRotationDest = nextAngle; - m_fRotationCur = m_fRotationDest; - if (!m_pedInObjective->OnGroundOrGettingUp()) { - - if (fightingPedDist >= 0.8f || !canKneeHead) { - - if (fightingPedDist >= 1.3f) { - - if (fightingPedDist < 1.7f && canKick) { - nextFightMove = FIGHTMOVE_KICK; - if (canRoundhouse && CGeneral::GetRandomNumber() & 1) - nextFightMove = FIGHTMOVE_ROUNDHOUSE; - - } else if (fightingPedDist < 2.0f && canKick) { - nextFightMove += 5; // Makes it 9 or 10 - } else { - nextFightMove = FIGHTMOVE_SHUFFLE_F; + if (IsPlayer() && (m_pedStats->m_temper >= 52 || lookingToCop)) { + AddWeaponModel(MI_FINGERS); + ((CPlayerPed*)this)->AnnoyPlayerPed(true); - } - } else { - nextFightMove += 2; // Makes it 6 or 7 - } + } else if ((CGeneral::GetRandomNumber() & 3) == 0) { + AddWeaponModel(MI_FINGERS); } - } else if (!CGame::nastyGame - || fightingPedDist >= 1.3f - || m_pedInObjective->IsPlayer() - || m_pedInObjective->m_nPedState != PED_DEAD && m_pedInObjective->IsPedHeadAbovePos(-0.3f)) { - nextFightMove = FIGHTMOVE_IDLE; - } else { - nextFightMove = FIGHTMOVE_GROUNDKICK; } } } - if (canAffectMultiplePeople) { - if (kickGround && IsPlayer()) { - m_fRotationDest = angleForGroundKick; - nextFightMove = FIGHTMOVE_GROUNDKICK; - m_fRotationCur = m_fRotationDest; - m_lookTimer = 0; - SetLookFlag(pedOnGround, true); - SetLookTimer(1500); - } else if (goForward) { - nextFightMove = FIGHTMOVE_SHUFFLE_F; - } else { - nextFightMove = FIGHTMOVE_STDPUNCH; - } + if (m_pLookTarget->IsPed()) { + ((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition((RwV3d*) &lookPos, PED_MID); + } else { + lookPos = m_pLookTarget->GetPosition(); } - if (nextFightMove != FIGHTMOVE_IDLE) { - m_curFightMove = nextFightMove; - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 4.0f); - - animAssoc->SetFinishCallback(FinishFightMoveCB, this); - if (m_fightState == FIGHTSTATE_MOVE_FINISHED && animAssoc->currentTime != 0.0f) { - animAssoc->SetCurrentTime(0.0f); - animAssoc->SetRun(); + if (!m_pedIK.LookAtPosition(lookPos)) { + if (!bKeepTryingToLook) { + ClearLookFlag(); } - m_fightButtonPressure = 0; + return; } - m_fightState = FIGHTSTATE_NO_MOVE; - } else if (m_takeAStepAfterAttack && m_curFightMove != FIGHTMOVE_SHUFFLE_F -#ifndef FIX_BUGS - && CheckForPedsOnGroundToAttack(this, nil) == 4) { -#else - && CheckForPedsOnGroundToAttack(this, nil) == PED_IN_FRONT_OF_ATTACKER) { -#endif - m_curFightMove = FIGHTMOVE_SHUFFLE_F; - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_curFightMove].animId); - if (animAssoc) { - animAssoc->SetCurrentTime(0.0f); - animAssoc->blendDelta = 4.0f; - animAssoc->SetRun(); - } else { - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 32.0f); - } - animAssoc->SetFinishCallback(FinishFightMoveCB, this); - m_fightState = FIGHTSTATE_NO_MOVE; - m_fightButtonPressure = 0; - m_takeAStepAfterAttack = false; + if (!bShakeFist || bIsAimingGun || bIsRestoringGun) + return; - } else if (m_takeAStepAfterAttack) { - EndFight(ENDFIGHT_FAST); + if (m_lookTimer - CTimer::GetTimeInMilliseconds() >= 1000) + return; - } else if (m_curFightMove == FIGHTMOVE_IDLE) { - if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { - EndFight(ENDFIGHT_NORMAL); - } + bool notRocketLauncher = false; + bool notTwoHanded = false; + AnimationId animToPlay = NUM_ANIMS; - } else { - m_curFightMove = FIGHTMOVE_IDLE; - if (IsPlayer()) - m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 500; - else - m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000; - } -} + if (!GetWeapon()->IsType2Handed()) + notTwoHanded = true; -// Some helper function which doesn't exist in og game. -inline void -SelectClosestNodeForSeek(CPed *ped, CPathNode *node, CVector2D closeDist, CVector2D farDist, CPathNode *closeNode, CPathNode *closeNode2, int runCount = 3) -{ - for (int i = 0; i < node->numLinks; i++) { + if (notTwoHanded && GetWeapon()->m_eWeaponType != WEAPONTYPE_ROCKETLAUNCHER) + notRocketLauncher = true; - CPathNode *testNode = &ThePaths.m_pathNodes[ThePaths.ConnectedNode(i + node->firstLink)]; + if (IsPlayer() && notRocketLauncher) { - if (testNode && testNode != closeNode && testNode != closeNode2) { - CVector2D posDiff(ped->m_vecSeekPos - testNode->GetPosition()); - float dist = posDiff.MagnitudeSqr(); + if (m_pLookTarget->IsPed()) { - if (farDist.MagnitudeSqr() > dist) { + if (m_pedStats->m_temper >= 49 && ((CPed*)m_pLookTarget)->m_nPedType != PEDTYPE_COP) { - if (closeDist.MagnitudeSqr() <= dist) { - ped->m_pNextPathNode = closeNode; - closeDist = posDiff; + // FIX: Unreachable and meaningless condition +#ifndef FIX_BUGS + if (m_pedStats->m_temper < 47) +#endif + animToPlay = ANIM_FIGHT_PPUNCH; } else { - ped->m_pNextPathNode = (closeNode2 ? closeNode2 : testNode); - farDist = posDiff; + animToPlay = ANIM_FUCKU; } + } else if (m_pedStats->m_temper > 49 || m_pLookTarget->GetModelIndex() == MI_POLICE) { + animToPlay = ANIM_FUCKU; } - - if (--runCount > 0) - SelectClosestNodeForSeek(ped, testNode, closeDist, farDist, closeNode, (closeNode2 ? closeNode2 : testNode), runCount); + } else if (notRocketLauncher && (CGeneral::GetRandomNumber() & 1)) { + animToPlay = ANIM_FUCKU; } - } -} -bool -CPed::FindBestCoordsFromNodes(CVector unused, CVector *bestCoords) -{ - if (m_pNextPathNode || !bUsePedNodeSeek) - return false; - - CVector ourPos = GetPosition(); - - int closestNodeId = ThePaths.FindNodeClosestToCoors(GetPosition(), 1, 999999.9f); - - CVector seekObjPos = m_vecSeekPos; - seekObjPos.z += 1.0f; - - if (CWorld::GetIsLineOfSightClear(ourPos, seekObjPos, true, false, false, true, false, false, false)) - return false; - - m_pNextPathNode = nil; - - CVector2D seekPosDist (m_vecSeekPos - ourPos); - - CPathNode *closestNode = &ThePaths.m_pathNodes[closestNodeId]; - CVector2D closeDist(m_vecSeekPos - closestNode->GetPosition()); - - SelectClosestNodeForSeek(this, closestNode, closeDist, seekPosDist, closestNode, nil); - - // Above function decided that going to the next node is more logical than seeking the object. - if (m_pNextPathNode) { + if (animToPlay != NUM_ANIMS) { + CAnimBlendAssociation *newAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f); - CVector pathToNextNode = m_pNextPathNode->GetPosition() - ourPos; - if (pathToNextNode.MagnitudeSqr2D() < seekPosDist.MagnitudeSqr()) { - *bestCoords = m_pNextPathNode->GetPosition(); - return true; + if (newAssoc) { + newAssoc->flags |= ASSOC_FADEOUTWHENDONE; + newAssoc->flags |= ASSOC_DELETEFADEDOUT; + if (newAssoc->animId == ANIM_FUCKU) + newAssoc->SetDeleteCallback(FinishFuckUCB, this); + } } - m_pNextPathNode = nil; + bShakeFist = false; + return; + } else if (999999.0f == m_fLookDirection) { + ClearLookFlag(); + } else if (!m_pedIK.LookInDirection(m_fLookDirection, 0.0f)) { + if (!bKeepTryingToLook) + ClearLookFlag(); } - - return false; } void -CPed::FinishDieAnimCB(CAnimBlendAssociation *animAssoc, void *arg) +CPed::RestoreHeadPosition(void) { - CPed *ped = (CPed*)arg; - - if (ped->bIsPedDieAnimPlaying) - ped->bIsPedDieAnimPlaying = false; + if (m_pedIK.RestoreLookAt()) { + bIsRestoringLook = false; + } } void -CPed::FinishFightMoveCB(CAnimBlendAssociation *animAssoc, void *arg) +CPed::SetAimFlag(float angle) { - CPed *ped = (CPed*)arg; - - if (tFightMoves[ped->m_curFightMove].animId == animAssoc->animId) { - ped->m_fightState = FIGHTSTATE_MOVE_FINISHED; - animAssoc->blendDelta = -1000.0f; - } + bIsAimingGun = true; + bIsRestoringGun = false; + m_fLookDirection = angle; + m_lookTimer = 0; + m_pLookTarget = nil; + m_pSeekTarget = nil; + if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAimWithArm) + m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM; + else + m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM; } void -CPed::FinishHitHeadCB(CAnimBlendAssociation *animAssoc, void *arg) +CPed::SetAimFlag(CEntity *to) { - 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; + bIsAimingGun = true; + bIsRestoringGun = false; + m_pLookTarget = to; + m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); + m_pSeekTarget = to; + m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); + m_lookTimer = 0; } void -CPed::FinishJumpCB(CAnimBlendAssociation *animAssoc, void *arg) +CPed::ClearAimFlag(void) { - CPed *ped = (CPed*)arg; - - ped->bResetWalkAnims = true; - ped->bIsLanding = false; + if (bIsAimingGun) { + bIsAimingGun = false; + bIsRestoringGun = true; + m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM; +#if defined VC_PED_PORTS || defined FIX_BUGS + m_lookTimer = 0; +#endif + } - animAssoc->blendDelta = -1000.0f; + if (IsPlayer()) + ((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f; } void -CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg) +CPed::AimGun(void) { - CPed *ped = (CPed*)arg; - - if (ped->m_nPedState != PED_JUMP) - return; - - CVector forward(0.15f * ped->GetForward() + ped->GetPosition()); - forward.z += CModelInfo::GetModelInfo(ped->GetModelIndex())->GetColModel()->spheres->center.z + 0.25f; - - CEntity *obstacle = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false); - if (!obstacle) { - // Forward of forward - forward += 0.15f * ped->GetForward(); - forward.z += 0.15f; - obstacle = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false); - } - - if (obstacle) { - animAssoc->flags |= ASSOC_DELETEFADEDOUT; - - // ANIM_HIT_WALL in VC (which makes more sense) - CAnimBlendAssociation *handsCoverAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER, 8.0f); - handsCoverAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; - handsCoverAssoc->SetFinishCallback(FinishHitHeadCB, ped); - ped->bIsLanding = true; - return; - } - - float velocityFromAnim = 0.1f; - CAnimBlendAssociation *sprintAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_SPRINT); - - if (sprintAssoc) { - velocityFromAnim = 0.05f * sprintAssoc->blendAmount + 0.17f; - } else { - CAnimBlendAssociation *runAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_RUN); - if (runAssoc) { - velocityFromAnim = 0.07f * runAssoc->blendAmount + 0.1f; - } - } - - if (ped->IsPlayer() -#ifdef VC_PED_PORTS - || ped->m_pedInObjective && ped->m_pedInObjective->IsPlayer() -#endif - ) - ped->ApplyMoveForce(0.0f, 0.0f, 8.5f); - else - ped->ApplyMoveForce(0.0f, 0.0f, 4.5f); - - if (sq(velocityFromAnim) > ped->m_vecMoveSpeed.MagnitudeSqr2D() -#ifdef VC_PED_PORTS - || ped->m_pCurrentPhysSurface -#endif - ) { + CVector vector; -#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); + if (m_pSeekTarget) { + if (m_pSeekTarget->IsPed()) { + ((CPed*)m_pSeekTarget)->m_pedIK.GetComponentPosition(vector, PED_MID); } else { - ped->m_vecMoveSpeed.x = -velocityFromAnim * Sin(ped->m_fRotationCur); - ped->m_vecMoveSpeed.y = velocityFromAnim * Cos(ped->m_fRotationCur); - } -#ifdef VC_PED_PORTS - if (ped->m_pCurrentPhysSurface) { - ped->m_vecMoveSpeed.x += ped->m_pCurrentPhysSurface->m_vecMoveSpeed.x; - ped->m_vecMoveSpeed.y += ped->m_pCurrentPhysSurface->m_vecMoveSpeed.y; + vector = m_pSeekTarget->GetPosition(); } -#endif - } - - ped->bIsStanding = false; - ped->bIsInTheAir = true; - animAssoc->blendDelta = -1000.0f; - CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_JUMP_GLIDE); - - if (ped->bDoBloodyFootprints) { - CVector bloodPos(0.0f, 0.0f, 0.0f); - ped->TransformToNode(bloodPos, PED_FOOTL); - - bloodPos.z -= 0.1f; - bloodPos += 0.2f * ped->GetForward(); - - CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos, - 0.26f * ped->GetForward().x, - 0.26f * ped->GetForward().y, - 0.14f * ped->GetRight().x, - 0.14f * ped->GetRight().y, - 255, 255, 0, 0, 4.0f, 3000, 1.0f); - - bloodPos = CVector(0.0f, 0.0f, 0.0f); - ped->TransformToNode(bloodPos, PED_FOOTR); + Say(SOUND_PED_ATTACK); - 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); + bCanPointGunAtTarget = m_pedIK.PointGunAtPosition(vector); + if (m_pLookTarget != m_pSeekTarget) { + SetLookFlag(m_pSeekTarget, true); + } - if (ped->m_bloodyFootprintCountOrDeathTime <= 40) { - ped->m_bloodyFootprintCountOrDeathTime = 0; - ped->bDoBloodyFootprints = false; + } else { + if (IsPlayer()) { + bCanPointGunAtTarget = m_pedIK.PointGunInDirection(m_fLookDirection, ((CPlayerPed*)this)->m_fFPSMoveHeading); } else { - ped->m_bloodyFootprintCountOrDeathTime -= 40; + bCanPointGunAtTarget = m_pedIK.PointGunInDirection(m_fLookDirection, 0.0f); } } } void -CPed::FinishedWaitCB(CAnimBlendAssociation *animAssoc, void *arg) +CPed::RestoreGunPosition(void) { - CPed *ped = (CPed*)arg; - - ped->m_nWaitTimer = 0; - ped->RestoreHeadingRate(); - ped->Wait(); + if (bIsLooking) { + m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY; + bIsRestoringGun = false; + } else if (m_pedIK.RestoreGunPosn()) { + bIsRestoringGun = false; + } else { + if (IsPlayer()) + ((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f; + } } void -CPed::Wait(void) +CPed::ScanForInterestingStuff(void) { - AnimationId mustHaveAnim = NUM_ANIMS; - CAnimBlendAssociation *animAssoc; - CPed *pedWeLook; - - if (DyingOrDead()) { - m_nWaitState = WAITSTATE_FALSE; - RestoreHeadingRate(); + if (!IsPedInControl()) return; - } - - switch (m_nWaitState) { - - case WAITSTATE_TRAFFIC_LIGHTS: - if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { - if (CTrafficLights::LightForPeds() == PED_LIGHTS_WALK) { - m_nWaitState = WAITSTATE_FALSE; - SetMoveState(PEDMOVE_WALK); - } - } - break; - - case WAITSTATE_CROSS_ROAD: - if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { - if (CGeneral::GetRandomNumber() & 1 || !m_nWaitTimer) - m_nWaitState = WAITSTATE_FALSE; - else - SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, nil); - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB); - if (animAssoc) { - animAssoc->blendDelta = -8.0f; - animAssoc->flags |= ASSOC_DELETEFADEDOUT; - } - } - break; + if (m_objective != OBJECTIVE_NONE) + return; - case WAITSTATE_CROSS_ROAD_LOOK: - if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { - m_nWaitState = WAITSTATE_FALSE; - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS); - if (animAssoc) { - animAssoc->blendDelta = -8.0f; - animAssoc->flags |= ASSOC_DELETEFADEDOUT; - } - } - break; + if (CharCreatedBy == MISSION_CHAR) + return; - case WAITSTATE_DOUBLEBACK: - if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) { - uint32 timeLeft = m_nWaitTimer - CTimer::GetTimeInMilliseconds(); - if (timeLeft < 2500 && timeLeft > 2000) { - m_nWaitTimer -= 500; - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f); - } - } else { - m_nWaitState = WAITSTATE_FALSE; - SetMoveState(PEDMOVE_WALK); - } - break; + LookForSexyPeds(); + LookForSexyCars(); + if (LookForInterestingNodes()) + return; - case WAITSTATE_HITWALL: - if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) { - if (m_collidingThingTimer > CTimer::GetTimeInMilliseconds()) { - m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 2500; - } - } else { - m_nWaitState = WAITSTATE_FALSE; - } - break; + if (m_nPedType == PEDTYPE_CRIMINAL && m_hitRecoverTimer < CTimer::GetTimeInMilliseconds()) { + if (CGeneral::GetRandomNumber() % 100 < 10) { + int mostExpensiveVehAround = -1; + int bestMonetaryValue = 0; - case WAITSTATE_TURN180: - if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { - m_nWaitState = WAITSTATE_FALSE; - SetMoveState(PEDMOVE_WALK); - m_fRotationCur = m_fRotationCur + PI; - if (m_nPedState == PED_INVESTIGATE) - ClearInvestigateEvent(); - } + CVector pos = GetPosition(); + int16 lastVehicle; + CEntity *vehicles[8]; + CWorld::FindObjectsInRange(pos, 10.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false); - if (m_collidingThingTimer > CTimer::GetTimeInMilliseconds()) { - m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 2500; - } - break; + for (int i = 0; i < lastVehicle; i++) { + CVehicle* veh = (CVehicle*)vehicles[i]; - case WAITSTATE_SURPRISE: - if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { - if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HIT_WALL)) { - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f); - animAssoc->SetFinishCallback(FinishedWaitCB, this); - m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000; - } else { - m_nWaitState = WAITSTATE_FALSE; + 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; + } } } - break; - - case WAITSTATE_STUCK: - if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) - break; - - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED); - - if (!animAssoc) - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_TURN_180); - if (!animAssoc) - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH); - if (!animAssoc) - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS); - - if (animAssoc) { - if (animAssoc->IsPartial()) { - animAssoc->blendDelta = -8.0f; - animAssoc->flags |= ASSOC_DELETEFADEDOUT; - } else { - animAssoc->flags |= ASSOC_DELETEFADEDOUT; - CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f); - } - - if (animAssoc->animId == ANIM_TURN_180) { - m_fRotationCur = CGeneral::LimitRadianAngle(PI + m_fRotationCur); - m_nWaitState = WAITSTATE_FALSE; - SetMoveState(PEDMOVE_WALK); - m_nStoredMoveState = PEDMOVE_NONE; - m_panicCounter = 0; - return; - } + if (bestMonetaryValue > 2000 && mostExpensiveVehAround != -1 && vehicles[mostExpensiveVehAround]) { + SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, vehicles[mostExpensiveVehAround]); + m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000; + return; } + m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000; + } 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]; - 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: + if ((nearPed->GetPosition() - GetPosition()).MagnitudeSqr() > sq(7.0f)) break; - } - - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f); - - if (animToPlay == ANIM_TURN_180) - animAssoc->SetFinishCallback(FinishedWaitCB, this); - - m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(1500, 5000); - break; - - case WAITSTATE_LOOK_ABOUT: - if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { - m_nWaitState = WAITSTATE_FALSE; - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB); - if (animAssoc) { - animAssoc->blendDelta = -8.0f; - animAssoc->flags |= ASSOC_DELETEFADEDOUT; - } - } - break; - - case WAITSTATE_PLAYANIM_HANDSUP: - mustHaveAnim = ANIM_HANDSUP; - - case WAITSTATE_PLAYANIM_HANDSCOWER: - if (mustHaveAnim == NUM_ANIMS) - mustHaveAnim = ANIM_HANDSCOWER; - - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim); - pedWeLook = (CPed*) m_pLookTarget; - - if ((!m_pLookTarget || !m_pLookTarget->IsPed() || pedWeLook->m_pPointGunAt) - && m_nPedState != PED_FLEE_ENTITY - && m_nPedState != PED_ATTACK - && CTimer::GetTimeInMilliseconds() <= m_nWaitTimer - && animAssoc) { - - TurnBody(); - } else { - m_nWaitState = WAITSTATE_FALSE; - m_nWaitTimer = 0; - if (m_pLookTarget && m_pLookTarget->IsPed()) { - - if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_ATTACK) { - - if (m_pedStats->m_fear <= 100 - pedWeLook->m_pedStats->m_temper) { - - if (GetWeapon()->IsTypeMelee()) { -#ifdef VC_PED_PORTS - if(m_pedStats->m_flags & STAT_GUN_PANIC) { -#endif - SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pLookTarget); - if (m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_FLEE_POS) { - - bUsePedNodeSeek = true; - m_pNextPathNode = nil; - } - if (m_nMoveState != PEDMOVE_RUN) - SetMoveState(PEDMOVE_WALK); - - if (m_nPedType != PEDTYPE_COP) { - ProcessObjective(); - SetMoveState(PEDMOVE_WALK); - } -#ifdef VC_PED_PORTS - } else { - SetObjective(OBJECTIVE_NONE); - SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f)); - } -#endif - } else { - SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, m_pLookTarget); - SetObjectiveTimer(20000); - } - } else { - SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pLookTarget); - if (m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_FLEE_POS) - { - bUsePedNodeSeek = true; - m_pNextPathNode = nil; - } - SetMoveState(PEDMOVE_RUN); - Say(SOUND_PED_FLEE_RUN); - } - } - } - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim); - if (animAssoc) { - animAssoc->blendDelta = -4.0f; - animAssoc->flags |= ASSOC_DELETEFADEDOUT; - } - } - break; - case WAITSTATE_PLAYANIM_COWER: - mustHaveAnim = ANIM_HANDSCOWER; - - case WAITSTATE_PLAYANIM_DUCK: - if (mustHaveAnim == NUM_ANIMS) - mustHaveAnim = ANIM_DUCK_DOWN; - - case WAITSTATE_PLAYANIM_TAXI: - if (mustHaveAnim == NUM_ANIMS) - mustHaveAnim = ANIM_IDLE_TAXI; - - case WAITSTATE_PLAYANIM_CHAT: - if (mustHaveAnim == NUM_ANIMS) - mustHaveAnim = ANIM_IDLE_CHAT; - if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim); - if (animAssoc) { - animAssoc->blendDelta = -4.0f; - animAssoc->flags |= ASSOC_DELETEFADEDOUT; - } - m_nWaitState = WAITSTATE_FALSE; - } -#ifdef VC_PED_PORTS - else if (m_nWaitState == WAITSTATE_PLAYANIM_TAXI) { - if (m_pedInObjective) { - if (m_objective == OBJECTIVE_GOTO_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT) { - - // VC also calls CleanUpOldReference here for old LookTarget. - m_pLookTarget = m_pedInObjective; - m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); - TurnBody(); - } + 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; } } -#endif - break; + if (charToMug) + SetObjective(OBJECTIVE_MUG_CHAR, charToMug); - case WAITSTATE_FINISH_FLEE: - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED); - if (animAssoc) { - if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { - animAssoc->flags |= ASSOC_DELETEFADEDOUT; - CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f); - int timer = 2000; - m_nWaitState = WAITSTATE_FALSE; - SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &timer); - } - } else { - m_nWaitState = WAITSTATE_FALSE; - } - break; - default: - break; + m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000; + } } - if(!m_nWaitState) - RestoreHeadingRate(); -} - -bool -CPed::Seek(void) -{ - float distanceToCountItDone = m_distanceToCountSeekDone; - eMoveState nextMove = PEDMOVE_NONE; - - if (m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) { - - if (m_nPedState != PED_EXIT_TRAIN && m_nPedState != PED_ENTER_TRAIN && m_nPedState != PED_SEEK_IN_BOAT && - m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_SOLICIT_VEHICLE && !bDuckAndCover) { - - if ((!m_pedInObjective || !m_pedInObjective->bInVehicle) - && !((CTimer::GetFrameCounter() + (m_randomSeed % 256) + 17) & 7)) { - - CEntity *obstacle = CWorld::TestSphereAgainstWorld(m_vecSeekPos, 0.4f, nil, - false, true, false, false, false, false); + if (m_nPedState == PED_WANDER_PATH) { +#ifndef VC_PED_PORTS + if (CTimer::GetTimeInMilliseconds() > m_standardTimer) { - if (obstacle) { - if (!obstacle->IsVehicle() || ((CVehicle*)obstacle)->m_vehType == VEHICLE_TYPE_CAR) { - distanceToCountItDone = 2.5f; - } else { - CVehicleModelInfo *vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(obstacle->GetModelIndex()); - float yLength = vehModel->GetColModel()->boundingBox.max.y - - vehModel->GetColModel()->boundingBox.min.y; - distanceToCountItDone = yLength * 0.55f; + // += 2 is weird + for (int i = 0; i < m_numNearPeds; i += 2) { + if (m_nearPeds[i]->m_nPedState == PED_WANDER_PATH && WillChat(m_nearPeds[i])) { + if (CGeneral::GetRandomNumberInRange(0, 100) >= 100) + m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000; + else { + if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() >= 1.8f) { + m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000; + } else if (CanSeeEntity(m_nearPeds[i])) { + int time = CGeneral::GetRandomNumber() % 4000 + 10000; + SetChat(m_nearPeds[i], time); + m_nearPeds[i]->SetChat(this, time); + return; + } } } } } - } - - if (!m_pSeekTarget && m_nPedState == PED_SEEK_ENTITY) - ClearSeek(); - - float seekPosDist = (m_vecSeekPos - GetPosition()).Magnitude2D(); - if (seekPosDist < 2.0f || m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT) { - - if (m_objective == OBJECTIVE_FOLLOW_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_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS || m_objective == OBJECTIVE_RUN_TO_AREA || bIsRunning) - nextMove = PEDMOVE_RUN; - else - nextMove = PEDMOVE_WALK; - - } else if (seekPosDist <= 2.0f) { - - if (m_pedInObjective->m_nMoveState != PEDMOVE_STILL) - nextMove = m_pedInObjective->m_nMoveState; - - } else { - nextMove = PEDMOVE_RUN; - } - - if (m_nPedState == PED_SEEK_ENTITY) { - if (m_pSeekTarget->IsPed()) { - if (((CPed*)m_pSeekTarget)->bInVehicle) - distanceToCountItDone += 2.0f; - } - } - - if (seekPosDist >= distanceToCountItDone) { - if (bIsRunning) - nextMove = PEDMOVE_RUN; - - if (CTimer::GetTimeInMilliseconds() <= m_nPedStateTimer) { - - if (m_actionX != 0.0f && m_actionY != 0.0f) { - - m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( - m_actionX, m_actionY, - GetPosition().x, GetPosition().y); - - float neededTurn = Abs(m_fRotationDest - m_fRotationCur); - - if (neededTurn > PI) - neededTurn = TWOPI - neededTurn; +#else + if (CGeneral::GetRandomNumberInRange(0.0f, 1.0f) < 0.5f) { + if (CTimer::GetTimeInMilliseconds() > m_standardTimer) { + for (int i = 0; i < m_numNearPeds; i ++) { + if (m_nearPeds[i] && m_nearPeds[i]->m_nPedState == PED_WANDER_PATH) { + if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() < 1.8f + && CanSeeEntity(m_nearPeds[i]) + && m_nearPeds[i]->CanSeeEntity(this) + && WillChat(m_nearPeds[i])) { - if (neededTurn > HALFPI) { - if (seekPosDist >= 1.0f) { - if (seekPosDist < 2.0f) { - if (bIsRunning) - nextMove = PEDMOVE_RUN; - else - nextMove = PEDMOVE_WALK; + int time = CGeneral::GetRandomNumber() % 4000 + 10000; + SetChat(m_nearPeds[i], time); + m_nearPeds[i]->SetChat(this, time); + return; } - } else { - nextMove = PEDMOVE_STILL; } } - - CVector2D moveDist(GetPosition().x - m_actionX, GetPosition().y - m_actionY); - if (moveDist.Magnitude() < 0.5f) { - m_nPedStateTimer = 0; - m_actionX = 0; - m_actionY = 0; - } } } else { - m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( - m_vecSeekPos.x, m_vecSeekPos.y, - GetPosition().x, GetPosition().y); - - float neededTurn = Abs(m_fRotationDest - m_fRotationCur); - - if (neededTurn > PI) - neededTurn = TWOPI - neededTurn; - - if (neededTurn > HALFPI) { - if (seekPosDist >= 1.0 && neededTurn <= DEGTORAD(135.0f)) { - if (seekPosDist < 2.0f) - nextMove = PEDMOVE_WALK; - } else { - nextMove = PEDMOVE_STILL; - } - } - } - - if (((m_nPedState == PED_FLEE_POS || m_nPedState == PED_FLEE_ENTITY) && m_nMoveState < nextMove) - || (m_nPedState != PED_FLEE_POS && m_nPedState != PED_FLEE_ENTITY && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT && m_nWaitState == WAITSTATE_FALSE)) { - - SetMoveState(nextMove); - } - - SetMoveAnim(); - return false; - } - - if ((m_objective != OBJECTIVE_FOLLOW_CHAR_IN_FORMATION || m_pedInObjective->m_nMoveState == PEDMOVE_STILL) && m_nMoveState != PEDMOVE_STILL) { - m_nPedStateTimer = 0; - m_actionX = 0; - m_actionY = 0; - } - - if (m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT || m_objective == OBJECTIVE_RUN_TO_AREA || m_objective == OBJECTIVE_GOTO_AREA_ANY_MEANS) { - if (m_pNextPathNode) - m_pNextPathNode = nil; - else - bScriptObjectiveCompleted = true; - - bUsePedNodeSeek = true; - } - - if (SeekFollowingPath(nil)) - m_nCurPathNode++; - - return true; -} - -bool -CPed::SeekFollowingPath(CVector *unused) -{ - return m_nCurPathNode <= m_nPathNodes && m_nPathNodes; -} - -void -CPed::Flee(void) -{ - if (CTimer::GetTimeInMilliseconds() > m_fleeTimer && m_fleeTimer) { - bool mayFinishFleeing = true; - if (m_nPedState == PED_FLEE_ENTITY) { - if ((CVector2D(GetPosition()) - ms_vec2DFleePosition).MagnitudeSqr() < sq(30.0f)) - mayFinishFleeing = false; - } - - if (mayFinishFleeing) { - eMoveState moveState = m_nMoveState; - ClearFlee(); - - if (m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE || m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS) - RestorePreviousObjective(); - - if ((m_nPedState == PED_IDLE || m_nPedState == PED_WANDER_PATH) && CGeneral::GetRandomNumber() & 1) { - SetWaitState(moveState <= PEDMOVE_WALK ? WAITSTATE_CROSS_ROAD_LOOK : WAITSTATE_FINISH_FLEE, nil); - } - return; + m_standardTimer = CTimer::GetTimeInMilliseconds() + 200; } - m_fleeTimer = CTimer::GetTimeInMilliseconds() + 5000; +#endif } - if (bUsePedNodeSeek) { - CPathNode *realLastNode = nil; - uint8 nextDirection = 0; - uint8 curDirectionShouldBe = 9; // means not defined yet - - if (m_nPedStateTimer < CTimer::GetTimeInMilliseconds() - && m_collidingThingTimer < CTimer::GetTimeInMilliseconds()) { - - if (m_pNextPathNode && CTimer::GetTimeInMilliseconds() > m_standardTimer) { - - curDirectionShouldBe = CGeneral::GetNodeHeadingFromVector(GetPosition().x - ms_vec2DFleePosition.x, GetPosition().y - ms_vec2DFleePosition.y); - if (m_nPathDir < curDirectionShouldBe) - m_nPathDir += 8; + // Parts below aren't there in VC, they're in somewhere else. + if (!CGame::noProstitutes && m_nPedType == PEDTYPE_PROSTITUTE && CharCreatedBy != MISSION_CHAR + && m_objectiveTimer < CTimer::GetTimeInMilliseconds() && !CTheScripts::IsPlayerOnAMission()) { - int dirDiff = m_nPathDir - curDirectionShouldBe; - if (dirDiff > 2 && dirDiff < 6) { - realLastNode = nil; - m_pLastPathNode = m_pNextPathNode; - m_pNextPathNode = nil; - } - } + CVector pos = GetPosition(); + int16 lastVehicle; + CEntity* vehicles[8]; + CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false); - if (m_pNextPathNode) { - m_vecSeekPos = m_pNextPathNode->GetPosition(); - if (m_nMoveState == PEDMOVE_RUN) - bIsRunning = true; + for (int i = 0; i < lastVehicle; i++) { + CVehicle* veh = (CVehicle*)vehicles[i]; - eMoveState moveState = m_nMoveState; - if (Seek()) { - realLastNode = m_pLastPathNode; - m_pLastPathNode = m_pNextPathNode; - m_pNextPathNode = nil; + if (veh->IsVehicleNormal()) { + if (veh->IsCar()) { + if ((GetPosition() - veh->GetPosition()).Magnitude() < 5.0f && veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, nil)) { + SetObjective(OBJECTIVE_SOLICIT_VEHICLE, veh); + Say(SOUND_PED_SOLICIT); + return; + } } - bIsRunning = false; - SetMoveState(moveState); - } - } - - if (!m_pNextPathNode) { - if (curDirectionShouldBe == 9) { - curDirectionShouldBe = CGeneral::GetNodeHeadingFromVector(GetPosition().x - ms_vec2DFleePosition.x, GetPosition().y - ms_vec2DFleePosition.y); } - ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode, - curDirectionShouldBe, - &nextDirection); - - if (curDirectionShouldBe < nextDirection) - curDirectionShouldBe += 8; - - if (m_pNextPathNode && m_pNextPathNode != realLastNode && m_pNextPathNode != m_pLastPathNode && curDirectionShouldBe - nextDirection != 4) { - m_nPathDir = nextDirection; - m_standardTimer = CTimer::GetTimeInMilliseconds() + 2000; - } else { - bUsePedNodeSeek = false; - SetMoveState(PEDMOVE_RUN); - Flee(); - } - } - return; - } - - if ((m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_ON_FIRE) && m_nPedStateTimer < CTimer::GetTimeInMilliseconds()) { - - float angleToFleeFromPos = CGeneral::GetRadianAngleBetweenPoints( - GetPosition().x, - GetPosition().y, - ms_vec2DFleePosition.x, - ms_vec2DFleePosition.y); - - m_fRotationDest = CGeneral::LimitRadianAngle(angleToFleeFromPos); - - if (m_fRotationCur - PI > m_fRotationDest) - m_fRotationDest += TWOPI; - else if (PI + m_fRotationCur < m_fRotationDest) - m_fRotationDest -= TWOPI; - } - - if (CTimer::GetTimeInMilliseconds() & 0x20) { - //CVector forwardPos = GetPosition(); - CMatrix forwardMat(GetMatrix()); - forwardMat.GetPosition() += Multiply3x3(forwardMat, CVector(0.0f, 4.0f, 0.0f)); - CVector forwardPos = forwardMat.GetPosition(); - - CEntity *foundEnt; - CColPoint foundCol; - bool found = CWorld::ProcessVerticalLine(forwardPos, forwardMat.GetPosition().z - 100.0f, foundCol, foundEnt, 1, 0, 0, 0, 1, 0, 0); - - if (!found || Abs(forwardPos.z - forwardMat.GetPosition().z) > 1.0f) { - m_fRotationDest += DEGTORAD(112.5f); - m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 2000; - } - } - - if (CTimer::GetTimeInMilliseconds() >= m_collidingThingTimer) - return; - - if (!m_collidingEntityWhileFleeing) - return; - - double 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; - -} - -void -CPed::FollowPath(void) -{ - m_vecSeekPos.x = m_stPathNodeStates[m_nCurPathNode].x; - m_vecSeekPos.y = m_stPathNodeStates[m_nCurPathNode].y; - m_vecSeekPos.z = GetPosition().z; - - // Mysterious code -/* int v4 = 0; - int maxNodeIndex = m_nPathNodes - 1; - if (maxNodeIndex > 0) { - if (maxNodeIndex > 8) { - while (v4 < maxNodeIndex - 8) - v4 += 8; } - - while (v4 < maxNodeIndex) - v4++; - } -*/ - if (Seek()) { - m_nCurPathNode++; - if (m_nCurPathNode == m_nPathNodes) - RestorePreviousState(); - } -} - -CVector -CPed::GetFormationPosition(void) -{ - if (m_pedInObjective->m_nPedState == PED_DEAD) { - if (!m_pedInObjective->m_pedInObjective) { - m_pedInObjective = nil; - return GetPosition(); - } - m_pedInObjective = m_pedInObjective->m_pedInObjective; - } - - CVector formationOffset; - switch (m_pedFormation) { - case FORMATION_REAR: - formationOffset = CVector(0.0f, -1.5f, 0.0f); - break; - case FORMATION_REAR_LEFT: - formationOffset = CVector(-1.5f, -1.5f, 0.0f); - break; - case FORMATION_REAR_RIGHT: - formationOffset = CVector(1.5f, -1.5f, 0.0f); - break; - case FORMATION_FRONT_LEFT: - formationOffset = CVector(-1.5f, 1.5f, 0.0f); - break; - case FORMATION_FRONT_RIGHT: - formationOffset = CVector(1.5f, 1.5f, 0.0f); - break; - case FORMATION_LEFT: - formationOffset = CVector(-1.5f, 0.0f, 0.0f); - break; - case FORMATION_RIGHT: - formationOffset = CVector(1.5f, 0.0f, 0.0f); - break; - case FORMATION_FRONT: - formationOffset = CVector(0.0f, 1.5f, 0.0f); - break; - default: - formationOffset = CVector(0.0f, 0.0f, 0.0f); - break; - } - return formationOffset + m_pedInObjective->GetPosition(); -} - -void -CPed::GetNearestDoor(CVehicle *veh, CVector &posToOpen) -{ - CVector *enterOffset = nil; - if (m_vehEnterType == CAR_DOOR_LF && veh->pDriver - || m_vehEnterType == CAR_DOOR_RF && veh->pPassengers[0] - || m_vehEnterType == CAR_DOOR_LR && veh->pPassengers[1] - || m_vehEnterType == CAR_DOOR_RR && veh->pPassengers[2]) - { - enterOffset = &vecPedQuickDraggedOutCarAnimOffset; - } - - CVector lfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_LF); - CVector rfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF); - - // Left front door is closer - if ((lfPos - GetPosition()).MagnitudeSqr2D() < (rfPos - GetPosition()).MagnitudeSqr2D()) { - - if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) { - m_vehEnterType = CAR_DOOR_LF; - posToOpen = lfPos; - } else if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, enterOffset)) { - m_vehEnterType = CAR_DOOR_RF; - posToOpen = rfPos; - } - } else { - - if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, enterOffset)) { + if (m_nPedType == PEDTYPE_CIVMALE || m_nPedType == PEDTYPE_CIVFEMALE) { + CVector pos = GetPosition(); + int16 lastVehicle; + CEntity* vehicles[8]; + CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false); - CPed *rfPassenger = veh->pPassengers[0]; - if (rfPassenger && (rfPassenger->m_leader == this || rfPassenger->bDontDragMeOutCar || - veh->VehicleCreatedBy == MISSION_VEHICLE && m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) - && veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset) - || (veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) && veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) { + for (int i = 0; i < lastVehicle; i++) { + CVehicle* veh = (CVehicle*)vehicles[i]; - m_vehEnterType = CAR_DOOR_LF; - posToOpen = lfPos; - } else { - m_vehEnterType = CAR_DOOR_RF; - posToOpen = rfPos; + if (veh->GetModelIndex() == MI_MRWHOOP) { + if (veh->GetStatus() != STATUS_ABANDONED && veh->GetStatus() != STATUS_WRECKED) { + if ((GetPosition() - veh->GetPosition()).Magnitude() < 5.0f) { + SetObjective(OBJECTIVE_BUY_ICE_CREAM, veh); + return; + } + } } - } else if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) { - m_vehEnterType = CAR_DOOR_LF; - posToOpen = lfPos; } } } bool -CPed::GetNearestPassengerDoor(CVehicle *veh, CVector &posToOpen) -{ - CVector rfPos, lrPos, rrPos; - bool canEnter = false; - - CVehicleModelInfo *vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(veh->GetModelIndex()); - - switch (veh->GetModelIndex()) { - case MI_BUS: - m_vehEnterType = CAR_DOOR_RF; - posToOpen = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF); - return true; - case MI_RHINO: - default: - break; - } - - CVector2D rfPosDist(999.0f, 999.0f); - CVector2D lrPosDist(999.0f, 999.0f); - CVector2D rrPosDist(999.0f, 999.0f); - - if (!veh->pPassengers[0] - && !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) - && veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, nil)) { - - rfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF); - canEnter = true; - rfPosDist = rfPos - GetPosition(); - } - if (vehModel->m_numDoors == 4) { - if (!veh->pPassengers[1] - && !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_LR) - && veh->IsRoomForPedToLeaveCar(CAR_DOOR_LR, nil)) { - lrPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_LR); - canEnter = true; - lrPosDist = lrPos - GetPosition(); - } - if (!veh->pPassengers[2] - && !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_RR) - && veh->IsRoomForPedToLeaveCar(CAR_DOOR_RR, nil)) { - rrPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RR); - canEnter = true; - rrPosDist = rrPos - GetPosition(); - } - - // When the door we should enter is blocked by some object. - if (!canEnter) - veh->ShufflePassengersToMakeSpace(); - } - - CVector2D nextToCompare = rfPosDist; - posToOpen = rfPos; - m_vehEnterType = CAR_DOOR_RF; - if (lrPosDist.MagnitudeSqr() < nextToCompare.MagnitudeSqr()) { - m_vehEnterType = CAR_DOOR_LR; - posToOpen = lrPos; - nextToCompare = lrPosDist; - } - - if (rrPosDist.MagnitudeSqr() < nextToCompare.MagnitudeSqr()) { - m_vehEnterType = CAR_DOOR_RR; - posToOpen = rrPos; - } - return canEnter; -} - -int -CPed::GetNextPointOnRoute(void) +CPed::WillChat(CPed *stranger) { - int16 nextPoint = m_routePointsBeingPassed + m_routePointsPassed + m_routeStartPoint; - - // Route is complete - if (nextPoint < 0 || nextPoint > NUMPEDROUTES || m_routeLastPoint != CRouteNode::GetRouteThisPointIsOn(nextPoint)) { - - switch (m_routeType) { - case PEDROUTE_STOP_WHEN_DONE: - nextPoint = -1; - break; - case PEDROUTE_GO_BACKWARD_WHEN_DONE: - m_routePointsBeingPassed = -m_routePointsBeingPassed; - nextPoint = m_routePointsBeingPassed + m_routePointsPassed + m_routeStartPoint; - break; - case PEDROUTE_GO_TO_START_WHEN_DONE: - m_routePointsPassed = -1; - nextPoint = m_routePointsBeingPassed + m_routePointsPassed + m_routeStartPoint; - break; - default: - break; + if (m_pNextPathNode && m_pLastPathNode) { + if (m_pNextPathNode != m_pLastPathNode && ThePaths.TestCrossesRoad(m_pNextPathNode, m_pLastPathNode)) { + return false; } } - return nextPoint; -} - -// These categories are purely random, most of ped models have no correlation. So I don't think making an enum. -uint8 -CPed::GetPedRadioCategory(uint32 modelIndex) -{ - switch (modelIndex) { - case MI_MALE01: - case MI_FEMALE03: - case MI_PROSTITUTE2: - case MI_WORKER1: - case MI_MOD_MAN: - case MI_MOD_WOM: - case MI_ST_WOM: - case MI_FAN_WOM: - return 3; - case MI_TAXI_D: - case MI_PIMP: - case MI_MALE02: - case MI_FEMALE02: - case MI_FATFEMALE01: - case MI_FATFEMALE02: - case MI_DOCKER1: - case MI_WORKER2: - case MI_FAN_MAN2: - return 9; - case MI_GANG01: - case MI_GANG02: - case MI_SCUM_MAN: - case MI_SCUM_WOM: - case MI_HOS_WOM: - case MI_CONST1: - return 1; - case MI_GANG03: - case MI_GANG04: - case MI_GANG07: - case MI_GANG08: - case MI_CT_MAN2: - case MI_CT_WOM2: - case MI_B_MAN3: - case MI_SHOPPER3: - return 4; - case MI_GANG05: - case MI_GANG06: - case MI_GANG11: - case MI_GANG12: - case MI_CRIMINAL02: - case MI_B_WOM2: - case MI_ST_MAN: - case MI_HOS_MAN: - return 5; - case MI_FATMALE01: - case MI_LI_MAN2: - case MI_SHOPPER1: - case MI_CAS_MAN: - return 6; - case MI_PROSTITUTE: - case MI_P_WOM2: - case MI_LI_WOM2: - case MI_B_WOM3: - case MI_CAS_WOM: - return 2; - case MI_P_WOM1: - case MI_DOCKER2: - case MI_STUD_MAN: - return 7; - case MI_CT_MAN1: - case MI_CT_WOM1: - case MI_LI_MAN1: - case MI_LI_WOM1: - case MI_B_MAN1: - case MI_B_MAN2: - case MI_B_WOM1: - case MI_SHOPPER2: - case MI_STUD_WOM: - return 8; - default: - return 0; - } -} - -// Some kind of VC leftover I think -int -CPed::GetWeaponSlot(eWeaponType weaponType) -{ - if (HasWeapon(weaponType)) - return weaponType; - else - return -1; -} - -void -CPed::GoToNearestDoor(CVehicle *veh) -{ - CVector posToOpen; - GetNearestDoor(veh, posToOpen); - SetSeek(posToOpen, 0.5f); - SetMoveState(PEDMOVE_RUN); -} - -bool -CPed::HaveReachedNextPointOnRoute(float distToCountReached) -{ - if ((m_nextRoutePointPos - GetPosition()).Magnitude2D() >= distToCountReached) + if (m_nSurfaceTouched == SURFACE_TARMAC) + return false; + if (stranger == this) + return false; + if (m_nPedType == stranger->m_nPedType) + return true; + if (m_nPedType == PEDTYPE_CRIMINAL) + return false; + if ((IsGangMember() || stranger->IsGangMember()) && m_nPedType != stranger->m_nPedType) return false; - - m_routePointsPassed += m_routePointsBeingPassed; return true; } void -CPed::Idle(void) +CPed::CalculateNewVelocity(void) { - CVehicle *veh = m_pMyVehicle; - if (veh && veh->m_nGettingOutFlags && m_vehEnterType) { - - if (veh->m_nGettingOutFlags & GetCarDoorFlag(m_vehEnterType)) { - - if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT) { - - CVector doorPos = GetPositionToOpenCarDoor(veh, m_vehEnterType); - CVector doorDist = GetPosition() - doorPos; + if (IsPedInControl()) { + float headAmount = DEGTORAD(m_headingRate) * CTimer::GetTimeStep(); + m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); + float limitedRotDest = CGeneral::LimitRadianAngle(m_fRotationDest); - if (doorDist.MagnitudeSqr() < sq(0.5f)) { - SetMoveState(PEDMOVE_WALK); - return; - } - } + if (m_fRotationCur - PI > limitedRotDest) { + limitedRotDest += 2 * PI; + } else if(PI + m_fRotationCur < limitedRotDest) { + limitedRotDest -= 2 * PI; } - } - CAnimBlendAssociation *armedIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_ARMED); - CAnimBlendAssociation *unarmedIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE); - int waitTime; - - if (m_nMoveState == PEDMOVE_STILL) { - - eWeaponType curWeapon = GetWeapon()->m_eWeaponType; - if (!armedIdleAssoc || - CTimer::GetTimeInMilliseconds() <= m_nWaitTimer && curWeapon != WEAPONTYPE_UNARMED && curWeapon != WEAPONTYPE_MOLOTOV && curWeapon != WEAPONTYPE_GRENADE) { - - if ((!GetWeapon()->IsType2Handed() || curWeapon == WEAPONTYPE_SHOTGUN) && curWeapon != WEAPONTYPE_BASEBALLBAT - || !unarmedIdleAssoc || unarmedIdleAssoc->blendAmount <= 0.95f || m_nWaitState != WAITSTATE_FALSE || CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) { + if (IsPlayer() && m_nPedState == PED_ATTACK) + headAmount /= 4.0f; - m_moved = CVector2D(0.0f, 0.0f); - return; - } - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_ARMED, 3.0f); - waitTime = CGeneral::GetRandomNumberInRange(4000, 7500); + float neededTurn = limitedRotDest - m_fRotationCur; + if (neededTurn <= headAmount) { + if (neededTurn > (-headAmount)) + m_fRotationCur += neededTurn; + else + m_fRotationCur -= headAmount; } else { - armedIdleAssoc->blendDelta = -2.0f; - armedIdleAssoc->flags |= ASSOC_DELETEFADEDOUT; - waitTime = CGeneral::GetRandomNumberInRange(3000, 8500); - } - m_nWaitTimer = CTimer::GetTimeInMilliseconds() + waitTime; - } else { - if (armedIdleAssoc) { - armedIdleAssoc->blendDelta = -8.0f; - armedIdleAssoc->flags |= ASSOC_DELETEFADEDOUT; - m_nWaitTimer = 0; - } - if (!IsPlayer()) - SetMoveState(PEDMOVE_STILL); - } - m_moved = CVector2D(0.0f, 0.0f); -} - -void -CPed::InTheAir(void) -{ - CColPoint foundCol; - CEntity *foundEnt; - - CVector ourPos = GetPosition(); - CVector bitBelow = GetPosition(); - bitBelow.z -= 4.04f; - - if (m_vecMoveSpeed.z < 0.0f && !bIsPedDieAnimPlaying) { - if (!DyingOrDead()) { - if (CWorld::ProcessLineOfSight(ourPos, bitBelow, foundCol, foundEnt, true, true, false, true, false, false, false)) { - if (GetPosition().z - foundCol.point.z < 1.3f -#ifdef VC_PED_PORTS - || bIsStanding -#endif - ) - SetLanding(); - } else { - if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL)) { - if (m_vecMoveSpeed.z < -0.1f) - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_FALL, 4.0f); - } - } + m_fRotationCur += headAmount; } } -} -void -CPed::SetLanding(void) -{ - if (DyingOrDead()) - return; - - CAnimBlendAssociation *fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL); - CAnimBlendAssociation *landAssoc; - - RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f); - if (fallAssoc) { - landAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_COLLAPSE); - DMAudio.PlayOneShot(m_audioEntityId, SOUND_FALL_COLLAPSE, 1.0f); + CVector2D forward(Sin(m_fRotationCur), Cos(m_fRotationCur)); - if (IsPlayer()) - Say(SOUND_PED_LAND); + 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 { - landAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_LAND); - DMAudio.PlayOneShot(m_audioEntityId, SOUND_FALL_LAND, 1.0f); - } - - landAssoc->SetFinishCallback(PedLandCB, this); - bIsInTheAir = false; - bIsLanding = true; -} - -void -CPed::Initialise(void) -{ - debug("Initialising CPed...\n"); - CPedType::Initialise(); - LoadFightData(); - SetAnimOffsetForEnterOrExitVehicle(); - debug("CPed ready\n"); -} - -void -CPed::SetAnimOffsetForEnterOrExitVehicle(void) -{ - // FIX: If there were no translations on enter anims, there were overflows all over this function. - - CAnimBlendHierarchy *enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_CAR_JACKED_LHS)->hierarchy; - CAnimBlendSequence *seq = enterAssoc->sequences; - CAnimManager::UncompressAnimation(enterAssoc); - if (seq->numFrames > 0) { - if (!seq->HasTranslation()) - vecPedDraggedOutCarAnimOffset = CVector(0.0f, 0.0f, 0.0f); - else { - KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); - vecPedDraggedOutCarAnimOffset = lastFrame->translation; - } - } - - enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_CAR_GETIN_LHS)->hierarchy; - seq = enterAssoc->sequences; - CAnimManager::UncompressAnimation(enterAssoc); - if (seq->numFrames > 0) { - if (!seq->HasTranslation()) - vecPedCarDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f); - else { - KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); - vecPedCarDoorAnimOffset = lastFrame->translation; - } - } - - enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_LHS)->hierarchy; - seq = enterAssoc->sequences; - CAnimManager::UncompressAnimation(enterAssoc); - if (seq->numFrames > 0) { - if (!seq->HasTranslation()) - vecPedCarDoorLoAnimOffset = CVector(0.0f, 0.0f, 0.0f); - else { - KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); - vecPedCarDoorLoAnimOffset = lastFrame->translation; - } - } - - enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_CAR_QJACKED)->hierarchy; - seq = enterAssoc->sequences; - CAnimManager::UncompressAnimation(enterAssoc); - if (seq->numFrames > 0) { - if (!seq->HasTranslation()) - vecPedQuickDraggedOutCarAnimOffset = CVector(0.0f, 0.0f, 0.0f); - else { - KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); - vecPedQuickDraggedOutCarAnimOffset = lastFrame->translation; - } - } - - enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_VAN_GETIN_L)->hierarchy; - seq = enterAssoc->sequences; - CAnimManager::UncompressAnimation(enterAssoc); - if (seq->numFrames > 0) { - if (!seq->HasTranslation()) - vecPedVanRearDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f); - else { - KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); - vecPedVanRearDoorAnimOffset = lastFrame->translation; - } - } - - enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_TRAIN_GETOUT)->hierarchy; - seq = enterAssoc->sequences; - CAnimManager::UncompressAnimation(enterAssoc); - if (seq->numFrames > 0) { - if (!seq->HasTranslation()) - vecPedTrainDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f); - else { - KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); - vecPedTrainDoorAnimOffset = lastFrame->translation; - } + m_moved = m_moved * (1 / 100.0f); } -} -void -CPed::InvestigateEvent(void) -{ - CAnimBlendAssociation *animAssoc; - AnimationId animToPlay; - AssocGroupId animGroup; - - if (m_nWaitState == WAITSTATE_TURN180) + if ((!TheCamera.Cams[TheCamera.ActiveCam].GetWeaponFirstPersonOn() && !TheCamera.Cams[0].Using3rdPersonMouseCam()) + || FindPlayerPed() != this || !CanStrafeOrMouseControl()) return; - if (CTimer::GetTimeInMilliseconds() > m_standardTimer) { - - if (m_standardTimer) { - if (m_eventType < EVENT_ASSAULT_NASTYWEAPON) - SetWaitState(WAITSTATE_TURN180, nil); + float walkAngle = WorkOutHeadingForMovingFirstPerson(m_fRotationCur); + float pedSpeed = m_moved.Magnitude(); + float localWalkAngle = CGeneral::LimitRadianAngle(walkAngle - m_fRotationCur); - m_standardTimer = 0; - } else { - ClearInvestigateEvent(); - } - return; + if (localWalkAngle < -0.5f * PI) { + localWalkAngle += PI; + } else if (localWalkAngle > 0.5f * PI) { + localWalkAngle -= PI; } - CVector2D vecDist = m_eventOrThreat - GetPosition(); - float distSqr = vecDist.MagnitudeSqr(); - if (sq(m_distanceToCountSeekDone) >= distSqr) { - - m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(vecDist.x, vecDist.y, 0.0f, 0.0f); - SetMoveState(PEDMOVE_STILL); - - switch (m_eventType) { - case EVENT_DEAD_PED: - case EVENT_HIT_AND_RUN: - case EVENT_HIT_AND_RUN_COP: - - if (CTimer::GetTimeInMilliseconds() > m_lookTimer) { - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS); - - if (animAssoc) { - animAssoc->blendDelta = -8.0f; - animAssoc->flags |= ASSOC_DELETEFADEDOUT; - if (m_pEventEntity) - SetLookFlag(m_pEventEntity, true); - - SetLookTimer(CGeneral::GetRandomNumberInRange(1500, 4000)); - - } else if (CGeneral::GetRandomNumber() & 3) { - ClearLookFlag(); - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ROAD_CROSS, 4.0f); - - SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500)); - Say(SOUND_PED_CHAT_EVENT); - - } else { - ClearInvestigateEvent(); - } - } - break; - case EVENT_FIRE: - case EVENT_EXPLOSION: - - if (bHasACamera && CTimer::GetTimeInMilliseconds() > m_lookTimer) { - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CAM); - if (!animAssoc) - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE); - - if (animAssoc && animAssoc->animId == ANIM_IDLE_CAM) { - CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f); - SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500)); - - } else if (CGeneral::GetRandomNumber() & 3) { - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_CAM, 4.0f); - SetLookTimer(CGeneral::GetRandomNumberInRange(2500, 5000)); - Say(SOUND_PED_CHAT_EVENT); - - } else { - m_standardTimer = 0; - } - - } else if (CTimer::GetTimeInMilliseconds() > m_lookTimer) { - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE); - if (!animAssoc) - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB); - - if (!animAssoc) - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH); - - if (animAssoc && animAssoc->animId == ANIM_IDLE_STANCE) { - if (CGeneral::GetRandomNumber() & 1) - animToPlay = ANIM_IDLE_HBHB; - else - animToPlay = ANIM_XPRESS_SCRATCH; - - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f); - SetLookTimer(CGeneral::GetRandomNumberInRange(1500, 4000)); - - } else if (animAssoc && animAssoc->animId == ANIM_IDLE_HBHB) { - animAssoc->blendDelta = -8.0f; - animAssoc->flags |= ASSOC_DELETEFADEDOUT; - if (CGeneral::GetRandomNumber() & 1) { - animToPlay = ANIM_IDLE_STANCE; - animGroup = m_animGroup; - } else { - animToPlay = ANIM_XPRESS_SCRATCH; - animGroup = ASSOCGRP_STD; - } - - CAnimManager::BlendAnimation(GetClump(), animGroup, animToPlay, 4.0f); - SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500)); - - } else { - if (CGeneral::GetRandomNumber() & 1) { - animToPlay = ANIM_IDLE_STANCE; - animGroup = m_animGroup; - } else { - animToPlay = ANIM_IDLE_HBHB; - animGroup = ASSOCGRP_STD; - } - - CAnimManager::BlendAnimation(GetClump(), animGroup, animToPlay, 4.0f); - SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500)); - } - Say(SOUND_PED_CHAT_EVENT); - } - break; - case EVENT_ICECREAM: - case EVENT_SHOPSTALL: - - m_fRotationDest = m_fAngleToEvent; - if (CTimer::GetTimeInMilliseconds() > m_lookTimer) { - - if (m_lookTimer) { - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS); + // 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; + } - if (animAssoc) { - animAssoc->blendDelta = -8.0f; - animAssoc->flags |= ASSOC_DELETEFADEDOUT; - if (m_eventType == EVENT_ICECREAM) - animToPlay = ANIM_IDLE_CHAT; - else - animToPlay = ANIM_XPRESS_SCRATCH; - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay,4.0f); - SetLookTimer(CGeneral::GetRandomNumberInRange(2000, 5000)); + CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE); + CAnimBlendAssociation *fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE); +#ifdef VC_PED_PORTS + if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc && !bIsDucking) { +#else + if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) { +#endif + LimbOrientation newUpperLegs; + newUpperLegs.yaw = localWalkAngle; - } else { - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT); - if (animAssoc) { - animAssoc->blendDelta = -8.0f; - animAssoc->flags |= ASSOC_DELETEFADEDOUT; - ClearInvestigateEvent(); - } else { - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH); - if (animAssoc) { - animAssoc->blendDelta = -8.0f; - animAssoc->flags |= ASSOC_DELETEFADEDOUT; - } - ClearInvestigateEvent(); - } - } - } else { - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ROAD_CROSS, 4.0f); - SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500)); - } - } - break; - default: - return; + if (newUpperLegs.yaw < -DEGTORAD(100.0f)) { + newUpperLegs.yaw += PI; + } else if (newUpperLegs.yaw > DEGTORAD(100.0f)) { + newUpperLegs.yaw -= PI; } - } else { - m_vecSeekPos.x = m_eventOrThreat.x; - m_vecSeekPos.y = m_eventOrThreat.y; - m_vecSeekPos.z = GetPosition().z; - Seek(); - if (m_eventType < EVENT_ICECREAM) { - if (sq(5.0f + m_distanceToCountSeekDone) < distSqr) { - SetMoveState(PEDMOVE_RUN); - return; - } - } - if (m_eventType <= EVENT_EXPLOSION || m_eventType >= EVENT_SHOPSTALL) { - SetMoveState(PEDMOVE_WALK); - return; - } - if (distSqr > sq(1.2f)) { - SetMoveState(PEDMOVE_WALK); - return; - } + if (newUpperLegs.yaw > -DEGTORAD(50.0f) && newUpperLegs.yaw < DEGTORAD(50.0f)) { +#ifdef PED_SKIN + if(IsClumpSkinned(GetClump())){ +/* + // this looks shit + newUpperLegs.pitch = 0.0f; + RwV3d axis = { -1.0f, 0.0f, 0.0f }; + RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &axis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPRECONCAT); + RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &axis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPRECONCAT); +*/ + newUpperLegs.pitch = 0.1f; + RwV3d Xaxis = { 1.0f, 0.0f, 0.0f }; + RwV3d Zaxis = { 0.0f, 0.0f, 1.0f }; + RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.pitch), rwCOMBINEPOSTCONCAT); + RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPOSTCONCAT); + RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.pitch), rwCOMBINEPOSTCONCAT); + RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPOSTCONCAT); - for (int i = 0; i < m_numNearPeds; i++) { - if ((m_eventOrThreat - m_nearPeds[i]->GetPosition()).MagnitudeSqr() < sq(0.4f)) { - SetMoveState(PEDMOVE_STILL); - return; + bDontAcceptIKLookAts = true; + }else +#endif + { + newUpperLegs.pitch = 0.0f; + m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGL], &newUpperLegs, false); + m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGR], &newUpperLegs, false); } } - - SetMoveState(PEDMOVE_WALK); } } -bool -CPed::IsPedDoingDriveByShooting(void) -{ - if (FindPlayerPed() == this && GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) { - if (TheCamera.Cams[TheCamera.ActiveCam].LookingLeft || TheCamera.Cams[TheCamera.ActiveCam].LookingRight) - return true; - } - return false; -} - -bool -CPed::IsPedShootable(void) +float +CPed::WorkOutHeadingForMovingFirstPerson(float offset) { - return m_nPedState <= PED_STATES_NO_ST; -} + if (!IsPlayer()) + return 0.0f; -bool -CPed::IsRoomToBeCarJacked(void) -{ - if (!m_pMyVehicle) - return false; + CPad *pad0 = CPad::GetPad(0); + float leftRight = pad0->GetPedWalkLeftRight(); + float upDown = pad0->GetPedWalkUpDown(); + float &angle = ((CPlayerPed*)this)->m_fWalkAngle; - CVector offset; - if (m_pMyVehicle->bLowVehicle || m_nPedType == PEDTYPE_COP) { - offset = vecPedDraggedOutCarAnimOffset; + if (upDown != 0.0f) { + angle = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown); } else { - offset = vecPedQuickDraggedOutCarAnimOffset; - } - - offset.z = 0.0f; - if (m_pMyVehicle->IsRoomForPedToLeaveCar(CAR_DOOR_LF, &offset)) { - return true; + if (leftRight < 0.0f) + angle = 0.5f * PI; + else if (leftRight > 0.0f) + angle = -0.5f * PI; } - return false; + return CGeneral::LimitRadianAngle(offset + angle); } void -CPed::KillPedWithCar(CVehicle *car, float impulse) +CPed::UpdatePosition(void) { - CVehicleModelInfo *vehModel; - CColModel *vehColModel; - uint8 damageDir; - PedNode nodeToDamage; - eWeaponType killMethod; - - if (m_nPedState == PED_FALL || m_nPedState == PED_DIE) { - if (!this->m_pCollidingEntity || car->GetStatus() == STATUS_PLAYER) - this->m_pCollidingEntity = car; - return; - } - - if (m_nPedState == PED_DEAD) + if (CReplay::IsPlayingBack() || !bIsStanding) return; - if (m_pCurSurface) { - if (m_pCurSurface->IsVehicle() && (((CVehicle*)m_pCurSurface)->m_vehType == VEHICLE_TYPE_BOAT || IsPlayer())) - return; - } - - CVector distVec = GetPosition() - car->GetPosition(); - - if ((impulse > 12.0f || car->GetModelIndex() == MI_TRAIN) && !IsPlayer()) { - nodeToDamage = PED_TORSO; - killMethod = WEAPONTYPE_RAMMEDBYCAR; - uint8 randVal = CGeneral::GetRandomNumber() & 3; - - if (car == FindPlayerVehicle()) { - float carSpeed = car->m_vecMoveSpeed.Magnitude(); - uint8 shakeFreq; - if (100.0f * carSpeed * 2000.0f / car->m_fMass + 80.0f <= 250.0f) { - shakeFreq = 100.0f * carSpeed * 2000.0f / car->m_fMass + 80.0f; - } else { - shakeFreq = 250.0f; - } - CPad::GetPad(0)->StartShake(40000 / shakeFreq, shakeFreq); - } - bIsStanding = false; - damageDir = GetLocalDirection(-m_vecMoveSpeed); - vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(car->GetModelIndex()); - vehColModel = vehModel->GetColModel(); - float carRightAndDistDotProd = DotProduct(distVec, car->GetRight()); - - if (car->GetModelIndex() == MI_TRAIN) { - killMethod = WEAPONTYPE_RUNOVERBYCAR; - nodeToDamage = PED_HEAD; - m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed; - m_vecMoveSpeed.z = 0.0f; - if (damageDir == 1 || damageDir == 3) - damageDir = 2; - if (CGame::nastyGame) - DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f); - - // Car doesn't look to us - } else if (DotProduct(car->m_vecMoveSpeed, car->GetForward()) >= 0.0f){ - - if (0.99f * vehColModel->boundingBox.max.x < Abs(carRightAndDistDotProd)) { - - // We're at the right of the car - if (carRightAndDistDotProd <= 0.0f) - nodeToDamage = PED_UPPERARML; - else - nodeToDamage = PED_UPPERARMR; - - if (Abs(DotProduct(distVec, car->GetForward())) < 0.85f * vehColModel->boundingBox.max.y) { - killMethod = WEAPONTYPE_RUNOVERBYCAR; - m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed; - m_vecMoveSpeed.z = 0.0f; - if (damageDir == 1 || damageDir == 3) - damageDir = 2; - if (CGame::nastyGame) - DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f); - - } - } else { - float carFrontAndDistDotProd = DotProduct(distVec, car->GetForward()); - - // carFrontAndDistDotProd <= 0.0 car looks to us - if ((carFrontAndDistDotProd <= 0.1 || randVal == 1) && randVal != 0) { - killMethod = WEAPONTYPE_RUNOVERBYCAR; - nodeToDamage = PED_HEAD; - m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed; - m_vecMoveSpeed.z = 0.0f; - if (damageDir == 1 || damageDir == 3) - damageDir = 2; - - if (CGame::nastyGame) - DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f); - - } else { - nodeToDamage = PED_MID; - float vehColMaxY = vehColModel->boundingBox.max.y; - float vehColMinY = vehColModel->boundingBox.min.y; - float vehColMaxZ = vehColModel->boundingBox.max.z; - float carFrontZ = car->GetForward().z; - float carHighestZ, carLength; - - if (carFrontZ < -0.2f) { - // Highest point of car's back - carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMinY, vehColMaxZ)).z; - carLength = vehColMaxY - vehColMinY; - - } else if (carFrontZ > 0.1f) { - // Highest point of car's front - carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMaxY, vehColMaxZ)).z; - float highestZDist = carHighestZ - GetPosition().z; - if (highestZDist > 0.0f) { - GetMatrix().GetPosition().z += 0.5f * highestZDist; - carHighestZ += highestZDist * 0.25f; - } - carLength = vehColMaxY; - - } else { - // Highest point of car's front - carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMaxY, vehColMaxZ)).z; - carLength = vehColMaxY; - } - - float pedJumpSpeedToReachHighestZ = (carHighestZ - GetPosition().z) / (carLength / car->m_vecMoveSpeed.Magnitude()); - - // TODO: What are we doing down here? - float unknown = ((CGeneral::GetRandomNumber() % 256) * 0.002 + 1.5) * pedJumpSpeedToReachHighestZ; - - // After this point, distVec isn't distVec anymore. - distVec = car->m_vecMoveSpeed; - distVec.Normalise(); - distVec *= 0.2 * unknown; - - if (damageDir != 1 && damageDir != 3) - distVec.z += unknown; - else - distVec.z += 1.5f * unknown; + CVector2D velocityChange; - m_vecMoveSpeed = distVec; - damageDir += 2; - if (damageDir > 3) - damageDir = damageDir - 4; + SetHeading(m_fRotationCur); + if (m_pCurrentPhysSurface) { + CVector2D velocityOfSurface; + if (!IsPlayer() && m_pCurrentPhysSurface->IsVehicle() && ((CVehicle*)m_pCurrentPhysSurface)->IsBoat()) { - if (car->m_vehType == VEHICLE_TYPE_CAR) { - CObject *bonnet = ((CAutomobile*)car)->RemoveBonnetInPedCollision(); + // It seems R* didn't like m_vecOffsetFromPhysSurface for boats + CVector offsetToSurface = GetPosition() - m_pCurrentPhysSurface->GetPosition(); + offsetToSurface.z -= FEET_OFFSET; - if (bonnet) { - if (CGeneral::GetRandomNumber() & 1) { - bonnet->m_vecMoveSpeed += Multiply3x3(car->GetMatrix(), CVector(0.1f, 0.0f, 0.5f)); - } else { - bonnet->m_vecMoveSpeed += Multiply3x3(car->GetMatrix(), CVector(-0.1f, 0.0f, 0.5f)); - } - CVector forceDir = car->GetUp() * 10.0f; - bonnet->ApplyTurnForce(forceDir, car->GetForward()); - } - } - } - } - } + CVector surfaceMoveVelocity = m_pCurrentPhysSurface->m_vecMoveSpeed; + CVector surfaceTurnVelocity = CrossProduct(m_pCurrentPhysSurface->m_vecTurnSpeed, offsetToSurface); - if (car->pDriver) { - CEventList::RegisterEvent((m_nPedType == PEDTYPE_COP ? EVENT_HIT_AND_RUN_COP : EVENT_HIT_AND_RUN), EVENT_ENTITY_PED, this, car->pDriver, 1000); + // 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(); - ePedPieceTypes pieceToDamage; - switch (nodeToDamage) { - case PED_HEAD: - pieceToDamage = PEDPIECE_HEAD; - break; - case PED_UPPERARML: - pieceToDamage = PEDPIECE_LEFTARM; - break; - case PED_UPPERARMR: - pieceToDamage = PEDPIECE_RIGHTARM; - break; - default: - pieceToDamage = PEDPIECE_MID; - break; - } - InflictDamage(car, killMethod, 1000.0f, pieceToDamage, damageDir); + velocityChange = 0.02f * reactionForce + m_moved; - if (DyingOrDead() - && bIsPedDieAnimPlaying && !m_pCollidingEntity) { - m_pCollidingEntity = car; + float reactionAndVelocityDotProd = DotProduct2D(reactionForce, velocityChange); + // they're in same direction + if (reactionAndVelocityDotProd < 0.0f) { + velocityChange -= reactionAndVelocityDotProd * reactionForce; } - if (nodeToDamage == PED_MID) - bKnockedUpIntoAir = true; - else - bKnockedUpIntoAir = false; - - distVec.Normalise(); - -#ifdef VC_PED_PORTS - distVec *= Min(car->m_fMass / 1400.0f, 1.0f); -#endif - car->ApplyMoveForce(distVec * -100.0f); - Say(SOUND_PED_DEFEND); - - } else if (m_vecDamageNormal.z < -0.8f && impulse > 3.0f - || impulse > 6.0f && (!IsPlayer() || impulse > 10.0f)) { - - bIsStanding = false; - uint8 fallDirection = GetLocalDirection(-car->m_vecMoveSpeed); - float damage; - if (IsPlayer() && car->GetModelIndex() == MI_TRAIN) - damage = 150.0f; - else - damage = 30.0f; + } else { + velocityChange = m_moved - m_vecMoveSpeed; + } - InflictDamage(car, WEAPONTYPE_RAMMEDBYCAR, damage, PEDPIECE_TORSO, fallDirection); - SetFall(1000, (AnimationId)(fallDirection + ANIM_KO_SKID_FRONT), true); - - if (OnGround() && !m_pCollidingEntity && - (!IsPlayer() || bHasHitWall || car->GetModelIndex() == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) { - - m_pCollidingEntity = car; - } - - bKnockedUpIntoAir = false; - if (car->GetModelIndex() != MI_TRAIN && !bHasHitWall) { - m_vecMoveSpeed = car->m_vecMoveSpeed * 0.75f; + // Take time step into account + if (m_pCurrentPhysSurface) { + 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(); } - m_vecMoveSpeed.z = 0.0f; - distVec.Normalise(); -#ifdef VC_PED_PORTS - distVec *= Min(car->m_fMass / 1400.0f, 1.0f); -#endif - car->ApplyMoveForce(distVec * -60.0f); - Say(SOUND_PED_DEFEND); - } -#ifdef VC_PED_PORTS - // Killing gang members with car wasn't triggering a fight, until now... Taken from VC. - if (IsGangMember()) { - CPed *driver = car->pDriver; - if (driver && driver->IsPlayer() -#ifdef FIX_BUGS - && (CharCreatedBy != MISSION_CHAR || bRespondsToThreats) && (!m_leader || m_leader != driver) -#endif - ) { - RegisterThreatWithGangPeds(driver); + if (speedChange > changeMult) { + velocityChange = velocityChange * (changeMult / speedChange); } } -#endif + m_vecMoveSpeed.x += velocityChange.x; + m_vecMoveSpeed.y += velocityChange.y; } void -CPed::Look(void) -{ - // UNUSED: This is a perfectly empty function. -} - -bool -CPed::LookForInterestingNodes(void) +CPed::CalculateNewOrientation(void) { - CBaseModelInfo *model; - CPtrNode *ptrNode; - CVector effectDist; - C2dEffect *effect; - CMatrix *objMat; - - if ((CTimer::GetFrameCounter() + (m_randomSeed % 256)) & 7 || CTimer::GetTimeInMilliseconds() <= m_standardTimer) { - return false; - } - bool found = false; - uint8 randVal = CGeneral::GetRandomNumber() % 256; - - int minX = CWorld::GetSectorIndexX(GetPosition().x - CHECK_NEARBY_THINGS_MAX_DIST); - if (minX < 0) minX = 0; - int minY = CWorld::GetSectorIndexY(GetPosition().y - CHECK_NEARBY_THINGS_MAX_DIST); - if (minY < 0) minY = 0; - int maxX = CWorld::GetSectorIndexX(GetPosition().x + CHECK_NEARBY_THINGS_MAX_DIST); -#ifdef FIX_BUGS - if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1; -#else - if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X; -#endif - - int maxY = CWorld::GetSectorIndexY(GetPosition().y + CHECK_NEARBY_THINGS_MAX_DIST); -#ifdef FIX_BUGS - if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1; -#else - if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y; -#endif - - for (int curY = minY; curY <= maxY && !found; curY++) { - for (int curX = minX; curX <= maxX && !found; curX++) { - CSector *sector = CWorld::GetSector(curX, curY); - - for (ptrNode = sector->m_lists[ENTITYLIST_VEHICLES].first; ptrNode && !found; ptrNode = ptrNode->next) { - CVehicle *veh = (CVehicle*)ptrNode->item; - model = veh->GetModelInfo(); - if (model->GetNum2dEffects() != 0) { - for (int e = 0; e < model->GetNum2dEffects(); e++) { - effect = model->Get2dEffect(e); - if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) { - objMat = &veh->GetMatrix(); - 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_standardTimer = CTimer::GetTimeInMilliseconds() + 2000; - SetLookFlag(angleToFace, true); - SetLookTimer(1000); - return false; - } + if (CReplay::IsPlayingBack() || !IsPedInControl()) + return; - 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; + SetHeading(m_fRotationCur); } void -CPed::SetInvestigateEvent(eEventType event, CVector2D pos, float distanceToCountDone, uint16 time, float angle) +CPed::ClearAll(void) { - if (!IsPedInControl() || CharCreatedBy == MISSION_CHAR) + if (!IsPedInControl() && m_nPedState != PED_DEAD) return; - SetStoredState(); - bFindNewNodeAfterStateRestore = false; - m_nPedState = PED_INVESTIGATE; - m_standardTimer = CTimer::GetTimeInMilliseconds() + time; - m_eventType = event; - m_eventOrThreat = pos; - m_distanceToCountSeekDone = distanceToCountDone; - m_fAngleToEvent = angle; - - if (m_eventType >= EVENT_ICECREAM) - m_lookTimer = 0; - else - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER, 4.0f); - + m_nPedState = PED_NONE; + m_nMoveState = PEDMOVE_NONE; + m_pSeekTarget = nil; + m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); + m_fleeFromPosX = 0.0f; + m_fleeFromPosY = 0.0f; + m_fleeFrom = nil; + m_fleeTimer = 0; + bUsesCollision = true; +#ifdef VC_PED_PORTS + ClearPointGunAt(); +#else + ClearAimFlag(); + ClearLookFlag(); +#endif + bIsPointingGunAt = false; + bRenderPedInCar = true; + bKnockedUpIntoAir = false; + m_pCollidingEntity = nil; } void -CPed::LookForSexyCars(void) +CPed::ProcessBuoyancy(void) { - CEntity *vehicles[8]; - CVehicle *veh; - int foundVehId = 0; - int bestPriceYet = 0; - int16 lastVehicle; + static uint32 nGenerateRaindrops = 0; + static uint32 nGenerateWaterCircles = 0; + CRGBA color(((0.5f * CTimeCycle::GetDirectionalRed() + CTimeCycle::GetAmbientRed()) * 127.5f), + ((0.5f * CTimeCycle::GetDirectionalBlue() + CTimeCycle::GetAmbientBlue()) * 127.5f), + ((0.5f * CTimeCycle::GetDirectionalGreen() + CTimeCycle::GetAmbientGreen()) * 127.5f), + (CGeneral::GetRandomNumber() % 256 * 48.0f) + 48); - if (!IsPedInControl() && m_nPedState != PED_DRIVING) + if (bInVehicle) return; - if (m_lookTimer < CTimer::GetTimeInMilliseconds()) { - CWorld::FindObjectsInRange(GetPosition(), 10.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false); - - for (int vehId = 0; vehId < lastVehicle; vehId++) { - veh = (CVehicle*)vehicles[vehId]; - if (veh != m_pMyVehicle && bestPriceYet < veh->pHandling->nMonetaryValue) { - foundVehId = vehId; - bestPriceYet = veh->pHandling->nMonetaryValue; - } - } - if (lastVehicle > 0 && bestPriceYet > 40000) - SetLookFlag(vehicles[foundVehId], false); - - m_lookTimer = CTimer::GetTimeInMilliseconds() + 10000; - } -} - -void -CPed::LookForSexyPeds(void) -{ - if ((!IsPedInControl() && m_nPedState != PED_DRIVING) - || m_lookTimer >= CTimer::GetTimeInMilliseconds() || m_nPedType != PEDTYPE_CIVMALE) - return; + CVector buoyancyPoint; + CVector buoyancyImpulse; - 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) { +#ifndef VC_PED_PORTS + float buoyancyLevel = (m_nPedState == PED_DEAD ? 1.5f : 1.3f); +#else + float buoyancyLevel = (m_nPedState == PED_DEAD ? 1.8f : 1.1f); +#endif - SetLookFlag(nearPed, true); - m_lookTimer = CTimer::GetTimeInMilliseconds() + 4000; - Say(SOUND_PED_CHAT_SEXY); - return; - } - } + if (mod_Buoyancy.ProcessBuoyancy(this, GRAVITY * m_fMass * buoyancyLevel, &buoyancyPoint, &buoyancyImpulse)) { + bTouchingWater = true; + CEntity *entity; + CColPoint point; + if (CWorld::ProcessVerticalLine(GetPosition(), GetPosition().z - 3.0f, point, entity, false, true, false, false, false, false, nil) + && entity->IsVehicle() && ((CVehicle*)entity)->IsBoat()) { + bIsInWater = false; + return; } - } - m_lookTimer = CTimer::GetTimeInMilliseconds() + 10000; -} - -void -CPed::MakeTyresMuddySectorList(CPtrList &list) -{ - for (CPtrNode *node = list.first; node; node = node->next) { - CVehicle *veh = (CVehicle*)node->item; - if (veh->IsCar() && veh->m_scanCode != CWorld::GetCurrentScanCode()) { - veh->m_scanCode = CWorld::GetCurrentScanCode(); - - if (Abs(GetPosition().x - veh->GetPosition().x) < 10.0f) { - - if (Abs(GetPosition().y - veh->GetPosition().y) < 10.0f - && veh->m_vecMoveSpeed.MagnitudeSqr2D() > 0.05f) { - - for(int wheel = 0; wheel < 4; wheel++) { - - if (!((CAutomobile*)veh)->m_aWheelSkidmarkBloody[wheel] - && ((CAutomobile*)veh)->m_aSuspensionSpringRatio[wheel] < 1.0f) { - - CColModel *vehCol = veh->GetModelInfo()->GetColModel(); - CVector approxWheelOffset; - switch (wheel) { - case 0: - approxWheelOffset = CVector(-vehCol->boundingBox.max.x, vehCol->boundingBox.max.y, 0.0f); - break; - case 1: - approxWheelOffset = CVector(-vehCol->boundingBox.max.x, vehCol->boundingBox.min.y, 0.0f); - break; - case 2: - approxWheelOffset = CVector(vehCol->boundingBox.max.x, vehCol->boundingBox.max.y, 0.0f); - break; - case 3: - approxWheelOffset = CVector(vehCol->boundingBox.max.x, vehCol->boundingBox.min.y, 0.0f); - break; - default: - break; - } - - // I hope so - CVector wheelPos = veh->GetMatrix() * approxWheelOffset; - if (Abs(wheelPos.z - GetPosition().z) < 2.0f) { - - if ((wheelPos - GetPosition()).MagnitudeSqr2D() < 1.0f) { - if (CGame::nastyGame) { - ((CAutomobile*)veh)->m_aWheelSkidmarkBloody[wheel] = true; - DMAudio.PlayOneShot(veh->m_audioEntityId, SOUND_SPLATTER, 0.0f); - } - veh->ApplyMoveForce(CVector(0.0f, 0.0f, 50.0f)); - - CVector vehAndWheelDist = wheelPos - veh->GetPosition(); - veh->ApplyTurnForce(CVector(0.0f, 0.0f, 50.0f), vehAndWheelDist); + 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 (veh == FindPlayerVehicle()) { - CPad::GetPad(0)->StartShake(300, 70); - } - } - } + if (bIsInTheAir) { + RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f); + bIsInTheAir = false; } + pos.z = pos.z - 0.8f; +#ifdef PC_PARTICLE + CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, pos, CVector(0.0f, 0.0f, 0.0f), 0.0f, 50, color, true); +#else + CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, pos, CVector(0.0f, 0.0f, 0.0f), 0.0f, 50, CRGBA(0, 0, 0, 0), true); +#endif + m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); + m_nPedState = PED_IDLE; + return; } } } - } - } -} - -void -CPed::Mug(void) -{ - if (m_pSeekTarget && m_pSeekTarget->IsPed()) { - - if (CTimer::GetTimeInMilliseconds() <= m_attackTimer - 2000) { - if ((m_pSeekTarget->GetPosition() - GetPosition()).Magnitude() > 3.0f) - m_wepSkills = 50; - - Say(SOUND_PED_MUGGING); - ((CPed*)m_pSeekTarget)->Say(SOUND_PED_ROBBED); - } else { - SetWanderPath(CGeneral::GetRandomNumber() & 7); - SetFlee(m_pSeekTarget, 20000); - } - - } else { - SetIdle(); - } -} - -void -CPed::MoveHeadToLook(void) -{ - CVector lookPos; - - if (m_lookTimer && CTimer::GetTimeInMilliseconds() > m_lookTimer) { - ClearLookFlag(); - } else if (m_nPedState == PED_DRIVING) { - m_pedIK.m_flags |= CPedIK::LOOKAROUND_HEAD_ONLY; - } - - if (m_pLookTarget) { - - if (!bShakeFist && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) { - - CAnimBlendAssociation *fuckUAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FUCKU); - if (fuckUAssoc) { - - float animTime = fuckUAssoc->currentTime; - if (animTime > 4.0f / 30.0f && animTime - fuckUAssoc->timeStep > 4.0f / 30.0f) { - - bool lookingToCop = false; - if (m_pLookTarget->GetModelIndex() == MI_POLICE - || m_pLookTarget->IsPed() && ((CPed*)m_pLookTarget)->m_nPedType == PEDTYPE_COP) { - - lookingToCop = true; - } - - if (IsPlayer() && (m_pedStats->m_temper >= 52 || lookingToCop)) { - AddWeaponModel(MI_FINGERS); - ((CPlayerPed*)this)->AnnoyPlayerPed(true); - - } else if ((CGeneral::GetRandomNumber() & 3) == 0) { - AddWeaponModel(MI_FINGERS); - } - } - } - } - - if (m_pLookTarget->IsPed()) { - ((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition((RwV3d*) &lookPos, PED_MID); - } else { - lookPos = m_pLookTarget->GetPosition(); - } - - if (!m_pedIK.LookAtPosition(lookPos)) { - if (!bKeepTryingToLook) { - ClearLookFlag(); + float speedMult = 0.0f; + if (buoyancyImpulse.z / m_fMass > GRAVITY * 0.75f * CTimer::GetTimeStep() + || mod_Buoyancy.m_waterlevel > GetPosition().z) { + speedMult = pow(0.9f, CTimer::GetTimeStep()); + m_vecMoveSpeed.x *= speedMult; + m_vecMoveSpeed.y *= speedMult; + m_vecMoveSpeed.z *= speedMult; + bIsStanding = false; + InflictDamage(nil, WEAPONTYPE_DROWNING, 3.0f * CTimer::GetTimeStep(), PEDPIECE_TORSO, 0); } - return; - } - - if (!bShakeFist || bIsAimingGun || bIsRestoringGun) - return; - - if (m_lookTimer - CTimer::GetTimeInMilliseconds() >= 1000) - return; - - bool notRocketLauncher = false; - bool notTwoHanded = false; - AnimationId animToPlay = NUM_ANIMS; - - if (!GetWeapon()->IsType2Handed()) - notTwoHanded = true; - - if (notTwoHanded && GetWeapon()->m_eWeaponType != WEAPONTYPE_ROCKETLAUNCHER) - notRocketLauncher = true; - - if (IsPlayer() && notRocketLauncher) { - - if (m_pLookTarget->IsPed()) { - - if (m_pedStats->m_temper >= 49 && ((CPed*)m_pLookTarget)->m_nPedType != PEDTYPE_COP) { + 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); +#ifdef PC_PARTICLE + CVector aBitForward = 2.2f * m_vecMoveSpeed + GetPosition(); + float level = 0.0f; + if (CWaterLevel::GetWaterLevel(aBitForward, &level, false)) + aBitForward.z = level; - // FIX: Unreachable and meaningless condition -#ifndef FIX_BUGS - if (m_pedStats->m_temper < 47) + CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, aBitForward, CVector(0.0f, 0.0f, 0.1f), 0.0f, 200, color, true); + nGenerateRaindrops = CTimer::GetTimeInMilliseconds() + 80; + nGenerateWaterCircles = CTimer::GetTimeInMilliseconds() + 100; +#else + CVector aBitForward = 1.6f * m_vecMoveSpeed + GetPosition(); + float level = 0.0f; + if (CWaterLevel::GetWaterLevel(aBitForward, &level, false)) + aBitForward.z = level + 0.5f; + + CVector vel = m_vecMoveSpeed * 0.1f; + vel.z = 0.18f; + CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, aBitForward, vel, 0.0f, 350, CRGBA(0, 0, 0, 0), true); + nGenerateRaindrops = CTimer::GetTimeInMilliseconds() + 300; + nGenerateWaterCircles = CTimer::GetTimeInMilliseconds() + 60; #endif - animToPlay = ANIM_FIGHT_PPUNCH; - } else { - animToPlay = ANIM_FUCKU; } - } else if (m_pedStats->m_temper > 49 || m_pLookTarget->GetModelIndex() == MI_POLICE) { - animToPlay = ANIM_FUCKU; } - } else if (notRocketLauncher && (CGeneral::GetRandomNumber() & 1)) { - animToPlay = ANIM_FUCKU; - } + } else + return; + } else + bTouchingWater = false; - if (animToPlay != NUM_ANIMS) { - CAnimBlendAssociation *newAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f); + if (nGenerateWaterCircles && CTimer::GetTimeInMilliseconds() >= nGenerateWaterCircles) { + CVector pos = GetPosition(); + float level = 0.0f; + if (CWaterLevel::GetWaterLevel(pos, &level, false)) + pos.z = level; - if (newAssoc) { - newAssoc->flags |= ASSOC_FADEOUTWHENDONE; - newAssoc->flags |= ASSOC_DELETEFADEDOUT; - if (newAssoc->animId == ANIM_FUCKU) - newAssoc->SetDeleteCallback(FinishFuckUCB, this); + if (pos.z != 0.0f) { + nGenerateWaterCircles = 0; + for(int i = 0; i < 4; i++) { +#ifdef PC_PARTICLE + pos.x += CGeneral::GetRandomNumberInRange(-0.75f, 0.75f); + pos.y += CGeneral::GetRandomNumberInRange(-0.75f, 0.75f); + CParticle::AddParticle(PARTICLE_RAIN_SPLASH_BIGGROW, pos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, color, 0, 0, 0, 0); +#else + pos.x += CGeneral::GetRandomNumberInRange(-2.5f, 2.5f); + pos.y += CGeneral::GetRandomNumberInRange(-2.5f, 2.5f); + CParticle::AddParticle(PARTICLE_RAIN_SPLASH_BIGGROW, pos+CVector(0.0f, 0.0f, 1.0f), CVector(0.0f, 0.0f, 0.0f)); +#endif } } - bShakeFist = false; - return; - } else if (999999.0f == m_fLookDirection) { - ClearLookFlag(); - } else if (!m_pedIK.LookInDirection(m_fLookDirection, 0.0f)) { - if (!bKeepTryingToLook) - ClearLookFlag(); } -} -void -FinishFuckUCB(CAnimBlendAssociation *animAssoc, void *arg) -{ - CPed *ped = (CPed*)arg; - - if (animAssoc->animId == ANIM_FUCKU && ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) - ped->RemoveWeaponModel(0); -} - -void -CPed::Pause(void) -{ - m_moved = CVector2D(0.0f, 0.0f); - if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) - ClearPause(); -} - -void -CPed::PedAnimAlignCB(CAnimBlendAssociation *animAssoc, void *arg) -{ - CPed *ped = (CPed*)arg; - - CVehicle *veh = ped->m_pMyVehicle; - if (animAssoc) - animAssoc->blendDelta = -1000.0f; - - if (!ped->IsNotInWreckedVehicle()) - return; - - if (!ped->EnteringCar()) { -#ifdef VC_PED_PORTS - if (ped->m_nPedState != PED_DRIVING) -#endif - ped->QuitEnteringCar(); - - return; - } - if (ped->m_fHealth == 0.0f) { - ped->QuitEnteringCar(); - return; - } - bool itsVan = !!veh->bIsVan; - bool itsBus = !!veh->bIsBus; -#ifdef FIX_BUGS - bool itsLow = !!veh->bLowVehicle; -#endif - eDoors enterDoor; - AnimationId enterAnim; - - switch (ped->m_vehEnterType) { - case CAR_DOOR_RF: - itsVan = false; - enterDoor = DOOR_FRONT_RIGHT; - break; - case CAR_DOOR_RR: - enterDoor = DOOR_REAR_RIGHT; - break; - case CAR_DOOR_LF: - itsVan = false; - enterDoor = DOOR_FRONT_LEFT; - break; - case CAR_DOOR_LR: - enterDoor = DOOR_REAR_LEFT; - break; - default: - break; - } - - if (veh->IsDoorMissing(enterDoor) || veh->IsDoorFullyOpen(enterDoor)) { + if (nGenerateRaindrops && CTimer::GetTimeInMilliseconds() >= nGenerateRaindrops) { + CVector pos = GetPosition(); + float level = 0.0f; + if (CWaterLevel::GetWaterLevel(pos, &level, false)) + pos.z = level; - veh->AutoPilot.m_nCruiseSpeed = 0; - if (ped->m_nPedState == PED_CARJACK) { - ped->PedAnimDoorOpenCB(nil, ped); - return; - } - if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) { - if (itsVan) { - enterAnim = ANIM_VAN_GETIN; - } else if (itsBus) { - enterAnim = ANIM_COACH_IN_R; -#ifdef FIX_BUGS - } else if (itsLow) { - enterAnim = ANIM_CAR_GETIN_LOW_RHS; + if (pos.z >= 0.0f) { +#ifdef PC_PARTICLE + pos.z += 0.25f; +#else + pos.z += 0.5f; #endif - } else { - enterAnim = ANIM_CAR_GETIN_RHS; - } - } else if (itsVan) { - enterAnim = ANIM_VAN_GETIN_L; - } else if (itsBus) { - enterAnim = ANIM_COACH_IN_L; -#ifdef FIX_BUGS - } else if (itsLow) { - enterAnim = ANIM_CAR_GETIN_LOW_LHS; + nGenerateRaindrops = 0; +#ifdef PC_PARTICLE + CParticleObject::AddObject(POBJECT_SPLASHES_AROUND, pos, CVector(0.0f, 0.0f, 0.0f), 4.5f, 1500, CRGBA(0,0,0,0), true); +#else + CParticleObject::AddObject(POBJECT_SPLASHES_AROUND, pos, CVector(0.0f, 0.0f, 0.0f), 4.5f, 2500, CRGBA(0,0,0,0), true); #endif - } else { - enterAnim = ANIM_CAR_GETIN_LHS; - } - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, enterAnim); - ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); - - } else if (veh->CanPedOpenLocks(ped)) { - - veh->AutoPilot.m_nCruiseSpeed = 0; - if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) { - if (itsVan) { - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_VAN_OPEN); - } else if (itsBus) { - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_COACH_OPEN_R); - } else { - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_OPEN_RHS); - } - } else if (itsVan) { - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_VAN_OPEN_L); - } else if (itsBus) { - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_COACH_OPEN_L); - } else { - - if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && veh->pDriver) { - - if (!veh->bLowVehicle - && veh->pDriver->CharCreatedBy != MISSION_CHAR - && veh->pDriver->m_nPedState == PED_DRIVING) { - - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_QJACK); - ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); - veh->pDriver->SetBeingDraggedFromCar(veh, ped->m_vehEnterType, true); - - if (veh->pDriver->IsGangMember()) - veh->pDriver->RegisterThreatWithGangPeds(ped); - return; - } - } - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_OPEN_LHS); } - ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorOpenCB, ped); - - } else { - if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_DOORLOCKED_RHS); - else - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_DOORLOCKED_LHS); - - ped->bCancelEnteringCar = true; - ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorOpenCB, ped); } } @@ -10429,3346 +3025,458 @@ CPed::ProcessControl(void) } } -void -CPed::SetInTheAir(void) -{ - if (bIsInTheAir) - return; - - bIsInTheAir = true; - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_GLIDE, 4.0f); - - if (m_nPedState == PED_ATTACK) { - ClearAttack(); - ClearPointGunAt(); - } else if (m_nPedState == PED_FIGHT) { - EndFight(ENDFIGHT_FAST); - } - -} - -void -CPed::RestoreHeadPosition(void) -{ - if (m_pedIK.RestoreLookAt()) { - bIsRestoringLook = false; - } -} - -void -CPed::PointGunAt(void) -{ - CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); - CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_AnimToPlay); - if (!weaponAssoc || weaponAssoc->blendDelta < 0.0f) - weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_Anim2ToPlay); - - if (weaponAssoc && weaponAssoc->currentTime > weaponInfo->m_fAnimLoopStart) { - weaponAssoc->SetCurrentTime(weaponInfo->m_fAnimLoopStart); - weaponAssoc->flags &= ~ASSOC_RUNNING; - - if (weaponInfo->m_bCanAimWithArm) - m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM; - else - m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM; - } -} - -void -CPed::PedAnimDoorCloseCB(CAnimBlendAssociation *animAssoc, void *arg) +int32 +CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints) { - CPed *ped = (CPed*)arg; - - CAutomobile *veh = (CAutomobile*)(ped->m_pMyVehicle); - - if (!ped->IsNotInWreckedVehicle() || ped->DyingOrDead()) - return; - - if (ped->EnteringCar()) { - bool isLow = !!veh->bLowVehicle; + bool collidedWithBoat = false; + bool belowTorsoCollided = false; + float gravityEffect = -0.15f * CTimer::GetTimeStep(); + CColPoint intersectionPoint; + CColLine ourLine; - if (!veh->bIsBus) - veh->ProcessOpenDoor(ped->m_vehEnterType, ANIM_CAR_CLOSEDOOR_LHS, 1.0f); + CColModel *ourCol = CModelInfo::GetModelInfo(GetModelIndex())->GetColModel(); + CColModel *hisCol = CModelInfo::GetModelInfo(collidingEnt->GetModelIndex())->GetColModel(); - eDoors door; - switch (ped->m_vehEnterType) { - case CAR_DOOR_RF: door = DOOR_FRONT_RIGHT; break; - case CAR_DOOR_RR: door = DOOR_REAR_RIGHT; break; - case CAR_DOOR_LF: door = DOOR_FRONT_LEFT; break; - case CAR_DOOR_LR: door = DOOR_REAR_LEFT; break; - default: assert(0); - } + if (!bUsesCollision) + return false; - if (veh->Damage.GetDoorStatus(door) == DOOR_STATUS_SWINGING) - veh->Damage.SetDoorStatus(door, DOOR_STATUS_OK); + if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat()) + collidedWithBoat = true; - if (door == DOOR_FRONT_LEFT || ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || veh->bIsBus) { - PedSetInCarCB(nil, ped); - } else if (ped->m_vehEnterType == CAR_DOOR_RF - && (veh->m_nGettingInFlags & CAR_DOOR_FLAG_LF || - (veh->pDriver != nil && - (veh->pDriver->m_objective != OBJECTIVE_LEAVE_CAR + // ofc we're not vehicle + if (!m_bIsVehicleBeingShifted && !bSkipLineCol #ifdef VC_PED_PORTS - && veh->pDriver->m_objective != OBJECTIVE_LEAVE_CAR_AND_DIE -#endif - || !veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, nil))))) { - - if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER -#if defined VC_PED_PORTS || defined FIX_BUGS - || ped->m_nPedState == PED_CARJACK + && !collidingEnt->IsPed() #endif - ) - veh->bIsBeingCarJacked = false; - - ped->m_objective = OBJECTIVE_ENTER_CAR_AS_PASSENGER; - PedSetInCarCB(nil, ped); - - ped->SetObjective(OBJECTIVE_LEAVE_CAR, veh); - if (!ped->IsPlayer()) - ped->bFleeAfterExitingCar = true; - - ped->bUsePedNodeSeek = true; - ped->m_pNextPathNode = nil; - - } else { - if (animAssoc) - animAssoc->blendDelta = -1000.0f; - - if (isLow) - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_LSHUFFLE_RHS); - else - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SHUFFLE_RHS); - - ped->m_pVehicleAnim->SetFinishCallback(PedSetInCarCB, ped); - } - } else { + ) { + if (!bCollisionProcessed) { #ifdef VC_PED_PORTS - if (ped->m_nPedState != PED_DRIVING) + m_pCurrentPhysSurface = nil; #endif - ped->QuitEnteringCar(); - } -} - -void -CPed::PedAnimDoorCloseRollingCB(CAnimBlendAssociation* animAssoc, void* arg) -{ - CPed* ped = (CPed*)arg; - - CAutomobile* veh = (CAutomobile*)(ped->m_pMyVehicle); - - if (animAssoc) - animAssoc->blendDelta = -1000.0f; - - if (veh->bLowVehicle) { - veh->ProcessOpenDoor(CAR_DOOR_LF, ANIM_CAR_ROLLDOOR_LOW, 1.0f); - } else { - veh->ProcessOpenDoor(CAR_DOOR_LF, ANIM_CAR_ROLLDOOR, 1.0f); - } - - veh->m_nGettingOutFlags &= ~CAR_DOOR_FLAG_LF; - - if (veh->Damage.GetDoorStatus(DOOR_FRONT_LEFT) == DOOR_STATUS_SWINGING) - veh->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_OK); -} - -void -CPed::PedAnimDoorOpenCB(CAnimBlendAssociation* animAssoc, void* arg) -{ - CPed* ped = (CPed*)arg; - - CVehicle* veh = ped->m_pMyVehicle; - - if (animAssoc) - animAssoc->blendDelta = -1000.0f; - - if (!ped->IsNotInWreckedVehicle()) - return; - - if (!ped->EnteringCar()) { + if (bIsStanding) { + bIsStanding = false; + bWasStanding = true; + } + bCollisionProcessed = true; + m_fCollisionSpeed += m_vecMoveSpeed.Magnitude2D() * CTimer::GetTimeStep(); + bStillOnValidPoly = false; + if (IsPlayer() || m_fCollisionSpeed >= 1.0f + && (m_fCollisionSpeed >= 2.0f || m_nPedState != PED_WANDER_PATH)) { + m_collPoly.valid = false; + m_fCollisionSpeed = 0.0f; + bHitSteepSlope = false; + } else { + CVector pos = GetPosition(); + float potentialGroundZ = GetPosition().z - FEET_OFFSET; + if (bWasStanding) { + pos.z += -0.25f; + potentialGroundZ += gravityEffect; + } + if (CCollision::IsStoredPolyStillValidVerticalLine(pos, potentialGroundZ, intersectionPoint, &m_collPoly)) { + bStillOnValidPoly = true; #ifdef VC_PED_PORTS - if (ped->m_nPedState != PED_DRIVING) + if(!bSomeVCflag1 || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) { + GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z; + if (bSomeVCflag1) + bSomeVCflag1 = false; + } +#else + GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z; #endif - ped->QuitEnteringCar(); - - return; - } - - eDoors door; - CPed *pedInSeat = nil; - switch (ped->m_vehEnterType) { - case CAR_DOOR_RF: door = DOOR_FRONT_RIGHT; pedInSeat = veh->pPassengers[0]; break; - case CAR_DOOR_RR: door = DOOR_REAR_RIGHT; pedInSeat = veh->pPassengers[2]; break; - case CAR_DOOR_LF: door = DOOR_FRONT_LEFT; pedInSeat = veh->pDriver; break; - case CAR_DOOR_LR: door = DOOR_REAR_LEFT; pedInSeat = veh->pPassengers[1]; break; - default: assert(0); - } - - if (ped->m_fHealth == 0.0f || CPad::GetPad(0)->ArePlayerControlsDisabled() && pedInSeat && pedInSeat->IsPlayer()) { - ped->QuitEnteringCar(); - return; - } - bool isVan = veh->bIsVan; - bool isBus = veh->bIsBus; - bool isLow = veh->bLowVehicle; - bool vehUpsideDown = veh->IsUpsideDown(); - if (ped->bCancelEnteringCar) { - if (ped->IsPlayer()) { - if (veh->pDriver) { - if (veh->pDriver->m_nPedType == PEDTYPE_COP) { - FindPlayerPed()->SetWantedLevelNoDrop(1); + m_vecMoveSpeed.z = 0.0f; + bIsStanding = true; + } else { + m_collPoly.valid = false; + m_fCollisionSpeed = 0.0f; + bHitSteepSlope = false; } } } -#ifdef CANCELLABLE_CAR_ENTER - if (!veh->IsDoorMissing(door) && veh->CanPedOpenLocks(ped) && veh->IsCar()) { - ((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING); - } -#endif - ped->QuitEnteringCar(); - ped->RestorePreviousObjective(); - ped->bCancelEnteringCar = false; - return; - } - if (!veh->IsDoorMissing(door) && veh->IsCar()) { - ((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING); - } - - if (veh->m_vecMoveSpeed.Magnitude() > 0.2f) { - ped->QuitEnteringCar(); - if (ped->m_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR) - ped->SetFall(1000, ANIM_KO_SPIN_R, false); - else - ped->SetFall(1000, ANIM_KO_SPIN_L, false); - - return; - } - veh->ProcessOpenDoor(ped->m_vehEnterType, ANIM_CAR_OPEN_LHS, 1.0f); - - if (ped->m_vehEnterType == CAR_DOOR_LF || ped->m_vehEnterType == CAR_DOOR_RF) - isVan = false; - - if (ped->m_nPedState != PED_CARJACK || isBus) { - AnimationId animToPlay; - if (ped->m_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR) { - if (isVan) { - animToPlay = ANIM_VAN_GETIN; - } else if (isBus) { - animToPlay = ANIM_COACH_IN_R; - } else if (isLow) { - animToPlay = ANIM_CAR_GETIN_LOW_RHS; - } else { - animToPlay = ANIM_CAR_GETIN_RHS; - } - } else if (isVan) { - animToPlay = ANIM_VAN_GETIN_L; - } else if (isBus) { - animToPlay = ANIM_COACH_IN_L; - } else if (isLow) { - animToPlay = ANIM_CAR_GETIN_LOW_LHS; - } else { - animToPlay = ANIM_CAR_GETIN_LHS; - } - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, animToPlay); - ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); - } else { - CPed *pedToDragOut = nil; - switch (ped->m_vehEnterType) { - case CAR_DOOR_RF: pedToDragOut = veh->pPassengers[0]; break; - case CAR_DOOR_RR: pedToDragOut = veh->pPassengers[2]; break; - case CAR_DOOR_LF: pedToDragOut = veh->pDriver; break; - case CAR_DOOR_LR: pedToDragOut = veh->pPassengers[1]; break; - default: assert(0); - } - - if (vehUpsideDown) { - ped->QuitEnteringCar(); - if (ped->m_nPedType == PEDTYPE_COP) - ((CCopPed*)ped)->SetArrestPlayer(ped->m_pedInObjective); - } + if (!bStillOnValidPoly) { + CVector potentialCenter = GetPosition(); + potentialCenter.z = GetPosition().z - 0.52f; - if (ped->m_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR) { - if (pedToDragOut && !pedToDragOut->bDontDragMeOutCar) { - if (pedToDragOut->m_nPedState != PED_DRIVING) { - ped->QuitEnteringCar(); - pedToDragOut = nil; + // 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 { - if (isLow) - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_PULLOUT_LOW_RHS); - else - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_PULLOUT_RHS); - - ped->m_pVehicleAnim->SetFinishCallback(PedAnimPullPedOutCB, ped); - } - } else if (ped->m_nPedType == PEDTYPE_COP) { - ped->QuitEnteringCar(); - if (ped->m_pedInObjective && ped->m_pedInObjective->m_nPedState == PED_DRIVING) { - veh->SetStatus(STATUS_PLAYER_DISABLED); - ((CCopPed*)ped)->SetArrestPlayer(ped->m_pedInObjective); - } else if (!veh->IsDoorMissing(DOOR_FRONT_RIGHT)) { - ((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_RIGHT, DOOR_STATUS_SWINGING); + potentialCenter.z += gravityEffect; } - } else { - // BUG: Probably we will sit on top of the passenger if his m_ped_flagF4 is true. - if (isLow) - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_LHS); - else - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LHS); - - ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); } - } else { - if (pedToDragOut) { - if (pedToDragOut->m_nPedState != PED_DRIVING || pedToDragOut->bDontDragMeOutCar) { - - // BUG: Player freezes in that condition due to its objective isn't restored. It's an unfinished feature, used in VC. - ped->QuitEnteringCar(); - pedToDragOut = nil; - } else { - if (isLow) - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_PULLOUT_LOW_LHS); - else - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_PULLOUT_LHS); - - ped->m_pVehicleAnim->SetFinishCallback(PedAnimPullPedOutCB, ped); + 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; } - } else { - if (isLow) - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_LHS); - else - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LHS); - - ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); - } - } - - if (pedToDragOut) { - pedToDragOut->SetBeingDraggedFromCar(veh, ped->m_vehEnterType, false); - if (pedToDragOut->IsGangMember()) - pedToDragOut->RegisterThreatWithGangPeds(ped); - } - } - - if (veh->pDriver && ped) { - veh->pDriver->SetLookFlag(ped, true); - veh->pDriver->SetLookTimer(1000); - } - return; -} + float minDist = 1.0f; + belowTorsoCollided = CCollision::ProcessVerticalLine(ourLine, collidingEnt->GetMatrix(), *hisCol, + intersectionPoint, minDist, false, &m_collPoly); -void -CPed::SetJump(void) -{ - if (!bInVehicle && -#if defined VC_PED_PORTS || defined FIX_BUGS - m_nPedState != PED_JUMP && !RpAnimBlendClumpGetAssociation(GetClump(), ANIM_JUMP_LAUNCH) && + if (collidedWithBoat && bWasStanding && !belowTorsoCollided) { + ourLine.p0.z = ourLine.p1.z; + ourLine.p1.z = ourLine.p1.z + gravityEffect; + belowTorsoCollided = CCollision::ProcessVerticalLine(ourLine, collidingEnt->GetMatrix(), *hisCol, + intersectionPoint, minDist, false, &m_collPoly); + } + if (belowTorsoCollided) { +#ifndef VC_PED_PORTS + if (!collidingEnt->IsPed()) { #endif - (m_nSurfaceTouched != SURFACE_STEEP_CLIFF || DotProduct(GetForward(), m_vecDamageNormal) >= 0.0f)) { - SetStoredState(); - m_nPedState = PED_JUMP; - CAnimBlendAssociation *jumpAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_JUMP_LAUNCH, 8.0f); - jumpAssoc->SetFinishCallback(FinishLaunchCB, this); - m_fRotationDest = m_fRotationCur; - } -} - -void -CPed::RemoveInCarAnims(void) -{ - if (!IsPlayer()) - return; - - CAnimBlendAssociation *animAssoc; - - if (m_pMyVehicle && m_pMyVehicle->bLowVehicle) { - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_LOW_L); - if (animAssoc) - animAssoc->blendDelta = -1000.0f; - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_LOW_R); - if (animAssoc) - animAssoc->blendDelta = -1000.0f; - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_L); - if (animAssoc) - animAssoc->blendDelta = -1000.0f; - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_R); - if (animAssoc) - animAssoc->blendDelta = -1000.0f; - } else { - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_L); - if (animAssoc) - animAssoc->blendDelta = -1000.0f; - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_R); - if (animAssoc) - animAssoc->blendDelta = -1000.0f; - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_L); - if (animAssoc) - animAssoc->blendDelta = -1000.0f; - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_R); - if (animAssoc) - animAssoc->blendDelta = -1000.0f; - } + if (!bIsStanding + || FEET_OFFSET + intersectionPoint.point.z > GetPosition().z + || collidedWithBoat && 3.12f + intersectionPoint.point.z > GetPosition().z) { + if (!collidingEnt->IsVehicle() && !collidingEnt->IsObject()) { + m_pCurSurface = collidingEnt; + collidingEnt->RegisterReference((CEntity**)&m_pCurSurface); + bTryingToReachDryLand = false; + bOnBoat = false; + } else { + m_pCurrentPhysSurface = (CPhysical*)collidingEnt; + collidingEnt->RegisterReference((CEntity**)&m_pCurrentPhysSurface); + m_vecOffsetFromPhysSurface = intersectionPoint.point - collidingEnt->GetPosition(); + m_pCurSurface = collidingEnt; + collidingEnt->RegisterReference((CEntity**)&m_pCurSurface); + m_collPoly.valid = false; + if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat()) { + bOnBoat = true; + } else { + bOnBoat = false; + } + } #ifdef VC_PED_PORTS - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_BOAT); - if (animAssoc) - animAssoc->blendDelta = -1000.0f; + if (!bSomeVCflag1 || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) { + GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z; + if (bSomeVCflag1) + bSomeVCflag1 = false; + } +#else + GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z; #endif + m_nSurfaceTouched = intersectionPoint.surfaceB; + if (m_nSurfaceTouched == SURFACE_STEEP_CLIFF) { + bHitSteepSlope = true; + m_vecDamageNormal = intersectionPoint.normal; + } + } +#ifdef VC_PED_PORTS + float upperSpeedLimit = 0.33f; + float lowerSpeedLimit = -0.25f; + float speed = m_vecMoveSpeed.Magnitude2D(); + if (m_nPedState == PED_IDLE) { + upperSpeedLimit *= 2.0f; + lowerSpeedLimit *= 1.5f; + } + CAnimBlendAssociation *fallAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL); + if (!bWasStanding && speed > upperSpeedLimit && (/*!bPushedAlongByCar ||*/ m_vecMoveSpeed.z < lowerSpeedLimit) + && m_pCollidingEntity != collidingEnt) { - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LB); - if (animAssoc) - animAssoc->blendDelta = -1000.0f; -} - -void -CPed::PedAnimGetInCB(CAnimBlendAssociation *animAssoc, void *arg) -{ - CPed *ped = (CPed*) arg; - - CVehicle *veh = ped->m_pMyVehicle; - if (animAssoc) - animAssoc->blendDelta = -1000.0f; + 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; - if (!ped->IsNotInWreckedVehicle() || ped->DyingOrDead()) - return; + 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 (!ped->EnteringCar()) { -#ifdef VC_PED_PORTS - if(ped->m_nPedState != PED_DRIVING) -#endif - ped->QuitEnteringCar(); - return; - } + InflictDamage(collidingEnt, WEAPONTYPE_FALL, damage, PEDPIECE_TORSO, dir); + if (IsPlayer() && damage2 > 5.0f) + Say(SOUND_PED_LAND); - if (ped->IsPlayer() && ped->bGonnaKillTheCarJacker && ((CPlayerPed*)ped)->m_pArrestingCop) { - PedSetInCarCB(nil, ped); - ped->m_nLastPedState = ped->m_nPedState; - ped->m_nPedState = PED_ARRESTED; - ped->bGonnaKillTheCarJacker = false; - if (veh) { - veh->m_nNumGettingIn = 0; - veh->m_nGettingInFlags = 0; - veh->bIsHandbrakeOn = true; - veh->SetStatus(STATUS_PLAYER_DISABLED); - } - return; - } - if (ped->IsPlayer() && ped->m_vehEnterType == CAR_DOOR_LF - && (Pads[0].GetAccelerate() >= 255.0f || Pads[0].GetBrake() >= 255.0f) - && veh->IsCar()) { - if (((CAutomobile*)veh)->Damage.GetDoorStatus(DOOR_FRONT_LEFT) != DOOR_STATUS_MISSING) - ((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_SWINGING); + } else if (!bWasStanding && fallAnim && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) { + InflictDamage(collidingEnt, WEAPONTYPE_FALL, 15.0f, PEDPIECE_TORSO, 2); + } +#else + float speedSqr = 0.0f; + CAnimBlendAssociation *fallAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL); + if (!bWasStanding && (m_vecMoveSpeed.z < -0.25f || (speedSqr = m_vecMoveSpeed.MagnitudeSqr()) > sq(0.5f))) { + if (speedSqr == 0.0f) + speedSqr = sq(m_vecMoveSpeed.z); - PedSetInCarCB(nil, ped); - return; - } - bool isVan = !!veh->bIsVan; - bool isBus = !!veh->bIsBus; - bool isLow = !!veh->bLowVehicle; - eDoors enterDoor; - switch (ped->m_vehEnterType) { - case CAR_DOOR_RF: - isVan = false; - enterDoor = DOOR_FRONT_RIGHT; - break; - case CAR_DOOR_RR: - enterDoor = DOOR_REAR_RIGHT; - break; - case CAR_DOOR_LF: - isVan = false; - enterDoor = DOOR_FRONT_LEFT; - break; - case CAR_DOOR_LR: - enterDoor = DOOR_REAR_LEFT; - break; - default: - break; - } - if (!veh->IsDoorMissing(enterDoor)) { - if (veh->IsCar()) - ((CAutomobile*)veh)->Damage.SetDoorStatus(enterDoor, DOOR_STATUS_SWINGING); - } - CPed *driver = veh->pDriver; - if (driver && (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || ped->m_nPedState == PED_CARJACK)) { - if (veh->bIsBus) { - driver->SetObjective(OBJECTIVE_LEAVE_CAR, veh); - if (driver->IsPlayer()) { - veh->bIsHandbrakeOn = true; - veh->SetStatus(STATUS_PLAYER_DISABLED); - } - driver->bBusJacked = true; - veh->bIsBeingCarJacked = false; - PedSetInCarCB(nil, ped); - if (ped->m_nPedType == PEDTYPE_COP - || ped->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT - || ped->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS) { - ped->SetObjective(OBJECTIVE_LEAVE_CAR, veh); - } - ped->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 400; - return; - } - if (driver != ped && ped->m_vehEnterType != CAR_DOOR_LF) { - if (!driver->IsPlayer()) { - driver->bUsePedNodeSeek = true; - driver->m_pLastPathNode = nil; - if (driver->m_pedStats->m_temper <= driver->m_pedStats->m_fear - || driver->CharCreatedBy == MISSION_CHAR - || veh->VehicleCreatedBy == MISSION_VEHICLE) { - driver->bFleeAfterExitingCar = true; - } else { - driver->bGonnaKillTheCarJacker = true; - veh->pDriver->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, ped); + uint8 dir = 2; // from backward + if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f || m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) { + CVector2D offset = -m_vecMoveSpeed; + dir = GetLocalDirection(offset); + } + InflictDamage(collidingEnt, WEAPONTYPE_FALL, 350.0f * sq(speedSqr), PEDPIECE_TORSO, dir); - if (veh->pDriver->m_nPedType == PEDTYPE_COP && ped->IsPlayer()) { - FindPlayerPed()->SetWantedLevelNoDrop(1); + } else if (!bWasStanding && fallAnim && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) { + InflictDamage(collidingEnt, WEAPONTYPE_FALL, 15.0f, PEDPIECE_TORSO, 2); + } +#endif + m_vecMoveSpeed.z = 0.0f; + bIsStanding = true; +#ifndef VC_PED_PORTS + } else { + bOnBoat = false; } - } - } - if ((ped->m_nPedType != PEDTYPE_EMERGENCY || veh->pDriver->m_nPedType != PEDTYPE_EMERGENCY) - && (ped->m_nPedType != PEDTYPE_COP || veh->pDriver->m_nPedType != PEDTYPE_COP)) { - veh->pDriver->SetObjective(OBJECTIVE_LEAVE_CAR, veh); - veh->pDriver->Say(SOUND_PED_CAR_JACKED); -#ifdef VC_PED_PORTS - veh->pDriver->SetRadioStation(); #endif - } else { - ped->m_objective = OBJECTIVE_ENTER_CAR_AS_PASSENGER; - } - } - } - if (veh->IsDoorMissing(enterDoor) || isBus) { - PedAnimDoorCloseCB(nil, ped); - } else { - AnimationId animToPlay; - if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) { - if (isVan) { - animToPlay = ANIM_VAN_CLOSE; - } else if (isLow) { - animToPlay = ANIM_CAR_CLOSEDOOR_LOW_RHS; - } else { - animToPlay = ANIM_CAR_CLOSEDOOR_RHS; + } else { + bOnBoat = false; + } } - } else if (isVan) { - animToPlay = ANIM_VAN_CLOSE_L; - } else if (isLow) { - animToPlay = ANIM_CAR_CLOSEDOOR_LOW_LHS; - } else { - animToPlay = ANIM_CAR_CLOSEDOOR_LHS; } - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, animToPlay); - ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorCloseCB, ped); } -} - -void -CPed::SetPedPositionInTrain(void) -{ - LineUpPedWithTrain(); -} - -void -CPed::PedAnimPullPedOutCB(CAnimBlendAssociation* animAssoc, void* arg) -{ - CPed* ped = (CPed*)arg; - - CVehicle* veh = ped->m_pMyVehicle; - if (animAssoc) - animAssoc->blendDelta = -1000.0f; - - if (ped->EnteringCar()) { - if (!ped->IsNotInWreckedVehicle()) - return; - -#ifdef CANCELLABLE_CAR_ENTER - if (ped->bCancelEnteringCar) { - ped->QuitEnteringCar(); - ped->RestorePreviousObjective(); - ped->bCancelEnteringCar = false; - return; - } -#endif - bool isLow = !!veh->bLowVehicle; - - int padNo; - if (ped->IsPlayer()) { - - // BUG? This will cause crash if m_nPedType is bigger then 1, there are only 2 pads - switch (ped->m_nPedType) { - case PEDTYPE_PLAYER1: - padNo = 0; - break; - case PEDTYPE_PLAYER2: - padNo = 1; - break; - case PEDTYPE_PLAYER3: - padNo = 2; - break; - case PEDTYPE_PLAYER4: - padNo = 3; - break; - } - CPad *pad = CPad::GetPad(padNo); - - if (!pad->ArePlayerControlsDisabled()) { - - if (pad->GetTarget() - || pad->NewState.LeftStickX - || pad->NewState.LeftStickY - || pad->NewState.DPadUp - || pad->NewState.DPadDown - || pad->NewState.DPadLeft - || pad->NewState.DPadRight) { - ped->QuitEnteringCar(); - ped->RestorePreviousObjective(); - return; - } - } - } + 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 (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) { - AnimationId animToPlay; - if (ped->m_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR) { - if (isLow) - animToPlay = ANIM_CAR_GETIN_LOW_RHS; - else - animToPlay = ANIM_CAR_GETIN_RHS; - } else if (isLow) { - animToPlay = ANIM_CAR_GETIN_LOW_LHS; - } else { - animToPlay = ANIM_CAR_GETIN_LHS; - } - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, animToPlay); - ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); - } else { - ped->QuitEnteringCar(); + if (ourCollidedSpheres > 0 && (collidingEnt->IsBuilding() || collidingEnt->GetIsStatic())) { + bHasHitWall = true; } - } else { - ped->QuitEnteringCar(); } -} - -void -CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg) -{ - CPed* ped = (CPed*)arg; - - CVehicle* veh = ped->m_pMyVehicle; - if (animAssoc) - animAssoc->blendDelta = -1000.0f; + if (collidingEnt->IsBuilding() || collidingEnt->GetIsStatic()) { - if (!veh) { - PedSetOutCarCB(nil, ped); - return; - } + if (bWasStanding) { + CVector sphereNormal; + float normalLength; + for(int sphere = 0; sphere < ourCollidedSpheres; sphere++) { + sphereNormal = collidingPoints[sphere].normal; #ifdef VC_PED_PORTS - CVector posForZ = ped->GetPosition(); - CPedPlacement::FindZCoorForPed(&posForZ); - if (ped->GetPosition().z - 0.5f > posForZ.z) { - PedSetOutCarCB(nil, ped); - return; - } + if (sphereNormal.z >= -1.0f || !IsPlayer()) { #endif - veh->m_nStaticFrames = 0; - veh->m_vecMoveSpeed += CVector(0.001f, 0.001f, 0.001f); - veh->m_vecTurnSpeed += CVector(0.001f, 0.001f, 0.001f); - if (!veh->bIsBus) - veh->ProcessOpenDoor(ped->m_vehEnterType, ANIM_CAR_GETOUT_LHS, 1.0f); - - /* - // Duplicate and only in PC for some reason - if (!veh) { - PedSetOutCarCB(nil, ped); - return; - } - */ - eDoors door; - switch (ped->m_vehEnterType) { - case CAR_DOOR_RF: - door = DOOR_FRONT_RIGHT; - break; - case CAR_DOOR_RR: - door = DOOR_REAR_RIGHT; - break; - case CAR_DOOR_LF: - door = DOOR_FRONT_LEFT; - break; - case CAR_DOOR_LR: - door = DOOR_REAR_LEFT; - break; - default: - break; - } - bool closeDoor = !veh->IsDoorMissing(door); - - int padNo; - if (ped->IsPlayer()) { - - // BUG? This will cause crash if m_nPedType is bigger then 1, there are only 2 pads - switch (ped->m_nPedType) { - case PEDTYPE_PLAYER1: - padNo = 0; - break; - case PEDTYPE_PLAYER2: - padNo = 1; - break; - case PEDTYPE_PLAYER3: - padNo = 2; - break; - case PEDTYPE_PLAYER4: - padNo = 3; - break; - } - CPad* pad = CPad::GetPad(padNo); - bool engineIsIntact = veh->IsCar() && ((CAutomobile*)veh)->Damage.GetEngineStatus() >= 225; - if (!pad->ArePlayerControlsDisabled() && veh->m_nDoorLock != CARLOCK_FORCE_SHUT_DOORS - && (pad->GetTarget() - || pad->NewState.LeftStickX - || pad->NewState.LeftStickY - || pad->NewState.DPadUp - || pad->NewState.DPadDown - || pad->NewState.DPadLeft - || pad->NewState.DPadRight) - || veh->bIsBus - || veh->m_pCarFire - || engineIsIntact) { - closeDoor = false; - } - } - + normalLength = sphereNormal.Magnitude2D(); + if (normalLength != 0.0f) { + sphereNormal.x = sphereNormal.x / normalLength; + sphereNormal.y = sphereNormal.y / normalLength; + } #ifdef VC_PED_PORTS - if (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) - closeDoor = false; + } else { + float speed = m_vecMoveSpeed.Magnitude2D(); + sphereNormal.x = -m_vecMoveSpeed.x / Max(0.001f, speed); + sphereNormal.y = -m_vecMoveSpeed.y / Max(0.001f, speed); + GetMatrix().GetPosition().z -= 0.05f; + bSomeVCflag1 = true; + } #endif - - if (!closeDoor) { - if (!veh->IsDoorMissing(door) && !veh->bIsBus) { - ((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING); - } - PedSetOutCarCB(nil, ped); - return; - } - - if (ped->bFleeAfterExitingCar || ped->bGonnaKillTheCarJacker) { - // POTENTIAL BUG? Why DOOR_FRONT_LEFT instead of door variable? or vice versa? - if (!veh->IsDoorMissing(door)) - ((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_SWINGING); - } else { - switch (door) { - case DOOR_FRONT_LEFT: - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSE_LHS); - break; - case DOOR_FRONT_RIGHT: - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSE_RHS); - break; - case DOOR_REAR_LEFT: - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSE_LHS); - break; - case DOOR_REAR_RIGHT: - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSE_RHS); - break; - default: - break; - } - } - - if (ped->m_pVehicleAnim) - ped->m_pVehicleAnim->SetFinishCallback(PedSetOutCarCB, ped); - return; -} - -void -CPed::PedEvadeCB(CAnimBlendAssociation* animAssoc, void* arg) -{ - CPed* ped = (CPed*)arg; - - if (!animAssoc) { - ped->ClearLookFlag(); - if (ped->m_nPedState == PED_DIVE_AWAY || ped->m_nPedState == PED_STEP_AWAY) - ped->RestorePreviousState(); - - } else if (animAssoc->animId == ANIM_EV_DIVE) { - ped->bUpdateAnimHeading = true; - ped->ClearLookFlag(); - if (ped->m_nPedState == PED_DIVE_AWAY) - { - ped->m_getUpTimer = CTimer::GetTimeInMilliseconds() + 1; - ped->m_nPedState = PED_FALL; - } - animAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; - animAssoc->flags |= ASSOC_DELETEFADEDOUT; - - } else if (animAssoc->flags & ASSOC_FADEOUTWHENDONE) { - ped->ClearLookFlag(); - if (ped->m_nPedState == PED_DIVE_AWAY || ped->m_nPedState == PED_STEP_AWAY) - 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(); + sphereNormal.Normalise(); + collidingPoints[sphere].normal = sphereNormal; + if (collidingPoints[sphere].surfaceB == SURFACE_STEEP_CLIFF) + bHitSteepSlope = true; + } } } + return ourCollidedSpheres; } -void -CPed::PedGetupCB(CAnimBlendAssociation* animAssoc, void* arg) -{ - CPed* ped = (CPed*)arg; - - if (ped->m_nPedState == PED_GETUP) - RpAnimBlendClumpSetBlendDeltas(ped->GetClump(), ASSOC_PARTIAL, -1000.0f); - - ped->bFallenDown = false; - animAssoc->blendDelta = -1000.0f; - if (ped->m_nPedState == PED_GETUP) - ped->RestorePreviousState(); - - if (ped->m_nPedState != PED_FLEE_POS && ped->m_nPedState != PED_FLEE_ENTITY) - ped->SetMoveState(PEDMOVE_STILL); - else - ped->SetMoveState(PEDMOVE_RUN); - - ped->SetMoveAnim(); - ped->bGetUpAnimStarted = false; -} - -void -CPed::PedLandCB(CAnimBlendAssociation* animAssoc, void* arg) -{ - CPed* ped = (CPed*)arg; - - animAssoc->blendDelta = -1000.0f; - ped->bIsLanding = false; - - if (ped->m_nPedState == PED_JUMP) - ped->RestorePreviousState(); -} - -void -CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation* animAssoc, void* arg) +static void +particleProduceFootSplash(CPed *ped, CVector const &pos, float size, int times) { - CPed *ped = (CPed*)arg; - - ped->bUsesCollision = true; - ped->RestartNonPartialAnims(); - bool itsRearDoor = false; - - if (ped->m_vehEnterType == CAR_DOOR_RF || ped->m_vehEnterType == CAR_DOOR_RR) - itsRearDoor = true; - - CMatrix pedMat(ped->GetMatrix()); - CVector posAfterBeingDragged = Multiply3x3(pedMat, (itsRearDoor ? -vecPedDraggedOutCarAnimOffset : vecPedDraggedOutCarAnimOffset)); - posAfterBeingDragged += ped->GetPosition(); -#ifndef VC_PED_PORTS - posAfterBeingDragged.z += 1.0f; -#endif - CPedPlacement::FindZCoorForPed(&posAfterBeingDragged); - ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); - ped->SetPosition(posAfterBeingDragged); +#ifdef PC_PARTICLE + for (int i = 0; i < times; i++) { + CVector adjustedPos = pos; + adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f); + adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f); - if (ped->m_pMyVehicle && !ped->m_pMyVehicle->IsRoomForPedToLeaveCar(ped->m_vehEnterType, &vecPedDraggedOutCarAnimOffset)) { - ped->PositionPedOutOfCollision(); + 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); } - - if (!ped->CanSetPedState()) - return; +#else + for ( int32 i = 0; i < times; i++ ) + { + CVector adjustedPos = pos; + adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f); + adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f); - if (!ped->m_pMyVehicle) { - ped->SetIdle(); - ped->SetGetUp(); - return; + CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, adjustedPos, CVector(0.0f, 0.0f, 0.0f), nil, size, CRGBA(0, 0, 0, 0), 0, 0, CGeneral::GetRandomNumber() & 1, 200); } - - CPed *driver = ped->m_pMyVehicle->pDriver; - - if (ped->IsPlayer()) { - ped->SetIdle(); - - } else if (ped->bFleeAfterExitingCar) { - ped->bFleeAfterExitingCar = false; - ped->SetFlee(ped->m_pMyVehicle->GetPosition(), 4000); - - } else if (ped->bWanderPathAfterExitingCar) { - ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f)); - ped->bWanderPathAfterExitingCar = false; - - } else if (ped->bGonnaKillTheCarJacker) { - // Kill objective is already set at this point. - - ped->bGonnaKillTheCarJacker = false; - if (!ped->m_pedInObjective || !(CGeneral::GetRandomNumber() & 1)) { - if (!driver || driver == ped || driver->IsPlayer() && CTheScripts::IsPlayerOnAMission()) { - ped->m_nPedState = PED_NONE; - ped->m_nLastPedState = PED_NONE; - ped->SetFlee(ped->m_pMyVehicle->GetPosition(), 4000); - } else { - ped->ClearObjective(); - ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, ped->m_pMyVehicle); - } - } - - } else if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear && ped->CharCreatedBy != MISSION_CHAR - && ped->m_pMyVehicle->VehicleCreatedBy != MISSION_VEHICLE && driver - && driver->IsPlayer() && !CTheScripts::IsPlayerOnAMission()) { - -#ifndef VC_PED_PORTS - if (CGeneral::GetRandomNumber() & 1) - ped->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, driver); - else -#endif - ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, ped->m_pMyVehicle); - - } else { -#ifdef VC_PED_PORTS - if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear && ped->CharCreatedBy != MISSION_CHAR - && ped->m_pMyVehicle->VehicleCreatedBy != MISSION_VEHICLE && !driver - && FindPlayerPed()->m_carInObjective == ped->m_pMyVehicle && !CTheScripts::IsPlayerOnAMission()) - ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, ped->m_pMyVehicle); - else #endif - { - ped->m_nPedState = PED_NONE; - ped->m_nLastPedState = PED_NONE; - ped->SetFindPathAndFlee(ped->m_pMyVehicle->GetPosition(), 10000); - } - } - ped->SetGetUp(); } -void -CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg) +static void +particleProduceFootDust(CPed *ped, CVector const &pos, float size, int times) { - CPed *ped = (CPed*)arg; - - CVehicle *veh = ped->m_pMyVehicle; - - // Pointless code - if (!veh) - return; - -#ifdef VC_PED_PORTS - // Situation of entering car as a driver while there is already a driver exiting atm. - CPed *driver = veh->pDriver; - if (driver && driver->m_nPedState == PED_DRIVING && !veh->bIsBus && driver->m_objective == OBJECTIVE_LEAVE_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; - } - } -#endif - - if (!ped->IsNotInWreckedVehicle() || ped->DyingOrDead()) - return; - - ped->bInVehicle = true; - if (ped->m_nPedType == PEDTYPE_PROSTITUTE) { - if (veh->pDriver) { - if (veh->pDriver->IsPlayer() && ped->CharCreatedBy == RANDOM_CHAR) { - CWorld::Players[CWorld::PlayerInFocus].m_nSexFrequency = 1000; - CWorld::Players[CWorld::PlayerInFocus].m_nNextSexMoneyUpdateTime = CTimer::GetTimeInMilliseconds() + 1000; - CWorld::Players[CWorld::PlayerInFocus].m_nNextSexFrequencyUpdateTime = CTimer::GetTimeInMilliseconds() + 3000; - CWorld::Players[CWorld::PlayerInFocus].m_pHooker = (CCivilianPed*)ped; - } - } - } - if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER -#if defined VC_PED_PORTS || defined FIX_BUGS - || ped->m_nPedState == PED_CARJACK -#endif - ) - veh->bIsBeingCarJacked = false; - - if (veh->m_nNumGettingIn) - --veh->m_nNumGettingIn; - - if (ped->IsPlayer() && ((CPlayerPed*)ped)->m_bAdrenalineActive) - ((CPlayerPed*)ped)->ClearAdrenaline(); - - if (veh->IsBoat()) { - if (ped->IsPlayer()) { -#if defined VC_PED_PORTS || defined FIX_BUGS - CCarCtrl::RegisterVehicleOfInterest(veh); -#endif - if (veh->GetStatus() == STATUS_SIMPLE) { - veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, -0.00001f); - veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); - } - veh->SetStatus(STATUS_PLAYER); - AudioManager.PlayerJustGotInCar(); - } - veh->SetDriver(ped); - if (!veh->bEngineOn) - veh->bEngineOn = true; - - ped->m_nPedState = PED_DRIVING; - ped->StopNonPartialAnims(); - return; - } - - if (ped->m_pVehicleAnim) - ped->m_pVehicleAnim->blendDelta = -1000.0f; - - ped->bDoBloodyFootprints = false; - if (veh->m_nAlarmState == -1) - veh->m_nAlarmState = 15000; - - if (ped->IsPlayer()) { - if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) { - if (veh->GetStatus() == STATUS_SIMPLE) { - veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); - veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); - } - veh->SetStatus(STATUS_PLAYER); - } - AudioManager.PlayerJustGotInCar(); - } else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) { - if (veh->GetStatus() == STATUS_SIMPLE) { - veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); - veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); - } - veh->SetStatus(STATUS_PHYSICS); - } - - if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) { - for (int i = 0; i < veh->m_nNumMaxPassengers; ++i) { - CPed *passenger = veh->pPassengers[i]; - if (passenger && passenger->CharCreatedBy == RANDOM_CHAR) { - passenger->SetObjective(OBJECTIVE_LEAVE_CAR, veh); -#ifdef VC_PED_PORTS - passenger->m_leaveCarTimer = CTimer::GetTimeInMilliseconds(); -#endif - } - } - } - // This shouldn't happen at all. Passengers can't enter with PED_CARJACK. Even though they did, we shouldn't call AddPassenger in here and SetDriver in below. -#if !defined VC_PED_PORTS && !defined FIX_BUGS - else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) { - if (ped->m_nPedState == PED_CARJACK) { - veh->AddPassenger(ped, 0); - ped->m_nPedState = PED_DRIVING; - ped->RestorePreviousObjective(); - ped->SetObjective(OBJECTIVE_LEAVE_CAR, veh); - } else if (veh->pDriver && ped->CharCreatedBy == RANDOM_CHAR) { - veh->AutoPilot.m_nCruiseSpeed = 17; - } - } -#endif - - if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || ped->m_nPedState == PED_CARJACK) { - veh->SetDriver(ped); - if (veh->VehicleCreatedBy == PARKED_VEHICLE) { - veh->VehicleCreatedBy = RANDOM_VEHICLE; - ++CCarCtrl::NumRandomCars; - --CCarCtrl::NumParkedCars; - } - if (veh->bIsAmbulanceOnDuty) { - veh->bIsAmbulanceOnDuty = false; - --CCarCtrl::NumAmbulancesOnDuty; - } - if (veh->bIsFireTruckOnDuty) { - veh->bIsFireTruckOnDuty = false; - --CCarCtrl::NumFiretrucksOnDuty; - } - if (ped->m_nPedType == PEDTYPE_COP && veh->IsLawEnforcementVehicle()) - veh->ChangeLawEnforcerState(true); - - if (!veh->bEngineOn) { - veh->bEngineOn = true; - DMAudio.PlayOneShot(ped->m_audioEntityId, SOUND_CAR_ENGINE_START, 1.0f); - } - if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && ped->CharCreatedBy == RANDOM_CHAR - && ped != FindPlayerPed() && ped->m_nPedType != PEDTYPE_EMERGENCY) { - - CCarCtrl::JoinCarWithRoadSystem(veh); - veh->AutoPilot.m_nCarMission = MISSION_CRUISE; - veh->AutoPilot.m_nTempAction = TEMPACT_NONE; - veh->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; - veh->AutoPilot.m_nCruiseSpeed = 25; - } - ped->m_nPedState = PED_DRIVING; - if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) { - - if (ped->m_prevObjective == OBJECTIVE_RUN_TO_AREA || ped->m_prevObjective == OBJECTIVE_GOTO_CHAR_ON_FOOT || ped->m_prevObjective == OBJECTIVE_KILL_CHAR_ON_FOOT) - ped->m_prevObjective = OBJECTIVE_NONE; - - ped->RestorePreviousObjective(); - } - - } else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) { - if (veh->bIsBus) { - veh->AddPassenger(ped); - } else { - switch (ped->m_vehEnterType) { - case CAR_DOOR_RF: - veh->AddPassenger(ped, 0); - break; - case CAR_DOOR_RR: - veh->AddPassenger(ped, 2); - break; - case CAR_DOOR_LR: - veh->AddPassenger(ped, 1); - break; - default: - veh->AddPassenger(ped); - break; + switch (ped->m_nSurfaceTouched) + { + case SURFACE_TARMAC: + case SURFACE_GRAVEL: + case SURFACE_PAVEMENT: + case SURFACE_SAND: + for (int i = 0; i < times; ++i) { + CVector adjustedPos = pos; + adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f); + adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f); + CParticle::AddParticle(PARTICLE_PEDFOOT_DUST, adjustedPos, CVector(0.0f, 0.0f, 0.0f), nil, size, CRGBA(0, 0, 0, 0), 0, 0, 0, 0); } - } - ped->m_nPedState = PED_DRIVING; - if (ped->m_prevObjective == OBJECTIVE_RUN_TO_AREA || ped->m_prevObjective == OBJECTIVE_GOTO_CHAR_ON_FOOT || ped->m_prevObjective == OBJECTIVE_KILL_CHAR_ON_FOOT) - ped->m_prevObjective = OBJECTIVE_NONE; - - ped->RestorePreviousObjective(); -#ifdef VC_PED_PORTS - if(veh->pDriver && ped->CharCreatedBy == RANDOM_CHAR) - veh->AutoPilot.m_nCruiseSpeed = 17; -#endif - } - - veh->m_nGettingInFlags &= ~GetCarDoorFlag(ped->m_vehEnterType); - - if (veh->bIsBus && !veh->m_nGettingInFlags) - ((CAutomobile*)veh)->SetBusDoorTimer(1000, 1); - - switch (ped->m_objective) { - case OBJECTIVE_KILL_CHAR_ON_FOOT: - case OBJECTIVE_KILL_CHAR_ANY_MEANS: - case OBJECTIVE_LEAVE_CAR: - case OBJECTIVE_FOLLOW_CAR_IN_CAR: - case OBJECTIVE_GOTO_AREA_ANY_MEANS: - case OBJECTIVE_GOTO_AREA_ON_FOOT: - case OBJECTIVE_RUN_TO_AREA: break; default: - ped->SetObjective(OBJECTIVE_NONE); - } - - if (veh->pDriver == ped) { - if (veh->bLowVehicle) { - ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_LSIT, 100.0f); - } else { - ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SIT, 100.0f); - } - } else if (veh->bLowVehicle) { - ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SITPLO, 100.0f); - } else { - ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SITP, 100.0f); - } - - ped->StopNonPartialAnims(); - if (veh->bIsBus) - ped->bRenderPedInCar = false; - - // FIX: RegisterVehicleOfInterest not just registers the vehicle, but also updates register time. So remove the IsThisVehicleInteresting check. -#ifndef FIX_BUGS - if (ped->IsPlayer() && !CCarCtrl::IsThisVehicleInteresting(veh) && veh->VehicleCreatedBy != MISSION_VEHICLE) { -#else - if (ped->IsPlayer() && veh->VehicleCreatedBy != MISSION_VEHICLE) { -#endif - CCarCtrl::RegisterVehicleOfInterest(veh); - - if (!veh->bHasBeenOwnedByPlayer && veh->VehicleCreatedBy != MISSION_VEHICLE) - CEventList::RegisterEvent(EVENT_STEAL_CAR, EVENT_ENTITY_VEHICLE, veh, ped, 1500); - - veh->bHasBeenOwnedByPlayer = true; - } - ped->bChangedSeat = true; -} - -void -CPed::PedSetInTrainCB(CAnimBlendAssociation* animAssoc, void* arg) -{ - CPed *ped = (CPed*)arg; - CTrain *veh = (CTrain*)ped->m_pMyVehicle; - - if (!veh) - return; - - ped->bInVehicle = true; - ped->m_nPedState = PED_DRIVING; - ped->RestorePreviousObjective(); - ped->SetMoveState(PEDMOVE_STILL); - veh->AddPassenger(ped); -} - -void -CPed::PedStaggerCB(CAnimBlendAssociation* animAssoc, void* arg) -{ - /* - CPed *ped = (CPed*)arg; - - if (ped->m_nPedState == PED_STAGGER) - // nothing - */ -} - -// It's "CPhoneInfo::ProcessNearestFreePhone" in PC IDB but that's not true, someone made it up. -bool -CPed::RunToReportCrime(eCrimeType crimeToReport) -{ -#ifdef PEDS_REPORT_CRIMES_ON_PHONE - if (bRunningToPhone) { - if (!isPhoneAvailable(m_phoneId)) { - m_phoneId = -1; - bIsRunning = false; - ClearSeek(); // clears bRunningToPhone - return false; - } - - return true; + break; } -#else - // They changed true into false to make this function unusable. So running to phone actually starts but first frame after that cancels it. - if (m_nPedState == PED_SEEK_POS) - return false; -#endif - - CVector pos = GetPosition(); - int phoneId = gPhoneInfo.FindNearestFreePhone(&pos); - - if (phoneId == -1) - return false; - - CPhone *phone = &gPhoneInfo.m_aPhones[phoneId]; -#ifndef PEDS_REPORT_CRIMES_ON_PHONE - if (phone->m_nState != PHONE_STATE_FREE) - return false; -#endif - - bRunningToPhone = true; - SetSeek(phone->m_pEntity->GetMatrix() * -phone->m_pEntity->GetForward(), 1.0f); // original: phone.m_vecPos, 0.3f - SetMoveState(PEDMOVE_RUN); - bIsRunning = true; // not there in original - m_phoneId = phoneId; - m_crimeToReportOnPhone = crimeToReport; - return true; } void -CPed::RegisterThreatWithGangPeds(CEntity *attacker) +CPed::PlayFootSteps(void) { - CPed *attackerPed = nil; - if (attacker) { - if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS) { - if (attacker->IsPed()) { - attackerPed = (CPed*)attacker; - } else { - if (!attacker->IsVehicle()) - return; - - attackerPed = ((CVehicle*)attacker)->pDriver; - if (!attackerPed) - return; - } - - if (attackerPed && (attackerPed->IsPlayer() || attackerPed->IsGangMember())) { - for (int i = 0; i < m_numNearPeds; ++i) { - CPed *nearPed = m_nearPeds[i]; - if (nearPed->IsPointerValid()) { - if (nearPed != this && nearPed->m_nPedType == m_nPedType) - nearPed->m_fearFlags |= CPedType::GetFlag(attackerPed->m_nPedType); - } - } - } - } - } - - if (attackerPed && attackerPed->IsPlayer() && (attackerPed->m_nPedState == PED_CARJACK || attackerPed->bInVehicle)) { - if (!attackerPed->m_pMyVehicle || attackerPed->m_pMyVehicle->GetModelIndex() != MI_TOYZ) { - int16 lastVehicle; - CEntity *vehicles[8]; - CWorld::FindObjectsInRange(GetPosition(), ENTER_CAR_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false); - - if (lastVehicle > 8) - lastVehicle = 8; - - for (int j = 0; j < lastVehicle; ++j) { - CVehicle *nearVeh = (CVehicle*) vehicles[j]; - - if (nearVeh->VehicleCreatedBy != MISSION_VEHICLE) { - CPed *nearVehDriver = nearVeh->pDriver; - - if (nearVehDriver && nearVehDriver != this && nearVehDriver->m_nPedType == m_nPedType) { + if (bDoBloodyFootprints) { + if (m_bloodyFootprintCountOrDeathTime > 0 && m_bloodyFootprintCountOrDeathTime < 300) { + m_bloodyFootprintCountOrDeathTime--; - if (nearVeh->IsVehicleNormal() && nearVeh->IsCar()) { - nearVeh->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * nearVeh->pHandling->Transmission.fUnkMaxVelocity * 0.8f; - nearVeh->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY; - nearVeh->SetStatus(STATUS_PHYSICS); - nearVeh->AutoPilot.m_nTempAction = TEMPACT_NONE; - nearVeh->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; - } - } - } - } + if (m_bloodyFootprintCountOrDeathTime == 0) + bDoBloodyFootprints = false; } } -} - -void -CPed::ReactToPointGun(CEntity *entWithGun) -{ - CPed *pedWithGun = (CPed*)entWithGun; - int waitTime; - if (IsPlayer() || !IsPedInControl() || CharCreatedBy == MISSION_CHAR) - return; - - if (m_leader == pedWithGun) - return; - - if (m_nWaitState == WAITSTATE_PLAYANIM_HANDSUP || m_nWaitState == WAITSTATE_PLAYANIM_HANDSCOWER || - (GetPosition() - pedWithGun->GetPosition()).MagnitudeSqr2D() > 225.0f) + if (!bIsStanding) return; - if (m_leader) { - if (FindPlayerPed() == m_leader) - return; - - ClearLeader(); - } - if (m_pedStats->m_flags & STAT_GUN_PANIC - && (m_nPedState != PED_ATTACK || GetWeapon()->IsTypeMelee()) - && m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_AIM_GUN) { - - waitTime = CGeneral::GetRandomNumberInRange(3000, 6000); - SetWaitState(WAITSTATE_PLAYANIM_HANDSCOWER, &waitTime); - Say(SOUND_PED_HANDS_COWER); - m_pLookTarget = pedWithGun; - m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); - SetMoveState(PEDMOVE_NONE); - - } else if (m_nPedType != pedWithGun->m_nPedType) { - if (IsGangMember() || m_nPedType == PEDTYPE_EMERGENCY || m_nPedType == PEDTYPE_FIREMAN) { - RegisterThreatWithGangPeds(pedWithGun); - } - - if (m_nPedType == PEDTYPE_COP) { - if (pedWithGun->IsPlayer()) { - ((CPlayerPed*)pedWithGun)->m_pWanted->SetWantedLevelNoDrop(2); - if (bCrouchWhenShooting || bKindaStayInSamePlace) { - SetDuck(CGeneral::GetRandomNumberInRange(1000, 3000)); - return; - } - } - } - - if (m_nPedType != PEDTYPE_COP - && (m_nPedState != PED_ATTACK || GetWeapon()->IsTypeMelee()) - && (m_nPedState != PED_FLEE_ENTITY || pedWithGun->IsPlayer() && m_fleeFrom != pedWithGun) - && m_nPedState != PED_AIM_GUN && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT) { - - waitTime = CGeneral::GetRandomNumberInRange(3000, 6000); - SetWaitState(WAITSTATE_PLAYANIM_HANDSUP, &waitTime); - Say(SOUND_PED_HANDS_UP); - m_pLookTarget = pedWithGun; - m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); - SetMoveState(PEDMOVE_NONE); - if (m_nPedState == PED_FLEE_ENTITY) { - m_fleeFrom = pedWithGun; - m_fleeFrom->RegisterReference((CEntity **) &m_fleeFrom); - } + CAnimBlendAssociation *assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); + CAnimBlendAssociation *walkRunAssoc = nil; + float walkRunAssocBlend = 0.0f, idleAssocBlend = 0.0f; - if (FindPlayerPed() == pedWithGun && bRichFromMugging) { - int money = CGeneral::GetRandomNumberInRange(100, 300); - int pickupCount = money / 40 + 1; - int moneyPerPickup = money / pickupCount; - - for (int i = 0; i < pickupCount; i++) { - float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256)/256.0f * TWOPI) + GetPosition().x; - float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256)/256.0f * TWOPI) + GetPosition().y; - bool found = false; - float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f; - if (found) { - CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7)); - } - } - bRichFromMugging = false; - } + 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; } } -} - -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(); -#ifdef VC_PED_PORTS - else if (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) { - ped->m_fHealth = 0.0f; - ped->SetDie(ANIM_FLOOR_HIT, 4.0f, 0.5f); - } -#endif - - ped->bInVehicle = false; - if (veh && veh->IsCar() && !veh->IsRoomForPedToLeaveCar(ped->m_vehEnterType, nil)) { - ped->PositionPedOutOfCollision(); - } - - if (ped->m_nPedState == PED_EXIT_CAR) { - if (ped->m_nPedType == PEDTYPE_COP) - ped->SetIdle(); - else - ped->RestorePreviousState(); - veh = ped->m_pMyVehicle; - if (ped->bFleeAfterExitingCar && veh) { - ped->bFleeAfterExitingCar = false; - ped->SetFlee(veh->GetPosition(), 12000); - ped->bUsePedNodeSeek = true; - ped->m_pNextPathNode = nil; - if (CGeneral::GetRandomNumber() & 1 || ped->m_pedStats->m_fear > 70) { - ped->SetMoveState(PEDMOVE_SPRINT); - ped->Say(SOUND_PED_FLEE_SPRINT); - } else { - ped->SetMoveState(PEDMOVE_RUN); - ped->Say(SOUND_PED_FLEE_RUN); - } - startedToRun = true; - - // This is not a good way to do this... - ped->m_nLastPedState = PED_WANDER_PATH; - - } else if (ped->bWanderPathAfterExitingCar) { - ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f)); - ped->bWanderPathAfterExitingCar = false; - if (ped->m_nPedType == PEDTYPE_PROSTITUTE) - ped->SetObjectiveTimer(30000); - ped->m_nLastPedState = PED_NONE; - - } else if (ped->bGonnaKillTheCarJacker) { - - // Kill objective is already given at this point. - ped->bGonnaKillTheCarJacker = false; - if (ped->m_pedInObjective) { - if (!(CGeneral::GetRandomNumber() & 1) - && ped->m_nPedType != PEDTYPE_COP - && (!ped->m_pedInObjective->IsPlayer() || !CTheScripts::IsPlayerOnAMission())) { - ped->ClearObjective(); - ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh); - } - ped->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 1500; - } - int waitTime = 1500; - ped->SetWaitState(WAITSTATE_PLAYANIM_COWER, &waitTime); - ped->SetMoveState(PEDMOVE_RUN); - startedToRun = true; - } else if (ped->m_objective == OBJECTIVE_NONE && ped->CharCreatedBy != MISSION_CHAR && ped->m_nPedState == PED_IDLE && !ped->IsPlayer()) { - ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f)); - } - } -#ifdef VC_PED_PORTS - else { - ped->m_nPedState = PED_IDLE; +#ifdef GTA_PS2_STUFF + CAnimBlendAssociation *runStopAsoc = NULL; + + if ( IsPlayer() ) + { + runStopAsoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP); + + if ( runStopAsoc == NULL ) + runStopAsoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP_R); } -#endif - - if (animAssoc) - animAssoc->blendDelta = -1000.0f; - - ped->RestartNonPartialAnims(); - ped->m_pVehicleAnim = nil; - CVector posFromZ = ped->GetPosition(); - CPedPlacement::FindZCoorForPed(&posFromZ); - ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); - ped->SetPosition(posFromZ); - veh = ped->m_pMyVehicle; - if (veh) { - if (ped->m_nPedType == PEDTYPE_PROSTITUTE) { - if (veh->pDriver) { - if (veh->pDriver->IsPlayer() && ped->CharCreatedBy == RANDOM_CHAR) { - CWorld::Players[CWorld::PlayerInFocus].m_nNextSexMoneyUpdateTime = 0; - CWorld::Players[CWorld::PlayerInFocus].m_nNextSexFrequencyUpdateTime = 0; - CWorld::Players[CWorld::PlayerInFocus].m_pHooker = nil; - CWorld::Players[CWorld::PlayerInFocus].m_nMoney -= 100; - if (CWorld::Players[CWorld::PlayerInFocus].m_nMoney < 0) - CWorld::Players[CWorld::PlayerInFocus].m_nMoney = 0; - } - } - } - veh->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType); - if (veh->pDriver == ped) { - veh->RemoveDriver(); - veh->SetStatus(STATUS_ABANDONED); - if (veh->m_nDoorLock == CARLOCK_LOCKED_INITIALLY) - veh->m_nDoorLock = CARLOCK_UNLOCKED; - if (ped->m_nPedType == PEDTYPE_COP && veh->IsLawEnforcementVehicle()) - veh->ChangeLawEnforcerState(false); - } else { - veh->RemovePassenger(ped); + + if ( runStopAsoc != NULL && runStopAsoc->blendAmount > 0.1f ) + { + { + CVector pos(0.0f, 0.0f, 0.0f); + TransformToNode(pos, PED_FOOTL); + + pos.z -= 0.1f; + pos += GetForward()*0.2f; + particleProduceFootDust(this, pos, 0.02f, 1); } - if (veh->bIsBus && !veh->IsUpsideDown() && !veh->IsOnItsSide()) { - float angleAfterExit; - if (ped->m_vehEnterType == CAR_DOOR_LF) { - angleAfterExit = HALFPI + veh->GetForward().Heading(); - } else { - angleAfterExit = veh->GetForward().Heading() - HALFPI; - } - ped->SetHeading(angleAfterExit); - ped->m_fRotationDest = angleAfterExit; - ped->m_fRotationCur = angleAfterExit; - if (!ped->bBusJacked) - ped->SetMoveState(PEDMOVE_WALK); + { + CVector pos(0.0f, 0.0f, 0.0f); + TransformToNode(pos, PED_FOOTR); + + pos.z -= 0.1f; + pos += GetForward()*0.2f; + particleProduceFootDust(this, pos, 0.02f, 1); } - if (CGarages::IsPointWithinAnyGarage(ped->GetPosition())) - veh->bLightsOn = false; - } - - if (ped->IsPlayer()) - AudioManager.PlayerJustLeftCar(); - - ped->ReplaceWeaponWhenExitingVehicle(); - - ped->bOnBoat = false; - if (ped->bBusJacked) { - ped->SetFall(1500, ANIM_KO_SKID_BACK, false); - ped->bBusJacked = false; } - ped->m_nStoredMoveState = PEDMOVE_NONE; - if (!ped->IsPlayer()) { - // It's a shame... -#ifdef FIX_BUGS - int createdBy = ped->CharCreatedBy; -#else - int createdBy = !ped->CharCreatedBy; #endif + - if (createdBy == MISSION_CHAR && !startedToRun) - ped->SetMoveState(PEDMOVE_WALK); - } -} - -// It was inlined in III but not in VC. -inline void -CPed::ReplaceWeaponWhenExitingVehicle(void) -{ - eWeaponType weaponType = GetWeapon()->m_eWeaponType; - - // If it's Uzi, we may have stored weapon. Uzi is the only gun we can use in car. - if (IsPlayer() && weaponType == WEAPONTYPE_UZI) { - if (/*IsPlayer() && */ m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) { - SetCurrentWeapon(m_storedWeapon); - m_storedWeapon = WEAPONTYPE_UNIDENTIFIED; - } - } else { - AddWeaponModel(CWeaponInfo::GetWeaponInfo(weaponType)->m_nModelId); - } -} - -// Same, it's inlined in III. -inline void -CPed::RemoveWeaponWhenEnteringVehicle(void) -{ - if (IsPlayer() && HasWeapon(WEAPONTYPE_UZI) && GetWeapon(WEAPONTYPE_UZI).m_nAmmoTotal > 0) { - if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED) - m_storedWeapon = GetWeapon()->m_eWeaponType; - SetCurrentWeapon(WEAPONTYPE_UZI); - } else { - CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); - RemoveWeaponModel(ourWeapon->m_nModelId); - } -} - -void -CPed::PedSetOutTrainCB(CAnimBlendAssociation *animAssoc, void *arg) -{ - CPed *ped = (CPed*)arg; - - CVehicle *veh = ped->m_pMyVehicle; - - if (ped->m_pVehicleAnim) - ped->m_pVehicleAnim->blendDelta = -1000.0f; - - ped->bUsesCollision = true; - ped->m_pVehicleAnim = nil; - ped->bInVehicle = false; - ped->m_nPedState = PED_IDLE; - ped->RestorePreviousObjective(); - ped->SetMoveState(PEDMOVE_STILL); - - CMatrix pedMat(ped->GetMatrix()); - ped->m_fRotationCur = HALFPI + veh->GetForward().Heading(); - ped->m_fRotationDest = ped->m_fRotationCur; - CVector posAfterExit = Multiply3x3(pedMat, vecPedTrainDoorAnimOffset); - posAfterExit += ped->GetPosition(); - CPedPlacement::FindZCoorForPed(&posAfterExit); - ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); - ped->SetPosition(posAfterExit); - ped->SetHeading(ped->m_fRotationCur); - veh->RemovePassenger(ped); -} - -bool -CPed::PlacePedOnDryLand(void) -{ - float waterLevel = 0.0f; - CEntity *foundEnt = nil; - CColPoint foundCol; - float foundColZ; - - CWaterLevel::GetWaterLevelNoWaves(GetPosition().x, GetPosition().y, GetPosition().z, &waterLevel); - - CVector potentialGround = GetPosition(); - potentialGround.z = waterLevel; - - if (!CWorld::TestSphereAgainstWorld(potentialGround, 5.0f, nil, true, false, false, false, false, false)) - return false; - - CVector potentialGroundDist = gaTempSphereColPoints[0].point - GetPosition(); - potentialGroundDist.z = 0.0f; - potentialGroundDist.Normalise(); - - CVector posToCheck = 0.5f * potentialGroundDist + gaTempSphereColPoints[0].point; - posToCheck.z = 3.0f + waterLevel; - - if (CWorld::ProcessVerticalLine(posToCheck, waterLevel - 1.0f, foundCol, foundEnt, true, true, false, true, false, false, nil)) { - foundColZ = foundCol.point.z; - if (foundColZ >= waterLevel) { - posToCheck.z = 0.8f + foundColZ; - SetPosition(posToCheck); - bIsStanding = true; - bWasStanding = true; - return true; - } - } - - posToCheck = 5.0f * potentialGroundDist + GetPosition(); - posToCheck.z = 3.0f + waterLevel; - - if (!CWorld::ProcessVerticalLine(posToCheck, waterLevel - 1.0f, foundCol, foundEnt, true, true, false, true, false, false, nil)) - return false; - - foundColZ = foundCol.point.z; - if (foundColZ < waterLevel) - return false; - - posToCheck.z = 0.8f + foundColZ; - SetPosition(posToCheck); - bIsStanding = true; - bWasStanding = true; - return true; -} - -void -CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *animAssoc, void *arg) -{ - CPed *ped = (CPed*)arg; - - CVehicle *veh = ped->m_pMyVehicle; - - CVector finalPos; - CVector draggedOutOffset; - - CMatrix pedMat(ped->GetMatrix()); - ped->bUsesCollision = true; - ped->RestartNonPartialAnims(); - draggedOutOffset = vecPedQuickDraggedOutCarAnimOffset; - if (ped->m_vehEnterType == CAR_DOOR_RF || ped->m_vehEnterType == CAR_DOOR_RR) - draggedOutOffset.x = -draggedOutOffset.x; - - finalPos = Multiply3x3(pedMat, draggedOutOffset) + ped->GetPosition(); - CPedPlacement::FindZCoorForPed(&finalPos); - ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); - ped->SetPosition(finalPos); + if (walkRunAssoc && walkRunAssocBlend > 0.5f && idleAssocBlend < 1.0f) { + float stepStart = 1 / 15.0f; + float stepEnd = walkRunAssoc->hierarchy->totalLength / 2.0f + stepStart; + float currentTime = walkRunAssoc->currentTime; + int stepPart = 0; - if (veh) { - ped->m_fRotationDest = veh->GetForward().Heading() - HALFPI; - ped->m_fRotationCur = ped->m_fRotationDest; - ped->CalculateNewOrientation(); + if (currentTime >= stepStart && currentTime - walkRunAssoc->timeStep < stepStart) + stepPart = 1; + else if (currentTime >= stepEnd && currentTime - walkRunAssoc->timeStep < stepEnd) + stepPart = 2; - if (!veh->IsRoomForPedToLeaveCar(ped->m_vehEnterType, &vecPedQuickDraggedOutCarAnimOffset)) - ped->PositionPedOutOfCollision(); - } + if (stepPart != 0) { + DMAudio.PlayOneShot(m_audioEntityId, stepPart == 1 ? SOUND_STEP_START : SOUND_STEP_END, 1.0f); + CVector footPos(0.0f, 0.0f, 0.0f); + TransformToNode(footPos, stepPart == 1 ? PED_FOOTL : PED_FOOTR); - if (!ped->CanSetPedState()) - return; + CVector forward = GetForward(); - ped->SetIdle(); - if (veh) { - if (ped->bFleeAfterExitingCar) { - ped->bFleeAfterExitingCar = false; - ped->SetFlee(veh->GetPosition(), 14000); + footPos.z -= 0.1f; + footPos += 0.2f * forward; - } else if (ped->bWanderPathAfterExitingCar) { - ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f)); - ped->bWanderPathAfterExitingCar = false; + if (bDoBloodyFootprints) { + CVector2D top(forward * 0.26f); + CVector2D right(GetRight() * 0.14f); - } else if (ped->bGonnaKillTheCarJacker) { - ped->bGonnaKillTheCarJacker = false; - if (ped->m_pedInObjective && CGeneral::GetRandomNumber() & 1) { - if (ped->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT) - ped->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, ped->m_pedInObjective); + CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &footPos, + top.x, top.y, + right.x, right.y, + 255, 255, 0, 0, 4.0f, 3000.0f, 1.0f); - } else { - CPed *driver = veh->pDriver; - if (!driver || driver == ped || driver->IsPlayer() && CTheScripts::IsPlayerOnAMission()) { - ped->SetFlee(veh->GetPosition(), 14000); + if (m_bloodyFootprintCountOrDeathTime <= 20) { + m_bloodyFootprintCountOrDeathTime = 0; + bDoBloodyFootprints = false; } else { - ped->ClearObjective(); - ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh); - } - ped->bUsePedNodeSeek = true; - ped->m_pNextPathNode = nil; - ped->Say(SOUND_PED_FLEE_RUN); - } - } else if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear - && ped->CharCreatedBy != MISSION_CHAR && veh->VehicleCreatedBy != MISSION_VEHICLE - && veh->pDriver && veh->pDriver->IsPlayer() - && !CTheScripts::IsPlayerOnAMission()) { - -#ifndef VC_PED_PORTS - if (CGeneral::GetRandomNumber() < MYRAND_MAX / 2) { - ped->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, veh->pDriver); - } else -#endif - ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh); - -#ifdef VC_PED_PORTS - } else if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear - && ped->CharCreatedBy != MISSION_CHAR && veh->VehicleCreatedBy != MISSION_VEHICLE - && !veh->pDriver && FindPlayerPed()->m_carInObjective == veh - && !CTheScripts::IsPlayerOnAMission()) { - ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh); -#endif - } else { - ped->SetFindPathAndFlee(veh->GetPosition(), 10000); - if (CGeneral::GetRandomNumber() & 1 || ped->m_pedStats->m_fear > 70) { - ped->SetMoveState(PEDMOVE_SPRINT); - ped->Say(SOUND_PED_FLEE_SPRINT); - } else { - ped->Say(SOUND_PED_FLEE_RUN); - } - } - } - if (ped->m_nLastPedState == PED_IDLE) - ped->m_nLastPedState = PED_WANDER_PATH; -} - -bool -CPed::PositionPedOutOfCollision(void) -{ - CVehicle *veh; - CVector posNearVeh; - CVector posSomewhereClose; - bool putNearVeh = false; - bool putSomewhereClose = false; - int smallestDistNearVeh = 999; - int smallestDistSomewhereClose = 999; - - if (!m_pMyVehicle) - return false; - - CVector vehPos = m_pMyVehicle->GetPosition(); - CVector potentialPos; - potentialPos.y = GetPosition().y - 3.5f; - potentialPos.z = GetPosition().z; - - for (int yTry = 0; yTry < 15; yTry++) { - potentialPos.x = GetPosition().x - 3.5f; - - for (int xTry = 0; xTry < 15; xTry++) { - CPedPlacement::FindZCoorForPed(&potentialPos); - CVector distVec = potentialPos - vehPos; - float dist = distVec.Magnitude(); - - // Makes close distances bigger for some reason. - float mult = (0.6f + dist) / dist; - CVector adjustedPotentialPos = distVec * mult + vehPos; - if (CWorld::GetIsLineOfSightClear(vehPos, adjustedPotentialPos, true, false, false, true, false, false, false) - && !CWorld::TestSphereAgainstWorld(potentialPos, 0.6f, this, true, false, false, true, false, false)) { - - float potentialChangeSqr = (potentialPos - GetPosition()).MagnitudeSqr(); - veh = (CVehicle*)CWorld::TestSphereAgainstWorld(potentialPos, 0.6f, this, false, true, false, false, false, false); - if (veh) { - if (potentialChangeSqr < smallestDistNearVeh) { - posNearVeh = potentialPos; - putNearVeh = true; - smallestDistNearVeh = potentialChangeSqr; - } - } else if (potentialChangeSqr < smallestDistSomewhereClose) { - smallestDistSomewhereClose = potentialChangeSqr; - posSomewhereClose = potentialPos; - putSomewhereClose = true; + m_bloodyFootprintCountOrDeathTime -= 20; } } - potentialPos.x += 0.5f; - } - potentialPos.y += 0.5f; - } - - if (!putSomewhereClose && !putNearVeh) - return false; - - // We refrain from using posNearVeh, probably because of it may be top of the vehicle. - if (putSomewhereClose) { - SetPosition(posSomewhereClose); - } else { - CVector vehSize = veh->GetModelInfo()->GetColModel()->boundingBox.max; - posNearVeh.z += vehSize.z; - SetPosition(posNearVeh); - } - return true; -} - -bool -CPed::PossiblyFindBetterPosToSeekCar(CVector *pos, CVehicle *veh) -{ - bool foundIt = false; - - CVector helperPos = GetPosition(); - helperPos.z = pos->z - 0.5f; - - CVector foundPos = *pos; - foundPos.z -= 0.5f; - - // If there is another car between target car and us. - if (CWorld::TestSphereAgainstWorld((foundPos + helperPos) / 2.0f, 0.25f, veh, false, true, false, false, false, false)) { - - CColModel *vehCol = veh->GetModelInfo()->GetColModel(); - CVector *colMin = &vehCol->boundingBox.min; - CVector *colMax = &vehCol->boundingBox.max; - - CVector leftRearPos = CVector(colMin->x - 0.5f, colMin->y - 0.5f, 0.0f); - CVector rightRearPos = CVector(0.5f + colMax->x, colMin->y - 0.5f, 0.0f); - CVector leftFrontPos = CVector(colMin->x - 0.5f, 0.5f + colMax->y, 0.0f); - CVector rightFrontPos = CVector(0.5f + colMax->x, 0.5f + colMax->y, 0.0f); - - leftRearPos = veh->GetMatrix() * leftRearPos; - rightRearPos = veh->GetMatrix() * rightRearPos; - leftFrontPos = veh->GetMatrix() * leftFrontPos; - rightFrontPos = veh->GetMatrix() * rightFrontPos; - - // Makes helperPos veh-ped distance vector. - helperPos -= veh->GetPosition(); - - // ?!? I think it's absurd to use this unless another function like SeekCar finds next pos. with it and we're trying to simulate it's behaviour. - // On every run it returns another pos. for ped, with same distance to the veh. - // Sequence of positions are not guaranteed, it depends on global pos. (So sometimes it returns positions to make ped draw circle, sometimes don't) - helperPos = veh->GetMatrix() * helperPos; - - float vehForwardHeading = veh->GetForward().Heading(); - - // I'm absolutely not sure about these namings. - // NTVF = needed turn if we're looking to vehicle front and wanna look to... - - float potentialLrHeading = Atan2(leftRearPos.x - helperPos.x, leftRearPos.y - helperPos.y); - float NTVF_LR = CGeneral::LimitRadianAngle(potentialLrHeading - vehForwardHeading); - - float potentialRrHeading = Atan2(rightRearPos.x - helperPos.x, rightRearPos.y - helperPos.y); - float NTVF_RR = CGeneral::LimitRadianAngle(potentialRrHeading - vehForwardHeading); - - float potentialLfHeading = Atan2(leftFrontPos.x - helperPos.x, leftFrontPos.y - helperPos.y); - float NTVF_LF = CGeneral::LimitRadianAngle(potentialLfHeading - vehForwardHeading); - - float potentialRfHeading = Atan2(rightFrontPos.x - helperPos.x, rightFrontPos.y - helperPos.y); - float NTVF_RF = CGeneral::LimitRadianAngle(potentialRfHeading - vehForwardHeading); - - bool canHeadToLr = NTVF_LR <= -PI || NTVF_LR >= -HALFPI; - - bool canHeadToRr = NTVF_RR <= HALFPI || NTVF_RR >= PI; - - bool canHeadToLf = NTVF_LF >= 0.0f || NTVF_LF <= -HALFPI; - - bool canHeadToRf = NTVF_RF <= 0.0f || NTVF_RF >= HALFPI; - - // Only order of conditions are different among enterTypes. - if (m_vehEnterType == CAR_DOOR_RR) { - if (canHeadToRr) { - foundPos = rightRearPos; - foundIt = true; - } else if (canHeadToRf) { - foundPos = rightFrontPos; - foundIt = true; - } else if (canHeadToLr) { - foundPos = leftRearPos; - foundIt = true; - } else if (canHeadToLf) { - foundPos = leftFrontPos; - foundIt = true; - } - } else if(m_vehEnterType == CAR_DOOR_RF) { - if (canHeadToRf) { - foundPos = rightFrontPos; - foundIt = true; - } else if (canHeadToRr) { - foundPos = rightRearPos; - foundIt = true; - } else if (canHeadToLf) { - foundPos = leftFrontPos; - foundIt = true; - } else if (canHeadToLr) { - foundPos = leftRearPos; - foundIt = true; - } - } else if (m_vehEnterType == CAR_DOOR_LF) { - if (canHeadToLf) { - foundPos = leftFrontPos; - foundIt = true; - } else if (canHeadToLr) { - foundPos = leftRearPos; - foundIt = true; - } else if (canHeadToRf) { - foundPos = rightFrontPos; - foundIt = true; - } else if (canHeadToRr) { - foundPos = rightRearPos; - foundIt = true; - } - } else if (m_vehEnterType == CAR_DOOR_LR) { - if (canHeadToLr) { - foundPos = leftRearPos; - foundIt = true; - } else if (canHeadToLf) { - foundPos = leftFrontPos; - foundIt = true; - } else if (canHeadToRr) { - foundPos = rightRearPos; - foundIt = true; - } else if (canHeadToRf) { - foundPos = rightFrontPos; - foundIt = true; + if (CWeather::Rain <= 0.1f || CCullZones::CamNoRain() || CCullZones::PlayerNoRain()) { + if(IsPlayer()) + particleProduceFootDust(this, footPos, 0.0f, 4); } - } - } - if (!foundIt) - return false; - - helperPos = GetPosition() - foundPos; - helperPos.z = 0.0f; - if (helperPos.MagnitudeSqr() <= sq(0.5f)) - return false; - - pos->x = foundPos.x; - pos->y = foundPos.y; - return true; -} - -void -CPed::Render(void) -{ - if (bInVehicle && m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR) { - if (!bRenderPedInCar) - return; - - float camDistSq = (TheCamera.GetPosition() - GetPosition()).MagnitudeSqr(); - if (camDistSq > SQR(25.0f * TheCamera.LODDistMultiplier)) - return; - } - - CEntity::Render(); - -#ifdef PED_SKIN - if(IsClumpSkinned(GetClump())){ - renderLimb(PED_HEAD); - renderLimb(PED_HANDL); - renderLimb(PED_HANDR); - } - if(m_pWeaponModel && IsClumpSkinned(GetClump())){ - RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump()); - int idx = RpHAnimIDGetIndex(hier, m_pFrames[PED_HANDR]->nodeID); - RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx]; - RwFrame *frame = RpAtomicGetFrame(m_pWeaponModel); - *RwFrameGetMatrix(frame) = *mat; - RwFrameUpdateObjects(frame); - RpAtomicRender(m_pWeaponModel); - } -#endif -} - -#ifdef PED_SKIN -static RpMaterial* -SetLimbAlphaCB(RpMaterial *material, void *data) -{ - ((RwRGBA*)RpMaterialGetColor(material))->alpha = *(uint8*)data; - return material; -} - -void -CPed::renderLimb(int node) -{ - RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump()); - int idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID); - RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx]; - CPedModelInfo *mi = (CPedModelInfo *)CModelInfo::GetModelInfo(GetModelIndex()); - RpAtomic *atomic; - switch(node){ - case PED_HEAD: - atomic = mi->getHead(); - break; - case PED_HANDL: - atomic = mi->getLeftHand(); - break; - case PED_HANDR: - atomic = mi->getRightHand(); - break; - default: - return; - } - if(atomic == nil) - return; - - RwFrame *frame = RpAtomicGetFrame(atomic); - *RwFrameGetMatrix(frame) = *mat; - RwFrameUpdateObjects(frame); - int alpha = CVisibilityPlugins::GetClumpAlpha(GetClump()); - RpGeometryForAllMaterials(RpAtomicGetGeometry(atomic), SetLimbAlphaCB, &alpha); - RpAtomicRender(atomic); -} +#ifdef PC_PARTICLE + else if(stepPart == 2) +#else + else #endif - -void -CPed::ProcessObjective(void) -{ - if (bClearObjective && (IsPedInControl() || m_nPedState == PED_DRIVING)) { - ClearObjective(); - bClearObjective = false; - } - UpdateFromLeader(); - - CVector carOrOurPos; - CVector targetCarOrHisPos; - CVector distWithTarget; - - if (m_objective != OBJECTIVE_NONE && (IsPedInControl() || m_nPedState == PED_DRIVING)) { - if (bInVehicle) { - if (!m_pMyVehicle) { - bInVehicle = false; - return; - } - carOrOurPos = m_pMyVehicle->GetPosition(); - } else { - carOrOurPos = GetPosition(); - } - - if (m_pedInObjective) { - if (m_pedInObjective->InVehicle() && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) { - targetCarOrHisPos = m_pedInObjective->m_pMyVehicle->GetPosition(); - } else { - targetCarOrHisPos = m_pedInObjective->GetPosition(); - } - distWithTarget = targetCarOrHisPos - carOrOurPos; - } else if (m_carInObjective) { - targetCarOrHisPos = m_carInObjective->GetPosition(); - distWithTarget = targetCarOrHisPos - carOrOurPos; - } - - switch (m_objective) { - case OBJECTIVE_NONE: - case OBJECTIVE_GUARD_AREA: - case OBJECTIVE_FOLLOW_CAR_IN_CAR: - case OBJECTIVE_FIRE_AT_OBJECT_FROM_VEHICLE: - case OBJECTIVE_DESTROY_OBJECT: - case OBJECTIVE_GOTO_AREA_IN_CAR: - case OBJECTIVE_FOLLOW_CAR_ON_FOOT_WITH_OFFSET: - case OBJECTIVE_SET_LEADER: - break; - case OBJECTIVE_WAIT_ON_FOOT: - SetIdle(); - m_objective = OBJECTIVE_NONE; - SetMoveState(PEDMOVE_STILL); - break; - case OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE: - if (InVehicle()) { - SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); - bFleeAfterExitingCar = true; - } else if (m_nPedState != PED_FLEE_POS) { - CVector2D fleePos = GetPosition(); - SetFlee(fleePos, 10000); - bUsePedNodeSeek = true; - m_pNextPathNode = nil; - } - break; - case OBJECTIVE_GUARD_SPOT: - { - distWithTarget = m_vecSeekPosEx - GetPosition(); - if (m_pedInObjective) { - SetLookFlag(m_pedInObjective, true); - m_pLookTarget = m_pedInObjective; - m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); - TurnBody(); - } - float distWithTargetSc = distWithTarget.Magnitude(); - if (2.0f * m_distanceToCountSeekDoneEx >= distWithTargetSc) { - if (m_pedInObjective) { - if (distWithTargetSc <= m_distanceToCountSeekDoneEx) - SetIdle(); - else - SetSeek(m_vecSeekPosEx, m_distanceToCountSeekDoneEx); - } else if (CTimer::GetTimeInMilliseconds() > m_lookTimer) { - int threatType = ScanForThreats(); - SetLookTimer(CGeneral::GetRandomNumberInRange(500, 1500)); - - // Second condition is pointless and isn't there in Mobile. - if (threatType == PED_FLAG_GUN || (threatType == PED_FLAG_EXPLOSION && m_threatEntity) || m_threatEntity) { - if (m_threatEntity->IsPed()) - SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, m_threatEntity); - } - } - } else { - SetSeek(m_vecSeekPosEx, m_distanceToCountSeekDoneEx); - } - break; - } - case OBJECTIVE_WAIT_IN_CAR: - m_nPedState = PED_DRIVING; - break; - case OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT: - m_nPedState = PED_DRIVING; - break; - case OBJECTIVE_KILL_CHAR_ANY_MEANS: - { - if (m_pedInObjective) { - if (m_pedInObjective->IsPlayer() && CharCreatedBy != MISSION_CHAR - && m_nPedType != PEDTYPE_COP && FindPlayerPed()->m_pWanted->m_CurrentCops != 0 - && !bKindaStayInSamePlace) { - - SetObjective(OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE); - break; - } - if (InVehicle()) { - if (distWithTarget.Magnitude() >= 20.0f - || m_pMyVehicle->m_vecMoveSpeed.MagnitudeSqr() >= sq(0.02f)) { - if (m_pMyVehicle->pDriver == this - && !m_pMyVehicle->m_nGettingInFlags) { - m_pMyVehicle->SetStatus(STATUS_PHYSICS); - m_pMyVehicle->AutoPilot.m_nPrevRouteNode = 0; - if (m_nPedType == PEDTYPE_COP) { - m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (FindPlayerPed()->m_pWanted->m_nWantedLevel * 0.1f + 0.6f) * (GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity); - m_pMyVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel(); - } else { - m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity * 0.8f; - m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY; - } - m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; - } - } else { - bool targetHasVeh = m_pedInObjective->bInVehicle; - if (!targetHasVeh - || targetHasVeh && m_pedInObjective->m_pMyVehicle->CanPedExitCar()) { - m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; - m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_NONE; - SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); - } - } - break; - } - if (distWithTarget.Magnitude() > 30.0f && !bKindaStayInSamePlace) { - if (m_pMyVehicle) { - m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; - SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle); - } else { - float closestVehDist = 60.0f; - int16 lastVehicle; - CEntity* vehicles[8]; - CWorld::FindObjectsInRange(GetPosition(), 25.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false); - CVehicle *foundVeh = nil; - for(int i = 0; i < lastVehicle; i++) { - CVehicle *nearVeh = (CVehicle*)vehicles[i]; - /* - Not used. - CVector vehSpeed = nearVeh->GetSpeed(); - CVector ourSpeed = GetSpeed(); - */ - CVector vehDistVec = nearVeh->GetPosition() - GetPosition(); - if (vehDistVec.Magnitude() < closestVehDist && m_pedInObjective->m_pMyVehicle != nearVeh - && nearVeh->CanPedOpenLocks(this)) { - - foundVeh = nearVeh; - closestVehDist = vehDistVec.Magnitude(); - } - } - m_pMyVehicle = foundVeh; - if (m_pMyVehicle) { - m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle); - m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; - SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle); - } else if (!GetIsOnScreen()) { - CVector ourPos = GetPosition(); - int closestNode = ThePaths.FindNodeClosestToCoors(ourPos, PATH_CAR, 20.0f); - if (closestNode >= 0) { - int16 colliding; - CWorld::FindObjectsKindaColliding( - ThePaths.m_pathNodes[closestNode].GetPosition(), 10.0f, true, &colliding, 2, nil, false, true, true, false, false); - if (!colliding) { - CZoneInfo zoneInfo; - int chosenCarClass; - CTheZones::GetZoneInfoForTimeOfDay(&ourPos, &zoneInfo); - int chosenModel = CCarCtrl::ChooseModel(&zoneInfo, &ourPos, &chosenCarClass); - CAutomobile *newVeh = new CAutomobile(chosenModel, RANDOM_VEHICLE); - if (newVeh) { - newVeh->GetMatrix().GetPosition() = ThePaths.m_pathNodes[closestNode].GetPosition(); - newVeh->GetMatrix().GetPosition().z += 4.0f; - newVeh->SetHeading(DEGTORAD(200.0f)); - newVeh->SetStatus(STATUS_ABANDONED); - newVeh->m_nDoorLock = CARLOCK_UNLOCKED; - CWorld::Add(newVeh); - m_pMyVehicle = newVeh; - if (m_pMyVehicle) { - m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle); - m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; - SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle); - } - } - } - } - } - } - break; - } - } else { - ClearLookFlag(); - bObjectiveCompleted = true; - } - } - case OBJECTIVE_KILL_CHAR_ON_FOOT: - { - bool killPlayerInNoPoliceZone = false; - if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT && InVehicle()) { - SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); - break; - } - if (!m_pedInObjective || m_pedInObjective->DyingOrDead()) { - ClearLookFlag(); - bObjectiveCompleted = true; - SetMoveAnim(); - break; - } - if (m_pedInObjective->IsPlayer() && CCullZones::NoPolice()) - killPlayerInNoPoliceZone = true; - - if (!bNotAllowedToDuck || killPlayerInNoPoliceZone) { - if (m_nPedType == PEDTYPE_COP && !m_pedInObjective->GetWeapon()->IsTypeMelee() && !GetWeapon()->IsTypeMelee()) - bNotAllowedToDuck = true; - } else { - if (!m_pedInObjective->bInVehicle) { - if (m_pedInObjective->GetWeapon()->IsTypeMelee() || GetWeapon()->IsTypeMelee()) { - bNotAllowedToDuck = false; - bCrouchWhenShooting = false; - } else if (DuckAndCover()) { - break; - } - } else { - bNotAllowedToDuck = false; - bCrouchWhenShooting = false; - } - } - if (m_leaveCarTimer > CTimer::GetTimeInMilliseconds() && !bKindaStayInSamePlace) { - SetMoveState(PEDMOVE_STILL); - break; - } - if (m_pedInObjective->IsPlayer()) { - CPlayerPed *player = FindPlayerPed(); - if (m_nPedType == PEDTYPE_COP && player->m_pWanted->m_bIgnoredByCops - || player->m_pWanted->m_bIgnoredByEveryone - || m_pedInObjective->bIsInWater - || m_pedInObjective->m_nPedState == PED_ARRESTED) { - - if (m_nPedState != PED_ARREST_PLAYER) - SetIdle(); - - break; - } - } - CWeaponInfo *wepInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); - float wepRange = wepInfo->m_fRange; - float wepRangeAdjusted; - if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) { - wepRangeAdjusted = wepRange / 3.0f; - } else { - if (m_nPedState == PED_FIGHT) { - if (!IsPlayer() && !(m_pedStats->m_flags & STAT_CAN_KICK)) - wepRange = 2.0f; - } else { - wepRange = 1.3f; - } - wepRangeAdjusted = wepRange; - } - if (m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds() && wepRangeAdjusted < 2.5f) { - wepRangeAdjusted = 2.5f; - } - if (m_pedInObjective->IsPlayer() && m_nPedType != PEDTYPE_COP - && CharCreatedBy != MISSION_CHAR && FindPlayerPed()->m_pWanted->m_CurrentCops) { - SetObjective(OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE); - break; - } - if (m_pedInObjective->m_fHealth <= 0.0f) { - bObjectiveCompleted = true; - bScriptObjectiveCompleted = true; - SetMoveAnim(); - break; - } - float distWithTargetSc = distWithTarget.Magnitude(); - if (m_pedInObjective->bInVehicle && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) { - CVehicle *vehOfTarget = m_pedInObjective->m_pMyVehicle; - if (vehOfTarget->bIsInWater || vehOfTarget->GetStatus() == STATUS_PLAYER_DISABLED - || m_pedInObjective->IsPlayer() && CPad::GetPad(0)->ArePlayerControlsDisabled()) { - SetIdle(); - return; - } - SetLookFlag(vehOfTarget, false); - if (m_nPedState != PED_CARJACK) { - if (m_pedInObjective->m_nPedState != PED_ARRESTED) { - if (m_attackTimer < CTimer::GetTimeInMilliseconds() && wepInfo->m_eWeaponFire != WEAPON_FIRE_MELEE - && distWithTargetSc < wepRange && distWithTargetSc > 3.0f) { - - // I hope so - CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f); - CVector maxShotPos = vehOfTarget->GetPosition() - ourHead; - maxShotPos.Normalise(); - maxShotPos = maxShotPos * wepInfo->m_fRange + ourHead; - - CWorld::bIncludeDeadPeds = true; - CColPoint foundCol; - CEntity *foundEnt; - CWorld::ProcessLineOfSight(ourHead, maxShotPos, foundCol, foundEnt, - true, true, true, true, false, true, false); - CWorld::bIncludeDeadPeds = false; - if (foundEnt == vehOfTarget) { - SetAttack(vehOfTarget); - m_pPointGunAt = vehOfTarget; - if (vehOfTarget) - vehOfTarget->RegisterReference((CEntity **) &m_pPointGunAt); - - SetShootTimer(CGeneral::GetRandomNumberInRange(500, 2000)); - if (distWithTargetSc <= m_distanceToCountSeekDone) { - SetAttackTimer(CGeneral::GetRandomNumberInRange(200, 500)); - SetMoveState(PEDMOVE_STILL); - } else { - SetAttackTimer(CGeneral::GetRandomNumberInRange(2000, 5000)); - } - } - } - else if (m_nPedState != PED_ATTACK && !bKindaStayInSamePlace && !killPlayerInNoPoliceZone) { - if (vehOfTarget) { - if (m_nPedType == PEDTYPE_COP || vehOfTarget->bIsBus) { - GoToNearestDoor(vehOfTarget); - } else { - m_vehEnterType = 0; - if (m_pedInObjective == vehOfTarget->pDriver || vehOfTarget->bIsBus) { - m_vehEnterType = CAR_DOOR_LF; - } else if (m_pedInObjective == vehOfTarget->pPassengers[0]) { - m_vehEnterType = CAR_DOOR_RF; - } else if (m_pedInObjective == vehOfTarget->pPassengers[1]) { - m_vehEnterType = CAR_DOOR_LR; - } else if (m_pedInObjective == vehOfTarget->pPassengers[2]) { - m_vehEnterType = CAR_DOOR_RR; - } - // Unused - // GetPositionToOpenCarDoor(vehOfTarget, m_vehEnterType); - SetSeekCar(vehOfTarget, m_vehEnterType); - SetMoveState(PEDMOVE_RUN); - } - } - } - } - } - SetMoveAnim(); - break; - } - if (m_nMoveState == PEDMOVE_STILL && IsPedInControl()) { - SetLookFlag(m_pedInObjective, false); - TurnBody(); - } - if (m_nPedType == PEDTYPE_COP && distWithTargetSc < 1.5f && m_pedInObjective->IsPlayer()) { - if (m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds() - || m_pedInObjective->m_nPedState == PED_DRAG_FROM_CAR) { - - ((CCopPed*)this)->SetArrestPlayer(m_pedInObjective); - return; - } - } - if (!bKindaStayInSamePlace && !bStopAndShoot && m_nPedState != PED_ATTACK && !killPlayerInNoPoliceZone) { - if (distWithTargetSc > wepRange - || m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds() - || m_pedInObjective->m_nPedState == PED_ARRESTED - || m_pedInObjective->EnteringCar() && distWithTargetSc < 3.0f - || distWithTargetSc > m_distanceToCountSeekDone && !CanSeeEntity(m_pedInObjective)) { - - if (m_pedInObjective->EnteringCar()) - wepRangeAdjusted = 2.0f; - - if (bUsePedNodeSeek) { - CVector bestCoords(0.0f, 0.0f, 0.0f); - m_vecSeekPos = m_pedInObjective->GetPosition(); - - if (!m_pNextPathNode) - FindBestCoordsFromNodes(m_vecSeekPos, &bestCoords); - - if (m_pNextPathNode) - m_vecSeekPos = m_pNextPathNode->GetPosition(); - - SetSeek(m_vecSeekPos, m_distanceToCountSeekDone); - } else { - SetSeek(m_pedInObjective, wepRangeAdjusted); - } - bCrouchWhenShooting = false; - if (m_pedInObjective->m_pCurrentPhysSurface && distWithTargetSc < 5.0f) { - if (wepRange <= 5.0f) { - if (m_pedInObjective->IsPlayer() - && FindPlayerPed()->m_bSpeedTimerFlag - && (IsGangMember() || m_nPedType == PEDTYPE_COP) - && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) { - GiveWeapon(WEAPONTYPE_COLT45, 1000); - SetCurrentWeapon(WEAPONTYPE_COLT45); - } - } else { - bStopAndShoot = true; - } - SetMoveState(PEDMOVE_STILL); - SetMoveAnim(); - break; - } - bStopAndShoot = false; - SetMoveAnim(); - break; - } - } - if (m_attackTimer < CTimer::GetTimeInMilliseconds() - && distWithTargetSc < wepRange && m_pedInObjective->m_nPedState != PED_GETUP && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) { - if (bIsDucking) { - CAnimBlendAssociation *duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN); - if (duckAnim) { - duckAnim->blendDelta = -2.0f; - break; - } - bIsDucking = false; - } else if (wepRange <= 5.0f) { - SetMoveState(PEDMOVE_STILL); - SetAttack(m_pedInObjective); - m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( - m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y, - GetPosition().x, GetPosition().y); - SetShootTimer(CGeneral::GetRandomNumberInRange(0.0f, 500.0f)); - SetAttackTimer(CGeneral::GetRandomNumberInRange(0.0f, 1500.0f)); - bObstacleShowedUpDuringKillObjective = false; - - } else { - CVector target; - CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f); - if (m_pedInObjective->IsPed()) - m_pedInObjective->m_pedIK.GetComponentPosition((RwV3d*)&target, PED_MID); - else - target = m_pedInObjective->GetPosition(); - - target -= ourHead; - target.Normalise(); - target = target * wepInfo->m_fRange + ourHead; - - CWorld::bIncludeDeadPeds = true; - CEntity *foundEnt = nil; - CColPoint foundCol; - - CWorld::ProcessLineOfSight( - ourHead, target, foundCol, foundEnt, - true, true, true, false, true, false); - CWorld::bIncludeDeadPeds = 0; - if (foundEnt == m_pedInObjective) { - SetAttack(m_pedInObjective); - m_pPointGunAt = m_pedInObjective; - if (m_pedInObjective) - m_pedInObjective->RegisterReference((CEntity **) &m_pPointGunAt); - - SetShootTimer(CGeneral::GetRandomNumberInRange(500.0f, 2000.0f)); - - int time; - if (distWithTargetSc <= wepRangeAdjusted) - time = CGeneral::GetRandomNumberInRange(100.0f, 500.0f); - else - time = CGeneral::GetRandomNumberInRange(1500.0f, 3000.0f); - - SetAttackTimer(time); - bObstacleShowedUpDuringKillObjective = false; - - } else if (foundEnt) { - if (foundEnt->IsPed()) { - SetAttackTimer(CGeneral::GetRandomNumberInRange(500.0f, 1000.0f)); - bObstacleShowedUpDuringKillObjective = false; - } else { - if (foundEnt->IsObject()) { - SetAttackTimer(CGeneral::GetRandomNumberInRange(200.0f, 400.0f)); - bObstacleShowedUpDuringKillObjective = true; - } else if (foundEnt->IsVehicle()) { - SetAttackTimer(CGeneral::GetRandomNumberInRange(400.0f, 600.0f)); - bObstacleShowedUpDuringKillObjective = true; - } else { - SetAttackTimer(CGeneral::GetRandomNumberInRange(700.0f, 1200.0f)); - bObstacleShowedUpDuringKillObjective = true; - } - } - - m_fleeFrom = foundEnt; - m_fleeFrom->RegisterReference((CEntity**) &m_fleeFrom); - SetPointGunAt(m_pedInObjective); - } - } - } else { - if (!m_pedInObjective->m_pCurrentPhysSurface) - bStopAndShoot = false; - - if (m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT) { - - // This is weird... - if (bNotAllowedToDuck && bKindaStayInSamePlace) { - if (!bIsDucking) { - CAnimBlendAssociation* duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN); - if (!duckAnim || duckAnim->blendDelta < 0.0f) { - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DUCK_DOWN, 4.0f); - bIsDucking = true; - } - break; - } else { - CAnimBlendAssociation* duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN); - if (!duckAnim || duckAnim->blendDelta < 0.0f) { - bIsDucking = false; - } else { - break; - } - } - } - if (bObstacleShowedUpDuringKillObjective) { - if (m_nPedType == PEDTYPE_COP) { - if (GetWeapon()->m_eWeaponType > WEAPONTYPE_COLT45 - || m_fleeFrom && m_fleeFrom->IsObject()) { - wepRangeAdjusted = 6.0f; - } else if (m_fleeFrom && m_fleeFrom->IsVehicle()) { - wepRangeAdjusted = 4.0f; - } else { - wepRangeAdjusted = 2.0f; - } - } else { - wepRangeAdjusted = 2.0f; - } - } - if (distWithTargetSc <= wepRangeAdjusted) { - SetMoveState(PEDMOVE_STILL); - bIsPointingGunAt = true; - if (m_nPedState != PED_AIM_GUN && !bDuckAndCover) { - m_attackTimer = CTimer::GetTimeInMilliseconds(); - SetIdle(); - } - } else { - if (m_nPedState != PED_SEEK_ENTITY && m_nPedState != PED_SEEK_POS - && !bStopAndShoot && !killPlayerInNoPoliceZone && !bKindaStayInSamePlace) { - Say(SOUND_PED_ATTACK); - SetSeek(m_pedInObjective, wepRangeAdjusted); - bIsRunning = true; - } - } - } - } - - if (distWithTargetSc < 2.5f && wepRange > 5.0f - && wepInfo->m_eWeaponFire != WEAPON_FIRE_MELEE) { - - SetAttack(m_pedInObjective); - if (m_attackTimer < CTimer::GetTimeInMilliseconds()) { - int time = CGeneral::GetRandomNumberInRange(500.0f, 1000.0f); - SetAttackTimer(time); - SetShootTimer(time - 500); - } - SetMoveState(PEDMOVE_STILL); - } - if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) - m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y, GetPosition().x, GetPosition().y); - - SetMoveAnim(); - break; - } - case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE: - case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS: - { - if (InVehicle()) { - if (m_nPedState == PED_DRIVING) - SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); - } else if (m_nPedState != PED_FLEE_ENTITY) { - int time; - if (m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS) - time = 0; - else - time = 6000; - - SetFindPathAndFlee(m_pedInObjective, time); - } - break; - } - case OBJECTIVE_GOTO_CHAR_ON_FOOT: { - if (m_pedInObjective) { - float safeDistance = 2.0f; - if (m_pedInObjective->bInVehicle) - safeDistance = 3.0f; - - float distWithTargetSc = distWithTarget.Magnitude(); - if (m_nPedStateTimer < CTimer::GetTimeInMilliseconds()) { - if (distWithTargetSc <= safeDistance) { - bScriptObjectiveCompleted = true; - if (m_nPedState != PED_ATTACK) { - SetIdle(); - m_pLookTarget = m_pedInObjective; - m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); - TurnBody(); - } - if (distWithTargetSc > 2.0f) - SetMoveState(m_pedInObjective->m_nMoveState); - else - SetMoveState(PEDMOVE_STILL); - } else { - SetSeek(m_pedInObjective, safeDistance); - if (distWithTargetSc >= 5.0f) { - if (m_leader && m_leader->m_nMoveState == PEDMOVE_SPRINT) - SetMoveState(PEDMOVE_SPRINT); - else - SetMoveState(PEDMOVE_RUN); - } else { - if (m_leader && m_leader->m_nMoveState != PEDMOVE_STILL - && m_leader->m_nMoveState != PEDMOVE_NONE) { - if (m_leader->IsPlayer()) { - if (distWithTargetSc >= 3.0f && FindPlayerPed()->m_fMoveSpeed >= 1.3f) - SetMoveState(PEDMOVE_RUN); - else - SetMoveState(PEDMOVE_WALK); - } else { - SetMoveState(m_leader->m_nMoveState); - } - } else if (distWithTargetSc <= 3.0f) { - SetMoveState(PEDMOVE_WALK); - } else { - SetMoveState(PEDMOVE_RUN); - } - } - } - } - } else { - SetObjective(OBJECTIVE_NONE); - } - break; - } - case OBJECTIVE_FOLLOW_CHAR_IN_FORMATION: - { - if (m_pedInObjective) { - CVector posToGo = GetFormationPosition(); - distWithTarget = posToGo - carOrOurPos; - SetSeek(posToGo, 1.0f); - if (distWithTarget.Magnitude() <= 3.0f) { - SetSeek(posToGo, 1.0f); - if (m_pedInObjective->m_nMoveState != PEDMOVE_STILL) - SetMoveState(m_pedInObjective->m_nMoveState); - } else { - SetSeek(posToGo, 1.0f); - SetMoveState(PEDMOVE_RUN); - } - } else { - SetObjective(OBJECTIVE_NONE); - } - break; - } - case OBJECTIVE_ENTER_CAR_AS_PASSENGER: - { - if (m_carInObjective) { - if (!bInVehicle && m_carInObjective->m_nNumPassengers >= m_carInObjective->m_nNumMaxPassengers) { - RestorePreviousObjective(); - RestorePreviousState(); - if (IsPedInControl()) - m_pMyVehicle = nil; - - break; - } - - if (m_prevObjective == OBJECTIVE_HAIL_TAXI && !((CAutomobile*)m_carInObjective)->bTaxiLight) { - RestorePreviousObjective(); - ClearObjective(); - SetWanderPath(CGeneral::GetRandomNumber() & 7); - bIsRunning = false; - break; - } - if (m_objectiveTimer && m_objectiveTimer < CTimer::GetTimeInMilliseconds()) { - if (!EnteringCar()) { - bool foundSeat = false; - if (m_carInObjective->pPassengers[0] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_RF) { - if (m_carInObjective->pPassengers[1] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_LR) { - if (m_carInObjective->pPassengers[2] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_RR) { - foundSeat = false; - } else { - m_vehEnterType = CAR_DOOR_RR; - foundSeat = true; - } - } else { - m_vehEnterType = CAR_DOOR_LR; - foundSeat = true; - } - } else { - m_vehEnterType = CAR_DOOR_RF; - foundSeat = true; - } - for (int i = 2; i < m_carInObjective->m_nNumMaxPassengers; ++i) { - if (!m_carInObjective->pPassengers[i] && !(m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_RF)) { - m_vehEnterType = CAR_DOOR_RF; - foundSeat = true; - } - } - if (foundSeat) { - SetPosition(GetPositionToOpenCarDoor(m_carInObjective, m_vehEnterType)); - SetEnterCar(m_carInObjective, m_vehEnterType); - } - } - m_objectiveTimer = 0; - } - } - // fall through - } - case OBJECTIVE_ENTER_CAR_AS_DRIVER: - { - if (!m_carInObjective || bInVehicle) { -#ifdef VC_PED_PORTS - if (bInVehicle && m_pMyVehicle != m_carInObjective) { - SetExitCar(m_pMyVehicle, 0); - } else -#endif - { - bObjectiveCompleted = true; - bScriptObjectiveCompleted = true; - RestorePreviousState(); - } - } else { - if (m_leaveCarTimer > CTimer::GetTimeInMilliseconds()) { - SetMoveState(PEDMOVE_STILL); - break; - } - if (IsPedInControl()) { - if (m_prevObjective == OBJECTIVE_KILL_CHAR_ANY_MEANS) { - if (distWithTarget.Magnitude() < 20.0f) { - RestorePreviousObjective(); - RestorePreviousState(); - return; - } - if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) { - if (m_carInObjective->pDriver -#ifdef VC_PED_PORTS - && !IsPlayer() -#endif - ) { - if (m_carInObjective->pDriver->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS && m_carInObjective->pDriver != m_pedInObjective) { - SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective); - m_carInObjective->bIsBeingCarJacked = false; - } - } - } - } else if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) { - if (m_carInObjective->pDriver -#ifdef VC_PED_PORTS - && (CharCreatedBy != MISSION_CHAR || m_carInObjective->pDriver->CharCreatedBy != RANDOM_CHAR) -#endif - ) { - if (m_carInObjective->pDriver->m_nPedType == m_nPedType) { - SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective); - m_carInObjective->bIsBeingCarJacked = false; - } - } - } - if (m_carInObjective->IsUpsideDown() && m_carInObjective->m_vehType != VEHICLE_TYPE_BIKE) { - RestorePreviousObjective(); - RestorePreviousState(); - return; - } - if (!m_carInObjective->IsBoat() || m_nPedState == PED_SEEK_IN_BOAT) { - if (m_nPedState != PED_SEEK_CAR) - SetSeekCar(m_carInObjective, 0); - } else { - SetSeekBoatPosition(m_carInObjective); - } - if (m_nMoveState == PEDMOVE_STILL && !bVehEnterDoorIsBlocked) - SetMoveState(PEDMOVE_RUN); - - if (m_carInObjective && m_carInObjective->m_fHealth > 0.0f) { - distWithTarget = m_carInObjective->GetPosition() - GetPosition(); - if (!bInVehicle) { - if (nEnterCarRangeMultiplier * ENTER_CAR_MAX_DIST < distWithTarget.Magnitude()) { - if (!m_carInObjective->pDriver && !m_carInObjective->GetIsOnScreen() && !GetIsOnScreen()) - WarpPedToNearEntityOffScreen(m_carInObjective); - - if (CharCreatedBy != MISSION_CHAR || m_prevObjective == OBJECTIVE_KILL_CHAR_ANY_MEANS -#ifdef VC_PED_PORTS - || IsPlayer() && !CPad::GetPad(0)->ArePlayerControlsDisabled() -#endif - ) { - RestorePreviousObjective(); - RestorePreviousState(); - if (IsPedInControl()) - m_pMyVehicle = nil; - } else { - SetIdle(); - SetMoveState(PEDMOVE_STILL); - } - } - } - } else if (!bInVehicle) { - RestorePreviousObjective(); - RestorePreviousState(); - if (IsPedInControl()) - m_pMyVehicle = nil; - } - } - } - break; + particleProduceFootSplash(this, footPos, 0.15f, 4); } - case OBJECTIVE_DESTROY_CAR: - { - if (!m_carInObjective) { - ClearLookFlag(); - bObjectiveCompleted = true; - break; - } - float distWithTargetSc = distWithTarget.Magnitude(); - CWeaponInfo *wepInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); - float wepRange = wepInfo->m_fRange; - m_pLookTarget = m_carInObjective; - m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); - - m_pSeekTarget = m_carInObjective; - m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget); - - TurnBody(); - if (m_carInObjective->m_fHealth <= 0.0f) { - ClearLookFlag(); - bScriptObjectiveCompleted = true; - break; - } - - if (m_attackTimer < CTimer::GetTimeInMilliseconds() && wepInfo->m_eWeaponFire != WEAPON_FIRE_MELEE - && distWithTargetSc < wepRange) { - - // I hope so - CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f); - CVector maxShotPos = m_carInObjective->GetPosition() - ourHead; - maxShotPos.Normalise(); - maxShotPos = maxShotPos * wepInfo->m_fRange + ourHead; - - CWorld::bIncludeDeadPeds = true; - CColPoint foundCol; - CEntity *foundEnt; - CWorld::ProcessLineOfSight(ourHead, maxShotPos, foundCol, foundEnt, - true, true, true, true, false, true, false); - CWorld::bIncludeDeadPeds = false; - if (foundEnt == m_carInObjective) { - SetAttack(m_carInObjective); - m_pPointGunAt = m_carInObjective; - if (m_pPointGunAt) - m_pPointGunAt->RegisterReference((CEntity **) &m_pPointGunAt); - - SetShootTimer(CGeneral::GetRandomNumberInRange(500, 2000)); - if (distWithTargetSc > 10.0f && !bKindaStayInSamePlace) { - SetAttackTimer(CGeneral::GetRandomNumberInRange(2000, 5000)); - } else { - SetAttackTimer(CGeneral::GetRandomNumberInRange(50, 300)); - SetMoveState(PEDMOVE_STILL); - } - } - } else if (m_nPedState != PED_ATTACK && !bKindaStayInSamePlace) { + } + } - float safeDistance; - if (wepRange <= 5.0f) - safeDistance = 3.0f; - else - safeDistance = wepRange * 0.25f; + if (m_nSurfaceTouched == SURFACE_WATER) { + float pedSpeed = CVector2D(m_vecMoveSpeed).Magnitude(); + if (pedSpeed > 0.03f && CTimer::GetFrameCounter() % 2 == 0 && pedSpeed > 0.13f) { +#ifdef PC_PARTICLE + float particleSize = pedSpeed * 2.0f; - SetSeek(m_carInObjective, safeDistance); - SetMoveState(PEDMOVE_RUN); - } - SetLookFlag(m_carInObjective, false); - TurnBody(); - break; - } - case OBJECTIVE_GOTO_AREA_ANY_MEANS: - { - distWithTarget = m_nextRoutePointPos - GetPosition(); - distWithTarget.z = 0.0f; - if (InVehicle()) { - CCarAI::GetCarToGoToCoors(m_pMyVehicle, &m_nextRoutePointPos); - CCarCtrl::RegisterVehicleOfInterest(m_pMyVehicle); - if (distWithTarget.MagnitudeSqr() < sq(20.0f)) { - m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; - ForceStoredObjective(OBJECTIVE_GOTO_AREA_ANY_MEANS); - SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); - } - break; - } - if (distWithTarget.Magnitude() > 30.0f) { - if (m_pMyVehicle) { - m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; - } else { - float closestVehDist = SQR(60.0f); - int16 lastVehicle; - CEntity* vehicles[8]; - CWorld::FindObjectsInRange(GetPosition(), 25.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false); - CVehicle* foundVeh = nil; - for (int i = 0; i < lastVehicle; i++) { - CVehicle* nearVeh = (CVehicle*)vehicles[i]; - /* - Not used. - CVector vehSpeed = nearVeh->GetSpeed(); - CVector ourSpeed = GetSpeed(); - */ - CVector vehDistVec = nearVeh->GetPosition() - GetPosition(); - if (vehDistVec.MagnitudeSqr() < closestVehDist - && m_pedInObjective->m_pMyVehicle != nearVeh) - { - foundVeh = nearVeh; - closestVehDist = vehDistVec.MagnitudeSqr(); - } - } - m_pMyVehicle = foundVeh; - if (m_pMyVehicle) { - m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle); - m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; - SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle); - } - } - break; - } - // fall through - } - case OBJECTIVE_GOTO_AREA_ON_FOOT: - case OBJECTIVE_RUN_TO_AREA: - { - if ((m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT || m_objective == OBJECTIVE_RUN_TO_AREA) - && InVehicle()) { - SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); - } else { - distWithTarget = m_nextRoutePointPos - GetPosition(); - distWithTarget.z = 0.0f; - if (sq(m_distanceToCountSeekDone) >= distWithTarget.MagnitudeSqr()) { - bObjectiveCompleted = true; - bScriptObjectiveCompleted = true; - SetMoveState(PEDMOVE_STILL); - } else if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer || m_nPedState != PED_SEEK_POS) { - if (bUsePedNodeSeek) { - CVector bestCoords(0.0f, 0.0f, 0.0f); - m_vecSeekPos = m_nextRoutePointPos; + if (particleSize < 0.25f) + particleSize = 0.25f; - if (!m_pNextPathNode) - FindBestCoordsFromNodes(m_vecSeekPos, &bestCoords); + if (particleSize > 0.75f) + particleSize = 0.75f; - if (m_pNextPathNode) - m_vecSeekPos = m_pNextPathNode->GetPosition(); - } - SetSeek(m_vecSeekPos, m_distanceToCountSeekDone); - } - } + CVector particlePos = GetPosition() + GetForward() * 0.3f; + particlePos.z -= 1.2f; - break; - } - case OBJECTIVE_GUARD_ATTACK: - { - if (m_pedInObjective) { - SetLookFlag(m_pedInObjective, true); - m_pLookTarget = m_pedInObjective; - m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); - m_lookTimer = m_attackTimer; - TurnBody(); - float distWithTargetSc = distWithTarget.Magnitude(); - if (distWithTargetSc >= 20.0f) { - RestorePreviousObjective(); - } else if (m_attackTimer < CTimer::GetTimeInMilliseconds()) { - if (m_nPedState != PED_SEEK_ENTITY && distWithTargetSc >= 2.0f) { - SetSeek(m_pedInObjective, 1.0f); - } else { - SetAttack(m_pedInObjective); - SetShootTimer(CGeneral::GetRandomNumberInRange(500.0f, 1500.0f)); - } - SetAttackTimer(1000); - } - } else { - RestorePreviousObjective(); - } - break; - } - case OBJECTIVE_FOLLOW_ROUTE: - if (HaveReachedNextPointOnRoute(1.0f)) { - int nextPoint = GetNextPointOnRoute(); - m_nextRoutePointPos = CRouteNode::GetPointPosition(nextPoint); - } else { - SetSeek(m_nextRoutePointPos, 0.8f); - } - break; - case OBJECTIVE_SOLICIT_VEHICLE: - if (m_carInObjective) { - if (m_objectiveTimer <= CTimer::GetTimeInMilliseconds()) { - if (!bInVehicle) { - SetObjective(OBJECTIVE_NONE); - SetWanderPath(CGeneral::GetRandomNumber() & 7); - m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000; - if (IsPedInControl()) - m_pMyVehicle = nil; - } - } else { - if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_SOLICIT) - SetSeekCar(m_carInObjective, 0); - } - } else { - RestorePreviousObjective(); - RestorePreviousState(); - if (IsPedInControl()) - m_pMyVehicle = nil; - } - break; - case OBJECTIVE_HAIL_TAXI: - if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TAXI) && CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { - Say(SOUND_PED_TAXI_WAIT); - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TAXI, 4.0f); - m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000; - } - break; - case OBJECTIVE_CATCH_TRAIN: - { - if (m_carInObjective) { - SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective); - } else { - CVehicle* trainToEnter = nil; - float closestCarDist = CHECK_NEARBY_THINGS_MAX_DIST; - CVector pos = GetPosition(); - int16 lastVehicle; - CEntity* vehicles[8]; - - CWorld::FindObjectsInRange(pos, 10.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false); - for (int i = 0; i < lastVehicle; i++) { - CVehicle* nearVeh = (CVehicle*)vehicles[i]; - if (nearVeh->IsTrain()) { - CVector vehDistVec = GetPosition() - nearVeh->GetPosition(); - float vehDist = vehDistVec.Magnitude(); - if (vehDist < closestCarDist && m_pedInObjective->m_pMyVehicle != nearVeh) - { - trainToEnter = nearVeh; - closestCarDist = vehDist; - } - } - } - if (trainToEnter) { - m_carInObjective = trainToEnter; - m_carInObjective->RegisterReference((CEntity **) &m_carInObjective); - } - } - break; - } - case OBJECTIVE_BUY_ICE_CREAM: - if (m_carInObjective) { - if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_BUY_ICECREAM) - SetSeekCar(m_carInObjective, 0); - } else { - RestorePreviousObjective(); - RestorePreviousState(); - if (IsPedInControl()) - m_pMyVehicle = nil; - } - break; - case OBJECTIVE_STEAL_ANY_CAR: - { - if (bInVehicle) { - bScriptObjectiveCompleted = true; - RestorePreviousObjective(); - } else if (m_hitRecoverTimer < CTimer::GetTimeInMilliseconds()) { - CVehicle *carToSteal = nil; - float closestCarDist = ENTER_CAR_MAX_DIST; - CVector pos = GetPosition(); - int16 lastVehicle; - CEntity *vehicles[8]; - - // NB: This should've been ENTER_CAR_MAX_DIST actually, and is fixed in VC. - CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false); - for(int i = 0; i < lastVehicle; i++) { - CVehicle *nearVeh = (CVehicle*)vehicles[i]; - if (nearVeh->VehicleCreatedBy != MISSION_VEHICLE) { - if (nearVeh->m_vecMoveSpeed.Magnitude() <= 0.1f) { - if (nearVeh->CanPedOpenLocks(this)) { - CVector vehDistVec = GetPosition() - nearVeh->GetPosition(); - float vehDist = vehDistVec.Magnitude(); - if (vehDist < closestCarDist) { - carToSteal = nearVeh; - closestCarDist = vehDist; - } - } - } - } - } - if (carToSteal) { - SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, carToSteal); - m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000; - } else { - RestorePreviousObjective(); - RestorePreviousState(); - } - } - break; - } - case OBJECTIVE_MUG_CHAR: - { - if (m_pedInObjective) { - if (m_pedInObjective->IsPlayer() || m_pedInObjective->bInVehicle || m_pedInObjective->m_fHealth <= 0.0f) { - ClearObjective(); - return; - } - if (m_pedInObjective->m_nMoveState > PEDMOVE_WALK) { - ClearObjective(); - return; - } - if (m_pedInObjective->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT && m_pedInObjective->m_pedInObjective == this) { - SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pedInObjective); - SetMoveState(PEDMOVE_SPRINT); - return; - } - if (m_pedInObjective->m_nPedState == PED_FLEE_ENTITY && m_fleeFrom == this - || m_pedInObjective->m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE && m_pedInObjective->m_pedInObjective == this) { - ClearObjective(); - SetFindPathAndFlee(m_pedInObjective, 15000, true); - return; - } - float distWithTargetScSqr = distWithTarget.MagnitudeSqr(); - if (distWithTargetScSqr <= sq(10.0f)) { - if (distWithTargetScSqr <= sq(1.4f)) { - CAnimBlendAssociation *reloadAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_AK_RELOAD); - m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( - m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y, - GetPosition().x, GetPosition().y); - - if (reloadAssoc || !m_pedInObjective->IsPedShootable()) { - if (reloadAssoc && - (!reloadAssoc->IsRunning() || reloadAssoc->currentTime / reloadAssoc->hierarchy->totalLength > 0.8f)) { - CAnimBlendAssociation *punchAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_PPUNCH, 8.0f); - punchAssoc->flags |= ASSOC_DELETEFADEDOUT; - punchAssoc->flags |= ASSOC_FADEOUTWHENDONE; - CVector2D offset(distWithTarget.x, distWithTarget.y); - int dir = m_pedInObjective->GetLocalDirection(offset); - m_pedInObjective->StartFightDefend(dir, HITLEVEL_HIGH, 5); - m_pedInObjective->ReactToAttack(this); - m_pedInObjective->Say(SOUND_PED_ROBBED); - Say(SOUND_PED_MUGGING); - bRichFromMugging = true; - - // VC FIX: ClearObjective() clears m_pedInObjective in VC (also same with VC_PED_PORTS), so get it before call - CPed *victim = m_pedInObjective; - ClearObjective(); - if (victim->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT - || victim->m_pedInObjective != this) { - SetFindPathAndFlee(victim, 15000, true); - m_nLastPedState = PED_WANDER_PATH; - } else { - SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, victim); - SetMoveState(PEDMOVE_SPRINT); - m_nLastPedState = PED_WANDER_PATH; - } - } - } else { - eWeaponType weaponType = GetWeapon()->m_eWeaponType; - if (weaponType != WEAPONTYPE_UNARMED && weaponType != WEAPONTYPE_BASEBALLBAT) - SetCurrentWeapon(WEAPONTYPE_UNARMED); + CVector particleDir = m_vecMoveSpeed * -0.75f; - CAnimBlendAssociation *newReloadAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_AK_RELOAD, 8.0f); - newReloadAssoc->flags |= ASSOC_DELETEFADEDOUT; - newReloadAssoc->flags |= ASSOC_FADEOUTWHENDONE; - } - } else { - SetSeek(m_pedInObjective, 1.0f); - CAnimBlendAssociation *walkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK); + particleDir.z = CGeneral::GetRandomNumberInRange(0.01f, 0.03f); + CParticle::AddParticle(PARTICLE_PED_SPLASH, particlePos, particleDir, nil, 0.8f * particleSize, CRGBA(155,155,185,128), 0, 0, 0, 0); - if (walkAssoc) - walkAssoc->speed = 1.3f; - } - } else { - ClearObjective(); - SetWanderPath(CGeneral::GetRandomNumber() & 7); - } - } else { -#ifdef VC_PED_PORTS - m_objective = OBJECTIVE_NONE; -#endif - ClearObjective(); - } - break; - } - case OBJECTIVE_FLEE_CAR: - if (!bInVehicle && m_nPedState != PED_FLEE_ENTITY && m_pMyVehicle) { - RestorePreviousObjective(); - SetFlee(m_pMyVehicle, 6000); - break; - } - // fall through - case OBJECTIVE_LEAVE_CAR: - if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) { - if (InVehicle() -#ifdef VC_PED_PORTS - && (FindPlayerPed() != this || !CPad::GetPad(0)->GetAccelerate() - || bBusJacked) -#endif - ) { - if (m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR && m_nPedState != PED_EXIT_TRAIN - && (m_nPedType != PEDTYPE_COP -#ifdef VC_PED_PORTS - || m_pMyVehicle->IsBoat() -#endif - || m_pMyVehicle->m_vecMoveSpeed.MagnitudeSqr2D() < sq(0.005f))) { - if (m_pMyVehicle->IsTrain()) - SetExitTrain(m_pMyVehicle); -#ifdef VC_PED_PORTS - else if (m_pMyVehicle->IsBoat()) - SetExitBoat(m_pMyVehicle); -#endif - else - SetExitCar(m_pMyVehicle, 0); - } - } else { - RestorePreviousObjective(); - } - } - break; -#ifdef VC_PED_PORTS - case OBJECTIVE_LEAVE_CAR_AND_DIE: - { - if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) { - if (InVehicle()) { - if (m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR && m_nPedState != PED_EXIT_TRAIN) { - if (m_pMyVehicle->IsBoat()) - SetExitBoat(m_pMyVehicle); - else if (m_pMyVehicle->bIsBus) - SetExitCar(m_pMyVehicle, 0); - else { - eCarNodes doorNode = CAR_DOOR_LF; - if (m_pMyVehicle->pDriver != this) { - if (m_pMyVehicle->pPassengers[0] == this) { - doorNode = CAR_DOOR_RF; - } else if (m_pMyVehicle->pPassengers[1] == this) { - doorNode = CAR_DOOR_LR; - } else if (m_pMyVehicle->pPassengers[2] == this) { - doorNode = CAR_DOOR_RR; - } - } - SetBeingDraggedFromCar(m_pMyVehicle, doorNode, false); - } - } - } - } - break; - } + particleDir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.05f); + CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, particlePos, particleDir, nil, particleSize, CRGBA(255,255,255,255), 0, 0, 0, 0); +#else + CVector particlePos = (GetPosition() - 0.3f * GetUp()) + GetForward()*0.3f; + CVector particleDir = m_vecMoveSpeed * 0.45f; + particleDir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.05f); + CParticle::AddParticle(PARTICLE_PED_SPLASH, particlePos-CVector(0.0f, 0.0f, 1.2f), particleDir, nil, 0.0f, CRGBA(155, 185, 155, 255)); #endif } - if (bObjectiveCompleted - || m_objectiveTimer > 0 && CTimer::GetTimeInMilliseconds() > m_objectiveTimer) { - RestorePreviousObjective(); - if (m_objectiveTimer > CTimer::GetTimeInMilliseconds() || !m_objectiveTimer) - m_objectiveTimer = CTimer::GetTimeInMilliseconds() - 1; - - if (CharCreatedBy != RANDOM_CHAR || bInVehicle) { - if (IsPedInControl()) - RestorePreviousState(); - } else { - SetWanderPath(CGeneral::GetRandomNumber() & 7); - } - ClearAimFlag(); - ClearLookFlag(); - } } } -void -CPed::SetShootTimer(uint32 time) -{ - if (CTimer::GetTimeInMilliseconds() > m_shootTimer) { - m_shootTimer = CTimer::GetTimeInMilliseconds() + time; - } -} - -void -CPed::SetSeekCar(CVehicle *car, uint32 doorNode) -{ - if (m_nPedState == PED_SEEK_CAR) - return; - -#ifdef VC_PED_PORTS - if (!CanSetPedState() || m_nPedState == PED_DRIVING) - return; -#endif - - SetStoredState(); - m_pSeekTarget = car; - m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget); - m_carInObjective = car; - m_carInObjective->RegisterReference((CEntity**) &m_carInObjective); - m_pMyVehicle = car; - m_pMyVehicle->RegisterReference((CEntity**) &m_pMyVehicle); - // m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget); - m_vehEnterType = doorNode; - m_distanceToCountSeekDone = 0.5f; - m_nPedState = PED_SEEK_CAR; - -} - -void -CPed::SetSeekBoatPosition(CVehicle *boat) +// Actually GetLocalDirectionTo(Turn/Look) +int +CPed::GetLocalDirection(const CVector2D &posOffset) { - if (m_nPedState == PED_SEEK_IN_BOAT || boat->pDriver -#if defined VC_PED_PORTS || defined FIX_BUGS - || !IsPedInControl() -#endif - ) - return; + int direction; + float angle; - SetStoredState(); - m_carInObjective = boat; - m_carInObjective->RegisterReference((CEntity **) &m_carInObjective); - m_pMyVehicle = boat; - m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle); - m_distanceToCountSeekDone = 0.5f; - m_nPedState = PED_SEEK_IN_BOAT; -} + for (angle = posOffset.Heading() - m_fRotationCur + DEGTORAD(45.0f); angle < 0.0f; angle += TWOPI); -void -CPed::SetExitTrain(CVehicle* train) -{ - if (m_nPedState == PED_EXIT_TRAIN || train->GetStatus() != STATUS_TRAIN_NOT_MOVING || !((CTrain*)train)->Doors[0].IsFullyOpen()) - return; + for (direction = RADTODEG(angle)/90.0f; direction > 3; direction -= 4); - /* - // Not used - CVector exitPos; - GetNearestTrainPedPosition(train, exitPos); - */ - m_nPedState = PED_EXIT_TRAIN; - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_TRAIN_GETOUT, 4.0f); - m_pVehicleAnim->SetFinishCallback(PedSetOutTrainCB, this); - bUsesCollision = false; - LineUpPedWithTrain(); + // 0-forward, 1-left, 2-backward, 3-right. + return direction; } #ifdef NEW_WALK_AROUND_ALGORITHM @@ -14363,486 +4071,734 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj) m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 280.0f * dist * checkIntervalInTime; } -int32 -CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints) +bool +CPed::IsPedInControl(void) { - bool collidedWithBoat = false; - bool belowTorsoCollided = false; - float gravityEffect = -0.15f * CTimer::GetTimeStep(); - CColPoint intersectionPoint; - CColLine ourLine; + return m_nPedState <= PED_STATES_NO_AI + && !bIsInTheAir && !bIsLanding + && m_fHealth > 0.0f; +} - CColModel *ourCol = CModelInfo::GetModelInfo(GetModelIndex())->GetColModel(); - CColModel *hisCol = CModelInfo::GetModelInfo(collidingEnt->GetModelIndex())->GetColModel(); +bool +CPed::IsPedShootable(void) +{ + return m_nPedState <= PED_STATES_NO_ST; +} - if (!bUsesCollision) - return false; +bool +CPed::UseGroundColModel(void) +{ + return m_nPedState == PED_FALL || + m_nPedState == PED_DIVE_AWAY || + m_nPedState == PED_DIE || + m_nPedState == PED_DEAD; +} - if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat()) - collidedWithBoat = true; +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; +} - // ofc we're not vehicle - if (!m_bIsVehicleBeingShifted && !bSkipLineCol -#ifdef VC_PED_PORTS - && !collidingEnt->IsPed() +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 - ) { - if (!bCollisionProcessed) { + return m_nPedState == PED_NONE || m_nPedState == PED_IDLE || m_nPedState == PED_FLEE_POS || m_nPedState == PED_FLEE_ENTITY || + m_nPedState == PED_ATTACK || m_nPedState == PED_FIGHT || m_nPedState == PED_AIM_GUN || m_nPedState == PED_JUMP; +} + +void +CPed::PedGetupCB(CAnimBlendAssociation* animAssoc, void* arg) +{ + CPed* ped = (CPed*)arg; + + if (ped->m_nPedState == PED_GETUP) + RpAnimBlendClumpSetBlendDeltas(ped->GetClump(), ASSOC_PARTIAL, -1000.0f); + + ped->bFallenDown = false; + animAssoc->blendDelta = -1000.0f; + if (ped->m_nPedState == PED_GETUP) + ped->RestorePreviousState(); + + if (ped->m_nPedState != PED_FLEE_POS && ped->m_nPedState != PED_FLEE_ENTITY) + ped->SetMoveState(PEDMOVE_STILL); + else + ped->SetMoveState(PEDMOVE_RUN); + + ped->SetMoveAnim(); + ped->bGetUpAnimStarted = false; +} + +void +CPed::PedLandCB(CAnimBlendAssociation* animAssoc, void* arg) +{ + CPed* ped = (CPed*)arg; + + animAssoc->blendDelta = -1000.0f; + ped->bIsLanding = false; + + if (ped->m_nPedState == PED_JUMP) + ped->RestorePreviousState(); +} + +void +CPed::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(); #ifdef VC_PED_PORTS - m_pCurrentPhysSurface = nil; + else if (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) { + ped->m_fHealth = 0.0f; + ped->SetDie(ANIM_FLOOR_HIT, 4.0f, 0.5f); + } #endif - 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; + + ped->bInVehicle = false; + if (veh && veh->IsCar() && !veh->IsRoomForPedToLeaveCar(ped->m_vehEnterType, nil)) { + ped->PositionPedOutOfCollision(); + } + + if (ped->m_nPedState == PED_EXIT_CAR) { + if (ped->m_nPedType == PEDTYPE_COP) + ped->SetIdle(); + else + ped->RestorePreviousState(); + + veh = ped->m_pMyVehicle; + if (ped->bFleeAfterExitingCar && veh) { + ped->bFleeAfterExitingCar = false; + ped->SetFlee(veh->GetPosition(), 12000); + ped->bUsePedNodeSeek = true; + ped->m_pNextPathNode = nil; + if (CGeneral::GetRandomNumber() & 1 || ped->m_pedStats->m_fear > 70) { + ped->SetMoveState(PEDMOVE_SPRINT); + ped->Say(SOUND_PED_FLEE_SPRINT); } else { - CVector pos = GetPosition(); - float potentialGroundZ = GetPosition().z - FEET_OFFSET; - if (bWasStanding) { - pos.z += -0.25f; - potentialGroundZ += gravityEffect; + 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); } - if (CCollision::IsStoredPolyStillValidVerticalLine(pos, potentialGroundZ, intersectionPoint, &m_collPoly)) { - bStillOnValidPoly = true; + ped->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 1500; + } + int waitTime = 1500; + ped->SetWaitState(WAITSTATE_PLAYANIM_COWER, &waitTime); + ped->SetMoveState(PEDMOVE_RUN); + startedToRun = true; + } else if (ped->m_objective == OBJECTIVE_NONE && ped->CharCreatedBy != MISSION_CHAR && ped->m_nPedState == PED_IDLE && !ped->IsPlayer()) { + ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f)); + } + } #ifdef VC_PED_PORTS - if(!bSomeVCflag1 || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) { - GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z; - if (bSomeVCflag1) - bSomeVCflag1 = false; - } -#else - GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z; + else { + ped->m_nPedState = PED_IDLE; + } #endif - m_vecMoveSpeed.z = 0.0f; - bIsStanding = true; - } else { - m_collPoly.valid = false; - m_fCollisionSpeed = 0.0f; - bHitSteepSlope = false; + if (animAssoc) + animAssoc->blendDelta = -1000.0f; + + ped->RestartNonPartialAnims(); + ped->m_pVehicleAnim = nil; + CVector posFromZ = ped->GetPosition(); + CPedPlacement::FindZCoorForPed(&posFromZ); + ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); + ped->SetPosition(posFromZ); + veh = ped->m_pMyVehicle; + if (veh) { + if (ped->m_nPedType == PEDTYPE_PROSTITUTE) { + if (veh->pDriver) { + if (veh->pDriver->IsPlayer() && ped->CharCreatedBy == RANDOM_CHAR) { + CWorld::Players[CWorld::PlayerInFocus].m_nNextSexMoneyUpdateTime = 0; + CWorld::Players[CWorld::PlayerInFocus].m_nNextSexFrequencyUpdateTime = 0; + CWorld::Players[CWorld::PlayerInFocus].m_pHooker = nil; + CWorld::Players[CWorld::PlayerInFocus].m_nMoney -= 100; + if (CWorld::Players[CWorld::PlayerInFocus].m_nMoney < 0) + CWorld::Players[CWorld::PlayerInFocus].m_nMoney = 0; } } } + veh->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType); + if (veh->pDriver == ped) { + veh->RemoveDriver(); + veh->SetStatus(STATUS_ABANDONED); + if (veh->m_nDoorLock == CARLOCK_LOCKED_INITIALLY) + veh->m_nDoorLock = CARLOCK_UNLOCKED; + if (ped->m_nPedType == PEDTYPE_COP && veh->IsLawEnforcementVehicle()) + veh->ChangeLawEnforcerState(false); + } else { + veh->RemovePassenger(ped); + } - if (!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 (veh->bIsBus && !veh->IsUpsideDown() && !veh->IsOnItsSide()) { + float angleAfterExit; + if (ped->m_vehEnterType == CAR_DOOR_LF) { + angleAfterExit = HALFPI + veh->GetForward().Heading(); + } else { + angleAfterExit = veh->GetForward().Heading() - HALFPI; } - if (sq(totalRadiusWhenCollided) > (potentialCenter - collidingEnt->GetBoundCentre()).MagnitudeSqr()) { - ourLine.p0 = GetPosition(); - ourLine.p1 = GetPosition(); - ourLine.p1.z = GetPosition().z - FEET_OFFSET; - if (bWasStanding) { - ourLine.p1.z = ourLine.p1.z + gravityEffect; - ourLine.p0.z = ourLine.p0.z + -0.25f; - } - float minDist = 1.0f; - belowTorsoCollided = CCollision::ProcessVerticalLine(ourLine, collidingEnt->GetMatrix(), *hisCol, - intersectionPoint, minDist, false, &m_collPoly); + 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 (collidedWithBoat && bWasStanding && !belowTorsoCollided) { - ourLine.p0.z = ourLine.p1.z; - ourLine.p1.z = ourLine.p1.z + gravityEffect; - belowTorsoCollided = CCollision::ProcessVerticalLine(ourLine, collidingEnt->GetMatrix(), *hisCol, - intersectionPoint, minDist, false, &m_collPoly); - } - if (belowTorsoCollided) { -#ifndef VC_PED_PORTS - if (!collidingEnt->IsPed()) { -#endif - if (!bIsStanding - || FEET_OFFSET + intersectionPoint.point.z > GetPosition().z - || collidedWithBoat && 3.12f + intersectionPoint.point.z > GetPosition().z) { + if (ped->IsPlayer()) + AudioManager.PlayerJustLeftCar(); - if (!collidingEnt->IsVehicle() && !collidingEnt->IsObject()) { - m_pCurSurface = collidingEnt; - collidingEnt->RegisterReference((CEntity**)&m_pCurSurface); - bTryingToReachDryLand = false; - bOnBoat = false; - } else { - m_pCurrentPhysSurface = (CPhysical*)collidingEnt; - collidingEnt->RegisterReference((CEntity**)&m_pCurrentPhysSurface); - m_vecOffsetFromPhysSurface = intersectionPoint.point - collidingEnt->GetPosition(); - m_pCurSurface = collidingEnt; - collidingEnt->RegisterReference((CEntity**)&m_pCurSurface); - m_collPoly.valid = false; - if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat()) { - bOnBoat = true; - } else { - bOnBoat = false; - } - } -#ifdef VC_PED_PORTS - if (!bSomeVCflag1 || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) { - GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z; - if (bSomeVCflag1) - bSomeVCflag1 = false; - } + 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 - GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z; + int createdBy = !ped->CharCreatedBy; #endif - m_nSurfaceTouched = intersectionPoint.surfaceB; - if (m_nSurfaceTouched == SURFACE_STEEP_CLIFF) { - bHitSteepSlope = true; - m_vecDamageNormal = intersectionPoint.normal; - } - } -#ifdef VC_PED_PORTS - float upperSpeedLimit = 0.33f; - float lowerSpeedLimit = -0.25f; - float speed = m_vecMoveSpeed.Magnitude2D(); - if (m_nPedState == PED_IDLE) { - upperSpeedLimit *= 2.0f; - lowerSpeedLimit *= 1.5f; - } - 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; + if (createdBy == MISSION_CHAR && !startedToRun) + ped->SetMoveState(PEDMOVE_WALK); + } +} - 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); - } +void +CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg) +{ + CAnimBlendAssociation *quickJackedAssoc; + CVehicle *vehicle; + CPed *ped = (CPed*)arg; - InflictDamage(collidingEnt, WEAPONTYPE_FALL, damage, PEDPIECE_TORSO, dir); - if (IsPlayer() && damage2 > 5.0f) - Say(SOUND_PED_LAND); + quickJackedAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_CAR_QJACKED); + if (ped->m_nPedState != PED_ARRESTED) { + ped->m_nLastPedState = PED_NONE; + if (dragAssoc) + dragAssoc->blendDelta = -1000.0f; + } + ped->RestartNonPartialAnims(); + ped->m_pVehicleAnim = nil; + ped->m_pSeekTarget = nil; + vehicle = ped->m_pMyVehicle; - } else if (!bWasStanding && fallAnim && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) { - InflictDamage(collidingEnt, WEAPONTYPE_FALL, 15.0f, PEDPIECE_TORSO, 2); - } -#else - float speedSqr = 0.0f; - CAnimBlendAssociation *fallAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL); - if (!bWasStanding && (m_vecMoveSpeed.z < -0.25f || (speedSqr = m_vecMoveSpeed.MagnitudeSqr()) > sq(0.5f))) { - if (speedSqr == 0.0f) - speedSqr = sq(m_vecMoveSpeed.z); + if (vehicle) { + vehicle->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType); - uint8 dir = 2; // from backward - if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f || m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) { - CVector2D offset = -m_vecMoveSpeed; - dir = GetLocalDirection(offset); - } - InflictDamage(collidingEnt, WEAPONTYPE_FALL, 350.0f * sq(speedSqr), PEDPIECE_TORSO, dir); + if (vehicle->pDriver == ped) { + vehicle->RemoveDriver(); + if (vehicle->m_nDoorLock == CARLOCK_LOCKED_INITIALLY) + vehicle->m_nDoorLock = CARLOCK_UNLOCKED; - } else if (!bWasStanding && fallAnim && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) { - InflictDamage(collidingEnt, WEAPONTYPE_FALL, 15.0f, PEDPIECE_TORSO, 2); - } + if (ped->m_nPedType == PEDTYPE_COP && vehicle->IsLawEnforcementVehicle()) + vehicle->ChangeLawEnforcerState(false); + } else { + vehicle->RemovePassenger(ped); + } + } + ped->bInVehicle = false; + if (ped->IsPlayer()) + AudioManager.PlayerJustLeftCar(); + +#ifdef VC_PED_PORTS + if (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) { + dragAssoc->SetDeleteCallback(PedSetDraggedOutCarPositionCB, ped); + ped->m_fHealth = 0.0f; + ped->SetDie(ANIM_FLOOR_HIT, 1000.0f, 0.5f); + return; + } #endif - m_vecMoveSpeed.z = 0.0f; - bIsStanding = true; -#ifndef VC_PED_PORTS - } else { - bOnBoat = false; - } + + 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; + +#ifdef VC_PED_PORTS + // Situation of entering car as a driver while there is already a driver exiting atm. + CPed *driver = veh->pDriver; + if (driver && driver->m_nPedState == PED_DRIVING && !veh->bIsBus && driver->m_objective == OBJECTIVE_LEAVE_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; + } + } #endif - } else { - bOnBoat = false; - } + + 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 +#if defined VC_PED_PORTS || defined FIX_BUGS + || ped->m_nPedState == PED_CARJACK +#endif + ) + veh->bIsBeingCarJacked = 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 (veh->m_nNumGettingIn) + --veh->m_nNumGettingIn; - if (ourCollidedSpheres > 0 && (collidingEnt->IsBuilding() || collidingEnt->GetIsStatic())) { - bHasHitWall = true; + if (ped->IsPlayer() && ((CPlayerPed*)ped)->m_bAdrenalineActive) + ((CPlayerPed*)ped)->ClearAdrenaline(); + + if (veh->IsBoat()) { + if (ped->IsPlayer()) { +#if defined VC_PED_PORTS || defined FIX_BUGS + CCarCtrl::RegisterVehicleOfInterest(veh); +#endif + if (veh->GetStatus() == STATUS_SIMPLE) { + veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, -0.00001f); + veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); + } + veh->SetStatus(STATUS_PLAYER); + AudioManager.PlayerJustGotInCar(); } + veh->SetDriver(ped); + if (!veh->bEngineOn) + veh->bEngineOn = true; + + ped->m_nPedState = PED_DRIVING; + ped->StopNonPartialAnims(); + return; } - if (collidingEnt->IsBuilding() || collidingEnt->GetIsStatic()) { - if (bWasStanding) { - CVector sphereNormal; - float normalLength; - for(int sphere = 0; sphere < ourCollidedSpheres; sphere++) { - sphereNormal = collidingPoints[sphere].normal; + if (ped->m_pVehicleAnim) + ped->m_pVehicleAnim->blendDelta = -1000.0f; + + ped->bDoBloodyFootprints = false; + if (veh->m_nAlarmState == -1) + veh->m_nAlarmState = 15000; + + if (ped->IsPlayer()) { + if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) { + if (veh->GetStatus() == STATUS_SIMPLE) { + veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); + veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); + } + veh->SetStatus(STATUS_PLAYER); + } + AudioManager.PlayerJustGotInCar(); + } else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) { + if (veh->GetStatus() == STATUS_SIMPLE) { + veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); + veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); + } + veh->SetStatus(STATUS_PHYSICS); + } + + if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) { + for (int i = 0; i < veh->m_nNumMaxPassengers; ++i) { + CPed *passenger = veh->pPassengers[i]; + if (passenger && passenger->CharCreatedBy == RANDOM_CHAR) { + passenger->SetObjective(OBJECTIVE_LEAVE_CAR, veh); #ifdef VC_PED_PORTS - if (sphereNormal.z >= -1.0f || !IsPlayer()) { + passenger->m_leaveCarTimer = CTimer::GetTimeInMilliseconds(); #endif - normalLength = sphereNormal.Magnitude2D(); - if (normalLength != 0.0f) { - sphereNormal.x = sphereNormal.x / normalLength; - sphereNormal.y = sphereNormal.y / normalLength; - } -#ifdef VC_PED_PORTS - } else { - float speed = m_vecMoveSpeed.Magnitude2D(); - sphereNormal.x = -m_vecMoveSpeed.x / Max(0.001f, speed); - sphereNormal.y = -m_vecMoveSpeed.y / Max(0.001f, speed); - GetMatrix().GetPosition().z -= 0.05f; - bSomeVCflag1 = true; - } + } + } + } + // This shouldn't happen at all. Passengers can't enter with PED_CARJACK. Even though they did, we shouldn't call AddPassenger in here and SetDriver in below. +#if !defined VC_PED_PORTS && !defined FIX_BUGS + else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) { + if (ped->m_nPedState == PED_CARJACK) { + veh->AddPassenger(ped, 0); + ped->m_nPedState = PED_DRIVING; + ped->RestorePreviousObjective(); + ped->SetObjective(OBJECTIVE_LEAVE_CAR, veh); + } else if (veh->pDriver && ped->CharCreatedBy == RANDOM_CHAR) { + veh->AutoPilot.m_nCruiseSpeed = 17; + } + } #endif - sphereNormal.Normalise(); - collidingPoints[sphere].normal = sphereNormal; - if (collidingPoints[sphere].surfaceB == SURFACE_STEEP_CLIFF) - bHitSteepSlope = true; + + if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || ped->m_nPedState == PED_CARJACK) { + veh->SetDriver(ped); + if (veh->VehicleCreatedBy == PARKED_VEHICLE) { + veh->VehicleCreatedBy = RANDOM_VEHICLE; + ++CCarCtrl::NumRandomCars; + --CCarCtrl::NumParkedCars; + } + if (veh->bIsAmbulanceOnDuty) { + veh->bIsAmbulanceOnDuty = false; + --CCarCtrl::NumAmbulancesOnDuty; + } + if (veh->bIsFireTruckOnDuty) { + veh->bIsFireTruckOnDuty = false; + --CCarCtrl::NumFiretrucksOnDuty; + } + if (ped->m_nPedType == PEDTYPE_COP && veh->IsLawEnforcementVehicle()) + veh->ChangeLawEnforcerState(true); + + if (!veh->bEngineOn) { + veh->bEngineOn = true; + DMAudio.PlayOneShot(ped->m_audioEntityId, SOUND_CAR_ENGINE_START, 1.0f); + } + if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && ped->CharCreatedBy == RANDOM_CHAR + && ped != FindPlayerPed() && ped->m_nPedType != PEDTYPE_EMERGENCY) { + + CCarCtrl::JoinCarWithRoadSystem(veh); + veh->AutoPilot.m_nCarMission = MISSION_CRUISE; + veh->AutoPilot.m_nTempAction = TEMPACT_NONE; + veh->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; + veh->AutoPilot.m_nCruiseSpeed = 25; + } + ped->m_nPedState = PED_DRIVING; + if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) { + + if (ped->m_prevObjective == OBJECTIVE_RUN_TO_AREA || ped->m_prevObjective == OBJECTIVE_GOTO_CHAR_ON_FOOT || ped->m_prevObjective == OBJECTIVE_KILL_CHAR_ON_FOOT) + ped->m_prevObjective = OBJECTIVE_NONE; + + ped->RestorePreviousObjective(); + } + + } else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) { + if (veh->bIsBus) { + veh->AddPassenger(ped); + } else { + switch (ped->m_vehEnterType) { + case CAR_DOOR_RF: + veh->AddPassenger(ped, 0); + break; + case CAR_DOOR_RR: + veh->AddPassenger(ped, 2); + break; + case CAR_DOOR_LR: + veh->AddPassenger(ped, 1); + break; + default: + veh->AddPassenger(ped); + break; } } + ped->m_nPedState = PED_DRIVING; + if (ped->m_prevObjective == OBJECTIVE_RUN_TO_AREA || ped->m_prevObjective == OBJECTIVE_GOTO_CHAR_ON_FOOT || ped->m_prevObjective == OBJECTIVE_KILL_CHAR_ON_FOOT) + ped->m_prevObjective = OBJECTIVE_NONE; + + ped->RestorePreviousObjective(); +#ifdef VC_PED_PORTS + if(veh->pDriver && ped->CharCreatedBy == RANDOM_CHAR) + veh->AutoPilot.m_nCruiseSpeed = 17; +#endif } - return ourCollidedSpheres; -} -void -CPed::SetFormation(eFormation type) -{ - // FIX: Formations in GetFormationPosition were in range 1-8, whereas in here it's 0-7. - // To not change the behaviour, range in here tweaked by 1 with the use of enum. - - switch (m_pedFormation) { - case FORMATION_REAR: - case FORMATION_REAR_LEFT: - case FORMATION_REAR_RIGHT: - case FORMATION_FRONT_LEFT: - case FORMATION_FRONT_RIGHT: - case FORMATION_LEFT: - case FORMATION_RIGHT: - case FORMATION_FRONT: + veh->m_nGettingInFlags &= ~GetCarDoorFlag(ped->m_vehEnterType); + + if (veh->bIsBus && !veh->m_nGettingInFlags) + ((CAutomobile*)veh)->SetBusDoorTimer(1000, 1); + + switch (ped->m_objective) { + case OBJECTIVE_KILL_CHAR_ON_FOOT: + case OBJECTIVE_KILL_CHAR_ANY_MEANS: + case OBJECTIVE_LEAVE_CAR: + case OBJECTIVE_FOLLOW_CAR_IN_CAR: + case OBJECTIVE_GOTO_AREA_ANY_MEANS: + case OBJECTIVE_GOTO_AREA_ON_FOOT: + case OBJECTIVE_RUN_TO_AREA: break; default: - Error("Unknown formation type, PedAI.cpp"); - break; + ped->SetObjective(OBJECTIVE_NONE); } - m_pedFormation = type; -} -void -CPed::SetFollowRoute(int16 currentPoint, int16 routeType) -{ - m_routeLastPoint = currentPoint; - m_routeStartPoint = CRouteNode::GetRouteStart(currentPoint); - m_routePointsPassed = 0; - m_routeType = routeType; - m_routePointsBeingPassed = 1; - m_objective = OBJECTIVE_FOLLOW_ROUTE; - m_nextRoutePointPos = CRouteNode::GetPointPosition(GetNextPointOnRoute()); -} - -// "Wander range" state is unused in game, and you can't use it without SetWanderRange anyway -void -CPed::WanderRange(void) -{ - bool arrived = Seek(); - if (arrived) { - Idle(); - if ((m_randomSeed + 3 * CTimer::GetFrameCounter()) % 1000 > 997) { - CVector2D newCoords2D = m_wanderRangeBounds->GetRandomPointInRange(); - SetSeek(CVector(newCoords2D.x, newCoords2D.y, GetPosition().z), 2.5f); + if (veh->pDriver == ped) { + if (veh->bLowVehicle) { + ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_LSIT, 100.0f); + } else { + ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SIT, 100.0f); } + } else if (veh->bLowVehicle) { + ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SITPLO, 100.0f); + } else { + ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SITP, 100.0f); + } + + ped->StopNonPartialAnims(); + if (veh->bIsBus) + ped->bRenderPedInCar = false; + + // FIX: RegisterVehicleOfInterest not just registers the vehicle, but also updates register time. So remove the IsThisVehicleInteresting check. +#ifndef FIX_BUGS + if (ped->IsPlayer() && !CCarCtrl::IsThisVehicleInteresting(veh) && veh->VehicleCreatedBy != MISSION_VEHICLE) { +#else + if (ped->IsPlayer() && veh->VehicleCreatedBy != MISSION_VEHICLE) { +#endif + CCarCtrl::RegisterVehicleOfInterest(veh); + + if (!veh->bHasBeenOwnedByPlayer && veh->VehicleCreatedBy != MISSION_VEHICLE) + CEventList::RegisterEvent(EVENT_STEAL_CAR, EVENT_ENTITY_VEHICLE, veh, ped, 1500); + + veh->bHasBeenOwnedByPlayer = true; } + ped->bChangedSeat = true; } bool -CPed::WillChat(CPed *stranger) +CPed::CanBeDeleted(void) { - if (m_pNextPathNode && m_pLastPathNode) { - if (m_pNextPathNode != m_pLastPathNode && ThePaths.TestCrossesRoad(m_pNextPathNode, m_pLastPathNode)) { + if (bInVehicle) + return false; + + switch (CharCreatedBy) { + case RANDOM_CHAR: + return true; + case MISSION_CHAR: return false; - } + default: + return true; } - if (m_nSurfaceTouched == SURFACE_TARMAC) - return false; - if (stranger == this) - return false; - if (m_nPedType == stranger->m_nPedType) - return true; - if (m_nPedType == PEDTYPE_CRIMINAL) - return false; - if ((IsGangMember() || stranger->IsGangMember()) && m_nPedType != stranger->m_nPedType) - return false; - return true; } void -CPed::SetEnterTrain(CVehicle *train, uint32 unused) +CPed::AddWeaponModel(int id) { - if (m_nPedState == PED_ENTER_TRAIN || !((CTrain*)train)->Doors[0].IsFullyOpen()) - return; + RpAtomic *atm; - /* - // Not used - CVector enterPos; - GetNearestTrainPedPosition(train, enterPos); - */ - m_fRotationCur = train->GetForward().Heading() - HALFPI; - m_pMyVehicle = train; - m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle); + if (id != -1) { +#ifdef PED_SKIN + if (IsClumpSkinned(GetClump())) { + if (m_pWeaponModel) + RemoveWeaponModel(-1); - m_nPedState = PED_ENTER_TRAIN; - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_TRAIN_GETIN, 4.0f); - m_pVehicleAnim->SetFinishCallback(PedSetInTrainCB, this); - bUsesCollision = false; - LineUpPedWithTrain(); - if (IsPlayer()) { - if (((CPlayerPed*)this)->m_bAdrenalineActive) - ((CPlayerPed*)this)->ClearAdrenaline(); + m_pWeaponModel = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance(); + } else +#endif + { + atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance(); + RwFrameDestroy(RpAtomicGetFrame(atm)); + RpAtomicSetFrame(atm, m_pFrames[PED_HANDR]->frame); + RpClumpAddAtomic(GetClump(), atm); + } + m_wepModelID = id; } } -void -CPed::SetDuck(uint32 time) +static RwObject* +RemoveAllModelCB(RwObject *object, void *data) { - if (bIsDucking || CTimer::GetTimeInMilliseconds() <= m_duckTimer) - return; + RpAtomic *atomic = (RpAtomic*)object; + if (CVisibilityPlugins::GetAtomicModelInfo(atomic)) { + RpClumpRemoveAtomic(RpAtomicGetClump(atomic), atomic); + RpAtomicDestroy(atomic); + } + return object; +} - if (bCrouchWhenShooting && (m_nPedState == PED_ATTACK || m_nPedState == PED_AIM_GUN)) { - CAnimBlendAssociation *duckAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_LOW); - if (!duckAssoc || duckAssoc->blendDelta < 0.0f) { - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DUCK_LOW, 4.0f); - bIsDucking = true; - m_duckTimer = CTimer::GetTimeInMilliseconds() + time; +void +CPed::RemoveWeaponModel(int modelId) +{ + // modelId is not used!! This function just removes the current weapon. +#ifdef PED_SKIN + if(IsClumpSkinned(GetClump())){ + if(m_pWeaponModel){ + RwFrame *frm = RpAtomicGetFrame(m_pWeaponModel); + RpAtomicDestroy(m_pWeaponModel); + RwFrameDestroy(frm); + m_pWeaponModel = nil; } + }else +#endif + RwFrameForAllObjects(m_pFrames[PED_HANDR]->frame,RemoveAllModelCB,nil); + m_wepModelID = -1; +} + +uint32 +CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo) +{ + CWeapon &weapon = GetWeapon(weaponType); + + if (HasWeapon(weaponType)) { + if (weapon.m_nAmmoTotal + ammo > 99999) + weapon.m_nAmmoTotal = 99999; + else + weapon.m_nAmmoTotal += ammo; + + weapon.Reload(); } else { - CAnimBlendAssociation *duckAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN); - if (!duckAssoc || duckAssoc->blendDelta < 0.0f) { - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DUCK_DOWN, 4.0f); - bIsDucking = true; - m_duckTimer = CTimer::GetTimeInMilliseconds() + time; - } + weapon.Initialise(weaponType, ammo); + // TODO: It seems game uses this as both weapon count and max WeaponType we have, which is ofcourse erroneous. + m_maxWeaponTypeAllowed++; } + if (weapon.m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO) + weapon.m_eWeaponState = WEAPONSTATE_READY; + + return weaponType; +} + +// Some kind of VC leftover I think +int +CPed::GetWeaponSlot(eWeaponType weaponType) +{ + if (HasWeapon(weaponType)) + return weaponType; + else + return -1; } void -CPed::SeekBoatPosition(void) +CPed::SetCurrentWeapon(uint32 weaponType) { - if (m_carInObjective && !m_carInObjective->pDriver) { - CVehicleModelInfo *boatModel = m_carInObjective->GetModelInfo(); + CWeaponInfo *weaponInfo; + if (HasWeapon(weaponType)) { + weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + RemoveWeaponModel(weaponInfo->m_nModelId); - CVector enterOffset; - enterOffset = boatModel->GetFrontSeatPosn(); - enterOffset.x = 0.0f; - CMatrix boatMat(m_carInObjective->GetMatrix()); - SetMoveState(PEDMOVE_WALK); - m_vecSeekPos = boatMat * enterOffset; - if (Seek()) { - // We arrived to the boat - m_vehEnterType = 0; - SetEnterCar(m_carInObjective, 0); - } - } else - RestorePreviousState(); + m_currentWeapon = weaponType; + + weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + AddWeaponModel(weaponInfo->m_nModelId); + } } void -CPed::SetEnterCar(CVehicle *car, uint32 unused) +CPed::GrantAmmo(eWeaponType weaponType, uint32 ammo) { - if (CCranes::IsThisCarBeingCarriedByAnyCrane(car)) { - RestorePreviousState(); - RestorePreviousObjective(); + if (HasWeapon(weaponType)) { + GetWeapon(weaponType).m_nAmmoTotal += ammo; } else { - uint8 doorFlag; - eDoors door; - switch (m_vehEnterType) { - case CAR_DOOR_RF: - doorFlag = CAR_DOOR_FLAG_RF; - door = DOOR_FRONT_RIGHT; - break; - case CAR_DOOR_RR: - doorFlag = CAR_DOOR_FLAG_RR; - door = DOOR_REAR_RIGHT; - break; - case CAR_DOOR_LF: - doorFlag = CAR_DOOR_FLAG_LF; - door = DOOR_FRONT_LEFT; - break; - case CAR_DOOR_LR: - doorFlag = CAR_DOOR_FLAG_LR; - door = DOOR_REAR_LEFT; - break; - default: - doorFlag = CAR_DOOR_FLAG_UNKNOWN; - break; - } - if (!IsPedInControl() || m_fHealth <= 0.0f - || doorFlag & car->m_nGettingInFlags || doorFlag & car->m_nGettingOutFlags - || car->bIsBeingCarJacked || m_pVehicleAnim - || doorFlag && !car->IsDoorReady(door) && !car->IsDoorFullyOpen(door)) - SetMoveState(PEDMOVE_STILL); - else - SetEnterCar_AllClear(car, m_vehEnterType, doorFlag); + GetWeapon(weaponType).Initialise(weaponType, ammo); + m_maxWeaponTypeAllowed++; } } void -CPed::SetRadioStation(void) +CPed::SetAmmo(eWeaponType weaponType, uint32 ammo) { - static const uint8 radiosPerRadioCategories[10][4] = { - {JAH_RADIO, RISE_FM, GAME_FM, MSX_FM}, - {HEAD_RADIO, DOUBLE_CLEF, LIPS_106, FLASHBACK}, - {RISE_FM, GAME_FM, MSX_FM, FLASHBACK}, - {HEAD_RADIO, RISE_FM, LIPS_106, MSX_FM}, - {HEAD_RADIO, RISE_FM, MSX_FM, FLASHBACK}, - {JAH_RADIO, RISE_FM, LIPS_106, FLASHBACK}, - {HEAD_RADIO, RISE_FM, LIPS_106, FLASHBACK}, - {HEAD_RADIO, JAH_RADIO, LIPS_106, FLASHBACK}, - {HEAD_RADIO, DOUBLE_CLEF, LIPS_106, FLASHBACK}, - {CHATTERBOX, HEAD_RADIO, LIPS_106, GAME_FM} - }; - uint8 orderInCat = 0; // BUG: this wasn't initialized - - if (IsPlayer() || !m_pMyVehicle || m_pMyVehicle->pDriver != this) - return; - - uint8 category = GetPedRadioCategory(GetModelIndex()); - if (DMAudio.IsMP3RadioChannelAvailable()) { - if (CGeneral::GetRandomNumber() & 15) { - for (orderInCat = 0; orderInCat < 4; orderInCat++) { - if (m_pMyVehicle->m_nRadioStation == radiosPerRadioCategories[category][orderInCat]) - break; - } - } else { - m_pMyVehicle->m_nRadioStation = USERTRACK; - } + if (HasWeapon(weaponType)) { + GetWeapon(weaponType).m_nAmmoTotal = ammo; } else { - for (orderInCat = 0; orderInCat < 4; orderInCat++) { - if (m_pMyVehicle->m_nRadioStation == radiosPerRadioCategories[category][orderInCat]) - break; - } - } - if (orderInCat == 4) { - if (DMAudio.IsMP3RadioChannelAvailable()) { - if (CGeneral::GetRandomNumber() & 15) - m_pMyVehicle->m_nRadioStation = radiosPerRadioCategories[category][CGeneral::GetRandomNumber() & 3]; - else - m_pMyVehicle->m_nRadioStation = USERTRACK; - } else { - m_pMyVehicle->m_nRadioStation = radiosPerRadioCategories[category][CGeneral::GetRandomNumber() & 3]; - } + GetWeapon(weaponType).Initialise(weaponType, ammo); + m_maxWeaponTypeAllowed++; } } -inline bool -CPed::IsNotInWreckedVehicle() +void +CPed::ClearWeapons(void) { - return m_pMyVehicle != nil && m_pMyVehicle->GetStatus() != STATUS_WRECKED; + CWeaponInfo *currentWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + RemoveWeaponModel(currentWeapon->m_nModelId); + + m_maxWeaponTypeAllowed = WEAPONTYPE_BASEBALLBAT; + m_currentWeapon = WEAPONTYPE_UNARMED; + + currentWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + AddWeaponModel(currentWeapon->m_nModelId); + for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) { + CWeapon &weapon = GetWeapon(i); + weapon.m_eWeaponType = WEAPONTYPE_UNARMED; + weapon.m_eWeaponState = WEAPONSTATE_READY; + weapon.m_nAmmoInClip = 0; + weapon.m_nAmmoTotal = 0; + weapon.m_nTimer = 0; + } } void @@ -14938,691 +4894,1120 @@ CPed::PreRender(void) } void -CPed::ProcessBuoyancy(void) +CPed::Render(void) { - static uint32 nGenerateRaindrops = 0; - static uint32 nGenerateWaterCircles = 0; - CRGBA color(((0.5f * CTimeCycle::GetDirectionalRed() + CTimeCycle::GetAmbientRed()) * 127.5f), - ((0.5f * CTimeCycle::GetDirectionalBlue() + CTimeCycle::GetAmbientBlue()) * 127.5f), - ((0.5f * CTimeCycle::GetDirectionalGreen() + CTimeCycle::GetAmbientGreen()) * 127.5f), - (CGeneral::GetRandomNumber() % 256 * 48.0f) + 48); + if (bInVehicle && m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR) { + if (!bRenderPedInCar) + return; - if (bInVehicle) - return; + float camDistSq = (TheCamera.GetPosition() - GetPosition()).MagnitudeSqr(); + if (camDistSq > SQR(25.0f * TheCamera.LODDistMultiplier)) + return; + } - CVector buoyancyPoint; - CVector buoyancyImpulse; + CEntity::Render(); -#ifndef VC_PED_PORTS - float buoyancyLevel = (m_nPedState == PED_DEAD ? 1.5f : 1.3f); -#else - float buoyancyLevel = (m_nPedState == PED_DEAD ? 1.8f : 1.1f); +#ifdef PED_SKIN + if(IsClumpSkinned(GetClump())){ + renderLimb(PED_HEAD); + renderLimb(PED_HANDL); + renderLimb(PED_HANDR); + } + if(m_pWeaponModel && IsClumpSkinned(GetClump())){ + RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump()); + int idx = RpHAnimIDGetIndex(hier, m_pFrames[PED_HANDR]->nodeID); + RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx]; + RwFrame *frame = RpAtomicGetFrame(m_pWeaponModel); + *RwFrameGetMatrix(frame) = *mat; + RwFrameUpdateObjects(frame); + RpAtomicRender(m_pWeaponModel); + } #endif +} - if (mod_Buoyancy.ProcessBuoyancy(this, GRAVITY * m_fMass * buoyancyLevel, &buoyancyPoint, &buoyancyImpulse)) { - bTouchingWater = true; - CEntity *entity; - CColPoint point; - if (CWorld::ProcessVerticalLine(GetPosition(), GetPosition().z - 3.0f, point, entity, false, true, false, false, false, false, nil) - && entity->IsVehicle() && ((CVehicle*)entity)->IsBoat()) { - bIsInWater = false; - return; +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; } - 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); + object->GetBoundCentre(objCentre); + float radius = object->GetBoundRadius(); + if (radius > 4.5f || radius < 1.0f) + radius = 1.0f; - if (bIsInTheAir) { - RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f); - bIsInTheAir = false; - } - pos.z = pos.z - 0.8f; -#ifdef PC_PARTICLE - CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, pos, CVector(0.0f, 0.0f, 0.0f), 0.0f, 50, color, true); -#else - CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, pos, CVector(0.0f, 0.0f, 0.0f), 0.0f, 50, CRGBA(0, 0, 0, 0), true); -#endif - m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); - m_nPedState = PED_IDLE; - return; - } - } - } - float speedMult = 0.0f; - if (buoyancyImpulse.z / m_fMass > GRAVITY * 0.75f * CTimer::GetTimeStep() - || mod_Buoyancy.m_waterlevel > GetPosition().z) { - speedMult = pow(0.9f, CTimer::GetTimeStep()); - m_vecMoveSpeed.x *= speedMult; - m_vecMoveSpeed.y *= speedMult; - m_vecMoveSpeed.z *= speedMult; - bIsStanding = false; - InflictDamage(nil, WEAPONTYPE_DROWNING, 3.0f * CTimer::GetTimeStep(), PEDPIECE_TORSO, 0); - } - if (buoyancyImpulse.z / m_fMass > 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); -#ifdef PC_PARTICLE - CVector aBitForward = 2.2f * m_vecMoveSpeed + GetPosition(); - float level = 0.0f; - if (CWaterLevel::GetWaterLevel(aBitForward, &level, false)) - aBitForward.z = level; + // Developers gave up calculating Z diff. later according to asm. + float diff = CVector(ourCentre - objCentre).MagnitudeSqr2D(); - CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, aBitForward, CVector(0.0f, 0.0f, 0.1f), 0.0f, 200, color, true); - nGenerateRaindrops = CTimer::GetTimeInMilliseconds() + 80; - nGenerateWaterCircles = CTimer::GetTimeInMilliseconds() + 100; -#else - CVector aBitForward = 1.6f * m_vecMoveSpeed + GetPosition(); - float level = 0.0f; - if (CWaterLevel::GetWaterLevel(aBitForward, &level, false)) - aBitForward.z = level + 0.5f; - - CVector vel = m_vecMoveSpeed * 0.1f; - vel.z = 0.18f; - CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, aBitForward, vel, 0.0f, 350, CRGBA(0, 0, 0, 0), true); - nGenerateRaindrops = CTimer::GetTimeInMilliseconds() + 300; - nGenerateWaterCircles = CTimer::GetTimeInMilliseconds() + 60; + 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) { +#ifdef VC_PED_PORTS + if (m_nPedState == PED_AIM_GUN) + ClearPointGunAt(); + + m_nLastPedState = PED_NONE; #endif + m_nPedState = PED_IDLE; + SetMoveState(PEDMOVE_STILL); + } + if (m_nWaitState == WAITSTATE_FALSE) { + m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2000, 4000); + } +} + +void +CPed::Idle(void) +{ + CVehicle *veh = m_pMyVehicle; + if (veh && veh->m_nGettingOutFlags && m_vehEnterType) { + + if (veh->m_nGettingOutFlags & GetCarDoorFlag(m_vehEnterType)) { + + if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT) { + + CVector doorPos = GetPositionToOpenCarDoor(veh, m_vehEnterType); + CVector doorDist = GetPosition() - doorPos; + + if (doorDist.MagnitudeSqr() < sq(0.5f)) { + SetMoveState(PEDMOVE_WALK); + return; } } - } else - return; - } else - bTouchingWater = false; + } + } - if (nGenerateWaterCircles && CTimer::GetTimeInMilliseconds() >= nGenerateWaterCircles) { - CVector pos = GetPosition(); - float level = 0.0f; - if (CWaterLevel::GetWaterLevel(pos, &level, false)) - pos.z = level; + CAnimBlendAssociation *armedIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_ARMED); + CAnimBlendAssociation *unarmedIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE); + int waitTime; - if (pos.z != 0.0f) { - nGenerateWaterCircles = 0; - for(int i = 0; i < 4; i++) { -#ifdef PC_PARTICLE - pos.x += CGeneral::GetRandomNumberInRange(-0.75f, 0.75f); - pos.y += CGeneral::GetRandomNumberInRange(-0.75f, 0.75f); - CParticle::AddParticle(PARTICLE_RAIN_SPLASH_BIGGROW, pos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, color, 0, 0, 0, 0); -#else - pos.x += CGeneral::GetRandomNumberInRange(-2.5f, 2.5f); - pos.y += CGeneral::GetRandomNumberInRange(-2.5f, 2.5f); - CParticle::AddParticle(PARTICLE_RAIN_SPLASH_BIGGROW, pos+CVector(0.0f, 0.0f, 1.0f), CVector(0.0f, 0.0f, 0.0f)); -#endif + if (m_nMoveState == PEDMOVE_STILL) { + + eWeaponType curWeapon = GetWeapon()->m_eWeaponType; + if (!armedIdleAssoc || + CTimer::GetTimeInMilliseconds() <= m_nWaitTimer && curWeapon != WEAPONTYPE_UNARMED && curWeapon != WEAPONTYPE_MOLOTOV && curWeapon != WEAPONTYPE_GRENADE) { + + if ((!GetWeapon()->IsType2Handed() || curWeapon == WEAPONTYPE_SHOTGUN) && curWeapon != WEAPONTYPE_BASEBALLBAT + || !unarmedIdleAssoc || unarmedIdleAssoc->blendAmount <= 0.95f || m_nWaitState != WAITSTATE_FALSE || CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) { + + m_moved = CVector2D(0.0f, 0.0f); + return; } + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_ARMED, 3.0f); + waitTime = CGeneral::GetRandomNumberInRange(4000, 7500); + } else { + armedIdleAssoc->blendDelta = -2.0f; + armedIdleAssoc->flags |= ASSOC_DELETEFADEDOUT; + waitTime = CGeneral::GetRandomNumberInRange(3000, 8500); } + m_nWaitTimer = CTimer::GetTimeInMilliseconds() + waitTime; + } else { + if (armedIdleAssoc) { + armedIdleAssoc->blendDelta = -8.0f; + armedIdleAssoc->flags |= ASSOC_DELETEFADEDOUT; + m_nWaitTimer = 0; + } + if (!IsPlayer()) + SetMoveState(PEDMOVE_STILL); } + m_moved = CVector2D(0.0f, 0.0f); +} - if (nGenerateRaindrops && CTimer::GetTimeInMilliseconds() >= nGenerateRaindrops) { - CVector pos = GetPosition(); - float level = 0.0f; - if (CWaterLevel::GetWaterLevel(pos, &level, false)) - pos.z = level; +void +CPed::ClearPause(void) +{ + RestorePreviousState(); +} - if (pos.z >= 0.0f) { -#ifdef PC_PARTICLE - pos.z += 0.25f; -#else - pos.z += 0.5f; +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 (!IsPedInControl() && (!evenIfNotInControl || DyingOrDead())) + return; + + ClearLookFlag(); + ClearAimFlag(); + SetStoredState(); + m_nPedState = PED_FALL; + CAnimBlendAssociation *fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), animId); + + if (fallAssoc) { + fallAssoc->SetCurrentTime(0.0f); + fallAssoc->blendAmount = 0.0f; + fallAssoc->blendDelta = 8.0f; + fallAssoc->SetRun(); + } else { + fallAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animId, 8.0f); + } + + if (extraTime == -1) { + m_getUpTimer = UINT32_MAX; + } else if (fallAssoc) { + if (IsPlayer()) { + m_getUpTimer = 1000.0f * fallAssoc->hierarchy->totalLength + + CTimer::GetTimeInMilliseconds() + + 500.0f; + } else { + m_getUpTimer = 1000.0f * fallAssoc->hierarchy->totalLength + + CTimer::GetTimeInMilliseconds() + + extraTime + + ((m_randomSeed + CTimer::GetFrameCounter()) % 1000); + } + } else { + m_getUpTimer = extraTime + + CTimer::GetTimeInMilliseconds() + + 1000 + + ((m_randomSeed + CTimer::GetFrameCounter()) % 1000); + } + bFallenDown = true; +} + +void +CPed::ClearFall(void) +{ + SetGetUp(); +} + +void +CPed::Fall(void) +{ + if (m_getUpTimer != UINT32_MAX && CTimer::GetTimeInMilliseconds() > m_getUpTimer +#ifdef VC_PED_PORTS + && bIsStanding #endif - nGenerateRaindrops = 0; -#ifdef PC_PARTICLE - CParticleObject::AddObject(POBJECT_SPLASHES_AROUND, pos, CVector(0.0f, 0.0f, 0.0f), 4.5f, 1500, CRGBA(0,0,0,0), true); -#else - CParticleObject::AddObject(POBJECT_SPLASHES_AROUND, pos, CVector(0.0f, 0.0f, 0.0f), 4.5f, 2500, CRGBA(0,0,0,0), true); + ) + ClearFall(); + + // VC plays animations ANIM_STD_FALL_ONBACK and ANIM_STD_FALL_ONFRONT in here, which doesn't exist in III. +} + +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 +#ifdef VC_PED_PORTS + || bIsStanding #endif + ) + SetLanding(); + } else { + if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL)) { + if (m_vecMoveSpeed.z < -0.1f) + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_FALL, 4.0f); + } + } } } } void -CPed::SetSolicit(uint32 time) +CPed::SetLanding(void) { - if (m_nPedState == PED_SOLICIT || !IsPedInControl() || !m_carInObjective) + if (DyingOrDead()) return; - if (CharCreatedBy != MISSION_CHAR && m_carInObjective->m_nNumGettingIn == 0 - && CTimer::GetTimeInMilliseconds() < m_objectiveTimer) { - if (m_vehEnterType == CAR_DOOR_LF) { - m_fRotationDest = m_carInObjective->GetForward().Heading() - HALFPI; - } else { - m_fRotationDest = m_carInObjective->GetForward().Heading() + HALFPI; + CAnimBlendAssociation *fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL); + CAnimBlendAssociation *landAssoc; + + RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f); + if (fallAssoc) { + landAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_COLLAPSE); + DMAudio.PlayOneShot(m_audioEntityId, SOUND_FALL_COLLAPSE, 1.0f); + + if (IsPlayer()) + Say(SOUND_PED_LAND); + + } else { + landAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_LAND); + DMAudio.PlayOneShot(m_audioEntityId, SOUND_FALL_LAND, 1.0f); + } + + landAssoc->SetFinishCallback(PedLandCB, this); + bIsInTheAir = false; + bIsLanding = true; +} + +void +CPed::SetGetUp(void) +{ + if (m_nPedState == PED_GETUP && bGetUpAnimStarted) + return; + + if (!CanSetPedState()) + return; + + if (m_fHealth >= 1.0f || IsPedHeadAbovePos(-0.3f)) { + if (bUpdateAnimHeading) { + m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); + m_fRotationCur -= HALFPI; + bUpdateAnimHeading = false; + } + if (m_nPedState != PED_GETUP) { + SetStoredState(); + m_nPedState = PED_GETUP; } - if (Abs(m_fRotationDest - m_fRotationCur) < HALFPI) { - m_standardTimer = CTimer::GetTimeInMilliseconds() + time; + CVehicle *collidingVeh = (CVehicle*)m_pCollidingEntity; + CVehicle *veh = (CVehicle*)CPedPlacement::IsPositionClearOfCars(&GetPosition()); + if (veh && veh->m_vehType != VEHICLE_TYPE_BIKE || + collidingVeh && collidingVeh->IsVehicle() && collidingVeh->m_vehType != VEHICLE_TYPE_BIKE + && ((uint8)(CTimer::GetFrameCounter() + m_randomSeed + 5) % 8 || + CCollision::ProcessColModels(GetMatrix(), *GetColModel(), collidingVeh->GetMatrix(), *collidingVeh->GetColModel(), + aTempPedColPts, nil, nil) > 0)) { - if(!m_carInObjective->bIsVan && !m_carInObjective->bIsBus) - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_HOOKERTALK, 4.0f); + bGetUpAnimStarted = false; + if (IsPlayer()) + InflictDamage(nil, WEAPONTYPE_RUNOVERBYCAR, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0); + else { + if (!CPad::GetPad(0)->ArePlayerControlsDisabled()) + return; - m_nPedState = PED_SOLICIT; + InflictDamage(nil, WEAPONTYPE_RUNOVERBYCAR, 1000.0f, PEDPIECE_TORSO, 0); + } + return; } + bGetUpAnimStarted = true; + m_pCollidingEntity = nil; + bKnockedUpIntoAir = false; + CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SPRINT); + if (animAssoc) { + if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN)) { + CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_RUN, 8.0f); + } else { + CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f); + } + animAssoc->flags |= ASSOC_DELETEFADEDOUT; + } + + if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL)) + animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_GETUP_FRONT, 1000.0f); + else + animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_GETUP1, 1000.0f); + + animAssoc->SetFinishCallback(PedGetupCB,this); + } else { + m_fHealth = 0.0f; + SetDie(NUM_ANIMS, 4.0f, 0.0f); } } -bool -CPed::SetFollowPath(CVector dest) +void +CPed::Mug(void) { - if (m_nPedState == PED_FOLLOW_PATH) - return false; + if (m_pSeekTarget && m_pSeekTarget->IsPed()) { - if (FindPlayerPed() != this) - return false; + if (CTimer::GetTimeInMilliseconds() <= m_attackTimer - 2000) { + if ((m_pSeekTarget->GetPosition() - GetPosition()).Magnitude() > 3.0f) + m_wepSkills = 50; - if ((dest - GetPosition()).Magnitude() <= 2.0f) - return false; + Say(SOUND_PED_MUGGING); + ((CPed*)m_pSeekTarget)->Say(SOUND_PED_ROBBED); + } else { + SetWanderPath(CGeneral::GetRandomNumber() & 7); + SetFlee(m_pSeekTarget, 20000); + } - CVector pointPoses[7]; - int16 pointsFound; - CPedPath::CalcPedRoute(0, GetPosition(), dest, pointPoses, &pointsFound, 7); - for(int i = 0; i < pointsFound; i++) { - m_stPathNodeStates[i].x = pointPoses[i].x; - m_stPathNodeStates[i].y = pointPoses[i].y; + } else { + SetIdle(); } +} - m_nCurPathNode = 0; - m_nPathNodes = pointsFound; - if (m_nPathNodes < 1) - return false; +void +CPed::SetLookTimer(int time) +{ + if (CTimer::GetTimeInMilliseconds() > m_lookTimer) { + m_lookTimer = CTimer::GetTimeInMilliseconds() + time; + } +} - SetStoredState(); - m_nPedState = PED_FOLLOW_PATH; - SetMoveState(PEDMOVE_WALK); - return true; +void +CPed::SetAttackTimer(uint32 time) +{ + if (CTimer::GetTimeInMilliseconds() > m_attackTimer) + m_attackTimer = Max(m_shootTimer, CTimer::GetTimeInMilliseconds()) + time; } void -AddYardieDoorSmoke(CVehicle *veh, uint32 doorNode) +CPed::SetShootTimer(uint32 time) { - eDoors door; - switch (doorNode) { - case CAR_DOOR_RF: - door = DOOR_FRONT_RIGHT; - break; - case CAR_DOOR_LF: - door = DOOR_FRONT_LEFT; - break; - default: - break; + if (CTimer::GetTimeInMilliseconds() > m_shootTimer) { + m_shootTimer = CTimer::GetTimeInMilliseconds() + time; } +} - if (!veh->IsDoorMissing(door) && veh->IsComponentPresent(doorNode)) { - CVector pos; -#ifdef FIX_BUGS - veh->GetComponentWorldPosition(doorNode, pos); -#else - veh->GetComponentWorldPosition(CAR_DOOR_LF, pos); -#endif - CParticle::AddYardieDoorSmoke(pos, veh->GetMatrix()); +void +CPed::ClearLook(void) +{ + RestorePreviousState(); + ClearLookFlag(); +} + +void +CPed::Look(void) +{ + // UNUSED: This is a perfectly empty function. +} + +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; } -// wantedDoorNode = 0 means that func. will determine it void -CPed::SetExitCar(CVehicle *veh, uint32 wantedDoorNode) +CPed::SetSeek(CVector pos, float distanceToCountDone) { - uint32 optedDoorNode = wantedDoorNode; - bool teleportNeeded = false; - bool isLow = !!veh->bLowVehicle; - if (!veh->CanPedExitCar()) { - if (veh->pDriver && !veh->pDriver->IsPlayer()) { - veh->AutoPilot.m_nCruiseSpeed = 0; - veh->AutoPilot.m_nCarMission = MISSION_NONE; - } + if (!IsPedInControl() + || (m_nPedState == PED_SEEK_POS && m_vecSeekPos.x == pos.x && m_vecSeekPos.y == pos.y)) return; + + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_M16 + || GetWeapon()->m_eWeaponType == WEAPONTYPE_AK47 + || GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE + || GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER + || GetWeapon()->m_eWeaponType == WEAPONTYPE_SHOTGUN) { + ClearPointGunAt(); } - if (m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR) + if (m_nPedState != PED_SEEK_POS) + SetStoredState(); + + m_nPedState = PED_SEEK_POS; + m_distanceToCountSeekDone = distanceToCountDone; + m_vecSeekPos = pos; +} + +void +CPed::SetSeek(CEntity *seeking, float distanceToCountDone) +{ + if (!IsPedInControl()) return; - m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); - m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); - if (wantedDoorNode == 0) { - optedDoorNode = CAR_DOOR_LF; - if (!veh->bIsBus) { - if (veh->pDriver == this) { - optedDoorNode = CAR_DOOR_LF; - } else if (veh->pPassengers[0] == this) { - optedDoorNode = CAR_DOOR_RF; - } else if (veh->pPassengers[1] == this) { - optedDoorNode = CAR_DOOR_LR; - } else if (veh->pPassengers[2] == this) { - optedDoorNode = CAR_DOOR_RR; - } else { - for (int i = 3; i < veh->m_nNumMaxPassengers; ++i) { - if (veh->pPassengers[i] == this) { - if (i & 1) - optedDoorNode = CAR_DOOR_RR; - else - optedDoorNode = CAR_DOOR_LR; + if (m_nPedState == PED_SEEK_ENTITY && m_pSeekTarget == seeking) + return; - break; + if (!seeking) + return; + + if (m_nPedState != PED_SEEK_ENTITY) + SetStoredState(); + + m_nPedState = PED_SEEK_ENTITY; + m_distanceToCountSeekDone = distanceToCountDone; + m_pSeekTarget = seeking; + m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); + SetMoveState(PEDMOVE_STILL); +} + +void +CPed::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 % 256) + 17) & 7)) { + + CEntity *obstacle = CWorld::TestSphereAgainstWorld(m_vecSeekPos, 0.4f, nil, + false, true, false, false, false, false); + + if (obstacle) { + if (!obstacle->IsVehicle() || ((CVehicle*)obstacle)->m_vehType == VEHICLE_TYPE_CAR) { + distanceToCountItDone = 2.5f; + } else { + CVehicleModelInfo *vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(obstacle->GetModelIndex()); + float yLength = vehModel->GetColModel()->boundingBox.max.y + - vehModel->GetColModel()->boundingBox.min.y; + distanceToCountItDone = yLength * 0.55f; } } } } } - bool someoneExitsFromOurExitDoor = false; - bool someoneEntersFromOurExitDoor = false; - switch (optedDoorNode) { - case CAR_DOOR_RF: - if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) - someoneEntersFromOurExitDoor = true; - if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_RF) - someoneExitsFromOurExitDoor = true; - break; - case CAR_DOOR_RR: - if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_RR) - someoneEntersFromOurExitDoor = true; - if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_RR) - someoneExitsFromOurExitDoor = true; - break; - case CAR_DOOR_LF: - if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_LF) - someoneEntersFromOurExitDoor = true; - if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_LF) - someoneExitsFromOurExitDoor = true; - break; - case CAR_DOOR_LR: - if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_LR) - someoneEntersFromOurExitDoor = true; - if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_LR) - someoneExitsFromOurExitDoor = true; - break; - default: - break; + + if (!m_pSeekTarget && m_nPedState == PED_SEEK_ENTITY) + ClearSeek(); + + float seekPosDist = (m_vecSeekPos - GetPosition()).Magnitude2D(); + if (seekPosDist < 2.0f || m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT) { + + if (m_objective == OBJECTIVE_FOLLOW_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_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 (someoneEntersFromOurExitDoor && m_objective == OBJECTIVE_LEAVE_CAR) { - RestorePreviousObjective(); - return; + + if (m_nPedState == PED_SEEK_ENTITY) { + if (m_pSeekTarget->IsPed()) { + if (((CPed*)m_pSeekTarget)->bInVehicle) + distanceToCountItDone += 2.0f; + } } - if (!someoneExitsFromOurExitDoor || m_nPedType == PEDTYPE_COP && veh->bIsBus) { - // Again, unused... - // CVector exitPos = GetPositionToOpenCarDoor(veh, optedDoorNode); - bool thereIsRoom = veh->IsRoomForPedToLeaveCar(optedDoorNode, nil); - if (veh->IsOnItsSide()) { - teleportNeeded = true; - } else if (!thereIsRoom) { - bool trySideSeat = false; - CPed *pedOnSideSeat = nil; - switch (optedDoorNode) { - case CAR_DOOR_RF: - if (veh->pDriver || veh->m_nGettingInFlags & CAR_DOOR_FLAG_LF) { - pedOnSideSeat = veh->pDriver; - trySideSeat = true; - } else - optedDoorNode = CAR_DOOR_LF; - break; - case CAR_DOOR_RR: - if (veh->pPassengers[1] || veh->m_nGettingInFlags & CAR_DOOR_FLAG_LR) { - pedOnSideSeat = veh->pPassengers[1]; - trySideSeat = true; - } else - optedDoorNode = CAR_DOOR_LR; + if (seekPosDist >= distanceToCountItDone) { + if (bIsRunning) + nextMove = PEDMOVE_RUN; - break; - case CAR_DOOR_LF: - if (veh->pPassengers[0] || veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) { - pedOnSideSeat = veh->pPassengers[0]; - trySideSeat = true; - } else - optedDoorNode = CAR_DOOR_RF; + if (CTimer::GetTimeInMilliseconds() <= m_nPedStateTimer) { - break; - case CAR_DOOR_LR: - if (veh->pPassengers[2] || veh->m_nGettingInFlags & CAR_DOOR_FLAG_RR) { - pedOnSideSeat = (CPed*)veh->pPassengers[2]; - trySideSeat = true; - } else - optedDoorNode = CAR_DOOR_RR; + if (m_actionX != 0.0f && m_actionY != 0.0f) { - break; - default: - break; - } - if (trySideSeat) { - if (!pedOnSideSeat || !IsPlayer() && CharCreatedBy != MISSION_CHAR) - return; + m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( + m_actionX, m_actionY, + GetPosition().x, GetPosition().y); - switch (optedDoorNode) { - case CAR_DOOR_RF: - optedDoorNode = CAR_DOOR_LF; - break; - case CAR_DOOR_RR: - optedDoorNode = CAR_DOOR_LR; - break; - case CAR_DOOR_LF: - optedDoorNode = CAR_DOOR_RF; - break; - case CAR_DOOR_LR: - optedDoorNode = CAR_DOOR_RR; - break; - default: - break; + 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; + } } - } - // ... - // CVector exitPos = GetPositionToOpenCarDoor(veh, optedDoorNode); - if (!veh->IsRoomForPedToLeaveCar(optedDoorNode, nil)) { - if (!IsPlayer() && CharCreatedBy != MISSION_CHAR) - return; - teleportNeeded = true; + CVector2D moveDist(GetPosition().x - m_actionX, GetPosition().y - m_actionY); + if (moveDist.Magnitude() < 0.5f) { + m_nPedStateTimer = 0; + m_actionX = 0; + m_actionY = 0; + } } - } - if (m_nPedState == PED_FLEE_POS) { - m_nLastPedState = PED_FLEE_POS; - m_nPrevMoveState = PEDMOVE_RUN; - SetMoveState(PEDMOVE_SPRINT); } else { - m_nLastPedState = PED_IDLE; - m_nPrevMoveState = PEDMOVE_STILL; - SetMoveState(PEDMOVE_STILL); - } + m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( + m_vecSeekPos.x, m_vecSeekPos.y, + GetPosition().x, GetPosition().y); - ReplaceWeaponWhenExitingVehicle(); - bUsesCollision = false; - m_pSeekTarget = veh; - m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget); - m_vehEnterType = optedDoorNode; - m_nPedState = PED_EXIT_CAR; - if (m_pVehicleAnim && m_pVehicleAnim->flags & ASSOC_PARTIAL) - m_pVehicleAnim->blendDelta = -1000.0f; - SetMoveState(PEDMOVE_NONE); - CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f); - RemoveInCarAnims(); - veh->AutoPilot.m_nCruiseSpeed = 0; - if (teleportNeeded) { - PedSetOutCarCB(nil, this); - - // This is same code with CPedPlacement::FindZCoorForPed, except we start from z + 1.5 and also check vehicles. - float zForPed; - float startZ = GetPosition().z - 100.0f; - float foundColZ = -100.0f; - float foundColZ2 = -100.0f; - CColPoint foundCol; - CEntity* foundEnt; - - CVector vec = GetPosition(); - vec.z += 1.5f; - - if (CWorld::ProcessVerticalLine(vec, startZ, foundCol, foundEnt, true, true, false, false, true, false, nil)) - foundColZ = foundCol.point.z; - - // Adjust coords and do a second test - vec.x += 0.1f; - vec.y += 0.1f; - - if (CWorld::ProcessVerticalLine(vec, startZ, foundCol, foundEnt, true, true, false, false, true, false, nil)) - foundColZ2 = foundCol.point.z; - - zForPed = Max(foundColZ, foundColZ2); - - if (zForPed > -99.0f) - GetMatrix().GetPosition().z = FEET_OFFSET + zForPed; - } else { - if (veh->GetUp().z > -0.8f) { - bool addDoorSmoke = false; - if (veh->GetModelIndex() == MI_YARDIE) - addDoorSmoke = true; - - switch (m_vehEnterType) { - case CAR_DOOR_RF: - if (veh->bIsBus) { - m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_COACH_OUT_L); - } else { - if (isLow) - m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_RHS); - else - m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_RHS); + float neededTurn = Abs(m_fRotationDest - m_fRotationCur); - if (addDoorSmoke) - AddYardieDoorSmoke(veh, CAR_DOOR_RF); - } - break; - case CAR_DOOR_RR: - if (veh->bIsVan) { - m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_VAN_GETOUT); - } else if (isLow) { - m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_RHS); - } else { - m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_RHS); - } - break; - case CAR_DOOR_LF: - if (veh->bIsBus) { - m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_COACH_OUT_L); - } else { - if (isLow) - m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_LHS); - else - m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LHS); + if (neededTurn > PI) + neededTurn = TWOPI - neededTurn; - if (addDoorSmoke) - AddYardieDoorSmoke(veh, CAR_DOOR_LF); - } - break; - case CAR_DOOR_LR: - if (veh->bIsVan) { - m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_VAN_GETOUT_L); - } else if (isLow) { - m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_LHS); - } else { - m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LHS); - } - break; - default: - break; - } - if (!bBusJacked) { - switch (m_vehEnterType) { - case CAR_DOOR_RF: - veh->m_nGettingOutFlags |= CAR_DOOR_FLAG_RF; - break; - case CAR_DOOR_RR: - veh->m_nGettingOutFlags |= CAR_DOOR_FLAG_RR; - break; - case CAR_DOOR_LF: - veh->m_nGettingOutFlags |= CAR_DOOR_FLAG_LF; - break; - case CAR_DOOR_LR: - veh->m_nGettingOutFlags |= CAR_DOOR_FLAG_LR; - break; - default: - break; - } - } - m_pVehicleAnim->SetFinishCallback(PedAnimStepOutCarCB, this); - } else { - if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) { - m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_CRAWLOUT_RHS2); - } else if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) { - m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_CRAWLOUT_RHS); + if (neededTurn > HALFPI) { + if (seekPosDist >= 1.0 && neededTurn <= DEGTORAD(135.0f)) { + if (seekPosDist < 2.0f) + nextMove = PEDMOVE_WALK; + } else { + nextMove = PEDMOVE_STILL; } - m_pVehicleAnim->SetFinishCallback(PedSetOutCarCB, this); } } - bChangedSeat = false; - if (veh->bIsBus) - bRenderPedInCar = true; - SetRadioStation(); - if (veh->pDriver == this) { - if (IsPlayer()) - veh->SetStatus(STATUS_PLAYER_DISABLED); - else - veh->SetStatus(STATUS_ABANDONED); + if (((m_nPedState == PED_FLEE_POS || m_nPedState == PED_FLEE_ENTITY) && m_nMoveState < nextMove) + || (m_nPedState != PED_FLEE_POS && m_nPedState != PED_FLEE_ENTITY && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT && m_nWaitState == WAITSTATE_FALSE)) { + + SetMoveState(nextMove); } + + SetMoveAnim(); + return false; + } + + if ((m_objective != OBJECTIVE_FOLLOW_CHAR_IN_FORMATION || m_pedInObjective->m_nMoveState == PEDMOVE_STILL) && m_nMoveState != PEDMOVE_STILL) { + m_nPedStateTimer = 0; + m_actionX = 0; + m_actionY = 0; + } + + if (m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT || m_objective == OBJECTIVE_RUN_TO_AREA || m_objective == OBJECTIVE_GOTO_AREA_ANY_MEANS) { + if (m_pNextPathNode) + m_pNextPathNode = nil; + else + bScriptObjectiveCompleted = true; + + bUsePedNodeSeek = true; } + + if (SeekFollowingPath(nil)) + m_nCurPathNode++; + + return true; } void -CPed::ScanForInterestingStuff(void) +CPed::SetFlee(CVector2D const &from, int time) { - if (!IsPedInControl()) + if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer || !IsPedInControl() || bKindaStayInSamePlace) return; - if (m_objective != OBJECTIVE_NONE) - return; + if (m_nPedState != PED_FLEE_ENTITY) { + SetStoredState(); + m_nPedState = PED_FLEE_POS; + SetMoveState(PEDMOVE_RUN); + m_fleeFromPosX = from.x; + m_fleeFromPosY = from.y; + } - if (CharCreatedBy == MISSION_CHAR) - return; + bUsePedNodeSeek = true; + m_pNextPathNode = nil; + m_fleeTimer = CTimer::GetTimeInMilliseconds() + time; - LookForSexyPeds(); - LookForSexyCars(); - if (LookForInterestingNodes()) + 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; - if (m_nPedType == PEDTYPE_CRIMINAL && m_hitRecoverTimer < CTimer::GetTimeInMilliseconds()) { - if (CGeneral::GetRandomNumber() % 100 < 10) { - int mostExpensiveVehAround = -1; - int bestMonetaryValue = 0; + SetStoredState(); + m_nPedState = PED_FLEE_ENTITY; + bUsePedNodeSeek = true; + SetMoveState(PEDMOVE_RUN); + m_fleeFrom = fleeFrom; + m_fleeFrom->RegisterReference((CEntity **) &m_fleeFrom); - CVector pos = GetPosition(); - int16 lastVehicle; - CEntity *vehicles[8]; - CWorld::FindObjectsInRange(pos, 10.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false); + if (time <= 0) + m_fleeTimer = 0; + else + m_fleeTimer = CTimer::GetTimeInMilliseconds() + time; - for (int i = 0; i < lastVehicle; i++) { - CVehicle* veh = (CVehicle*)vehicles[i]; + float angleToFace = CGeneral::GetRadianAngleBetweenPoints( + GetPosition().x, GetPosition().y, + fleeFrom->GetPosition().x, fleeFrom->GetPosition().y); - 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; - } - } + 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_standardTimer = 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) { + eMoveState moveState = m_nMoveState; + ClearFlee(); + + if (m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE || m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS) + RestorePreviousObjective(); + + if ((m_nPedState == PED_IDLE || m_nPedState == PED_WANDER_PATH) && CGeneral::GetRandomNumber() & 1) { + SetWaitState(moveState <= PEDMOVE_WALK ? WAITSTATE_CROSS_ROAD_LOOK : WAITSTATE_FINISH_FLEE, nil); } - if (bestMonetaryValue > 2000 && mostExpensiveVehAround != -1 && vehicles[mostExpensiveVehAround]) { - SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, vehicles[mostExpensiveVehAround]); - m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000; - return; + return; + } + m_fleeTimer = CTimer::GetTimeInMilliseconds() + 5000; + } + + if (bUsePedNodeSeek) { + CPathNode *realLastNode = nil; + uint8 nextDirection = 0; + uint8 curDirectionShouldBe = 9; // means not defined yet + + if (m_nPedStateTimer < CTimer::GetTimeInMilliseconds() + && m_collidingThingTimer < CTimer::GetTimeInMilliseconds()) { + + if (m_pNextPathNode && CTimer::GetTimeInMilliseconds() > m_standardTimer) { + + curDirectionShouldBe = CGeneral::GetNodeHeadingFromVector(GetPosition().x - ms_vec2DFleePosition.x, GetPosition().y - ms_vec2DFleePosition.y); + if (m_nPathDir < curDirectionShouldBe) + m_nPathDir += 8; + + int dirDiff = m_nPathDir - curDirectionShouldBe; + if (dirDiff > 2 && dirDiff < 6) { + realLastNode = nil; + m_pLastPathNode = m_pNextPathNode; + m_pNextPathNode = nil; + } } - m_hitRecoverTimer = 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 (m_pNextPathNode) { + m_vecSeekPos = m_pNextPathNode->GetPosition(); + if (m_nMoveState == PEDMOVE_RUN) + bIsRunning = true; - 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; + eMoveState moveState = m_nMoveState; + if (Seek()) { + realLastNode = m_pLastPathNode; + m_pLastPathNode = m_pNextPathNode; + m_pNextPathNode = nil; } + bIsRunning = false; + SetMoveState(moveState); } - if (charToMug) - SetObjective(OBJECTIVE_MUG_CHAR, charToMug); + } - m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000; + if (!m_pNextPathNode) { + if (curDirectionShouldBe == 9) { + curDirectionShouldBe = CGeneral::GetNodeHeadingFromVector(GetPosition().x - ms_vec2DFleePosition.x, GetPosition().y - ms_vec2DFleePosition.y); + } + ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode, + curDirectionShouldBe, + &nextDirection); + + if (curDirectionShouldBe < nextDirection) + curDirectionShouldBe += 8; + + if (m_pNextPathNode && m_pNextPathNode != realLastNode && m_pNextPathNode != m_pLastPathNode && curDirectionShouldBe - nextDirection != 4) { + m_nPathDir = nextDirection; + m_standardTimer = CTimer::GetTimeInMilliseconds() + 2000; + } else { + bUsePedNodeSeek = false; + SetMoveState(PEDMOVE_RUN); + Flee(); + } } + return; } - if (m_nPedState == PED_WANDER_PATH) { -#ifndef VC_PED_PORTS - if (CTimer::GetTimeInMilliseconds() > m_standardTimer) { + if ((m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_ON_FIRE) && m_nPedStateTimer < CTimer::GetTimeInMilliseconds()) { - // += 2 is weird - for (int i = 0; i < m_numNearPeds; i += 2) { - if (m_nearPeds[i]->m_nPedState == PED_WANDER_PATH && WillChat(m_nearPeds[i])) { - if (CGeneral::GetRandomNumberInRange(0, 100) >= 100) - m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000; - else { - if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() >= 1.8f) { - m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000; - } else if (CanSeeEntity(m_nearPeds[i])) { - int time = CGeneral::GetRandomNumber() % 4000 + 10000; - SetChat(m_nearPeds[i], time); - m_nearPeds[i]->SetChat(this, time); - return; - } - } - } - } + float angleToFleeFromPos = CGeneral::GetRadianAngleBetweenPoints( + GetPosition().x, + GetPosition().y, + ms_vec2DFleePosition.x, + ms_vec2DFleePosition.y); + + m_fRotationDest = CGeneral::LimitRadianAngle(angleToFleeFromPos); + + if (m_fRotationCur - PI > m_fRotationDest) + m_fRotationDest += TWOPI; + else if (PI + m_fRotationCur < m_fRotationDest) + m_fRotationDest -= TWOPI; + } + + if (CTimer::GetTimeInMilliseconds() & 0x20) { + //CVector forwardPos = GetPosition(); + CMatrix forwardMat(GetMatrix()); + forwardMat.GetPosition() += Multiply3x3(forwardMat, CVector(0.0f, 4.0f, 0.0f)); + CVector forwardPos = forwardMat.GetPosition(); + + CEntity *foundEnt; + CColPoint foundCol; + bool found = CWorld::ProcessVerticalLine(forwardPos, forwardMat.GetPosition().z - 100.0f, foundCol, foundEnt, 1, 0, 0, 0, 1, 0, 0); + + if (!found || Abs(forwardPos.z - forwardMat.GetPosition().z) > 1.0f) { + m_fRotationDest += DEGTORAD(112.5f); + m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 2000; } -#else - if (CGeneral::GetRandomNumberInRange(0.0f, 1.0f) < 0.5f) { - if (CTimer::GetTimeInMilliseconds() > m_standardTimer) { - for (int i = 0; i < m_numNearPeds; i ++) { - if (m_nearPeds[i] && m_nearPeds[i]->m_nPedState == PED_WANDER_PATH) { - if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() < 1.8f - && CanSeeEntity(m_nearPeds[i]) - && m_nearPeds[i]->CanSeeEntity(this) - && WillChat(m_nearPeds[i])) { + } - int time = CGeneral::GetRandomNumber() % 4000 + 10000; - SetChat(m_nearPeds[i], time); - m_nearPeds[i]->SetChat(this, time); - return; - } - } + 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 (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); } - } else { - m_standardTimer = CTimer::GetTimeInMilliseconds() + 200; + + // We did it, save next path state and return true + m_nPathDir = nextPathState; + m_nPedState = PED_WANDER_PATH; + SetMoveState(PEDMOVE_WALK); + bIsRunning = false; + return true; } -#endif + } else { + m_nPathDir = pathStateDest; + bStartWanderPathOnFoot = true; + return false; } +} - // Parts below aren't there in VC, they're in somewhere else. - if (!CGame::noProstitutes && m_nPedType == PEDTYPE_PROSTITUTE && CharCreatedBy != MISSION_CHAR - && m_objectiveTimer < CTimer::GetTimeInMilliseconds() && !CTheScripts::IsPlayerOnAMission()) { +void +CPed::WanderPath(void) +{ + if (!m_pNextPathNode) { + printf("THIS SHOULDN@T HAPPEN TOO OFTEN\n"); + SetIdle(); + return; + } + if (m_nWaitState == WAITSTATE_FALSE) { + if (m_nMoveState == PEDMOVE_STILL || m_nMoveState == PEDMOVE_NONE) + SetMoveState(PEDMOVE_WALK); + } + m_vecSeekPos = m_pNextPathNode->GetPosition(); + m_vecSeekPos.z += 1.0f; - CVector pos = GetPosition(); - int16 lastVehicle; - CEntity* vehicles[8]; - CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false); + // 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; - for (int i = 0; i < lastVehicle; i++) { - CVehicle* veh = (CVehicle*)vehicles[i]; + CPathNode *previousLastNode = m_pLastPathNode; + uint8 randVal = (m_randomSeed + 3 * CTimer::GetFrameCounter()) % 100; - if (veh->IsVehicleNormal()) { - if (veh->IsCar()) { - if ((GetPosition() - veh->GetPosition()).Magnitude() < 5.0f && veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, nil)) { - SetObjective(OBJECTIVE_SOLICIT_VEHICLE, veh); - Say(SOUND_PED_SOLICIT); - return; - } + // We don't prefer 180-degree turns in normal situations + uint8 dirWeWouldntPrefer = m_nPathDir; + if (dirWeWouldntPrefer <= 3) + dirWeWouldntPrefer += 4; + else + dirWeWouldntPrefer -= 4; + + CPathNode *nodeWeWouldntPrefer = nil; + uint8 dirToSet = 9; // means undefined + uint8 dirWeWouldntPrefer2 = 9; // means undefined + if (randVal <= 90) { + if (randVal > 80) { + m_nPathDir += 2; + m_nPathDir %= 8; + } + } else { + m_nPathDir -= 2; + if (m_nPathDir < 0) + m_nPathDir += 8; + } + + m_pLastPathNode = m_pNextPathNode; + ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode, + m_nPathDir, &dirToSet); + + uint8 tryCount = 0; + + // NB: SetWanderPath checks for m_nPathDir == dirToStartWith, this one checks for tryCount > 7 + while (!m_pNextPathNode) { + tryCount++; + m_nPathDir = (m_nPathDir + 1) % 8; + + // We're at where we started and couldn't find any node + if (tryCount > 7) { + if (!nodeWeWouldntPrefer) { + ClearAll(); + SetIdle(); + // Probably this text carried over here after copy-pasting this loop from early version of SetWanderPath. + Error("Can't find valid path node, SetWanderPath, Ped.cpp"); + return; + } + m_pNextPathNode = nodeWeWouldntPrefer; + dirToSet = dirWeWouldntPrefer2; + } else { + ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode, + m_nPathDir, &dirToSet); + if (m_pNextPathNode) { + if (dirToSet == dirWeWouldntPrefer) { + nodeWeWouldntPrefer = m_pNextPathNode; + dirWeWouldntPrefer2 = dirToSet; + m_pNextPathNode = nil; } } } } - if (m_nPedType == PEDTYPE_CIVMALE || m_nPedType == PEDTYPE_CIVFEMALE) { - CVector pos = GetPosition(); - int16 lastVehicle; - CEntity* vehicles[8]; - CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false); - for (int i = 0; i < lastVehicle; i++) { - CVehicle* veh = (CVehicle*)vehicles[i]; + 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); + } +} - if (veh->GetModelIndex() == MI_MRWHOOP) { - if (veh->GetStatus() != STATUS_ABANDONED && veh->GetStatus() != STATUS_WRECKED) { - if ((GetPosition() - veh->GetPosition()).Magnitude() < 5.0f) { - SetObjective(OBJECTIVE_BUY_ICE_CREAM, veh); - return; +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)); + } } } } @@ -15630,183 +6015,651 @@ CPed::ScanForInterestingStuff(void) } } -uint32 -CPed::ScanForThreats(void) +bool +CPed::SeekFollowingPath(CVector *unused) { - 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; + return m_nCurPathNode <= m_nPathNodes && m_nPathNodes; +} + +bool +CPed::SetFollowPath(CVector dest) +{ + if (m_nPedState == PED_FOLLOW_PATH) + return false; + + if (FindPlayerPed() != this) + return false; + + if ((dest - GetPosition()).Magnitude() <= 2.0f) + return false; + + CVector pointPoses[7]; + int16 pointsFound; + CPedPath::CalcPedRoute(0, GetPosition(), dest, pointPoses, &pointsFound, 7); + for(int i = 0; i < pointsFound; i++) { + m_stPathNodeStates[i].x = pointPoses[i].x; + m_stPathNodeStates[i].y = pointPoses[i].y; } + + m_nCurPathNode = 0; + m_nPathNodes = pointsFound; + if (m_nPathNodes < 1) + return false; + + SetStoredState(); + m_nPedState = PED_FOLLOW_PATH; + SetMoveState(PEDMOVE_WALK); + return true; +} + +void +CPed::FollowPath(void) +{ + m_vecSeekPos.x = m_stPathNodeStates[m_nCurPathNode].x; + m_vecSeekPos.y = m_stPathNodeStates[m_nCurPathNode].y; + m_vecSeekPos.z = GetPosition().z; - CPed *shooter = nil; - if ((fearFlags & PED_FLAG_GUN) && (shooter = CheckForGunShots()) && (m_nPedType != shooter->m_nPedType || m_nPedType == PEDTYPE_CIVMALE || m_nPedType == PEDTYPE_CIVFEMALE)) { - if (!IsGangMember()) { - m_threatEntity = shooter; - m_threatEntity->RegisterReference((CEntity **) &m_threatEntity); - return PED_FLAG_GUN; + // Mysterious code +/* int v4 = 0; + int maxNodeIndex = m_nPathNodes - 1; + if (maxNodeIndex > 0) { + if (maxNodeIndex > 8) { + while (v4 < maxNodeIndex - 8) + v4 += 8; } - if (CPedType::GetFlag(shooter->m_nPedType) & fearFlags) { - m_threatEntity = shooter; - m_threatEntity->RegisterReference((CEntity **) &m_threatEntity); - return CPedType::GetFlag(shooter->m_nPedType); + while (v4 < maxNodeIndex) + v4++; + + } +*/ + if (Seek()) { + m_nCurPathNode++; + if (m_nCurPathNode == m_nPathNodes) + RestorePreviousState(); + } +} + +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->m_vehType == VEHICLE_TYPE_CAR) { + 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 { - CPed *deadPed = nil; - if (fearFlags & PED_FLAG_DEADPEDS && CharCreatedBy != MISSION_CHAR - && (deadPed = CheckForDeadPeds()) != nil && (deadPed->GetPosition() - ourPos).MagnitudeSqr() < sq(20.0f)) { - m_pEventEntity = deadPed; - m_pEventEntity->RegisterReference((CEntity **) &m_pEventEntity); - return PED_FLAG_DEADPEDS; - } else { - uint32 flagsOfSomePed = 0; + float vehDirection = CGeneral::GetRadianAngleBetweenPoints( + veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y, + 0.0f, 0.0f); - CPed *pedToFearFrom = nil; -#ifndef VC_PED_PORTS - for (int i = 0; i < m_numNearPeds; i++) { - if (CharCreatedBy != RANDOM_CHAR || m_nearPeds[i]->CharCreatedBy != MISSION_CHAR || m_nearPeds[i]->IsPlayer()) { - CPed *nearPed = m_nearPeds[i]; + // Let's turn our back to the "reason" + angleToFace += PI; - // BUG: WTF Rockstar?! Putting this here will result in returning the flags of farthest ped to us, since m_nearPeds is sorted by distance. - // Fixed at the bottom of the function. - flagsOfSomePed = CPedType::GetFlag(nearPed->m_nPedType); + if (angleToFace > PI) + angleToFace -= TWOPI; - if (CPedType::GetFlag(nearPed->m_nPedType) & fearFlags) { - if (nearPed->m_fHealth > 0.0f && OurPedCanSeeThisOne(m_nearPeds[i])) { - // FIX: Taken from VC + // 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_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(); + m_nPedState = PED_STEP_AWAY; + } + } +} + +void +CPed::SetEvasiveDive(CPhysical *reason, uint8 onlyRandomJump) +{ + if (!IsPedInControl() || !bRespondsToThreats) + return; + + CAnimBlendAssociation *animAssoc; + float angleToFace, neededTurn; + bool handsUp = false; + + angleToFace = m_fRotationCur; + CVehicle *veh = (CVehicle*) reason; + if (reason->IsVehicle() && veh->m_vehType == VEHICLE_TYPE_CAR && veh->m_nCarHornTimer != 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 dive into cars. Taken from SetEvasiveStep, last if statement inverted #ifdef FIX_BUGS - float nearPedDistSqr = (nearPed->GetPosition() - ourPos).MagnitudeSqr2D(); -#else - float nearPedDistSqr = (CVector2D(ourPos) - explosionPos).MagnitudeSqr(); + 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 - if (sq(closestPedDist) > nearPedDistSqr) { - closestPedDist = Sqrt(nearPedDistSqr); - pedToFearFrom = m_nearPeds[i]; - } - } - } - } + + 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; } -#else - bool weSawOurEnemy = false; - bool weMaySeeOurEnemy = false; - float closestEnemyDist = 60.0f; - if ((CTimer::GetFrameCounter() + (uint8)m_randomSeed + 16) & 4) { + Say(SOUND_PED_EVADE); + } - for (int i = 0; i < m_numNearPeds; ++i) { - if (CharCreatedBy == RANDOM_CHAR && m_nearPeds[i]->CharCreatedBy == MISSION_CHAR && !m_nearPeds[i]->IsPlayer()) { - continue; - } + 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; - // BUG: Explained at the same occurence of this bug above. Fixed at the bottom of the function. - flagsOfSomePed = CPedType::GetFlag(m_nearPeds[i]->m_nPedType); + animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSUP, 8.0f); + animAssoc->flags &= ~ASSOC_DELETEFADEDOUT; + animAssoc->SetFinishCallback(PedEvadeCB, this); + SetStoredState(); + m_nPedState = PED_STEP_AWAY; + } else { + m_fRotationCur = angleToFace; + ClearLookFlag(); + ClearAimFlag(); + SetStoredState(); + m_nPedState = PED_DIVE_AWAY; + animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_EV_DIVE, 8.0f); + animAssoc->SetFinishCallback(PedEvadeCB, this); + } - if (flagsOfSomePed & fearFlags) { - if (m_nearPeds[i]->m_fHealth > 0.0f) { + if (reason->IsVehicle() && m_nPedType == PEDTYPE_COP) { + if (veh->pDriver && veh->pDriver->IsPlayer()) { + CWanted *wanted = FindPlayerPed()->m_pWanted; + wanted->RegisterCrime_Immediately(CRIME_RECKLESS_DRIVING, GetPosition(), (uintptr)this, false); + wanted->RegisterCrime_Immediately(CRIME_SPEEDING, GetPosition(), (uintptr)this, false); + } + } +#ifdef PEDS_REPORT_CRIMES_ON_PHONE + else if (reason->IsVehicle()) { + if (veh->pDriver && veh->pDriver->IsPlayer()) { + CWanted* wanted = FindPlayerPed()->m_pWanted; + wanted->RegisterCrime(CRIME_RECKLESS_DRIVING, GetPosition(), (uintptr)this, false); + } + } +#endif +} - // VC also has ability to include objects to line of sight check here (via last bit of flagsL) - if (OurPedCanSeeThisOne(m_nearPeds[i])) { - if (m_nearPeds[i]->m_nPedState == PED_ATTACK) { - if (m_nearPeds[i]->m_pedInObjective == this) { +void +CPed::PedEvadeCB(CAnimBlendAssociation* animAssoc, void* arg) +{ + CPed* ped = (CPed*)arg; - 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; + 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->m_nPedState = PED_FALL; + } + animAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; + animAssoc->flags |= ASSOC_DELETEFADEDOUT; - // We don't see him yet but he's behind a ped, vehicle or object - // VC also has ability to include objects to line of sight check here (via last bit of flagsL) - if (!CWorld::ProcessLineOfSight(ourPos, nearPed->GetPosition(), foundCol, foundEnt, - true, false, false, false, false, false, false)) { + } else if (animAssoc->flags & ASSOC_FADEOUTWHENDONE) { + ped->ClearLookFlag(); + if (ped->m_nPedState == PED_DIVE_AWAY || ped->m_nPedState == PED_STEP_AWAY) + ped->RestorePreviousState(); - 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]; - } - } - } - } - } - } - } + } 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) +{ + CPlayerPed *player = FindPlayerPed(); + if (player == this) { + if (!player->m_bCanBeDamaged) + return; + } + + m_threatEntity = nil; + if (DyingOrDead()) + return; + + if (m_nPedState == PED_FALL || m_nPedState == PED_GETUP) + delta *= 0.5f; + + SetStoredState(); + ClearAll(); + m_fHealth = 0.0f; + if (m_nPedState == PED_DRIVING) { + if (!IsPlayer()) + FlagToDestroyWhenNextProcessed(); + } else if (bInVehicle) { + if (m_pVehicleAnim) + m_pVehicleAnim->blendDelta = -1000.0f; + } else if (EnteringCar()) { + QuitEnteringCar(); + } + + m_nPedState = PED_DIE; + if (animId == NUM_ANIMS) { + bIsPedDieAnimPlaying = false; + } else { + CAnimBlendAssociation *dieAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animId, delta); + if (speed > 0.0f) + dieAssoc->speed = speed; + + dieAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; + if (dieAssoc->IsRunning()) { + dieAssoc->SetFinishCallback(FinishDieAnimCB, this); + bIsPedDieAnimPlaying = true; + } + } + + Say(SOUND_PED_DEATH); + if (m_nLastPedState == PED_ENTER_CAR || m_nLastPedState == PED_CARJACK) + QuitEnteringCar(); + if (!bInVehicle) + StopNonPartialAnims(); + + m_bloodyFootprintCountOrDeathTime = CTimer::GetTimeInMilliseconds(); +} + +void +CPed::FinishDieAnimCB(CAnimBlendAssociation *animAssoc, void *arg) +{ + CPed *ped = (CPed*)arg; + + if (ped->bIsPedDieAnimPlaying) + ped->bIsPedDieAnimPlaying = false; +} + +void +CPed::SetDead(void) +{ + bUsesCollision = false; + + m_fHealth = 0.0f; + if (m_nPedState == PED_DRIVING) + bIsVisible = false; + + m_nPedState = PED_DEAD; + m_pVehicleAnim = nil; + m_pCollidingEntity = nil; + + CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + RemoveWeaponModel(weapon->m_nModelId); + + m_currentWeapon = WEAPONTYPE_UNARMED; + CEventList::RegisterEvent(EVENT_INJURED_PED, EVENT_ENTITY_PED, this, nil, 250); + if (this != FindPlayerPed()) { + CreateDeadPedWeaponPickups(); + CreateDeadPedMoney(); + } + + m_bloodyFootprintCountOrDeathTime = CTimer::GetTimeInMilliseconds(); + m_deadBleeding = false; + bDoBloodyFootprints = false; + bVehExitWillBeInstant = false; + CEventList::RegisterEvent(EVENT_DEAD_PED, EVENT_ENTITY_PED, this, nil, 1000); +} + +void +CPed::Die(void) +{ + // UNUSED: This is a perfectly empty function. +} + +void +CPed::SetChat(CEntity *chatWith, uint32 time) +{ + if(m_nPedState != PED_CHAT) + SetStoredState(); + + m_nPedState = PED_CHAT; + SetMoveState(PEDMOVE_STILL); +#if defined VC_PED_PORTS || defined FIX_BUGS + m_lookTimer = 0; +#endif + SetLookFlag(chatWith, true); + m_standardTimer = 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(); + 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_standardTimer && CTimer::GetTimeInMilliseconds() > m_standardTimer) { + ClearChat(); + m_standardTimer = 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(); +} + +#ifdef PEDS_REPORT_CRIMES_ON_PHONE +void +ReportPhonePickUpCB(CAnimBlendAssociation* assoc, void* arg) +{ + CPed* ped = (CPed*)arg; + ped->m_nMoveState = PEDMOVE_STILL; + CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_IDLE_STANCE, 8.0f); + + if (assoc->blendAmount > 0.5f && ped) { + CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_PHONE_TALK, 8.0f); + } +} + +void +ReportPhonePutDownCB(CAnimBlendAssociation* assoc, void* arg) +{ + assoc->flags |= ASSOC_DELETEFADEDOUT; + assoc->blendDelta = -1000.0f; + CPed* ped = (CPed*)arg; + + if (ped->m_phoneId != -1 && crimeReporters[ped->m_phoneId] == ped) { + crimeReporters[ped->m_phoneId] = nil; + gPhoneInfo.m_aPhones[ped->m_phoneId].m_nState = PHONE_STATE_FREE; + ped->m_phoneId = -1; + } + + if (assoc->blendAmount > 0.5f) + ped->bUpdateAnimHeading = true; + + ped->SetWanderPath(CGeneral::GetRandomNumber() & 7); +} #endif - 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) { +bool +CPed::FacePhone(void) +{ + // This function was broken since it's left unused early in development. +#ifdef PEDS_REPORT_CRIMES_ON_PHONE + float phoneDir = CGeneral::GetRadianAngleBetweenPoints( + gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.x, gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.y, + GetPosition().x, GetPosition().y); - // BUG: Same bug as above. Fixed at the bottom of function. - flagsOfSomePed = CPedType::GetFlag(driver->m_nPedType); - if (CPedType::GetFlag(driver->m_nPedType) & fearFlags) { - if (driver->m_fHealth > 0.0f && OurPedCanSeeThisOne(nearVeh->pDriver)) { - // FIX: Taken from VC -#ifdef FIX_BUGS - float driverDistSqr = (driver->GetPosition() - ourPos).MagnitudeSqr2D(); + if (m_facePhoneStart) { + m_lookTimer = 0; + SetLookFlag(phoneDir, true); + m_lookTimer = CTimer::GetTimeInMilliseconds() + 3000; + m_facePhoneStart = false; + } + + if (bIsLooking && TurnBody()) { + ClearLookFlag(); + SetIdle(); + m_phoneTalkTimer = CTimer::GetTimeInMilliseconds() + 10000; + CAnimBlendAssociation* assoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_PHONE_IN, 4.0f); + assoc->SetFinishCallback(ReportPhonePickUpCB, this); + return true; + } + + return false; #else - float driverDistSqr = (CVector2D(ourPos) - explosionPos).MagnitudeSqr(); + 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 - if (sq(closestPedDist) > driverDistSqr) { - closestPedDist = Sqrt(driverDistSqr); - pedToFearFrom = nearVeh->pDriver; - } - } - } - } - } - m_threatEntity = pedToFearFrom; - if (m_threatEntity) - m_threatEntity->RegisterReference((CEntity **) &m_threatEntity); +} +bool +CPed::MakePhonecall(void) +{ +#ifdef PEDS_REPORT_CRIMES_ON_PHONE + if (!IsPlayer() && CTimer::GetTimeInMilliseconds() > m_phoneTalkTimer - 7000 && bRunningToPhone) { -#ifdef FIX_BUGS - if (pedToFearFrom) - flagsOfSomePed = CPedType::GetFlag(((CPed*)m_threatEntity)->m_nPedType); - else - flagsOfSomePed = 0; + FindPlayerPed()->m_pWanted->RegisterCrime_Immediately(m_crimeToReportOnPhone, GetPosition(), + (m_crimeToReportOnPhone == CRIME_POSSESSION_GUN ? (uintptr)m_threatEntity : (uintptr)m_victimOfPlayerCrime), false); + + if (m_crimeToReportOnPhone != CRIME_POSSESSION_GUN) + FindPlayerPed()->m_pWanted->SetWantedLevelNoDrop(1); + + bRunningToPhone = false; + } #endif + if (CTimer::GetTimeInMilliseconds() <= m_phoneTalkTimer) + return false; - return flagsOfSomePed; +#ifdef PEDS_REPORT_CRIMES_ON_PHONE + CAnimBlendAssociation* talkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_PHONE_TALK); + if (talkAssoc && talkAssoc->blendAmount > 0.5f) { + CAnimBlendAssociation* endAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_PHONE_OUT, 8.0f); + endAssoc->flags &= ~ASSOC_DELETEFADEDOUT; + endAssoc->SetFinishCallback(ReportPhonePutDownCB, this); } +#endif + SetIdle(); + + gPhoneInfo.m_aPhones[m_phoneId].m_nState = PHONE_STATE_FREE; +#ifndef PEDS_REPORT_CRIMES_ON_PHONE + m_phoneId = -1; +#endif + + // Because SetWanderPath is now done async in ReportPhonePutDownCB +#ifdef PEDS_REPORT_CRIMES_ON_PHONE + return false; +#else + return true; +#endif +} + +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; + +#ifdef VC_PED_PORTS + if (!CanSetPedState() || m_nPedState == PED_DRIVING) + return; +#endif + + SetStoredState(); + m_pSeekTarget = car; + m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget); + m_carInObjective = car; + m_carInObjective->RegisterReference((CEntity**) &m_carInObjective); + m_pMyVehicle = car; + m_pMyVehicle->RegisterReference((CEntity**) &m_pMyVehicle); + // m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget); + m_vehEnterType = doorNode; + m_distanceToCountSeekDone = 0.5f; + m_nPedState = PED_SEEK_CAR; + } void @@ -15973,485 +6826,104 @@ CPed::SeekCar(void) } } -void -CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk) +bool +CPed::CheckForExplosions(CVector2D &area) { - if (m_nPedState == PED_DEAD) { - if (CGame::nastyGame) { - if (hitLevel == HITLEVEL_GROUND) { - CAnimBlendAssociation *floorHitAssoc; - if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL)) { - floorHitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f); - } else { - floorHitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[FIGHTMOVE_HITONFLOOR].animId, 8.0f); - } - if (floorHitAssoc) { - floorHitAssoc->SetCurrentTime(0.0f); - floorHitAssoc->SetRun(); - floorHitAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; - } - } - if (CGame::nastyGame) { - CVector headPos = GetNodePosition(PED_HEAD); - for(int i = 0; i < 4; ++i) { - CVector bloodDir(0.0f, 0.0f, 0.1f); - CVector bloodPos = headPos - 0.2f * GetForward(); - CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, bloodDir, nil, 0.0f, 0, 0, 0, 0); - } - } - } - } else if (m_nPedState == PED_FALL) { - if (hitLevel == HITLEVEL_GROUND && !IsPedHeadAbovePos(-0.3f)) { - CAnimBlendAssociation *floorHitAssoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL) ? - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f) : - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT, 8.0f); - if (floorHitAssoc) { - floorHitAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; - floorHitAssoc->flags |= ASSOC_DELETEFADEDOUT; - } - } - } else if (IsPedInControl()) { - if ((IsPlayer() && m_nPedState != PED_FIGHT && ((CPlayerPed*)this)->m_fMoveSpeed > 1.0f) - || (!IsPlayer() && m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE)) { -#ifndef VC_PED_PORTS - if (hitLevel != HITLEVEL_HIGH && hitLevel != HITLEVEL_LOW || (IsPlayer() || CGeneral::GetRandomNumber() & 3) && CGeneral::GetRandomNumber() & 7) { - if (IsPlayer() || CGeneral::GetRandomNumber() & 3) { -#else - if (hitLevel != HITLEVEL_HIGH && hitLevel != HITLEVEL_LOW || (IsPlayer() || CGeneral::GetRandomNumber() & 1) && CGeneral::GetRandomNumber() & 7) { - if (IsPlayer() || CGeneral::GetRandomNumber() & 1) { -#endif - AnimationId shotAnim; - switch (direction) { - case 1: - shotAnim = ANIM_SHOT_LEFT_PARTIAL; - break; - case 2: - shotAnim = ANIM_SHOT_BACK_PARTIAL; - break; - case 3: - shotAnim = ANIM_SHOT_RIGHT_PARTIAL; - break; - default: - shotAnim = ANIM_SHOT_FRONT_PARTIAL; - break; - } - CAnimBlendAssociation *shotAssoc = RpAnimBlendClumpGetAssociation(GetClump(), shotAnim); - if (!shotAssoc || shotAssoc->blendDelta < 0.0f) - shotAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, shotAnim, 8.0f); + 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; - 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); + 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; + } - 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_curFightMove = FIGHTMOVE_HITONFLOOR; - break; - case HITLEVEL_LOW: -#ifndef VC_PED_PORTS - if (direction == 2) { - SetFall(1000, ANIM_KO_SKID_BACK, false); - return; - } -#else - if (direction == 2 && (!IsPlayer() || ((CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f))) { - SetFall(1000, ANIM_KO_SKID_BACK, false); - return; - } else if (direction != 2 && !IsPlayer() && (CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f) { - SetFall(1000, ANIM_KO_SHOT_STOM, false); - return; - } -#endif - m_curFightMove = FIGHTMOVE_HITBODY; - break; - case HITLEVEL_HIGH: - switch (direction) { - case 1: - m_curFightMove = FIGHTMOVE_HITLEFT; - break; - case 2: - m_curFightMove = FIGHTMOVE_HITBACK; - break; - case 3: - m_curFightMove = FIGHTMOVE_HITRIGHT; - break; - default: - if (unk <= 5) - m_curFightMove = FIGHTMOVE_HITHEAD; - else - m_curFightMove = FIGHTMOVE_HITBIGSTEP; - break; - } - break; - default: - switch (direction) { - case 1: - m_curFightMove = FIGHTMOVE_HITLEFT; - break; - case 2: - m_curFightMove = FIGHTMOVE_HITBACK; - break; - case 3: - m_curFightMove = FIGHTMOVE_HITRIGHT; - break; - default: - if (unk <= 5) - m_curFightMove = FIGHTMOVE_HITCHEST; - else - m_curFightMove = FIGHTMOVE_HITBIGSTEP; - break; - } - break; - } - if (m_nPedState == PED_GETUP && !IsPedHeadAbovePos(0.0f)) - m_curFightMove = FIGHTMOVE_HITONFLOOR; - - if (m_nPedState == PED_FIGHT) { - CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].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_curFightMove].animId, 4.0f); - moveAssoc->SetCurrentTime(0.0f); - moveAssoc->speed = 1.3f; - } else { - if (m_nPedState != PED_AIM_GUN && m_nPedState != PED_ATTACK) - SetStoredState(); + if (actualEntity) { + m_pEventEntity = actualEntity; + m_pEventEntity->RegisterReference((CEntity **) &m_pEventEntity); + bGonnaInvestigateEvent = true; + } else + bGonnaInvestigateEvent = false; - 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_curFightMove].animId, 8.0f); - moveAssoc->SetFinishCallback(FinishFightMoveCB, this); - m_fightState = FIGHTSTATE_NO_MOVE; - m_takeAStepAfterAttack = false; - bIsAttacking = true; - } - } + 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; } -void -CPed::UpdateFromLeader(void) +CPed * +CPed::CheckForGunShots(void) { - if (CTimer::GetTimeInMilliseconds() <= m_objectiveTimer) - return; - - if (!m_leader) - return; - - CVector leaderDist; - if (m_leader->InVehicle()) - leaderDist = m_leader->m_pMyVehicle->GetPosition() - GetPosition(); - else - leaderDist = m_leader->GetPosition() - GetPosition(); - - if (leaderDist.Magnitude() > 30.0f) { - if (IsPedInControl()) { - SetObjective(OBJECTIVE_NONE); - SetIdle(); - SetMoveState(PEDMOVE_STILL); + 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); } - SetLeader(nil); - return; } + bGonnaInvestigateEvent = false; + return nil; +} - if (IsPedInControl()) { - if (m_nWaitState == WAITSTATE_PLAYANIM_TAXI) - WarpPedToNearLeaderOffScreen(); - - if (m_leader->m_nPedState == PED_DEAD) { - SetLeader(nil); - SetObjective(OBJECTIVE_FLEE_ON_FOOT_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_GET_OUT && m_objective != OBJECTIVE_LEAVE_CAR) - SetObjective(OBJECTIVE_LEAVE_CAR, 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_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 (m_leader->m_objective == OBJECTIVE_NONE || (m_leader->IsPlayer() && m_leader->m_objective == OBJECTIVE_WAIT_ON_FOOT) - || m_objective == m_leader->m_objective) { - - 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_NONE); - } else { - SetObjective(OBJECTIVE_GOTO_CHAR_ON_FOOT, m_leader); - SetObjectiveTimer(0); - } -#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 { - switch (m_leader->m_objective) { - case OBJECTIVE_WAIT_ON_FOOT: - case OBJECTIVE_FLEE_ON_FOOT_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_GUARD_ATTACK: - 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 (bInVehicle) { - if ((!m_leader->bInVehicle || m_leader->m_nPedState == PED_EXIT_CAR) && m_objective != OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT) { - - 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_CAR) { -#ifdef VC_PED_PORTS - m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 250; -#endif - SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); - } - - break; - } +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; } -void -CPed::UpdatePosition(void) +bool +CPed::IsPlayer(void) const { - if (CReplay::IsPlayingBack() || !bIsStanding) - 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); + return m_nPedType == PEDTYPE_PLAYER1 || m_nPedType == PEDTYPE_PLAYER2 || + m_nPedType == PEDTYPE_PLAYER3 || m_nPedType == PEDTYPE_PLAYER4; +} - // 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(); +bool +CPed::IsGangMember(void) const +{ + return m_nPedType >= PEDTYPE_GANG1 && m_nPedType <= PEDTYPE_GANG9; +} - velocityChange = 0.02f * reactionForce + m_moved; +bool +CPed::IsPointerValid(void) +{ + int pedIndex = CPools::GetPedPool()->GetIndex(this) >> 8; + if (pedIndex < 0 || pedIndex >= NUMPEDS) + return false; - 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) { - 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 (m_entryInfoList.first || FindPlayerPed() == this) + return true; - if (speedChange > changeMult) { - velocityChange = velocityChange * (changeMult / speedChange); - } - } - m_vecMoveSpeed.x += velocityChange.x; - m_vecMoveSpeed.y += velocityChange.y; + return false; } void @@ -16528,871 +7000,1469 @@ CPed::SetPedPositionInCar(void) 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) +void +CPed::LookForSexyPeds(void) { - if (CObject::nNoTempObjects >= NUMTEMPOBJECTS) - return nil; - -#ifdef PED_SKIN - assert(!IsClumpSkinned(GetClump())); -#endif - - CObject *obj = new CObject(); - if (!obj) - return nil; - - RwFrame *frame = RwFrameCreate(); - RpClump *clump = RpClumpCreate(); - RpClumpSetFrame(clump, frame); - RwMatrix *matrix = RwFrameGetLTM(m_pFrames[pedNode]->frame); - *RwFrameGetMatrix(frame) = *matrix; - - flyingClumpTemp = clump; - RwFrameForAllObjects(m_pFrames[pedNode]->frame, CloneAtomicToFrameCB, frame); - RwFrameForAllChildren(m_pFrames[pedNode]->frame, RecurseFrameChildrenToCloneCB, frame); - flyingClumpTemp = nil; - switch (pedNode) { - case PED_HEAD: - // So popping head would have wheel collision. They disabled it anyway - obj->SetModelIndexNoCreate(MI_CAR_WHEEL); - break; - case PED_UPPERARML: - case PED_UPPERARMR: - obj->SetModelIndexNoCreate(MI_BODYPARTB); - obj->SetCenterOfMass(0.25f, 0.0f, 0.0f); - break; - case PED_UPPERLEGL: - case PED_UPPERLEGR: - obj->SetModelIndexNoCreate(MI_BODYPARTA); - obj->SetCenterOfMass(0.4f, 0.0f, 0.0f); - break; - default: - break; - } - obj->RefModelInfo(GetModelIndex()); - obj->AttachToRwObject((RwObject*)clump); - obj->m_fMass = 15.0f; - obj->m_fTurnMass = 5.0f; - obj->m_fAirResistance = 0.99f; - obj->m_fElasticity = 0.03f; - obj->m_fBuoyancy = m_fMass*GRAVITY/0.75f; - obj->ObjectCreatedBy = TEMP_OBJECT; - obj->SetIsStatic(false); - obj->bIsPickup = false; - obj->m_nSpecialCollisionResponseCases = COLLRESPONSE_SMALLBOX; - - // life time - the more objects the are, the shorter this one will live - CObject::nNoTempObjects++; - if (CObject::nNoTempObjects > 20) - obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 12000; - else if (CObject::nNoTempObjects > 10) - obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 30000; - else - obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 60000; + if ((!IsPedInControl() && m_nPedState != PED_DRIVING) + || m_lookTimer >= CTimer::GetTimeInMilliseconds() || m_nPedType != PEDTYPE_CIVMALE) + return; - CVector localForcePos, forceDir; + 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) { - 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(); + SetLookFlag(nearPed, true); + m_lookTimer = CTimer::GetTimeInMilliseconds() + 4000; + Say(SOUND_PED_CHAT_SEXY); + return; + } + } + } } - obj->ApplyTurnForce(forceDir, localForcePos); - CWorld::Add(obj); - - return obj; + m_lookTimer = CTimer::GetTimeInMilliseconds() + 10000; } void -CPed::WarpPedIntoCar(CVehicle *car) +CPed::LookForSexyCars(void) { - bInVehicle = true; - m_pMyVehicle = car; - m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle); - m_carInObjective = car; - m_carInObjective->RegisterReference((CEntity **) &m_carInObjective); - m_nPedState = PED_DRIVING; - bUsesCollision = false; - bIsInTheAir = false; - bVehExitWillBeInstant = true; - if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) { - car->SetDriver(this); - car->pDriver->RegisterReference((CEntity **) &car->pDriver); + CEntity *vehicles[8]; + CVehicle *veh; + int foundVehId = 0; + int bestPriceYet = 0; + int16 lastVehicle; - } 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; + 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; } } - } else - return; + if (lastVehicle > 0 && bestPriceYet > 40000) + SetLookFlag(vehicles[foundVehId], false); - if (IsPlayer()) { - car->SetStatus(STATUS_PLAYER); - AudioManager.PlayerJustGotInCar(); - CCarCtrl::RegisterVehicleOfInterest(car); - } else { - car->SetStatus(STATUS_PHYSICS); + m_lookTimer = CTimer::GetTimeInMilliseconds() + 10000; } +} - CWorld::Remove(this); - SetPosition(car->GetPosition()); - CWorld::Add(this); +bool +CPed::LookForInterestingNodes(void) +{ + CBaseModelInfo *model; + CPtrNode *ptrNode; + CVector effectDist; + C2dEffect *effect; + CMatrix *objMat; - 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 ((CTimer::GetFrameCounter() + (m_randomSeed % 256)) & 7 || CTimer::GetTimeInMilliseconds() <= m_standardTimer) { + return false; } + bool found = false; + uint8 randVal = CGeneral::GetRandomNumber() % 256; -#ifdef VC_PED_PORTS - RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f); - - // VC uses AddInCarAnims but we don't have that - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, car->GetDriverAnim(), 100.0f); - RemoveWeaponWhenEnteringVehicle(); + 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 (car->IsBoat()) { -#ifndef FIX_BUGS - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_BOAT, 100.0f); + 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 - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, car->GetDriverAnim(), 100.0f); + if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y; #endif - CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); - RemoveWeaponModel(ourWeapon->m_nModelId); - } else { - // Because we can use Uzi for drive by - RemoveWeaponWhenEnteringVehicle(); - if (car->bLowVehicle) - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_LSIT, 100.0f); - else - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_SIT, 100.0f); + 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; + } + } + } + } + } + } } -#endif - StopNonPartialAnims(); - if (car->bIsBus) - bRenderPedInCar = false; + if (!found) + return false; - bChangedSeat = true; + CVector effectFrontLocal = Multiply3x3(*objMat, effect->attractor.dir); + float angleToFace = CGeneral::GetRadianAngleBetweenPoints(effectFrontLocal.x, effectFrontLocal.y, 0.0f, 0.0f); + randVal = CGeneral::GetRandomNumber() % 256; + if (randVal <= m_randomSeed % 256) { + m_standardTimer = CTimer::GetTimeInMilliseconds() + 2000; + SetLookFlag(angleToFace, true); + SetLookTimer(1000); + return false; + } + + 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 -CPed::SetObjective(eObjective newObj, CVector dest) +CPed::SetWaitState(eWaitState state, void *time) { - if (DyingOrDead()) - return; + AnimationId waitAnim = NUM_ANIMS; + CAnimBlendAssociation *animAssoc; - if (m_prevObjective != OBJECTIVE_NONE && m_prevObjective == newObj) + if (!IsPedInControl()) return; - SetObjectiveTimer(0); - if (m_objective == newObj) { - if (newObj == OBJECTIVE_GOTO_AREA_ANY_MEANS || newObj == OBJECTIVE_GOTO_AREA_ON_FOOT || newObj == OBJECTIVE_RUN_TO_AREA) { - if (m_nextRoutePointPos == dest) - return; - } else if (newObj == OBJECTIVE_GUARD_SPOT) { - if (m_vecSeekPosEx == dest) - return; - } - } + if (state != m_nWaitState) + FinishedWaitCB(nil, this); -#ifdef VC_PED_PORTS - ClearPointGunAt(); -#endif - bObjectiveCompleted = false; - switch (newObj) { - case OBJECTIVE_GUARD_SPOT: - m_vecSeekPosEx = dest; - m_distanceToCountSeekDoneEx = 5.0f; + switch (state) { + case WAITSTATE_TRAFFIC_LIGHTS: + m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 500; SetMoveState(PEDMOVE_STILL); break; - case OBJECTIVE_GUARD_AREA: - case OBJECTIVE_WAIT_IN_CAR: - case OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT: - case OBJECTIVE_KILL_CHAR_ON_FOOT: - case OBJECTIVE_KILL_CHAR_ANY_MEANS: - case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE: - case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS: - case OBJECTIVE_GOTO_CHAR_ON_FOOT: - case OBJECTIVE_FOLLOW_CHAR_IN_FORMATION: - case OBJECTIVE_LEAVE_CAR: - case OBJECTIVE_ENTER_CAR_AS_PASSENGER: - case OBJECTIVE_ENTER_CAR_AS_DRIVER: - case OBJECTIVE_FOLLOW_CAR_IN_CAR: - case OBJECTIVE_FIRE_AT_OBJECT_FROM_VEHICLE: - case OBJECTIVE_DESTROY_OBJECT: - case OBJECTIVE_DESTROY_CAR: + case WAITSTATE_CROSS_ROAD: + m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 1000; + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f); break; - case OBJECTIVE_GOTO_AREA_ANY_MEANS: - case OBJECTIVE_GOTO_AREA_ON_FOOT: - bIsRunning = false; - m_pNextPathNode = nil; - m_nextRoutePointPos = dest; - m_vecSeekPos = m_nextRoutePointPos; - m_distanceToCountSeekDone = 0.5f; - bUsePedNodeSeek = true; - if (sq(m_distanceToCountSeekDone) > (m_nextRoutePointPos - GetPosition()).MagnitudeSqr2D()) - return; + 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 OBJECTIVE_RUN_TO_AREA: - bIsRunning = true; - m_pNextPathNode = nil; - m_nextRoutePointPos = dest; - m_vecSeekPos = m_nextRoutePointPos; - m_distanceToCountSeekDone = 0.5f; - bUsePedNodeSeek = true; - if (sq(m_distanceToCountSeekDone) > (m_nextRoutePointPos - GetPosition()).MagnitudeSqr2D()) - return; + case WAITSTATE_LOOK_PED: + case WAITSTATE_LOOK_SHOP: + case WAITSTATE_LOOK_ACCIDENT: + case WAITSTATE_FACEOFF_GANG: break; - default: 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 (IsTemporaryObjective(m_objective)) { - m_prevObjective = newObj; - } else { - if (m_objective != newObj) - SetStoredObjective(); + if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == RANDOM_CHAR && m_nPedState == PED_SEEK_CAR) { + ClearObjective(); + RestorePreviousState(); + m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 30000; + } + break; + case WAITSTATE_TURN180: + m_headingRate = 0.0f; + m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000; + animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_TURN_180, 4.0f); + animAssoc->SetFinishCallback(FinishedWaitCB, this); + animAssoc->SetDeleteCallback(RestoreHeadingRateCB, this); + break; + case WAITSTATE_SURPRISE: + m_headingRate = 0.0f; + m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000; + animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HIT_WALL, 4.0f); + animAssoc->SetFinishCallback(FinishedWaitCB, this); + break; + case WAITSTATE_STUCK: + SetMoveState(PEDMOVE_STILL); + SetMoveAnim(); + m_headingRate = 0.0f; + m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000; + animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f); +#ifdef FIX_BUGS + animAssoc->SetFinishCallback(RestoreHeadingRateCB, this); +#endif - m_objective = newObj; + if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == RANDOM_CHAR && m_nPedState == PED_SEEK_CAR) { + ClearObjective(); + RestorePreviousState(); + m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 30000; + } + break; + case WAITSTATE_LOOK_ABOUT: + SetMoveState(PEDMOVE_STILL); + SetMoveAnim(); + m_headingRate = 0.0f; + m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000; + animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f); +#ifdef FIX_BUGS + animAssoc->SetFinishCallback(RestoreHeadingRateCB, this); +#endif + + break; + case WAITSTATE_PLAYANIM_COWER: + waitAnim = ANIM_HANDSCOWER; + case WAITSTATE_PLAYANIM_HANDSUP: + if (waitAnim == NUM_ANIMS) + waitAnim = ANIM_HANDSUP; + case WAITSTATE_PLAYANIM_HANDSCOWER: + if (waitAnim == NUM_ANIMS) + waitAnim = ANIM_HANDSCOWER; + m_headingRate = 0.0f; + if (time) + m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time; + else + m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3000; + + animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, waitAnim, 4.0f); + animAssoc->SetDeleteCallback(FinishedWaitCB, this); + break; + case WAITSTATE_PLAYANIM_DUCK: + waitAnim = ANIM_DUCK_DOWN; + case WAITSTATE_PLAYANIM_TAXI: + if (waitAnim == NUM_ANIMS) + waitAnim = ANIM_IDLE_TAXI; + case WAITSTATE_PLAYANIM_CHAT: + if (waitAnim == NUM_ANIMS) + waitAnim = ANIM_IDLE_CHAT; + if (time) + m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time; + else + m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3000; + + animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, waitAnim, 4.0f); + animAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; + animAssoc->flags |= ASSOC_DELETEFADEDOUT; + animAssoc->SetDeleteCallback(FinishedWaitCB, this); + break; + case WAITSTATE_FINISH_FLEE: + SetMoveState(PEDMOVE_STILL); + SetMoveAnim(); + m_headingRate = 0.0f; + m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2500; + animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f); +#ifdef FIX_BUGS + animAssoc->SetFinishCallback(RestoreHeadingRateCB, this); +#endif + break; + default: + m_nWaitState = WAITSTATE_FALSE; + RestoreHeadingRate(); + return; } + m_nWaitState = state; } void -CPed::SetMoveAnim(void) +CPed::Wait(void) { - if (m_nStoredMoveState == m_nMoveState || !IsPedInControl()) - return; + AnimationId mustHaveAnim = NUM_ANIMS; + CAnimBlendAssociation *animAssoc; + CPed *pedWeLook; - if (m_nMoveState == PEDMOVE_NONE) { - m_nStoredMoveState = PEDMOVE_NONE; + if (DyingOrDead()) { + m_nWaitState = WAITSTATE_FALSE; + RestoreHeadingRate(); return; } - AssocGroupId animGroupToUse; - if (m_leader && m_leader->IsPlayer()) - animGroupToUse = ASSOCGRP_PLAYER; - else - animGroupToUse = m_animGroup; + switch (m_nWaitState) { - CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_BLOCK); - if (!animAssoc) { - CAnimBlendAssociation *fightIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE); - animAssoc = fightIdleAssoc; - if (fightIdleAssoc && m_nPedState == PED_FIGHT) - return; + case WAITSTATE_TRAFFIC_LIGHTS: + if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { + if (CTrafficLights::LightForPeds() == PED_LIGHTS_WALK) { + m_nWaitState = WAITSTATE_FALSE; + SetMoveState(PEDMOVE_WALK); + } + } + break; - if (fightIdleAssoc) { - CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE); - if (!idleAssoc || idleAssoc->blendDelta <= 0.0f) { - animAssoc->flags |= ASSOC_DELETEFADEDOUT; - animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_IDLE_STANCE, 8.0f); + case WAITSTATE_CROSS_ROAD: + if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { + if (CGeneral::GetRandomNumber() & 1 || !m_nWaitTimer) + m_nWaitState = WAITSTATE_FALSE; + else + SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, nil); + + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB); + if (animAssoc) { + animAssoc->blendDelta = -8.0f; + animAssoc->flags |= ASSOC_DELETEFADEDOUT; + } } - } - } - if (!animAssoc) { - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED); - if (animAssoc) - if (m_nWaitState == WAITSTATE_STUCK || m_nWaitState == WAITSTATE_FINISH_FLEE) - return; + break; - 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); + case WAITSTATE_CROSS_ROAD_LOOK: + if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { + m_nWaitState = WAITSTATE_FALSE; + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS); + if (animAssoc) { + animAssoc->blendDelta = -8.0f; + animAssoc->flags |= ASSOC_DELETEFADEDOUT; + } } - } - } - 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)) { + break; - if (!(assoc->flags & ASSOC_FADEOUTWHENDONE)) { - assoc->blendDelta = -2.0f; - assoc->flags |= ASSOC_DELETEFADEDOUT; + case WAITSTATE_DOUBLEBACK: + if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) { + uint32 timeLeft = m_nWaitTimer - CTimer::GetTimeInMilliseconds(); + if (timeLeft < 2500 && timeLeft > 2000) { + m_nWaitTimer -= 500; + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f); } + } else { + m_nWaitState = WAITSTATE_FALSE; + SetMoveState(PEDMOVE_WALK); } + break; - ClearAimFlag(); - ClearLookFlag(); - } + case WAITSTATE_HITWALL: + if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) { + if (m_collidingThingTimer > CTimer::GetTimeInMilliseconds()) { + m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 2500; + } + } else { + m_nWaitState = WAITSTATE_FALSE; + } + break; - 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); + case WAITSTATE_TURN180: + if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { + m_nWaitState = WAITSTATE_FALSE; + SetMoveState(PEDMOVE_WALK); + m_fRotationCur = m_fRotationCur + PI; + if (m_nPedState == PED_INVESTIGATE) + ClearInvestigateEvent(); + } + + if (m_collidingThingTimer > CTimer::GetTimeInMilliseconds()) { + m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 2500; + } + break; + + case WAITSTATE_SURPRISE: + if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { + if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HIT_WALL)) { + animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f); + animAssoc->SetFinishCallback(FinishedWaitCB, this); + m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000; } else { - animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_RUN, 1.0f); + m_nWaitState = WAITSTATE_FALSE; } + } + break; + + case WAITSTATE_STUCK: + if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) 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); + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED); - if (!walkAssoc) - walkAssoc = RpAnimBlendClumpGetAssociation(m_leader->GetClump(), ANIM_SPRINT); + 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 (walkAssoc) { - animAssoc->speed = walkAssoc->speed; + if (animAssoc) { + if (animAssoc->IsPartial()) { + animAssoc->blendDelta = -8.0f; + animAssoc->flags |= ASSOC_DELETEFADEDOUT; } else { - if (CharCreatedBy == MISSION_CHAR) - animAssoc->speed = 1.0f; - else - animAssoc->speed = 1.2f - m_randomSeed * 0.4f / MYRAND_MAX; - + animAssoc->flags |= ASSOC_DELETEFADEDOUT; + CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f); + } + + if (animAssoc->animId == ANIM_TURN_180) { + m_fRotationCur = CGeneral::LimitRadianAngle(PI + m_fRotationCur); + m_nWaitState = WAITSTATE_FALSE; + SetMoveState(PEDMOVE_WALK); + m_nStoredMoveState = PEDMOVE_NONE; + m_panicCounter = 0; + return; } - } else { - if (CharCreatedBy == MISSION_CHAR) - animAssoc->speed = 1.0f; - else - animAssoc->speed = 1.2f - m_randomSeed * 0.4f / MYRAND_MAX; } - } - } -} -void -CPed::SetEnterCar_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag) -{ - float zDiff = 0.0f; - RemoveWeaponWhenEnteringVehicle(); - car->m_nGettingInFlags |= doorFlag; - bVehEnterDoorIsBlocked = false; - if (m_nPedState != PED_SEEK_CAR && m_nPedState != PED_SEEK_IN_BOAT) - SetStoredState(); + AnimationId animToPlay; - m_pSeekTarget = car; - m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); - m_vehEnterType = doorNode; - m_nPedState = PED_ENTER_CAR; - if (m_vehEnterType == CAR_DOOR_RF && m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && car->m_vehType != VEHICLE_TYPE_BIKE) { - car->bIsBeingCarJacked = true; - } + 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; + } - m_pMyVehicle = (CVehicle*)m_pSeekTarget; - m_pMyVehicle->RegisterReference((CEntity**) &m_pMyVehicle); - ((CVehicle*)m_pSeekTarget)->m_nNumGettingIn++; - bUsesCollision = false; - CVector doorOpenPos = GetPositionToOpenCarDoor(car, m_vehEnterType); + animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f); - // Because buses have stairs - if (!m_pMyVehicle->bIsBus) - zDiff = Max(0.0f, doorOpenPos.z - GetPosition().z); + if (animToPlay == ANIM_TURN_180) + animAssoc->SetFinishCallback(FinishedWaitCB, this); - m_vecOffsetSeek = doorOpenPos - GetPosition(); - m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 600; - if (car->IsBoat()) { + m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(1500, 5000); + break; + + case WAITSTATE_LOOK_ABOUT: + if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { + m_nWaitState = WAITSTATE_FALSE; + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB); + if (animAssoc) { + animAssoc->blendDelta = -8.0f; + animAssoc->flags |= ASSOC_DELETEFADEDOUT; + } + } + break; + + case WAITSTATE_PLAYANIM_HANDSUP: + mustHaveAnim = ANIM_HANDSUP; + + case WAITSTATE_PLAYANIM_HANDSCOWER: + if (mustHaveAnim == NUM_ANIMS) + mustHaveAnim = ANIM_HANDSCOWER; + + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim); + pedWeLook = (CPed*) m_pLookTarget; + + if ((!m_pLookTarget || !m_pLookTarget->IsPed() || pedWeLook->m_pPointGunAt) + && m_nPedState != PED_FLEE_ENTITY + && m_nPedState != PED_ATTACK + && CTimer::GetTimeInMilliseconds() <= m_nWaitTimer + && animAssoc) { + + TurnBody(); + } else { + m_nWaitState = WAITSTATE_FALSE; + m_nWaitTimer = 0; + if (m_pLookTarget && m_pLookTarget->IsPed()) { + + if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_ATTACK) { + + if (m_pedStats->m_fear <= 100 - pedWeLook->m_pedStats->m_temper) { + + if (GetWeapon()->IsTypeMelee()) { #ifdef VC_PED_PORTS - // VC checks for handling flag, but we can't do that - if(car->GetModelIndex() == MI_SPEEDER) - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_SIT, 100.0f); - else - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_BOAT, 100.0f); + if(m_pedStats->m_flags & STAT_GUN_PANIC) { +#endif + SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pLookTarget); + if (m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_FLEE_POS) { - PedSetInCarCB(nil, this); - bVehExitWillBeInstant = true; -#else + bUsePedNodeSeek = true; + m_pNextPathNode = nil; + } + if (m_nMoveState != PEDMOVE_RUN) + SetMoveState(PEDMOVE_WALK); -#ifndef FIX_BUGS - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_BOAT, 100.0f); -#else - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, car->GetDriverAnim(), 100.0f); + if (m_nPedType != PEDTYPE_COP) { + ProcessObjective(); + SetMoveState(PEDMOVE_WALK); + } +#ifdef VC_PED_PORTS + } else { + SetObjective(OBJECTIVE_NONE); + SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f)); + } #endif + } else { + SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, m_pLookTarget); + SetObjectiveTimer(20000); + } + } else { + SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pLookTarget); + if (m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_FLEE_POS) + { + bUsePedNodeSeek = true; + m_pNextPathNode = nil; + } + SetMoveState(PEDMOVE_RUN); + Say(SOUND_PED_FLEE_RUN); + } + } + } + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim); + if (animAssoc) { + animAssoc->blendDelta = -4.0f; + animAssoc->flags |= ASSOC_DELETEFADEDOUT; + } + } + break; + case WAITSTATE_PLAYANIM_COWER: + mustHaveAnim = ANIM_HANDSCOWER; + + case WAITSTATE_PLAYANIM_DUCK: + if (mustHaveAnim == NUM_ANIMS) + mustHaveAnim = ANIM_DUCK_DOWN; + + case WAITSTATE_PLAYANIM_TAXI: + if (mustHaveAnim == NUM_ANIMS) + mustHaveAnim = ANIM_IDLE_TAXI; - m_pVehicleAnim->SetFinishCallback(PedSetInCarCB, this); + case WAITSTATE_PLAYANIM_CHAT: + if (mustHaveAnim == NUM_ANIMS) + mustHaveAnim = ANIM_IDLE_CHAT; + + if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim); + if (animAssoc) { + animAssoc->blendDelta = -4.0f; + animAssoc->flags |= ASSOC_DELETEFADEDOUT; + } + m_nWaitState = WAITSTATE_FALSE; + } +#ifdef VC_PED_PORTS + else if (m_nWaitState == WAITSTATE_PLAYANIM_TAXI) { + if (m_pedInObjective) { + if (m_objective == OBJECTIVE_GOTO_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT) { + + // VC also calls CleanUpOldReference here for old LookTarget. + m_pLookTarget = m_pedInObjective; + m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); + TurnBody(); + } + } + } #endif - if (IsPlayer()) - CWaterLevel::AllocateBoatWakeArray(); - } else { - if (zDiff > 4.4f) { - if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_RHS, 4.0f); - else - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_LHS, 4.0f); + break; - } else { - if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_RHS, 4.0f); - else - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_LHS, 4.0f); - } - m_pVehicleAnim->SetFinishCallback(PedAnimAlignCB, this); - car->AutoPilot.m_nCruiseSpeed = 0; + case WAITSTATE_FINISH_FLEE: + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED); + if (animAssoc) { + if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { + animAssoc->flags |= ASSOC_DELETEFADEDOUT; + CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f); + int timer = 2000; + m_nWaitState = WAITSTATE_FALSE; + SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &timer); + } + } else { + m_nWaitState = WAITSTATE_FALSE; + } + break; + default: + break; } + + if(!m_nWaitState) + RestoreHeadingRate(); } void -CPed::WanderPath(void) +CPed::FinishedWaitCB(CAnimBlendAssociation *animAssoc, void *arg) { - if (!m_pNextPathNode) { - printf("THIS SHOULDN@T HAPPEN TOO OFTEN\n"); - SetIdle(); + 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)->m_headingRate = ((CPed*)arg)->m_pedStats->m_headingChangeRate; +} + +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); } - if (m_nWaitState == WAITSTATE_FALSE) { - if (m_nMoveState == PEDMOVE_STILL || m_nMoveState == PEDMOVE_NONE) - SetMoveState(PEDMOVE_WALK); - } - m_vecSeekPos = m_pNextPathNode->GetPosition(); - m_vecSeekPos.z += 1.0f; + bInVehicle = false; + m_pMyVehicle = nil; + if (CharCreatedBy == MISSION_CHAR) + m_nPedState = PED_DEAD; + else + m_nPedState = PED_NONE; + m_pVehicleAnim = nil; +} - // Only returns true when ped is stuck(not stopped) I think, then we should assign new direction or wait state to him. - if (!Seek()) +void +CPed::SetSolicit(uint32 time) +{ + if (m_nPedState == PED_SOLICIT || !IsPedInControl() || !m_carInObjective) return; - CPathNode *previousLastNode = m_pLastPathNode; - uint8 randVal = (m_randomSeed + 3 * CTimer::GetFrameCounter()) % 100; + if (CharCreatedBy != MISSION_CHAR && m_carInObjective->m_nNumGettingIn == 0 + && CTimer::GetTimeInMilliseconds() < m_objectiveTimer) { + if (m_vehEnterType == CAR_DOOR_LF) { + m_fRotationDest = m_carInObjective->GetForward().Heading() - HALFPI; + } else { + m_fRotationDest = m_carInObjective->GetForward().Heading() + HALFPI; + } - // We don't prefer 180-degree turns in normal situations - uint8 dirWeWouldntPrefer = m_nPathDir; - if (dirWeWouldntPrefer <= 3) - dirWeWouldntPrefer += 4; - else - dirWeWouldntPrefer -= 4; + if (Abs(m_fRotationDest - m_fRotationCur) < HALFPI) { + m_standardTimer = CTimer::GetTimeInMilliseconds() + time; - CPathNode *nodeWeWouldntPrefer = nil; - uint8 dirToSet = 9; // means undefined - uint8 dirWeWouldntPrefer2 = 9; // means undefined - if (randVal <= 90) { - if (randVal > 80) { - m_nPathDir += 2; - m_nPathDir %= 8; + if(!m_carInObjective->bIsVan && !m_carInObjective->bIsBus) + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_HOOKERTALK, 4.0f); + + m_nPedState = PED_SOLICIT; } - } 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); +void +CPed::Solicit(void) +{ + if (m_standardTimer >= CTimer::GetTimeInMilliseconds() && m_carInObjective) { + CVector doorPos = GetPositionToOpenCarDoor(m_carInObjective, m_vehEnterType, 0.0f); + SetMoveState(PEDMOVE_STILL); - uint8 tryCount = 0; + // Game uses GetAngleBetweenPoints and converts it to radian + m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( + doorPos.x, doorPos.y, + GetPosition().x, GetPosition().y); - // NB: SetWanderPath checks for m_nPathDir == dirToStartWith, this one checks for tryCount > 7 - while (!m_pNextPathNode) { - tryCount++; - m_nPathDir = (m_nPathDir + 1) % 8; + if (m_fRotationDest < 0.0f) { + m_fRotationDest = m_fRotationDest + TWOPI; + } else if (m_fRotationDest > TWOPI) { + m_fRotationDest = m_fRotationDest - TWOPI; + } - // 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 ((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); } +} - 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::SetBuyIceCream(void) +{ + if (m_nPedState == PED_BUY_ICECREAM || !IsPedInControl()) + return; + + if (!m_carInObjective) + return; + +#ifdef FIX_ICECREAM + + // Simulating BuyIceCream + CPed* driver = m_carInObjective->pDriver; + if (driver) { + m_nPedState = PED_BUY_ICECREAM; + bFindNewNodeAfterStateRestore = true; + SetObjectiveTimer(8000); + SetChat(driver, 8000); + driver->SetChat(this, 8000); + return; + } +#endif + + // Side of the Ice Cream van + m_fRotationDest = m_carInObjective->GetForward().Heading() - HALFPI; + + if (Abs(m_fRotationDest - m_fRotationCur) < HALFPI) { + m_standardTimer = CTimer::GetTimeInMilliseconds() + 3000; + m_nPedState = PED_BUY_ICECREAM; } } bool -CPed::WarpPedToNearEntityOffScreen(CEntity *warpTo) +CPed::PossiblyFindBetterPosToSeekCar(CVector *pos, CVehicle *veh) { - bool teleported = false; - if (GetIsOnScreen() || m_leaveCarTimer > CTimer::GetTimeInMilliseconds()) - return false; + bool foundIt = false; - CVector warpToPos = warpTo->GetPosition(); - CVector distVec = warpToPos - GetPosition(); - float halfOfDist = distVec.Magnitude() * 0.5f; - CVector halfNormalizedDist = distVec / halfOfDist; + CVector helperPos = GetPosition(); + helperPos.z = pos->z - 0.5f; - CVector appropriatePos = GetPosition(); - CVector zCorrectedPos = appropriatePos; - int tryCount = Min(10, halfOfDist); - for (int i = 0; i < tryCount; ++i) { - appropriatePos += halfNormalizedDist; - CPedPlacement::FindZCoorForPed(&zCorrectedPos); + CVector foundPos = *pos; + foundPos.z -= 0.5f; - if (Abs(zCorrectedPos.z - warpToPos.z) >= 3.0f && Abs(zCorrectedPos.z - appropriatePos.z) >= 3.0f) - continue; + // 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; - appropriatePos.z = zCorrectedPos.z; - if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f, &TheCamera.GetCameraMatrix()) - && CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false) - && !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) { - teleported = true; - Teleport(appropriatePos); + bool canHeadToRf = NTVF_RF <= 0.0f || NTVF_RF >= HALFPI; + + // Only order of conditions are different among enterTypes. + if (m_vehEnterType == CAR_DOOR_RR) { + if (canHeadToRr) { + foundPos = rightRearPos; + foundIt = true; + } else if (canHeadToRf) { + foundPos = rightFrontPos; + foundIt = true; + } else if (canHeadToLr) { + foundPos = leftRearPos; + foundIt = true; + } else if (canHeadToLf) { + foundPos = leftFrontPos; + foundIt = true; + } + } else if(m_vehEnterType == CAR_DOOR_RF) { + if (canHeadToRf) { + foundPos = rightFrontPos; + foundIt = true; + } else if (canHeadToRr) { + foundPos = rightRearPos; + foundIt = true; + } else if (canHeadToLf) { + foundPos = leftFrontPos; + foundIt = true; + } else if (canHeadToLr) { + foundPos = leftRearPos; + foundIt = true; + } + } else if (m_vehEnterType == CAR_DOOR_LF) { + if (canHeadToLf) { + foundPos = leftFrontPos; + foundIt = true; + } else if (canHeadToLr) { + foundPos = leftRearPos; + foundIt = true; + } else if (canHeadToRf) { + foundPos = rightFrontPos; + foundIt = true; + } else if (canHeadToRr) { + foundPos = rightRearPos; + foundIt = true; + } + } else if (m_vehEnterType == CAR_DOOR_LR) { + if (canHeadToLr) { + foundPos = leftRearPos; + foundIt = true; + } else if (canHeadToLf) { + foundPos = leftFrontPos; + foundIt = true; + } else if (canHeadToRr) { + foundPos = rightRearPos; + foundIt = true; + } else if (canHeadToRf) { + foundPos = rightFrontPos; + foundIt = true; + } } } - m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 3000; - return teleported; + 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; } -bool -CPed::WarpPedToNearLeaderOffScreen(void) +void +CPed::SetLeader(CEntity *leader) { - bool teleported = false; - if (GetIsOnScreen() || m_leaveCarTimer > CTimer::GetTimeInMilliseconds()) - return false; + m_leader = (CPed*)leader; - CVector warpToPos = m_leader->GetPosition(); - CVector distVec = warpToPos - GetPosition(); - float halfOfDist = distVec.Magnitude() * 0.5f; - CVector halfNormalizedDist = distVec / halfOfDist; + if(m_leader) + m_leader->RegisterReference((CEntity **)&m_leader); +} - CVector appropriatePos = GetPosition(); - CVector zCorrectedPos = appropriatePos; - int tryCount = Min(10, halfOfDist); - for (int i = 0; i < tryCount; ++i) { - appropriatePos += halfNormalizedDist; - CPedPlacement::FindZCoorForPed(&zCorrectedPos); +#ifdef VC_PED_PORTS +bool +CPed::CanPedJumpThis(CEntity *unused, CVector *damageNormal) +{ + if (m_nSurfaceTouched == SURFACE_WATER) + return true; - if (Abs(zCorrectedPos.z - warpToPos.z) >= 3.0f && Abs(zCorrectedPos.z - appropriatePos.z) >= 3.0f) - continue; + CVector pos = GetPosition(); + CVector forwardOffset = GetForward(); + if (damageNormal && damageNormal->z > 0.17f) { + if (damageNormal->z > 0.9f) + return false; - appropriatePos.z = zCorrectedPos.z; - if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f, &TheCamera.GetCameraMatrix()) - && CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false) - && !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) { - teleported = true; - Teleport(appropriatePos); + CColModel *ourCol = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(); + pos.z = ourCol->spheres->center.z - ourCol->spheres->radius * damageNormal->z + pos.z; + pos.z = pos.z + 0.05f; + float collPower = damageNormal->Magnitude2D(); + if (damageNormal->z > 0.5f) { + 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; } - m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 3000; - return teleported; + + CVector forwardPos = pos + forwardOffset; + return CWorld::GetIsLineOfSightClear(pos, forwardPos, true, false, false, true, false, false, false); +} +#else +bool +CPed::CanPedJumpThis(CEntity *unused) +{ + CVector2D forward(-Sin(m_fRotationCur), Cos(m_fRotationCur)); + CVector pos = GetPosition(); + CVector forwardPos( + forward.x + pos.x, + forward.y + pos.y, + pos.z); + + return CWorld::GetIsLineOfSightClear(pos, forwardPos, true, false, false, true, false, false, false); } +#endif void -CPed::SetCarJack_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag) +CPed::SetJump(void) { - RemoveWeaponWhenEnteringVehicle(); - if (m_nPedState != PED_SEEK_CAR) + if (!bInVehicle && +#if defined VC_PED_PORTS || defined FIX_BUGS + m_nPedState != PED_JUMP && !RpAnimBlendClumpGetAssociation(GetClump(), ANIM_JUMP_LAUNCH) && +#endif + (m_nSurfaceTouched != SURFACE_STEEP_CLIFF || DotProduct(GetForward(), m_vecDamageNormal) >= 0.0f)) { SetStoredState(); - - m_pSeekTarget = car; - m_pSeekTarget->RegisterReference((CEntity**)&m_pSeekTarget); - m_nPedState = PED_CARJACK; - car->bIsBeingCarJacked = true; - m_pMyVehicle = (CVehicle*)m_pSeekTarget; - m_pMyVehicle->RegisterReference((CEntity**)&m_pMyVehicle); - ((CVehicle*)m_pSeekTarget)->m_nNumGettingIn++; - - Say(m_nPedType == PEDTYPE_COP ? SOUND_PED_ARREST_COP : SOUND_PED_CAR_JACKING); - CVector carEnterPos; - carEnterPos = GetPositionToOpenCarDoor(car, m_vehEnterType); - - car->m_nGettingInFlags |= doorFlag; - m_vecOffsetSeek = carEnterPos - GetPosition(); - m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 600; - float zDiff = Max(0.0f, carEnterPos.z - GetPosition().z); - bUsesCollision = false; - - if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, zDiff > 4.4f ? ANIM_CAR_ALIGNHI_LHS : ANIM_CAR_ALIGN_LHS, 4.0f); - else - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, zDiff > 4.4f ? ANIM_CAR_ALIGNHI_RHS : ANIM_CAR_ALIGN_RHS, 4.0f); - - m_pVehicleAnim->SetFinishCallback(PedAnimAlignCB, this); + m_nPedState = PED_JUMP; + CAnimBlendAssociation *jumpAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_JUMP_LAUNCH, 8.0f); + jumpAssoc->SetFinishCallback(FinishLaunchCB, this); + m_fRotationDest = m_fRotationCur; + } } void -CPed::SetObjective(eObjective newObj, CVector dest, float safeDist) +CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg) { - if (DyingOrDead()) + CPed *ped = (CPed*)arg; + + if (ped->m_nPedState != PED_JUMP) return; - if (m_prevObjective != OBJECTIVE_NONE && m_prevObjective == newObj) + CVector forward(0.15f * ped->GetForward() + ped->GetPosition()); + forward.z += CModelInfo::GetModelInfo(ped->GetModelIndex())->GetColModel()->spheres->center.z + 0.25f; + + CEntity *obstacle = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false); + if (!obstacle) { + // Forward of forward + forward += 0.15f * ped->GetForward(); + forward.z += 0.15f; + obstacle = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false); + } + + if (obstacle) { + animAssoc->flags |= ASSOC_DELETEFADEDOUT; + + // ANIM_HIT_WALL in VC (which makes more sense) + CAnimBlendAssociation *handsCoverAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER, 8.0f); + handsCoverAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; + handsCoverAssoc->SetFinishCallback(FinishHitHeadCB, ped); + ped->bIsLanding = true; return; + } - SetObjectiveTimer(0); - if (m_objective == newObj) { - if (newObj == OBJECTIVE_GOTO_AREA_ANY_MEANS || newObj == OBJECTIVE_GOTO_AREA_ON_FOOT || newObj == OBJECTIVE_RUN_TO_AREA) { - if (m_nextRoutePointPos == dest && m_distanceToCountSeekDone == safeDist) - return; - } else if (newObj == OBJECTIVE_GUARD_SPOT) { - if (m_vecSeekPosEx == dest && m_distanceToCountSeekDoneEx == safeDist) - return; + float velocityFromAnim = 0.1f; + CAnimBlendAssociation *sprintAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_SPRINT); + + if (sprintAssoc) { + velocityFromAnim = 0.05f * sprintAssoc->blendAmount + 0.17f; + } else { + CAnimBlendAssociation *runAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_RUN); + if (runAssoc) { + velocityFromAnim = 0.07f * runAssoc->blendAmount + 0.1f; } } + if (ped->IsPlayer() #ifdef VC_PED_PORTS - ClearPointGunAt(); + || ped->m_pedInObjective && ped->m_pedInObjective->IsPlayer() #endif - bObjectiveCompleted = false; - if (IsTemporaryObjective(m_objective)) { - m_prevObjective = newObj; - } else { - if (m_objective != newObj) - SetStoredObjective(); + ) + ped->ApplyMoveForce(0.0f, 0.0f, 8.5f); + else + ped->ApplyMoveForce(0.0f, 0.0f, 4.5f); + + if (sq(velocityFromAnim) > ped->m_vecMoveSpeed.MagnitudeSqr2D() +#ifdef VC_PED_PORTS + || ped->m_pCurrentPhysSurface +#endif + ) { - m_objective = newObj; +#ifdef FREE_CAM + if (TheCamera.Cams[0].Using3rdPersonMouseCam() && !CCamera::bFreeCam) { +#else + if (TheCamera.Cams[0].Using3rdPersonMouseCam()) { +#endif + float fpsAngle = ped->WorkOutHeadingForMovingFirstPerson(ped->m_fRotationCur); + ped->m_vecMoveSpeed.x = -velocityFromAnim * Sin(fpsAngle); + ped->m_vecMoveSpeed.y = velocityFromAnim * Cos(fpsAngle); + } else { + ped->m_vecMoveSpeed.x = -velocityFromAnim * Sin(ped->m_fRotationCur); + ped->m_vecMoveSpeed.y = velocityFromAnim * Cos(ped->m_fRotationCur); + } +#ifdef VC_PED_PORTS + if (ped->m_pCurrentPhysSurface) { + ped->m_vecMoveSpeed.x += ped->m_pCurrentPhysSurface->m_vecMoveSpeed.x; + ped->m_vecMoveSpeed.y += ped->m_pCurrentPhysSurface->m_vecMoveSpeed.y; + } +#endif } - - if (newObj == OBJECTIVE_GUARD_SPOT) { - m_vecSeekPosEx = dest; - m_distanceToCountSeekDoneEx = safeDist; - } else if (newObj == OBJECTIVE_GOTO_AREA_ANY_MEANS || newObj == OBJECTIVE_GOTO_AREA_ON_FOOT || newObj == OBJECTIVE_RUN_TO_AREA) { - m_pNextPathNode = nil; - m_nextRoutePointPos = dest; - m_vecSeekPos = m_nextRoutePointPos; - bUsePedNodeSeek = true; + + 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::SetCarJack(CVehicle* car) +CPed::FinishJumpCB(CAnimBlendAssociation *animAssoc, void *arg) { - uint8 doorFlag; - eDoors door; - CPed *pedInSeat = nil; + CPed *ped = (CPed*)arg; - if (car->IsBoat()) - return; + ped->bResetWalkAnims = true; + ped->bIsLanding = false; - switch (m_vehEnterType) { - case CAR_DOOR_RF: - doorFlag = CAR_DOOR_FLAG_RF; - door = DOOR_FRONT_RIGHT; - if (car->pPassengers[0]) { - pedInSeat = car->pPassengers[0]; - } else if (m_nPedType == PEDTYPE_COP) { - pedInSeat = car->pDriver; - } - break; - case CAR_DOOR_RR: - doorFlag = CAR_DOOR_FLAG_RR; - door = DOOR_REAR_RIGHT; - pedInSeat = car->pPassengers[2]; - break; - case CAR_DOOR_LF: - doorFlag = CAR_DOOR_FLAG_LF; - door = DOOR_FRONT_LEFT; - pedInSeat = car->pDriver; - break; - case CAR_DOOR_LR: - doorFlag = CAR_DOOR_FLAG_LR; - door = DOOR_REAR_LEFT; - pedInSeat = car->pPassengers[1]; - break; - default: - doorFlag = CAR_DOOR_FLAG_UNKNOWN; - break; + 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(car->bIsBus) - pedInSeat = car->pDriver; + if (ped->m_nPedState == PED_JUMP) + ped->RestorePreviousState(); - if (m_fHealth > 0.0f && (IsPlayer() || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS || - (car->VehicleCreatedBy != MISSION_VEHICLE && car->GetModelIndex() != MI_DODO))) - if (pedInSeat && !pedInSeat->IsPedDoingDriveByShooting() && pedInSeat->m_nPedState == PED_DRIVING) - if (m_nPedState != PED_CARJACK && !m_pVehicleAnim) - if ((car->IsDoorReady(door) || car->IsDoorFullyOpen(door))) - if (!car->bIsBeingCarJacked && !(doorFlag & car->m_nGettingInFlags) && !(doorFlag & car->m_nGettingOutFlags)) - SetCarJack_AllClear(car, m_vehEnterType, doorFlag); + ped->bIsLanding = false; } -void -CPed::Solicit(void) +bool +CPed::CanPedDriveOff(void) { - if (m_standardTimer >= CTimer::GetTimeInMilliseconds() && m_carInObjective) { - CVector doorPos = GetPositionToOpenCarDoor(m_carInObjective, m_vehEnterType, 0.0f); - SetMoveState(PEDMOVE_STILL); - - // Game uses GetAngleBetweenPoints and converts it to radian - m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( - doorPos.x, doorPos.y, - GetPosition().x, GetPosition().y); + if (m_nPedState != PED_DRIVING || m_lookTimer > CTimer::GetTimeInMilliseconds()) + return false; - if (m_fRotationDest < 0.0f) { - m_fRotationDest = m_fRotationDest + TWOPI; - } else if (m_fRotationDest > TWOPI) { - m_fRotationDest = m_fRotationDest - TWOPI; + 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; +} - if ((GetPosition() - doorPos).MagnitudeSqr() <= 1.0f) - return; - CAnimBlendAssociation *talkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_HOOKERTALK); - if (talkAssoc) { - talkAssoc->blendDelta = -1000.0f; - talkAssoc->flags |= ASSOC_DELETEFADEDOUT; +// These categories are purely random, most of ped models have no correlation. So I don't think making an enum. +uint8 +CPed::GetPedRadioCategory(uint32 modelIndex) +{ + switch (modelIndex) { + case MI_MALE01: + case MI_FEMALE03: + case MI_PROSTITUTE2: + case MI_WORKER1: + case MI_MOD_MAN: + case MI_MOD_WOM: + case MI_ST_WOM: + case MI_FAN_WOM: + return 3; + case MI_TAXI_D: + case MI_PIMP: + case MI_MALE02: + case MI_FEMALE02: + case MI_FATFEMALE01: + case MI_FATFEMALE02: + case MI_DOCKER1: + case MI_WORKER2: + case MI_FAN_MAN2: + return 9; + case MI_GANG01: + case MI_GANG02: + case MI_SCUM_MAN: + case MI_SCUM_WOM: + case MI_HOS_WOM: + case MI_CONST1: + return 1; + case MI_GANG03: + case MI_GANG04: + case MI_GANG07: + case MI_GANG08: + case MI_CT_MAN2: + case MI_CT_WOM2: + case MI_B_MAN3: + case MI_SHOPPER3: + return 4; + case MI_GANG05: + case MI_GANG06: + case MI_GANG11: + case MI_GANG12: + case MI_CRIMINAL02: + case MI_B_WOM2: + case MI_ST_MAN: + case MI_HOS_MAN: + return 5; + case MI_FATMALE01: + case MI_LI_MAN2: + case MI_SHOPPER1: + case MI_CAS_MAN: + return 6; + case MI_PROSTITUTE: + case MI_P_WOM2: + case MI_LI_WOM2: + case MI_B_WOM3: + case MI_CAS_WOM: + return 2; + case MI_P_WOM1: + case MI_DOCKER2: + case MI_STUD_MAN: + return 7; + case MI_CT_MAN1: + case MI_CT_WOM1: + case MI_LI_MAN1: + case MI_LI_WOM1: + case MI_B_MAN1: + case MI_B_MAN2: + case MI_B_WOM1: + case MI_SHOPPER2: + case MI_STUD_WOM: + return 8; + default: + return 0; + } +} + +void +CPed::SetRadioStation(void) +{ + static const uint8 radiosPerRadioCategories[10][4] = { + {JAH_RADIO, RISE_FM, GAME_FM, MSX_FM}, + {HEAD_RADIO, DOUBLE_CLEF, LIPS_106, FLASHBACK}, + {RISE_FM, GAME_FM, MSX_FM, FLASHBACK}, + {HEAD_RADIO, RISE_FM, LIPS_106, MSX_FM}, + {HEAD_RADIO, RISE_FM, MSX_FM, FLASHBACK}, + {JAH_RADIO, RISE_FM, LIPS_106, FLASHBACK}, + {HEAD_RADIO, RISE_FM, LIPS_106, FLASHBACK}, + {HEAD_RADIO, JAH_RADIO, LIPS_106, FLASHBACK}, + {HEAD_RADIO, DOUBLE_CLEF, LIPS_106, FLASHBACK}, + {CHATTERBOX, HEAD_RADIO, LIPS_106, GAME_FM} + }; + uint8 orderInCat = 0; // BUG: this wasn't initialized + + if (IsPlayer() || !m_pMyVehicle || m_pMyVehicle->pDriver != this) + return; + + uint8 category = GetPedRadioCategory(GetModelIndex()); + if (DMAudio.IsMP3RadioChannelAvailable()) { + if (CGeneral::GetRandomNumber() & 15) { + for (orderInCat = 0; orderInCat < 4; orderInCat++) { + if (m_pMyVehicle->m_nRadioStation == radiosPerRadioCategories[category][orderInCat]) + break; + } + } else { + m_pMyVehicle->m_nRadioStation = USERTRACK; } - 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); + for (orderInCat = 0; orderInCat < 4; orderInCat++) { + if (m_pMyVehicle->m_nRadioStation == radiosPerRadioCategories[category][orderInCat]) + break; + } + } + if (orderInCat == 4) { + if (DMAudio.IsMP3RadioChannelAvailable()) { + if (CGeneral::GetRandomNumber() & 15) + m_pMyVehicle->m_nRadioStation = radiosPerRadioCategories[category][CGeneral::GetRandomNumber() & 3]; + else + m_pMyVehicle->m_nRadioStation = USERTRACK; + } else { + m_pMyVehicle->m_nRadioStation = radiosPerRadioCategories[category][CGeneral::GetRandomNumber() & 3]; + } } } -// Seperate function in VC, more logical. Not sure is it inlined in III. void -CPed::SetExitBoat(CVehicle *boat) +CPed::WarpPedIntoCar(CVehicle *car) { -#ifndef VC_PED_PORTS - m_nPedState = PED_IDLE; - CVector firstPos = GetPosition(); - CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f); - if (boat->GetModelIndex() == MI_SPEEDER && boat->IsUpsideDown()) { - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_CRAWLOUT_RHS, 8.0f); - m_pVehicleAnim->SetFinishCallback(PedSetOutCarCB, this); - m_vehEnterType = CAR_DOOR_RF; - m_nPedState = PED_EXIT_CAR; + bInVehicle = true; + m_pMyVehicle = car; + m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle); + m_carInObjective = car; + m_carInObjective->RegisterReference((CEntity **) &m_carInObjective); + m_nPedState = PED_DRIVING; + bUsesCollision = false; + bIsInTheAir = false; + bVehExitWillBeInstant = true; + if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) { + car->SetDriver(this); + car->pDriver->RegisterReference((CEntity **) &car->pDriver); + + } else if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) { + for (int i = 0; i < 4; i++) { + if (!car->pPassengers[i]) { + car->pPassengers[i] = this; + car->pPassengers[i]->RegisterReference((CEntity **) &car->pPassengers[i]); + break; + } + } + } else + return; + + if (IsPlayer()) { + car->SetStatus(STATUS_PLAYER); + AudioManager.PlayerJustGotInCar(); + CCarCtrl::RegisterVehicleOfInterest(car); } else { - m_vehEnterType = CAR_DOOR_RF; - PedSetOutCarCB(nil, this); - bIsStanding = true; - m_pCurSurface = boat; - m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface); + car->SetStatus(STATUS_PHYSICS); } - SetPosition(firstPos); - SetMoveState(PEDMOVE_STILL); - m_vecMoveSpeed = boat->m_vecMoveSpeed; - bTryingToReachDryLand = true; + + CWorld::Remove(this); + SetPosition(car->GetPosition()); + CWorld::Add(this); + + if (car->bIsAmbulanceOnDuty) { + car->bIsAmbulanceOnDuty = false; + --CCarCtrl::NumAmbulancesOnDuty; + } + if (car->bIsFireTruckOnDuty) { + car->bIsFireTruckOnDuty = false; + --CCarCtrl::NumFiretrucksOnDuty; + } + if (!car->bEngineOn) { + car->bEngineOn = true; + DMAudio.PlayOneShot(car->m_audioEntityId, SOUND_CAR_ENGINE_START, 1.0f); + } + +#ifdef VC_PED_PORTS + RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f); + + // VC uses AddInCarAnims but we don't have that + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, car->GetDriverAnim(), 100.0f); + RemoveWeaponWhenEnteringVehicle(); #else - m_nPedState = PED_IDLE; - CVector newPos = GetPosition(); - RemoveInCarAnims(); - CColModel* boatCol = boat->GetColModel(); - if (boat->IsUpsideDown()) { - newPos = { 0.0f, 0.0f, boatCol->boundingBox.min.z }; - newPos = boat->GetMatrix() * newPos; - newPos.z += 1.0f; - m_vehEnterType = CAR_DOOR_RF; - PedSetOutCarCB(nil, this); - bIsStanding = true; - m_pCurSurface = boat; - m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface); - m_pCurrentPhysSurface = boat; + if (car->IsBoat()) { +#ifndef FIX_BUGS + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_BOAT, 100.0f); +#else + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, car->GetDriverAnim(), 100.0f); +#endif + CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + RemoveWeaponModel(ourWeapon->m_nModelId); } else { -/* if (boat->m_modelIndex != MI_SKIMMER || boat->bIsInWater) { - if (boat->m_modelIndex == MI_SKIMMER) - newPos.z += 2.0f -*/ - m_vehEnterType = CAR_DOOR_RF; - PedSetOutCarCB(nil, this); - bIsStanding = true; - m_pCurSurface = boat; - m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface); - m_pCurrentPhysSurface = boat; - CColPoint foundCol; - CEntity *foundEnt = nil; - if (CWorld::ProcessVerticalLine(newPos, newPos.z - 1.4f, foundCol, foundEnt, false, true, false, false, false, false, nil)) - newPos.z = FEET_OFFSET + foundCol.point.z; -/* // VC specific + // Because we can use Uzi for drive by + RemoveWeaponWhenEnteringVehicle(); + + if (car->bLowVehicle) + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_LSIT, 100.0f); + else + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_SIT, 100.0f); + } +#endif + + StopNonPartialAnims(); + if (car->bIsBus) + bRenderPedInCar = false; + + bChangedSeat = true; +} + + +#ifdef PEDS_REPORT_CRIMES_ON_PHONE +// returns event id, parameter is optional +int32 +CPed::CheckForPlayerCrimes(CPed *victim) +{ + int i; + float dist; + float mindist = 60.0f; + CPlayerPed *player = FindPlayerPed(); + int32 victimRef = (victim ? CPools::GetPedRef(victim) : 0); + int event = -1; + + for (i = 0; i < NUMEVENTS; i++) { + if (gaEvent[i].type == EVENT_NULL || gaEvent[i].type > EVENT_CAR_SET_ON_FIRE) + continue; + + // those are already handled in game, also DEAD_PED isn't registered alone, most of the time there is SHOOT_PED etc. + if (gaEvent[i].type == EVENT_DEAD_PED || gaEvent[i].type == EVENT_GUNSHOT || gaEvent[i].type == EVENT_EXPLOSION) + continue; + + if (victim && gaEvent[i].entityRef != victimRef) + continue; + + if (gaEvent[i].criminal != player) + continue; + + dist = (GetPosition() - gaEvent[i].posn).Magnitude(); + if (dist < mindist) { + mindist = dist; + event = i; + } + } + + if (event != -1) { + if (victim) { + m_victimOfPlayerCrime = victim; } else { - m_vehEnterType = CAR_DOOR_RF; - PedSetOutCarCB(nil, this); - bIsStanding = true; - SetMoveState(PEDMOVE_STILL); - bTryingToReachDryLand = true; - float upMult = 1.04f + boatCol->boundingBox.min.z; - float rightMult = 0.6f * boatCol->boundingBox.max.x; - newPos = upMult * boat->GetUp() + rightMult * boat->GetRight() + boat->GetPosition(); - GetPosition() = newPos; - if (m_pMyVehicle) { - PositionPedOutOfCollision(); - } else { - m_pMyVehicle = boat; - PositionPedOutOfCollision(); - m_pMyVehicle = nil; + switch (gaEvent[event].entityType) { + case EVENT_ENTITY_PED: + m_victimOfPlayerCrime = CPools::GetPed(gaEvent[event].entityRef); + break; + case EVENT_ENTITY_VEHICLE: + m_victimOfPlayerCrime = CPools::GetVehicle(gaEvent[event].entityRef); + break; + case EVENT_ENTITY_OBJECT: + m_victimOfPlayerCrime = CPools::GetObject(gaEvent[event].entityRef); + break; + default: + break; } - return; } -*/ } - SetPosition(newPos); - SetMoveState(PEDMOVE_STILL); - m_vecMoveSpeed = boat->m_vecMoveSpeed; + } + + return event; +} #endif - // Not there in VC. - CWaterLevel::FreeBoatWakeArray(); + +#ifdef PED_SKIN +static RpMaterial* +SetLimbAlphaCB(RpMaterial *material, void *data) +{ + ((RwRGBA*)RpMaterialGetColor(material))->alpha = *(uint8*)data; + return material; } +void +CPed::renderLimb(int node) +{ + RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump()); + int idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID); + RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx]; + CPedModelInfo *mi = (CPedModelInfo *)CModelInfo::GetModelInfo(GetModelIndex()); + RpAtomic *atomic; + switch(node){ + case PED_HEAD: + atomic = mi->getHead(); + break; + case PED_HANDL: + atomic = mi->getLeftHand(); + break; + case PED_HANDR: + atomic = mi->getRightHand(); + break; + default: + return; + } + if(atomic == nil) + return; + + RwFrame *frame = RpAtomicGetFrame(atomic); + *RwFrameGetMatrix(frame) = *mat; + RwFrameUpdateObjects(frame); + int alpha = CVisibilityPlugins::GetClumpAlpha(GetClump()); + RpGeometryForAllMaterials(RpAtomicGetGeometry(atomic), SetLimbAlphaCB, &alpha); + RpAtomicRender(atomic); +} +#endif + #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)); diff --git a/src/peds/Ped.h b/src/peds/Ped.h index dbe61572..a3d4997d 100644 --- a/src/peds/Ped.h +++ b/src/peds/Ped.h @@ -5,7 +5,7 @@ #include "Crime.h" #include "EventList.h" #include "PedIK.h" -#include "PedStats.h" +#include "PedType.h" #include "Physical.h" #include "Weapon.h" #include "WeaponInfo.h" @@ -13,6 +13,7 @@ #define FEET_OFFSET 1.04f #define CHECK_NEARBY_THINGS_MAX_DIST 15.0f #define ENTER_CAR_MAX_DIST 30.0f +#define CAN_SEE_ENTITY_ANGLE_THRESHOLD DEGTORAD(60.0f) struct CPathNode; class CAccident; @@ -568,7 +569,7 @@ public: void CalculateNewOrientation(void); float WorkOutHeadingForMovingFirstPerson(float); void CalculateNewVelocity(void); - bool CanSeeEntity(CEntity*, float); + bool CanSeeEntity(CEntity*, float threshold = CAN_SEE_ENTITY_ANGLE_THRESHOLD); void RestorePreviousObjective(void); void SetIdle(void); #ifdef _MSC_VER @@ -747,7 +748,7 @@ public: static void PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg); static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg); - bool IsPlayer(void); + bool IsPlayer(void) const; bool UseGroundColModel(void); bool CanSetPedState(void); bool IsPedInControl(void); @@ -765,7 +766,7 @@ public: void SetStoredObjective(void); void SetLeader(CEntity* leader); void SetPedStats(ePedStats); - bool IsGangMember(void); + bool IsGangMember(void) const; void Die(void); void EnterTrain(void); void ExitTrain(void); @@ -788,7 +789,7 @@ public: CObject *SpawnFlyingComponent(int, int8); void SetCarJack_AllClear(CVehicle*, uint32, uint32); #ifdef VC_PED_PORTS - bool CanPedJumpThis(CEntity*, CVector*); + bool CanPedJumpThis(CEntity *unused, CVector *damageNormal = nil); #else bool CanPedJumpThis(CEntity*); #endif @@ -809,9 +810,40 @@ public: bool InVehicle(void) { return bInVehicle && m_pMyVehicle; } // True when ped is sitting/standing in vehicle, not in enter/exit state. bool EnteringCar(void) { return m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK; } - void ReplaceWeaponWhenExitingVehicle(void); - void RemoveWeaponWhenEnteringVehicle(void); - bool IsNotInWreckedVehicle(); + // It was inlined in III but not in VC. + inline void + ReplaceWeaponWhenExitingVehicle(void) + { + eWeaponType weaponType = GetWeapon()->m_eWeaponType; + + // If it's Uzi, we may have stored weapon. Uzi is the only gun we can use in car. + if (IsPlayer() && weaponType == WEAPONTYPE_UZI) { + if (/*IsPlayer() && */ m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) { + SetCurrentWeapon(m_storedWeapon); + m_storedWeapon = WEAPONTYPE_UNIDENTIFIED; + } + } else { + AddWeaponModel(CWeaponInfo::GetWeaponInfo(weaponType)->m_nModelId); + } + } + + // It was inlined in III but not in VC. + inline void + RemoveWeaponWhenEnteringVehicle(void) + { + if (IsPlayer() && HasWeapon(WEAPONTYPE_UZI) && GetWeapon(WEAPONTYPE_UZI).m_nAmmoTotal > 0) { + if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED) + m_storedWeapon = GetWeapon()->m_eWeaponType; + SetCurrentWeapon(WEAPONTYPE_UZI); + } else { + CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + RemoveWeaponModel(ourWeapon->m_nModelId); + } + } + bool IsNotInWreckedVehicle() + { + return m_pMyVehicle != nil && ((CEntity*)m_pMyVehicle)->GetStatus() != STATUS_WRECKED; + } // My additions, because there were many, many instances of that. inline void SetFindPathAndFlee(CEntity *fleeFrom, int time, bool walk = false) { diff --git a/src/peds/PedAI.cpp b/src/peds/PedAI.cpp new file mode 100644 index 00000000..38303473 --- /dev/null +++ b/src/peds/PedAI.cpp @@ -0,0 +1,5413 @@ +#include "common.h" + +#include "main.h" +#include "Particle.h" +#include "RpAnimBlend.h" +#include "Ped.h" +#include "Wanted.h" +#include "AnimBlendAssociation.h" +#include "DMAudio.h" +#include "General.h" +#include "HandlingMgr.h" +#include "Replay.h" +#include "Camera.h" +#include "PedPlacement.h" +#include "ZoneCull.h" +#include "Pad.h" +#include "Pickups.h" +#include "Train.h" +#include "PedRoutes.h" +#include "CopPed.h" +#include "Script.h" +#include "CarCtrl.h" +#include "WaterLevel.h" +#include "CarAI.h" +#include "Zones.h" +#include "Cranes.h" + +CVector vecPedCarDoorAnimOffset; +CVector vecPedCarDoorLoAnimOffset; +CVector vecPedVanRearDoorAnimOffset; +CVector vecPedQuickDraggedOutCarAnimOffset; +CVector vecPedDraggedOutCarAnimOffset; +CVector vecPedTrainDoorAnimOffset; + +void +CPed::SetObjectiveTimer(int time) +{ + if (time == 0) { + m_objectiveTimer = 0; + } else if (CTimer::GetTimeInMilliseconds() > m_objectiveTimer) { + m_objectiveTimer = CTimer::GetTimeInMilliseconds() + time; + } +} + +void +CPed::SetStoredObjective(void) +{ + if (m_objective == m_prevObjective) + return; + + switch (m_objective) + { + case OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE: + case OBJECTIVE_KILL_CHAR_ON_FOOT: + case OBJECTIVE_KILL_CHAR_ANY_MEANS: + case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE: + case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS: + case OBJECTIVE_GOTO_CHAR_ON_FOOT: + case OBJECTIVE_FOLLOW_CHAR_IN_FORMATION: + case OBJECTIVE_LEAVE_CAR: + case OBJECTIVE_ENTER_CAR_AS_PASSENGER: + case OBJECTIVE_ENTER_CAR_AS_DRIVER: + case OBJECTIVE_GOTO_AREA_ON_FOOT: + case OBJECTIVE_RUN_TO_AREA: + return; + default: + m_prevObjective = m_objective; + } +} + +void +CPed::ForceStoredObjective(eObjective objective) +{ + if (objective != OBJECTIVE_ENTER_CAR_AS_DRIVER && objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) { + m_prevObjective = m_objective; + return; + } + + switch (m_objective) + { + case OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE: + case OBJECTIVE_KILL_CHAR_ON_FOOT: + case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE: + case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS: + case OBJECTIVE_GOTO_CHAR_ON_FOOT: + case OBJECTIVE_ENTER_CAR_AS_PASSENGER: + case OBJECTIVE_ENTER_CAR_AS_DRIVER: + case OBJECTIVE_GOTO_AREA_ON_FOOT: + case OBJECTIVE_RUN_TO_AREA: + return; + default: + m_prevObjective = m_objective; + } +} + +bool +CPed::IsTemporaryObjective(eObjective objective) +{ + return objective == OBJECTIVE_LEAVE_CAR || objective == OBJECTIVE_SET_LEADER || +#ifdef VC_PED_PORTS + objective == OBJECTIVE_LEAVE_CAR_AND_DIE || +#endif + objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER; +} + +void +CPed::SetObjective(eObjective newObj) +{ + if (DyingOrDead()) + return; + + if (newObj == OBJECTIVE_NONE) { + if ((m_objective == OBJECTIVE_LEAVE_CAR || m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER +#ifdef VC_PED_PORTS + || m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) + && !IsPlayer() +#else + ) +#endif + && !IsPedInControl()) { + + bStartWanderPathOnFoot = true; + return; + } + // Unused code from assembly... + /* + else if(m_objective == OBJECTIVE_FLEE_CAR) { + + } else { + + } + */ + m_objective = OBJECTIVE_NONE; + m_prevObjective = OBJECTIVE_NONE; + } else if (m_prevObjective != newObj || m_prevObjective == OBJECTIVE_NONE) { + SetObjectiveTimer(0); + + if (m_objective == newObj) + return; + + if (IsTemporaryObjective(m_objective)) { + m_prevObjective = newObj; + } else { + if (m_objective != newObj) + SetStoredObjective(); + + m_objective = newObj; + } + bObjectiveCompleted = false; + + switch (newObj) { + case OBJECTIVE_NONE: + m_prevObjective = OBJECTIVE_NONE; + break; + case OBJECTIVE_HAIL_TAXI: + m_nWaitTimer = 0; + SetIdle(); + SetMoveState(PEDMOVE_STILL); + break; + default: + break; + } + } +} + +void +CPed::SetObjective(eObjective newObj, void *entity) +{ + if (DyingOrDead()) + return; + + if (m_prevObjective == newObj) { + // Why? + if (m_prevObjective != OBJECTIVE_NONE) + return; + } + + if (entity == this) + return; + + SetObjectiveTimer(0); + if (m_objective == newObj) { + switch (newObj) { + case OBJECTIVE_KILL_CHAR_ON_FOOT: + case OBJECTIVE_KILL_CHAR_ANY_MEANS: + case OBJECTIVE_GOTO_CHAR_ON_FOOT: + case OBJECTIVE_FOLLOW_CHAR_IN_FORMATION: + case OBJECTIVE_GOTO_AREA_ANY_MEANS: + case OBJECTIVE_GUARD_ATTACK: + if (m_pedInObjective == entity) + return; + + break; + case OBJECTIVE_LEAVE_CAR: + case OBJECTIVE_FLEE_CAR: +#ifdef VC_PED_PORTS + case OBJECTIVE_LEAVE_CAR_AND_DIE: +#endif + return; + case OBJECTIVE_ENTER_CAR_AS_PASSENGER: + case OBJECTIVE_ENTER_CAR_AS_DRIVER: + case OBJECTIVE_DESTROY_CAR: + case OBJECTIVE_SOLICIT_VEHICLE: + case OBJECTIVE_BUY_ICE_CREAM: + if (m_carInObjective == entity) + return; + + break; + case OBJECTIVE_SET_LEADER: + if (m_leader == entity) + return; + + break; + default: + break; + } + } else { + if ((newObj == OBJECTIVE_LEAVE_CAR +#ifdef VC_PED_PORTS + || newObj == OBJECTIVE_LEAVE_CAR_AND_DIE +#endif + ) && !bInVehicle) + return; + } + +#ifdef VC_PED_PORTS + ClearPointGunAt(); +#endif + bObjectiveCompleted = false; + if (IsTemporaryObjective(m_objective) && !IsTemporaryObjective(newObj)) { + m_prevObjective = newObj; + } else { + if (m_objective != newObj) { + if (IsTemporaryObjective(newObj)) + ForceStoredObjective(newObj); + else + SetStoredObjective(); + } + m_objective = newObj; + } + + switch (newObj) { + case OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT: + + // In this special case, entity parameter isn't CEntity, but int. + SetObjectiveTimer((uintptr)entity); + break; + case OBJECTIVE_KILL_CHAR_ON_FOOT: + case OBJECTIVE_KILL_CHAR_ANY_MEANS: + case OBJECTIVE_MUG_CHAR: + m_pNextPathNode = nil; + bUsePedNodeSeek = false; + m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); + m_pedInObjective = (CPed*)entity; + m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective); + m_pLookTarget = (CEntity*)entity; + m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget); + break; + case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE: + case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS: + case OBJECTIVE_GOTO_CHAR_ON_FOOT: + case OBJECTIVE_GUARD_ATTACK: + m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); + m_pedInObjective = (CPed*)entity; + m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective); + break; + case OBJECTIVE_FOLLOW_CHAR_IN_FORMATION: + m_pedInObjective = (CPed*)entity; + m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective); + m_pedFormation = FORMATION_REAR; + break; + case OBJECTIVE_LEAVE_CAR: +#ifdef VC_PED_PORTS + case OBJECTIVE_LEAVE_CAR_AND_DIE: +#endif + case OBJECTIVE_FLEE_CAR: + m_carInObjective = (CVehicle*)entity; + m_carInObjective->RegisterReference((CEntity **)&m_carInObjective); + if (m_carInObjective->bIsBus && m_leaveCarTimer == 0) { + for (int i = 0; i < m_carInObjective->m_nNumMaxPassengers; i++) { + if (m_carInObjective->pPassengers[i] == this) { + m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 1200 * i; + break; + } + } + } + + break; + case OBJECTIVE_ENTER_CAR_AS_PASSENGER: + case OBJECTIVE_ENTER_CAR_AS_DRIVER: + if (m_nMoveState == PEDMOVE_STILL) + SetMoveState(PEDMOVE_RUN); + + if (((CVehicle*)entity)->m_vehType == VEHICLE_TYPE_BOAT && !IsPlayer()) { + RestorePreviousObjective(); + break; + } + // fall through + case OBJECTIVE_DESTROY_CAR: + case OBJECTIVE_SOLICIT_VEHICLE: + case OBJECTIVE_BUY_ICE_CREAM: + m_carInObjective = (CVehicle*)entity; + m_carInObjective->RegisterReference((CEntity**)&m_carInObjective); + m_pSeekTarget = m_carInObjective; + m_pSeekTarget->RegisterReference((CEntity**)&m_pSeekTarget); + m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); + if (newObj == OBJECTIVE_SOLICIT_VEHICLE) { + m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000; + } else if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == MISSION_CHAR && + (m_carInObjective->GetStatus() == STATUS_PLAYER_DISABLED || CPad::GetPad(CWorld::PlayerInFocus)->ArePlayerControlsDisabled())) { + SetObjectiveTimer(14000); + } else { + m_objectiveTimer = 0; + } + break; + case OBJECTIVE_SET_LEADER: + SetLeader((CEntity*)entity); + RestorePreviousObjective(); + break; + default: + break; + } +} + +void +CPed::SetObjective(eObjective newObj, CVector dest, float safeDist) +{ + if (DyingOrDead()) + return; + + if (m_prevObjective != OBJECTIVE_NONE && m_prevObjective == newObj) + return; + + SetObjectiveTimer(0); + if (m_objective == newObj) { + if (newObj == OBJECTIVE_GOTO_AREA_ANY_MEANS || newObj == OBJECTIVE_GOTO_AREA_ON_FOOT || newObj == OBJECTIVE_RUN_TO_AREA) { + if (m_nextRoutePointPos == dest && m_distanceToCountSeekDone == safeDist) + return; + } else if (newObj == OBJECTIVE_GUARD_SPOT) { + if (m_vecSeekPosEx == dest && m_distanceToCountSeekDoneEx == safeDist) + return; + } + } + +#ifdef VC_PED_PORTS + ClearPointGunAt(); +#endif + bObjectiveCompleted = false; + if (IsTemporaryObjective(m_objective)) { + m_prevObjective = newObj; + } else { + if (m_objective != newObj) + SetStoredObjective(); + + m_objective = newObj; + } + + if (newObj == OBJECTIVE_GUARD_SPOT) { + m_vecSeekPosEx = dest; + m_distanceToCountSeekDoneEx = safeDist; + } else if (newObj == OBJECTIVE_GOTO_AREA_ANY_MEANS || newObj == OBJECTIVE_GOTO_AREA_ON_FOOT || newObj == OBJECTIVE_RUN_TO_AREA) { + m_pNextPathNode = nil; + m_nextRoutePointPos = dest; + m_vecSeekPos = m_nextRoutePointPos; + bUsePedNodeSeek = true; + } +} + +// Only used in 01E1: SET_CHAR_OBJ_FOLLOW_ROUTE opcode +// IDA fails very badly in here, puts a fake loop and ignores SetFollowRoute call... +void +CPed::SetObjective(eObjective newObj, int16 routePoint, int16 routeType) +{ + if (DyingOrDead()) + return; + + if (m_prevObjective == newObj && m_prevObjective != OBJECTIVE_NONE) + return; + + SetObjectiveTimer(0); + + if (m_objective == newObj && newObj == OBJECTIVE_FOLLOW_ROUTE && m_routeLastPoint == routePoint && m_routeType == routeType) + return; + + bObjectiveCompleted = false; + if (IsTemporaryObjective(m_objective)) { + m_prevObjective = newObj; + } else { + if (m_objective != newObj) + SetStoredObjective(); + + m_objective = newObj; + } + + if (newObj == OBJECTIVE_FOLLOW_ROUTE) { + SetFollowRoute(routePoint, routeType); + } +} + +void +CPed::SetObjective(eObjective newObj, CVector dest) +{ + if (DyingOrDead()) + return; + + if (m_prevObjective != OBJECTIVE_NONE && m_prevObjective == newObj) + return; + + SetObjectiveTimer(0); + if (m_objective == newObj) { + if (newObj == OBJECTIVE_GOTO_AREA_ANY_MEANS || newObj == OBJECTIVE_GOTO_AREA_ON_FOOT || newObj == OBJECTIVE_RUN_TO_AREA) { + if (m_nextRoutePointPos == dest) + return; + } else if (newObj == OBJECTIVE_GUARD_SPOT) { + if (m_vecSeekPosEx == dest) + return; + } + } + +#ifdef VC_PED_PORTS + ClearPointGunAt(); +#endif + bObjectiveCompleted = false; + switch (newObj) { + case OBJECTIVE_GUARD_SPOT: + m_vecSeekPosEx = dest; + m_distanceToCountSeekDoneEx = 5.0f; + SetMoveState(PEDMOVE_STILL); + break; + case OBJECTIVE_GUARD_AREA: + case OBJECTIVE_WAIT_IN_CAR: + case OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT: + case OBJECTIVE_KILL_CHAR_ON_FOOT: + case OBJECTIVE_KILL_CHAR_ANY_MEANS: + case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE: + case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS: + case OBJECTIVE_GOTO_CHAR_ON_FOOT: + case OBJECTIVE_FOLLOW_CHAR_IN_FORMATION: + case OBJECTIVE_LEAVE_CAR: + case OBJECTIVE_ENTER_CAR_AS_PASSENGER: + case OBJECTIVE_ENTER_CAR_AS_DRIVER: + case OBJECTIVE_FOLLOW_CAR_IN_CAR: + case OBJECTIVE_FIRE_AT_OBJECT_FROM_VEHICLE: + case OBJECTIVE_DESTROY_OBJECT: + case OBJECTIVE_DESTROY_CAR: + break; + case OBJECTIVE_GOTO_AREA_ANY_MEANS: + case OBJECTIVE_GOTO_AREA_ON_FOOT: + bIsRunning = false; + m_pNextPathNode = nil; + m_nextRoutePointPos = dest; + m_vecSeekPos = m_nextRoutePointPos; + m_distanceToCountSeekDone = 0.5f; + bUsePedNodeSeek = true; + if (sq(m_distanceToCountSeekDone) > (m_nextRoutePointPos - GetPosition()).MagnitudeSqr2D()) + return; + break; + case OBJECTIVE_RUN_TO_AREA: + bIsRunning = true; + m_pNextPathNode = nil; + m_nextRoutePointPos = dest; + m_vecSeekPos = m_nextRoutePointPos; + m_distanceToCountSeekDone = 0.5f; + bUsePedNodeSeek = true; + if (sq(m_distanceToCountSeekDone) > (m_nextRoutePointPos - GetPosition()).MagnitudeSqr2D()) + return; + break; + default: break; + } + + if (IsTemporaryObjective(m_objective)) { + m_prevObjective = newObj; + } else { + if (m_objective != newObj) + SetStoredObjective(); + + m_objective = newObj; + } +} + +void +CPed::ClearObjective(void) +{ + if (IsPedInControl() || m_nPedState == PED_DRIVING) { + m_objective = OBJECTIVE_NONE; +#ifdef VC_PED_PORTS + m_pedInObjective = nil; + m_carInObjective = nil; +#endif + if (m_nPedState == PED_DRIVING && m_pMyVehicle) { + + if (m_pMyVehicle->pDriver != this) { +#if defined VC_PED_PORTS || defined FIX_BUGS + if(!IsPlayer()) +#endif + bWanderPathAfterExitingCar = true; + + SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); + } +#ifdef VC_PED_PORTS + m_nLastPedState = PED_NONE; +#endif + } else { + SetIdle(); + SetMoveState(PEDMOVE_STILL); + } + } else { + bClearObjective = true; + } +} + +void +CPed::ClearLeader(void) +{ + if (!m_leader) + return; + + m_leader = nil; + if (IsPedInControl()) { + SetObjective(OBJECTIVE_NONE); + if (CharCreatedBy == MISSION_CHAR) { + SetIdle(); + } else { + SetWanderPath(CGeneral::GetRandomNumberInRange(0,8)); + } + } else if (m_objective != OBJECTIVE_NONE) { + bClearObjective = true; + } +} + +void +CPed::UpdateFromLeader(void) +{ + if (CTimer::GetTimeInMilliseconds() <= m_objectiveTimer) + return; + + if (!m_leader) + return; + + CVector leaderDist; + if (m_leader->InVehicle()) + leaderDist = m_leader->m_pMyVehicle->GetPosition() - GetPosition(); + else + leaderDist = m_leader->GetPosition() - GetPosition(); + + if (leaderDist.Magnitude() > 30.0f) { + if (IsPedInControl()) { + SetObjective(OBJECTIVE_NONE); + SetIdle(); + SetMoveState(PEDMOVE_STILL); + } + SetLeader(nil); + return; + } + + if (IsPedInControl()) { + if (m_nWaitState == WAITSTATE_PLAYANIM_TAXI) + WarpPedToNearLeaderOffScreen(); + + if (m_leader->m_nPedState == PED_DEAD) { + SetLeader(nil); + SetObjective(OBJECTIVE_FLEE_ON_FOOT_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_GET_OUT && m_objective != OBJECTIVE_LEAVE_CAR) + SetObjective(OBJECTIVE_LEAVE_CAR, 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_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 (m_leader->m_objective == OBJECTIVE_NONE || (m_leader->IsPlayer() && m_leader->m_objective == OBJECTIVE_WAIT_ON_FOOT) + || m_objective == m_leader->m_objective) { + + 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_NONE); + } else { + SetObjective(OBJECTIVE_GOTO_CHAR_ON_FOOT, m_leader); + SetObjectiveTimer(0); + } +#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 { + switch (m_leader->m_objective) { + case OBJECTIVE_WAIT_ON_FOOT: + case OBJECTIVE_FLEE_ON_FOOT_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_GUARD_ATTACK: + 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 (bInVehicle) { + if ((!m_leader->bInVehicle || m_leader->m_nPedState == PED_EXIT_CAR) && m_objective != OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT) { + + 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_CAR) { +#ifdef VC_PED_PORTS + m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 250; +#endif + SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); + } + + break; + } + } + } +} + +void +CPed::RestorePreviousObjective(void) +{ + if (m_objective == OBJECTIVE_NONE) + return; + + if (m_objective != OBJECTIVE_LEAVE_CAR && m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER +#if defined VC_PED_PORTS || defined FIX_BUGS + && m_nPedState != PED_CARJACK +#endif + ) + m_pedInObjective = nil; + + if (m_objective == OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT) { + m_objective = OBJECTIVE_NONE; + if (m_pMyVehicle) + SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); + + } else { + m_objective = m_prevObjective; + m_prevObjective = OBJECTIVE_NONE; + } + bObjectiveCompleted = false; +} + +void +CPed::ProcessObjective(void) +{ + if (bClearObjective && (IsPedInControl() || m_nPedState == PED_DRIVING)) { + ClearObjective(); + bClearObjective = false; + } + UpdateFromLeader(); + + CVector carOrOurPos; + CVector targetCarOrHisPos; + CVector distWithTarget; + + if (m_objective != OBJECTIVE_NONE && (IsPedInControl() || m_nPedState == PED_DRIVING)) { + if (bInVehicle) { + if (!m_pMyVehicle) { + bInVehicle = false; + return; + } + carOrOurPos = m_pMyVehicle->GetPosition(); + } else { + carOrOurPos = GetPosition(); + } + + if (m_pedInObjective) { + if (m_pedInObjective->InVehicle() && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) { + targetCarOrHisPos = m_pedInObjective->m_pMyVehicle->GetPosition(); + } else { + targetCarOrHisPos = m_pedInObjective->GetPosition(); + } + distWithTarget = targetCarOrHisPos - carOrOurPos; + } else if (m_carInObjective) { + targetCarOrHisPos = m_carInObjective->GetPosition(); + distWithTarget = targetCarOrHisPos - carOrOurPos; + } + + switch (m_objective) { + case OBJECTIVE_NONE: + case OBJECTIVE_GUARD_AREA: + case OBJECTIVE_FOLLOW_CAR_IN_CAR: + case OBJECTIVE_FIRE_AT_OBJECT_FROM_VEHICLE: + case OBJECTIVE_DESTROY_OBJECT: + case OBJECTIVE_GOTO_AREA_IN_CAR: + case OBJECTIVE_FOLLOW_CAR_ON_FOOT_WITH_OFFSET: + case OBJECTIVE_SET_LEADER: + break; + case OBJECTIVE_WAIT_ON_FOOT: + SetIdle(); + m_objective = OBJECTIVE_NONE; + SetMoveState(PEDMOVE_STILL); + break; + case OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE: + if (InVehicle()) { + SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); + bFleeAfterExitingCar = true; + } else if (m_nPedState != PED_FLEE_POS) { + CVector2D fleePos = GetPosition(); + SetFlee(fleePos, 10000); + bUsePedNodeSeek = true; + m_pNextPathNode = nil; + } + break; + case OBJECTIVE_GUARD_SPOT: + { + distWithTarget = m_vecSeekPosEx - GetPosition(); + if (m_pedInObjective) { + SetLookFlag(m_pedInObjective, true); + m_pLookTarget = m_pedInObjective; + m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); + TurnBody(); + } + float distWithTargetSc = distWithTarget.Magnitude(); + if (2.0f * m_distanceToCountSeekDoneEx >= distWithTargetSc) { + if (m_pedInObjective) { + if (distWithTargetSc <= m_distanceToCountSeekDoneEx) + SetIdle(); + else + SetSeek(m_vecSeekPosEx, m_distanceToCountSeekDoneEx); + } else if (CTimer::GetTimeInMilliseconds() > m_lookTimer) { + int threatType = ScanForThreats(); + SetLookTimer(CGeneral::GetRandomNumberInRange(500, 1500)); + + // Second condition is pointless and isn't there in Mobile. + if (threatType == PED_FLAG_GUN || (threatType == PED_FLAG_EXPLOSION && m_threatEntity) || m_threatEntity) { + if (m_threatEntity->IsPed()) + SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, m_threatEntity); + } + } + } else { + SetSeek(m_vecSeekPosEx, m_distanceToCountSeekDoneEx); + } + break; + } + case OBJECTIVE_WAIT_IN_CAR: + m_nPedState = PED_DRIVING; + break; + case OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT: + m_nPedState = PED_DRIVING; + break; + case OBJECTIVE_KILL_CHAR_ANY_MEANS: + { + if (m_pedInObjective) { + if (m_pedInObjective->IsPlayer() && CharCreatedBy != MISSION_CHAR + && m_nPedType != PEDTYPE_COP && FindPlayerPed()->m_pWanted->m_CurrentCops != 0 + && !bKindaStayInSamePlace) { + + SetObjective(OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE); + break; + } + if (InVehicle()) { + if (distWithTarget.Magnitude() >= 20.0f + || m_pMyVehicle->m_vecMoveSpeed.MagnitudeSqr() >= sq(0.02f)) { + if (m_pMyVehicle->pDriver == this + && !m_pMyVehicle->m_nGettingInFlags) { + m_pMyVehicle->SetStatus(STATUS_PHYSICS); + m_pMyVehicle->AutoPilot.m_nPrevRouteNode = 0; + if (m_nPedType == PEDTYPE_COP) { + m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (FindPlayerPed()->m_pWanted->m_nWantedLevel * 0.1f + 0.6f) * (GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity); + m_pMyVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel(); + } else { + m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity * 0.8f; + m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY; + } + m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; + } + } else { + bool targetHasVeh = m_pedInObjective->bInVehicle; + if (!targetHasVeh + || targetHasVeh && m_pedInObjective->m_pMyVehicle->CanPedExitCar()) { + m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; + m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_NONE; + SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); + } + } + break; + } + if (distWithTarget.Magnitude() > 30.0f && !bKindaStayInSamePlace) { + if (m_pMyVehicle) { + m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; + SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle); + } else { + float closestVehDist = 60.0f; + int16 lastVehicle; + CEntity* vehicles[8]; + CWorld::FindObjectsInRange(GetPosition(), 25.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false); + CVehicle *foundVeh = nil; + for(int i = 0; i < lastVehicle; i++) { + CVehicle *nearVeh = (CVehicle*)vehicles[i]; + /* + Not used. + CVector vehSpeed = nearVeh->GetSpeed(); + CVector ourSpeed = GetSpeed(); + */ + CVector vehDistVec = nearVeh->GetPosition() - GetPosition(); + if (vehDistVec.Magnitude() < closestVehDist && m_pedInObjective->m_pMyVehicle != nearVeh + && nearVeh->CanPedOpenLocks(this)) { + + foundVeh = nearVeh; + closestVehDist = vehDistVec.Magnitude(); + } + } + m_pMyVehicle = foundVeh; + if (m_pMyVehicle) { + m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle); + m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; + SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle); + } else if (!GetIsOnScreen()) { + CVector ourPos = GetPosition(); + int closestNode = ThePaths.FindNodeClosestToCoors(ourPos, PATH_CAR, 20.0f); + if (closestNode >= 0) { + int16 colliding; + CWorld::FindObjectsKindaColliding( + ThePaths.m_pathNodes[closestNode].GetPosition(), 10.0f, true, &colliding, 2, nil, false, true, true, false, false); + if (!colliding) { + CZoneInfo zoneInfo; + int chosenCarClass; + CTheZones::GetZoneInfoForTimeOfDay(&ourPos, &zoneInfo); + int chosenModel = CCarCtrl::ChooseModel(&zoneInfo, &ourPos, &chosenCarClass); + CAutomobile *newVeh = new CAutomobile(chosenModel, RANDOM_VEHICLE); + if (newVeh) { + newVeh->GetMatrix().GetPosition() = ThePaths.m_pathNodes[closestNode].GetPosition(); + newVeh->GetMatrix().GetPosition().z += 4.0f; + newVeh->SetHeading(DEGTORAD(200.0f)); + newVeh->SetStatus(STATUS_ABANDONED); + newVeh->m_nDoorLock = CARLOCK_UNLOCKED; + CWorld::Add(newVeh); + m_pMyVehicle = newVeh; + if (m_pMyVehicle) { + m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle); + m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; + SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle); + } + } + } + } + } + } + break; + } + } else { + ClearLookFlag(); + bObjectiveCompleted = true; + } + } + case OBJECTIVE_KILL_CHAR_ON_FOOT: + { + bool killPlayerInNoPoliceZone = false; + if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT && InVehicle()) { + SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); + break; + } + if (!m_pedInObjective || m_pedInObjective->DyingOrDead()) { + ClearLookFlag(); + bObjectiveCompleted = true; + SetMoveAnim(); + break; + } + if (m_pedInObjective->IsPlayer() && CCullZones::NoPolice()) + killPlayerInNoPoliceZone = true; + + if (!bNotAllowedToDuck || killPlayerInNoPoliceZone) { + if (m_nPedType == PEDTYPE_COP && !m_pedInObjective->GetWeapon()->IsTypeMelee() && !GetWeapon()->IsTypeMelee()) + bNotAllowedToDuck = true; + } else { + if (!m_pedInObjective->bInVehicle) { + if (m_pedInObjective->GetWeapon()->IsTypeMelee() || GetWeapon()->IsTypeMelee()) { + bNotAllowedToDuck = false; + bCrouchWhenShooting = false; + } else if (DuckAndCover()) { + break; + } + } else { + bNotAllowedToDuck = false; + bCrouchWhenShooting = false; + } + } + if (m_leaveCarTimer > CTimer::GetTimeInMilliseconds() && !bKindaStayInSamePlace) { + SetMoveState(PEDMOVE_STILL); + break; + } + if (m_pedInObjective->IsPlayer()) { + CPlayerPed *player = FindPlayerPed(); + if (m_nPedType == PEDTYPE_COP && player->m_pWanted->m_bIgnoredByCops + || player->m_pWanted->m_bIgnoredByEveryone + || m_pedInObjective->bIsInWater + || m_pedInObjective->m_nPedState == PED_ARRESTED) { + + if (m_nPedState != PED_ARREST_PLAYER) + SetIdle(); + + break; + } + } + CWeaponInfo *wepInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + float wepRange = wepInfo->m_fRange; + float wepRangeAdjusted; + if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) { + wepRangeAdjusted = wepRange / 3.0f; + } else { + if (m_nPedState == PED_FIGHT) { + if (!IsPlayer() && !(m_pedStats->m_flags & STAT_CAN_KICK)) + wepRange = 2.0f; + } else { + wepRange = 1.3f; + } + wepRangeAdjusted = wepRange; + } + if (m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds() && wepRangeAdjusted < 2.5f) { + wepRangeAdjusted = 2.5f; + } + if (m_pedInObjective->IsPlayer() && m_nPedType != PEDTYPE_COP + && CharCreatedBy != MISSION_CHAR && FindPlayerPed()->m_pWanted->m_CurrentCops) { + SetObjective(OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE); + break; + } + if (m_pedInObjective->m_fHealth <= 0.0f) { + bObjectiveCompleted = true; + bScriptObjectiveCompleted = true; + SetMoveAnim(); + break; + } + float distWithTargetSc = distWithTarget.Magnitude(); + if (m_pedInObjective->bInVehicle && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) { + CVehicle *vehOfTarget = m_pedInObjective->m_pMyVehicle; + if (vehOfTarget->bIsInWater || vehOfTarget->GetStatus() == STATUS_PLAYER_DISABLED + || m_pedInObjective->IsPlayer() && CPad::GetPad(0)->ArePlayerControlsDisabled()) { + SetIdle(); + return; + } + SetLookFlag(vehOfTarget, false); + if (m_nPedState != PED_CARJACK) { + if (m_pedInObjective->m_nPedState != PED_ARRESTED) { + if (m_attackTimer < CTimer::GetTimeInMilliseconds() && wepInfo->m_eWeaponFire != WEAPON_FIRE_MELEE + && distWithTargetSc < wepRange && distWithTargetSc > 3.0f) { + + // I hope so + CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f); + CVector maxShotPos = vehOfTarget->GetPosition() - ourHead; + maxShotPos.Normalise(); + maxShotPos = maxShotPos * wepInfo->m_fRange + ourHead; + + CWorld::bIncludeDeadPeds = true; + CColPoint foundCol; + CEntity *foundEnt; + CWorld::ProcessLineOfSight(ourHead, maxShotPos, foundCol, foundEnt, + true, true, true, true, false, true, false); + CWorld::bIncludeDeadPeds = false; + if (foundEnt == vehOfTarget) { + SetAttack(vehOfTarget); + m_pPointGunAt = vehOfTarget; + if (vehOfTarget) + vehOfTarget->RegisterReference((CEntity **) &m_pPointGunAt); + + SetShootTimer(CGeneral::GetRandomNumberInRange(500, 2000)); + if (distWithTargetSc <= m_distanceToCountSeekDone) { + SetAttackTimer(CGeneral::GetRandomNumberInRange(200, 500)); + SetMoveState(PEDMOVE_STILL); + } else { + SetAttackTimer(CGeneral::GetRandomNumberInRange(2000, 5000)); + } + } + } + else if (m_nPedState != PED_ATTACK && !bKindaStayInSamePlace && !killPlayerInNoPoliceZone) { + if (vehOfTarget) { + if (m_nPedType == PEDTYPE_COP || vehOfTarget->bIsBus) { + GoToNearestDoor(vehOfTarget); + } else { + m_vehEnterType = 0; + if (m_pedInObjective == vehOfTarget->pDriver || vehOfTarget->bIsBus) { + m_vehEnterType = CAR_DOOR_LF; + } else if (m_pedInObjective == vehOfTarget->pPassengers[0]) { + m_vehEnterType = CAR_DOOR_RF; + } else if (m_pedInObjective == vehOfTarget->pPassengers[1]) { + m_vehEnterType = CAR_DOOR_LR; + } else if (m_pedInObjective == vehOfTarget->pPassengers[2]) { + m_vehEnterType = CAR_DOOR_RR; + } + // Unused + // GetPositionToOpenCarDoor(vehOfTarget, m_vehEnterType); + SetSeekCar(vehOfTarget, m_vehEnterType); + SetMoveState(PEDMOVE_RUN); + } + } + } + } + } + SetMoveAnim(); + break; + } + if (m_nMoveState == PEDMOVE_STILL && IsPedInControl()) { + SetLookFlag(m_pedInObjective, false); + TurnBody(); + } + if (m_nPedType == PEDTYPE_COP && distWithTargetSc < 1.5f && m_pedInObjective->IsPlayer()) { + if (m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds() + || m_pedInObjective->m_nPedState == PED_DRAG_FROM_CAR) { + + ((CCopPed*)this)->SetArrestPlayer(m_pedInObjective); + return; + } + } + if (!bKindaStayInSamePlace && !bStopAndShoot && m_nPedState != PED_ATTACK && !killPlayerInNoPoliceZone) { + if (distWithTargetSc > wepRange + || m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds() + || m_pedInObjective->m_nPedState == PED_ARRESTED + || m_pedInObjective->EnteringCar() && distWithTargetSc < 3.0f + || distWithTargetSc > m_distanceToCountSeekDone && !CanSeeEntity(m_pedInObjective)) { + + if (m_pedInObjective->EnteringCar()) + wepRangeAdjusted = 2.0f; + + if (bUsePedNodeSeek) { + CVector bestCoords(0.0f, 0.0f, 0.0f); + m_vecSeekPos = m_pedInObjective->GetPosition(); + + if (!m_pNextPathNode) + FindBestCoordsFromNodes(m_vecSeekPos, &bestCoords); + + if (m_pNextPathNode) + m_vecSeekPos = m_pNextPathNode->GetPosition(); + + SetSeek(m_vecSeekPos, m_distanceToCountSeekDone); + } else { + SetSeek(m_pedInObjective, wepRangeAdjusted); + } + bCrouchWhenShooting = false; + if (m_pedInObjective->m_pCurrentPhysSurface && distWithTargetSc < 5.0f) { + if (wepRange <= 5.0f) { + if (m_pedInObjective->IsPlayer() + && FindPlayerPed()->m_bSpeedTimerFlag + && (IsGangMember() || m_nPedType == PEDTYPE_COP) + && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) { + GiveWeapon(WEAPONTYPE_COLT45, 1000); + SetCurrentWeapon(WEAPONTYPE_COLT45); + } + } else { + bStopAndShoot = true; + } + SetMoveState(PEDMOVE_STILL); + SetMoveAnim(); + break; + } + bStopAndShoot = false; + SetMoveAnim(); + break; + } + } + if (m_attackTimer < CTimer::GetTimeInMilliseconds() + && distWithTargetSc < wepRange && m_pedInObjective->m_nPedState != PED_GETUP && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) { + if (bIsDucking) { + CAnimBlendAssociation *duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN); + if (duckAnim) { + duckAnim->blendDelta = -2.0f; + break; + } + bIsDucking = false; + } else if (wepRange <= 5.0f) { + SetMoveState(PEDMOVE_STILL); + SetAttack(m_pedInObjective); + m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( + m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y, + GetPosition().x, GetPosition().y); + SetShootTimer(CGeneral::GetRandomNumberInRange(0.0f, 500.0f)); + SetAttackTimer(CGeneral::GetRandomNumberInRange(0.0f, 1500.0f)); + bObstacleShowedUpDuringKillObjective = false; + + } else { + CVector target; + CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f); + if (m_pedInObjective->IsPed()) + m_pedInObjective->m_pedIK.GetComponentPosition((RwV3d*)&target, PED_MID); + else + target = m_pedInObjective->GetPosition(); + + target -= ourHead; + target.Normalise(); + target = target * wepInfo->m_fRange + ourHead; + + CWorld::bIncludeDeadPeds = true; + CEntity *foundEnt = nil; + CColPoint foundCol; + + CWorld::ProcessLineOfSight( + ourHead, target, foundCol, foundEnt, + true, true, true, false, true, false); + CWorld::bIncludeDeadPeds = 0; + if (foundEnt == m_pedInObjective) { + SetAttack(m_pedInObjective); + m_pPointGunAt = m_pedInObjective; + if (m_pedInObjective) + m_pedInObjective->RegisterReference((CEntity **) &m_pPointGunAt); + + SetShootTimer(CGeneral::GetRandomNumberInRange(500.0f, 2000.0f)); + + int time; + if (distWithTargetSc <= wepRangeAdjusted) + time = CGeneral::GetRandomNumberInRange(100.0f, 500.0f); + else + time = CGeneral::GetRandomNumberInRange(1500.0f, 3000.0f); + + SetAttackTimer(time); + bObstacleShowedUpDuringKillObjective = false; + + } else if (foundEnt) { + if (foundEnt->IsPed()) { + SetAttackTimer(CGeneral::GetRandomNumberInRange(500.0f, 1000.0f)); + bObstacleShowedUpDuringKillObjective = false; + } else { + if (foundEnt->IsObject()) { + SetAttackTimer(CGeneral::GetRandomNumberInRange(200.0f, 400.0f)); + bObstacleShowedUpDuringKillObjective = true; + } else if (foundEnt->IsVehicle()) { + SetAttackTimer(CGeneral::GetRandomNumberInRange(400.0f, 600.0f)); + bObstacleShowedUpDuringKillObjective = true; + } else { + SetAttackTimer(CGeneral::GetRandomNumberInRange(700.0f, 1200.0f)); + bObstacleShowedUpDuringKillObjective = true; + } + } + + m_fleeFrom = foundEnt; + m_fleeFrom->RegisterReference((CEntity**) &m_fleeFrom); + SetPointGunAt(m_pedInObjective); + } + } + } else { + if (!m_pedInObjective->m_pCurrentPhysSurface) + bStopAndShoot = false; + + if (m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT) { + + // This is weird... + if (bNotAllowedToDuck && bKindaStayInSamePlace) { + if (!bIsDucking) { + CAnimBlendAssociation* duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN); + if (!duckAnim || duckAnim->blendDelta < 0.0f) { + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DUCK_DOWN, 4.0f); + bIsDucking = true; + } + break; + } else { + CAnimBlendAssociation* duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN); + if (!duckAnim || duckAnim->blendDelta < 0.0f) { + bIsDucking = false; + } else { + break; + } + } + } + if (bObstacleShowedUpDuringKillObjective) { + if (m_nPedType == PEDTYPE_COP) { + if (GetWeapon()->m_eWeaponType > WEAPONTYPE_COLT45 + || m_fleeFrom && m_fleeFrom->IsObject()) { + wepRangeAdjusted = 6.0f; + } else if (m_fleeFrom && m_fleeFrom->IsVehicle()) { + wepRangeAdjusted = 4.0f; + } else { + wepRangeAdjusted = 2.0f; + } + } else { + wepRangeAdjusted = 2.0f; + } + } + if (distWithTargetSc <= wepRangeAdjusted) { + SetMoveState(PEDMOVE_STILL); + bIsPointingGunAt = true; + if (m_nPedState != PED_AIM_GUN && !bDuckAndCover) { + m_attackTimer = CTimer::GetTimeInMilliseconds(); + SetIdle(); + } + } else { + if (m_nPedState != PED_SEEK_ENTITY && m_nPedState != PED_SEEK_POS + && !bStopAndShoot && !killPlayerInNoPoliceZone && !bKindaStayInSamePlace) { + Say(SOUND_PED_ATTACK); + SetSeek(m_pedInObjective, wepRangeAdjusted); + bIsRunning = true; + } + } + } + } + + if (distWithTargetSc < 2.5f && wepRange > 5.0f + && wepInfo->m_eWeaponFire != WEAPON_FIRE_MELEE) { + + SetAttack(m_pedInObjective); + if (m_attackTimer < CTimer::GetTimeInMilliseconds()) { + int time = CGeneral::GetRandomNumberInRange(500.0f, 1000.0f); + SetAttackTimer(time); + SetShootTimer(time - 500); + } + SetMoveState(PEDMOVE_STILL); + } + if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) + m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y, GetPosition().x, GetPosition().y); + + SetMoveAnim(); + break; + } + case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE: + case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS: + { + if (InVehicle()) { + if (m_nPedState == PED_DRIVING) + SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); + } else if (m_nPedState != PED_FLEE_ENTITY) { + int time; + if (m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS) + time = 0; + else + time = 6000; + + SetFindPathAndFlee(m_pedInObjective, time); + } + break; + } + case OBJECTIVE_GOTO_CHAR_ON_FOOT: + { + if (m_pedInObjective) { + float safeDistance = 2.0f; + if (m_pedInObjective->bInVehicle) + safeDistance = 3.0f; + + float distWithTargetSc = distWithTarget.Magnitude(); + if (m_nPedStateTimer < CTimer::GetTimeInMilliseconds()) { + if (distWithTargetSc <= safeDistance) { + bScriptObjectiveCompleted = true; + if (m_nPedState != PED_ATTACK) { + SetIdle(); + m_pLookTarget = m_pedInObjective; + m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); + TurnBody(); + } + if (distWithTargetSc > 2.0f) + SetMoveState(m_pedInObjective->m_nMoveState); + else + SetMoveState(PEDMOVE_STILL); + } else { + SetSeek(m_pedInObjective, safeDistance); + if (distWithTargetSc >= 5.0f) { + if (m_leader && m_leader->m_nMoveState == PEDMOVE_SPRINT) + SetMoveState(PEDMOVE_SPRINT); + else + SetMoveState(PEDMOVE_RUN); + } else { + if (m_leader && m_leader->m_nMoveState != PEDMOVE_STILL + && m_leader->m_nMoveState != PEDMOVE_NONE) { + if (m_leader->IsPlayer()) { + if (distWithTargetSc >= 3.0f && FindPlayerPed()->m_fMoveSpeed >= 1.3f) + SetMoveState(PEDMOVE_RUN); + else + SetMoveState(PEDMOVE_WALK); + } else { + SetMoveState(m_leader->m_nMoveState); + } + } else if (distWithTargetSc <= 3.0f) { + SetMoveState(PEDMOVE_WALK); + } else { + SetMoveState(PEDMOVE_RUN); + } + } + } + } + } else { + SetObjective(OBJECTIVE_NONE); + } + break; + } + case OBJECTIVE_FOLLOW_CHAR_IN_FORMATION: + { + if (m_pedInObjective) { + CVector posToGo = GetFormationPosition(); + distWithTarget = posToGo - carOrOurPos; + SetSeek(posToGo, 1.0f); + if (distWithTarget.Magnitude() <= 3.0f) { + SetSeek(posToGo, 1.0f); + if (m_pedInObjective->m_nMoveState != PEDMOVE_STILL) + SetMoveState(m_pedInObjective->m_nMoveState); + } else { + SetSeek(posToGo, 1.0f); + SetMoveState(PEDMOVE_RUN); + } + } else { + SetObjective(OBJECTIVE_NONE); + } + break; + } + case OBJECTIVE_ENTER_CAR_AS_PASSENGER: + { + if (m_carInObjective) { + if (!bInVehicle && m_carInObjective->m_nNumPassengers >= m_carInObjective->m_nNumMaxPassengers) { + RestorePreviousObjective(); + RestorePreviousState(); + if (IsPedInControl()) + m_pMyVehicle = nil; + + break; + } + + if (m_prevObjective == OBJECTIVE_HAIL_TAXI && !((CAutomobile*)m_carInObjective)->bTaxiLight) { + RestorePreviousObjective(); + ClearObjective(); + SetWanderPath(CGeneral::GetRandomNumber() & 7); + bIsRunning = false; + break; + } + if (m_objectiveTimer && m_objectiveTimer < CTimer::GetTimeInMilliseconds()) { + if (!EnteringCar()) { + bool foundSeat = false; + if (m_carInObjective->pPassengers[0] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_RF) { + if (m_carInObjective->pPassengers[1] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_LR) { + if (m_carInObjective->pPassengers[2] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_RR) { + foundSeat = false; + } else { + m_vehEnterType = CAR_DOOR_RR; + foundSeat = true; + } + } else { + m_vehEnterType = CAR_DOOR_LR; + foundSeat = true; + } + } else { + m_vehEnterType = CAR_DOOR_RF; + foundSeat = true; + } + for (int i = 2; i < m_carInObjective->m_nNumMaxPassengers; ++i) { + if (!m_carInObjective->pPassengers[i] && !(m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_RF)) { + m_vehEnterType = CAR_DOOR_RF; + foundSeat = true; + } + } + if (foundSeat) { + SetPosition(GetPositionToOpenCarDoor(m_carInObjective, m_vehEnterType)); + SetEnterCar(m_carInObjective, m_vehEnterType); + } + } + m_objectiveTimer = 0; + } + } + // fall through + } + case OBJECTIVE_ENTER_CAR_AS_DRIVER: + { + if (!m_carInObjective || bInVehicle) { +#ifdef VC_PED_PORTS + if (bInVehicle && m_pMyVehicle != m_carInObjective) { + SetExitCar(m_pMyVehicle, 0); + } else +#endif + { + bObjectiveCompleted = true; + bScriptObjectiveCompleted = true; + RestorePreviousState(); + } + } else { + if (m_leaveCarTimer > CTimer::GetTimeInMilliseconds()) { + SetMoveState(PEDMOVE_STILL); + break; + } + if (IsPedInControl()) { + if (m_prevObjective == OBJECTIVE_KILL_CHAR_ANY_MEANS) { + if (distWithTarget.Magnitude() < 20.0f) { + RestorePreviousObjective(); + RestorePreviousState(); + return; + } + if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) { + if (m_carInObjective->pDriver +#ifdef VC_PED_PORTS + && !IsPlayer() +#endif + ) { + if (m_carInObjective->pDriver->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS && m_carInObjective->pDriver != m_pedInObjective) { + SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective); + m_carInObjective->bIsBeingCarJacked = false; + } + } + } + } else if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) { + if (m_carInObjective->pDriver +#ifdef VC_PED_PORTS + && (CharCreatedBy != MISSION_CHAR || m_carInObjective->pDriver->CharCreatedBy != RANDOM_CHAR) +#endif + ) { + if (m_carInObjective->pDriver->m_nPedType == m_nPedType) { + SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective); + m_carInObjective->bIsBeingCarJacked = false; + } + } + } + if (m_carInObjective->IsUpsideDown() && m_carInObjective->m_vehType != VEHICLE_TYPE_BIKE) { + RestorePreviousObjective(); + RestorePreviousState(); + return; + } + if (!m_carInObjective->IsBoat() || m_nPedState == PED_SEEK_IN_BOAT) { + if (m_nPedState != PED_SEEK_CAR) + SetSeekCar(m_carInObjective, 0); + } else { + SetSeekBoatPosition(m_carInObjective); + } + if (m_nMoveState == PEDMOVE_STILL && !bVehEnterDoorIsBlocked) + SetMoveState(PEDMOVE_RUN); + + if (m_carInObjective && m_carInObjective->m_fHealth > 0.0f) { + distWithTarget = m_carInObjective->GetPosition() - GetPosition(); + if (!bInVehicle) { + if (nEnterCarRangeMultiplier * ENTER_CAR_MAX_DIST < distWithTarget.Magnitude()) { + if (!m_carInObjective->pDriver && !m_carInObjective->GetIsOnScreen() && !GetIsOnScreen()) + WarpPedToNearEntityOffScreen(m_carInObjective); + + if (CharCreatedBy != MISSION_CHAR || m_prevObjective == OBJECTIVE_KILL_CHAR_ANY_MEANS +#ifdef VC_PED_PORTS + || IsPlayer() && !CPad::GetPad(0)->ArePlayerControlsDisabled() +#endif + ) { + RestorePreviousObjective(); + RestorePreviousState(); + if (IsPedInControl()) + m_pMyVehicle = nil; + } else { + SetIdle(); + SetMoveState(PEDMOVE_STILL); + } + } + } + } else if (!bInVehicle) { + RestorePreviousObjective(); + RestorePreviousState(); + if (IsPedInControl()) + m_pMyVehicle = nil; + } + } + } + break; + } + case OBJECTIVE_DESTROY_CAR: + { + if (!m_carInObjective) { + ClearLookFlag(); + bObjectiveCompleted = true; + break; + } + float distWithTargetSc = distWithTarget.Magnitude(); + CWeaponInfo *wepInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + float wepRange = wepInfo->m_fRange; + m_pLookTarget = m_carInObjective; + m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); + + m_pSeekTarget = m_carInObjective; + m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget); + + TurnBody(); + if (m_carInObjective->m_fHealth <= 0.0f) { + ClearLookFlag(); + bScriptObjectiveCompleted = true; + break; + } + + if (m_attackTimer < CTimer::GetTimeInMilliseconds() && wepInfo->m_eWeaponFire != WEAPON_FIRE_MELEE + && distWithTargetSc < wepRange) { + + // I hope so + CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f); + CVector maxShotPos = m_carInObjective->GetPosition() - ourHead; + maxShotPos.Normalise(); + maxShotPos = maxShotPos * wepInfo->m_fRange + ourHead; + + CWorld::bIncludeDeadPeds = true; + CColPoint foundCol; + CEntity *foundEnt; + CWorld::ProcessLineOfSight(ourHead, maxShotPos, foundCol, foundEnt, + true, true, true, true, false, true, false); + CWorld::bIncludeDeadPeds = false; + if (foundEnt == m_carInObjective) { + SetAttack(m_carInObjective); + m_pPointGunAt = m_carInObjective; + if (m_pPointGunAt) + m_pPointGunAt->RegisterReference((CEntity **) &m_pPointGunAt); + + SetShootTimer(CGeneral::GetRandomNumberInRange(500, 2000)); + if (distWithTargetSc > 10.0f && !bKindaStayInSamePlace) { + SetAttackTimer(CGeneral::GetRandomNumberInRange(2000, 5000)); + } else { + SetAttackTimer(CGeneral::GetRandomNumberInRange(50, 300)); + SetMoveState(PEDMOVE_STILL); + } + } + } else if (m_nPedState != PED_ATTACK && !bKindaStayInSamePlace) { + + float safeDistance; + if (wepRange <= 5.0f) + safeDistance = 3.0f; + else + safeDistance = wepRange * 0.25f; + + SetSeek(m_carInObjective, safeDistance); + SetMoveState(PEDMOVE_RUN); + } + SetLookFlag(m_carInObjective, false); + TurnBody(); + break; + } + case OBJECTIVE_GOTO_AREA_ANY_MEANS: + { + distWithTarget = m_nextRoutePointPos - GetPosition(); + distWithTarget.z = 0.0f; + if (InVehicle()) { + CCarAI::GetCarToGoToCoors(m_pMyVehicle, &m_nextRoutePointPos); + CCarCtrl::RegisterVehicleOfInterest(m_pMyVehicle); + if (distWithTarget.MagnitudeSqr() < sq(20.0f)) { + m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; + ForceStoredObjective(OBJECTIVE_GOTO_AREA_ANY_MEANS); + SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); + } + break; + } + if (distWithTarget.Magnitude() > 30.0f) { + if (m_pMyVehicle) { + m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; + } else { + float closestVehDist = SQR(60.0f); + int16 lastVehicle; + CEntity* vehicles[8]; + CWorld::FindObjectsInRange(GetPosition(), 25.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false); + CVehicle* foundVeh = nil; + for (int i = 0; i < lastVehicle; i++) { + CVehicle* nearVeh = (CVehicle*)vehicles[i]; + /* + Not used. + CVector vehSpeed = nearVeh->GetSpeed(); + CVector ourSpeed = GetSpeed(); + */ + CVector vehDistVec = nearVeh->GetPosition() - GetPosition(); + if (vehDistVec.MagnitudeSqr() < closestVehDist + && m_pedInObjective->m_pMyVehicle != nearVeh) + { + foundVeh = nearVeh; + closestVehDist = vehDistVec.MagnitudeSqr(); + } + } + m_pMyVehicle = foundVeh; + if (m_pMyVehicle) { + m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle); + m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; + SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle); + } + } + break; + } + // fall through + } + case OBJECTIVE_GOTO_AREA_ON_FOOT: + case OBJECTIVE_RUN_TO_AREA: + { + if ((m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT || m_objective == OBJECTIVE_RUN_TO_AREA) + && InVehicle()) { + SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); + } else { + distWithTarget = m_nextRoutePointPos - GetPosition(); + distWithTarget.z = 0.0f; + if (sq(m_distanceToCountSeekDone) >= distWithTarget.MagnitudeSqr()) { + bObjectiveCompleted = true; + bScriptObjectiveCompleted = true; + SetMoveState(PEDMOVE_STILL); + } else if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer || m_nPedState != PED_SEEK_POS) { + if (bUsePedNodeSeek) { + CVector bestCoords(0.0f, 0.0f, 0.0f); + m_vecSeekPos = m_nextRoutePointPos; + + if (!m_pNextPathNode) + FindBestCoordsFromNodes(m_vecSeekPos, &bestCoords); + + if (m_pNextPathNode) + m_vecSeekPos = m_pNextPathNode->GetPosition(); + } + SetSeek(m_vecSeekPos, m_distanceToCountSeekDone); + } + } + + break; + } + case OBJECTIVE_GUARD_ATTACK: + { + if (m_pedInObjective) { + SetLookFlag(m_pedInObjective, true); + m_pLookTarget = m_pedInObjective; + m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); + m_lookTimer = m_attackTimer; + TurnBody(); + float distWithTargetSc = distWithTarget.Magnitude(); + if (distWithTargetSc >= 20.0f) { + RestorePreviousObjective(); + } else if (m_attackTimer < CTimer::GetTimeInMilliseconds()) { + if (m_nPedState != PED_SEEK_ENTITY && distWithTargetSc >= 2.0f) { + SetSeek(m_pedInObjective, 1.0f); + } else { + SetAttack(m_pedInObjective); + SetShootTimer(CGeneral::GetRandomNumberInRange(500.0f, 1500.0f)); + } + SetAttackTimer(1000); + } + } else { + RestorePreviousObjective(); + } + break; + } + case OBJECTIVE_FOLLOW_ROUTE: + if (HaveReachedNextPointOnRoute(1.0f)) { + int nextPoint = GetNextPointOnRoute(); + m_nextRoutePointPos = CRouteNode::GetPointPosition(nextPoint); + } else { + SetSeek(m_nextRoutePointPos, 0.8f); + } + break; + case OBJECTIVE_SOLICIT_VEHICLE: + if (m_carInObjective) { + if (m_objectiveTimer <= CTimer::GetTimeInMilliseconds()) { + if (!bInVehicle) { + SetObjective(OBJECTIVE_NONE); + SetWanderPath(CGeneral::GetRandomNumber() & 7); + m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000; + if (IsPedInControl()) + m_pMyVehicle = nil; + } + } else { + if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_SOLICIT) + SetSeekCar(m_carInObjective, 0); + } + } else { + RestorePreviousObjective(); + RestorePreviousState(); + if (IsPedInControl()) + m_pMyVehicle = nil; + } + break; + case OBJECTIVE_HAIL_TAXI: + if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TAXI) && CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { + Say(SOUND_PED_TAXI_WAIT); + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TAXI, 4.0f); + m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000; + } + break; + case OBJECTIVE_CATCH_TRAIN: + { + if (m_carInObjective) { + SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective); + } else { + CVehicle* trainToEnter = nil; + float closestCarDist = CHECK_NEARBY_THINGS_MAX_DIST; + CVector pos = GetPosition(); + int16 lastVehicle; + CEntity* vehicles[8]; + + CWorld::FindObjectsInRange(pos, 10.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false); + for (int i = 0; i < lastVehicle; i++) { + CVehicle* nearVeh = (CVehicle*)vehicles[i]; + if (nearVeh->IsTrain()) { + CVector vehDistVec = GetPosition() - nearVeh->GetPosition(); + float vehDist = vehDistVec.Magnitude(); + if (vehDist < closestCarDist && m_pedInObjective->m_pMyVehicle != nearVeh) + { + trainToEnter = nearVeh; + closestCarDist = vehDist; + } + } + } + if (trainToEnter) { + m_carInObjective = trainToEnter; + m_carInObjective->RegisterReference((CEntity **) &m_carInObjective); + } + } + break; + } + case OBJECTIVE_BUY_ICE_CREAM: + if (m_carInObjective) { + if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_BUY_ICECREAM) + SetSeekCar(m_carInObjective, 0); + } else { + RestorePreviousObjective(); + RestorePreviousState(); + if (IsPedInControl()) + m_pMyVehicle = nil; + } + break; + case OBJECTIVE_STEAL_ANY_CAR: + { + if (bInVehicle) { + bScriptObjectiveCompleted = true; + RestorePreviousObjective(); + } else if (m_hitRecoverTimer < CTimer::GetTimeInMilliseconds()) { + CVehicle *carToSteal = nil; + float closestCarDist = ENTER_CAR_MAX_DIST; + CVector pos = GetPosition(); + int16 lastVehicle; + CEntity *vehicles[8]; + + // NB: This should've been ENTER_CAR_MAX_DIST actually, and is fixed in VC. + CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false); + for(int i = 0; i < lastVehicle; i++) { + CVehicle *nearVeh = (CVehicle*)vehicles[i]; + if (nearVeh->VehicleCreatedBy != MISSION_VEHICLE) { + if (nearVeh->m_vecMoveSpeed.Magnitude() <= 0.1f) { + if (nearVeh->CanPedOpenLocks(this)) { + CVector vehDistVec = GetPosition() - nearVeh->GetPosition(); + float vehDist = vehDistVec.Magnitude(); + if (vehDist < closestCarDist) { + carToSteal = nearVeh; + closestCarDist = vehDist; + } + } + } + } + } + if (carToSteal) { + SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, carToSteal); + m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000; + } else { + RestorePreviousObjective(); + RestorePreviousState(); + } + } + break; + } + case OBJECTIVE_MUG_CHAR: + { + if (m_pedInObjective) { + if (m_pedInObjective->IsPlayer() || m_pedInObjective->bInVehicle || m_pedInObjective->m_fHealth <= 0.0f) { + ClearObjective(); + return; + } + if (m_pedInObjective->m_nMoveState > PEDMOVE_WALK) { + ClearObjective(); + return; + } + if (m_pedInObjective->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT && m_pedInObjective->m_pedInObjective == this) { + SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pedInObjective); + SetMoveState(PEDMOVE_SPRINT); + return; + } + if (m_pedInObjective->m_nPedState == PED_FLEE_ENTITY && m_fleeFrom == this + || m_pedInObjective->m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE && m_pedInObjective->m_pedInObjective == this) { + ClearObjective(); + SetFindPathAndFlee(m_pedInObjective, 15000, true); + return; + } + float distWithTargetScSqr = distWithTarget.MagnitudeSqr(); + if (distWithTargetScSqr <= sq(10.0f)) { + if (distWithTargetScSqr <= sq(1.4f)) { + CAnimBlendAssociation *reloadAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_AK_RELOAD); + m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( + m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y, + GetPosition().x, GetPosition().y); + + if (reloadAssoc || !m_pedInObjective->IsPedShootable()) { + if (reloadAssoc && + (!reloadAssoc->IsRunning() || reloadAssoc->currentTime / reloadAssoc->hierarchy->totalLength > 0.8f)) { + CAnimBlendAssociation *punchAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_PPUNCH, 8.0f); + punchAssoc->flags |= ASSOC_DELETEFADEDOUT; + punchAssoc->flags |= ASSOC_FADEOUTWHENDONE; + CVector2D offset(distWithTarget.x, distWithTarget.y); + int dir = m_pedInObjective->GetLocalDirection(offset); + m_pedInObjective->StartFightDefend(dir, HITLEVEL_HIGH, 5); + m_pedInObjective->ReactToAttack(this); + m_pedInObjective->Say(SOUND_PED_ROBBED); + Say(SOUND_PED_MUGGING); + bRichFromMugging = true; + + // VC FIX: ClearObjective() clears m_pedInObjective in VC (also same with VC_PED_PORTS), so get it before call + CPed *victim = m_pedInObjective; + ClearObjective(); + if (victim->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT + || victim->m_pedInObjective != this) { + SetFindPathAndFlee(victim, 15000, true); + m_nLastPedState = PED_WANDER_PATH; + } else { + SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, victim); + SetMoveState(PEDMOVE_SPRINT); + m_nLastPedState = PED_WANDER_PATH; + } + } + } else { + eWeaponType weaponType = GetWeapon()->m_eWeaponType; + if (weaponType != WEAPONTYPE_UNARMED && weaponType != WEAPONTYPE_BASEBALLBAT) + SetCurrentWeapon(WEAPONTYPE_UNARMED); + + CAnimBlendAssociation *newReloadAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_AK_RELOAD, 8.0f); + newReloadAssoc->flags |= ASSOC_DELETEFADEDOUT; + newReloadAssoc->flags |= ASSOC_FADEOUTWHENDONE; + } + } else { + SetSeek(m_pedInObjective, 1.0f); + CAnimBlendAssociation *walkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK); + + if (walkAssoc) + walkAssoc->speed = 1.3f; + } + } else { + ClearObjective(); + SetWanderPath(CGeneral::GetRandomNumber() & 7); + } + } else { +#ifdef VC_PED_PORTS + m_objective = OBJECTIVE_NONE; +#endif + ClearObjective(); + } + break; + } + case OBJECTIVE_FLEE_CAR: + if (!bInVehicle && m_nPedState != PED_FLEE_ENTITY && m_pMyVehicle) { + RestorePreviousObjective(); + SetFlee(m_pMyVehicle, 6000); + break; + } + // fall through + case OBJECTIVE_LEAVE_CAR: + if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) { + if (InVehicle() +#ifdef VC_PED_PORTS + && (FindPlayerPed() != this || !CPad::GetPad(0)->GetAccelerate() + || bBusJacked) +#endif + ) { + if (m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR && m_nPedState != PED_EXIT_TRAIN + && (m_nPedType != PEDTYPE_COP +#ifdef VC_PED_PORTS + || m_pMyVehicle->IsBoat() +#endif + || m_pMyVehicle->m_vecMoveSpeed.MagnitudeSqr2D() < sq(0.005f))) { + if (m_pMyVehicle->IsTrain()) + SetExitTrain(m_pMyVehicle); +#ifdef VC_PED_PORTS + else if (m_pMyVehicle->IsBoat()) + SetExitBoat(m_pMyVehicle); +#endif + else + SetExitCar(m_pMyVehicle, 0); + } + } else { + RestorePreviousObjective(); + } + } + break; +#ifdef VC_PED_PORTS + case OBJECTIVE_LEAVE_CAR_AND_DIE: + { + if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) { + if (InVehicle()) { + if (m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR && m_nPedState != PED_EXIT_TRAIN) { + if (m_pMyVehicle->IsBoat()) + SetExitBoat(m_pMyVehicle); + else if (m_pMyVehicle->bIsBus) + SetExitCar(m_pMyVehicle, 0); + else { + eCarNodes doorNode = CAR_DOOR_LF; + if (m_pMyVehicle->pDriver != this) { + if (m_pMyVehicle->pPassengers[0] == this) { + doorNode = CAR_DOOR_RF; + } else if (m_pMyVehicle->pPassengers[1] == this) { + doorNode = CAR_DOOR_LR; + } else if (m_pMyVehicle->pPassengers[2] == this) { + doorNode = CAR_DOOR_RR; + } + } + SetBeingDraggedFromCar(m_pMyVehicle, doorNode, false); + } + } + } + } + break; + } +#endif + } + if (bObjectiveCompleted + || m_objectiveTimer > 0 && CTimer::GetTimeInMilliseconds() > m_objectiveTimer) { + RestorePreviousObjective(); + if (m_objectiveTimer > CTimer::GetTimeInMilliseconds() || !m_objectiveTimer) + m_objectiveTimer = CTimer::GetTimeInMilliseconds() - 1; + + if (CharCreatedBy != RANDOM_CHAR || bInVehicle) { + if (IsPedInControl()) + RestorePreviousState(); + } else { + SetWanderPath(CGeneral::GetRandomNumber() & 7); + } + ClearAimFlag(); + ClearLookFlag(); + } + } +} + +void +CPed::SetFollowRoute(int16 currentPoint, int16 routeType) +{ + m_routeLastPoint = currentPoint; + m_routeStartPoint = CRouteNode::GetRouteStart(currentPoint); + m_routePointsPassed = 0; + m_routeType = routeType; + m_routePointsBeingPassed = 1; + m_objective = OBJECTIVE_FOLLOW_ROUTE; + m_nextRoutePointPos = CRouteNode::GetPointPosition(GetNextPointOnRoute()); +} + +int +CPed::GetNextPointOnRoute(void) +{ + int16 nextPoint = m_routePointsBeingPassed + m_routePointsPassed + m_routeStartPoint; + + // Route is complete + if (nextPoint < 0 || nextPoint > NUMPEDROUTES || m_routeLastPoint != CRouteNode::GetRouteThisPointIsOn(nextPoint)) { + + switch (m_routeType) { + case PEDROUTE_STOP_WHEN_DONE: + nextPoint = -1; + break; + case PEDROUTE_GO_BACKWARD_WHEN_DONE: + m_routePointsBeingPassed = -m_routePointsBeingPassed; + nextPoint = m_routePointsBeingPassed + m_routePointsPassed + m_routeStartPoint; + break; + case PEDROUTE_GO_TO_START_WHEN_DONE: + m_routePointsPassed = -1; + nextPoint = m_routePointsBeingPassed + m_routePointsPassed + m_routeStartPoint; + break; + default: + break; + } + } + return nextPoint; +} + +bool +CPed::HaveReachedNextPointOnRoute(float distToCountReached) +{ + if ((m_nextRoutePointPos - GetPosition()).Magnitude2D() >= distToCountReached) + return false; + + m_routePointsPassed += m_routePointsBeingPassed; + return true; +} + +bool +CPed::CanSeeEntity(CEntity *entity, float threshold) +{ + float neededAngle = CGeneral::GetRadianAngleBetweenPoints( + entity->GetPosition().x, + entity->GetPosition().y, + GetPosition().x, + GetPosition().y); + + if (neededAngle < 0.0f) + neededAngle += TWOPI; + else if (neededAngle > TWOPI) + neededAngle -= TWOPI; + + float ourAngle = m_fRotationCur; + if (ourAngle < 0.0f) + ourAngle += TWOPI; + else if (ourAngle > TWOPI) + ourAngle -= TWOPI; + + float neededTurn = Abs(neededAngle - ourAngle); + + return neededTurn < threshold || TWOPI - threshold < neededTurn; +} + +// Only used while deciding which gun ped should switch to, if no ammo left. +bool +CPed::SelectGunIfArmed(void) +{ + for (int i = 0; i < m_maxWeaponTypeAllowed; i++) { + if (GetWeapon(i).m_nAmmoTotal > 0) { + eWeaponType weaponType = GetWeapon(i).m_eWeaponType; + if (weaponType >= WEAPONTYPE_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) { + SetCurrentWeapon(i); + return true; + } + } + } + SetCurrentWeapon(WEAPONTYPE_UNARMED); + return false; +} + +void +CPed::ReactToPointGun(CEntity *entWithGun) +{ + CPed *pedWithGun = (CPed*)entWithGun; + int waitTime; + + if (IsPlayer() || !IsPedInControl() || CharCreatedBy == MISSION_CHAR) + return; + + if (m_leader == pedWithGun) + return; + + if (m_nWaitState == WAITSTATE_PLAYANIM_HANDSUP || m_nWaitState == WAITSTATE_PLAYANIM_HANDSCOWER || + (GetPosition() - pedWithGun->GetPosition()).MagnitudeSqr2D() > 225.0f) + return; + + if (m_leader) { + if (FindPlayerPed() == m_leader) + return; + + ClearLeader(); + } + if (m_pedStats->m_flags & STAT_GUN_PANIC + && (m_nPedState != PED_ATTACK || GetWeapon()->IsTypeMelee()) + && m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_AIM_GUN) { + + waitTime = CGeneral::GetRandomNumberInRange(3000, 6000); + SetWaitState(WAITSTATE_PLAYANIM_HANDSCOWER, &waitTime); + Say(SOUND_PED_HANDS_COWER); + m_pLookTarget = pedWithGun; + m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); + SetMoveState(PEDMOVE_NONE); + + } else if (m_nPedType != pedWithGun->m_nPedType) { + if (IsGangMember() || m_nPedType == PEDTYPE_EMERGENCY || m_nPedType == PEDTYPE_FIREMAN) { + RegisterThreatWithGangPeds(pedWithGun); + } + + if (m_nPedType == PEDTYPE_COP) { + if (pedWithGun->IsPlayer()) { + ((CPlayerPed*)pedWithGun)->m_pWanted->SetWantedLevelNoDrop(2); + if (bCrouchWhenShooting || bKindaStayInSamePlace) { + SetDuck(CGeneral::GetRandomNumberInRange(1000, 3000)); + return; + } + } + } + + if (m_nPedType != PEDTYPE_COP + && (m_nPedState != PED_ATTACK || GetWeapon()->IsTypeMelee()) + && (m_nPedState != PED_FLEE_ENTITY || pedWithGun->IsPlayer() && m_fleeFrom != pedWithGun) + && m_nPedState != PED_AIM_GUN && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT) { + + waitTime = CGeneral::GetRandomNumberInRange(3000, 6000); + SetWaitState(WAITSTATE_PLAYANIM_HANDSUP, &waitTime); + Say(SOUND_PED_HANDS_UP); + m_pLookTarget = pedWithGun; + m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); + SetMoveState(PEDMOVE_NONE); + if (m_nPedState == PED_FLEE_ENTITY) { + m_fleeFrom = pedWithGun; + m_fleeFrom->RegisterReference((CEntity **) &m_fleeFrom); + } + + if (FindPlayerPed() == pedWithGun && bRichFromMugging) { + int money = CGeneral::GetRandomNumberInRange(100, 300); + int pickupCount = money / 40 + 1; + int moneyPerPickup = money / pickupCount; + + for (int i = 0; i < pickupCount; i++) { + float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256)/256.0f * TWOPI) + GetPosition().x; + float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256)/256.0f * TWOPI) + GetPosition().y; + bool found = false; + float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f; + if (found) { + CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7)); + } + } + bRichFromMugging = false; + } + } + } +} + +void +CPed::ReactToAttack(CEntity *attacker) +{ + if (IsPlayer() && attacker->IsPed()) { + InformMyGangOfAttack(attacker); + SetLookFlag(attacker, true); + SetLookTimer(700); + return; + } + +#ifdef VC_PED_PORTS + if (m_nPedState == PED_DRIVING && InVehicle() + && (m_pMyVehicle->pDriver == this || m_pMyVehicle->pDriver && m_pMyVehicle->pDriver->m_nPedState == PED_DRIVING && m_pMyVehicle->pDriver->m_objective != OBJECTIVE_LEAVE_CAR_AND_DIE)) { + + if (m_pMyVehicle->VehicleCreatedBy == RANDOM_VEHICLE + && (m_pMyVehicle->GetStatus() == STATUS_SIMPLE || m_pMyVehicle->GetStatus() == STATUS_PHYSICS) + && m_pMyVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE) { + + CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle); + m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; + m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity; + m_pMyVehicle->SetStatus(STATUS_PHYSICS); + } + } else +#endif + if (IsPedInControl() && (CharCreatedBy != MISSION_CHAR || bRespondsToThreats)) { + CPed *ourLeader = m_leader; + if (ourLeader != attacker && (!ourLeader || FindPlayerPed() != ourLeader) + && attacker->IsPed()) { + + CPed *attackerPed = (CPed*)attacker; + if (bNotAllowedToDuck) { + if (!attackerPed->GetWeapon()->IsTypeMelee()) { + m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds(); + return; + } + } else if (bCrouchWhenShooting || bKindaStayInSamePlace) { + SetDuck(CGeneral::GetRandomNumberInRange(1000, 3000)); + return; + } + + if (m_pedStats->m_fear <= 100 - attackerPed->m_pedStats->m_temper) { + if (m_pedStats != attackerPed->m_pedStats) { + if (IsGangMember() || m_nPedType == PEDTYPE_EMERGENCY || m_nPedType == PEDTYPE_FIREMAN) { + RegisterThreatWithGangPeds(attackerPed); + } + if (!attackerPed->GetWeapon()->IsTypeMelee() && GetWeapon()->IsTypeMelee()) { + SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, attacker); + SetMoveState(PEDMOVE_RUN); + } else { + SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, attacker); + SetObjectiveTimer(20000); + } + } + } else { + SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, attackerPed); + SetMoveState(PEDMOVE_RUN); + if (attackerPed->GetWeapon()->IsTypeMelee()) + Say(SOUND_PED_FLEE_RUN); + } + } + } +} + +void +CPed::PedAnimAlignCB(CAnimBlendAssociation *animAssoc, void *arg) +{ + CPed *ped = (CPed*)arg; + + CVehicle *veh = ped->m_pMyVehicle; + if (animAssoc) + animAssoc->blendDelta = -1000.0f; + + if (!ped->IsNotInWreckedVehicle()) + return; + + if (!ped->EnteringCar()) { +#ifdef VC_PED_PORTS + if (ped->m_nPedState != PED_DRIVING) +#endif + ped->QuitEnteringCar(); + + return; + } + if (ped->m_fHealth == 0.0f) { + ped->QuitEnteringCar(); + return; + } + bool itsVan = !!veh->bIsVan; + bool itsBus = !!veh->bIsBus; +#ifdef FIX_BUGS + bool itsLow = !!veh->bLowVehicle; +#endif + eDoors enterDoor; + AnimationId enterAnim; + + switch (ped->m_vehEnterType) { + case CAR_DOOR_RF: + itsVan = false; + enterDoor = DOOR_FRONT_RIGHT; + break; + case CAR_DOOR_RR: + enterDoor = DOOR_REAR_RIGHT; + break; + case CAR_DOOR_LF: + itsVan = false; + enterDoor = DOOR_FRONT_LEFT; + break; + case CAR_DOOR_LR: + enterDoor = DOOR_REAR_LEFT; + break; + default: + break; + } + + if (veh->IsDoorMissing(enterDoor) || veh->IsDoorFullyOpen(enterDoor)) { + + veh->AutoPilot.m_nCruiseSpeed = 0; + if (ped->m_nPedState == PED_CARJACK) { + ped->PedAnimDoorOpenCB(nil, ped); + return; + } + if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) { + if (itsVan) { + enterAnim = ANIM_VAN_GETIN; + } else if (itsBus) { + enterAnim = ANIM_COACH_IN_R; +#ifdef FIX_BUGS + } else if (itsLow) { + enterAnim = ANIM_CAR_GETIN_LOW_RHS; +#endif + } else { + enterAnim = ANIM_CAR_GETIN_RHS; + } + } else if (itsVan) { + enterAnim = ANIM_VAN_GETIN_L; + } else if (itsBus) { + enterAnim = ANIM_COACH_IN_L; +#ifdef FIX_BUGS + } else if (itsLow) { + enterAnim = ANIM_CAR_GETIN_LOW_LHS; +#endif + } else { + enterAnim = ANIM_CAR_GETIN_LHS; + } + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, enterAnim); + ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); + + } else if (veh->CanPedOpenLocks(ped)) { + + veh->AutoPilot.m_nCruiseSpeed = 0; + if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) { + if (itsVan) { + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_VAN_OPEN); + } else if (itsBus) { + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_COACH_OPEN_R); + } else { + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_OPEN_RHS); + } + } else if (itsVan) { + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_VAN_OPEN_L); + } else if (itsBus) { + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_COACH_OPEN_L); + } else { + + if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && veh->pDriver) { + + if (!veh->bLowVehicle + && veh->pDriver->CharCreatedBy != MISSION_CHAR + && veh->pDriver->m_nPedState == PED_DRIVING) { + + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_QJACK); + ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); + veh->pDriver->SetBeingDraggedFromCar(veh, ped->m_vehEnterType, true); + + if (veh->pDriver->IsGangMember()) + veh->pDriver->RegisterThreatWithGangPeds(ped); + return; + } + } + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_OPEN_LHS); + } + ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorOpenCB, ped); + + } else { + if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_DOORLOCKED_RHS); + else + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_DOORLOCKED_LHS); + + ped->bCancelEnteringCar = true; + ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorOpenCB, ped); + } +} + +void +CPed::PedAnimDoorOpenCB(CAnimBlendAssociation* animAssoc, void* arg) +{ + CPed* ped = (CPed*)arg; + + CVehicle* veh = ped->m_pMyVehicle; + + if (animAssoc) + animAssoc->blendDelta = -1000.0f; + + if (!ped->IsNotInWreckedVehicle()) + return; + + if (!ped->EnteringCar()) { +#ifdef VC_PED_PORTS + if (ped->m_nPedState != PED_DRIVING) +#endif + ped->QuitEnteringCar(); + + return; + } + + eDoors door; + CPed *pedInSeat = nil; + switch (ped->m_vehEnterType) { + case CAR_DOOR_RF: door = DOOR_FRONT_RIGHT; pedInSeat = veh->pPassengers[0]; break; + case CAR_DOOR_RR: door = DOOR_REAR_RIGHT; pedInSeat = veh->pPassengers[2]; break; + case CAR_DOOR_LF: door = DOOR_FRONT_LEFT; pedInSeat = veh->pDriver; break; + case CAR_DOOR_LR: door = DOOR_REAR_LEFT; pedInSeat = veh->pPassengers[1]; break; + default: assert(0); + } + + if (ped->m_fHealth == 0.0f || CPad::GetPad(0)->ArePlayerControlsDisabled() && pedInSeat && pedInSeat->IsPlayer()) { + ped->QuitEnteringCar(); + return; + } + + bool isVan = veh->bIsVan; + bool isBus = veh->bIsBus; + bool isLow = veh->bLowVehicle; + bool vehUpsideDown = veh->IsUpsideDown(); + if (ped->bCancelEnteringCar) { + if (ped->IsPlayer()) { + if (veh->pDriver) { + if (veh->pDriver->m_nPedType == PEDTYPE_COP) { + FindPlayerPed()->SetWantedLevelNoDrop(1); + } + } + } +#ifdef CANCELLABLE_CAR_ENTER + if (!veh->IsDoorMissing(door) && veh->CanPedOpenLocks(ped) && veh->IsCar()) { + ((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING); + } +#endif + ped->QuitEnteringCar(); + ped->RestorePreviousObjective(); + ped->bCancelEnteringCar = false; + return; + } + if (!veh->IsDoorMissing(door) && veh->IsCar()) { + ((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING); + } + + if (veh->m_vecMoveSpeed.Magnitude() > 0.2f) { + ped->QuitEnteringCar(); + if (ped->m_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR) + ped->SetFall(1000, ANIM_KO_SPIN_R, false); + else + ped->SetFall(1000, ANIM_KO_SPIN_L, false); + + return; + } + veh->ProcessOpenDoor(ped->m_vehEnterType, ANIM_CAR_OPEN_LHS, 1.0f); + + if (ped->m_vehEnterType == CAR_DOOR_LF || ped->m_vehEnterType == CAR_DOOR_RF) + isVan = false; + + if (ped->m_nPedState != PED_CARJACK || isBus) { + AnimationId animToPlay; + if (ped->m_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR) { + + if (isVan) { + animToPlay = ANIM_VAN_GETIN; + } else if (isBus) { + animToPlay = ANIM_COACH_IN_R; + } else if (isLow) { + animToPlay = ANIM_CAR_GETIN_LOW_RHS; + } else { + animToPlay = ANIM_CAR_GETIN_RHS; + } + } else if (isVan) { + animToPlay = ANIM_VAN_GETIN_L; + } else if (isBus) { + animToPlay = ANIM_COACH_IN_L; + } else if (isLow) { + animToPlay = ANIM_CAR_GETIN_LOW_LHS; + } else { + animToPlay = ANIM_CAR_GETIN_LHS; + } + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, animToPlay); + ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); + } else { + CPed *pedToDragOut = nil; + switch (ped->m_vehEnterType) { + case CAR_DOOR_RF: pedToDragOut = veh->pPassengers[0]; break; + case CAR_DOOR_RR: pedToDragOut = veh->pPassengers[2]; break; + case CAR_DOOR_LF: pedToDragOut = veh->pDriver; break; + case CAR_DOOR_LR: pedToDragOut = veh->pPassengers[1]; break; + default: assert(0); + } + + if (vehUpsideDown) { + ped->QuitEnteringCar(); + if (ped->m_nPedType == PEDTYPE_COP) + ((CCopPed*)ped)->SetArrestPlayer(ped->m_pedInObjective); + } + + if (ped->m_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR) { + if (pedToDragOut && !pedToDragOut->bDontDragMeOutCar) { + if (pedToDragOut->m_nPedState != PED_DRIVING) { + ped->QuitEnteringCar(); + pedToDragOut = nil; + } else { + if (isLow) + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_PULLOUT_LOW_RHS); + else + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_PULLOUT_RHS); + + ped->m_pVehicleAnim->SetFinishCallback(PedAnimPullPedOutCB, ped); + } + } else if (ped->m_nPedType == PEDTYPE_COP) { + ped->QuitEnteringCar(); + if (ped->m_pedInObjective && ped->m_pedInObjective->m_nPedState == PED_DRIVING) { + veh->SetStatus(STATUS_PLAYER_DISABLED); + ((CCopPed*)ped)->SetArrestPlayer(ped->m_pedInObjective); + } else if (!veh->IsDoorMissing(DOOR_FRONT_RIGHT)) { + ((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_RIGHT, DOOR_STATUS_SWINGING); + } + } else { + // BUG: Probably we will sit on top of the passenger if his m_ped_flagF4 is true. + if (isLow) + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_LHS); + else + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LHS); + + ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); + } + } else { + if (pedToDragOut) { + if (pedToDragOut->m_nPedState != PED_DRIVING || pedToDragOut->bDontDragMeOutCar) { + + // BUG: Player freezes in that condition due to its objective isn't restored. It's an unfinished feature, used in VC. + ped->QuitEnteringCar(); + pedToDragOut = nil; + } else { + if (isLow) + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_PULLOUT_LOW_LHS); + else + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_PULLOUT_LHS); + + ped->m_pVehicleAnim->SetFinishCallback(PedAnimPullPedOutCB, ped); + } + } else { + if (isLow) + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_LHS); + else + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LHS); + + ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); + } + } + + if (pedToDragOut) { + pedToDragOut->SetBeingDraggedFromCar(veh, ped->m_vehEnterType, false); + if (pedToDragOut->IsGangMember()) + pedToDragOut->RegisterThreatWithGangPeds(ped); + } + } + + if (veh->pDriver && ped) { + veh->pDriver->SetLookFlag(ped, true); + veh->pDriver->SetLookTimer(1000); + } + return; +} + +void +CPed::PedAnimPullPedOutCB(CAnimBlendAssociation* animAssoc, void* arg) +{ + CPed* ped = (CPed*)arg; + + CVehicle* veh = ped->m_pMyVehicle; + if (animAssoc) + animAssoc->blendDelta = -1000.0f; + + if (ped->EnteringCar()) { + if (!ped->IsNotInWreckedVehicle()) + return; + +#ifdef CANCELLABLE_CAR_ENTER + if (ped->bCancelEnteringCar) { + ped->QuitEnteringCar(); + ped->RestorePreviousObjective(); + ped->bCancelEnteringCar = false; + return; + } +#endif + + bool isLow = !!veh->bLowVehicle; + + int padNo; + if (ped->IsPlayer()) { + + // BUG? This will cause crash if m_nPedType is bigger then 1, there are only 2 pads + switch (ped->m_nPedType) { + case PEDTYPE_PLAYER1: + padNo = 0; + break; + case PEDTYPE_PLAYER2: + padNo = 1; + break; + case PEDTYPE_PLAYER3: + padNo = 2; + break; + case PEDTYPE_PLAYER4: + padNo = 3; + break; + } + CPad *pad = CPad::GetPad(padNo); + + if (!pad->ArePlayerControlsDisabled()) { + + if (pad->GetTarget() + || pad->NewState.LeftStickX + || pad->NewState.LeftStickY + || pad->NewState.DPadUp + || pad->NewState.DPadDown + || pad->NewState.DPadLeft + || pad->NewState.DPadRight) { + ped->QuitEnteringCar(); + ped->RestorePreviousObjective(); + return; + } + } + } + + if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) { + AnimationId animToPlay; + if (ped->m_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR) { + if (isLow) + animToPlay = ANIM_CAR_GETIN_LOW_RHS; + else + animToPlay = ANIM_CAR_GETIN_RHS; + } else if (isLow) { + animToPlay = ANIM_CAR_GETIN_LOW_LHS; + } else { + animToPlay = ANIM_CAR_GETIN_LHS; + } + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, animToPlay); + ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); + } else { + ped->QuitEnteringCar(); + } + } else { + ped->QuitEnteringCar(); + } +} + +void +CPed::PedAnimGetInCB(CAnimBlendAssociation *animAssoc, void *arg) +{ + CPed *ped = (CPed*) arg; + + CVehicle *veh = ped->m_pMyVehicle; + if (animAssoc) + animAssoc->blendDelta = -1000.0f; + + if (!ped->IsNotInWreckedVehicle() || ped->DyingOrDead()) + return; + + if (!ped->EnteringCar()) { +#ifdef VC_PED_PORTS + if(ped->m_nPedState != PED_DRIVING) +#endif + ped->QuitEnteringCar(); + return; + } + + if (ped->IsPlayer() && ped->bGonnaKillTheCarJacker && ((CPlayerPed*)ped)->m_pArrestingCop) { + PedSetInCarCB(nil, ped); + ped->m_nLastPedState = ped->m_nPedState; + ped->m_nPedState = PED_ARRESTED; + ped->bGonnaKillTheCarJacker = false; + if (veh) { + veh->m_nNumGettingIn = 0; + veh->m_nGettingInFlags = 0; + veh->bIsHandbrakeOn = true; + veh->SetStatus(STATUS_PLAYER_DISABLED); + } + return; + } + if (ped->IsPlayer() && ped->m_vehEnterType == CAR_DOOR_LF + && (Pads[0].GetAccelerate() >= 255.0f || Pads[0].GetBrake() >= 255.0f) + && veh->IsCar()) { + if (((CAutomobile*)veh)->Damage.GetDoorStatus(DOOR_FRONT_LEFT) != DOOR_STATUS_MISSING) + ((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_SWINGING); + + PedSetInCarCB(nil, ped); + return; + } + bool isVan = !!veh->bIsVan; + bool isBus = !!veh->bIsBus; + bool isLow = !!veh->bLowVehicle; + eDoors enterDoor; + switch (ped->m_vehEnterType) { + case CAR_DOOR_RF: + isVan = false; + enterDoor = DOOR_FRONT_RIGHT; + break; + case CAR_DOOR_RR: + enterDoor = DOOR_REAR_RIGHT; + break; + case CAR_DOOR_LF: + isVan = false; + enterDoor = DOOR_FRONT_LEFT; + break; + case CAR_DOOR_LR: + enterDoor = DOOR_REAR_LEFT; + break; + default: + break; + } + if (!veh->IsDoorMissing(enterDoor)) { + if (veh->IsCar()) + ((CAutomobile*)veh)->Damage.SetDoorStatus(enterDoor, DOOR_STATUS_SWINGING); + } + CPed *driver = veh->pDriver; + if (driver && (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || ped->m_nPedState == PED_CARJACK)) { + if (veh->bIsBus) { + driver->SetObjective(OBJECTIVE_LEAVE_CAR, veh); + if (driver->IsPlayer()) { + veh->bIsHandbrakeOn = true; + veh->SetStatus(STATUS_PLAYER_DISABLED); + } + driver->bBusJacked = true; + veh->bIsBeingCarJacked = false; + PedSetInCarCB(nil, ped); + if (ped->m_nPedType == PEDTYPE_COP + || ped->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT + || ped->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS) { + ped->SetObjective(OBJECTIVE_LEAVE_CAR, veh); + } + ped->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 400; + return; + } + if (driver != ped && ped->m_vehEnterType != CAR_DOOR_LF) { + if (!driver->IsPlayer()) { + driver->bUsePedNodeSeek = true; + driver->m_pLastPathNode = nil; + if (driver->m_pedStats->m_temper <= driver->m_pedStats->m_fear + || driver->CharCreatedBy == MISSION_CHAR + || veh->VehicleCreatedBy == MISSION_VEHICLE) { + driver->bFleeAfterExitingCar = true; + } else { + driver->bGonnaKillTheCarJacker = true; + veh->pDriver->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, ped); + + if (veh->pDriver->m_nPedType == PEDTYPE_COP && ped->IsPlayer()) { + FindPlayerPed()->SetWantedLevelNoDrop(1); + } + } + } + if ((ped->m_nPedType != PEDTYPE_EMERGENCY || veh->pDriver->m_nPedType != PEDTYPE_EMERGENCY) + && (ped->m_nPedType != PEDTYPE_COP || veh->pDriver->m_nPedType != PEDTYPE_COP)) { + veh->pDriver->SetObjective(OBJECTIVE_LEAVE_CAR, veh); + veh->pDriver->Say(SOUND_PED_CAR_JACKED); +#ifdef VC_PED_PORTS + veh->pDriver->SetRadioStation(); +#endif + } else { + ped->m_objective = OBJECTIVE_ENTER_CAR_AS_PASSENGER; + } + } + } + if (veh->IsDoorMissing(enterDoor) || isBus) { + PedAnimDoorCloseCB(nil, ped); + } else { + AnimationId animToPlay; + if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) { + if (isVan) { + animToPlay = ANIM_VAN_CLOSE; + } else if (isLow) { + animToPlay = ANIM_CAR_CLOSEDOOR_LOW_RHS; + } else { + animToPlay = ANIM_CAR_CLOSEDOOR_RHS; + } + } else if (isVan) { + animToPlay = ANIM_VAN_CLOSE_L; + } else if (isLow) { + animToPlay = ANIM_CAR_CLOSEDOOR_LOW_LHS; + } else { + animToPlay = ANIM_CAR_CLOSEDOOR_LHS; + } + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, animToPlay); + ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorCloseCB, ped); + } +} + +void +CPed::PedAnimDoorCloseCB(CAnimBlendAssociation *animAssoc, void *arg) +{ + CPed *ped = (CPed*)arg; + + CAutomobile *veh = (CAutomobile*)(ped->m_pMyVehicle); + + if (!ped->IsNotInWreckedVehicle() || ped->DyingOrDead()) + return; + + if (ped->EnteringCar()) { + bool isLow = !!veh->bLowVehicle; + + if (!veh->bIsBus) + veh->ProcessOpenDoor(ped->m_vehEnterType, ANIM_CAR_CLOSEDOOR_LHS, 1.0f); + + eDoors door; + switch (ped->m_vehEnterType) { + case CAR_DOOR_RF: door = DOOR_FRONT_RIGHT; break; + case CAR_DOOR_RR: door = DOOR_REAR_RIGHT; break; + case CAR_DOOR_LF: door = DOOR_FRONT_LEFT; break; + case CAR_DOOR_LR: door = DOOR_REAR_LEFT; break; + default: assert(0); + } + + if (veh->Damage.GetDoorStatus(door) == DOOR_STATUS_SWINGING) + veh->Damage.SetDoorStatus(door, DOOR_STATUS_OK); + + if (door == DOOR_FRONT_LEFT || ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || veh->bIsBus) { + PedSetInCarCB(nil, ped); + } else if (ped->m_vehEnterType == CAR_DOOR_RF + && (veh->m_nGettingInFlags & CAR_DOOR_FLAG_LF || + (veh->pDriver != nil && + (veh->pDriver->m_objective != OBJECTIVE_LEAVE_CAR +#ifdef VC_PED_PORTS + && veh->pDriver->m_objective != OBJECTIVE_LEAVE_CAR_AND_DIE +#endif + || !veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, nil))))) { + + if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER +#if defined VC_PED_PORTS || defined FIX_BUGS + || ped->m_nPedState == PED_CARJACK +#endif + ) + veh->bIsBeingCarJacked = false; + + ped->m_objective = OBJECTIVE_ENTER_CAR_AS_PASSENGER; + PedSetInCarCB(nil, ped); + + ped->SetObjective(OBJECTIVE_LEAVE_CAR, veh); + if (!ped->IsPlayer()) + ped->bFleeAfterExitingCar = true; + + ped->bUsePedNodeSeek = true; + ped->m_pNextPathNode = nil; + + } else { + if (animAssoc) + animAssoc->blendDelta = -1000.0f; + + if (isLow) + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_LSHUFFLE_RHS); + else + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SHUFFLE_RHS); + + ped->m_pVehicleAnim->SetFinishCallback(PedSetInCarCB, ped); + } + } else { +#ifdef VC_PED_PORTS + if (ped->m_nPedState != PED_DRIVING) +#endif + ped->QuitEnteringCar(); + } +} + +void +CPed::SetFormation(eFormation type) +{ + // FIX: Formations in GetFormationPosition were in range 1-8, whereas in here it's 0-7. + // To not change the behaviour, range in here tweaked by 1 with the use of enum. + + switch (m_pedFormation) { + case FORMATION_REAR: + case FORMATION_REAR_LEFT: + case FORMATION_REAR_RIGHT: + case FORMATION_FRONT_LEFT: + case FORMATION_FRONT_RIGHT: + case FORMATION_LEFT: + case FORMATION_RIGHT: + case FORMATION_FRONT: + break; + default: + Error("Unknown formation type, PedAI.cpp"); + break; + } + m_pedFormation = type; +} + +CVector +CPed::GetFormationPosition(void) +{ + if (m_pedInObjective->m_nPedState == PED_DEAD) { + if (!m_pedInObjective->m_pedInObjective) { + m_pedInObjective = nil; + return GetPosition(); + } + m_pedInObjective = m_pedInObjective->m_pedInObjective; + } + + CVector formationOffset; + switch (m_pedFormation) { + case FORMATION_REAR: + formationOffset = CVector(0.0f, -1.5f, 0.0f); + break; + case FORMATION_REAR_LEFT: + formationOffset = CVector(-1.5f, -1.5f, 0.0f); + break; + case FORMATION_REAR_RIGHT: + formationOffset = CVector(1.5f, -1.5f, 0.0f); + break; + case FORMATION_FRONT_LEFT: + formationOffset = CVector(-1.5f, 1.5f, 0.0f); + break; + case FORMATION_FRONT_RIGHT: + formationOffset = CVector(1.5f, 1.5f, 0.0f); + break; + case FORMATION_LEFT: + formationOffset = CVector(-1.5f, 0.0f, 0.0f); + break; + case FORMATION_RIGHT: + formationOffset = CVector(1.5f, 0.0f, 0.0f); + break; + case FORMATION_FRONT: + formationOffset = CVector(0.0f, 1.5f, 0.0f); + break; + default: + formationOffset = CVector(0.0f, 0.0f, 0.0f); + break; + } + return formationOffset + m_pedInObjective->GetPosition(); +} + +void +CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg) +{ + CPed* ped = (CPed*)arg; + + CVehicle* veh = ped->m_pMyVehicle; + if (animAssoc) + animAssoc->blendDelta = -1000.0f; + + if (!veh) { + PedSetOutCarCB(nil, ped); + return; + } +#ifdef VC_PED_PORTS + CVector posForZ = ped->GetPosition(); + CPedPlacement::FindZCoorForPed(&posForZ); + if (ped->GetPosition().z - 0.5f > posForZ.z) { + PedSetOutCarCB(nil, ped); + return; + } +#endif + veh->m_nStaticFrames = 0; + veh->m_vecMoveSpeed += CVector(0.001f, 0.001f, 0.001f); + veh->m_vecTurnSpeed += CVector(0.001f, 0.001f, 0.001f); + if (!veh->bIsBus) + veh->ProcessOpenDoor(ped->m_vehEnterType, ANIM_CAR_GETOUT_LHS, 1.0f); + + /* + // Duplicate and only in PC for some reason + if (!veh) { + PedSetOutCarCB(nil, ped); + return; + } + */ + eDoors door; + switch (ped->m_vehEnterType) { + case CAR_DOOR_RF: + door = DOOR_FRONT_RIGHT; + break; + case CAR_DOOR_RR: + door = DOOR_REAR_RIGHT; + break; + case CAR_DOOR_LF: + door = DOOR_FRONT_LEFT; + break; + case CAR_DOOR_LR: + door = DOOR_REAR_LEFT; + break; + default: + break; + } + bool closeDoor = !veh->IsDoorMissing(door); + + int padNo; + if (ped->IsPlayer()) { + + // BUG? This will cause crash if m_nPedType is bigger then 1, there are only 2 pads + switch (ped->m_nPedType) { + case PEDTYPE_PLAYER1: + padNo = 0; + break; + case PEDTYPE_PLAYER2: + padNo = 1; + break; + case PEDTYPE_PLAYER3: + padNo = 2; + break; + case PEDTYPE_PLAYER4: + padNo = 3; + break; + } + CPad* pad = CPad::GetPad(padNo); + bool engineIsIntact = veh->IsCar() && ((CAutomobile*)veh)->Damage.GetEngineStatus() >= 225; + if (!pad->ArePlayerControlsDisabled() && veh->m_nDoorLock != CARLOCK_FORCE_SHUT_DOORS + && (pad->GetTarget() + || pad->NewState.LeftStickX + || pad->NewState.LeftStickY + || pad->NewState.DPadUp + || pad->NewState.DPadDown + || pad->NewState.DPadLeft + || pad->NewState.DPadRight) + || veh->bIsBus + || veh->m_pCarFire + || engineIsIntact) { + closeDoor = false; + } + } + +#ifdef VC_PED_PORTS + if (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) + closeDoor = false; +#endif + + if (!closeDoor) { + if (!veh->IsDoorMissing(door) && !veh->bIsBus) { + ((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING); + } + PedSetOutCarCB(nil, ped); + return; + } + + if (ped->bFleeAfterExitingCar || ped->bGonnaKillTheCarJacker) { + // POTENTIAL BUG? Why DOOR_FRONT_LEFT instead of door variable? or vice versa? + if (!veh->IsDoorMissing(door)) + ((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_SWINGING); + } else { + switch (door) { + case DOOR_FRONT_LEFT: + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSE_LHS); + break; + case DOOR_FRONT_RIGHT: + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSE_RHS); + break; + case DOOR_REAR_LEFT: + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSE_LHS); + break; + case DOOR_REAR_RIGHT: + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSE_RHS); + break; + default: + break; + } + } + + if (ped->m_pVehicleAnim) + ped->m_pVehicleAnim->SetFinishCallback(PedSetOutCarCB, ped); + return; +} + +void +CPed::LineUpPedWithCar(PedLineUpPhase phase) +{ + bool vehIsUpsideDown = false; + int vehAnim; + float seatPosMult = 0.0f; + float currentZ; + float adjustedTimeStep; + + if (CReplay::IsPlayingBack()) + return; + + if (!bChangedSeat && phase != LINE_UP_TO_CAR_2) { + if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SIT)) { + SetPedPositionInCar(); + return; + } + if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSIT)) { + SetPedPositionInCar(); + return; + } + if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITP)) { + SetPedPositionInCar(); + return; + } + if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITPLO)) { + SetPedPositionInCar(); + return; + } + bChangedSeat = true; + } + if (phase == LINE_UP_TO_CAR_START) { + m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); + } + CVehicle *veh = m_pMyVehicle; + + // Not quite right, IsUpsideDown func. checks for <= -0.9f. + if (veh->GetUp().z <= -0.8f) + vehIsUpsideDown = true; + + if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) { + if (vehIsUpsideDown) { + m_fRotationDest = -PI + veh->GetForward().Heading(); + } else if (veh->bIsBus) { + m_fRotationDest = 0.5f * PI + veh->GetForward().Heading(); + } else { + m_fRotationDest = veh->GetForward().Heading(); + } + } else if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) { + if (vehIsUpsideDown) { + m_fRotationDest = veh->GetForward().Heading(); + } else if (veh->bIsBus) { + m_fRotationDest = -0.5f * PI + veh->GetForward().Heading(); + } else { + m_fRotationDest = veh->GetForward().Heading(); + } + } else { + // I don't know will this part ever run(maybe boats?), but the game also handles that. I don't know is it intentional. + + if (vehIsUpsideDown) { + m_fRotationDest = veh->GetForward().Heading(); + } else if (veh->bIsBus) { + m_fRotationDest = 0.5f * PI + veh->GetForward().Heading(); + } else { + m_fRotationDest = veh->GetForward().Heading(); + } + } + + if (!bInVehicle) + seatPosMult = 1.0f; + +#ifdef VC_PED_PORTS + bool multExtractedFromAnim = false; + bool multExtractedFromAnimBus = false; + float zBlend; +#endif + if (m_pVehicleAnim) { + vehAnim = m_pVehicleAnim->animId; + + switch (vehAnim) { + case ANIM_CAR_JACKED_RHS: + case ANIM_CAR_LJACKED_RHS: + case ANIM_CAR_JACKED_LHS: + case ANIM_CAR_LJACKED_LHS: + case ANIM_VAN_GETIN_L: + case ANIM_VAN_GETIN: +#ifdef VC_PED_PORTS + multExtractedFromAnim = true; + zBlend = Max(m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength - 0.3f, 0.0f) / (1.0f - 0.3f); + // fall through +#endif + case ANIM_CAR_QJACKED: + case ANIM_CAR_GETOUT_LHS: + case ANIM_CAR_GETOUT_LOW_LHS: + case ANIM_CAR_GETOUT_RHS: + case ANIM_CAR_GETOUT_LOW_RHS: +#ifdef VC_PED_PORTS + if (!multExtractedFromAnim) { + multExtractedFromAnim = true; + zBlend = Max(m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength - 0.5f, 0.0f) / (1.0f - 0.5f); + } + // fall through +#endif + case ANIM_CAR_CRAWLOUT_RHS: + case ANIM_CAR_CRAWLOUT_RHS2: + case ANIM_VAN_GETOUT_L: + case ANIM_VAN_GETOUT: + seatPosMult = m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength; + break; + case ANIM_CAR_GETIN_RHS: + case ANIM_CAR_GETIN_LHS: +#ifdef VC_PED_PORTS + if (veh && veh->IsCar() && veh->bIsBus) { + multExtractedFromAnimBus = true; + zBlend = Min(m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength, 0.5f) / 0.5f; + } + // fall through +#endif + case ANIM_CAR_QJACK: + case ANIM_CAR_GETIN_LOW_LHS: + case ANIM_CAR_GETIN_LOW_RHS: + case ANIM_DRIVE_BOAT: + seatPosMult = m_pVehicleAnim->GetTimeLeft() / m_pVehicleAnim->hierarchy->totalLength; + break; + case ANIM_CAR_CLOSEDOOR_LHS: + case ANIM_CAR_CLOSEDOOR_LOW_LHS: + case ANIM_CAR_CLOSEDOOR_RHS: + case ANIM_CAR_CLOSEDOOR_LOW_RHS: + case ANIM_CAR_SHUFFLE_RHS: + case ANIM_CAR_LSHUFFLE_RHS: + seatPosMult = 0.0f; + break; + case ANIM_CAR_CLOSE_LHS: + case ANIM_CAR_CLOSE_RHS: + case ANIM_COACH_OPEN_L: + case ANIM_COACH_OPEN_R: + case ANIM_COACH_IN_L: + case ANIM_COACH_IN_R: + case ANIM_COACH_OUT_L: + seatPosMult = 1.0f; + break; + default: + break; + } + } + + CVector neededPos; + + if (phase == LINE_UP_TO_CAR_2) { + neededPos = GetPosition(); + } else { + neededPos = GetPositionToOpenCarDoor(veh, m_vehEnterType, seatPosMult); + } + + CVector autoZPos = neededPos; + + if (veh->bIsInWater) { + if (veh->m_vehType == VEHICLE_TYPE_BOAT && veh->IsUpsideDown()) + autoZPos.z += 1.0f; + } else { + CPedPlacement::FindZCoorForPed(&autoZPos); + } + + if (phase == LINE_UP_TO_CAR_END || phase == LINE_UP_TO_CAR_2) { + neededPos.z = GetPosition().z; + + // Getting out + if (!veh->bIsBus || (veh->bIsBus && vehIsUpsideDown)) { + float nextZSpeed = m_vecMoveSpeed.z - GRAVITY * CTimer::GetTimeStep(); + + // If we're not in ground at next step, apply animation + if (neededPos.z + nextZSpeed >= autoZPos.z) { + m_vecMoveSpeed.z = nextZSpeed; + ApplyMoveSpeed(); + // Removing below line breaks the animation + neededPos.z = GetPosition().z; + } else { + neededPos.z = autoZPos.z; + m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); + } + } + } + + if (autoZPos.z > neededPos.z) { +#ifdef VC_PED_PORTS + if (multExtractedFromAnim) { + neededPos.z += (autoZPos.z - neededPos.z) * zBlend; + } else { +#endif + currentZ = GetPosition().z; + if (m_pVehicleAnim && vehAnim != ANIM_VAN_GETIN_L && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE && vehAnim != ANIM_VAN_GETIN) { + neededPos.z = autoZPos.z; + m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); + } else if (neededPos.z <= currentZ && m_pVehicleAnim && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE) { + adjustedTimeStep = Min(m_pVehicleAnim->timeStep, 0.1f); + + // Smoothly change ped position + neededPos.z = currentZ - (currentZ - neededPos.z) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep); + } +#ifdef VC_PED_PORTS + } +#endif + } else { + // We may need to raise up the ped + if (phase == LINE_UP_TO_CAR_START) { + currentZ = GetPosition().z; + + if (neededPos.z > currentZ) { +#ifdef VC_PED_PORTS + if (multExtractedFromAnimBus) { + neededPos.z = (neededPos.z - currentZ) * zBlend + currentZ; + } else { +#endif + if (m_pVehicleAnim && + (vehAnim == ANIM_CAR_GETIN_RHS || vehAnim == ANIM_CAR_GETIN_LOW_RHS || vehAnim == ANIM_CAR_GETIN_LHS || vehAnim == ANIM_CAR_GETIN_LOW_LHS + || vehAnim == ANIM_CAR_QJACK || vehAnim == ANIM_VAN_GETIN_L || vehAnim == ANIM_VAN_GETIN)) { + adjustedTimeStep = Min(m_pVehicleAnim->timeStep, 0.1f); + + // Smoothly change ped position + neededPos.z = (neededPos.z - currentZ) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep) + currentZ; + } else if (EnteringCar()) { + neededPos.z = Max(currentZ, autoZPos.z); + } +#ifdef VC_PED_PORTS + } +#endif + } + } + } + + bool stillGettingInOut = false; + if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer) + stillGettingInOut = veh->m_vehType != VEHICLE_TYPE_BOAT || bOnBoat; + + if (!stillGettingInOut) { + m_fRotationCur = m_fRotationDest; + } else { + float limitedDest = CGeneral::LimitRadianAngle(m_fRotationDest); + float timeUntilStateChange = (m_nPedStateTimer - CTimer::GetTimeInMilliseconds())/600.0f; + + if (timeUntilStateChange <= 0.0f) { + m_vecOffsetSeek.x = 0.0f; + m_vecOffsetSeek.y = 0.0f; + } + m_vecOffsetSeek.z = 0.0f; + + neededPos -= timeUntilStateChange * m_vecOffsetSeek; + + if (PI + m_fRotationCur < limitedDest) { + limitedDest -= 2 * PI; + } else if (m_fRotationCur - PI > limitedDest) { + limitedDest += 2 * PI; + } + m_fRotationCur -= (m_fRotationCur - limitedDest) * (1.0f - timeUntilStateChange); + } + + if (seatPosMult > 0.2f || vehIsUpsideDown) { + SetPosition(neededPos); + SetHeading(m_fRotationCur); + } else { + CMatrix vehDoorMat(veh->GetMatrix()); + vehDoorMat.GetPosition() += Multiply3x3(vehDoorMat, GetLocalPositionToOpenCarDoor(veh, m_vehEnterType, 0.0f)); + // VC couch anims are inverted, so they're fixing it here. + GetMatrix() = vehDoorMat; + } + +} + +void +CPed::SetCarJack(CVehicle* car) +{ + uint8 doorFlag; + eDoors door; + CPed *pedInSeat = nil; + + if (car->IsBoat()) + return; + + switch (m_vehEnterType) { + case CAR_DOOR_RF: + doorFlag = CAR_DOOR_FLAG_RF; + door = DOOR_FRONT_RIGHT; + if (car->pPassengers[0]) { + pedInSeat = car->pPassengers[0]; + } else if (m_nPedType == PEDTYPE_COP) { + pedInSeat = car->pDriver; + } + break; + case CAR_DOOR_RR: + doorFlag = CAR_DOOR_FLAG_RR; + door = DOOR_REAR_RIGHT; + pedInSeat = car->pPassengers[2]; + break; + case CAR_DOOR_LF: + doorFlag = CAR_DOOR_FLAG_LF; + door = DOOR_FRONT_LEFT; + pedInSeat = car->pDriver; + break; + case CAR_DOOR_LR: + doorFlag = CAR_DOOR_FLAG_LR; + door = DOOR_REAR_LEFT; + pedInSeat = car->pPassengers[1]; + break; + default: + doorFlag = CAR_DOOR_FLAG_UNKNOWN; + break; + } + + if(car->bIsBus) + pedInSeat = car->pDriver; + + if (m_fHealth > 0.0f && (IsPlayer() || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS || + (car->VehicleCreatedBy != MISSION_VEHICLE && car->GetModelIndex() != MI_DODO))) + if (pedInSeat && !pedInSeat->IsPedDoingDriveByShooting() && pedInSeat->m_nPedState == PED_DRIVING) + if (m_nPedState != PED_CARJACK && !m_pVehicleAnim) + if ((car->IsDoorReady(door) || car->IsDoorFullyOpen(door))) + if (!car->bIsBeingCarJacked && !(doorFlag & car->m_nGettingInFlags) && !(doorFlag & car->m_nGettingOutFlags)) + SetCarJack_AllClear(car, m_vehEnterType, doorFlag); +} + +void +CPed::SetCarJack_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag) +{ + RemoveWeaponWhenEnteringVehicle(); + if (m_nPedState != PED_SEEK_CAR) + SetStoredState(); + + m_pSeekTarget = car; + m_pSeekTarget->RegisterReference((CEntity**)&m_pSeekTarget); + m_nPedState = PED_CARJACK; + car->bIsBeingCarJacked = true; + m_pMyVehicle = (CVehicle*)m_pSeekTarget; + m_pMyVehicle->RegisterReference((CEntity**)&m_pMyVehicle); + ((CVehicle*)m_pSeekTarget)->m_nNumGettingIn++; + + Say(m_nPedType == PEDTYPE_COP ? SOUND_PED_ARREST_COP : SOUND_PED_CAR_JACKING); + CVector carEnterPos; + carEnterPos = GetPositionToOpenCarDoor(car, m_vehEnterType); + + car->m_nGettingInFlags |= doorFlag; + m_vecOffsetSeek = carEnterPos - GetPosition(); + m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 600; + float zDiff = Max(0.0f, carEnterPos.z - GetPosition().z); + bUsesCollision = false; + + if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, zDiff > 4.4f ? ANIM_CAR_ALIGNHI_LHS : ANIM_CAR_ALIGN_LHS, 4.0f); + else + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, zDiff > 4.4f ? ANIM_CAR_ALIGNHI_RHS : ANIM_CAR_ALIGN_RHS, 4.0f); + + m_pVehicleAnim->SetFinishCallback(PedAnimAlignCB, this); +} + +void +CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack) +{ + if (m_nPedState == PED_DRAG_FROM_CAR) + return; + + bUsesCollision = false; + m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); + m_nLastPedState = PED_IDLE; + SetMoveState(PEDMOVE_STILL); + m_pSeekTarget = veh; + m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); + m_vehEnterType = vehEnterType; + if (m_vehEnterType == CAR_DOOR_LF) { + if (veh->pDriver && veh->pDriver->IsPlayer()) + veh->SetStatus(STATUS_PLAYER_DISABLED); + else + veh->SetStatus(STATUS_ABANDONED); + } + RemoveInCarAnims(); + SetMoveState(PEDMOVE_NONE); + LineUpPedWithCar(LINE_UP_TO_CAR_START); + m_pVehicleAnim = nil; + m_nPedState = PED_DRAG_FROM_CAR; + bChangedSeat = false; + bWillBeQuickJacked = quickJack; + + SetHeading(m_fRotationCur); + + Say(SOUND_PED_CAR_JACKED); + SetRadioStation(); + veh->m_nGettingOutFlags |= GetCarDoorFlag(m_vehEnterType); +} + +void +CPed::BeingDraggedFromCar(void) +{ + CAnimBlendAssociation *animAssoc; + AnimationId enterAnim; + bool dontRunAnim = false; + PedLineUpPhase lineUpType; + + if (!m_pVehicleAnim) { + CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f); + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SIT); + if (!animAssoc) { + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSIT); + if (!animAssoc) { + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITP); + if (!animAssoc) + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITPLO); + } + } + if (animAssoc) + animAssoc->blendDelta = -1000.0f; + + if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) { + if (bWillBeQuickJacked) { + enterAnim = ANIM_CAR_QJACKED; + } else if (m_pMyVehicle->bLowVehicle) { + enterAnim = ANIM_CAR_LJACKED_LHS; + } else { + enterAnim = ANIM_CAR_JACKED_LHS; + } + } else if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) { + if (m_pMyVehicle->bLowVehicle) + enterAnim = ANIM_CAR_LJACKED_RHS; + else + enterAnim = ANIM_CAR_JACKED_RHS; + } else + dontRunAnim = true; + + + if (!dontRunAnim) + m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, enterAnim); + + m_pVehicleAnim->SetFinishCallback(PedSetDraggedOutCarCB, this); + lineUpType = LINE_UP_TO_CAR_START; + } else if (m_pVehicleAnim->currentTime <= 1.4f) { + m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); + lineUpType = LINE_UP_TO_CAR_START; + } else { + lineUpType = LINE_UP_TO_CAR_2; + } + + LineUpPedWithCar(lineUpType); +#ifdef VC_PED_PORTS + if (m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) { + if (m_pMyVehicle) { + m_pMyVehicle->ProcessOpenDoor(m_vehEnterType, NUM_ANIMS, m_pVehicleAnim->currentTime * 5.0f); + } + } +#endif +} + +void +CPed::SetEnterCar(CVehicle *car, uint32 unused) +{ + if (CCranes::IsThisCarBeingCarriedByAnyCrane(car)) { + RestorePreviousState(); + RestorePreviousObjective(); + } else { + uint8 doorFlag; + eDoors door; + switch (m_vehEnterType) { + case CAR_DOOR_RF: + doorFlag = CAR_DOOR_FLAG_RF; + door = DOOR_FRONT_RIGHT; + break; + case CAR_DOOR_RR: + doorFlag = CAR_DOOR_FLAG_RR; + door = DOOR_REAR_RIGHT; + break; + case CAR_DOOR_LF: + doorFlag = CAR_DOOR_FLAG_LF; + door = DOOR_FRONT_LEFT; + break; + case CAR_DOOR_LR: + doorFlag = CAR_DOOR_FLAG_LR; + door = DOOR_REAR_LEFT; + break; + default: + doorFlag = CAR_DOOR_FLAG_UNKNOWN; + break; + } + if (!IsPedInControl() || m_fHealth <= 0.0f + || doorFlag & car->m_nGettingInFlags || doorFlag & car->m_nGettingOutFlags + || car->bIsBeingCarJacked || m_pVehicleAnim + || doorFlag && !car->IsDoorReady(door) && !car->IsDoorFullyOpen(door)) + SetMoveState(PEDMOVE_STILL); + else + SetEnterCar_AllClear(car, m_vehEnterType, doorFlag); + } +} + +void +CPed::SetEnterCar_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag) +{ + float zDiff = 0.0f; + RemoveWeaponWhenEnteringVehicle(); + car->m_nGettingInFlags |= doorFlag; + bVehEnterDoorIsBlocked = false; + if (m_nPedState != PED_SEEK_CAR && m_nPedState != PED_SEEK_IN_BOAT) + SetStoredState(); + + m_pSeekTarget = car; + m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); + m_vehEnterType = doorNode; + m_nPedState = PED_ENTER_CAR; + if (m_vehEnterType == CAR_DOOR_RF && m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && car->m_vehType != VEHICLE_TYPE_BIKE) { + car->bIsBeingCarJacked = true; + } + + m_pMyVehicle = (CVehicle*)m_pSeekTarget; + m_pMyVehicle->RegisterReference((CEntity**) &m_pMyVehicle); + ((CVehicle*)m_pSeekTarget)->m_nNumGettingIn++; + bUsesCollision = false; + CVector doorOpenPos = GetPositionToOpenCarDoor(car, m_vehEnterType); + + // Because buses have stairs + if (!m_pMyVehicle->bIsBus) + zDiff = Max(0.0f, doorOpenPos.z - GetPosition().z); + + m_vecOffsetSeek = doorOpenPos - GetPosition(); + m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 600; + if (car->IsBoat()) { +#ifdef VC_PED_PORTS + // VC checks for handling flag, but we can't do that + if(car->GetModelIndex() == MI_SPEEDER) + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_SIT, 100.0f); + else + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_BOAT, 100.0f); + + PedSetInCarCB(nil, this); + bVehExitWillBeInstant = true; +#else + +#ifndef FIX_BUGS + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_BOAT, 100.0f); +#else + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, car->GetDriverAnim(), 100.0f); +#endif + + m_pVehicleAnim->SetFinishCallback(PedSetInCarCB, this); +#endif + if (IsPlayer()) + CWaterLevel::AllocateBoatWakeArray(); + } else { + if (zDiff > 4.4f) { + if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_RHS, 4.0f); + else + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_LHS, 4.0f); + + } else { + if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_RHS, 4.0f); + else + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_LHS, 4.0f); + } + m_pVehicleAnim->SetFinishCallback(PedAnimAlignCB, this); + car->AutoPilot.m_nCruiseSpeed = 0; + } +} + +void +CPed::EnterCar(void) +{ + if (IsNotInWreckedVehicle() && m_fHealth > 0.0f) { + CVehicle *veh = (CVehicle*)m_pSeekTarget; + + // Not used. + // CVector posForDoor = GetPositionToOpenCarDoor(veh, m_vehEnterType); + + if (veh->CanPedOpenLocks(this)) { + if (m_vehEnterType && m_pVehicleAnim) { + veh->ProcessOpenDoor(m_vehEnterType, m_pVehicleAnim->animId, m_pVehicleAnim->currentTime); + } + } + bIsInTheAir = false; + LineUpPedWithCar(LINE_UP_TO_CAR_START); + } else { + QuitEnteringCar(); + SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f); + } +} + +void +CPed::QuitEnteringCar(void) +{ + CVehicle *veh = m_pMyVehicle; + if (m_pVehicleAnim) + m_pVehicleAnim->blendDelta = -1000.0f; + + RestartNonPartialAnims(); + + if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE)) + CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f); + + if (veh) { + if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_nPedState == PED_CARJACK) + veh->bIsBeingCarJacked = false; + + if (veh->m_nNumGettingIn != 0) + veh->m_nNumGettingIn--; + +#ifdef VC_PED_PORTS + if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) + RestorePreviousObjective(); +#endif + + veh->m_nGettingInFlags &= ~GetCarDoorFlag(m_vehEnterType); + } + + bUsesCollision = true; + + ReplaceWeaponWhenExitingVehicle(); + + if (DyingOrDead()) { + if (m_pVehicleAnim) { + m_pVehicleAnim->blendDelta = -4.0f; + m_pVehicleAnim->flags |= ASSOC_DELETEFADEDOUT; + m_pVehicleAnim->flags &= ~ASSOC_RUNNING; + } + } else + SetIdle(); + + m_pVehicleAnim = nil; + + if (veh) { +#ifdef VC_PED_PORTS + if (veh->AutoPilot.m_nCruiseSpeed == 0 && veh->VehicleCreatedBy == RANDOM_VEHICLE) +#else + if (veh->AutoPilot.m_nCruiseSpeed == 0) +#endif + veh->AutoPilot.m_nCruiseSpeed = 17; + } +} + +void +AddYardieDoorSmoke(CVehicle *veh, uint32 doorNode) +{ + eDoors door; + switch (doorNode) { + case CAR_DOOR_RF: + door = DOOR_FRONT_RIGHT; + break; + case CAR_DOOR_LF: + door = DOOR_FRONT_LEFT; + break; + default: + break; + } + + if (!veh->IsDoorMissing(door) && veh->IsComponentPresent(doorNode)) { + CVector pos; +#ifdef FIX_BUGS + veh->GetComponentWorldPosition(doorNode, pos); +#else + veh->GetComponentWorldPosition(CAR_DOOR_LF, pos); +#endif + CParticle::AddYardieDoorSmoke(pos, veh->GetMatrix()); + } +} + +// Seperate function in VC, more logical. Not sure is it inlined in III. +void +CPed::SetExitBoat(CVehicle *boat) +{ +#ifndef VC_PED_PORTS + m_nPedState = PED_IDLE; + CVector firstPos = GetPosition(); + CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f); + if (boat->GetModelIndex() == MI_SPEEDER && boat->IsUpsideDown()) { + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_CRAWLOUT_RHS, 8.0f); + m_pVehicleAnim->SetFinishCallback(PedSetOutCarCB, this); + m_vehEnterType = CAR_DOOR_RF; + m_nPedState = PED_EXIT_CAR; + } else { + m_vehEnterType = CAR_DOOR_RF; + PedSetOutCarCB(nil, this); + bIsStanding = true; + m_pCurSurface = boat; + m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface); + } + SetPosition(firstPos); + SetMoveState(PEDMOVE_STILL); + m_vecMoveSpeed = boat->m_vecMoveSpeed; + bTryingToReachDryLand = true; +#else + m_nPedState = PED_IDLE; + CVector newPos = GetPosition(); + RemoveInCarAnims(); + CColModel* boatCol = boat->GetColModel(); + if (boat->IsUpsideDown()) { + newPos = { 0.0f, 0.0f, boatCol->boundingBox.min.z }; + newPos = boat->GetMatrix() * newPos; + newPos.z += 1.0f; + m_vehEnterType = CAR_DOOR_RF; + PedSetOutCarCB(nil, this); + bIsStanding = true; + m_pCurSurface = boat; + m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface); + m_pCurrentPhysSurface = boat; + } else { +/* if (boat->m_modelIndex != MI_SKIMMER || boat->bIsInWater) { + if (boat->m_modelIndex == MI_SKIMMER) + newPos.z += 2.0f +*/ + m_vehEnterType = CAR_DOOR_RF; + PedSetOutCarCB(nil, this); + bIsStanding = true; + m_pCurSurface = boat; + m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface); + m_pCurrentPhysSurface = boat; + CColPoint foundCol; + CEntity *foundEnt = nil; + if (CWorld::ProcessVerticalLine(newPos, newPos.z - 1.4f, foundCol, foundEnt, false, true, false, false, false, false, nil)) + newPos.z = FEET_OFFSET + foundCol.point.z; +/* // VC specific + } else { + m_vehEnterType = CAR_DOOR_RF; + PedSetOutCarCB(nil, this); + bIsStanding = true; + SetMoveState(PEDMOVE_STILL); + bTryingToReachDryLand = true; + float upMult = 1.04f + boatCol->boundingBox.min.z; + float rightMult = 0.6f * boatCol->boundingBox.max.x; + newPos = upMult * boat->GetUp() + rightMult * boat->GetRight() + boat->GetPosition(); + GetPosition() = newPos; + if (m_pMyVehicle) { + PositionPedOutOfCollision(); + } else { + m_pMyVehicle = boat; + PositionPedOutOfCollision(); + m_pMyVehicle = nil; + } + return; + } +*/ } + SetPosition(newPos); + SetMoveState(PEDMOVE_STILL); + m_vecMoveSpeed = boat->m_vecMoveSpeed; +#endif + // Not there in VC. + CWaterLevel::FreeBoatWakeArray(); +} + +// wantedDoorNode = 0 means that func. will determine it +void +CPed::SetExitCar(CVehicle *veh, uint32 wantedDoorNode) +{ + uint32 optedDoorNode = wantedDoorNode; + bool teleportNeeded = false; + bool isLow = !!veh->bLowVehicle; + if (!veh->CanPedExitCar()) { + if (veh->pDriver && !veh->pDriver->IsPlayer()) { + veh->AutoPilot.m_nCruiseSpeed = 0; + veh->AutoPilot.m_nCarMission = MISSION_NONE; + } + return; + } + + if (m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR) + return; + + m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); + m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); + if (wantedDoorNode == 0) { + optedDoorNode = CAR_DOOR_LF; + if (!veh->bIsBus) { + if (veh->pDriver == this) { + optedDoorNode = CAR_DOOR_LF; + } else if (veh->pPassengers[0] == this) { + optedDoorNode = CAR_DOOR_RF; + } else if (veh->pPassengers[1] == this) { + optedDoorNode = CAR_DOOR_LR; + } else if (veh->pPassengers[2] == this) { + optedDoorNode = CAR_DOOR_RR; + } else { + for (int i = 3; i < veh->m_nNumMaxPassengers; ++i) { + if (veh->pPassengers[i] == this) { + if (i & 1) + optedDoorNode = CAR_DOOR_RR; + else + optedDoorNode = CAR_DOOR_LR; + + break; + } + } + } + } + } + bool someoneExitsFromOurExitDoor = false; + bool someoneEntersFromOurExitDoor = false; + switch (optedDoorNode) { + case CAR_DOOR_RF: + if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) + someoneEntersFromOurExitDoor = true; + if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_RF) + someoneExitsFromOurExitDoor = true; + break; + case CAR_DOOR_RR: + if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_RR) + someoneEntersFromOurExitDoor = true; + if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_RR) + someoneExitsFromOurExitDoor = true; + break; + case CAR_DOOR_LF: + if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_LF) + someoneEntersFromOurExitDoor = true; + if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_LF) + someoneExitsFromOurExitDoor = true; + break; + case CAR_DOOR_LR: + if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_LR) + someoneEntersFromOurExitDoor = true; + if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_LR) + someoneExitsFromOurExitDoor = true; + break; + default: + break; + } + if (someoneEntersFromOurExitDoor && m_objective == OBJECTIVE_LEAVE_CAR) { + RestorePreviousObjective(); + return; + } + if (!someoneExitsFromOurExitDoor || m_nPedType == PEDTYPE_COP && veh->bIsBus) { + // Again, unused... + // CVector exitPos = GetPositionToOpenCarDoor(veh, optedDoorNode); + bool thereIsRoom = veh->IsRoomForPedToLeaveCar(optedDoorNode, nil); + if (veh->IsOnItsSide()) { + teleportNeeded = true; + } else if (!thereIsRoom) { + bool trySideSeat = false; + CPed *pedOnSideSeat = nil; + switch (optedDoorNode) { + case CAR_DOOR_RF: + if (veh->pDriver || veh->m_nGettingInFlags & CAR_DOOR_FLAG_LF) { + pedOnSideSeat = veh->pDriver; + trySideSeat = true; + } else + optedDoorNode = CAR_DOOR_LF; + + break; + case CAR_DOOR_RR: + if (veh->pPassengers[1] || veh->m_nGettingInFlags & CAR_DOOR_FLAG_LR) { + pedOnSideSeat = veh->pPassengers[1]; + trySideSeat = true; + } else + optedDoorNode = CAR_DOOR_LR; + + break; + case CAR_DOOR_LF: + if (veh->pPassengers[0] || veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) { + pedOnSideSeat = veh->pPassengers[0]; + trySideSeat = true; + } else + optedDoorNode = CAR_DOOR_RF; + + break; + case CAR_DOOR_LR: + if (veh->pPassengers[2] || veh->m_nGettingInFlags & CAR_DOOR_FLAG_RR) { + pedOnSideSeat = (CPed*)veh->pPassengers[2]; + trySideSeat = true; + } else + optedDoorNode = CAR_DOOR_RR; + + break; + default: + break; + } + if (trySideSeat) { + if (!pedOnSideSeat || !IsPlayer() && CharCreatedBy != MISSION_CHAR) + return; + + switch (optedDoorNode) { + case CAR_DOOR_RF: + optedDoorNode = CAR_DOOR_LF; + break; + case CAR_DOOR_RR: + optedDoorNode = CAR_DOOR_LR; + break; + case CAR_DOOR_LF: + optedDoorNode = CAR_DOOR_RF; + break; + case CAR_DOOR_LR: + optedDoorNode = CAR_DOOR_RR; + break; + default: + break; + } + } + // ... + // CVector exitPos = GetPositionToOpenCarDoor(veh, optedDoorNode); + if (!veh->IsRoomForPedToLeaveCar(optedDoorNode, nil)) { + if (!IsPlayer() && CharCreatedBy != MISSION_CHAR) + return; + + teleportNeeded = true; + } + } + if (m_nPedState == PED_FLEE_POS) { + m_nLastPedState = PED_FLEE_POS; + m_nPrevMoveState = PEDMOVE_RUN; + SetMoveState(PEDMOVE_SPRINT); + } else { + m_nLastPedState = PED_IDLE; + m_nPrevMoveState = PEDMOVE_STILL; + SetMoveState(PEDMOVE_STILL); + } + + ReplaceWeaponWhenExitingVehicle(); + bUsesCollision = false; + m_pSeekTarget = veh; + m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget); + m_vehEnterType = optedDoorNode; + m_nPedState = PED_EXIT_CAR; + if (m_pVehicleAnim && m_pVehicleAnim->flags & ASSOC_PARTIAL) + m_pVehicleAnim->blendDelta = -1000.0f; + SetMoveState(PEDMOVE_NONE); + CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f); + RemoveInCarAnims(); + veh->AutoPilot.m_nCruiseSpeed = 0; + if (teleportNeeded) { + PedSetOutCarCB(nil, this); + + // This is same code with CPedPlacement::FindZCoorForPed, except we start from z + 1.5 and also check vehicles. + float zForPed; + float startZ = GetPosition().z - 100.0f; + float foundColZ = -100.0f; + float foundColZ2 = -100.0f; + CColPoint foundCol; + CEntity* foundEnt; + + CVector vec = GetPosition(); + vec.z += 1.5f; + + if (CWorld::ProcessVerticalLine(vec, startZ, foundCol, foundEnt, true, true, false, false, true, false, nil)) + foundColZ = foundCol.point.z; + + // Adjust coords and do a second test + vec.x += 0.1f; + vec.y += 0.1f; + + if (CWorld::ProcessVerticalLine(vec, startZ, foundCol, foundEnt, true, true, false, false, true, false, nil)) + foundColZ2 = foundCol.point.z; + + zForPed = Max(foundColZ, foundColZ2); + + if (zForPed > -99.0f) + GetMatrix().GetPosition().z = FEET_OFFSET + zForPed; + } else { + if (veh->GetUp().z > -0.8f) { + bool addDoorSmoke = false; + if (veh->GetModelIndex() == MI_YARDIE) + addDoorSmoke = true; + + switch (m_vehEnterType) { + case CAR_DOOR_RF: + if (veh->bIsBus) { + m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_COACH_OUT_L); + } else { + if (isLow) + m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_RHS); + else + m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_RHS); + + if (addDoorSmoke) + AddYardieDoorSmoke(veh, CAR_DOOR_RF); + } + break; + case CAR_DOOR_RR: + if (veh->bIsVan) { + m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_VAN_GETOUT); + } else if (isLow) { + m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_RHS); + } else { + m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_RHS); + } + break; + case CAR_DOOR_LF: + if (veh->bIsBus) { + m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_COACH_OUT_L); + } else { + if (isLow) + m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_LHS); + else + m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LHS); + + if (addDoorSmoke) + AddYardieDoorSmoke(veh, CAR_DOOR_LF); + } + break; + case CAR_DOOR_LR: + if (veh->bIsVan) { + m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_VAN_GETOUT_L); + } else if (isLow) { + m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_LHS); + } else { + m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LHS); + } + break; + default: + break; + } + if (!bBusJacked) { + switch (m_vehEnterType) { + case CAR_DOOR_RF: + veh->m_nGettingOutFlags |= CAR_DOOR_FLAG_RF; + break; + case CAR_DOOR_RR: + veh->m_nGettingOutFlags |= CAR_DOOR_FLAG_RR; + break; + case CAR_DOOR_LF: + veh->m_nGettingOutFlags |= CAR_DOOR_FLAG_LF; + break; + case CAR_DOOR_LR: + veh->m_nGettingOutFlags |= CAR_DOOR_FLAG_LR; + break; + default: + break; + } + } + m_pVehicleAnim->SetFinishCallback(PedAnimStepOutCarCB, this); + } else { + if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) { + m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_CRAWLOUT_RHS2); + } else if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) { + m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_CRAWLOUT_RHS); + } + m_pVehicleAnim->SetFinishCallback(PedSetOutCarCB, this); + } + } + bChangedSeat = false; + if (veh->bIsBus) + bRenderPedInCar = true; + + SetRadioStation(); + if (veh->pDriver == this) { + if (IsPlayer()) + veh->SetStatus(STATUS_PLAYER_DISABLED); + else + veh->SetStatus(STATUS_ABANDONED); + } + } +} + +void +CPed::ExitCar(void) +{ + if (!m_pVehicleAnim) + return; + + AnimationId exitAnim = (AnimationId) m_pVehicleAnim->animId; + float animTime = m_pVehicleAnim->currentTime; + + m_pMyVehicle->ProcessOpenDoor(m_vehEnterType, exitAnim, animTime); + + if (m_pSeekTarget) { + // Car is upside down + if (m_pMyVehicle->GetUp().z > -0.8f) { + if (exitAnim == ANIM_CAR_CLOSE_RHS || exitAnim == ANIM_CAR_CLOSE_LHS || animTime > 0.3f) + LineUpPedWithCar(LINE_UP_TO_CAR_END); + else + LineUpPedWithCar((m_pMyVehicle->GetModelIndex() == MI_DODO ? LINE_UP_TO_CAR_END : LINE_UP_TO_CAR_START)); + } else { + LineUpPedWithCar(LINE_UP_TO_CAR_END); + } + } + + // If there is someone in front of the door, make him fall while we exit. + if (m_nPedState == PED_EXIT_CAR) { + CPed *foundPed = nil; + for (int i = 0; i < m_numNearPeds; i++) { + if ((m_nearPeds[i]->GetPosition() - GetPosition()).MagnitudeSqr2D() < 0.04f) { + foundPed = m_nearPeds[i]; + break; + } + } + if (foundPed && animTime > 0.4f && foundPed->IsPedInControl()) + foundPed->SetFall(1000, ANIM_KO_SKID_FRONT, 1); + } +} + +// This function was mostly duplicate of GetLocalPositionToOpenCarDoor, so I've used it. +CVector +CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component) +{ + CVector localPos; + CVector vehDoorPos; + + localPos = GetLocalPositionToOpenCarDoor(veh, component, 1.0f); + vehDoorPos = Multiply3x3(veh->GetMatrix(), localPos) + veh->GetPosition(); + +/* + // Not used. + CVector localVehDoorOffset; + + if (veh->bIsVan && (component == VEHICLE_ENTER_REAR_LEFT || component == VEHICLE_ENTER_REAR_RIGHT)) { + localVehDoorOffset = vecPedVanRearDoorAnimOffset; + } else { + if (veh->bIsLow) { + localVehDoorOffset = vecPedCarDoorLoAnimOffset; + } else { + localVehDoorOffset = vecPedCarDoorAnimOffset; + } + } + + vehDoorPosWithoutOffset = Multiply3x3(veh->GetMatrix(), localPos + localVehDoorOffset) + veh->GetPosition(); +*/ + return vehDoorPos; +} + +void +CPed::GetNearestDoor(CVehicle *veh, CVector &posToOpen) +{ + CVector *enterOffset = nil; + if (m_vehEnterType == CAR_DOOR_LF && veh->pDriver + || m_vehEnterType == CAR_DOOR_RF && veh->pPassengers[0] + || m_vehEnterType == CAR_DOOR_LR && veh->pPassengers[1] + || m_vehEnterType == CAR_DOOR_RR && veh->pPassengers[2]) + { + enterOffset = &vecPedQuickDraggedOutCarAnimOffset; + } + + CVector lfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_LF); + CVector rfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF); + + // Left front door is closer + if ((lfPos - GetPosition()).MagnitudeSqr2D() < (rfPos - GetPosition()).MagnitudeSqr2D()) { + + if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) { + m_vehEnterType = CAR_DOOR_LF; + posToOpen = lfPos; + } else if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, enterOffset)) { + m_vehEnterType = CAR_DOOR_RF; + posToOpen = rfPos; + } + } else { + + if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, enterOffset)) { + + CPed *rfPassenger = veh->pPassengers[0]; + if (rfPassenger && (rfPassenger->m_leader == this || rfPassenger->bDontDragMeOutCar || + veh->VehicleCreatedBy == MISSION_VEHICLE && m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) + && veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset) + || (veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) && veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) { + + m_vehEnterType = CAR_DOOR_LF; + posToOpen = lfPos; + } else { + m_vehEnterType = CAR_DOOR_RF; + posToOpen = rfPos; + } + } else if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) { + m_vehEnterType = CAR_DOOR_LF; + posToOpen = lfPos; + } + } +} + +bool +CPed::GetNearestPassengerDoor(CVehicle *veh, CVector &posToOpen) +{ + CVector rfPos, lrPos, rrPos; + bool canEnter = false; + + CVehicleModelInfo *vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(veh->GetModelIndex()); + + switch (veh->GetModelIndex()) { + case MI_BUS: + m_vehEnterType = CAR_DOOR_RF; + posToOpen = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF); + return true; + case MI_RHINO: + default: + break; + } + + CVector2D rfPosDist(999.0f, 999.0f); + CVector2D lrPosDist(999.0f, 999.0f); + CVector2D rrPosDist(999.0f, 999.0f); + + if (!veh->pPassengers[0] + && !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) + && veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, nil)) { + + rfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF); + canEnter = true; + rfPosDist = rfPos - GetPosition(); + } + if (vehModel->m_numDoors == 4) { + if (!veh->pPassengers[1] + && !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_LR) + && veh->IsRoomForPedToLeaveCar(CAR_DOOR_LR, nil)) { + lrPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_LR); + canEnter = true; + lrPosDist = lrPos - GetPosition(); + } + if (!veh->pPassengers[2] + && !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_RR) + && veh->IsRoomForPedToLeaveCar(CAR_DOOR_RR, nil)) { + rrPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RR); + canEnter = true; + rrPosDist = rrPos - GetPosition(); + } + + // When the door we should enter is blocked by some object. + if (!canEnter) + veh->ShufflePassengersToMakeSpace(); + } + + CVector2D nextToCompare = rfPosDist; + posToOpen = rfPos; + m_vehEnterType = CAR_DOOR_RF; + if (lrPosDist.MagnitudeSqr() < nextToCompare.MagnitudeSqr()) { + m_vehEnterType = CAR_DOOR_LR; + posToOpen = lrPos; + nextToCompare = lrPosDist; + } + + if (rrPosDist.MagnitudeSqr() < nextToCompare.MagnitudeSqr()) { + m_vehEnterType = CAR_DOOR_RR; + posToOpen = rrPos; + } + return canEnter; +} + +void +CPed::GoToNearestDoor(CVehicle *veh) +{ + CVector posToOpen; + GetNearestDoor(veh, posToOpen); + SetSeek(posToOpen, 0.5f); + SetMoveState(PEDMOVE_RUN); +} + +void +CPed::SetAnimOffsetForEnterOrExitVehicle(void) +{ + // FIX: If there were no translations on enter anims, there were overflows all over this function. + + CAnimBlendHierarchy *enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_CAR_JACKED_LHS)->hierarchy; + CAnimBlendSequence *seq = enterAssoc->sequences; + CAnimManager::UncompressAnimation(enterAssoc); + if (seq->numFrames > 0) { + if (!seq->HasTranslation()) + vecPedDraggedOutCarAnimOffset = CVector(0.0f, 0.0f, 0.0f); + else { + KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); + vecPedDraggedOutCarAnimOffset = lastFrame->translation; + } + } + + enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_CAR_GETIN_LHS)->hierarchy; + seq = enterAssoc->sequences; + CAnimManager::UncompressAnimation(enterAssoc); + if (seq->numFrames > 0) { + if (!seq->HasTranslation()) + vecPedCarDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f); + else { + KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); + vecPedCarDoorAnimOffset = lastFrame->translation; + } + } + + enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_LHS)->hierarchy; + seq = enterAssoc->sequences; + CAnimManager::UncompressAnimation(enterAssoc); + if (seq->numFrames > 0) { + if (!seq->HasTranslation()) + vecPedCarDoorLoAnimOffset = CVector(0.0f, 0.0f, 0.0f); + else { + KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); + vecPedCarDoorLoAnimOffset = lastFrame->translation; + } + } + + enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_CAR_QJACKED)->hierarchy; + seq = enterAssoc->sequences; + CAnimManager::UncompressAnimation(enterAssoc); + if (seq->numFrames > 0) { + if (!seq->HasTranslation()) + vecPedQuickDraggedOutCarAnimOffset = CVector(0.0f, 0.0f, 0.0f); + else { + KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); + vecPedQuickDraggedOutCarAnimOffset = lastFrame->translation; + } + } + + enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_VAN_GETIN_L)->hierarchy; + seq = enterAssoc->sequences; + CAnimManager::UncompressAnimation(enterAssoc); + if (seq->numFrames > 0) { + if (!seq->HasTranslation()) + vecPedVanRearDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f); + else { + KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); + vecPedVanRearDoorAnimOffset = lastFrame->translation; + } + } + + enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_TRAIN_GETOUT)->hierarchy; + seq = enterAssoc->sequences; + CAnimManager::UncompressAnimation(enterAssoc); + if (seq->numFrames > 0) { + if (!seq->HasTranslation()) + vecPedTrainDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f); + else { + KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); + vecPedTrainDoorAnimOffset = lastFrame->translation; + } + } +} + +void +CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *animAssoc, void *arg) +{ + CPed *ped = (CPed*)arg; + + CVehicle *veh = ped->m_pMyVehicle; + + CVector finalPos; + CVector draggedOutOffset; + + CMatrix pedMat(ped->GetMatrix()); + ped->bUsesCollision = true; + ped->RestartNonPartialAnims(); + draggedOutOffset = vecPedQuickDraggedOutCarAnimOffset; + if (ped->m_vehEnterType == CAR_DOOR_RF || ped->m_vehEnterType == CAR_DOOR_RR) + draggedOutOffset.x = -draggedOutOffset.x; + + finalPos = Multiply3x3(pedMat, draggedOutOffset) + ped->GetPosition(); + CPedPlacement::FindZCoorForPed(&finalPos); + ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); + ped->SetPosition(finalPos); + + if (veh) { + ped->m_fRotationDest = veh->GetForward().Heading() - HALFPI; + ped->m_fRotationCur = ped->m_fRotationDest; + ped->CalculateNewOrientation(); + + if (!veh->IsRoomForPedToLeaveCar(ped->m_vehEnterType, &vecPedQuickDraggedOutCarAnimOffset)) + ped->PositionPedOutOfCollision(); + } + + if (!ped->CanSetPedState()) + return; + + ped->SetIdle(); + if (veh) { + if (ped->bFleeAfterExitingCar) { + ped->bFleeAfterExitingCar = false; + ped->SetFlee(veh->GetPosition(), 14000); + + } else if (ped->bWanderPathAfterExitingCar) { + ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f)); + ped->bWanderPathAfterExitingCar = false; + + } else if (ped->bGonnaKillTheCarJacker) { + ped->bGonnaKillTheCarJacker = false; + if (ped->m_pedInObjective && CGeneral::GetRandomNumber() & 1) { + if (ped->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT) + ped->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, ped->m_pedInObjective); + + } else { + CPed *driver = veh->pDriver; + if (!driver || driver == ped || driver->IsPlayer() && CTheScripts::IsPlayerOnAMission()) { + ped->SetFlee(veh->GetPosition(), 14000); + } else { + ped->ClearObjective(); + ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh); + } + ped->bUsePedNodeSeek = true; + ped->m_pNextPathNode = nil; + ped->Say(SOUND_PED_FLEE_RUN); + } + } else if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear + && ped->CharCreatedBy != MISSION_CHAR && veh->VehicleCreatedBy != MISSION_VEHICLE + && veh->pDriver && veh->pDriver->IsPlayer() + && !CTheScripts::IsPlayerOnAMission()) { + +#ifndef VC_PED_PORTS + if (CGeneral::GetRandomNumber() < MYRAND_MAX / 2) { + ped->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, veh->pDriver); + } else +#endif + ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh); + +#ifdef VC_PED_PORTS + } else if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear + && ped->CharCreatedBy != MISSION_CHAR && veh->VehicleCreatedBy != MISSION_VEHICLE + && !veh->pDriver && FindPlayerPed()->m_carInObjective == veh + && !CTheScripts::IsPlayerOnAMission()) { + ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh); +#endif + } else { + ped->SetFindPathAndFlee(veh->GetPosition(), 10000); + if (CGeneral::GetRandomNumber() & 1 || ped->m_pedStats->m_fear > 70) { + ped->SetMoveState(PEDMOVE_SPRINT); + ped->Say(SOUND_PED_FLEE_SPRINT); + } else { + ped->Say(SOUND_PED_FLEE_RUN); + } + } + } + if (ped->m_nLastPedState == PED_IDLE) + ped->m_nLastPedState = PED_WANDER_PATH; +} + +void +CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation* animAssoc, void* arg) +{ + CPed *ped = (CPed*)arg; + + ped->bUsesCollision = true; + ped->RestartNonPartialAnims(); + bool itsRearDoor = false; + + if (ped->m_vehEnterType == CAR_DOOR_RF || ped->m_vehEnterType == CAR_DOOR_RR) + itsRearDoor = true; + + CMatrix pedMat(ped->GetMatrix()); + CVector posAfterBeingDragged = Multiply3x3(pedMat, (itsRearDoor ? -vecPedDraggedOutCarAnimOffset : vecPedDraggedOutCarAnimOffset)); + posAfterBeingDragged += ped->GetPosition(); +#ifndef VC_PED_PORTS + posAfterBeingDragged.z += 1.0f; +#endif + CPedPlacement::FindZCoorForPed(&posAfterBeingDragged); + ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); + ped->SetPosition(posAfterBeingDragged); + + if (ped->m_pMyVehicle && !ped->m_pMyVehicle->IsRoomForPedToLeaveCar(ped->m_vehEnterType, &vecPedDraggedOutCarAnimOffset)) { + ped->PositionPedOutOfCollision(); + } + + if (!ped->CanSetPedState()) + return; + + if (!ped->m_pMyVehicle) { + ped->SetIdle(); + ped->SetGetUp(); + return; + } + + CPed *driver = ped->m_pMyVehicle->pDriver; + + if (ped->IsPlayer()) { + ped->SetIdle(); + + } else if (ped->bFleeAfterExitingCar) { + ped->bFleeAfterExitingCar = false; + ped->SetFlee(ped->m_pMyVehicle->GetPosition(), 4000); + + } else if (ped->bWanderPathAfterExitingCar) { + ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f)); + ped->bWanderPathAfterExitingCar = false; + + } else if (ped->bGonnaKillTheCarJacker) { + // Kill objective is already set at this point. + + ped->bGonnaKillTheCarJacker = false; + if (!ped->m_pedInObjective || !(CGeneral::GetRandomNumber() & 1)) { + if (!driver || driver == ped || driver->IsPlayer() && CTheScripts::IsPlayerOnAMission()) { + ped->m_nPedState = PED_NONE; + ped->m_nLastPedState = PED_NONE; + ped->SetFlee(ped->m_pMyVehicle->GetPosition(), 4000); + } else { + ped->ClearObjective(); + ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, ped->m_pMyVehicle); + } + } + + } else if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear && ped->CharCreatedBy != MISSION_CHAR + && ped->m_pMyVehicle->VehicleCreatedBy != MISSION_VEHICLE && driver + && driver->IsPlayer() && !CTheScripts::IsPlayerOnAMission()) { + +#ifndef VC_PED_PORTS + if (CGeneral::GetRandomNumber() & 1) + ped->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, driver); + else +#endif + ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, ped->m_pMyVehicle); + + } else { +#ifdef VC_PED_PORTS + if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear && ped->CharCreatedBy != MISSION_CHAR + && ped->m_pMyVehicle->VehicleCreatedBy != MISSION_VEHICLE && !driver + && FindPlayerPed()->m_carInObjective == ped->m_pMyVehicle && !CTheScripts::IsPlayerOnAMission()) + ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, ped->m_pMyVehicle); + else +#endif + { + ped->m_nPedState = PED_NONE; + ped->m_nLastPedState = PED_NONE; + ped->SetFindPathAndFlee(ped->m_pMyVehicle->GetPosition(), 10000); + } + } + ped->SetGetUp(); +} + +uint8 +CPed::GetNearestTrainDoor(CVehicle *train, CVector &doorPos) +{ + GetNearestTrainPedPosition(train, doorPos); +/* + // Not used. + CVehicleModelInfo* trainModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(train->m_modelIndex); + CMatrix trainMat = CMatrix(train->GetMatrix()); + + doorPos = trainModel->m_positions[m_vehEnterType]; + doorPos.x -= 1.5f; + doorPos = Multiply3x3(trainMat, doorPos); + doorPos += train->GetPosition(); +*/ + return 1; +} + +uint8 +CPed::GetNearestTrainPedPosition(CVehicle *train, CVector &enterPos) +{ + CVector enterStepOffset; + CVehicleModelInfo *trainModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(train->GetModelIndex()); + CMatrix trainMat = CMatrix(train->GetMatrix()); + CVector leftEntryPos, rightEntryPos, midEntryPos; + float distLeftEntry, distRightEntry, distMidEntry; + + // enterStepOffset = vecPedCarDoorAnimOffset; + enterStepOffset = CVector(1.5f, 0.0f, 0.0f); + + if (train->pPassengers[TRAIN_POS_LEFT_ENTRY]) { + distLeftEntry = 999.0f; + } else { + leftEntryPos = trainModel->m_positions[TRAIN_POS_LEFT_ENTRY] - enterStepOffset; + leftEntryPos = Multiply3x3(trainMat, leftEntryPos); + leftEntryPos += train->GetPosition(); + distLeftEntry = (leftEntryPos - GetPosition()).Magnitude(); + } + + if (train->pPassengers[TRAIN_POS_MID_ENTRY]) { + distMidEntry = 999.0f; + } else { + midEntryPos = trainModel->m_positions[TRAIN_POS_MID_ENTRY] - enterStepOffset; + midEntryPos = Multiply3x3(trainMat, midEntryPos); + midEntryPos += train->GetPosition(); + distMidEntry = (midEntryPos - GetPosition()).Magnitude(); + } + + if (train->pPassengers[TRAIN_POS_RIGHT_ENTRY]) { + distRightEntry = 999.0f; + } else { + rightEntryPos = trainModel->m_positions[TRAIN_POS_RIGHT_ENTRY] - enterStepOffset; + rightEntryPos = Multiply3x3(trainMat, rightEntryPos); + rightEntryPos += train->GetPosition(); + distRightEntry = (rightEntryPos - GetPosition()).Magnitude(); + } + + if (distMidEntry < distLeftEntry) { + if (distMidEntry < distRightEntry) { + enterPos = midEntryPos; + m_vehEnterType = TRAIN_POS_MID_ENTRY; + } else { + enterPos = rightEntryPos; + m_vehEnterType = TRAIN_POS_RIGHT_ENTRY; + } + } else if (distRightEntry < distLeftEntry) { + enterPos = rightEntryPos; + m_vehEnterType = TRAIN_POS_RIGHT_ENTRY; + } else { + enterPos = leftEntryPos; + m_vehEnterType = TRAIN_POS_LEFT_ENTRY; + } + + return 1; +} + +void +CPed::PedSetInTrainCB(CAnimBlendAssociation* animAssoc, void* arg) +{ + CPed *ped = (CPed*)arg; + CTrain *veh = (CTrain*)ped->m_pMyVehicle; + + if (!veh) + return; + + ped->bInVehicle = true; + ped->m_nPedState = PED_DRIVING; + ped->RestorePreviousObjective(); + ped->SetMoveState(PEDMOVE_STILL); + veh->AddPassenger(ped); +} + +void +CPed::SetEnterTrain(CVehicle *train, uint32 unused) +{ + if (m_nPedState == PED_ENTER_TRAIN || !((CTrain*)train)->Doors[0].IsFullyOpen()) + return; + + /* + // Not used + CVector enterPos; + GetNearestTrainPedPosition(train, enterPos); + */ + m_fRotationCur = train->GetForward().Heading() - HALFPI; + m_pMyVehicle = train; + m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle); + + m_nPedState = PED_ENTER_TRAIN; + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_TRAIN_GETIN, 4.0f); + m_pVehicleAnim->SetFinishCallback(PedSetInTrainCB, this); + bUsesCollision = false; + LineUpPedWithTrain(); + if (IsPlayer()) { + if (((CPlayerPed*)this)->m_bAdrenalineActive) + ((CPlayerPed*)this)->ClearAdrenaline(); + } +} + +void +CPed::EnterTrain(void) +{ + LineUpPedWithTrain(); +} + +void +CPed::SetPedPositionInTrain(void) +{ + LineUpPedWithTrain(); +} + +void +CPed::LineUpPedWithTrain(void) +{ + CVector lineUpPos; + CVehicleModelInfo *trainModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(m_pMyVehicle->GetModelIndex()); + CVector enterOffset(1.5f, 0.0f, -0.2f); + + m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); + m_fRotationCur = m_pMyVehicle->GetForward().Heading() - HALFPI; + m_fRotationDest = m_fRotationCur; + + if (!bInVehicle) { + GetNearestTrainDoor(m_pMyVehicle, lineUpPos); + lineUpPos.z += 0.2f; + } else { + if (m_pMyVehicle->pPassengers[TRAIN_POS_LEFT_ENTRY] == this) { + + lineUpPos = trainModel->m_positions[TRAIN_POS_LEFT_ENTRY] - enterOffset; + + } else if (m_pMyVehicle->pPassengers[TRAIN_POS_MID_ENTRY] == this) { + + lineUpPos = trainModel->m_positions[TRAIN_POS_MID_ENTRY] - enterOffset; + + } else if (m_pMyVehicle->pPassengers[TRAIN_POS_RIGHT_ENTRY] == this) { + + lineUpPos = trainModel->m_positions[TRAIN_POS_RIGHT_ENTRY] - enterOffset; + } + lineUpPos = Multiply3x3(m_pMyVehicle->GetMatrix(), lineUpPos); + lineUpPos += m_pMyVehicle->GetPosition(); + } + + if (m_pVehicleAnim) { + float percentageLeft = m_pVehicleAnim->GetTimeLeft() / m_pVehicleAnim->hierarchy->totalLength; + lineUpPos += (GetPosition() - lineUpPos) * percentageLeft; + } + + SetPosition(lineUpPos); + SetHeading(m_fRotationCur); +} + +void +CPed::SetExitTrain(CVehicle* train) +{ + if (m_nPedState == PED_EXIT_TRAIN || train->GetStatus() != STATUS_TRAIN_NOT_MOVING || !((CTrain*)train)->Doors[0].IsFullyOpen()) + return; + + /* + // Not used + CVector exitPos; + GetNearestTrainPedPosition(train, exitPos); + */ + m_nPedState = PED_EXIT_TRAIN; + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_TRAIN_GETOUT, 4.0f); + m_pVehicleAnim->SetFinishCallback(PedSetOutTrainCB, this); + bUsesCollision = false; + LineUpPedWithTrain(); +} + +void +CPed::ExitTrain(void) +{ + LineUpPedWithTrain(); +} + +void +CPed::PedSetOutTrainCB(CAnimBlendAssociation *animAssoc, void *arg) +{ + CPed *ped = (CPed*)arg; + + CVehicle *veh = ped->m_pMyVehicle; + + if (ped->m_pVehicleAnim) + ped->m_pVehicleAnim->blendDelta = -1000.0f; + + ped->bUsesCollision = true; + ped->m_pVehicleAnim = nil; + ped->bInVehicle = false; + ped->m_nPedState = PED_IDLE; + ped->RestorePreviousObjective(); + ped->SetMoveState(PEDMOVE_STILL); + + CMatrix pedMat(ped->GetMatrix()); + ped->m_fRotationCur = HALFPI + veh->GetForward().Heading(); + ped->m_fRotationDest = ped->m_fRotationCur; + CVector posAfterExit = Multiply3x3(pedMat, vecPedTrainDoorAnimOffset); + posAfterExit += ped->GetPosition(); + CPedPlacement::FindZCoorForPed(&posAfterExit); + ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); + ped->SetPosition(posAfterExit); + ped->SetHeading(ped->m_fRotationCur); + veh->RemovePassenger(ped); +} + +void +CPed::RegisterThreatWithGangPeds(CEntity *attacker) +{ + CPed *attackerPed = nil; + if (attacker) { + if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS) { + if (attacker->IsPed()) { + attackerPed = (CPed*)attacker; + } else { + if (!attacker->IsVehicle()) + return; + + attackerPed = ((CVehicle*)attacker)->pDriver; + if (!attackerPed) + return; + } + + if (attackerPed && (attackerPed->IsPlayer() || attackerPed->IsGangMember())) { + for (int i = 0; i < m_numNearPeds; ++i) { + CPed *nearPed = m_nearPeds[i]; + if (nearPed->IsPointerValid()) { + if (nearPed != this && nearPed->m_nPedType == m_nPedType) + nearPed->m_fearFlags |= CPedType::GetFlag(attackerPed->m_nPedType); + } + } + } + } + } + + if (attackerPed && attackerPed->IsPlayer() && (attackerPed->m_nPedState == PED_CARJACK || attackerPed->bInVehicle)) { + if (!attackerPed->m_pMyVehicle || attackerPed->m_pMyVehicle->GetModelIndex() != MI_TOYZ) { + int16 lastVehicle; + CEntity *vehicles[8]; + CWorld::FindObjectsInRange(GetPosition(), ENTER_CAR_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false); + + if (lastVehicle > 8) + lastVehicle = 8; + + for (int j = 0; j < lastVehicle; ++j) { + CVehicle *nearVeh = (CVehicle*) vehicles[j]; + + if (nearVeh->VehicleCreatedBy != MISSION_VEHICLE) { + CPed *nearVehDriver = nearVeh->pDriver; + + if (nearVehDriver && nearVehDriver != this && nearVehDriver->m_nPedType == m_nPedType) { + + if (nearVeh->IsVehicleNormal() && nearVeh->IsCar()) { + nearVeh->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * nearVeh->pHandling->Transmission.fUnkMaxVelocity * 0.8f; + nearVeh->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY; + nearVeh->SetStatus(STATUS_PHYSICS); + nearVeh->AutoPilot.m_nTempAction = TEMPACT_NONE; + nearVeh->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; + } + } + } + } + } + } +} + +// Some helper function which doesn't exist in og game. +inline void +SelectClosestNodeForSeek(CPed *ped, CPathNode *node, CVector2D closeDist, CVector2D farDist, CPathNode *closeNode, CPathNode *closeNode2, int runCount = 3) +{ + for (int i = 0; i < node->numLinks; i++) { + + CPathNode *testNode = &ThePaths.m_pathNodes[ThePaths.ConnectedNode(i + node->firstLink)]; + + if (testNode && testNode != closeNode && testNode != closeNode2) { + CVector2D posDiff(ped->m_vecSeekPos - testNode->GetPosition()); + float dist = posDiff.MagnitudeSqr(); + + if (farDist.MagnitudeSqr() > dist) { + + if (closeDist.MagnitudeSqr() <= dist) { + ped->m_pNextPathNode = closeNode; + closeDist = posDiff; + } else { + ped->m_pNextPathNode = (closeNode2 ? closeNode2 : testNode); + farDist = posDiff; + } + } + + if (--runCount > 0) + SelectClosestNodeForSeek(ped, testNode, closeDist, farDist, closeNode, (closeNode2 ? closeNode2 : testNode), runCount); + } + } +} + +bool +CPed::FindBestCoordsFromNodes(CVector unused, CVector *bestCoords) +{ + if (m_pNextPathNode || !bUsePedNodeSeek) + return false; + + CVector ourPos = GetPosition(); + + int closestNodeId = ThePaths.FindNodeClosestToCoors(GetPosition(), 1, 999999.9f); + + CVector seekObjPos = m_vecSeekPos; + seekObjPos.z += 1.0f; + + if (CWorld::GetIsLineOfSightClear(ourPos, seekObjPos, true, false, false, true, false, false, false)) + return false; + + m_pNextPathNode = nil; + + CVector2D seekPosDist (m_vecSeekPos - ourPos); + + CPathNode *closestNode = &ThePaths.m_pathNodes[closestNodeId]; + CVector2D closeDist(m_vecSeekPos - closestNode->GetPosition()); + + SelectClosestNodeForSeek(this, closestNode, closeDist, seekPosDist, closestNode, nil); + + // Above function decided that going to the next node is more logical than seeking the object. + if (m_pNextPathNode) { + + CVector pathToNextNode = m_pNextPathNode->GetPosition() - ourPos; + if (pathToNextNode.MagnitudeSqr2D() < seekPosDist.MagnitudeSqr()) { + *bestCoords = m_pNextPathNode->GetPosition(); + return true; + } + m_pNextPathNode = nil; + } + + return false; +} + +bool +CPed::DuckAndCover(void) +{ + if (!m_pedInObjective || CTimer::GetTimeInMilliseconds() <= m_duckAndCoverTimer) + return false; + + if (bKindaStayInSamePlace){ + + if (CTimer::GetTimeInMilliseconds() <= m_leaveCarTimer) { + if (!m_pLookTarget || m_pLookTarget != m_pedInObjective) { + m_pLookTarget = m_pedInObjective; + m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); + } + if (!bIsAimingGun) + SetAimFlag(m_pedInObjective); + + } else { + bCrouchWhenShooting = false; + bKindaStayInSamePlace = false; + bIsDucking = false; + bDuckAndCover = false; + m_headingRate = 10.0f; + m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(20000,30000); + if (m_pSeekTarget && m_pSeekTarget->IsVehicle()) + ((CVehicle*)m_pSeekTarget)->m_numPedsUseItAsCover--; + } + return false; + } + + bool justDucked = false; + CVehicle *foundVeh = nil; + float maxDist = 225.0f; + bIsDucking = false; + bCrouchWhenShooting = false; + if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) { + CVector pos = GetPosition(); + int16 lastVehicle; + CEntity *vehicles[8]; + CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false); + + for (int i = 0; i < lastVehicle; i++) { + CVehicle *veh = (CVehicle*) vehicles[i]; + if (veh->m_vecMoveSpeed.Magnitude() <= 0.02f + && !veh->bIsBus + && !veh->bIsVan + && !veh->bIsBig + && veh->m_numPedsUseItAsCover < 3) { + float dist = (GetPosition() - veh->GetPosition()).MagnitudeSqr(); + if (dist < maxDist) { + maxDist = dist; + foundVeh = veh; + } + } + } + if (foundVeh) { + // Unused. + // CVector lfWheelPos, rfWheelPos; + // foundVeh->GetComponentWorldPosition(CAR_WHEEL_RF, rfWheelPos); + // foundVeh->GetComponentWorldPosition(CAR_WHEEL_LF, lfWheelPos); + CVector rightSide, leftSide; + + // 3 persons can use the car as cover. Found the correct position for us. + if (foundVeh->m_numPedsUseItAsCover == 2) { + rightSide = CVector(1.5f, -0.5f, 0.0f); + leftSide = CVector(-1.5f, -0.5f, 0.0f); + } else if (foundVeh->m_numPedsUseItAsCover == 1) { + rightSide = CVector(1.5f, 0.5f, 0.0f); + leftSide = CVector(-1.5f, 0.5f, 0.0f); + } else if (foundVeh->m_numPedsUseItAsCover == 0) { + rightSide = CVector(1.5f, 0.0f, 0.0f); + leftSide = CVector(-1.5f, 0.0f, 0.0f); + } + + CMatrix vehMatrix(foundVeh->GetMatrix()); + CVector duckAtRightSide = Multiply3x3(vehMatrix, rightSide) + foundVeh->GetPosition(); + + CVector duckAtLeftSide = Multiply3x3(vehMatrix, leftSide) + foundVeh->GetPosition(); + + CVector distWithPedRightSide = m_pedInObjective->GetPosition() - duckAtRightSide; + CVector distWithPedLeftSide = m_pedInObjective->GetPosition() - duckAtLeftSide; + + CVector duckPos; + if (distWithPedRightSide.MagnitudeSqr() <= distWithPedLeftSide.MagnitudeSqr()) + duckPos = duckAtLeftSide; + else + duckPos = duckAtRightSide; + + if (CWorld::TestSphereAgainstWorld(duckPos, 0.5f, nil, true, true, true, false, false, false) + && CWorld::GetIsLineOfSightClear(GetPosition(), duckPos, 1, 0, 0, 1, 0, 0, 0)) { + SetSeek(duckPos, 1.0f); + m_headingRate = 15.0f; + bIsRunning = true; + bDuckAndCover = true; + justDucked = true; + m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 500; + if (foundVeh->bIsLawEnforcer) + m_carInObjective = foundVeh; + + // BUG? Shouldn't we register the reference? + m_pSeekTarget = foundVeh; + ClearPointGunAt(); + } else { + m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(10000, 15000); + bDuckAndCover = false; + } + } else { + bDuckAndCover = false; + } + } + + if (!justDucked && !bDuckAndCover) + return false; + + if (!Seek()) + return true; + + bKindaStayInSamePlace = true; + bDuckAndCover = false; + m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); + if (m_pSeekTarget && m_pSeekTarget->IsVehicle()) + ((CVehicle*)m_pSeekTarget)->m_numPedsUseItAsCover++; + + SetIdle(); + SetMoveState(PEDMOVE_STILL); + SetMoveAnim(); + if (!m_pLookTarget || m_pLookTarget != m_pedInObjective) { + m_pLookTarget = m_pedInObjective; + m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); + } + + m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(3000, 6000); + return false; +} + +CVector +CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset) +{ + CVector doorPos; + CMatrix vehMat(veh->GetMatrix()); + + doorPos = Multiply3x3(vehMat, GetLocalPositionToOpenCarDoor(veh, component, offset)); + + return veh->GetPosition() + doorPos; +} + +CVector +CPed::GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatPosMult) +{ + CVehicleModelInfo *vehModel; + CVector vehDoorPos; + CVector vehDoorOffset; + float seatOffset; + + vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(veh->GetModelIndex()); + if (veh->bIsVan && (component == CAR_DOOR_LR || component == CAR_DOOR_RR)) { + seatOffset = 0.0f; + vehDoorOffset = vecPedVanRearDoorAnimOffset; + } else { + seatOffset = veh->pHandling->fSeatOffsetDistance * seatPosMult; + if (veh->bLowVehicle) { + vehDoorOffset = vecPedCarDoorLoAnimOffset; + } else { + vehDoorOffset = vecPedCarDoorAnimOffset; + } + } + + switch (component) { + case CAR_DOOR_RF: + vehDoorPos = vehModel->GetFrontSeatPosn(); + vehDoorPos.x += seatOffset; + vehDoorOffset.x = -vehDoorOffset.x; + break; + + case CAR_DOOR_RR: + vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT]; + vehDoorPos.x += seatOffset; + vehDoorOffset.x = -vehDoorOffset.x; + break; + + case CAR_DOOR_LF: + vehDoorPos = vehModel->GetFrontSeatPosn(); + vehDoorPos.x = -(vehDoorPos.x + seatOffset); + break; + + case CAR_DOOR_LR: + vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT]; + vehDoorPos.x = -(vehDoorPos.x + seatOffset); + break; + + default: + vehDoorPos = vehModel->GetFrontSeatPosn(); + vehDoorOffset = CVector(0.0f, 0.0f, 0.0f); + } + return vehDoorPos - vehDoorOffset; +} + +void +CPed::SetDuck(uint32 time) +{ + if (bIsDucking || CTimer::GetTimeInMilliseconds() <= m_duckTimer) + return; + + if (bCrouchWhenShooting && (m_nPedState == PED_ATTACK || m_nPedState == PED_AIM_GUN)) { + CAnimBlendAssociation *duckAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_LOW); + if (!duckAssoc || duckAssoc->blendDelta < 0.0f) { + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DUCK_LOW, 4.0f); + bIsDucking = true; + m_duckTimer = CTimer::GetTimeInMilliseconds() + time; + } + } else { + CAnimBlendAssociation *duckAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN); + if (!duckAssoc || duckAssoc->blendDelta < 0.0f) { + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DUCK_DOWN, 4.0f); + bIsDucking = true; + m_duckTimer = CTimer::GetTimeInMilliseconds() + time; + } + } +} + +void +CPed::Duck(void) +{ + if (CTimer::GetTimeInMilliseconds() > m_duckTimer) + ClearDuck(); +} + +void +CPed::ClearDuck(void) +{ + CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN); + if (!animAssoc) { + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_LOW); + + if (!animAssoc) { + bIsDucking = false; + return; + } + } + + if (!bCrouchWhenShooting) + return; + + if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN) + return; + + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RBLOCK_CSHOOT); + if (!animAssoc || animAssoc->blendDelta < 0.0f) { + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f); + } +} + +void +CPed::InformMyGangOfAttack(CEntity *attacker) +{ + CPed *attackerPed; + + if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS) + return; + + if (attacker->IsPed()) { + attackerPed = (CPed*)attacker; + } else { + if (!attacker->IsVehicle()) + return; + + attackerPed = ((CVehicle*)attacker)->pDriver; + if (!attackerPed) + return; + } + + if (attackerPed->m_nPedType == PEDTYPE_COP) + return; + + for (int i = 0; i < m_numNearPeds; i++) { + CPed *nearPed = m_nearPeds[i]; + if (nearPed && nearPed != this) { + CPed *leader = nearPed->m_leader; + if (leader && leader == this && nearPed->m_pedStats->m_fear < nearPed->m_pedStats->m_temper) + { + nearPed->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, attackerPed); + nearPed->SetObjectiveTimer(30000); + } + } + } +} + +void +CPed::PedAnimDoorCloseRollingCB(CAnimBlendAssociation* animAssoc, void* arg) +{ + CPed* ped = (CPed*)arg; + + CAutomobile* veh = (CAutomobile*)(ped->m_pMyVehicle); + + if (animAssoc) + animAssoc->blendDelta = -1000.0f; + + if (veh->bLowVehicle) { + veh->ProcessOpenDoor(CAR_DOOR_LF, ANIM_CAR_ROLLDOOR_LOW, 1.0f); + } else { + veh->ProcessOpenDoor(CAR_DOOR_LF, ANIM_CAR_ROLLDOOR, 1.0f); + } + + veh->m_nGettingOutFlags &= ~CAR_DOOR_FLAG_LF; + + if (veh->Damage.GetDoorStatus(DOOR_FRONT_LEFT) == DOOR_STATUS_SWINGING) + veh->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_OK); +} + +void +CPed::SetSeekBoatPosition(CVehicle *boat) +{ + if (m_nPedState == PED_SEEK_IN_BOAT || boat->pDriver +#if defined VC_PED_PORTS || defined FIX_BUGS + || !IsPedInControl() +#endif + ) + return; + + SetStoredState(); + m_carInObjective = boat; + m_carInObjective->RegisterReference((CEntity **) &m_carInObjective); + m_pMyVehicle = boat; + m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle); + m_distanceToCountSeekDone = 0.5f; + m_nPedState = PED_SEEK_IN_BOAT; +} + +void +CPed::SeekBoatPosition(void) +{ + if (m_carInObjective && !m_carInObjective->pDriver) { + CVehicleModelInfo *boatModel = m_carInObjective->GetModelInfo(); + + CVector enterOffset; + enterOffset = boatModel->GetFrontSeatPosn(); + enterOffset.x = 0.0f; + CMatrix boatMat(m_carInObjective->GetMatrix()); + SetMoveState(PEDMOVE_WALK); + m_vecSeekPos = boatMat * enterOffset; + if (Seek()) { + // We arrived to the boat + m_vehEnterType = 0; + SetEnterCar(m_carInObjective, 0); + } + } else + RestorePreviousState(); +} + +bool +CPed::IsRoomToBeCarJacked(void) +{ + if (!m_pMyVehicle) + return false; + + CVector offset; + if (m_pMyVehicle->bLowVehicle || m_nPedType == PEDTYPE_COP) { + offset = vecPedDraggedOutCarAnimOffset; + } else { + offset = vecPedQuickDraggedOutCarAnimOffset; + } + + offset.z = 0.0f; + if (m_pMyVehicle->IsRoomForPedToLeaveCar(CAR_DOOR_LF, &offset)) { + return true; + } + + return false; +} + +void +CPed::RemoveInCarAnims(void) +{ + if (!IsPlayer()) + return; + + CAnimBlendAssociation *animAssoc; + + if (m_pMyVehicle && m_pMyVehicle->bLowVehicle) { + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_LOW_L); + if (animAssoc) + animAssoc->blendDelta = -1000.0f; + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_LOW_R); + if (animAssoc) + animAssoc->blendDelta = -1000.0f; + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_L); + if (animAssoc) + animAssoc->blendDelta = -1000.0f; + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_R); + if (animAssoc) + animAssoc->blendDelta = -1000.0f; + } else { + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_L); + if (animAssoc) + animAssoc->blendDelta = -1000.0f; + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_R); + if (animAssoc) + animAssoc->blendDelta = -1000.0f; + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_L); + if (animAssoc) + animAssoc->blendDelta = -1000.0f; + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_R); + if (animAssoc) + animAssoc->blendDelta = -1000.0f; + } + +#ifdef VC_PED_PORTS + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_BOAT); + if (animAssoc) + animAssoc->blendDelta = -1000.0f; +#endif + + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LB); + if (animAssoc) + animAssoc->blendDelta = -1000.0f; +} + +bool +CPed::PositionPedOutOfCollision(void) +{ + CVehicle *veh; + CVector posNearVeh; + CVector posSomewhereClose; + bool putNearVeh = false; + bool putSomewhereClose = false; + int smallestDistNearVeh = 999; + int smallestDistSomewhereClose = 999; + + if (!m_pMyVehicle) + return false; + + CVector vehPos = m_pMyVehicle->GetPosition(); + CVector potentialPos; + potentialPos.y = GetPosition().y - 3.5f; + potentialPos.z = GetPosition().z; + + for (int yTry = 0; yTry < 15; yTry++) { + potentialPos.x = GetPosition().x - 3.5f; + + for (int xTry = 0; xTry < 15; xTry++) { + CPedPlacement::FindZCoorForPed(&potentialPos); + CVector distVec = potentialPos - vehPos; + float dist = distVec.Magnitude(); + + // Makes close distances bigger for some reason. + float mult = (0.6f + dist) / dist; + CVector adjustedPotentialPos = distVec * mult + vehPos; + if (CWorld::GetIsLineOfSightClear(vehPos, adjustedPotentialPos, true, false, false, true, false, false, false) + && !CWorld::TestSphereAgainstWorld(potentialPos, 0.6f, this, true, false, false, true, false, false)) { + + float potentialChangeSqr = (potentialPos - GetPosition()).MagnitudeSqr(); + veh = (CVehicle*)CWorld::TestSphereAgainstWorld(potentialPos, 0.6f, this, false, true, false, false, false, false); + if (veh) { + if (potentialChangeSqr < smallestDistNearVeh) { + posNearVeh = potentialPos; + putNearVeh = true; + smallestDistNearVeh = potentialChangeSqr; + } + } else if (potentialChangeSqr < smallestDistSomewhereClose) { + smallestDistSomewhereClose = potentialChangeSqr; + posSomewhereClose = potentialPos; + putSomewhereClose = true; + } + } + potentialPos.x += 0.5f; + } + potentialPos.y += 0.5f; + } + + if (!putSomewhereClose && !putNearVeh) + return false; + + // We refrain from using posNearVeh, probably because of it may be top of the vehicle. + if (putSomewhereClose) { + SetPosition(posSomewhereClose); + } else { + CVector vehSize = veh->GetModelInfo()->GetColModel()->boundingBox.max; + posNearVeh.z += vehSize.z; + SetPosition(posNearVeh); + } + return true; +} + +bool +CPed::WarpPedToNearLeaderOffScreen(void) +{ + bool teleported = false; + if (GetIsOnScreen() || m_leaveCarTimer > CTimer::GetTimeInMilliseconds()) + return false; + + CVector warpToPos = m_leader->GetPosition(); + CVector distVec = warpToPos - GetPosition(); + float halfOfDist = distVec.Magnitude() * 0.5f; + CVector halfNormalizedDist = distVec / halfOfDist; + + CVector appropriatePos = GetPosition(); + CVector zCorrectedPos = appropriatePos; + int tryCount = Min(10, halfOfDist); + for (int i = 0; i < tryCount; ++i) { + appropriatePos += halfNormalizedDist; + CPedPlacement::FindZCoorForPed(&zCorrectedPos); + + if (Abs(zCorrectedPos.z - warpToPos.z) >= 3.0f && Abs(zCorrectedPos.z - appropriatePos.z) >= 3.0f) + continue; + + appropriatePos.z = zCorrectedPos.z; + if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f, &TheCamera.GetCameraMatrix()) + && CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false) + && !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) { + teleported = true; + Teleport(appropriatePos); + } + } + m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 3000; + return teleported; +} + +bool +CPed::WarpPedToNearEntityOffScreen(CEntity *warpTo) +{ + bool teleported = false; + if (GetIsOnScreen() || m_leaveCarTimer > CTimer::GetTimeInMilliseconds()) + return false; + + CVector warpToPos = warpTo->GetPosition(); + CVector distVec = warpToPos - GetPosition(); + float halfOfDist = distVec.Magnitude() * 0.5f; + CVector halfNormalizedDist = distVec / halfOfDist; + + CVector appropriatePos = GetPosition(); + CVector zCorrectedPos = appropriatePos; + int tryCount = Min(10, halfOfDist); + for (int i = 0; i < tryCount; ++i) { + appropriatePos += halfNormalizedDist; + CPedPlacement::FindZCoorForPed(&zCorrectedPos); + + if (Abs(zCorrectedPos.z - warpToPos.z) >= 3.0f && Abs(zCorrectedPos.z - appropriatePos.z) >= 3.0f) + continue; + + appropriatePos.z = zCorrectedPos.z; + if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f, &TheCamera.GetCameraMatrix()) + && CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false) + && !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) { + teleported = true; + Teleport(appropriatePos); + } + } + m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 3000; + return teleported; +}
\ No newline at end of file diff --git a/src/peds/PedFight.cpp b/src/peds/PedFight.cpp new file mode 100644 index 00000000..21310aaa --- /dev/null +++ b/src/peds/PedFight.cpp @@ -0,0 +1,3250 @@ +#include "common.h" + +#include "main.h" +#include "RpAnimBlend.h" +#include "AnimBlendClumpData.h" +#include "AnimBlendAssociation.h" +#include "Camera.h" +#include "CarCtrl.h" +#include "Darkel.h" +#include "DMAudio.h" +#include "FileMgr.h" +#include "General.h" +#include "Object.h" +#include "Pad.h" +#include "Particle.h" +#include "Ped.h" +#include "PlayerPed.h" +#include "Stats.h" +#include "TempColModels.h" +#include "VisibilityPlugins.h" +#include "Vehicle.h" +#include "Automobile.h" +#include "WaterLevel.h" +#include "World.h" + +uint16 nPlayerInComboMove; + +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}, +}; + +static PedOnGroundState +CheckForPedsOnGroundToAttack(CPed *attacker, CPed **pedOnGround) +{ + PedOnGroundState stateToReturn; + float angleToFace; + CPed *currentPed = nil; + PedState currentPedState; + CPed *pedOnTheFloor = nil; + CPed *deadPed = nil; + CPed *pedBelow = nil; + bool foundDead = false; + bool foundOnTheFloor = false; + bool foundBelow = false; + float angleDiff; + float distance; + + if (!CGame::nastyGame) + return NO_PED; + + for (int currentPedId = 0; currentPedId < attacker->m_numNearPeds; currentPedId++) { + + currentPed = attacker->m_nearPeds[currentPedId]; + + CVector posDifference = currentPed->GetPosition() - attacker->GetPosition(); + distance = posDifference.Magnitude(); + + if (distance < 2.0f) { + angleToFace = CGeneral::GetRadianAngleBetweenPoints( + currentPed->GetPosition().x, currentPed->GetPosition().y, + attacker->GetPosition().x, attacker->GetPosition().y); + + angleToFace = CGeneral::LimitRadianAngle(angleToFace); + attacker->m_fRotationCur = CGeneral::LimitRadianAngle(attacker->m_fRotationCur); + + angleDiff = Abs(angleToFace - attacker->m_fRotationCur); + + if (angleDiff > PI) + angleDiff = 2 * PI - angleDiff; + + currentPedState = currentPed->m_nPedState; + + if (currentPed->OnGroundOrGettingUp()) { + if (distance < 2.0f && angleDiff < DEGTORAD(65.0f)) { + if (currentPedState == PED_DEAD) { + foundDead = 1; + if (!deadPed) + deadPed = currentPed; + } else if (!currentPed->IsPedHeadAbovePos(-0.6f)) { + foundOnTheFloor = 1; + if (!pedOnTheFloor) + pedOnTheFloor = currentPed; + } + } + } else if ((distance < 0.8f && angleDiff < DEGTORAD(75.0f)) + || (distance < 1.3f && angleDiff < DEGTORAD(55.0f)) + || (distance < 1.7f && angleDiff < DEGTORAD(35.0f)) + || (distance < 2.0f && angleDiff < DEGTORAD(30.0f))) { + + // Either this condition or below one was probably returning 4 early in development. See Fight(). + foundBelow = 1; + pedBelow = currentPed; + break; + } else { + if (angleDiff < DEGTORAD(75.0f)) { + foundBelow = 1; + if (!pedBelow) + pedBelow = currentPed; + } + } + } + } + + if (foundOnTheFloor) { + currentPed = pedOnTheFloor; + stateToReturn = PED_ON_THE_FLOOR; + } else if (foundDead) { + currentPed = deadPed; + stateToReturn = PED_DEAD_ON_THE_FLOOR; + } else if (foundBelow) { + currentPed = pedBelow; + stateToReturn = PED_IN_FRONT_OF_ATTACKER; + } else { + currentPed = nil; + stateToReturn = NO_PED; + } + + if (pedOnGround) + *pedOnGround = currentPed; + + return stateToReturn; +} + +void +CPed::SetPointGunAt(CEntity *to) +{ + if (to) { + SetLookFlag(to, true); + SetAimFlag(to); +#ifdef VC_PED_PORTS + SetLookTimer(INT32_MAX); +#endif + } + + if (m_nPedState == PED_AIM_GUN || bIsDucking || m_nWaitState == WAITSTATE_PLAYANIM_DUCK) + return; + + if (m_nPedState != PED_ATTACK) + SetStoredState(); + + m_nPedState = PED_AIM_GUN; + bIsPointingGunAt = true; + CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + SetMoveState(PEDMOVE_NONE); + + CAnimBlendAssociation *aimAssoc; + + if (bCrouchWhenShooting) + aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), curWeapon->m_Anim2ToPlay); + else + aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), curWeapon->m_AnimToPlay); + + if (!aimAssoc || aimAssoc->blendDelta < 0.0f) { + if (bCrouchWhenShooting) + aimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_Anim2ToPlay, 4.0f); + else + aimAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay); + + aimAssoc->blendAmount = 0.0f; + aimAssoc->blendDelta = 8.0f; + } + if (to) + Say(SOUND_PED_ATTACK); +} + +void +CPed::PointGunAt(void) +{ + CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_AnimToPlay); + if (!weaponAssoc || weaponAssoc->blendDelta < 0.0f) + weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_Anim2ToPlay); + + if (weaponAssoc && weaponAssoc->currentTime > weaponInfo->m_fAnimLoopStart) { + weaponAssoc->SetCurrentTime(weaponInfo->m_fAnimLoopStart); + weaponAssoc->flags &= ~ASSOC_RUNNING; + + if (weaponInfo->m_bCanAimWithArm) + m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM; + else + m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM; + } +} + +void +CPed::ClearPointGunAt(void) +{ + CAnimBlendAssociation *animAssoc; + CWeaponInfo *weaponInfo; + + ClearLookFlag(); + ClearAimFlag(); + bIsPointingGunAt = false; +#ifndef VC_PED_PORTS + if (m_nPedState == PED_AIM_GUN) { + RestorePreviousState(); +#else + if (m_nPedState == PED_AIM_GUN || m_nPedState == PED_ATTACK) { + m_nPedState = PED_IDLE; + RestorePreviousState(); + } +#endif + weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_AnimToPlay); + if (!animAssoc || animAssoc->blendDelta < 0.0f) { + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_Anim2ToPlay); + } + if (animAssoc) { + animAssoc->flags |= ASSOC_DELETEFADEDOUT; + animAssoc->blendDelta = -4.0f; + } +#ifndef VC_PED_PORTS + } +#endif +} + +void +CPed::SetAttack(CEntity *victim) +{ + CPed *victimPed = nil; + if (victim && victim->IsPed()) + victimPed = (CPed*)victim; + + CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_ARMED); + if (animAssoc) { + animAssoc->blendDelta = -1000.0f; + animAssoc->flags |= ASSOC_DELETEFADEDOUT; + } + + if (m_attackTimer > CTimer::GetTimeInMilliseconds() || m_nWaitState == WAITSTATE_SURPRISE) + return; + + if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HGUN_RELOAD)) { + bIsAttacking = false; + return; + } + + if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_AK_RELOAD)) { + if (!IsPlayer() || m_nPedState != PED_ATTACK || ((CPlayerPed*)this)->m_bHaveTargetSelected) + bIsAttacking = false; + else + bIsAttacking = true; + + return; + } + + CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + if (curWeapon->m_eWeaponFire == WEAPON_FIRE_INSTANT_HIT && !IsPlayer()) { + if (GetWeapon()->HitsGround(this, nil, victim)) + return; + } + + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) { + if (IsPlayer() || + (m_nPedState != PED_FIGHT && m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL && !(m_pedStats->m_flags & STAT_SHOPPING_BAGS))) { + + if (m_nPedState != PED_ATTACK) { + m_nPedState = PED_ATTACK; + bIsAttacking = false; + animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay, 8.0f); + animAssoc->SetRun(); + if (animAssoc->currentTime == animAssoc->hierarchy->totalLength) + animAssoc->SetCurrentTime(0.0f); + + animAssoc->SetFinishCallback(FinishedAttackCB, this); + } + } else { + StartFightAttack(CGeneral::GetRandomNumber() % 256); + } + return; + } + + m_pSeekTarget = victim; + if (m_pSeekTarget) + m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); + + if (curWeapon->m_bCanAim) { + CVector aimPos = GetRight() * 0.1f + GetForward() * 0.2f + GetPosition(); + CEntity *obstacle = CWorld::TestSphereAgainstWorld(aimPos, 0.2f, nil, true, false, false, true, false, false); + if (obstacle) + return; + + m_pLookTarget = victim; + if (victim) { + m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); + m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); + } + if (m_pLookTarget) { + SetAimFlag(m_pLookTarget); + } else { + SetAimFlag(m_fRotationCur); + + if (FindPlayerPed() == this && TheCamera.Cams[0].Using3rdPersonMouseCam()) + ((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch(); + } + } + if (m_nPedState == PED_ATTACK) { + bIsAttacking = true; + return; + } + + if (IsPlayer() || !victimPed || victimPed->IsPedInControl()) { + if (IsPlayer()) + CPad::GetPad(0)->ResetAverageWeapon(); + + PointBlankNecessity pointBlankStatus; + if ((curWeapon->m_eWeaponFire == WEAPON_FIRE_INSTANT_HIT || GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER) + && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON + && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON_RUNABOUT + && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER + && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER_RUNABOUT + && (pointBlankStatus = CheckForPointBlankPeds(victimPed)) != NO_POINT_BLANK_PED) { + ClearAimFlag(); + + // This condition is pointless + if (pointBlankStatus == POINT_BLANK_FOR_WANTED_PED || !victimPed) + StartFightAttack(200); + } else { + if (!curWeapon->m_bCanAim) + m_pSeekTarget = nil; + + if (m_nPedState != PED_AIM_GUN) + SetStoredState(); + + m_nPedState = PED_ATTACK; + SetMoveState(PEDMOVE_NONE); + if (bCrouchWhenShooting) { + animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f); + } else { + float animDelta = 8.0f; + if (curWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE) + animDelta = 1000.0f; + + if (GetWeapon()->m_eWeaponType != WEAPONTYPE_BASEBALLBAT + || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) { + animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay, animDelta); + } else { + animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_Anim2ToPlay, animDelta); + } + } + + animAssoc->SetRun(); + if (animAssoc->currentTime == animAssoc->hierarchy->totalLength) + animAssoc->SetCurrentTime(0.0f); + + animAssoc->SetFinishCallback(FinishedAttackCB, this); + } + return; + } + + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT && victimPed->m_nPedState == PED_GETUP) + SetWaitState(WAITSTATE_SURPRISE, nil); + + SetLookFlag(victim, false); + SetLookTimer(100); +} + +void +CPed::ClearAttack(void) +{ + if (m_nPedState != PED_ATTACK || bIsDucking || m_nWaitState == WAITSTATE_PLAYANIM_DUCK) + return; + +#ifdef VC_PED_PORTS + // VC uses CCamera::Using1stPersonWeaponMode + if (FindPlayerPed() == this && (TheCamera.PlayerWeaponMode.Mode == CCam::MODE_SNIPER || + TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_ROCKETLAUNCHER)) { + SetPointGunAt(nil); + } else +#endif + if (bIsPointingGunAt) { + if (m_pLookTarget) + SetPointGunAt(m_pLookTarget); + else + ClearPointGunAt(); + } else if (m_objective != OBJECTIVE_NONE) { + SetIdle(); + } else { + RestorePreviousState(); + } +} + +void +CPed::ClearAttackByRemovingAnim(void) +{ + if (m_nPedState != PED_ATTACK || bIsDucking) + return; + + CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weapon->m_AnimToPlay); + if (!weaponAssoc) { + weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weapon->m_Anim2ToPlay); + + if (!weaponAssoc && weapon->m_bThrow) + weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_THROWU); + + if (!weaponAssoc) { + ClearAttack(); + return; + } + } + weaponAssoc->blendDelta = -8.0f; + weaponAssoc->flags &= ~ASSOC_RUNNING; + weaponAssoc->flags |= ASSOC_DELETEFADEDOUT; + weaponAssoc->SetDeleteCallback(FinishedAttackCB, this); +} + +void +CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg) +{ + CWeaponInfo *currentWeapon; + CAnimBlendAssociation *newAnim; + CPed *ped = (CPed*)arg; + + if (attackAssoc) { + switch (attackAssoc->animId) { + case ANIM_WEAPON_START_THROW: + // what?! + if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->m_bHaveTargetSelected) && ped->IsPlayer()) { + attackAssoc->blendDelta = -1000.0f; + newAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_THROWU); + } else { + attackAssoc->blendDelta = -1000.0f; + newAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_THROW); + } + + newAnim->SetFinishCallback(FinishedAttackCB, ped); + return; + + case ANIM_FIGHT_PPUNCH: + attackAssoc->blendDelta = -8.0f; + attackAssoc->flags |= ASSOC_DELETEFADEDOUT; + ped->ClearAttack(); + return; + + case ANIM_WEAPON_THROW: + case ANIM_WEAPON_THROWU: + if (ped->GetWeapon()->m_nAmmoTotal > 0) { + currentWeapon = CWeaponInfo::GetWeaponInfo(ped->GetWeapon()->m_eWeaponType); + ped->AddWeaponModel(currentWeapon->m_nModelId); + } + break; + default: + break; + } + } + + if (!ped->bIsAttacking) + ped->ClearAttack(); +} + +PointBlankNecessity +CPed::CheckForPointBlankPeds(CPed *pedToVerify) +{ + float pbDistance = 1.1f; + if (GetWeapon()->IsType2Handed()) + pbDistance = 1.6f; + + for (int i = 0; i < m_numNearPeds; i++) { + CPed *nearPed = m_nearPeds[i]; + + if (!pedToVerify || pedToVerify == nearPed) { + + CVector diff = nearPed->GetPosition() - GetPosition(); + if (diff.Magnitude() < pbDistance) { + + float neededAngle = CGeneral::GetRadianAngleBetweenPoints( + nearPed->GetPosition().x, nearPed->GetPosition().y, + GetPosition().x, GetPosition().y); + neededAngle = CGeneral::LimitRadianAngle(neededAngle); + m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); + + float neededTurn = Abs(neededAngle - m_fRotationCur); + + if (neededTurn > PI) + neededTurn = 2*PI - neededTurn; + + if (nearPed->OnGroundOrGettingUp() || nearPed->m_nPedState == PED_DIVE_AWAY) + return NO_POINT_BLANK_PED; + + if (neededTurn < CAN_SEE_ENTITY_ANGLE_THRESHOLD) { + if (pedToVerify == nearPed) + return POINT_BLANK_FOR_WANTED_PED; + else + return POINT_BLANK_FOR_SOMEONE_ELSE; + } + } + } + } + return NO_POINT_BLANK_PED; +} + +void +CPed::Attack(void) +{ + CAnimBlendAssociation *weaponAnimAssoc; + int32 weaponAnim; + float animStart; + eWeaponType ourWeaponType; + float weaponAnimTime; + eWeaponFire ourWeaponFire; + float animLoopEnd; + CWeaponInfo *ourWeapon; + bool attackShouldContinue; + AnimationId reloadAnim; + CAnimBlendAssociation *reloadAnimAssoc; + float delayBetweenAnimAndFire; + CVector firePos; + + ourWeaponType = GetWeapon()->m_eWeaponType; + ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType); + ourWeaponFire = ourWeapon->m_eWeaponFire; + weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ourWeapon->m_AnimToPlay); + attackShouldContinue = bIsAttacking; + reloadAnimAssoc = nil; + reloadAnim = NUM_ANIMS; + delayBetweenAnimAndFire = ourWeapon->m_fAnimFrameFire; + weaponAnim = ourWeapon->m_AnimToPlay; + + if (weaponAnim == ANIM_WEAPON_HGUN_BODY) + reloadAnim = ANIM_HGUN_RELOAD; + else if (weaponAnim == ANIM_WEAPON_AK_BODY) + reloadAnim = ANIM_AK_RELOAD; + + if (reloadAnim != NUM_ANIMS) + reloadAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), reloadAnim); + + if (bIsDucking) + return; + + if (reloadAnimAssoc) { + if (!IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) + ClearAttack(); + + return; + } + + if (CTimer::GetTimeInMilliseconds() < m_shootTimer) + attackShouldContinue = true; + + if (!weaponAnimAssoc) { + weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ourWeapon->m_Anim2ToPlay); + delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire; + + // Long throw granade, molotov + if (!weaponAnimAssoc && ourWeapon->m_bThrow) { + weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_THROWU); + delayBetweenAnimAndFire = 0.2f; + } + + if (!weaponAnimAssoc) { + if (attackShouldContinue) { + if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) { + if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) { + weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f); + } + else { + weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f); + } + + weaponAnimAssoc->SetFinishCallback(FinishedAttackCB, this); + weaponAnimAssoc->SetRun(); + + if (weaponAnimAssoc->currentTime == weaponAnimAssoc->hierarchy->totalLength) + weaponAnimAssoc->SetCurrentTime(0.0f); + + if (IsPlayer()) { + ((CPlayerPed*)this)->m_fAttackButtonCounter = 0.0f; + ((CPlayerPed*)this)->m_bHaveTargetSelected = false; + } + } + } else + FinishedAttackCB(nil, this); + + return; + } + } + + animStart = ourWeapon->m_fAnimLoopStart; + weaponAnimTime = weaponAnimAssoc->currentTime; + if (weaponAnimTime > animStart && weaponAnimTime - weaponAnimAssoc->timeStep <= animStart) { + if (ourWeapon->m_bCanAimWithArm) + m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM; + else + m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM; + } + + if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) { + if (weaponAnimAssoc->speed < 1.0f) + weaponAnimAssoc->speed = 1.0f; + + } else { + firePos = ourWeapon->m_vecFireOffset; + if (ourWeaponType == WEAPONTYPE_BASEBALLBAT) { + if (weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay) + firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f; + + firePos = GetMatrix() * firePos; + } else if (ourWeaponType != WEAPONTYPE_UNARMED) { + TransformToNode(firePos, weaponAnimAssoc->animId == ANIM_KICK_FLOOR ? PED_FOOTR : PED_HANDR); + } else { + firePos = GetMatrix() * firePos; + } + + GetWeapon()->Fire(this, &firePos); + + if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE) { + RemoveWeaponModel(ourWeapon->m_nModelId); + } + if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) { + SelectGunIfArmed(); + } + + if (GetWeapon()->m_eWeaponState != WEAPONSTATE_MELEE_MADECONTACT) { + // If reloading just began, start the animation + // Last condition will always return true, even IDA hides it + if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING && reloadAnim != NUM_ANIMS /* && !reloadAnimAssoc*/) { + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, reloadAnim, 8.0f); + ClearLookFlag(); + ClearAimFlag(); + bIsAttacking = false; + bIsPointingGunAt = false; + m_shootTimer = CTimer::GetTimeInMilliseconds(); + return; + } + } else { + if (weaponAnimAssoc->animId == ANIM_WEAPON_BAT_V || weaponAnimAssoc->animId == ANIM_WEAPON_BAT_H) { + DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f); + } else if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH) { + DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f); + } + + weaponAnimAssoc->speed = 0.5f; + + if (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer) { + weaponAnimAssoc->callbackType = 0; + } + } + + attackShouldContinue = false; + } + + if (ourWeaponType == WEAPONTYPE_SHOTGUN) { + weaponAnimTime = weaponAnimAssoc->currentTime; + firePos = ourWeapon->m_vecFireOffset; + + if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) { + TransformToNode(firePos, PED_HANDR); + + CVector gunshellPos( + firePos.x - 0.6f * GetForward().x, + firePos.y - 0.6f * GetForward().y, + firePos.z - 0.15f * GetUp().z + ); + + CVector2D gunshellRot( + GetRight().x, + GetRight().y + ); + + gunshellRot.Normalise(); + GetWeapon()->AddGunshell(this, gunshellPos, gunshellRot, 0.025f); + } + } +#ifdef VC_PED_PORTS + if (IsPlayer()) { + if (CPad::GetPad(0)->GetSprint()) { + // animBreakout is a member of WeaponInfo in VC, so it's me that added the below line. + float animBreakOut = ((ourWeaponType == WEAPONTYPE_FLAMETHROWER || ourWeaponType == WEAPONTYPE_UZI || ourWeaponType == WEAPONTYPE_SHOTGUN) ? 25 / 30.0f : 99 / 30.0f); + if (!attackShouldContinue && weaponAnimAssoc->currentTime > animBreakOut) { + weaponAnimAssoc->blendDelta = -4.0f; + FinishedAttackCB(nil, this); + return; + } + } + } +#endif + animLoopEnd = ourWeapon->m_fAnimLoopEnd; + if (ourWeaponFire == WEAPON_FIRE_MELEE && weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay) + animLoopEnd = 3.4f/6.0f; + + weaponAnimTime = weaponAnimAssoc->currentTime; + + // Anim loop end, either start the loop again or finish the attack + if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) { + + if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animLoopEnd + && (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer) + && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) { + + weaponAnim = weaponAnimAssoc->animId; + if (ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) { + if (weaponAnim != ourWeapon->m_Anim2ToPlay || weaponAnim == ANIM_RBLOCK_CSHOOT) { + weaponAnimAssoc->Start(ourWeapon->m_fAnimLoopStart); + } else { + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f); + } + } else { + if (weaponAnim == ourWeapon->m_Anim2ToPlay) + weaponAnimAssoc->SetCurrentTime(0.1f); + else + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f); + } +#ifdef VC_PED_PORTS + } else if (IsPlayer() && m_pPointGunAt && bIsAimingGun && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) { + weaponAnimAssoc->SetCurrentTime(ourWeapon->m_fAnimLoopEnd); + weaponAnimAssoc->flags &= ~ASSOC_RUNNING; + SetPointGunAt(m_pPointGunAt); +#endif + } else { + ClearAimFlag(); + + // Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading) + if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep <= ourWeapon->m_fAnimLoopEnd) { + switch (ourWeaponType) { + case WEAPONTYPE_UZI: + DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f); + break; + case WEAPONTYPE_AK47: + DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f); + break; + case WEAPONTYPE_M16: + DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f); + break; + default: + break; + } + } + + // Fun fact: removing this part leds to reloading flamethrower + if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) { + weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT; + weaponAnimAssoc->flags &= ~ASSOC_RUNNING; + weaponAnimAssoc->blendDelta = -4.0f; + } + } + } + if (weaponAnimAssoc->currentTime > delayBetweenAnimAndFire) + attackShouldContinue = false; + + bIsAttacking = attackShouldContinue; +} + +void +CPed::StartFightAttack(uint8 buttonPressure) +{ + if (!IsPedInControl() || m_attackTimer > CTimer::GetTimeInMilliseconds()) + return; + + if (m_nPedState == PED_FIGHT) { + m_fightButtonPressure = buttonPressure; + return; + } + + if (m_nPedState != PED_AIM_GUN) + SetStoredState(); + + if (m_nWaitState != WAITSTATE_FALSE) { + m_nWaitState = WAITSTATE_FALSE; + RestoreHeadingRate(); + } + + m_nPedState = PED_FIGHT; + m_fightButtonPressure = 0; + RpAnimBlendClumpRemoveAssociations(GetClump(), ASSOC_REPEAT); + CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK_START); + + if (animAssoc) { + animAssoc->flags |= ASSOC_DELETEFADEDOUT; + animAssoc->blendDelta = -1000.0f; + } + + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP); + if (!animAssoc) + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP_R); + + if (animAssoc) { + animAssoc->flags |= ASSOC_DELETEFADEDOUT; + animAssoc->blendDelta = -1000.0f; + RestoreHeadingRate(); + } + + SetMoveState(PEDMOVE_NONE); + m_nStoredMoveState = PEDMOVE_NONE; + + CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE)->blendAmount = 1.0f; + + CPed *pedOnGround = nil; + if (IsPlayer() && CheckForPedsOnGroundToAttack(this, &pedOnGround) > PED_IN_FRONT_OF_ATTACKER) { + m_curFightMove = FIGHTMOVE_GROUNDKICK; + } else if (m_pedStats->m_flags & STAT_SHOPPING_BAGS) { + m_curFightMove = FIGHTMOVE_ROUNDHOUSE; + } else { + m_curFightMove = FIGHTMOVE_STDPUNCH; + } + + if (pedOnGround && IsPlayer()) { + m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( + pedOnGround->GetPosition().x, pedOnGround->GetPosition().y, + GetPosition().x, GetPosition().y); + + m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest); + m_fRotationCur = m_fRotationDest; + m_lookTimer = 0; + SetLookFlag(pedOnGround, true); + SetLookTimer(1500); + } + animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 4.0f); + animAssoc->SetFinishCallback(FinishFightMoveCB, this); + m_fightState = FIGHTSTATE_NO_MOVE; + m_takeAStepAfterAttack = false; + bIsAttacking = true; + + if (IsPlayer()) + nPlayerInComboMove = 0; +} + +void +CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk) +{ + if (m_nPedState == PED_DEAD) { + if (CGame::nastyGame) { + if (hitLevel == HITLEVEL_GROUND) { + CAnimBlendAssociation *floorHitAssoc; + if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL)) { + floorHitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f); + } else { + floorHitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[FIGHTMOVE_HITONFLOOR].animId, 8.0f); + } + if (floorHitAssoc) { + floorHitAssoc->SetCurrentTime(0.0f); + floorHitAssoc->SetRun(); + floorHitAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; + } + } + if (CGame::nastyGame) { + CVector headPos = GetNodePosition(PED_HEAD); + for(int i = 0; i < 4; ++i) { + CVector bloodDir(0.0f, 0.0f, 0.1f); + CVector bloodPos = headPos - 0.2f * GetForward(); + CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, bloodDir, nil, 0.0f, 0, 0, 0, 0); + } + } + } + } else if (m_nPedState == PED_FALL) { + if (hitLevel == HITLEVEL_GROUND && !IsPedHeadAbovePos(-0.3f)) { + CAnimBlendAssociation *floorHitAssoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL) ? + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f) : + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT, 8.0f); + if (floorHitAssoc) { + floorHitAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; + floorHitAssoc->flags |= ASSOC_DELETEFADEDOUT; + } + } + } else if (IsPedInControl()) { + if ((IsPlayer() && m_nPedState != PED_FIGHT && ((CPlayerPed*)this)->m_fMoveSpeed > 1.0f) + || (!IsPlayer() && m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE)) { +#ifndef VC_PED_PORTS + if (hitLevel != HITLEVEL_HIGH && hitLevel != HITLEVEL_LOW || (IsPlayer() || CGeneral::GetRandomNumber() & 3) && CGeneral::GetRandomNumber() & 7) { + if (IsPlayer() || CGeneral::GetRandomNumber() & 3) { +#else + if (hitLevel != HITLEVEL_HIGH && hitLevel != HITLEVEL_LOW || (IsPlayer() || CGeneral::GetRandomNumber() & 1) && CGeneral::GetRandomNumber() & 7) { + if (IsPlayer() || CGeneral::GetRandomNumber() & 1) { +#endif + AnimationId shotAnim; + switch (direction) { + case 1: + shotAnim = ANIM_SHOT_LEFT_PARTIAL; + break; + case 2: + shotAnim = ANIM_SHOT_BACK_PARTIAL; + break; + case 3: + shotAnim = ANIM_SHOT_RIGHT_PARTIAL; + break; + default: + shotAnim = ANIM_SHOT_FRONT_PARTIAL; + break; + } + CAnimBlendAssociation *shotAssoc = RpAnimBlendClumpGetAssociation(GetClump(), shotAnim); + if (!shotAssoc || shotAssoc->blendDelta < 0.0f) + shotAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, shotAnim, 8.0f); + + shotAssoc->SetCurrentTime(0.0f); + shotAssoc->SetRun(); + shotAssoc->flags |= ASSOC_FADEOUTWHENDONE; + } else { + int time = CGeneral::GetRandomNumberInRange(1000, 3000); + SetWaitState(WAITSTATE_PLAYANIM_DUCK, &time); + } + } else { +#ifndef VC_PED_PORTS + switch (direction) { + case 1: + SetFall(500, ANIM_KO_SPIN_R, false); + break; + case 2: + SetFall(500, ANIM_KO_SKID_BACK, false); + break; + case 3: + SetFall(500, ANIM_KO_SPIN_L, false); + break; + default: + SetFall(500, ANIM_KO_SHOT_STOM, false); + break; + } +#else + bool fall = true; + AnimationId hitAnim; + switch (direction) { + case 1: + hitAnim = ANIM_KO_SPIN_R; + break; + case 2: + if (CGeneral::GetRandomNumber() & 1) { + fall = false; + hitAnim = ANIM_HIT_BACK; + } else { + hitAnim = ANIM_KO_SKID_BACK; + } + break; + case 3: + hitAnim = ANIM_KO_SPIN_L; + break; + default: + if (hitLevel == HITLEVEL_LOW) { + hitAnim = ANIM_KO_SHOT_STOM; + } else if (CGeneral::GetRandomNumber() & 1) { + fall = false; + hitAnim = ANIM_HIT_WALK; + } else if (CGeneral::GetRandomNumber() & 1) { + fall = false; + hitAnim = ANIM_HIT_HEAD; + } else { + hitAnim = ANIM_KO_SHOT_FACE; + } + break; + } + if (fall) { + SetFall(500, hitAnim, false); + } else { + CAnimBlendAssociation *hitAssoc = RpAnimBlendClumpGetAssociation(GetClump(), hitAnim); + if (!hitAssoc || hitAssoc->blendDelta < 0.0f) + hitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, hitAnim, 8.0f); + + hitAssoc->SetCurrentTime(0.0f); + hitAssoc->SetRun(); + hitAssoc->flags |= ASSOC_FADEOUTWHENDONE; + } +#endif + } + Say(SOUND_PED_DEFEND); + } else { + Say(SOUND_PED_DEFEND); + switch (hitLevel) { + case HITLEVEL_GROUND: + m_curFightMove = FIGHTMOVE_HITONFLOOR; + break; + case HITLEVEL_LOW: +#ifndef VC_PED_PORTS + if (direction == 2) { + SetFall(1000, ANIM_KO_SKID_BACK, false); + return; + } +#else + if (direction == 2 && (!IsPlayer() || ((CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f))) { + SetFall(1000, ANIM_KO_SKID_BACK, false); + return; + } else if (direction != 2 && !IsPlayer() && (CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f) { + SetFall(1000, ANIM_KO_SHOT_STOM, false); + return; + } +#endif + m_curFightMove = FIGHTMOVE_HITBODY; + break; + case HITLEVEL_HIGH: + switch (direction) { + case 1: + m_curFightMove = FIGHTMOVE_HITLEFT; + break; + case 2: + m_curFightMove = FIGHTMOVE_HITBACK; + break; + case 3: + m_curFightMove = FIGHTMOVE_HITRIGHT; + break; + default: + if (unk <= 5) + m_curFightMove = FIGHTMOVE_HITHEAD; + else + m_curFightMove = FIGHTMOVE_HITBIGSTEP; + break; + } + break; + default: + switch (direction) { + case 1: + m_curFightMove = FIGHTMOVE_HITLEFT; + break; + case 2: + m_curFightMove = FIGHTMOVE_HITBACK; + break; + case 3: + m_curFightMove = FIGHTMOVE_HITRIGHT; + break; + default: + if (unk <= 5) + m_curFightMove = FIGHTMOVE_HITCHEST; + else + m_curFightMove = FIGHTMOVE_HITBIGSTEP; + break; + } + break; + } + if (m_nPedState == PED_GETUP && !IsPedHeadAbovePos(0.0f)) + m_curFightMove = FIGHTMOVE_HITONFLOOR; + + if (m_nPedState == PED_FIGHT) { + CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].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_curFightMove].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_curFightMove].animId, 8.0f); + moveAssoc->SetFinishCallback(FinishFightMoveCB, this); + m_fightState = FIGHTSTATE_NO_MOVE; + m_takeAStepAfterAttack = false; + bIsAttacking = true; + } + } + } +} + +void +CPed::Fight(void) +{ + CAnimBlendAssociation *currentAssoc, *animAssoc; + bool hasShoppingBags, punchOnly, canKick, canKneeHead, canRoundhouse; + float angleToFace, nextAngle; + bool goForward = false; + int nextFightMove; + + switch (m_curFightMove) { + case FIGHTMOVE_NULL: + return; + case FIGHTMOVE_IDLE2NORM: + m_curFightMove = FIGHTMOVE_NULL; + RestorePreviousState(); + + // FIX: Uninitialized + currentAssoc = nil; + break; + case FIGHTMOVE_IDLE: + currentAssoc = nil; + break; + default: + currentAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_curFightMove].animId); + break; + } + + if (!bIsAttacking && IsPlayer()) { + if (currentAssoc) { + currentAssoc->blendDelta = -1000.0f; + currentAssoc->flags |= ASSOC_DELETEFADEDOUT; + currentAssoc->flags &= ~ASSOC_RUNNING; + } + if (m_takeAStepAfterAttack) + EndFight(ENDFIGHT_WITH_A_STEP); + else + EndFight(ENDFIGHT_FAST); + + } else if (currentAssoc && m_fightState > FIGHTSTATE_MOVE_FINISHED) { + float animTime = currentAssoc->currentTime; + FightMove &curMove = tFightMoves[m_curFightMove]; + if (curMove.hitLevel != HITLEVEL_NULL && animTime > curMove.startFireTime && animTime <= curMove.endFireTime && m_fightState >= FIGHTSTATE_NO_MOVE) { + + CVector touchingNodePos(0.0f, 0.0f, 0.0f); + + switch (m_curFightMove) { + case FIGHTMOVE_STDPUNCH: + case FIGHTMOVE_PUNCHHOOK: + case FIGHTMOVE_BODYBLOW: + TransformToNode(touchingNodePos, PED_HANDR); + break; + case FIGHTMOVE_IDLE: + case FIGHTMOVE_SHUFFLE_F: + break; + case FIGHTMOVE_KNEE: + TransformToNode(touchingNodePos, PED_LOWERLEGR); + break; + case FIGHTMOVE_HEADBUTT: + TransformToNode(touchingNodePos, PED_HEAD); + break; + case FIGHTMOVE_PUNCHJAB: + TransformToNode(touchingNodePos, PED_HANDL); + break; + case FIGHTMOVE_KICK: + case FIGHTMOVE_LONGKICK: + case FIGHTMOVE_ROUNDHOUSE: + case FIGHTMOVE_GROUNDKICK: + TransformToNode(touchingNodePos, PED_FOOTR); + break; + } + + if (m_curFightMove == FIGHTMOVE_PUNCHJAB) { + touchingNodePos += 0.1f * GetForward(); + } else if (m_curFightMove == FIGHTMOVE_PUNCHHOOK) { + touchingNodePos += 0.22f * GetForward(); + } + FightStrike(touchingNodePos); + m_fightButtonPressure = 0; + return; + } + + if (curMove.hitLevel != HITLEVEL_NULL) { + if (animTime > curMove.endFireTime) { + if (IsPlayer()) + currentAssoc->speed = 1.0f; + else + currentAssoc->speed = 0.8f; + } + + if (IsPlayer() && !nPlayerInComboMove) { + if (curMove.comboFollowOnTime > 0.0f && m_fightButtonPressure != 0 && animTime > curMove.comboFollowOnTime) { + + // Notice that it increases fight move index, because we're in combo! + animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[++m_curFightMove].animId, 8.0f); + animAssoc->SetFinishCallback(FinishFightMoveCB, this); + animAssoc->SetCurrentTime(0.1f * animAssoc->hierarchy->totalLength); + m_fightButtonPressure = 0; + nPlayerInComboMove = 1; + } + } + } else { + if (curMove.startFireTime > 0.0f && m_curFightMove != FIGHTMOVE_SHUFFLE_F && animTime > curMove.startFireTime) { + if (IsPlayer()) + currentAssoc->speed = 1.3f; + else + currentAssoc->speed = 0.8f; + } + } + } else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) { + EndFight(ENDFIGHT_FAST); + + } else if (m_fightButtonPressure != 0) { + bool canAffectMultiplePeople = true; + nextAngle = m_fRotationCur; + bool kickGround = false; + float angleForGroundKick = 0.0f; + CPed *pedOnGround = nil; + + Say(SOUND_PED_ATTACK); + + if (IsPlayer()) { + canRoundhouse = false; + punchOnly = false; + canKick = true; + nextFightMove = (m_fightButtonPressure > 190 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE); + hasShoppingBags = false; + canKneeHead = true; + nPlayerInComboMove = 0; + } else { + nextFightMove = (m_fightButtonPressure > 120 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE); + uint16 pedFeatures = m_pedStats->m_flags; + punchOnly = pedFeatures & STAT_PUNCH_ONLY; + canRoundhouse = pedFeatures & STAT_CAN_ROUNDHOUSE; + canKneeHead = pedFeatures & STAT_CAN_KNEE_HEAD; + canKick = pedFeatures & STAT_CAN_KICK; + hasShoppingBags = pedFeatures & STAT_SHOPPING_BAGS; + } + + // Attack isn't scripted, find the victim + if (IsPlayer() || !m_pedInObjective) { + + for (int i = 0; i < m_numNearPeds; i++) { + + CPed *nearPed = m_nearPeds[i]; + float nearPedDist = (nearPed->GetPosition() - GetPosition()).Magnitude(); + if (nearPedDist < 3.0f) { + float angleToFace = CGeneral::GetRadianAngleBetweenPoints( + nearPed->GetPosition().x, nearPed->GetPosition().y, + GetPosition().x, GetPosition().y); + + nextAngle = CGeneral::LimitRadianAngle(angleToFace); + m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); + + float neededTurn = Abs(nextAngle - m_fRotationCur); + if (neededTurn > PI) + neededTurn = TWOPI - neededTurn; + + if (!nearPed->OnGroundOrGettingUp()) { + + if (nearPedDist < 0.8f && neededTurn < DEGTORAD(75.0f) && canKneeHead) { + canAffectMultiplePeople = false; + } else if (nearPedDist >= 1.3f || neededTurn >= DEGTORAD(55.0f) || hasShoppingBags) { + + if (nearPedDist < 1.7f + && neededTurn < DEGTORAD(35.0f) + && (canKick || hasShoppingBags)) { + + nextFightMove = FIGHTMOVE_KICK; + if (hasShoppingBags) { + nextFightMove = FIGHTMOVE_ROUNDHOUSE; + } else if (canRoundhouse && CGeneral::GetRandomNumber() & 1) { + nextFightMove = FIGHTMOVE_ROUNDHOUSE; + } + canAffectMultiplePeople = false; + } else if (nearPedDist < 2.0f && neededTurn < DEGTORAD(30.0f) && canKick) { + canAffectMultiplePeople = false; + nextFightMove = FIGHTMOVE_LONGKICK; + } else if (neededTurn < DEGTORAD(30.0f)) { + goForward = true; + } + } else { + nextFightMove += 2; // Makes it 6 or 7 + if (punchOnly) + nextFightMove = FIGHTMOVE_PUNCHJAB; + + canAffectMultiplePeople = false; + } + } else if (!CGame::nastyGame + || nearPedDist >= 1.3f + || neededTurn >= DEGTORAD(55.0f) + || punchOnly) { + + if (nearPedDist > 0.8f + && nearPedDist < 3.0f + && neededTurn < DEGTORAD(30.0f)) { + goForward = true; + } + + } else if (nearPed->m_nPedState != PED_DEAD || pedOnGround) { + if (!nearPed->IsPedHeadAbovePos(-0.3f)) { + canAffectMultiplePeople = false; + nextFightMove = FIGHTMOVE_GROUNDKICK; + } + + } else { + pedOnGround = nearPed; + kickGround = true; + angleForGroundKick = nextAngle; + } + } + + if (!canAffectMultiplePeople) { + m_fRotationDest = nextAngle; + if (IsPlayer()) { + m_fRotationCur = m_fRotationDest; + m_lookTimer = 0; + SetLookFlag(nearPed, true); + SetLookTimer(1500); + } + break; + } + } + } else { + // Because we're in a scripted fight with some particular ped. + canAffectMultiplePeople = false; + + float fightingPedDist = (m_pedInObjective->GetPosition() - GetPosition()).Magnitude(); + if (hasShoppingBags) { + if (fightingPedDist >= 1.7f) + nextFightMove = FIGHTMOVE_SHUFFLE_F; + else + nextFightMove = FIGHTMOVE_ROUNDHOUSE; + + } else if (punchOnly) { + if (fightingPedDist >= 1.3f) + nextFightMove = FIGHTMOVE_SHUFFLE_F; + else + nextFightMove = FIGHTMOVE_PUNCHJAB; + + } else if (fightingPedDist >= 3.0f) { + nextFightMove = FIGHTMOVE_STDPUNCH; + + } else { + angleToFace = CGeneral::GetRadianAngleBetweenPoints( + m_pedInObjective->GetPosition().x, + m_pedInObjective->GetPosition().y, + GetPosition().x, + GetPosition().y); + + nextAngle = CGeneral::LimitRadianAngle(angleToFace); + m_fRotationDest = nextAngle; + m_fRotationCur = m_fRotationDest; + if (!m_pedInObjective->OnGroundOrGettingUp()) { + + if (fightingPedDist >= 0.8f || !canKneeHead) { + + if (fightingPedDist >= 1.3f) { + + if (fightingPedDist < 1.7f && canKick) { + nextFightMove = FIGHTMOVE_KICK; + if (canRoundhouse && CGeneral::GetRandomNumber() & 1) + nextFightMove = FIGHTMOVE_ROUNDHOUSE; + + } else if (fightingPedDist < 2.0f && canKick) { + nextFightMove += 5; // Makes it 9 or 10 + + } else { + nextFightMove = FIGHTMOVE_SHUFFLE_F; + + } + } else { + nextFightMove += 2; // Makes it 6 or 7 + } + } + } else if (!CGame::nastyGame + || fightingPedDist >= 1.3f + || m_pedInObjective->IsPlayer() + || m_pedInObjective->m_nPedState != PED_DEAD && m_pedInObjective->IsPedHeadAbovePos(-0.3f)) { + nextFightMove = FIGHTMOVE_IDLE; + } else { + nextFightMove = FIGHTMOVE_GROUNDKICK; + } + } + } + + if (canAffectMultiplePeople) { + if (kickGround && IsPlayer()) { + m_fRotationDest = angleForGroundKick; + nextFightMove = FIGHTMOVE_GROUNDKICK; + m_fRotationCur = m_fRotationDest; + m_lookTimer = 0; + SetLookFlag(pedOnGround, true); + SetLookTimer(1500); + } else if (goForward) { + nextFightMove = FIGHTMOVE_SHUFFLE_F; + } else { + nextFightMove = FIGHTMOVE_STDPUNCH; + } + } + + if (nextFightMove != FIGHTMOVE_IDLE) { + m_curFightMove = nextFightMove; + animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 4.0f); + + animAssoc->SetFinishCallback(FinishFightMoveCB, this); + if (m_fightState == FIGHTSTATE_MOVE_FINISHED && animAssoc->currentTime != 0.0f) { + animAssoc->SetCurrentTime(0.0f); + animAssoc->SetRun(); + } + m_fightButtonPressure = 0; + } + m_fightState = FIGHTSTATE_NO_MOVE; + } else if (m_takeAStepAfterAttack && m_curFightMove != FIGHTMOVE_SHUFFLE_F +#ifndef FIX_BUGS + && CheckForPedsOnGroundToAttack(this, nil) == 4) { +#else + && CheckForPedsOnGroundToAttack(this, nil) == PED_IN_FRONT_OF_ATTACKER) { +#endif + m_curFightMove = FIGHTMOVE_SHUFFLE_F; + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_curFightMove].animId); + + if (animAssoc) { + animAssoc->SetCurrentTime(0.0f); + animAssoc->blendDelta = 4.0f; + animAssoc->SetRun(); + } else { + animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 32.0f); + } + animAssoc->SetFinishCallback(FinishFightMoveCB, this); + m_fightState = FIGHTSTATE_NO_MOVE; + m_fightButtonPressure = 0; + m_takeAStepAfterAttack = false; + + } else if (m_takeAStepAfterAttack) { + EndFight(ENDFIGHT_FAST); + + } else if (m_curFightMove == FIGHTMOVE_IDLE) { + if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { + EndFight(ENDFIGHT_NORMAL); + } + + } else { + m_curFightMove = FIGHTMOVE_IDLE; + if (IsPlayer()) + m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 500; + else + m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000; + } +} + +void +CPed::EndFight(uint8 endType) +{ + if (m_nPedState != PED_FIGHT) + return; + + m_curFightMove = FIGHTMOVE_NULL; + RestorePreviousState(); + CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE); + if (animAssoc) + animAssoc->flags |= ASSOC_DELETEFADEDOUT; + + switch (endType) { + case ENDFIGHT_NORMAL: + CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f); + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT2_IDLE, 8.0f); + break; + case ENDFIGHT_WITH_A_STEP: + CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 1.0f); + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_WALK_START, 8.0f); + break; + case ENDFIGHT_FAST: + CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f); + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT2_IDLE, 8.0f)->speed = 2.0f; + break; + default: + break; + } + m_nWaitTimer = 0; +} + + +void +CPed::PlayHitSound(CPed *hitTo) +{ + // That was very complicated to reverse for me... + // First index is our fight move ID (from 1 to 12, total 12), second is the one of we fight with (from 13 to 22, total 10). + enum { + S33 = SOUND_FIGHT_PUNCH_33, + S34 = SOUND_FIGHT_KICK_34, + S35 = SOUND_FIGHT_HEADBUTT_35, + S36 = SOUND_FIGHT_PUNCH_36, + S37 = SOUND_FIGHT_PUNCH_37, + S38 = SOUND_FIGHT_CLOSE_PUNCH_38, + S39 = SOUND_FIGHT_PUNCH_39, + S40 = SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40 , + S41 = SOUND_FIGHT_PUNCH_41, + S42 = SOUND_FIGHT_PUNCH_FROM_BEHIND_42, + S43 = SOUND_FIGHT_KNEE_OR_KICK_43, + S44 = SOUND_FIGHT_KICK_44, + NO_SND = SOUND_NO_SOUND + }; + uint16 hitSoundsByFightMoves[12][10] = { + {S39,S42,S43,S43,S39,S39,S39,S39,S39,S42}, + {NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND}, + {NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND}, + {S39,S39,S39,S39,S33,S43,S39,S39,S39,S39}, + {S39,S39,S39,S39,S35,S39,S38,S38,S39,S39}, + {S39,S39,S39,S39,S33,S39,S41,S36,S39,S39}, + {S39,S39,S39,S39,S37,S40,S38,S38,S39,S39}, + {S39,S39,S39,S39,S34,S43,S44,S37,S39,S39}, + {S39,S39,S39,S39,S34,S43,S44,S37,S39,S39}, + {S39,S39,S39,S39,S34,S43,S44,S37,S39,S40}, + {S39,S39,S39,S39,S33,S39,S41,S37,S39,S40}, + {S39,S39,S39,S39,S39,S39,S39,S39,S33,S33} + }; + + // This is why first dimension is between FightMove 1 and 12. + if (m_curFightMove == FIGHTMOVE_NULL || m_curFightMove >= FIGHTMOVE_HITFRONT) + return; + + uint16 soundId; + + // And this is why second dimension is between 13 and 22. + if (hitTo->m_curFightMove > FIGHTMOVE_GROUNDKICK && hitTo->m_curFightMove < FIGHTMOVE_IDLE2NORM) { + soundId = hitSoundsByFightMoves[m_curFightMove - FIGHTMOVE_STDPUNCH][hitTo->m_curFightMove - FIGHTMOVE_HITFRONT]; + + } else { + if (hitTo->m_nPedState == PED_DEAD || hitTo->UseGroundColModel()) { + soundId = hitSoundsByFightMoves[m_curFightMove - FIGHTMOVE_STDPUNCH][FIGHTMOVE_HITONFLOOR - FIGHTMOVE_HITFRONT]; + } else { + soundId = hitSoundsByFightMoves[m_curFightMove - FIGHTMOVE_STDPUNCH][FIGHTMOVE_HITFRONT - FIGHTMOVE_HITFRONT]; + } + } + + if (soundId != NO_SND) + DMAudio.PlayOneShot(m_audioEntityId, soundId, 0.0f); +} + +bool +CPed::FightStrike(CVector &touchedNodePos) +{ + CColModel *ourCol; + CVector attackDistance; + ePedPieceTypes closestPedPiece = PEDPIECE_TORSO; + float maxDistanceToBeBeaten; + CPed *nearPed; + int state = m_fightState; + bool pedFound = false; + + if (state == FIGHTSTATE_JUST_ATTACKED) + return false; + + // Pointless code + if (state > FIGHTSTATE_NO_MOVE) + attackDistance = touchedNodePos - m_vecHitLastPos; + + for (int i = 0; i < m_numNearPeds; i++) { + nearPed = m_nearPeds[i]; + if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) + maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_curFightMove].strikeRadius + 0.1f; + else + maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_curFightMove].strikeRadius; + + if (nearPed->bUsesCollision || nearPed->m_nPedState == PED_DEAD) { + CVector nearPedCentre; + nearPed->GetBoundCentre(nearPedCentre); + CVector potentialAttackDistance = nearPedCentre - touchedNodePos; + + // He can beat us + if (sq(maxDistanceToBeBeaten) > potentialAttackDistance.MagnitudeSqr()) { + +#ifdef PED_SKIN + // Have to animate a skinned clump because the initial col model is useless + if(IsClumpSkinned(GetClump())) + ourCol = ((CPedModelInfo *)CModelInfo::GetModelInfo(GetModelIndex()))->AnimatePedColModelSkinned(GetClump()); + else +#endif + if (nearPed->OnGround() || !nearPed->IsPedHeadAbovePos(-0.3f)) { + ourCol = &CTempColModels::ms_colModelPedGroundHit; + } else { +#ifdef ANIMATE_PED_COL_MODEL + ourCol = CPedModelInfo::AnimatePedColModel(((CPedModelInfo *)CModelInfo::GetModelInfo(GetModelIndex()))->GetHitColModel(), + RpClumpGetFrame(GetClump())); +#else + ourCol = ((CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex))->GetHitColModel(); +#endif + } + + for (int j = 0; j < ourCol->numSpheres; j++) { + attackDistance = nearPed->GetPosition() + ourCol->spheres[j].center; + attackDistance -= touchedNodePos; + CColSphere *ourPieces = ourCol->spheres; + float maxDistanceToBeat = ourPieces[j].radius + tFightMoves[m_curFightMove].strikeRadius; + + // We can beat him too + if (sq(maxDistanceToBeat) > attackDistance.MagnitudeSqr()) { + pedFound = true; + closestPedPiece = (ePedPieceTypes) ourPieces[j].piece; + break; + } + } + } + } + if (pedFound) + break; + } + + if (pedFound) { + if (nearPed->IsPlayer() && nearPed->m_nPedState == PED_GETUP) + return false; + + float oldVictimHealth = nearPed->m_fHealth; + CVector bloodPos = 0.5f * attackDistance + touchedNodePos; + int damageMult = tFightMoves[m_curFightMove].damage * ((CGeneral::GetRandomNumber() & 1) + 2) + 1; + + CVector2D diff (GetPosition() - nearPed->GetPosition()); + int direction = nearPed->GetLocalDirection(diff); + if (IsPlayer()) { + if (((CPlayerPed*)this)->m_bAdrenalineActive) + damageMult = 20; + } else { + damageMult *= m_pedStats->m_attackStrength; + } + + // Change direction if we used kick. + if (m_curFightMove == FIGHTMOVE_KICK) { + if (CGeneral::GetRandomNumber() & 1) { + direction++; + if (direction > 3) + direction -= 4; + } + } + nearPed->ReactToAttack(this); + + // Mostly unused. if > 5, ANIM_HIT_WALK will be run, that's it. + int unk2; + if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && !nearPed->IsPlayer()) + unk2 = 101; + else + unk2 = damageMult; + + nearPed->StartFightDefend(direction, tFightMoves[m_curFightMove].hitLevel, unk2); + PlayHitSound(nearPed); + m_fightState = FIGHTSTATE_JUST_ATTACKED; + RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_curFightMove].animId)->speed = 0.6f; + if (!nearPed->DyingOrDead()) { + nearPed->InflictDamage(this, WEAPONTYPE_UNARMED, damageMult * 3.0f, closestPedPiece, direction); + } + + if (CGame::nastyGame + && tFightMoves[m_curFightMove].hitLevel > HITLEVEL_MEDIUM + && nearPed->m_nPedState == PED_DIE + && nearPed->GetIsOnScreen()) { + + // Just for blood particle. We will restore it below. + attackDistance /= (10.0f * attackDistance.Magnitude()); + for(int i=0; i<4; i++) { + CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, attackDistance, nil, 0.0f, 0, 0, 0, 0); + } + } + if (!nearPed->OnGround()) { + float curVictimHealth = nearPed->m_fHealth; + if (curVictimHealth > 0.0f + && (curVictimHealth < 40.0f && oldVictimHealth > 40.0f && !nearPed->IsPlayer() + || nearPed->m_fHealth < 20.0f && oldVictimHealth > 20.0f + || GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && IsPlayer() + || nearPed->m_pedStats->m_flags & STAT_ONE_HIT_KNOCKDOWN)) { + + nearPed->SetFall(0, (AnimationId)(direction + ANIM_KO_SKID_FRONT), 0); + if (nearPed->m_nPedState == PED_FALL) + nearPed->bIsStanding = false; + } + } + if (nearPed->m_nPedState == PED_DIE || !nearPed->bIsStanding) { + attackDistance = nearPed->GetPosition() - GetPosition(); + attackDistance.Normalise(); + attackDistance.z = 1.0f; + nearPed->bIsStanding = false; + + float moveMult; + if (m_curFightMove == FIGHTMOVE_GROUNDKICK) { + moveMult = Min(damageMult * 0.6f, 4.0f); + } else { + if (nearPed->m_nPedState != PED_DIE || damageMult >= 20) { + moveMult = damageMult; + } else { + moveMult = Min(damageMult * 2.0f, 14.0f); + } + } + + nearPed->ApplyMoveForce(moveMult * 0.6f * attackDistance); + } + CEventList::RegisterEvent(nearPed->m_nPedType == PEDTYPE_COP ? EVENT_ASSAULT_POLICE : EVENT_ASSAULT, EVENT_ENTITY_PED, nearPed, this, 2000); + } + + if (m_fightState == FIGHTSTATE_NO_MOVE) + m_fightState = FIGHTSTATE_1; + + m_vecHitLastPos = *touchedNodePos; + return false; +} + +void +CPed::FinishFightMoveCB(CAnimBlendAssociation *animAssoc, void *arg) +{ + CPed *ped = (CPed*)arg; + + if (tFightMoves[ped->m_curFightMove].animId == animAssoc->animId) { + ped->m_fightState = FIGHTSTATE_MOVE_FINISHED; + animAssoc->blendDelta = -1000.0f; + } +} + +void +CPed::LoadFightData(void) +{ + float startFireTime, endFireTime, comboFollowOnTime, strikeRadius; + int damage, flags; + char line[256], moveName[32], animName[32], hitLevel; + int moveId = 0; + + CAnimBlendAssociation *animAssoc; + + size_t bp, buflen; + int lp, linelen; + + buflen = CFileMgr::LoadFile("DATA\\fistfite.dat", work_buff, sizeof(work_buff), "r"); + + for (bp = 0; bp < buflen; ) { + // read file line by line + for (linelen = 0; work_buff[bp] != '\n' && bp < buflen; bp++) { + line[linelen++] = work_buff[bp]; + } + bp++; + line[linelen] = '\0'; + + // skip white space + for (lp = 0; line[lp] <= ' ' && line[lp] != '\0'; lp++); + + if (line[lp] == '\0' || + line[lp] == '#') + continue; + + sscanf( + &line[lp], + "%s %f %f %f %f %c %s %d %d", + moveName, + &startFireTime, + &endFireTime, + &comboFollowOnTime, + &strikeRadius, + &hitLevel, + animName, + &damage, + &flags); + + if (strncmp(moveName, "ENDWEAPONDATA", 13) == 0) + return; + + tFightMoves[moveId].startFireTime = startFireTime / 30.0f; + tFightMoves[moveId].endFireTime = endFireTime / 30.0f; + tFightMoves[moveId].comboFollowOnTime = comboFollowOnTime / 30.0f; + tFightMoves[moveId].strikeRadius = strikeRadius; + tFightMoves[moveId].damage = damage; + tFightMoves[moveId].flags = flags; + + switch (hitLevel) { + case 'G': + tFightMoves[moveId].hitLevel = HITLEVEL_GROUND; + break; + case 'H': + tFightMoves[moveId].hitLevel = HITLEVEL_HIGH; + break; + case 'L': + tFightMoves[moveId].hitLevel = HITLEVEL_LOW; + break; + case 'M': + tFightMoves[moveId].hitLevel = HITLEVEL_MEDIUM; + break; + case 'N': + tFightMoves[moveId].hitLevel = HITLEVEL_NULL; + break; + default: + break; + } + + if (strncmp(animName, "null", 4) != 0) { + animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animName); + tFightMoves[moveId].animId = (AnimationId)animAssoc->animId; + } else { + tFightMoves[moveId].animId = ANIM_WALK; + } + moveId++; + } +} + +void +CPed::SetInvestigateEvent(eEventType event, CVector2D pos, float distanceToCountDone, uint16 time, float angle) +{ + if (!IsPedInControl() || CharCreatedBy == MISSION_CHAR) + return; + + SetStoredState(); + bFindNewNodeAfterStateRestore = false; + m_nPedState = PED_INVESTIGATE; + m_standardTimer = CTimer::GetTimeInMilliseconds() + time; + m_eventType = event; + m_eventOrThreat = pos; + m_distanceToCountSeekDone = distanceToCountDone; + m_fAngleToEvent = angle; + + if (m_eventType >= EVENT_ICECREAM) + m_lookTimer = 0; + else + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER, 4.0f); + +} + +void +CPed::InvestigateEvent(void) +{ + CAnimBlendAssociation *animAssoc; + AnimationId animToPlay; + AssocGroupId animGroup; + + if (m_nWaitState == WAITSTATE_TURN180) + return; + + if (CTimer::GetTimeInMilliseconds() > m_standardTimer) { + + if (m_standardTimer) { + if (m_eventType < EVENT_ASSAULT_NASTYWEAPON) + SetWaitState(WAITSTATE_TURN180, nil); + + m_standardTimer = 0; + } else { + ClearInvestigateEvent(); + } + return; + } + + CVector2D vecDist = m_eventOrThreat - GetPosition(); + float distSqr = vecDist.MagnitudeSqr(); + if (sq(m_distanceToCountSeekDone) >= distSqr) { + + m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(vecDist.x, vecDist.y, 0.0f, 0.0f); + SetMoveState(PEDMOVE_STILL); + + switch (m_eventType) { + case EVENT_DEAD_PED: + case EVENT_HIT_AND_RUN: + case EVENT_HIT_AND_RUN_COP: + + if (CTimer::GetTimeInMilliseconds() > m_lookTimer) { + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS); + + if (animAssoc) { + animAssoc->blendDelta = -8.0f; + animAssoc->flags |= ASSOC_DELETEFADEDOUT; + if (m_pEventEntity) + SetLookFlag(m_pEventEntity, true); + + SetLookTimer(CGeneral::GetRandomNumberInRange(1500, 4000)); + + } else if (CGeneral::GetRandomNumber() & 3) { + ClearLookFlag(); + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ROAD_CROSS, 4.0f); + + SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500)); + Say(SOUND_PED_CHAT_EVENT); + + } else { + ClearInvestigateEvent(); + } + } + break; + case EVENT_FIRE: + case EVENT_EXPLOSION: + + if (bHasACamera && CTimer::GetTimeInMilliseconds() > m_lookTimer) { + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CAM); + if (!animAssoc) + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE); + + if (animAssoc && animAssoc->animId == ANIM_IDLE_CAM) { + CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f); + SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500)); + + } else if (CGeneral::GetRandomNumber() & 3) { + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_CAM, 4.0f); + SetLookTimer(CGeneral::GetRandomNumberInRange(2500, 5000)); + Say(SOUND_PED_CHAT_EVENT); + + } else { + m_standardTimer = 0; + } + + } else if (CTimer::GetTimeInMilliseconds() > m_lookTimer) { + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE); + if (!animAssoc) + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB); + + if (!animAssoc) + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH); + + if (animAssoc && animAssoc->animId == ANIM_IDLE_STANCE) { + if (CGeneral::GetRandomNumber() & 1) + animToPlay = ANIM_IDLE_HBHB; + else + animToPlay = ANIM_XPRESS_SCRATCH; + + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f); + SetLookTimer(CGeneral::GetRandomNumberInRange(1500, 4000)); + + } else if (animAssoc && animAssoc->animId == ANIM_IDLE_HBHB) { + animAssoc->blendDelta = -8.0f; + animAssoc->flags |= ASSOC_DELETEFADEDOUT; + if (CGeneral::GetRandomNumber() & 1) { + animToPlay = ANIM_IDLE_STANCE; + animGroup = m_animGroup; + } else { + animToPlay = ANIM_XPRESS_SCRATCH; + animGroup = ASSOCGRP_STD; + } + + CAnimManager::BlendAnimation(GetClump(), animGroup, animToPlay, 4.0f); + SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500)); + + } else { + if (CGeneral::GetRandomNumber() & 1) { + animToPlay = ANIM_IDLE_STANCE; + animGroup = m_animGroup; + } else { + animToPlay = ANIM_IDLE_HBHB; + animGroup = ASSOCGRP_STD; + } + + CAnimManager::BlendAnimation(GetClump(), animGroup, animToPlay, 4.0f); + SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500)); + } + Say(SOUND_PED_CHAT_EVENT); + } + break; + case EVENT_ICECREAM: + case EVENT_SHOPSTALL: + + m_fRotationDest = m_fAngleToEvent; + if (CTimer::GetTimeInMilliseconds() > m_lookTimer) { + + if (m_lookTimer) { + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS); + + if (animAssoc) { + animAssoc->blendDelta = -8.0f; + animAssoc->flags |= ASSOC_DELETEFADEDOUT; + if (m_eventType == EVENT_ICECREAM) + animToPlay = ANIM_IDLE_CHAT; + else + animToPlay = ANIM_XPRESS_SCRATCH; + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay,4.0f); + SetLookTimer(CGeneral::GetRandomNumberInRange(2000, 5000)); + + } else { + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT); + if (animAssoc) { + animAssoc->blendDelta = -8.0f; + animAssoc->flags |= ASSOC_DELETEFADEDOUT; + ClearInvestigateEvent(); + } else { + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH); + if (animAssoc) { + animAssoc->blendDelta = -8.0f; + animAssoc->flags |= ASSOC_DELETEFADEDOUT; + } + ClearInvestigateEvent(); + } + } + } else { + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ROAD_CROSS, 4.0f); + SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500)); + } + } + break; + default: + return; + } + } else { + m_vecSeekPos.x = m_eventOrThreat.x; + m_vecSeekPos.y = m_eventOrThreat.y; + m_vecSeekPos.z = GetPosition().z; + Seek(); + + if (m_eventType < EVENT_ICECREAM) { + if (sq(5.0f + m_distanceToCountSeekDone) < distSqr) { + SetMoveState(PEDMOVE_RUN); + return; + } + } + if (m_eventType <= EVENT_EXPLOSION || m_eventType >= EVENT_SHOPSTALL) { + SetMoveState(PEDMOVE_WALK); + return; + } + if (distSqr > sq(1.2f)) { + SetMoveState(PEDMOVE_WALK); + return; + } + + for (int i = 0; i < m_numNearPeds; i++) { + if ((m_eventOrThreat - m_nearPeds[i]->GetPosition()).MagnitudeSqr() < sq(0.4f)) { + SetMoveState(PEDMOVE_STILL); + return; + } + } + + SetMoveState(PEDMOVE_WALK); + } +} + +void +CPed::ClearInvestigateEvent(void) +{ + CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS); + if (!animAssoc) + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH); + if (!animAssoc) + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB); + if (!animAssoc) + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT); + if (animAssoc) { + animAssoc->blendDelta = -8.0f; + animAssoc->flags |= ASSOC_DELETEFADEDOUT; + } + if (m_eventType > EVENT_EXPLOSION) + m_standardTimer = CTimer::GetTimeInMilliseconds() + 15000; + + bGonnaInvestigateEvent = false; + m_pEventEntity = nil; + ClearLookFlag(); + RestorePreviousState(); + if(m_nMoveState == PEDMOVE_NONE || m_nMoveState == PEDMOVE_STILL) + SetMoveState(PEDMOVE_WALK); +} + +bool +CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPieceTypes pedPiece, uint8 direction) +{ + CPlayerPed *player = FindPlayerPed(); + float dieDelta = 4.0f; + float dieSpeed = 0.0f; + AnimationId dieAnim = ANIM_KO_SHOT_FRONT1; + bool headShot = false; + bool willLinger = false; + int random; + + if (player == this) { + if (!player->m_bCanBeDamaged) + return false; + + player->AnnoyPlayerPed(false); + } + + if (DyingOrDead()) + return false; + + if (!bUsesCollision && method != WEAPONTYPE_DROWNING) + return false; + + if (bOnlyDamagedByPlayer && damagedBy != player && damagedBy != FindPlayerVehicle() && + method != WEAPONTYPE_DROWNING && method != WEAPONTYPE_EXPLOSION) + return false; + + float healthImpact; + if (IsPlayer()) + healthImpact = damage * 0.33f; + else + healthImpact = damage * m_pedStats->m_defendWeakness; + + bool detectDieAnim = true; + if (m_nPedState == PED_FALL || m_nPedState == PED_GETUP) { + if (!IsPedHeadAbovePos(-0.3f)) { + if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL)) + dieAnim = ANIM_FLOOR_HIT_F; + else + dieAnim = ANIM_FLOOR_HIT; + dieDelta *= 2.0f; + dieSpeed = 0.5f; + detectDieAnim = false; + } else if (m_nPedState == PED_FALL) { + dieAnim = NUM_ANIMS; + detectDieAnim = false; + } + } + if (detectDieAnim) { + switch (method) { + case WEAPONTYPE_UNARMED: + if (bMeleeProof) + return false; + + if (m_nPedState == PED_FALL) { + if (IsPedHeadAbovePos(-0.3f)) { + dieAnim = NUM_ANIMS; + } else { + if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL)) + dieAnim = ANIM_FLOOR_HIT_F; + else + dieAnim = ANIM_FLOOR_HIT; + dieDelta = dieDelta * 2.0f; + dieSpeed = 0.5f; + } + } else { + switch (direction) { + case 0: + dieAnim = ANIM_KO_SKID_FRONT; + break; + case 1: + dieAnim = ANIM_KO_SPIN_R; + break; + case 2: + dieAnim = ANIM_KO_SKID_BACK; + break; + case 3: + dieAnim = ANIM_KO_SPIN_L; + break; + default: + break; + } + } + break; + case WEAPONTYPE_BASEBALLBAT: + if (bMeleeProof) + return false; + + if (m_nPedState == PED_FALL) { + if (IsPedHeadAbovePos(-0.3f)) { + dieAnim = NUM_ANIMS; + } else { + if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL)) + dieAnim = ANIM_FLOOR_HIT_F; + else + dieAnim = ANIM_FLOOR_HIT; + dieDelta = dieDelta * 2.0f; + dieSpeed = 0.5f; + } + } else { + switch (direction) { + case 0: + dieAnim = ANIM_KO_SKID_FRONT; + break; + case 1: + dieAnim = ANIM_KO_SPIN_R; + break; + case 2: + dieAnim = ANIM_KO_SKID_BACK; + break; + case 3: + dieAnim = ANIM_KO_SPIN_L; + break; + default: + break; + } + } + break; + case WEAPONTYPE_COLT45: + case WEAPONTYPE_UZI: + case WEAPONTYPE_SHOTGUN: + case WEAPONTYPE_AK47: + case WEAPONTYPE_M16: + case WEAPONTYPE_SNIPERRIFLE: + if (bBulletProof) + return false; + + bool dontRemoveLimb; + if (IsPlayer() || bNoCriticalHits) + dontRemoveLimb = true; + else { + switch (method) { + case WEAPONTYPE_SNIPERRIFLE: + dontRemoveLimb = false; + break; + case WEAPONTYPE_M16: + dontRemoveLimb = false; + break; + case WEAPONTYPE_SHOTGUN: + dontRemoveLimb = CGeneral::GetRandomNumber() & 7; + break; + default: + dontRemoveLimb = CGeneral::GetRandomNumber() & 15; + break; + } + } + + if (dontRemoveLimb) { + if (method == WEAPONTYPE_SHOTGUN) { + switch (direction) { + case 0: + dieAnim = ANIM_KO_SKID_FRONT; + break; + case 1: + dieAnim = ANIM_KO_SPIN_R; + break; + case 2: + dieAnim = ANIM_KO_SKID_BACK; + break; + case 3: + dieAnim = ANIM_KO_SPIN_L; + break; + default: + break; + } + } else + dieAnim = ANIM_KO_SHOT_FRONT1; + + willLinger = false; + } else { + switch (pedPiece) { + case PEDPIECE_TORSO: + willLinger = false; + dieAnim = ANIM_KO_SHOT_FRONT1; + break; + case PEDPIECE_MID: + willLinger = false; + dieAnim = ANIM_KO_SHOT_STOM; + break; + case PEDPIECE_LEFTARM: + dieAnim = ANIM_KO_SHOT_ARML; + RemoveBodyPart(PED_UPPERARML, direction); + willLinger = true; + break; + case PEDPIECE_RIGHTARM: + dieAnim = ANIM_KO_SHOT_ARMR; + RemoveBodyPart(PED_UPPERARMR, direction); + willLinger = true; + break; + case PEDPIECE_LEFTLEG: + dieAnim = ANIM_KO_SHOT_LEGL; + RemoveBodyPart(PED_UPPERLEGL, direction); + willLinger = true; + break; + case PEDPIECE_RIGHTLEG: + dieAnim = ANIM_KO_SHOT_LEGR; + RemoveBodyPart(PED_UPPERLEGR, direction); + willLinger = true; + break; + case PEDPIECE_HEAD: + dieAnim = ANIM_KO_SHOT_FACE; + RemoveBodyPart(PED_HEAD, direction); + headShot = true; + willLinger = true; + break; + default: + break; + } + } + break; + case WEAPONTYPE_ROCKETLAUNCHER: + case WEAPONTYPE_GRENADE: + case WEAPONTYPE_EXPLOSION: + if (bExplosionProof) + return false; + + if (CGame::nastyGame && !IsPlayer() && !bInVehicle && + 1.0f + healthImpact > m_fArmour + m_fHealth) { + + random = CGeneral::GetRandomNumber(); + if (random & 1) + RemoveBodyPart(PED_UPPERARML, direction); + if (random & 2) + RemoveBodyPart(PED_UPPERLEGR, direction); + if (random & 4) + RemoveBodyPart(PED_HEAD, direction); + if (random & 8) + RemoveBodyPart(PED_UPPERARMR, direction); + if (random & 0x10) + RemoveBodyPart(PED_UPPERLEGL, direction); + if (bBodyPartJustCameOff) + willLinger = true; + } + // fall through + case WEAPONTYPE_MOLOTOV: + if (bExplosionProof) + return false; + + switch (direction) { + case 0: + dieAnim = ANIM_KO_SKID_FRONT; + break; + case 1: + dieAnim = ANIM_KO_SPIN_R; + break; + case 2: + dieAnim = ANIM_KO_SKID_BACK; + break; + case 3: + dieAnim = ANIM_KO_SPIN_L; + break; + default: + break; + } + break; + case WEAPONTYPE_FLAMETHROWER: + if (bFireProof) + return false; + + dieAnim = ANIM_KO_SHOT_FRONT1; + break; + case WEAPONTYPE_RAMMEDBYCAR: + case WEAPONTYPE_RUNOVERBYCAR: + if (bCollisionProof) + return false; + + random = CGeneral::GetRandomNumber() & 3; + switch (random) { + case 0: + if ((pedPiece != PEDPIECE_LEFTARM || random <= 1) + && (pedPiece != PEDPIECE_MID || random != 1)) { + if (pedPiece == PEDPIECE_RIGHTARM && random > 1 + || pedPiece == PEDPIECE_MID && random == 2) + + dieAnim = ANIM_KO_SPIN_L; + else + dieAnim = ANIM_KO_SKID_FRONT; + } else + dieAnim = ANIM_KO_SPIN_R; + + break; + case 1: + if (m_nPedState == PED_DIVE_AWAY) + dieAnim = ANIM_KD_LEFT; + else + dieAnim = ANIM_KO_SPIN_R; + break; + case 2: + if ((pedPiece != PEDPIECE_LEFTARM || random <= 1) + && (pedPiece != PEDPIECE_MID || random != 1)) { + if ((pedPiece != PEDPIECE_RIGHTARM || random <= 1) + && (pedPiece != PEDPIECE_MID || random != 2)) { + dieAnim = ANIM_KO_SKID_BACK; + } else { + dieAnim = ANIM_KD_RIGHT; + } + } else + dieAnim = ANIM_KD_LEFT; + break; + case 3: + if (m_nPedState == PED_DIVE_AWAY) + dieAnim = ANIM_KD_RIGHT; + else + dieAnim = ANIM_KO_SPIN_L; + break; + default: + break; + } + if (damagedBy) { + CVehicle *vehicle = (CVehicle*)damagedBy; + if (method == WEAPONTYPE_RAMMEDBYCAR) { + float vehSpeed = vehicle->m_vecMoveSpeed.Magnitude(); + dieDelta = 8.0f * vehSpeed + 4.0f; + } else { + float vehSpeed = vehicle->m_vecMoveSpeed.Magnitude(); + dieDelta = 12.0f * vehSpeed + 4.0f; + dieSpeed = 16.0f * vehSpeed + 1.0f; + } + } + break; + case WEAPONTYPE_DROWNING: + dieAnim = ANIM_DROWN; + break; + case WEAPONTYPE_FALL: + if (bCollisionProof) + return false; + + switch (direction) { + case 0: + dieAnim = ANIM_KO_SKID_FRONT; + break; + case 1: + dieAnim = ANIM_KO_SPIN_R; + break; + case 2: + dieAnim = ANIM_KO_SKID_BACK; + break; + case 3: + dieAnim = ANIM_KO_SPIN_L; + break; + default: + break; + } + break; + default: + break; + } + } + + if (m_fArmour != 0.0f && method != WEAPONTYPE_DROWNING) { + if (player == this) + CWorld::Players[CWorld::PlayerInFocus].m_nTimeLastArmourLoss = CTimer::GetTimeInMilliseconds(); + + if (healthImpact < m_fArmour) { + m_fArmour = m_fArmour - healthImpact; + healthImpact = 0.0f; + } else { + healthImpact = healthImpact - m_fArmour; + m_fArmour = 0.0f; + } + } + + if (healthImpact != 0.0f) { + if (player == this) + CWorld::Players[CWorld::PlayerInFocus].m_nTimeLastHealthLoss = CTimer::GetTimeInMilliseconds(); + + m_lastWepDam = method; + } + + if (m_fHealth - healthImpact >= 1.0f && !willLinger) { + m_fHealth -= healthImpact; + return false; + } + + if (bInVehicle) { + if (method != WEAPONTYPE_DROWNING) { +#ifdef VC_PED_PORTS + if (m_pMyVehicle) { + if (m_pMyVehicle->IsCar() && m_pMyVehicle->pDriver == this) { + if (m_pMyVehicle->GetStatus() == STATUS_SIMPLE) { + m_pMyVehicle->SetStatus(STATUS_PHYSICS); + CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle); + } + m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_NONE; + m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; + m_pMyVehicle->AutoPilot.m_nTempAction = TEMPACT_HANDBRAKESTRAIGHT; + m_pMyVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000; + } + if (m_pMyVehicle->CanPedExitCar()) { + SetObjective(OBJECTIVE_LEAVE_CAR_AND_DIE, m_pMyVehicle); + } else { + m_fHealth = 0.0f; + if (m_pMyVehicle && m_pMyVehicle->pDriver == this) { + SetRadioStation(); + m_pMyVehicle->SetStatus(STATUS_ABANDONED); + } + SetDie(dieAnim, dieDelta, dieSpeed); + /* + if (damagedBy == FindPlayerPed() && damagedBy != this) { + // PlayerInfo stuff + } + */ + } + for (int i = 0; i < ARRAY_SIZE(m_pMyVehicle->pPassengers); i++) { + CPed* passenger = m_pMyVehicle->pPassengers[i]; + if (passenger && passenger != this && damagedBy) + passenger->ReactToAttack(damagedBy); + } + + CPed *driverOfVeh = m_pMyVehicle->pDriver; + if (driverOfVeh && driverOfVeh != this && damagedBy) + driverOfVeh->ReactToAttack(damagedBy); + + if (damagedBy == FindPlayerPed() || damagedBy && damagedBy == FindPlayerVehicle()) { + CDarkel::RegisterKillByPlayer(this, method, headShot); + m_threatEntity = FindPlayerPed(); + } else { + CDarkel::RegisterKillNotByPlayer(this, method); + } + } +#endif + m_fHealth = 1.0f; + return false; + } + m_fHealth = 0.0f; + if (player == this) + m_pMyVehicle->SetStatus(STATUS_PLAYER_DISABLED); + + SetDie(NUM_ANIMS, 4.0f, 0.0f); + return true; + } else { + m_fHealth = 0.0f; + SetDie(dieAnim, dieDelta, dieSpeed); + + if (damagedBy == player || damagedBy && damagedBy == FindPlayerVehicle()) { + + // There are PlayerInfo stuff here in VC + CDarkel::RegisterKillByPlayer(this, method, headShot); + m_threatEntity = player; + } else { + CDarkel::RegisterKillNotByPlayer(this, method); + } + if (method == WEAPONTYPE_DROWNING) + bIsInTheAir = false; + + return true; + } +} + +static RwObject* +SetPedAtomicVisibilityCB(RwObject* object, void* data) +{ + if (data == nil) + RpAtomicSetFlags((RpAtomic*)object, 0); + return object; +} + +static RwFrame* +RecurseFrameChildrenVisibilityCB(RwFrame* frame, void* data) +{ + RwFrameForAllObjects(frame, SetPedAtomicVisibilityCB, data); + RwFrameForAllChildren(frame, RecurseFrameChildrenVisibilityCB, nil); + return frame; +} + +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; +} + +void +CPed::RemoveBodyPart(PedNode nodeId, int8 direction) +{ + RwFrame *frame; + CVector pos; + + frame = m_pFrames[nodeId]->frame; + if (frame) { + if (CGame::nastyGame) { +#ifdef PED_SKIN + if(!IsClumpSkinned(GetClump())) +#endif + { +#ifdef DEBUGMENU + if (bPopHeadsOnHeadshot || nodeId != PED_HEAD) +#else + if (nodeId != PED_HEAD) +#endif + SpawnFlyingComponent(nodeId, direction); + + RecurseFrameChildrenVisibilityCB(frame, nil); + } + pos.x = 0.0f; + pos.y = 0.0f; + pos.z = 0.0f; + TransformToNode(pos, PED_HEAD); + + if (CEntity::GetIsOnScreen()) { + CParticle::AddParticle(PARTICLE_TEST, pos, + CVector(0.0f, 0.0f, 0.0f), + nil, 0.1f, 0, 0, 0, 0); + + for (int i = 0; i < 16; i++) { + CParticle::AddParticle(PARTICLE_BLOOD_SMALL, + pos, + CVector(0.0f, 0.0f, 0.03f), + nil, 0.0f, 0, 0, 0, 0); + } + } + bBodyPartJustCameOff = true; + m_bodyPartBleeding = nodeId; + } + } else { + printf("Trying to remove ped component"); + } +} + +CObject* +CPed::SpawnFlyingComponent(int pedNode, int8 direction) +{ + if (CObject::nNoTempObjects >= NUMTEMPOBJECTS) + return nil; + +#ifdef PED_SKIN + assert(!IsClumpSkinned(GetClump())); +#endif + + CObject *obj = new CObject(); + if (!obj) + return nil; + + RwFrame *frame = RwFrameCreate(); + RpClump *clump = RpClumpCreate(); + RpClumpSetFrame(clump, frame); + RwMatrix *matrix = RwFrameGetLTM(m_pFrames[pedNode]->frame); + *RwFrameGetMatrix(frame) = *matrix; + + flyingClumpTemp = clump; + RwFrameForAllObjects(m_pFrames[pedNode]->frame, CloneAtomicToFrameCB, frame); + RwFrameForAllChildren(m_pFrames[pedNode]->frame, RecurseFrameChildrenToCloneCB, frame); + flyingClumpTemp = nil; + switch (pedNode) { + case PED_HEAD: + // So popping head would have wheel collision. They disabled it anyway + obj->SetModelIndexNoCreate(MI_CAR_WHEEL); + break; + case PED_UPPERARML: + case PED_UPPERARMR: + obj->SetModelIndexNoCreate(MI_BODYPARTB); + obj->SetCenterOfMass(0.25f, 0.0f, 0.0f); + break; + case PED_UPPERLEGL: + case PED_UPPERLEGR: + obj->SetModelIndexNoCreate(MI_BODYPARTA); + obj->SetCenterOfMass(0.4f, 0.0f, 0.0f); + break; + default: + break; + } + obj->RefModelInfo(GetModelIndex()); + obj->AttachToRwObject((RwObject*)clump); + obj->m_fMass = 15.0f; + obj->m_fTurnMass = 5.0f; + obj->m_fAirResistance = 0.99f; + obj->m_fElasticity = 0.03f; + obj->m_fBuoyancy = m_fMass*GRAVITY/0.75f; + obj->ObjectCreatedBy = TEMP_OBJECT; + obj->SetIsStatic(false); + obj->bIsPickup = false; + obj->m_nSpecialCollisionResponseCases = COLLRESPONSE_SMALLBOX; + + // life time - the more objects the are, the shorter this one will live + CObject::nNoTempObjects++; + if (CObject::nNoTempObjects > 20) + obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 12000; + else if (CObject::nNoTempObjects > 10) + obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 30000; + else + obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 60000; + + CVector localForcePos, forceDir; + + if (direction == 2) { + obj->m_vecMoveSpeed = 0.03f * GetForward(); + obj->m_vecMoveSpeed.z = (CGeneral::GetRandomNumber() & 0x3F) * 0.001f; + obj->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); + localForcePos = CVector(0.0f, 0.0f, 0.0f); + forceDir = GetForward(); + } else { + obj->m_vecMoveSpeed = -0.03f * GetForward(); + obj->m_vecMoveSpeed.z = (CGeneral::GetRandomNumber() & 0x3F) * 0.001f; + obj->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); + localForcePos = CVector(0.0f, 0.0f, 0.0f); + forceDir = -GetForward(); + } + obj->ApplyTurnForce(forceDir, localForcePos); + CWorld::Add(obj); + + return obj; +} + +void +CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer) +{ + CVector pos2 = CVector( + pos.x, + pos.y, + pos.z + 0.1f + ); + + if (!IsPlayer() || evenOnPlayer) { + ++CStats::HeadsPopped; + + // BUG: This condition will always return true. Even fixing it won't work, because these states are unused. + // if (m_nPedState != PED_PASSENGER || m_nPedState != PED_TAXI_PASSENGER) { + SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f); + // } + + bBodyPartJustCameOff = true; + m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 150; + + CParticle::AddParticle(PARTICLE_TEST, pos2, + CVector(0.0f, 0.0f, 0.0f), nil, 0.2f, 0, 0, 0, 0); + + if (CEntity::GetIsOnScreen()) { + for(int i=0; i < 32; i++) { + CParticle::AddParticle(PARTICLE_BLOOD_SMALL, + pos2, CVector(0.0f, 0.0f, 0.03f), + nil, 0.0f, 0, 0, 0, 0); + } + + for (int i = 0; i < 16; i++) { + CParticle::AddParticle(PARTICLE_DEBRIS2, + pos2, + CVector(0.0f, 0.0f, 0.01f), + nil, 0.0f, 0, 0, 0, 0); + } + } + } +} + +uint8 +CPed::DoesLOSBulletHitPed(CColPoint &colPoint) +{ +#ifdef FIX_BUGS + return 1; +#else + uint8 retVal = 2; + + float headZ = GetNodePosition(PED_HEAD).z; + + if (m_nPedState == PED_FALL) + retVal = 1; + + float colZ = colPoint.point.z; + if (colZ < headZ) + retVal = 1; + + if (headZ + 0.2f <= colZ) + retVal = 0; + + return retVal; +#endif +} + +bool +CPed::IsPedHeadAbovePos(float zOffset) +{ + return zOffset + GetPosition().z < GetNodePosition(PED_HEAD).z; +} + +bool +CPed::PlacePedOnDryLand(void) +{ + float waterLevel = 0.0f; + CEntity *foundEnt = nil; + CColPoint foundCol; + float foundColZ; + + CWaterLevel::GetWaterLevelNoWaves(GetPosition().x, GetPosition().y, GetPosition().z, &waterLevel); + + CVector potentialGround = GetPosition(); + potentialGround.z = waterLevel; + + if (!CWorld::TestSphereAgainstWorld(potentialGround, 5.0f, nil, true, false, false, false, false, false)) + return false; + + CVector potentialGroundDist = gaTempSphereColPoints[0].point - GetPosition(); + potentialGroundDist.z = 0.0f; + potentialGroundDist.Normalise(); + + CVector posToCheck = 0.5f * potentialGroundDist + gaTempSphereColPoints[0].point; + posToCheck.z = 3.0f + waterLevel; + + if (CWorld::ProcessVerticalLine(posToCheck, waterLevel - 1.0f, foundCol, foundEnt, true, true, false, true, false, false, nil)) { + foundColZ = foundCol.point.z; + if (foundColZ >= waterLevel) { + posToCheck.z = 0.8f + foundColZ; + SetPosition(posToCheck); + bIsStanding = true; + bWasStanding = true; + return true; + } + } + + posToCheck = 5.0f * potentialGroundDist + GetPosition(); + posToCheck.z = 3.0f + waterLevel; + + if (!CWorld::ProcessVerticalLine(posToCheck, waterLevel - 1.0f, foundCol, foundEnt, true, true, false, true, false, false, nil)) + return false; + + foundColZ = foundCol.point.z; + if (foundColZ < waterLevel) + return false; + + posToCheck.z = 0.8f + foundColZ; + SetPosition(posToCheck); + bIsStanding = true; + bWasStanding = true; + return true; +} + +void +CPed::CollideWithPed(CPed *collideWith) +{ + CAnimBlendAssociation *animAssoc; + AnimationId animToPlay; + + bool weAreMissionChar = CharCreatedBy == MISSION_CHAR; + bool heIsMissionChar = collideWith->CharCreatedBy == MISSION_CHAR; + CVector posDiff = collideWith->GetPosition() - GetPosition(); + int waitTime = 0; + + if (weAreMissionChar || !collideWith->IsPlayer() || collideWith->m_nPedState != PED_MAKE_CALL) { + bool weDontLookToHim = DotProduct(posDiff, GetForward()) > 0.0f; + bool heLooksToUs = DotProduct(posDiff, collideWith->GetForward()) < 0.0f; + + if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) { + + if ((!IsPlayer() || ((CPlayerPed*)this)->m_fMoveSpeed <= 1.8f) + && (IsPlayer() || heIsMissionChar && weAreMissionChar || m_nMoveState != PEDMOVE_RUN && m_nMoveState != PEDMOVE_SPRINT +#ifdef VC_PED_PORTS + || m_objective == OBJECTIVE_FOLLOW_CHAR_IN_FORMATION && m_pedInObjective == collideWith + || collideWith->m_objective == OBJECTIVE_FOLLOW_CHAR_IN_FORMATION && collideWith->m_pedInObjective == this +#endif + )) { + + if (m_objective != OBJECTIVE_FOLLOW_CHAR_IN_FORMATION && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT) { + + if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) { + + if (heIsMissionChar || !weAreMissionChar && collideWith->m_nMoveState != PEDMOVE_STILL) { + + if (weAreMissionChar && (m_nPedState == PED_SEEK_POS || m_nPedState == PED_SEEK_ENTITY)) { + + if (collideWith->m_nMoveState != PEDMOVE_STILL + && (!collideWith->IsPlayer() || collideWith->IsPlayer() && CPad::GetPad(0)->ArePlayerControlsDisabled())) { + float seekPosDist = (GetPosition() - m_vecSeekPos).MagnitudeSqr2D(); + float heAndSeekPosDist = (collideWith->GetPosition() - m_vecSeekPos).MagnitudeSqr2D(); + + if (seekPosDist <= heAndSeekPosDist) { + waitTime = 1000; + collideWith->SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &waitTime); + collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + waitTime; + } else { + waitTime = 500; + SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &waitTime); + m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + waitTime; + } + } else if (collideWith->m_nMoveState == PEDMOVE_STILL) { + SetDirectionToWalkAroundObject(collideWith); + } + } else { + if (weAreMissionChar || m_pedStats->m_fear <= 100 - collideWith->m_pedStats->m_temper + || (collideWith->IsPlayer() || collideWith->m_nMoveState == PEDMOVE_NONE || collideWith->m_nMoveState == PEDMOVE_STILL) && + (!collideWith->IsPlayer() || ((CPlayerPed*)collideWith)->m_fMoveSpeed <= 1.0f)) { + SetDirectionToWalkAroundObject(collideWith); + if (!weAreMissionChar) + Say(SOUND_PED_CHAT); + } else { + SetEvasiveStep(collideWith, 2); + } + } + } else { + if (m_pedStats->m_temper <= m_pedStats->m_fear + || GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED + || weAreMissionChar + || collideWith->m_nPedType == PEDTYPE_CIVFEMALE + || collideWith->m_nPedType == m_nPedType + || collideWith->GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) { + SetDirectionToWalkAroundObject(collideWith); + Say(SOUND_PED_CHAT); + } else { + TurnBody(); + SetAttack(collideWith); +#ifdef VC_PED_PORTS + m_fRotationCur = 0.3f + m_fRotationCur; + m_fRotationDest = m_fRotationCur; +#endif + } + m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(250, 450); + } + } + } else { +#ifdef VC_PED_PORTS + if (m_pedInObjective && (collideWith == m_pedInObjective || collideWith->m_pedInObjective == m_pedInObjective) && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) { +#else + if (m_pedInObjective && collideWith == m_pedInObjective && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) { +#endif + if (heLooksToUs) { + SetEvasiveStep(collideWith, 1); + m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000; + } + } else if (weDontLookToHim && IsPedInControl()) { + + if (m_pedStats != collideWith->m_pedStats) { + + if (collideWith->m_pedStats->m_fear <= 100 - m_pedStats->m_temper +#ifdef VC_PED_PORTS + || collideWith->IsPlayer() || CTimer::GetTimeInMilliseconds() < m_nPedStateTimer +#endif + ) { + + if (collideWith->IsPlayer()) { + // He's on our right side + if (DotProduct(posDiff,GetRight()) <= 0.0f) + m_fRotationCur -= m_headingRate; + else + m_fRotationCur += m_headingRate; + } else { + // He's on our right side + if (DotProduct(posDiff, collideWith->GetRight()) <= 0.0f) + collideWith->m_fRotationCur -= collideWith->m_headingRate; + else + collideWith->m_fRotationCur += collideWith->m_headingRate; + } + } else { + SetLookFlag(collideWith, false); + TurnBody(); + animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_PPUNCH, 8.0f); + animAssoc->flags |= ASSOC_FADEOUTWHENDONE; +#ifdef VC_PED_PORTS + m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 2000; +#endif + if (!heIsMissionChar) { + CVector2D posDiff2D(posDiff); + int direction = collideWith->GetLocalDirection(posDiff2D); + collideWith->StartFightDefend(direction, HITLEVEL_HIGH, 5); + } + } + } + } + } + } else if (collideWith->m_pedStats->m_defendWeakness <= 1.5f || heIsMissionChar +#ifdef VC_PED_PORTS + || m_pedStats->m_defendWeakness <= collideWith->m_pedStats->m_defendWeakness +#endif + ) { + // He looks us and we're not at his right side + if (heLooksToUs && DotProduct(posDiff,collideWith->GetRight()) > 0.0f) { + CVector moveForce = GetRight(); + moveForce.z += 0.1f; + ApplyMoveForce(moveForce); + if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT) + animToPlay = ANIM_HIT_LEFT; + else + animToPlay = ANIM_SHOT_LEFT_PARTIAL; + } else if (heLooksToUs) { + CVector moveForce = GetRight() * -1.0f; + moveForce.z += 0.1f; + ApplyMoveForce(moveForce); + if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT) + animToPlay = ANIM_HIT_RIGHT; + else + animToPlay = ANIM_SHOT_RIGHT_PARTIAL; + } else { + if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT) + animToPlay = ANIM_HIT_BACK; + else + animToPlay = ANIM_SHOT_BACK_PARTIAL; + } + + if (collideWith->IsPedInControl() && CTimer::GetTimeInMilliseconds() > collideWith->m_nPedStateTimer) { + animAssoc = CAnimManager::BlendAnimation(collideWith->GetClump(), ASSOCGRP_STD, animToPlay, 8.0f); + animAssoc->flags |= ASSOC_FADEOUTWHENDONE; + collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 1000; + if (m_nPedState == PED_ATTACK) + DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f); + } + } else { + // We're at his right side + if (DotProduct(posDiff, collideWith->GetRight()) <= 0.0f) { + CVector moveForce = GetRight() * -1.0f; + moveForce.z += 0.1f; + ApplyMoveForce(moveForce); + if (heLooksToUs) + animToPlay = ANIM_KO_SPIN_L; + else + animToPlay = ANIM_KD_RIGHT; + } else { + CVector moveForce = GetRight(); + moveForce.z += 0.1f; + ApplyMoveForce(moveForce); + if (heLooksToUs) + animToPlay = ANIM_KO_SPIN_R; + else + animToPlay = ANIM_KD_LEFT; + } + + if (m_nPedState == PED_ATTACK && collideWith->IsPedInControl()) + DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f); + + collideWith->SetFall(3000, animToPlay, 0); + } + } else { + if (!IsPedInControl()) + return; + + if (collideWith->m_nMoveState == PEDMOVE_NONE || collideWith->m_nMoveState == PEDMOVE_STILL) + return; + + if (m_nPedType != collideWith->m_nPedType || m_nPedType == PEDTYPE_CIVMALE || m_nPedType == PEDTYPE_CIVFEMALE) { + + if (!weAreMissionChar && heLooksToUs && m_pedStats->m_fear > 100 - collideWith->m_pedStats->m_temper) { + + if (CGeneral::GetRandomNumber() & 1 && CTimer::GetTimeInMilliseconds() < m_nPedStateTimer){ + SetEvasiveStep(collideWith, 2); + m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000; + } else if (collideWith->m_nMoveState > PEDMOVE_WALK) { + waitTime = 2000; + SetWaitState(WAITSTATE_PLAYANIM_DUCK, &waitTime); + } + } + } else if (heLooksToUs + && collideWith->m_nPedState != PED_STEP_AWAY + && m_nPedState != PED_STEP_AWAY + && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) { + + SetEvasiveStep(collideWith, 1); + m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000; + } + } + + if (IsPlayer()) { + SetLookFlag(collideWith, true); + SetLookTimer(800); + } + } else { + bool isRunning = m_nMoveState == PEDMOVE_RUN || m_nMoveState == PEDMOVE_SPRINT; + SetFindPathAndFlee(collideWith, 5000, !isRunning); + } +} + +void +CPed::KillPedWithCar(CVehicle *car, float impulse) +{ + CVehicleModelInfo *vehModel; + CColModel *vehColModel; + uint8 damageDir; + PedNode nodeToDamage; + eWeaponType killMethod; + + if (m_nPedState == PED_FALL || m_nPedState == PED_DIE) { + if (!this->m_pCollidingEntity || car->GetStatus() == STATUS_PLAYER) + this->m_pCollidingEntity = car; + return; + } + + if (m_nPedState == PED_DEAD) + return; + + if (m_pCurSurface) { + if (m_pCurSurface->IsVehicle() && (((CVehicle*)m_pCurSurface)->m_vehType == VEHICLE_TYPE_BOAT || IsPlayer())) + return; + } + + CVector distVec = GetPosition() - car->GetPosition(); + + if ((impulse > 12.0f || car->GetModelIndex() == MI_TRAIN) && !IsPlayer()) { + nodeToDamage = PED_TORSO; + killMethod = WEAPONTYPE_RAMMEDBYCAR; + uint8 randVal = CGeneral::GetRandomNumber() & 3; + + if (car == FindPlayerVehicle()) { + float carSpeed = car->m_vecMoveSpeed.Magnitude(); + uint8 shakeFreq; + if (100.0f * carSpeed * 2000.0f / car->m_fMass + 80.0f <= 250.0f) { + shakeFreq = 100.0f * carSpeed * 2000.0f / car->m_fMass + 80.0f; + } else { + shakeFreq = 250.0f; + } + CPad::GetPad(0)->StartShake(40000 / shakeFreq, shakeFreq); + } + bIsStanding = false; + damageDir = GetLocalDirection(-m_vecMoveSpeed); + vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(car->GetModelIndex()); + vehColModel = vehModel->GetColModel(); + float carRightAndDistDotProd = DotProduct(distVec, car->GetRight()); + + if (car->GetModelIndex() == MI_TRAIN) { + killMethod = WEAPONTYPE_RUNOVERBYCAR; + nodeToDamage = PED_HEAD; + m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed; + m_vecMoveSpeed.z = 0.0f; + if (damageDir == 1 || damageDir == 3) + damageDir = 2; + if (CGame::nastyGame) + DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f); + + // Car doesn't look to us + } else if (DotProduct(car->m_vecMoveSpeed, car->GetForward()) >= 0.0f){ + + if (0.99f * vehColModel->boundingBox.max.x < Abs(carRightAndDistDotProd)) { + + // We're at the right of the car + if (carRightAndDistDotProd <= 0.0f) + nodeToDamage = PED_UPPERARML; + else + nodeToDamage = PED_UPPERARMR; + + if (Abs(DotProduct(distVec, car->GetForward())) < 0.85f * vehColModel->boundingBox.max.y) { + killMethod = WEAPONTYPE_RUNOVERBYCAR; + m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed; + m_vecMoveSpeed.z = 0.0f; + if (damageDir == 1 || damageDir == 3) + damageDir = 2; + if (CGame::nastyGame) + DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f); + + } + } else { + float carFrontAndDistDotProd = DotProduct(distVec, car->GetForward()); + + // carFrontAndDistDotProd <= 0.0 car looks to us + if ((carFrontAndDistDotProd <= 0.1 || randVal == 1) && randVal != 0) { + killMethod = WEAPONTYPE_RUNOVERBYCAR; + nodeToDamage = PED_HEAD; + m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed; + m_vecMoveSpeed.z = 0.0f; + if (damageDir == 1 || damageDir == 3) + damageDir = 2; + + if (CGame::nastyGame) + DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f); + + } else { + nodeToDamage = PED_MID; + float vehColMaxY = vehColModel->boundingBox.max.y; + float vehColMinY = vehColModel->boundingBox.min.y; + float vehColMaxZ = vehColModel->boundingBox.max.z; + float carFrontZ = car->GetForward().z; + float carHighestZ, carLength; + + if (carFrontZ < -0.2f) { + // Highest point of car's back + carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMinY, vehColMaxZ)).z; + carLength = vehColMaxY - vehColMinY; + + } else if (carFrontZ > 0.1f) { + // Highest point of car's front + carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMaxY, vehColMaxZ)).z; + float highestZDist = carHighestZ - GetPosition().z; + if (highestZDist > 0.0f) { + GetMatrix().GetPosition().z += 0.5f * highestZDist; + carHighestZ += highestZDist * 0.25f; + } + carLength = vehColMaxY; + + } else { + // Highest point of car's front + carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMaxY, vehColMaxZ)).z; + carLength = vehColMaxY; + } + + float pedJumpSpeedToReachHighestZ = (carHighestZ - GetPosition().z) / (carLength / car->m_vecMoveSpeed.Magnitude()); + + // TODO: What are we doing down here? + float unknown = ((CGeneral::GetRandomNumber() % 256) * 0.002 + 1.5) * pedJumpSpeedToReachHighestZ; + + // After this point, distVec isn't distVec anymore. + distVec = car->m_vecMoveSpeed; + distVec.Normalise(); + distVec *= 0.2 * unknown; + + if (damageDir != 1 && damageDir != 3) + distVec.z += unknown; + else + distVec.z += 1.5f * unknown; + + m_vecMoveSpeed = distVec; + damageDir += 2; + if (damageDir > 3) + damageDir = damageDir - 4; + + if (car->m_vehType == VEHICLE_TYPE_CAR) { + CObject *bonnet = ((CAutomobile*)car)->RemoveBonnetInPedCollision(); + + if (bonnet) { + if (CGeneral::GetRandomNumber() & 1) { + bonnet->m_vecMoveSpeed += Multiply3x3(car->GetMatrix(), CVector(0.1f, 0.0f, 0.5f)); + } else { + bonnet->m_vecMoveSpeed += Multiply3x3(car->GetMatrix(), CVector(-0.1f, 0.0f, 0.5f)); + } + CVector forceDir = car->GetUp() * 10.0f; + bonnet->ApplyTurnForce(forceDir, car->GetForward()); + } + } + } + } + } + + if (car->pDriver) { + CEventList::RegisterEvent((m_nPedType == PEDTYPE_COP ? EVENT_HIT_AND_RUN_COP : EVENT_HIT_AND_RUN), EVENT_ENTITY_PED, this, car->pDriver, 1000); + } + + ePedPieceTypes pieceToDamage; + switch (nodeToDamage) { + case PED_HEAD: + pieceToDamage = PEDPIECE_HEAD; + break; + case PED_UPPERARML: + pieceToDamage = PEDPIECE_LEFTARM; + break; + case PED_UPPERARMR: + pieceToDamage = PEDPIECE_RIGHTARM; + break; + default: + pieceToDamage = PEDPIECE_MID; + break; + } + InflictDamage(car, killMethod, 1000.0f, pieceToDamage, damageDir); + + if (DyingOrDead() + && bIsPedDieAnimPlaying && !m_pCollidingEntity) { + m_pCollidingEntity = car; + } + if (nodeToDamage == PED_MID) + bKnockedUpIntoAir = true; + else + bKnockedUpIntoAir = false; + + distVec.Normalise(); + +#ifdef VC_PED_PORTS + distVec *= Min(car->m_fMass / 1400.0f, 1.0f); +#endif + car->ApplyMoveForce(distVec * -100.0f); + Say(SOUND_PED_DEFEND); + + } else if (m_vecDamageNormal.z < -0.8f && impulse > 3.0f + || impulse > 6.0f && (!IsPlayer() || impulse > 10.0f)) { + + bIsStanding = false; + uint8 fallDirection = GetLocalDirection(-car->m_vecMoveSpeed); + float damage; + if (IsPlayer() && car->GetModelIndex() == MI_TRAIN) + damage = 150.0f; + else + damage = 30.0f; + + InflictDamage(car, WEAPONTYPE_RAMMEDBYCAR, damage, PEDPIECE_TORSO, fallDirection); + SetFall(1000, (AnimationId)(fallDirection + ANIM_KO_SKID_FRONT), true); + + if (OnGround() && !m_pCollidingEntity && + (!IsPlayer() || bHasHitWall || car->GetModelIndex() == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) { + + m_pCollidingEntity = car; + } + + bKnockedUpIntoAir = false; + if (car->GetModelIndex() != MI_TRAIN && !bHasHitWall) { + m_vecMoveSpeed = car->m_vecMoveSpeed * 0.75f; + } + m_vecMoveSpeed.z = 0.0f; + distVec.Normalise(); +#ifdef VC_PED_PORTS + distVec *= Min(car->m_fMass / 1400.0f, 1.0f); +#endif + car->ApplyMoveForce(distVec * -60.0f); + Say(SOUND_PED_DEFEND); + } + +#ifdef VC_PED_PORTS + // Killing gang members with car wasn't triggering a fight, until now... Taken from VC. + if (IsGangMember()) { + CPed *driver = car->pDriver; + if (driver && driver->IsPlayer() +#ifdef FIX_BUGS + && (CharCreatedBy != MISSION_CHAR || bRespondsToThreats) && (!m_leader || m_leader != driver) +#endif + ) { + RegisterThreatWithGangPeds(driver); + } + } +#endif +}
\ No newline at end of file diff --git a/src/peds/PedStats.cpp b/src/peds/PedStats.cpp deleted file mode 100644 index 1f7a95b4..00000000 --- a/src/peds/PedStats.cpp +++ /dev/null @@ -1,118 +0,0 @@ -#include "common.h" - -#include "General.h" -#include "FileMgr.h" -#include "PedStats.h" - -CPedStats *CPedStats::ms_apPedStats[NUM_PEDSTATS]; - -void -CPedStats::Initialise(void) -{ - int i; - - debug("Initialising CPedStats...\n"); - for(i = 0; i < NUM_PEDSTATS; i++){ - ms_apPedStats[i] = new CPedStats; - ms_apPedStats[i]->m_type = PEDSTAT_PLAYER; - ms_apPedStats[i]->m_name[8] = 'R'; // WHAT? - ms_apPedStats[i]->m_fleeDistance = 20.0f; - ms_apPedStats[i]->m_headingChangeRate = 15.0f; - ms_apPedStats[i]->m_fear = 50; - ms_apPedStats[i]->m_temper = 50; - ms_apPedStats[i]->m_lawfulness = 50; - ms_apPedStats[i]->m_sexiness = 50; - ms_apPedStats[i]->m_attackStrength = 1.0f; - ms_apPedStats[i]->m_defendWeakness = 1.0f; - ms_apPedStats[i]->m_flags = 0; - } - debug("Loading pedstats data...\n"); - CPedStats::LoadPedStats(); - debug("CPedStats ready\n"); -} - -void -CPedStats::Shutdown(void) -{ - int i; - debug("Shutting down CPedStats...\n"); - for(i = 0; i < NUM_PEDSTATS; i++) - delete ms_apPedStats[i]; - debug("CPedStats shut down\n"); -} - -void -CPedStats::LoadPedStats(void) -{ - char *buf; - char line[256]; - char name[32]; - size_t bp, buflen; - int lp, linelen; - int type; - float fleeDist, headingChangeRate, attackStrength, defendWeakness; - int fear, temper, lawfullness, sexiness, flags; - - - type = 0; - buf = new char[16 * 1024]; - - CFileMgr::SetDir("DATA"); - buflen = CFileMgr::LoadFile("PEDSTATS.DAT", (uint8*)buf, 16 * 1024, "r"); - CFileMgr::SetDir(""); - - for(bp = 0; bp < buflen; ){ - // read file line by line - for(linelen = 0; buf[bp] != '\n' && bp < buflen; bp++){ - if(buf[bp] == '\r' || buf[bp] == ',' || buf[bp] == '\t') - line[linelen++] = ' '; - else - line[linelen++] = buf[bp]; - } - bp++; - line[linelen] = '\0'; - - // skip white space - for(lp = 0; line[lp] <= ' '; lp++); - - if(lp >= linelen || // FIX: game uses == here, but this is safer if we have empty lines - line[lp] == '#') - continue; - - sscanf(&line[lp], "%s %f %f %d %d %d %d %f %f %d", - name, - &fleeDist, - &headingChangeRate, - &fear, - &temper, - &lawfullness, - &sexiness, - &attackStrength, - &defendWeakness, - &flags); - ms_apPedStats[type]->m_type = (ePedStats)type; - strncpy(ms_apPedStats[type]->m_name, name, 24); // FIX: game uses strcpy - ms_apPedStats[type]->m_fleeDistance = fleeDist; - ms_apPedStats[type]->m_headingChangeRate = headingChangeRate; - ms_apPedStats[type]->m_fear = fear; - ms_apPedStats[type]->m_temper = temper; - ms_apPedStats[type]->m_lawfulness = lawfullness; - ms_apPedStats[type]->m_sexiness = sexiness; - ms_apPedStats[type]->m_attackStrength = attackStrength; - ms_apPedStats[type]->m_defendWeakness = defendWeakness; - ms_apPedStats[type]->m_flags = flags; - type++; - } - - delete[] buf; -} - -ePedStats -CPedStats::GetPedStatType(char *name) -{ - for(uint16 type = 0; type < NUM_PEDSTATS; type++) - if(!CGeneral::faststrcmp(ms_apPedStats[type]->m_name, name)) - return (ePedStats) type; - - return NUM_PEDSTATS; -} diff --git a/src/peds/PedStats.h b/src/peds/PedStats.h deleted file mode 100644 index df97bdb8..00000000 --- a/src/peds/PedStats.h +++ /dev/null @@ -1,80 +0,0 @@ -#pragma once - -enum ePedStats -{ - PEDSTAT_PLAYER, - PEDSTAT_COP, - PEDSTAT_MEDIC, - PEDSTAT_FIREMAN, - PEDSTAT_GANG1, - PEDSTAT_GANG2, - PEDSTAT_GANG3, - PEDSTAT_GANG4, - PEDSTAT_GANG5, - PEDSTAT_GANG6, - PEDSTAT_GANG7, - PEDSTAT_STREET_GUY, - PEDSTAT_SUIT_GUY, - PEDSTAT_SENSIBLE_GUY, - PEDSTAT_GEEK_GUY, - PEDSTAT_OLD_GUY, - PEDSTAT_TOUGH_GUY, - PEDSTAT_STREET_GIRL, - PEDSTAT_SUIT_GIRL, - PEDSTAT_SENSIBLE_GIRL, - PEDSTAT_GEEK_GIRL, - PEDSTAT_OLD_GIRL, - PEDSTAT_TOUGH_GIRL, - PEDSTAT_TRAMP_MALE, - PEDSTAT_TRAMP_FEMALE, - PEDSTAT_TOURIST, - PEDSTAT_PROSTITUTE, - PEDSTAT_CRIMINAL, - PEDSTAT_BUSKER, - PEDSTAT_TAXIDRIVER, - PEDSTAT_PSYCHO, - PEDSTAT_STEWARD, - PEDSTAT_SPORTSFAN, - PEDSTAT_SHOPPER, - PEDSTAT_OLDSHOPPER, - - NUM_PEDSTATS -}; - -// flags -enum -{ - STAT_PUNCH_ONLY = 1, - STAT_CAN_KNEE_HEAD = 2, - STAT_CAN_KICK = 4, - STAT_CAN_ROUNDHOUSE = 8, - STAT_NO_DIVE = 0x10, - STAT_ONE_HIT_KNOCKDOWN = 0x20, - STAT_SHOPPING_BAGS = 0x40, - STAT_GUN_PANIC = 0x80 -}; - -class CPedStats -{ -public: - ePedStats m_type; - char m_name[24]; - float m_fleeDistance; - float m_headingChangeRate; - int8 m_fear; - int8 m_temper; - int8 m_lawfulness; - int8 m_sexiness; - float m_attackStrength; - float m_defendWeakness; - int16 m_flags; - - static CPedStats *ms_apPedStats[NUM_PEDSTATS]; - - static void Initialise(void); - static void Shutdown(void); - static void LoadPedStats(void); - static ePedStats GetPedStatType(char *name); -}; - -VALIDATE_SIZE(CPedStats, 0x34); diff --git a/src/peds/PedType.cpp b/src/peds/PedType.cpp index 397cd71d..6e745bd7 100644 --- a/src/peds/PedType.cpp +++ b/src/peds/PedType.cpp @@ -1,9 +1,11 @@ #include "common.h" +#include "General.h" #include "FileMgr.h" #include "PedType.h" CPedType *CPedType::ms_apPedType[NUM_PEDTYPES]; +CPedStats *CPedStats::ms_apPedStats[NUM_PEDSTATS]; void CPedType::Initialise(void) @@ -202,3 +204,114 @@ INITSAVEBUF *ms_apPedType[i] = ReadSaveBuf<CPedType>(buf); VALIDATESAVEBUF(size) } + +void +CPedStats::Initialise(void) +{ + int i; + + debug("Initialising CPedStats...\n"); + for(i = 0; i < NUM_PEDSTATS; i++){ + ms_apPedStats[i] = new CPedStats; + ms_apPedStats[i]->m_type = PEDSTAT_PLAYER; + ms_apPedStats[i]->m_name[8] = 'R'; // WHAT? + ms_apPedStats[i]->m_fleeDistance = 20.0f; + ms_apPedStats[i]->m_headingChangeRate = 15.0f; + ms_apPedStats[i]->m_fear = 50; + ms_apPedStats[i]->m_temper = 50; + ms_apPedStats[i]->m_lawfulness = 50; + ms_apPedStats[i]->m_sexiness = 50; + ms_apPedStats[i]->m_attackStrength = 1.0f; + ms_apPedStats[i]->m_defendWeakness = 1.0f; + ms_apPedStats[i]->m_flags = 0; + } + debug("Loading pedstats data...\n"); + CPedStats::LoadPedStats(); + debug("CPedStats ready\n"); +} + +void +CPedStats::Shutdown(void) +{ + int i; + debug("Shutting down CPedStats...\n"); + for(i = 0; i < NUM_PEDSTATS; i++) + delete ms_apPedStats[i]; + debug("CPedStats shut down\n"); +} + +void +CPedStats::LoadPedStats(void) +{ + char *buf; + char line[256]; + char name[32]; + size_t bp, buflen; + int lp, linelen; + int type; + float fleeDist, headingChangeRate, attackStrength, defendWeakness; + int fear, temper, lawfullness, sexiness, flags; + + + type = 0; + buf = new char[16 * 1024]; + + CFileMgr::SetDir("DATA"); + buflen = CFileMgr::LoadFile("PEDSTATS.DAT", (uint8*)buf, 16 * 1024, "r"); + CFileMgr::SetDir(""); + + for(bp = 0; bp < buflen; ){ + // read file line by line + for(linelen = 0; buf[bp] != '\n' && bp < buflen; bp++){ + if(buf[bp] == '\r' || buf[bp] == ',' || buf[bp] == '\t') + line[linelen++] = ' '; + else + line[linelen++] = buf[bp]; + } + bp++; + line[linelen] = '\0'; + + // skip white space + for(lp = 0; line[lp] <= ' '; lp++); + + if(lp >= linelen || // FIX: game uses == here, but this is safer if we have empty lines + line[lp] == '#') + continue; + + sscanf(&line[lp], "%s %f %f %d %d %d %d %f %f %d", + name, + &fleeDist, + &headingChangeRate, + &fear, + &temper, + &lawfullness, + &sexiness, + &attackStrength, + &defendWeakness, + &flags); + ms_apPedStats[type]->m_type = (ePedStats)type; + strncpy(ms_apPedStats[type]->m_name, name, 24); // FIX: game uses strcpy + ms_apPedStats[type]->m_fleeDistance = fleeDist; + ms_apPedStats[type]->m_headingChangeRate = headingChangeRate; + ms_apPedStats[type]->m_fear = fear; + ms_apPedStats[type]->m_temper = temper; + ms_apPedStats[type]->m_lawfulness = lawfullness; + ms_apPedStats[type]->m_sexiness = sexiness; + ms_apPedStats[type]->m_attackStrength = attackStrength; + ms_apPedStats[type]->m_defendWeakness = defendWeakness; + ms_apPedStats[type]->m_flags = flags; + type++; + } + + delete[] buf; +} + +ePedStats +CPedStats::GetPedStatType(char *name) +{ + for(uint16 type = 0; type < NUM_PEDSTATS; type++) + if(!CGeneral::faststrcmp(ms_apPedStats[type]->m_name, name)) + return (ePedStats) type; + + return NUM_PEDSTATS; +} diff --git a/src/peds/PedType.h b/src/peds/PedType.h index 3a765da1..3e23c249 100644 --- a/src/peds/PedType.h +++ b/src/peds/PedType.h @@ -92,3 +92,82 @@ public: }; VALIDATE_SIZE(CPedType, 0x20); + +enum ePedStats +{ + PEDSTAT_PLAYER, + PEDSTAT_COP, + PEDSTAT_MEDIC, + PEDSTAT_FIREMAN, + PEDSTAT_GANG1, + PEDSTAT_GANG2, + PEDSTAT_GANG3, + PEDSTAT_GANG4, + PEDSTAT_GANG5, + PEDSTAT_GANG6, + PEDSTAT_GANG7, + PEDSTAT_STREET_GUY, + PEDSTAT_SUIT_GUY, + PEDSTAT_SENSIBLE_GUY, + PEDSTAT_GEEK_GUY, + PEDSTAT_OLD_GUY, + PEDSTAT_TOUGH_GUY, + PEDSTAT_STREET_GIRL, + PEDSTAT_SUIT_GIRL, + PEDSTAT_SENSIBLE_GIRL, + PEDSTAT_GEEK_GIRL, + PEDSTAT_OLD_GIRL, + PEDSTAT_TOUGH_GIRL, + PEDSTAT_TRAMP_MALE, + PEDSTAT_TRAMP_FEMALE, + PEDSTAT_TOURIST, + PEDSTAT_PROSTITUTE, + PEDSTAT_CRIMINAL, + PEDSTAT_BUSKER, + PEDSTAT_TAXIDRIVER, + PEDSTAT_PSYCHO, + PEDSTAT_STEWARD, + PEDSTAT_SPORTSFAN, + PEDSTAT_SHOPPER, + PEDSTAT_OLDSHOPPER, + + NUM_PEDSTATS +}; + +// flags +enum +{ + STAT_PUNCH_ONLY = 1, + STAT_CAN_KNEE_HEAD = 2, + STAT_CAN_KICK = 4, + STAT_CAN_ROUNDHOUSE = 8, + STAT_NO_DIVE = 0x10, + STAT_ONE_HIT_KNOCKDOWN = 0x20, + STAT_SHOPPING_BAGS = 0x40, + STAT_GUN_PANIC = 0x80 +}; + +class CPedStats +{ +public: + ePedStats m_type; + char m_name[24]; + float m_fleeDistance; + float m_headingChangeRate; + int8 m_fear; + int8 m_temper; + int8 m_lawfulness; + int8 m_sexiness; + float m_attackStrength; + float m_defendWeakness; + int16 m_flags; + + static CPedStats *ms_apPedStats[NUM_PEDSTATS]; + + static void Initialise(void); + static void Shutdown(void); + static void LoadPedStats(void); + static ePedStats GetPedStatType(char *name); +}; + +VALIDATE_SIZE(CPedStats, 0x34);
\ No newline at end of file diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp index ee6ba58a..83bd0d21 100644 --- a/src/render/Renderer.cpp +++ b/src/render/Renderer.cpp @@ -596,7 +596,7 @@ CRenderer::SetupBigBuildingVisibility(CEntity *ent) // that of an atomic for another draw distance. if(RpAtomicGetGeometry(a) != RpAtomicGetGeometry(rwobj)) RpAtomicSetGeometry(rwobj, RpAtomicGetGeometry(a), rpATOMICSAMEBOUNDINGSPHERE); // originally 5 (mistake?) - if(!ent->IsVisibleComplex()) + if (!ent->IsVisible() || !ent->GetIsOnScreenComplex()) return VIS_INVISIBLE; if(mi->m_drawLast){ CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist); @@ -626,7 +626,7 @@ CRenderer::SetupBigBuildingVisibility(CEntity *ent) RpAtomic *rwobj = (RpAtomic*)ent->m_rwObject; if(RpAtomicGetGeometry(a) != RpAtomicGetGeometry(rwobj)) RpAtomicSetGeometry(rwobj, RpAtomicGetGeometry(a), rpATOMICSAMEBOUNDINGSPHERE); // originally 5 (mistake?) - if(ent->IsVisibleComplex()) + if (ent->IsVisible() && ent->GetIsOnScreenComplex()) CVisibilityPlugins::InsertEntityIntoSortedList(ent, dist); return VIS_INVISIBLE; } @@ -919,6 +919,37 @@ CRenderer::RequestObjectsInFrustum(void) } } +bool +CPed::SetupLighting(void) +{ + ActivateDirectional(); + SetAmbientColoursForPedsCarsAndObjects(); + +#ifndef MASTER + // Originally this was being called through iteration of Sectors, but putting it here is better. + if (GetDebugDisplay() != 0 && !IsPlayer()) + DebugRenderOnePedText(); +#endif + + if (bRenderScorched) { + WorldReplaceNormalLightsWithScorched(Scene.world, 0.1f); + } else { + // Note that this lightMult is only affected by LIGHT_DARKEN. If there's no LIGHT_DARKEN, it will be 1.0. + float lightMult = CPointLights::GenerateLightsAffectingObject(&GetPosition()); + if (!bHasBlip && lightMult != 1.0f) { + SetAmbientAndDirectionalColours(lightMult); + return true; + } + } + return false; +} + +void +CPed::RemoveLighting(bool reset) +{ + CRenderer::RemoveVehiclePedLights(this, reset); +} + float CalcNewDelta(RwV2d *a, RwV2d *b) { diff --git a/src/vehicles/Automobile.cpp b/src/vehicles/Automobile.cpp index 95a68769..66afa1d4 100644 --- a/src/vehicles/Automobile.cpp +++ b/src/vehicles/Automobile.cpp @@ -4183,6 +4183,93 @@ CAutomobile::HasCarStoppedBecauseOfLight(void) } void +CPed::DeadPedMakesTyresBloody(void) +{ + int minX = CWorld::GetSectorIndexX(GetPosition().x - 2.0f); + if (minX < 0) minX = 0; + int minY = CWorld::GetSectorIndexY(GetPosition().y - 2.0f); + if (minY < 0) minY = 0; + int maxX = CWorld::GetSectorIndexX(GetPosition().x + 2.0f); + if (maxX > NUMSECTORS_X-1) maxX = NUMSECTORS_X-1; + int maxY = CWorld::GetSectorIndexY(GetPosition().y + 2.0f); + if (maxY > NUMSECTORS_Y-1) maxY = NUMSECTORS_Y-1; + + CWorld::AdvanceCurrentScanCode(); + + for (int curY = minY; curY <= maxY; curY++) { + for (int curX = minX; curX <= maxX; curX++) { + CSector *sector = CWorld::GetSector(curX, curY); + MakeTyresMuddySectorList(sector->m_lists[ENTITYLIST_VEHICLES]); + MakeTyresMuddySectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP]); + } + } +} + +void +CPed::MakeTyresMuddySectorList(CPtrList &list) +{ + for (CPtrNode *node = list.first; node; node = node->next) { + CVehicle *veh = (CVehicle*)node->item; + if (veh->IsCar() && veh->m_scanCode != CWorld::GetCurrentScanCode()) { + veh->m_scanCode = CWorld::GetCurrentScanCode(); + + if (Abs(GetPosition().x - veh->GetPosition().x) < 10.0f) { + + if (Abs(GetPosition().y - veh->GetPosition().y) < 10.0f + && veh->m_vecMoveSpeed.MagnitudeSqr2D() > 0.05f) { + + for(int wheel = 0; wheel < 4; wheel++) { + + if (!((CAutomobile*)veh)->m_aWheelSkidmarkBloody[wheel] + && ((CAutomobile*)veh)->m_aSuspensionSpringRatio[wheel] < 1.0f) { + + CColModel *vehCol = veh->GetModelInfo()->GetColModel(); + CVector approxWheelOffset; + switch (wheel) { + case 0: + approxWheelOffset = CVector(-vehCol->boundingBox.max.x, vehCol->boundingBox.max.y, 0.0f); + break; + case 1: + approxWheelOffset = CVector(-vehCol->boundingBox.max.x, vehCol->boundingBox.min.y, 0.0f); + break; + case 2: + approxWheelOffset = CVector(vehCol->boundingBox.max.x, vehCol->boundingBox.max.y, 0.0f); + break; + case 3: + approxWheelOffset = CVector(vehCol->boundingBox.max.x, vehCol->boundingBox.min.y, 0.0f); + break; + default: + break; + } + + // I hope so + CVector wheelPos = veh->GetMatrix() * approxWheelOffset; + if (Abs(wheelPos.z - GetPosition().z) < 2.0f) { + + if ((wheelPos - GetPosition()).MagnitudeSqr2D() < 1.0f) { + if (CGame::nastyGame) { + ((CAutomobile*)veh)->m_aWheelSkidmarkBloody[wheel] = true; + DMAudio.PlayOneShot(veh->m_audioEntityId, SOUND_SPLATTER, 0.0f); + } + veh->ApplyMoveForce(CVector(0.0f, 0.0f, 50.0f)); + + CVector vehAndWheelDist = wheelPos - veh->GetPosition(); + veh->ApplyTurnForce(CVector(0.0f, 0.0f, 50.0f), vehAndWheelDist); + + if (veh == FindPlayerVehicle()) { + CPad::GetPad(0)->StartShake(300, 70); + } + } + } + } + } + } + } + } + } +} + +void CAutomobile::SetBusDoorTimer(uint32 timer, uint8 type) { if(timer < 1000) diff --git a/src/weapons/Weapon.cpp b/src/weapons/Weapon.cpp index 9494c745..dc15485e 100644 --- a/src/weapons/Weapon.cpp +++ b/src/weapons/Weapon.cpp @@ -2288,6 +2288,16 @@ CWeapon::HasWeaponAmmoToBeUsed(void) } bool +CPed::IsPedDoingDriveByShooting(void) +{ + if (FindPlayerPed() == this && GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) { + if (TheCamera.Cams[TheCamera.ActiveCam].LookingLeft || TheCamera.Cams[TheCamera.ActiveCam].LookingRight) + return true; + } + return false; +} + +bool CWeapon::ProcessLineOfSight(CVector const &point1, CVector const &point2, CColPoint &point, CEntity *&entity, eWeaponType type, CEntity *shooter, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects) { return CWorld::ProcessLineOfSight(point1, point2, point, entity, checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, ignoreSeeThrough, ignoreSomeObjects); |