From a6972714b7ce5b7834e55a3b23acf28cf51a78ff Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?eray=20or=C3=A7unus?= Date: Tue, 19 May 2020 17:39:19 +0300 Subject: Melee weapons(half-working), Ped and Hud bits --- src/peds/Ped.cpp | 277 ++++++++++++++++++++++++++++--------------------------- 1 file changed, 142 insertions(+), 135 deletions(-) (limited to 'src/peds/Ped.cpp') diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index 0eb85f34..2e5898f6 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -116,32 +116,8 @@ 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}, + // TODO(Miami) }; uint16 CPed::nThreatReactionRangeMultiplier = 1; @@ -621,6 +597,8 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) bSomeVCflag1 = false; #endif + m_gangFlags = 0xFF; + bReachedAttractorHeadingTarget = false; bTurnedAroundOnAttractor = false; bCarPassenger = false; @@ -663,9 +641,16 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) GiveWeapon(WEAPONTYPE_UNARMED, 0, true); m_wepAccuracy = 60; m_lastWepDam = -1; + m_lastDamEntity = nil; + m_attachedTo = nil; + m_attachWepAmmo = 0; m_collPoly.valid = false; m_fCollisionSpeed = 0.0f; m_wepModelID = -1; + uint16 random = CGeneral::GetRandomNumber(); + m_nPedMoney = random % 25; + if (m_nPedMoney == 23) + m_nPedMoney = 400; #ifdef PED_SKIN m_pWeaponModel = nil; #endif @@ -1180,7 +1165,7 @@ CPed::FinishedReloadCB(CAnimBlendAssociation *reloadAssoc, void *arg) if (ped->bIsDucking && ped->bCrouchWhenShooting) { CAnimBlendAssociation *crouchFireAssoc = nil; if (!!weapon->m_bCrouchFire) { - crouchFireAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_WEAPON_CROUCHFIRE); + crouchFireAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchFireAnim(weapon)); } if (!!weapon->m_bReload && reloadAssoc) { if (reloadAssoc->animId == GetCrouchReloadAnim(weapon) && !crouchFireAssoc) { @@ -1219,7 +1204,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg) reloadAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchReloadAnim(currentWeapon)); } if (currentWeapon->m_bCrouchFire && attackAssoc) { - if (attackAssoc->animId == ANIM_WEAPON_CROUCHFIRE && !reloadAnimAssoc) { + if (attackAssoc->animId == GetCrouchFireAnim(currentWeapon) && !reloadAnimAssoc) { newAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 8.0f); newAnim->SetCurrentTime(newAnim->hierarchy->totalLength); newAnim->flags &= ~ASSOC_RUNNING; @@ -1245,7 +1230,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg) reloadAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchReloadAnim(currentWeapon)); } if (currentWeapon->m_bCrouchFire && attackAssoc) { - if (attackAssoc->animId == ANIM_WEAPON_CROUCHFIRE && !reloadAnimAssoc) { + if (attackAssoc->animId == GetCrouchFireAnim(currentWeapon) && !reloadAnimAssoc) { newAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 8.0f); newAnim->SetCurrentTime(newAnim->hierarchy->totalLength); newAnim->flags &= ~ASSOC_RUNNING; @@ -1273,15 +1258,6 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg) newAnim->SetFinishCallback(FinishedAttackCB, ped); } } else { - // TODO(Miami): Remove this block when fighting has been ported - if (attackAssoc && attackAssoc->animId == ANIM_FIGHT_PPUNCH && currentWeapon->m_AnimToPlay == ASSOCGRP_STD) - { - attackAssoc->blendDelta = -8.0f; - attackAssoc->flags |= ASSOC_DELETEFADEDOUT; - ped->ClearAttack(); - return; - } - if (attackAssoc && attackAssoc->animId == ANIM_MELEE_ATTACK && currentWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) { attackAssoc->blendDelta = -8.0f; @@ -1340,7 +1316,7 @@ CPed::Attack(void) if (bIsDucking) { if (!!ourWeapon->m_bCrouchFire && bCrouchWhenShooting) { - weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE); + weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(ourWeapon)); if (weaponAnimAssoc) { animLoopStart = ourWeapon->m_fAnim2LoopStart; animLoopEnd = ourWeapon->m_fAnim2LoopEnd; @@ -1393,7 +1369,6 @@ CPed::Attack(void) meleeAttackStarted = true; switch ( ourWeapon->m_AnimToPlay ) { - case ASSOCGRP_STD: // TODO(Miami): Remove that when weapons ported case ASSOCGRP_UNARMED: case ASSOCGRP_SCREWDRIVER: case ASSOCGRP_KNIFE: @@ -1434,7 +1409,7 @@ CPed::Attack(void) if (attackShouldContinue) { if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) { if (bCrouchWhenShooting && bIsDucking && !!ourWeapon->m_bCrouchFire) { - weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE, 8.0f); + weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetCrouchFireAnim(ourWeapon), 8.0f); } else if(!!ourWeapon->m_bUse2nd && CGeneral::GetRandomNumber() & 1){ weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE_2ND, 8.0f); @@ -1496,9 +1471,7 @@ CPed::Attack(void) if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE) { firePos = GetMatrix() * firePos; } else { - // TODO(Miami): Remove ANIM_KICK_FLOOR when fighting is done - TransformToNode(firePos, (weaponAnimAssoc->animId == ANIM_KICK_FLOOR || - weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND && ourWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) ? PED_FOOTR : PED_HANDR); + TransformToNode(firePos, (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND && ourWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) ? PED_FOOTR : PED_HANDR); } GetWeapon()->Fire(this, &firePos); @@ -1518,10 +1491,8 @@ CPed::Attack(void) damagerType = m_pDamageEntity->GetType(); } switch (ourWeapon->m_AnimToPlay) { - case ASSOCGRP_STD: // TODO(Miami): Remove after fighting done case ASSOCGRP_UNARMED: - if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH || // TODO(Miami): Remove after fighting done - weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) { + if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) { #ifdef AUDIO_NOT_READY DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f); #else @@ -1780,15 +1751,19 @@ CPed::SetCurrentWeapon(int slot) } } -// --MIAMI: TODO when weapons got converted +// --MIAMI: Done // 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++) { + for (int i = 0; i < TOTAL_WEAPON_SLOTS; i++) { if (GetWeapon(i).m_nAmmoTotal > 0) { eWeaponType weaponType = GetWeapon(i).m_eWeaponType; - if (weaponType >= WEAPONTYPE_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) { + + // First condition checks for Pistol, Python and Shotguns + if ((weaponType >= WEAPONTYPE_COLT45 && weaponType < WEAPONTYPE_TEC9) || + weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_M16 || weaponType == WEAPONTYPE_MP5 || + weaponType == WEAPONTYPE_ROCKETLAUNCHER || weaponType == WEAPONTYPE_FLAMETHROWER || weaponType == WEAPONTYPE_SNIPERRIFLE) { SetCurrentWeapon(i); return true; } @@ -1798,39 +1773,54 @@ CPed::SelectGunIfArmed(void) return false; } +// --MIAMI: Done void CPed::Duck(void) { if (CTimer::GetTimeInMilliseconds() > m_duckTimer) ClearDuck(); + else if (bIsDucking && bCrouchWhenShooting) { + CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + CAnimBlendAssociation *attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCH); + if (!attackAssoc) { + if(!!weapon->m_bCrouchFire) + attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weapon)); + } + if (!attackAssoc) { + if(!!weapon->m_bReload) + attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchReloadAnim(weapon)); + } + if (!attackAssoc) { + bIsDucking = false; + } + } } +// --MIAMI: Done void -CPed::ClearDuck(void) +CPed::ClearDuck(bool clearTimer) { CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN); if (!animAssoc) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_LOW); - - if (!animAssoc) { - bIsDucking = false; - return; - } } - if (!bCrouchWhenShooting) - return; + if (!animAssoc) { + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCH); + } - if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN) - return; + if (animAssoc) { + animAssoc->flags |= ASSOC_DELETEFADEDOUT; + animAssoc->blendDelta = -4.0f; + } + bIsDucking = false; - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RBLOCK_CSHOOT); - if (!animAssoc || animAssoc->blendDelta < 0.0f) { - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f); + if (clearTimer) { + m_duckTimer = 0; } } -// --MIAMI: Done except commented thing +// --MIAMI: Done void CPed::ClearPointGunAt(void) { @@ -1851,7 +1841,7 @@ CPed::ClearPointGunAt(void) animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE); if (!animAssoc || animAssoc->blendDelta < 0.0f) { if (!!weaponInfo->m_bCrouchFire) { - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE); + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weaponInfo)); } } if (animAssoc) { @@ -2690,7 +2680,7 @@ CPed::SetModelIndex(uint32 mi) m_animGroup = (AssocGroupId) modelInfo->m_animGroup; CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE); - // TODO(Miami): This is something inlined for sure + // TODO(Miami): This is inlined CanUseTorsoWhenLooking bool canUseMyBody = false; if (m_nPedState != PED_DRIVING && m_nPedState != PED_DRAG_FROM_CAR && !bIsDucking) { if (m_animGroup != ASSOCGRP_SEXYWOMAN && m_animGroup != ASSOCGRP_WOMAN) @@ -2714,7 +2704,13 @@ CPed::SetModelIndex(uint32 mi) void CPed::RemoveLighting(bool reset) { - CRenderer::RemoveVehiclePedLights(this, reset); + if (!bRenderScorched) { + CRenderer::RemoveVehiclePedLights(this, reset); + if (reset) + ReSetAmbientAndDirectionalColours(); + } + SetAmbientColours(); + DeActivateDirectional(); } bool @@ -2779,14 +2775,15 @@ CPed::WorkOutHeadingForMovingFirstPerson(float offset) angle = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown); } else { if (leftRight < 0.0f) - angle = 0.5f * PI; + angle = HALFPI; else if (leftRight > 0.0f) - angle = -0.5f * PI; + angle = -HALFPI; } return CGeneral::LimitRadianAngle(offset + angle); } +// --MIAMI: Done void CPed::CalculateNewVelocity(void) { @@ -2801,9 +2798,6 @@ CPed::CalculateNewVelocity(void) limitedRotDest -= 2 * PI; } - if (IsPlayer() && m_nPedState == PED_ATTACK) - headAmount /= 4.0f; - float neededTurn = limitedRotDest - m_fRotationCur; if (neededTurn <= headAmount) { if (neededTurn > (-headAmount)) @@ -2827,8 +2821,12 @@ CPed::CalculateNewVelocity(void) } if ((!TheCamera.Cams[TheCamera.ActiveCam].GetWeaponFirstPersonOn() && !TheCamera.Cams[0].Using3rdPersonMouseCam()) - || FindPlayerPed() != this || !CanStrafeOrMouseControl()) + || FindPlayerPed() != this || !CanStrafeOrMouseControl()) { + + if (FindPlayerPed() == this) + FindPlayerPed()->m_fWalkAngle = 0.0f; return; + } float walkAngle = WorkOutHeadingForMovingFirstPerson(m_fRotationCur); float pedSpeed = m_moved.Magnitude(); @@ -2848,16 +2846,13 @@ CPed::CalculateNewVelocity(void) CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE); CAnimBlendAssociation *fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE); -#ifdef VC_PED_PORTS if(!fightAssoc) fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED); - // There is one more anim in VC. + if(!fightAssoc) + fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD); if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc && !bIsDucking) { -#else - if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) { -#endif LimbOrientation newUpperLegs; newUpperLegs.yaw = localWalkAngle; @@ -3941,7 +3936,7 @@ CPed::ClearAttackByRemovingAnim(void) if (!weaponAssoc) { if (!!weapon->m_bCrouchFire) - weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE); + weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weapon)); } if (!weaponAssoc) { if(!!weapon->m_bFinish3rd) @@ -4913,7 +4908,7 @@ CPed::SetPointGunAt(CEntity *to) if (bCrouchWhenShooting && bIsDucking) { if (!!curWeapon->m_bCrouchFire) { - aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE); + aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(curWeapon)); } } else { aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE); @@ -4922,7 +4917,7 @@ CPed::SetPointGunAt(CEntity *to) if (!aimAssoc || aimAssoc->blendDelta < 0.0f) { if (bCrouchWhenShooting && bIsDucking) { if (!!curWeapon->m_bCrouchFire) { - aimAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE, 4.0f); + aimAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon), 4.0f); } } else { aimAssoc = CAnimManager::AddAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE); @@ -5194,7 +5189,7 @@ CPed::SetAttack(CEntity *victim) } // TODO(Miami): Brass knuckles - if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED || curWeapon->m_bFightMode /* || GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLES */) { + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED || curWeapon->m_bFightMode || GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE) { if (IsPlayer() || (m_nPedState != PED_FIGHT && m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL && !(m_pedStats->m_flags & STAT_SHOPPING_BAGS) && curWeapon->m_bPartialAttack)) { @@ -5206,10 +5201,7 @@ CPed::SetAttack(CEntity *victim) m_nPedState = PED_ATTACK; bIsAttacking = false; - // TODO(Miami): Revert when fighting got ported - animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, - GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED ? ANIM_FIGHT_PPUNCH : ANIM_MELEE_ATTACK_START, 8.0f); - // CAnimBlendAssociation *animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_START, 8.0f); + CAnimBlendAssociation *animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_START, 8.0f); animAssoc->SetRun(); if (animAssoc->currentTime == animAssoc->hierarchy->totalLength) animAssoc->SetCurrentTime(0.0f); @@ -5313,13 +5305,13 @@ CPed::SetAttack(CEntity *victim) m_nPedState = PED_ATTACK; SetMoveState(PEDMOVE_NONE); if (bCrouchWhenShooting && bIsDucking && !!curWeapon->m_bCrouchFire) { - CAnimBlendAssociation* curMoveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE); + CAnimBlendAssociation* curMoveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(curWeapon)); if (curMoveAssoc) { - if (strcmp(CAnimManager::GetAnimAssociation(curWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE)->hierarchy->name, curMoveAssoc->hierarchy->name) != 0) { + if (strcmp(CAnimManager::GetAnimAssociation(curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon))->hierarchy->name, curMoveAssoc->hierarchy->name) != 0) { delete curMoveAssoc; } } - animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE, 8.0f); + animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon), 8.0f); } else { float animDelta = 8.0f; if (curWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE) @@ -5439,10 +5431,11 @@ CPed::StartFightAttack(uint8 buttonPressure) nPlayerInComboMove = 0; } +// --MIAMI: Done void CPed::LoadFightData(void) { - float startFireTime, endFireTime, comboFollowOnTime, strikeRadius; + float startFireTime, endFireTime, comboFollowOnTime, strikeRadius, extendReachMultiplier; int damage, flags; char line[256], moveName[32], animName[32], hitLevel; int moveId = 0; @@ -5471,12 +5464,13 @@ CPed::LoadFightData(void) sscanf( &line[lp], - "%s %f %f %f %f %c %s %d %d", + "%s %f %f %f %f %f %c %s %d %d", moveName, &startFireTime, &endFireTime, &comboFollowOnTime, &strikeRadius, + &extendReachMultiplier, &hitLevel, animName, &damage, @@ -5489,6 +5483,7 @@ CPed::LoadFightData(void) tFightMoves[moveId].endFireTime = endFireTime / 30.0f; tFightMoves[moveId].comboFollowOnTime = comboFollowOnTime / 30.0f; tFightMoves[moveId].strikeRadius = strikeRadius; + tFightMoves[moveId].extendReachMultiplier = extendReachMultiplier; tFightMoves[moveId].damage = damage; tFightMoves[moveId].flags = flags; @@ -5512,11 +5507,14 @@ CPed::LoadFightData(void) 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; + if (strncmp(animName, "default", 8) != 0) { + if (strncmp(animName, "null", 5) != 0) { + animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animName); + tFightMoves[moveId].animId = (AnimationId)animAssoc->animId; + } + else { + tFightMoves[moveId].animId = ANIM_WALK; + } } moveId++; } @@ -5609,6 +5607,7 @@ CPed::FightStrike(CVector &touchedNodePos) damageMult *= m_pedStats->m_attackStrength; } + /* // Change direction if we used kick. if (m_lastFightMove == FIGHTMOVE_KICK) { if (CGeneral::GetRandomNumber() & 1) { @@ -5616,7 +5615,7 @@ CPed::FightStrike(CVector &touchedNodePos) if (direction > 3) direction -= 4; } - } + } */ nearPed->ReactToAttack(this); // Mostly unused. if > 5, ANIM_HIT_WALK will be run, that's it. @@ -6356,6 +6355,7 @@ CPed::CollideWithPed(CPed *collideWith) } } +// --MIAMI: Done except commented thing void CPed::CreateDeadPedMoney(void) { @@ -6363,29 +6363,31 @@ CPed::CreateDeadPedMoney(void) return; int skin = GetModelIndex(); + + // TODO(Miami): New flag if ((skin >= MI_COP && skin <= MI_FIREMAN) || CharCreatedBy == MISSION_CHAR || bInVehicle) return; - int money = CGeneral::GetRandomNumber() % 60; + int money = m_nPedMoney; if (money < 10) return; - if (money == 43) - money = 700; + CVector pickupPos = GetPosition(); + bool found; - int pickupCount = money / 40 + 1; + int pickupCount = Min(money / 20 + 1, 7); 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; + pickupPos.x += 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128); + pickupPos.y += 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128); + pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f; if (found) { - CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7)); + CPickups::GenerateNewOne(CVector(pickupPos.x, pickupPos.y, pickupPos.z), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 3)); } } + m_nPedMoney = 0; } void @@ -6556,13 +6558,6 @@ CPed::RemoveWeaponAnims(int unused, float animDelta) CAnimBlendAssociation *weaponAssoc; //CWeaponInfo::GetWeaponInfo(unused); - // TODO(Miami): Remove when fighting got ported - weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_PPUNCH); - if (weaponAssoc) { - weaponAssoc->blendDelta = animDelta; - weaponAssoc->flags |= ASSOC_DELETEFADEDOUT; - } - weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE); if (weaponAssoc) { weaponAssoc->blendDelta = animDelta; @@ -6723,6 +6718,7 @@ CPed::DoesLOSBulletHitPed(CColPoint &colPoint) return retVal; } +// TODO(Miami): Ducking doesn't work, fix this bool CPed::DuckAndCover(void) { @@ -6740,9 +6736,11 @@ CPed::DuckAndCover(void) SetAimFlag(m_pedInObjective); } else { - bCrouchWhenShooting = false; bKindaStayInSamePlace = false; - bIsDucking = false; + if (bIsDucking) + ClearDuck(true); + + bCrouchWhenShooting = false; bDuckAndCover = false; m_headingRate = 10.0f; m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(20000,30000); @@ -6755,8 +6753,11 @@ CPed::DuckAndCover(void) bool justDucked = false; CVehicle *foundVeh = nil; float maxDist = 225.0f; - bIsDucking = false; + if (bIsDucking) + ClearDuck(true); + bCrouchWhenShooting = false; + if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) { CVector pos = GetPosition(); int16 lastVehicle; @@ -7145,13 +7146,9 @@ CPed::Fight(void) 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: @@ -7212,12 +7209,12 @@ CPed::Fight(void) canRoundhouse = false; punchOnly = false; canKick = true; - nextFightMove = (m_fightButtonPressure > 190 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE); + nextFightMove = (m_fightButtonPressure > 190 ? FIGHTMOVE_BODYBLOW : FIGHTMOVE_KNEE); hasShoppingBags = false; canKneeHead = true; nPlayerInComboMove = 0; } else { - nextFightMove = (m_fightButtonPressure > 120 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE); + nextFightMove = (m_fightButtonPressure > 120 ? FIGHTMOVE_BODYBLOW : FIGHTMOVE_KNEE); uint16 pedFeatures = m_pedStats->m_flags; punchOnly = pedFeatures & STAT_PUNCH_ONLY; canRoundhouse = pedFeatures & STAT_CAN_ROUNDHOUSE; @@ -7256,7 +7253,7 @@ CPed::Fight(void) && neededTurn < DEGTORAD(35.0f) && (canKick || hasShoppingBags)) { - nextFightMove = FIGHTMOVE_KICK; + nextFightMove = FIGHTMOVE_LONGKICK; if (hasShoppingBags) { nextFightMove = FIGHTMOVE_ROUNDHOUSE; } else if (canRoundhouse && CGeneral::GetRandomNumber() & 1) { @@ -7349,7 +7346,7 @@ CPed::Fight(void) if (fightingPedDist >= 1.3f) { if (fightingPedDist < 1.7f && canKick) { - nextFightMove = FIGHTMOVE_KICK; + nextFightMove = FIGHTMOVE_LONGKICK; if (canRoundhouse && CGeneral::GetRandomNumber() & 1) nextFightMove = FIGHTMOVE_ROUNDHOUSE; @@ -9326,7 +9323,7 @@ CPed::KillPedWithCar(CVehicle *car, float impulse) void CPed::Look(void) { - // UNUSED: This is a perfectly empty function. + TurnBody(); } bool @@ -11267,6 +11264,7 @@ CPed::SetInTheAir(void) void CPed::RestoreHeadPosition(void) { + // TODO(Miami): This is inlined CanUseTorsoWhenLooking bool canUseMyBody = false; if (m_nPedState != PED_DRIVING && m_nPedState != PED_DRAG_FROM_CAR && !bIsDucking) { if (m_animGroup != ASSOCGRP_SEXYWOMAN && m_animGroup != ASSOCGRP_WOMAN) @@ -11296,7 +11294,7 @@ CPed::PointGunAt(void) CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE); if (!weaponAssoc || weaponAssoc->blendDelta < 0.0f) { if (!!weaponInfo->m_bCrouchFire) { - weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE); + weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weaponInfo)); animLoopStart = weaponInfo->m_fAnim2LoopStart; } } @@ -15624,19 +15622,22 @@ CPed::SetEnterTrain(CVehicle *train, uint32 unused) } #endif +// --MIAMI: Done, but what is this parameter for? void -CPed::SetDuck(uint32 time) +CPed::SetDuck(uint32 time, bool sth) { - if (bIsDucking || CTimer::GetTimeInMilliseconds() <= m_duckTimer) + if (bIsDucking || CTimer::GetTimeInMilliseconds() <= m_duckTimer && !sth) { + if (sth && CTimer::GetTimeInMilliseconds() + time > m_duckTimer) + m_duckTimer = CTimer::GetTimeInMilliseconds() + time; 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; - } + CAnimBlendAssociation *duckAssoc; + if (bCrouchWhenShooting) { + duckAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 4.0f); + duckAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; + bIsDucking = true; + m_duckTimer = CTimer::GetTimeInMilliseconds() + time; } else { CAnimBlendAssociation *duckAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN); if (!duckAssoc || duckAssoc->blendDelta < 0.0f) { @@ -18559,7 +18560,7 @@ CPed::ClearFollowPath() m_nCurPathNode = 0; } -// --MIAMI: Done +// --MIAMI: Done except bikes void CPed::AddInCarAnims(CVehicle* car, bool isDriver) { @@ -18597,4 +18598,10 @@ CPed::AddInCarAnims(CVehicle* car, bool isDriver) m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), group, anim, 100.0f); StopNonPartialAnims(); +} + +bool +CPed::CanBeDamagedByThisGangMember(CPed* who) +{ + return m_gangFlags & (1 << (uint8)(who->m_nPedType - PEDTYPE_GANG1)); } \ No newline at end of file -- cgit v1.2.3