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author | Nikolay Korolev <nickvnuk@gmail.com> | 2019-10-06 13:26:50 +0200 |
---|---|---|
committer | Nikolay Korolev <nickvnuk@gmail.com> | 2019-10-06 13:26:50 +0200 |
commit | e10f5ee6a3f94a5ff2559f868c884e47d4628271 (patch) | |
tree | 3b2a2ceafc26e4215b49bf56e75cf80568251f26 /src/peds | |
parent | car AI (diff) | |
parent | Fixed player blip heading when looking left/right/behind (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/peds/CivilianPed.cpp | 26 | ||||
-rw-r--r-- | src/peds/CivilianPed.h | 1 | ||||
-rw-r--r-- | src/peds/Ped.cpp | 4003 | ||||
-rw-r--r-- | src/peds/Ped.h | 90 | ||||
-rw-r--r-- | src/peds/PedRoutes.cpp | 3 | ||||
-rw-r--r-- | src/peds/PedRoutes.h | 3 | ||||
-rw-r--r-- | src/peds/PlayerPed.cpp | 2 | ||||
-rw-r--r-- | src/peds/PlayerPed.h | 2 |
8 files changed, 3834 insertions, 296 deletions
diff --git a/src/peds/CivilianPed.cpp b/src/peds/CivilianPed.cpp index f28a1134..93cdcb3d 100644 --- a/src/peds/CivilianPed.cpp +++ b/src/peds/CivilianPed.cpp @@ -8,34 +8,11 @@ WRAPPER void CCivilianPed::ProcessControl(void) { EAXJMP(0x4BFFE0); } CCivilianPed::CCivilianPed(int pedtype, int mi) : CPed(pedtype) { SetModelIndex(mi); - for (int i = 0; i < 10; i++) - { + for (int i = 0; i < 10; i++) { m_nearPeds[i] = nil; } } -bool -CCivilianPed::ProcessNearestFreePhone(int unused) -{ - if (m_nPedState == PED_SEEK_POS) - return false; - - int phoneId = gPhoneInfo.FindNearestFreePhone(&GetPosition()); - - if (phoneId == -1) - return false; - - if (gPhoneInfo.m_aPhones[phoneId].m_nState != PHONE_STATE_FREE) - return false; - - bRunningToPhone = true; - SetMoveState(PEDMOVE_RUN); - SetSeek(gPhoneInfo.m_aPhones[phoneId].m_vecPos, 0.3f); - m_phoneId = phoneId; - m_lookingForPhone = unused; - return true; -} - class CCivilianPed_ : public CCivilianPed { public: @@ -46,5 +23,4 @@ public: STARTPATCHES InjectHook(0x4BFF30, &CCivilianPed_::ctor, PATCH_JUMP); InjectHook(0x4BFFC0, &CCivilianPed_::dtor, PATCH_JUMP); - InjectHook(0x4C10C0, &CCivilianPed::ProcessNearestFreePhone, PATCH_JUMP); ENDPATCHES diff --git a/src/peds/CivilianPed.h b/src/peds/CivilianPed.h index e5e63682..14859a5c 100644 --- a/src/peds/CivilianPed.h +++ b/src/peds/CivilianPed.h @@ -9,6 +9,5 @@ public: ~CCivilianPed(void) { } void ProcessControl(void); - bool ProcessNearestFreePhone(int); }; static_assert(sizeof(CCivilianPed) == 0x53C, "CCivilianPed: error"); diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index 68b7579a..cbd32cea 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -40,30 +40,34 @@ #include "CopPed.h" #include "Script.h" #include "CarCtrl.h" +#include "Garages.h" +#include "WaterLevel.h" +#include "CarAI.h" +#include "Zones.h" WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); } WRAPPER void CPed::SetPedPositionInCar(void) { EAXJMP(0x4D4970); } WRAPPER void CPed::PreRender(void) { EAXJMP(0x4CFDD0); } -WRAPPER void CPed::Render(void) { EAXJMP(0x4D03F0); } -WRAPPER int32 CPed::ProcessEntityCollision(CEntity*, CColPoint*) { EAXJMP(0x4CBB30); } WRAPPER void CPed::SetMoveAnim(void) { EAXJMP(0x4C5A40); } WRAPPER void CPed::SetFollowRoute(int16, int16) { EAXJMP(0x4DD690); } WRAPPER void CPed::SetDuck(uint32) { EAXJMP(0x4E4920); } -WRAPPER void CPed::RegisterThreatWithGangPeds(CEntity*) { EAXJMP(0x4E3870); } WRAPPER void CPed::SetFollowPath(CVector) { EAXJMP(0x4D2EA0); } WRAPPER void CPed::StartFightDefend(uint8, uint8, uint8) { EAXJMP(0x4E7780); } -WRAPPER void CPed::SetDirectionToWalkAroundObject(CEntity*) { EAXJMP(0x4CCEB0); } WRAPPER void CPed::SetRadioStation(void) { EAXJMP(0x4D7BC0); } -WRAPPER void CPed::ProcessObjective(void) { EAXJMP(0x4D94E0); } WRAPPER void CPed::ProcessBuoyancy(void) { EAXJMP(0x4C7FF0); } WRAPPER void CPed::ServiceTalking(void) { EAXJMP(0x4E5870); } WRAPPER void CPed::UpdatePosition(void) { EAXJMP(0x4C7A00); } WRAPPER void CPed::WanderRange(void) { EAXJMP(0x4D26C0); } WRAPPER void CPed::WanderPath(void) { EAXJMP(0x4D28D0); } -WRAPPER void CPed::ReactToPointGun(CEntity*) { EAXJMP(0x4DD980); } WRAPPER void CPed::SeekCar(void) { EAXJMP(0x4D3F90); } WRAPPER void CPed::SeekBoatPosition(void) { EAXJMP(0x4E4C70); } -WRAPPER bool CPed::PositionPedOutOfCollision(void) { EAXJMP(0x4E4F30); } +WRAPPER void CPed::UpdateFromLeader(void) { EAXJMP(0x4D8F30); } +WRAPPER int CPed::ScanForThreats(void) { EAXJMP(0x4C5FE0); } +WRAPPER void CPed::SetEnterCar(CVehicle*, uint32) { EAXJMP(0x4E0920); } +WRAPPER bool CPed::WarpPedToNearEntityOffScreen(CEntity*) { EAXJMP(0x4E5570); } +WRAPPER void CPed::SetExitCar(CVehicle*, uint32) { EAXJMP(0x4E1010); } + +#define FEET_OFFSET 1.04f CPed *gapTempPedList[50]; uint16 gnNumTempPedList; @@ -82,22 +86,23 @@ uint16 nPlayerInComboMove; FightMove (&tFightMoves)[24] = * (FightMove(*)[24]) * (uintptr*)0x5F9844; uint16 &CPed::nThreatReactionRangeMultiplier = *(uint16*)0x5F8C98; +uint16 &CPed::nEnterCarRangeMultiplier = *(uint16*)0x5F8C94; CVector vecPedCarDoorAnimOffset; CVector vecPedCarDoorLoAnimOffset; CVector vecPedVanRearDoorAnimOffset; -CVector &vecPedQuickDraggedOutCarAnimOffset = *(CVector*)0x62E06C; -CVector &vecPedDraggedOutCarAnimOffset = *(CVector*)0x62E060; -CVector &vecPedTrainDoorAnimOffset = *(CVector*)0x62E054; +CVector vecPedQuickDraggedOutCarAnimOffset; +CVector vecPedDraggedOutCarAnimOffset; +CVector vecPedTrainDoorAnimOffset; -CVector2D CPed::ms_vec2DFleePosition; // = *(CVector2D*)0x6EDF70; +CVector2D CPed::ms_vec2DFleePosition; void *CPed::operator new(size_t sz) { return CPools::GetPedPool()->New(); } void *CPed::operator new(size_t sz, int handle) { return CPools::GetPedPool()->New(handle); } void CPed::operator delete(void *p, size_t sz) { CPools::GetPedPool()->Delete((CPed*)p); } void CPed::operator delete(void *p, int handle) { CPools::GetPedPool()->Delete((CPed*)p); } -static char ObjectiveText[34][28] = { +static char ObjectiveText[][28] = { "No Obj", "Wait on Foot", "Flee on Foot Till Safe", @@ -132,9 +137,12 @@ static char ObjectiveText[34][28] = { "Buy IceCream", "Steal Any Car", "Mug Char", +#ifdef VC_PED_PORTS + "Leave Car and Die" +#endif }; -static char StateText[57][18] = { +static char StateText[][18] = { "None", "Idle", "Look Entity", @@ -194,7 +202,7 @@ static char StateText[57][18] = { "Arrested", }; -static char PersonalityTypeText[32][18] = { +static char PersonalityTypeText[][18] = { "Player", "Cop", "Medic", @@ -229,7 +237,7 @@ static char PersonalityTypeText[32][18] = { "Sports Fan", }; -static char WaitStateText[21][16] = { +static char WaitStateText[][16] = { "No Wait", "Traffic Lights", "Pause CrossRoad", @@ -298,6 +306,11 @@ CPed::DebugRenderOnePedText(void) CFont::PrintString(screenCoords.x, screenCoords.y + 2 * lineHeight, gUString); AsciiToUnicode(WaitStateText[m_nWaitState], gUString); CFont::PrintString(screenCoords.x, screenCoords.y + 3 * lineHeight, gUString); + if (m_nPedState == PED_SEEK_POS || m_nPedState == PED_SEEK_ENTITY) { + sprintf(gString, "Safe distance to target: %.2f", m_distanceToCountSeekDone); + AsciiToUnicode(gString, gUString); + CFont::PrintString(screenCoords.x, screenCoords.y + 4 * lineHeight, gUString); + } DefinedState(); } } @@ -414,7 +427,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) m_fleeFromPosY = 0; m_fleeTimer = 0; m_vecSeekPosEx = CVector(0.0f, 0.0f, 0.0f); - m_seekExAngle = 0.0f; + m_distanceToCountSeekDoneEx = 0.0f; m_nWaitState = WAITSTATE_FALSE; m_nWaitTimer = 0; m_pCollidingEntity = nil; @@ -473,11 +486,11 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) bHasACamera = false; m_ped_flagD2 = false; - m_ped_flagD4 = false; - m_ped_flagD8 = false; + bPedIsBleeding = false; + bStopAndShoot = false; bIsPedDieAnimPlaying = false; bUsePedNodeSeek = false; - m_ped_flagD40 = false; + bObjectiveCompleted = false; bScriptObjectiveCompleted = false; bKindaStayInSamePlace = false; @@ -495,25 +508,25 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) m_ped_flagF8 = false; bWillBeQuickJacked = false; bCancelEnteringCar = false; - m_ped_flagF40 = false; + bObstacleShowedUpDuringKillObjective = false; bDuckAndCover = false; - m_ped_flagG1 = false; + bStillOnValidPoly = false; m_ped_flagG2 = true; m_ped_flagG4 = false; bStartWanderPathOnFoot = false; - m_ped_flagG10 = false; + bOnBoat = false; bBusJacked = false; bGonnaKillTheCarJacker = false; bFadeOut = false; - bKnockedUpIntoAir = false; - m_ped_flagH2 = false; + m_ped_flagH1 = false; + bHitSteepSlope = false; m_ped_flagH4 = false; bClearObjective = false; m_ped_flagH10 = false; bCollidedWithMyVehicle = false; - m_ped_flagH40 = false; + bRichFromMugging = false; m_ped_flagH80 = false; bShakeFist = false; @@ -524,6 +537,9 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) #ifdef KANGAROO_CHEAT m_ped_flagI80 = false; #endif +#ifdef VC_PED_PORTS + bKnockedUpIntoAir = false; +#endif if ((CGeneral::GetRandomNumber() & 3) == 0) bHasACamera = true; @@ -537,8 +553,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) m_fAngleToEvent = 0.0f; m_numNearPeds = 0; - for (int i = 0; i < 10; i++) - { + for (int i = 0; i < 10; i++) { m_nearPeds[i] = nil; if (i < 8) { m_pPathNodesStates[i] = nil; @@ -548,8 +563,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) m_currentWeapon = WEAPONTYPE_UNARMED; m_storedWeapon = WEAPONTYPE_UNIDENTIFIED; - for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) - { + for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) { CWeapon &weapon = GetWeapon(i); weapon.m_eWeaponType = WEAPONTYPE_UNARMED; weapon.m_eWeaponState = WEAPONSTATE_READY; @@ -789,7 +803,7 @@ CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer) if (!IsPlayer() || evenOnPlayer) { ++CStats::HeadsPopped; - // BUG: This condition will always return true. + // 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) { CPed::SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f); } @@ -817,6 +831,22 @@ CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer) } } +static RwObject* +SetPedAtomicVisibilityCB(RwObject* object, void* data) +{ + if (data == nil) + RpAtomicSetFlags(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) { @@ -834,13 +864,13 @@ CPed::RemoveBodyPart(PedNode nodeId, int8 direction) pos.y = 0.0f; pos.z = 0.0f; - for (frame = RwFrameGetParent(frame); frame; frame = RwFrameGetParent(frame)) + for (; frame; frame = RwFrameGetParent(frame)) RwV3dTransformPoints(&pos, &pos, 1, RwFrameGetMatrix(frame)); if (CEntity::GetIsOnScreen()) { CParticle::AddParticle(PARTICLE_TEST, pos, CVector(0.0f, 0.0f, 0.0f), - nil, 0.2f, 0, 0, 0, 0); + nil, 0.1f, 0, 0, 0, 0); for (int i = 0; i < 16; i++) { CParticle::AddParticle(PARTICLE_BLOOD_SMALL, @@ -857,22 +887,6 @@ CPed::RemoveBodyPart(PedNode nodeId, int8 direction) } } -RwObject* -CPed::SetPedAtomicVisibilityCB(RwObject *object, void *data) -{ - if (data == nil) - RpAtomicSetFlags(object, 0); - return object; -} - -RwFrame* -CPed::RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data) -{ - RwFrameForAllObjects(frame, SetPedAtomicVisibilityCB, data); - RwFrameForAllChildren(frame, RecurseFrameChildrenVisibilityCB, nil); - return frame; -} - void CPed::SetLookFlag(CEntity *target, bool keepTryingToLook) { @@ -1248,6 +1262,19 @@ CPed::Attack(void) 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; @@ -1274,6 +1301,12 @@ CPed::Attack(void) 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(); @@ -1455,6 +1488,13 @@ CPed::BeingDraggedFromCar(void) } 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); + } + } +#endif } void @@ -1474,7 +1514,6 @@ CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg) CAnimBlendAssociation *quickJackedAssoc; CVehicle *vehicle; CPed *ped = (CPed*)arg; - eWeaponType weaponType = ped->GetWeapon()->m_eWeaponType; quickJackedAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_CAR_QJACKED); if (ped->m_nPedState != PED_ARRESTED) { @@ -1487,19 +1526,20 @@ CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg) ped->m_pSeekTarget = nil; vehicle = ped->m_pMyVehicle; - vehicle->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType); + 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 (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); + if (ped->m_nPedType == PEDTYPE_COP && vehicle->IsLawEnforcementVehicle()) + vehicle->ChangeLawEnforcerState(false); + } else { + vehicle->RemovePassenger(ped); + } } - ped->bInVehicle = false; if (ped->IsPlayer()) AudioManager.PlayerJustLeftCar(); @@ -1512,15 +1552,8 @@ CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg) CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_GETUP1, 1000.0f); } - // Only uzi can be used on cars, so previous weapon was stored - if (ped->IsPlayer() && weaponType == WEAPONTYPE_UZI) { - if (ped->m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) { - ped->SetCurrentWeapon(ped->m_storedWeapon); - ped->m_storedWeapon = WEAPONTYPE_UNIDENTIFIED; - } - } else { - ped->AddWeaponModel(CWeaponInfo::GetWeaponInfo(weaponType)->m_nModelId); - } + ped->ReplaceWeaponWhenExitingVehicle(); + ped->m_nStoredMoveState = PEDMOVE_NONE; ped->m_ped_flagI4 = false; } @@ -1665,7 +1698,6 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase) CVehicle *veh = m_pMyVehicle; // Not quite right, IsUpsideDown func. checks for <= -0.9f. - // Since that function is also used in this file, doesn't this variable indicate upsidedownness?! if (veh->GetUp().z <= -0.8f) vehIsUpsideDown = true; @@ -1700,6 +1732,11 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase) 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; @@ -1708,23 +1745,42 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase) 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_GETIN_L: case ANIM_VAN_GETOUT_L: - case ANIM_VAN_GETIN: case ANIM_VAN_GETOUT: seatPosMult = m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength; break; - case ANIM_CAR_QJACK: + 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_RHS: case ANIM_CAR_GETIN_LOW_RHS: case ANIM_DRIVE_BOAT: seatPosMult = m_pVehicleAnim->GetTimeLeft() / m_pVehicleAnim->hierarchy->totalLength; @@ -1789,40 +1845,55 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase) } if (autoZPos.z > neededPos.z) { - 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); +#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); + // 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) { - - 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 (m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK) { - neededPos.z = max(currentZ, autoZPos.z); +#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 (m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK) { + 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 || m_ped_flagG10; + stillGettingInOut = veh->m_vehType != VEHICLE_TYPE_BOAT || bOnBoat; if (!stillGettingInOut) { m_fRotationCur = m_fRotationDest; @@ -1849,13 +1920,11 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase) if (seatPosMult > 0.2f || vehIsUpsideDown) { GetPosition() = neededPos; - GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur); - - // It will be all 0 after rotate. - GetPosition() = 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; } @@ -2023,7 +2092,7 @@ CPed::SortPeds(CPed **list, int min, int max) int left = max; int right; for(right = min; right <= left; ){ - // Those 1.0s are to make sure loop always run for first time. + // Those 1.0s are my addition to make sure loop always run for first time. for (float rightDist = middleDist-1.0f; middleDist > rightDist; right++) { rightDiff = GetPosition() - list[right]->GetPosition(); rightDist = rightDiff.Magnitude(); @@ -2183,12 +2252,7 @@ CPed::CalculateNewOrientation(void) if (CReplay::IsPlayingBack() || !IsPedInControl()) return; - CVector pos = GetPosition(); - - GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur); - - // Because SetRotate makes pos. all 0 - GetPosition() = pos; + SetHeading(m_fRotationCur); } float @@ -2275,8 +2339,16 @@ 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 ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc && !bIsDucking) { +#else if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) { +#endif LimbOrientation newUpperLegs; newUpperLegs.phi = localWalkAngle; @@ -2317,8 +2389,8 @@ CPed::CanPedDriveOff(void) return false; for (int i = 0; i < m_numNearPeds; i++) { - CPed *ped = m_nearPeds[i]; - if (ped->m_nPedType == m_nPedType && ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && ped->m_carInObjective == m_carInObjective) { + 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; } @@ -2326,8 +2398,39 @@ CPed::CanPedDriveOff(void) return true; } +#ifdef VC_PED_PORTS +bool +CPed::CanPedJumpThis(CEntity *unused, CVector *damageNormal = nil) +{ + if (m_nSurfaceTouched == SURFACE_PUDDLE) + 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) { + forwardOffset += collPower * ourCol->spheres->radius * forwardOffset; + } else { + 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 { + pos.z -= 0.15f; + } -// TODO: Make this function actually work. + CVector forwardPos = pos + forwardOffset; + return CWorld::GetIsLineOfSightClear(pos, forwardPos, true, false, false, true, false, false, false); +} +#else bool CPed::CanPedJumpThis(CEntity *unused) { @@ -2337,8 +2440,10 @@ CPed::CanPedJumpThis(CEntity *unused) 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) @@ -2376,6 +2481,9 @@ bool CPed::IsTemporaryObjective(eObjective objective) { return objective == OBJECTIVE_LEAVE_VEHICLE || 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; } @@ -2452,7 +2560,11 @@ CPed::RestorePreviousObjective(void) if (m_objective == OBJECTIVE_NONE) return; - if (m_objective != OBJECTIVE_LEAVE_VEHICLE && m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) + if (m_objective != OBJECTIVE_LEAVE_VEHICLE && m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER +#ifdef VC_PED_PORTS + && m_nPedState != PED_CARJACK +#endif + ) m_pedInObjective = nil; if (m_objective == OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT) { @@ -2464,7 +2576,7 @@ CPed::RestorePreviousObjective(void) m_objective = m_prevObjective; m_prevObjective = OBJECTIVE_NONE; } - m_ped_flagD40 = false; + bObjectiveCompleted = false; } void @@ -2506,6 +2618,9 @@ CPed::SetObjective(eObjective newObj, void *entity) break; case OBJECTIVE_LEAVE_VEHICLE: 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: @@ -2525,11 +2640,15 @@ CPed::SetObjective(eObjective newObj, void *entity) break; } } else { - if (newObj == OBJECTIVE_LEAVE_VEHICLE && !bInVehicle) + if ((newObj == OBJECTIVE_LEAVE_VEHICLE +#ifdef VC_PED_PORTS + || newObj == OBJECTIVE_LEAVE_CAR_AND_DIE +#endif + ) && !bInVehicle) return; } - m_ped_flagD40 = false; + bObjectiveCompleted = false; if (!IsTemporaryObjective(m_objective) || IsTemporaryObjective(newObj)) { if (m_objective != newObj) { if (IsTemporaryObjective(newObj)) @@ -2573,6 +2692,9 @@ CPed::SetObjective(eObjective newObj, void *entity) m_pedFormation = 1; break; case OBJECTIVE_LEAVE_VEHICLE: +#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); @@ -2642,8 +2764,14 @@ CPed::SetObjective(eObjective newObj) return; if (newObj == OBJECTIVE_NONE) { - if ((m_objective == OBJECTIVE_LEAVE_VEHICLE || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) - && IsPedInControl()) { + if ((m_objective == OBJECTIVE_LEAVE_VEHICLE || 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; @@ -2672,7 +2800,7 @@ CPed::SetObjective(eObjective newObj) m_objective = newObj; } - m_ped_flagD40 = false; + bObjectiveCompleted = false; switch (newObj) { case OBJECTIVE_NONE: @@ -2705,7 +2833,7 @@ CPed::SetObjective(eObjective newObj, int16 routePoint, int16 routeType) if (m_objective == newObj && newObj == OBJECTIVE_FOLLOW_ROUTE && m_routeLastPoint == routePoint && m_routeType == routeType) return; - m_ped_flagD40 = false; + bObjectiveCompleted = false; if (IsTemporaryObjective(m_objective)) { m_prevObjective = newObj; } else { @@ -2799,15 +2927,8 @@ CPed::QuitEnteringCar(void) bUsesCollision = true; - if (IsPlayer() && GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) { - if (IsPlayer() && m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) { - SetCurrentWeapon(m_storedWeapon); - m_storedWeapon = WEAPONTYPE_UNIDENTIFIED; - } - } else { - CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); - AddWeaponModel(curWeapon->m_nModelId); - } + ReplaceWeaponWhenExitingVehicle(); + if (DyingOrDead()) { animAssoc = m_pVehicleAnim; if (animAssoc) { @@ -2837,6 +2958,21 @@ CPed::ReactToAttack(CEntity *attacker) return; } +#ifdef VC_PED_PORTS + if (m_nPedState == PED_DRIVING && bInVehicle && m_pMyVehicle + && (m_pMyVehicle->pDriver == this || m_pMyVehicle->pDriver && m_pMyVehicle->pDriver->m_nPedState == PED_DRIVING)) { + + if (m_pMyVehicle->VehicleCreatedBy == RANDOM_VEHICLE + && (m_pMyVehicle->m_status == STATUS_SIMPLE || m_pMyVehicle->m_status == 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 = 60.0f * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity; + m_pMyVehicle->m_status = STATUS_PHYSICS; + } + } else +#endif if (IsPedInControl() && (CharCreatedBy != MISSION_CHAR || bRespondsToThreats)) { CPed *ourLeader = m_leader; if (ourLeader != attacker && (!ourLeader || FindPlayerPed() != ourLeader) @@ -3177,7 +3313,7 @@ CPed::CheckIfInTheAir(void) bool foundGround = CWorld::ProcessVerticalLine(pos, startZ, foundColPoint, foundEntity, true, true, false, true, false, false, nil); if (!foundGround && m_nPedState != PED_JUMP) { - pos.z -= 1.04f; + pos.z -= FEET_OFFSET; if (CWorld::TestSphereAgainstWorld(pos, 0.15f, this, true, false, false, false, false, false)) foundGround = true; } @@ -3203,7 +3339,7 @@ CPed::ClearAll(void) ClearLookFlag(); bIsPointingGunAt = false; bRenderPedInCar = true; - bKnockedUpIntoAir = false; + m_ped_flagH1 = false; m_pCollidingEntity = nil; } @@ -3419,7 +3555,56 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi case WEAPONTYPE_BASEBALLBAT: if (bMeleeProof) return false; - +#ifdef VC_PED_PORTS + if (/*method != WEAPONTYPE_KATANA || */ + damagedBy != FindPlayerPed() + || FindPlayerPed()->m_nPedState != PED_FIGHT + /*|| FindPlayerPed()->m_lastFightMove != 28 && FindPlayerPed()->m_lastFightMove != 29 */ + || CGeneral::GetRandomNumber() & 3) { + + if (m_nPedState == PED_FALL) { + if (IsPedHeadAbovePos(-0.3f)) { + dieAnim = NUM_ANIMS; + } else { + if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG800)) + dieAnim = ANIM_FLOOR_HIT_F; + else + dieAnim = ANIM_FLOOR_HIT; + dieDelta = dieDelta * 2.0f; + dieSpeed = 0.5f; + } + } else if (damagedBy != FindPlayerPed()) { // || FindPlayerPed()->m_lastFightMove != 29) + //if (damagedBy != FindPlayerPed() || FindPlayerPed()->m_lastFightMove != 30) { + 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_STOM; + //} + } else { + dieAnim = ANIM_KO_SHOT_FACE; + } + } else { + dieAnim = ANIM_KO_SHOT_FACE; + // SpawnFlyingComponent in VC + RemoveBodyPart(PED_HEAD, direction); + headShot = true; + willLinger = true; + } +#else if (m_nPedState == PED_FALL) { if (IsPedHeadAbovePos(-0.3f)) { dieAnim = NUM_ANIMS; @@ -3449,6 +3634,7 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi break; } } +#endif break; case WEAPONTYPE_COLT45: case WEAPONTYPE_UZI: @@ -3463,8 +3649,7 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi if (IsPlayer() || bNoCriticalHits) dontRemoveLimb = true; else { - switch (method) - { + switch (method) { case WEAPONTYPE_SNIPERRIFLE: dontRemoveLimb = false; break; @@ -3709,6 +3894,51 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi if (bInVehicle) { if (method != WEAPONTYPE_WATER) { +#ifdef VC_PED_PORTS + if (m_pMyVehicle) { + if (m_pMyVehicle->IsCar() && m_pMyVehicle->pDriver == this) { + if (m_pMyVehicle->m_status == STATUS_SIMPLE) { + m_pMyVehicle->m_status = 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->m_status = STATUS_ABANDONED; + } + SetDie(dieAnim, dieDelta, dieSpeed); + /* + if (damagedBy == FindPlayerPed() && damagedBy != this) { + // PlayerInfo stuff + } + */ + } + for (int i = 0; i < 8; 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; } @@ -3723,6 +3953,8 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi 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 { @@ -3792,7 +4024,7 @@ CPed::SetGetUp(void) } bGetUpAnimStarted = true; m_pCollidingEntity = nil; - bKnockedUpIntoAir = false; + m_ped_flagH1 = false; CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SPRINT); if (animAssoc) { if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN)) { @@ -3875,9 +4107,16 @@ CPed::ClearObjective(void) if (m_nPedState == PED_DRIVING && m_pMyVehicle) { if (m_pMyVehicle->pDriver != this) { - bWanderPathAfterExitingCar = true; +#ifdef VC_PED_PORTS + if(!IsPlayer()) +#endif + bWanderPathAfterExitingCar = true; + SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle); } +#ifdef VC_PED_PORTS + m_nLastPedState = PED_NONE; +#endif } else { SetIdle(); SetMoveState(PEDMOVE_STILL); @@ -4382,8 +4621,8 @@ CPed::SetAttack(CEntity *victim) if (curWeapon->m_bCanAim) { CVector aimPos = GetRight() * 0.1f + GetForward() * 0.2f + GetPosition(); - CEntity *foundEntity = CWorld::TestSphereAgainstWorld(aimPos, 0.2f, nil, true, false, false, true, false, false); - if (foundEntity) + CEntity *obstacle = CWorld::TestSphereAgainstWorld(aimPos, 0.2f, nil, true, false, false, true, false, false); + if (obstacle) return; m_pLookTarget = victim; @@ -4631,7 +4870,7 @@ CPed::GetLocalDirection(const CVector2D &posOffset) for (direction = (int)RADTODEG(direction) / 90; direction > 3; direction -= 4); - // Should be 0-east, 1-north, 2-west, 3-south. Not sure about order. + // 0-forward, 1-left, 2-backward, 3-right. return direction; } @@ -4787,7 +5026,7 @@ CPed::FightStrike(CVector &touchedNodePos) CEventList::RegisterEvent(nearPed->m_nPedType == PEDTYPE_COP ? EVENT_ASSAULT_POLICE : EVENT_ASSAULT, EVENT_ENTITY_PED, nearPed, this, 2000); } - if (!m_fightState) + if (m_fightState == FIGHTSTATE_NO_MOVE) m_fightState = FIGHTSTATE_1; m_vecHitLastPos = *touchedNodePos; @@ -4916,7 +5155,7 @@ CPed::SetWaitState(eWaitState state, void *time) break; case WAITSTATE_CROSS_ROAD: m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 1000; - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 3000.0f); + 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); @@ -4935,7 +5174,7 @@ CPed::SetWaitState(eWaitState state, void *time) case WAITSTATE_DOUBLEBACK: m_headingRate = 0.0f; m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3500; - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 3000.0f); + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f); break; case WAITSTATE_HITWALL: m_headingRate = 2.0f; @@ -4954,14 +5193,14 @@ CPed::SetWaitState(eWaitState state, void *time) case WAITSTATE_TURN180: m_headingRate = 0.0f; m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000; - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_TURN_180, 3000.0f); + 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, 3000.0f); + animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HIT_WALL, 4.0f); animAssoc->SetFinishCallback(FinishedWaitCB, this); break; case WAITSTATE_STUCK: @@ -4969,7 +5208,7 @@ CPed::SetWaitState(eWaitState state, void *time) SetMoveAnim(); m_headingRate = 0.0f; m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000; - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 3000.0f); + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f); if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == RANDOM_CHAR && m_nPedState == PED_SEEK_CAR) { ClearObjective(); @@ -4982,7 +5221,7 @@ CPed::SetWaitState(eWaitState state, void *time) SetMoveAnim(); m_headingRate = 0.0f; m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000; - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 3000.0f); + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f); break; case WAITSTATE_PLAYANIM_COWER: waitAnim = ANIM_HANDSCOWER; @@ -4998,7 +5237,7 @@ CPed::SetWaitState(eWaitState state, void *time) else m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3000; - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, waitAnim, 3000.0f); + animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, waitAnim, 4.0f); animAssoc->SetDeleteCallback(FinishedWaitCB, this); break; case WAITSTATE_PLAYANIM_DUCK: @@ -5014,7 +5253,7 @@ CPed::SetWaitState(eWaitState state, void *time) else m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3000; - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, waitAnim, 3000.0f); + animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, waitAnim, 4.0f); animAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; animAssoc->flags |= ASSOC_DELETEFADEDOUT; animAssoc->SetDeleteCallback(FinishedWaitCB, this); @@ -5024,7 +5263,7 @@ CPed::SetWaitState(eWaitState state, void *time) SetMoveAnim(); m_headingRate = 0.0f; m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2500; - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 3000.0f); + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f); break; default: m_nWaitState = WAITSTATE_FALSE; @@ -5098,6 +5337,8 @@ CPed::Say(uint16 audio) uint16 audioToPlay = audio; if (IsPlayer()) { + + // Ofc this part isn't in VC. switch (audio) { case SOUND_PED_DEATH: audioToPlay = SOUND_PED_DAMAGE; @@ -5119,14 +5360,27 @@ CPed::Say(uint16 audio) return; if (TheCamera.m_CameraAverageSpeed > 1.65f) { - return; +#ifdef VC_PED_PORTS + if (audio != SOUND_PED_DAMAGE && audio != SOUND_PED_HIT && audio != SOUND_PED_LAND) +#endif + return; + } else if (TheCamera.m_CameraAverageSpeed > 1.25f) { - if (audio != SOUND_PED_DEATH && audio != SOUND_PED_TAXI_WAIT && audio != SOUND_PED_EVADE) + if (audio != SOUND_PED_DEATH && +#ifdef VC_PED_PORTS + audio != SOUND_PED_DAMAGE && audio != SOUND_PED_HIT && audio != SOUND_PED_LAND && +#endif + audio != SOUND_PED_TAXI_WAIT && audio != SOUND_PED_EVADE) return; } else if (TheCamera.m_CameraAverageSpeed > 0.9f) { switch (audio) { case SOUND_PED_DEATH: +#ifdef VC_PED_PORTS + case SOUND_PED_DAMAGE: + case SOUND_PED_HIT: + case SOUND_PED_LAND: +#endif case SOUND_PED_BURNING: case SOUND_PED_FLEE_SPRINT: case SOUND_PED_TAXI_WAIT: @@ -5167,7 +5421,12 @@ CPed::CollideWithPed(CPed *collideWith) 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)) { + && (IsPlayer() || heIsMissionChar && weAreMissionChar || m_nMoveState != PEDMOVE_RUN && m_nMoveState != PEDMOVE_SPRINT +#ifdef VC_PED_PORTS + || m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION && m_pedInObjective == collideWith + || collideWith->m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION && collideWith->m_pedInObjective == this +#endif + )) { if (m_objective != OBJECTIVE_FOLLOW_PED_IN_FORMATION && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT) { @@ -5175,7 +5434,7 @@ CPed::CollideWithPed(CPed *collideWith) if (heIsMissionChar || !weAreMissionChar && collideWith->m_nMoveState != PEDMOVE_STILL) { - if (weAreMissionChar && ((m_nPedState == PED_SEEK_POS) || m_nPedState == PED_SEEK_ENTITY)) { + 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())) { @@ -5194,14 +5453,62 @@ CPed::CollideWithPed(CPed *collideWith) } 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); +#ifdef VC_PED_PORTS + if (FindPlayerPed() != m_pedInObjective + || m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT + || collideWith == m_pedInObjective) { +#endif + 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); + } +#ifdef VC_PED_PORTS + } else if (collideWith->m_nMoveState != PEDMOVE_STILL && GetWeapon()->IsTypeMelee() + && collideWith->m_pedInObjective == m_pedInObjective) { + + int colliderIsAtPlayerSafePosID = -1; + int weAreAtPlayerSafePosID = -1; + for (int i = 0; i < 6; i++) { + CPed *pedAtSafePos = ((CPlayerPed*)m_pedInObjective)->m_pPedAtSafePos[i]; + if (pedAtSafePos == this) { + weAreAtPlayerSafePosID = i; + } else if (pedAtSafePos == collideWith) { + colliderIsAtPlayerSafePosID = i; + } + } + bool weAreCloserToTargetThenCollider = false; + if ((GetPosition() - m_vecSeekPos).MagnitudeSqr2D() < (collideWith->GetPosition() - m_vecSeekPos).MagnitudeSqr2D()) + weAreCloserToTargetThenCollider = true; + + if (weAreAtPlayerSafePosID <= 0 || weAreCloserToTargetThenCollider) { + if (!weAreCloserToTargetThenCollider) { + int time = 300; + SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time); + m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time; + } + } else if (colliderIsAtPlayerSafePosID <= 0) { + if (collideWith->m_pedInObjective == FindPlayerPed()) { + // VC specific + // ((CPlayerPed*)m_pedInObjective)->RemovePedFromMeleeList(this); + int time = 500; + SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time); + m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time; + } + } else { + int time = 300; + SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time); + m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time; + } + } else { + SetDirectionToWalkAroundObject(collideWith); + } +#endif } } else { if (m_pedStats->m_temper <= m_pedStats->m_fear @@ -5258,7 +5565,11 @@ CPed::CollideWithPed(CPed *collideWith) } } } - } else if (collideWith->m_pedStats->m_defendWeakness <= 1.5f || heIsMissionChar) { + } 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(); @@ -5382,6 +5693,7 @@ CPed::CreateDeadPedMoney(void) 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; @@ -5475,9 +5787,7 @@ CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack) bChangedSeat = false; bWillBeQuickJacked = quickJack; - CVector pos = GetPosition(); - GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur); - GetPosition() += pos; + SetHeading(m_fRotationCur); Say(SOUND_PED_CAR_JACKED); SetRadioStation(); @@ -5532,7 +5842,11 @@ CPed::SetChat(CEntity *chatWith, uint32 time) void CPed::SetDead(void) { - bUsesCollision = false; +#ifdef VC_PED_PORTS + if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DROWN)) +#endif + bUsesCollision = false; + m_fHealth = 0.0f; if (m_nPedState == PED_DRIVING) bIsVisible = false; @@ -5637,21 +5951,22 @@ uint8 CPed::DoesLOSBulletHitPed(CColPoint &colPoint) { RwMatrix mat; + uint8 retVal = 2; CPedIK::GetWorldMatrix(GetNodeFrame(PED_HEAD), &mat); float headZ = RwMatrixGetPos(&mat)->z; if (m_nPedState == PED_FALL) - return 1; + retVal = 1; float colZ = colPoint.point.z; if (colZ < headZ) - return 1; + retVal = 1; if (headZ + 0.2f <= colZ) - return 0; + retVal = 0; - return 2; + return retVal; } bool @@ -5955,9 +6270,7 @@ CPed::LineUpPedWithTrain(void) } GetPosition() = lineUpPos; -// CVector pedPos = GetPosition(); - GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur); - GetPosition() += lineUpPos; + SetHeading(m_fRotationCur); } void @@ -6494,17 +6807,21 @@ CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg) CVector forward(0.15f * ped->GetForward() + ped->GetPosition()); forward.z += CModelInfo::GetModelInfo(ped->m_modelIndex)->GetColModel()->spheres->center.z + 0.25f; - CEntity *foundEnt = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false); - if (!foundEnt) { + 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; - foundEnt = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false); + obstacle = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false); } - if (foundEnt) { + if (obstacle) { animAssoc->flags |= ASSOC_DELETEFADEDOUT; +#ifndef VC_PED_PORTS CAnimBlendAssociation *handsCoverAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER, 8.0f); +#else + CAnimBlendAssociation* handsCoverAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_HIT_WALL, 8.0f); +#endif handsCoverAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; handsCoverAssoc->SetFinishCallback(FinishHitHeadCB, ped); ped->bIsLanding = true; @@ -6523,12 +6840,20 @@ CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg) } } - if (ped->IsPlayer()) + 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()) { + if (sq(velocityFromAnim) > ped->m_vecMoveSpeed.MagnitudeSqr2D() +#ifdef VC_PED_PORTS + || ped->m_pCurrentPhysSurface +#endif + ) { if (TheCamera.Cams[0].Using3rdPersonMouseCam()) { float fpsAngle = ped->WorkOutHeadingForMovingFirstPerson(ped->m_fRotationCur); @@ -6538,6 +6863,12 @@ CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg) 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 += ((CPhysical*)ped->m_pCurrentPhysSurface)->m_vecMoveSpeed.x; + ped->m_vecMoveSpeed.y += ((CPhysical*)ped->m_pCurrentPhysSurface)->m_vecMoveSpeed.y; + } +#endif } ped->bIsStanding = false; @@ -6631,7 +6962,7 @@ CPed::Wait(void) } break; - case WAITSTATE_LOOK_PED: + case WAITSTATE_CROSS_ROAD_LOOK: if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { m_nWaitState = WAITSTATE_FALSE; animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS); @@ -6788,7 +7119,9 @@ CPed::Wait(void) 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) { @@ -6802,6 +7135,12 @@ CPed::Wait(void) 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); @@ -6848,6 +7187,19 @@ CPed::Wait(void) } 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 break; case WAITSTATE_FINISH_FLEE: @@ -6886,14 +7238,14 @@ CPed::Seek(void) if ((!m_pedInObjective || !m_pedInObjective->bInVehicle) && !((CTimer::GetFrameCounter() + (m_randomSeed % 256) + 17) & 7)) { - CEntity *foundEnt = CWorld::TestSphereAgainstWorld(m_vecSeekPos, 0.4f, nil, + CEntity *obstacle = CWorld::TestSphereAgainstWorld(m_vecSeekPos, 0.4f, nil, false, true, false, false, false, false); - if (foundEnt) { - if (!foundEnt->IsVehicle() || ((CVehicle*)foundEnt)->m_vehType == VEHICLE_TYPE_CAR) { + if (obstacle) { + if (!obstacle->IsVehicle() || ((CVehicle*)obstacle)->m_vehType == VEHICLE_TYPE_CAR) { distanceToCountItDone = 2.5f; } else { - CVehicleModelInfo *vehModel = (CVehicleModelInfo*) CModelInfo::GetModelInfo(foundEnt->m_modelIndex); + CVehicleModelInfo *vehModel = (CVehicleModelInfo*) CModelInfo::GetModelInfo(obstacle->m_modelIndex); float yLength = vehModel->GetColModel()->boundingBox.max.y - vehModel->GetColModel()->boundingBox.min.y; distanceToCountItDone = yLength * 0.55f; @@ -7076,7 +7428,7 @@ CPed::Flee(void) if (dirDiff > 2 && dirDiff < 6) { realLastNode = nil; m_pLastPathNode = m_pNextPathNode; - m_pNextPathNode = 0; + m_pNextPathNode = nil; } } @@ -7172,8 +7524,8 @@ CPed::Flee(void) double angleToFleeDamagingThing = CGeneral::GetRadianAngleBetweenPoints( m_vecDamageNormal.x, m_vecDamageNormal.y, - 0.0, - 0.0); + 0.0f, + 0.0f); angleToFleeDamagingThing = CGeneral::LimitRadianAngle(angleToFleeDamagingThing); if (angleToFleeEntity - PI > angleToFleeDamagingThing) @@ -7616,7 +7968,11 @@ CPed::InTheAir(void) if (m_vecMoveSpeed.z < 0.0f && !bIsPedDieAnimPlaying) { if (!DyingOrDead()) { if (CWorld::ProcessLineOfSight(ourPos, bitBelow, foundCol, foundEnt, true, true, false, true, false, false, false)) { - if (GetPosition().z - foundCol.point.z < 1.3f) + if (GetPosition().z - foundCol.point.z < 1.3f +#ifdef VC_PED_PORTS + || bIsStanding +#endif + ) SetLanding(); } else { if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL)) { @@ -7966,15 +8322,15 @@ CPed::IsRoomToBeCarJacked(void) if (!m_pMyVehicle) return false; - CVector2D offset; + CVector offset; if (m_pMyVehicle->bLowVehicle || m_nPedType == PEDTYPE_COP) { offset = vecPedDraggedOutCarAnimOffset; } else { offset = vecPedQuickDraggedOutCarAnimOffset; } - CVector doorPos(offset.x, offset.y, 0.0f); - if (m_pMyVehicle->IsRoomForPedToLeaveCar(CAR_DOOR_LF, &doorPos)) { + offset.z = 0.0f; + if (m_pMyVehicle->IsRoomForPedToLeaveCar(CAR_DOOR_LF, &offset)) { return true; } @@ -8165,11 +8521,15 @@ CPed::KillPedWithCar(CVehicle *car, float impulse) m_pCollidingEntity = car; } if (nodeToDamage == PED_MID) - bKnockedUpIntoAir = true; + m_ped_flagH1 = true; else - bKnockedUpIntoAir = false; + m_ped_flagH1 = false; distVec.Normalise(); + +#ifdef VC_PED_PORTS + distVec *= min(car->m_fMass / 1400.0f, 1.0f); +#endif car->ApplyMoveForce(distVec * -100.0f); Say(SOUND_PED_DEFEND); @@ -8189,22 +8549,25 @@ CPed::KillPedWithCar(CVehicle *car, float impulse) if ((m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD) && !m_pCollidingEntity - && (!IsPlayer() || m_ped_flagD2 || car->m_modelIndex == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) { + && (!IsPlayer() || bHasHitWall || car->m_modelIndex == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) { m_pCollidingEntity = car; } - bKnockedUpIntoAir = false; - if (car->m_modelIndex != MI_TRAIN && !m_ped_flagD2) { + m_ped_flagH1 = false; + if (car->m_modelIndex != 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 FIX_BUGS +#if defined FIX_BUGS || defined VC_PED_PORTS // Killing gang members with car wasn't triggering a fight, until now... Taken from VC. if (IsGangMember()) { CPed *driver = car->pDriver; @@ -8794,7 +9157,11 @@ CPed::ProcessControl(void) if (m_nPedState != PED_ARRESTED) { if (m_nPedState == PED_DEAD) { DeadPedMakesTyresBloody(); +#ifndef VC_PED_PORTS if (CGame::nastyGame) { +#else + if (CGame::nastyGame && !bIsInWater) { +#endif uint32 remainingBloodyFpTime = CTimer::GetTimeInMilliseconds() - m_bloodyFootprintCount; float timeDependentDist; if (remainingBloodyFpTime >= 2000) { @@ -8851,6 +9218,14 @@ CPed::ProcessControl(void) } if (ServiceTalkingWhenDead()) ServiceTalking(); + +#ifdef VC_PED_PORTS + if (bIsInWater) { + bIsStanding = false; + m_ped_flagA2 = false; + CPhysical::ProcessControl(); + } +#endif return; } @@ -8876,7 +9251,11 @@ CPed::ProcessControl(void) bCollidedWithMyVehicle = false; CEntity *collidingEnt = m_pDamageEntity; +#ifndef VC_PED_PORTS if (!bUsesCollision || m_fDamageImpulse <= 0.0f || m_nPedState == PED_DIE || !collidingEnt) { +#else + if (!bUsesCollision || ((!collidingEnt || m_fDamageImpulse <= 0.0f) && (!IsPlayer() || !bIsStuck)) || m_nPedState == PED_DIE) { +#endif bHitSomethingLastFrame = false; if (m_nPedStateTimer <= 500 && bIsInTheAir) { if (m_nPedStateTimer) @@ -8895,8 +9274,11 @@ CPed::ProcessControl(void) } */ +#ifndef VC_PED_PORTS } else { - +#else + } else if (collidingEnt) { +#endif switch (collidingEnt->m_type) { case ENTITY_TYPE_BUILDING: @@ -8918,19 +9300,30 @@ CPed::ProcessControl(void) break; } - float angleToFlee = CGeneral::GetRadianAngleBetweenPoints( + float angleToFaceWhenHit = CGeneral::GetRadianAngleBetweenPoints( GetPosition().x, GetPosition().y, m_vecDamageNormal.x + GetPosition().x, m_vecDamageNormal.y + GetPosition().y); - float neededTurn = Abs(m_fRotationCur - angleToFlee); + float neededTurn = Abs(m_fRotationCur - angleToFaceWhenHit); if (neededTurn > PI) neededTurn = TWOPI - neededTurn; float oldDestRot = CGeneral::LimitRadianAngle(m_fRotationDest); +#ifdef VC_PED_PORTS + if (m_nPedState == PED_FOLLOW_PATH) { + if (DotProduct(m_vecDamageNormal, GetForward()) < -0.866f && CanPedJumpThis(collidingEnt, &m_vecDamageNormal)) { + SetJump(); + + // Moved break into here, for compatibility with III + break; + } + // break; + } +#endif if (m_pedInObjective && (m_objective == OBJECTIVE_GOTO_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT)) { @@ -9097,13 +9490,178 @@ CPed::ProcessControl(void) } case ENTITY_TYPE_VEHICLE: { - CVehicle *collidingVeh = ((CVehicle*)collidingEnt); + CVehicle* collidingVeh = ((CVehicle*)collidingEnt); float collidingVehSpeedSqr = collidingVeh->m_vecMoveSpeed.MagnitudeSqr(); if (collidingVeh == m_pMyVehicle) bCollidedWithMyVehicle = true; +#ifdef VC_PED_PORTS + float oldHealth = m_fHealth; + bool playerSufferSound = false; if (collidingVehSpeedSqr <= 1.0f / 400.0f) { + if (IsPedInControl() + && (!IsPlayer() + || m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT + || m_objective == OBJECTIVE_RUN_TO_AREA + || m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)) { + + if (collidingVeh != m_pCurrentPhysSurface || IsPlayer()) { + if (!m_ped_flagB80) { + if (collidingVeh->m_status != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) { + + // VC calls SetDirectionToWalkAroundVehicle instead if ped is in PED_SEEK_CAR. + SetDirectionToWalkAroundObject(collidingVeh); + CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer; + } else { + if (CTimer::GetTimeInMilliseconds() >= CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer + || m_nPedStateTimer >= CTimer::GetTimeInMilliseconds()) { + + // VC calls SetDirectionToWalkAroundVehicle instead if ped is in PED_SEEK_CAR. + SetDirectionToWalkAroundObject(collidingVeh); + CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer; + + } else if (m_fleeFrom != collidingVeh) { + SetFlee(collidingVeh, 4000); + bUsePedNodeSeek = false; + SetMoveState(PEDMOVE_WALK); + } + } + } + } else { + float angleLeftToCompleteTurn = Abs(m_fRotationCur - m_fRotationDest); + if (angleLeftToCompleteTurn < 0.01f && CanPedJumpThis(collidingVeh)) { + SetJump(); + } + } + } else if (IsPlayer() && !bIsInTheAir) { + + if (IsPedInControl() && ((CPlayerPed*)this)->m_fMoveSpeed == 0.0f + && !bIsLooking && CTimer::GetTimeInMilliseconds() > m_lookTimer && collidingVeh->pDriver) { + + ((CPlayerPed*)this)->AnnoyPlayerPed(false); + SetLookFlag(collidingVeh, true); + SetLookTimer(1300); + + eWeaponType weaponType = GetWeapon()->m_eWeaponType; + if (weaponType == WEAPONTYPE_UNARMED + || weaponType == WEAPONTYPE_BASEBALLBAT + || weaponType == WEAPONTYPE_COLT45 + || weaponType == WEAPONTYPE_UZI) { + bShakeFist = true; + } + } else { + SetLookFlag(collidingVeh, true); + SetLookTimer(500); + } + } + } else { + float adjustedImpulse = m_fDamageImpulse; + if (IsPlayer()) { + if (bIsStanding) { + float forwardVecAndDamageDirDotProd = DotProduct(m_vecAnimMoveDelta.y * GetForward(), m_vecDamageNormal); + if (forwardVecAndDamageDirDotProd < 0.0f) { + adjustedImpulse = forwardVecAndDamageDirDotProd * m_fMass + m_fDamageImpulse; + if (adjustedImpulse < 0.0f) + adjustedImpulse = 0.0f; + } + } + } + if (m_fMass / 20.0f < adjustedImpulse) + DMAudio.PlayOneShot(collidingVeh->m_audioEntityId, SOUND_CAR_PED_COLLISION, adjustedImpulse); + + if (IsPlayer()) { + if (adjustedImpulse > 20.0f) + adjustedImpulse = 20.0f; + + if (adjustedImpulse > 5.0f) { + if (adjustedImpulse <= 13.0f) + playerSufferSound = true; + else + Say(SOUND_PED_DAMAGE); + } + + CColModel* collidingCol = CModelInfo::GetModelInfo(collidingVeh->m_modelIndex)->GetColModel(); + CVector colMinVec = collidingCol->boundingBox.min; + CVector colMaxVec = collidingCol->boundingBox.max; + + CVector vehColCenterDist = collidingVeh->GetMatrix() * ((colMinVec + colMaxVec) * 0.5f) - GetPosition(); + + // TLVC = To look vehicle center + + float angleToVehFront = collidingVeh->GetForward().Heading(); + float angleDiffFromLookingFrontTLVC = angleToVehFront - vehColCenterDist.Heading(); + angleDiffFromLookingFrontTLVC = CGeneral::LimitRadianAngle(angleDiffFromLookingFrontTLVC); + + // I don't know why do we use that + float vehTopRightHeading = Atan2(colMaxVec.x - colMinVec.x, colMaxVec.y - colMinVec.y); + + CVector vehDist = GetPosition() - collidingVeh->GetPosition(); + vehDist.Normalise(); + + float vehRightVecAndSpeedDotProd; + + if (Abs(angleDiffFromLookingFrontTLVC) >= vehTopRightHeading && Abs(angleDiffFromLookingFrontTLVC) < PI - vehTopRightHeading) { + if (angleDiffFromLookingFrontTLVC <= 0.0f) { + vehRightVecAndSpeedDotProd = DotProduct(collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed); + + // vehRightVecAndSpeedDotProd < 0.1f = Vehicle being overturned or spinning to it's right? + if (collidingVehSpeedSqr > 1.0f / 100.0f && vehRightVecAndSpeedDotProd < 0.1f) { + + // Car's right faces towards us and isn't coming directly to us + if (DotProduct(collidingVeh->GetRight(), GetForward()) < 0.0f + && DotProduct(vehDist, collidingVeh->m_vecMoveSpeed) > 0.0f) { + SetEvasiveStep(collidingVeh, 1); + } + } + } else { + vehRightVecAndSpeedDotProd = DotProduct(-1.0f * collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed); + + if (collidingVehSpeedSqr > 1.0f / 100.0f && vehRightVecAndSpeedDotProd < 0.1f) { + if (DotProduct(collidingVeh->GetRight(), GetForward()) > 0.0f + && DotProduct(vehDist, collidingVeh->m_vecMoveSpeed) > 0.0f) { + SetEvasiveStep(collidingVeh, 1); + } + } + } + } else { + vehRightVecAndSpeedDotProd = DotProduct(vehDist, collidingVeh->m_vecMoveSpeed); + } + + if (vehRightVecAndSpeedDotProd <= 0.1f) { + if (m_nPedState != PED_FIGHT) { + SetLookFlag(collidingVeh, true); + SetLookTimer(700); + } + } else { + bIsStanding = false; + CVector2D collidingEntMoveDir = -collidingVeh->m_vecMoveSpeed; + int dir = GetLocalDirection(collidingEntMoveDir); + SetFall(1000, (AnimationId)(dir + 25), false); + + float damage; + if (collidingVeh->m_modelIndex == MI_TRAIN) { + damage = 50.0f; + } else { + damage = 20.0f; + } + + InflictDamage(collidingVeh, WEAPONTYPE_RAMMEDBYCAR, damage, PEDPIECE_TORSO, dir); + Say(SOUND_PED_DAMAGE); + } + } else { + KillPedWithCar(collidingVeh, m_fDamageImpulse); + } + + /* VC specific + if (m_pCollidingEntity != collidingEnt) + bPushedAlongByCar = true; + */ + } + if (m_fHealth < oldHealth && playerSufferSound) + Say(SOUND_PED_HIT); +#else + if (collidingVehSpeedSqr <= 1.0f / 400.0f) { if (!IsPedInControl() || IsPlayer() && m_objective != OBJECTIVE_GOTO_AREA_ON_FOOT @@ -9134,9 +9692,8 @@ CPed::ProcessControl(void) SetLookTimer(500); } } - } else if (!m_ped_flagB80) { - // I don't remember any condition that we were STATUS_PLAYER. + } else if (!m_ped_flagB80) { if (collidingVeh->m_status != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) { SetDirectionToWalkAroundObject(collidingVeh); @@ -9154,7 +9711,7 @@ CPed::ProcessControl(void) } } } else { - DMAudio.PlayOneShot(collidingVeh->m_audioEntityId, 142, m_fDamageImpulse); + DMAudio.PlayOneShot(collidingVeh->m_audioEntityId, SOUND_CAR_PED_COLLISION, m_fDamageImpulse); if (IsPlayer()) { CColModel *collidingCol = CModelInfo::GetModelInfo(collidingVeh->m_modelIndex)->GetColModel(); CVector colMinVec = collidingCol->boundingBox.min; @@ -9168,15 +9725,15 @@ CPed::ProcessControl(void) float angleDiffFromLookingFrontTLVC = angleToVehFront - vehColCenterDist.Heading(); angleDiffFromLookingFrontTLVC = CGeneral::LimitRadianAngle(angleDiffFromLookingFrontTLVC); - // Not sure about this one - float minNeededTurnTLVC = Atan2(colMaxVec.x - colMinVec.x, colMaxVec.y - colMinVec.y); + // I don't know why do we use that + float vehTopRightHeading = Atan2(colMaxVec.x - colMinVec.x, colMaxVec.y - colMinVec.y); CVector vehDist = GetPosition() - collidingVeh->GetPosition(); vehDist.Normalise(); float vehRightVecAndSpeedDotProd; - if (Abs(angleDiffFromLookingFrontTLVC) >= minNeededTurnTLVC && Abs(angleDiffFromLookingFrontTLVC) < PI - minNeededTurnTLVC) { + if (Abs(angleDiffFromLookingFrontTLVC) >= vehTopRightHeading && Abs(angleDiffFromLookingFrontTLVC) < PI - vehTopRightHeading) { if (angleDiffFromLookingFrontTLVC <= 0.0f) { vehRightVecAndSpeedDotProd = DotProduct(collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed); @@ -9231,6 +9788,7 @@ CPed::ProcessControl(void) KillPedWithCar(collidingVeh, m_fDamageImpulse); } } +#endif break; } case ENTITY_TYPE_PED: @@ -9265,7 +9823,12 @@ CPed::ProcessControl(void) } } CVector forceDir; - if (!bIsInTheAir && m_nPedState != PED_JUMP) { + if (!bIsInTheAir && m_nPedState != PED_JUMP +#ifdef VC_PED_PORTS + && m_fDamageImpulse > 0.0f +#endif + ) { + forceDir = m_vecDamageNormal; forceDir.z = 0.0f; if (!bIsStanding) { @@ -9276,7 +9839,11 @@ CPed::ProcessControl(void) ApplyMoveForce(forceDir); } - if (bIsInTheAir && !DyingOrDead()) { + if ((bIsInTheAir && !DyingOrDead()) +#ifdef VC_PED_PORTS + || (!bIsStanding && !m_ped_flagA2 && m_nPedState == PED_FALL) +#endif + ) { if (m_nPedStateTimer <= 1000 && m_nPedStateTimer) { forceDir = GetPosition() - m_vecHitLastPos; } else { @@ -9297,29 +9864,54 @@ CPed::ProcessControl(void) if (m_nCollisionRecords == 1 && m_aCollisionRecords[0] != nil && m_aCollisionRecords[0]->m_type == ENTITY_TYPE_BUILDING && m_nPedStateTimer > 50.0f / (2.0f * adjustedTs) && m_nPedStateTimer * 1.0f / 250.0f > Abs(forceDir.z)) { offsetToCheck.x = -forceDir.y; +#ifdef VC_PED_PORTS + offsetToCheck.z = 1.0f; +#else offsetToCheck.z = 0.0f; +#endif offsetToCheck.y = forceDir.x; offsetToCheck.Normalise(); CVector posToCheck = GetPosition() + offsetToCheck; - float lastCollidingColZ; - if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, foundCol, foundEnt, true, false, false, false, false, false, false)) { - lastCollidingColZ = foundCol.point.z; + // These are either obstacle or ground to land, I don't know which one. + float obstacleForFlyingZ, obstacleForFlyingOtherDirZ; + CColPoint obstacleForFlying, obstacleForFlyingOtherDir; + + // Check is there any room for being knocked up in reverse direction of force + if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, obstacleForFlying, foundEnt, true, false, false, false, false, false, false)) { + obstacleForFlyingZ = obstacleForFlying.point.z; } else { - lastCollidingColZ = 500.0f; + obstacleForFlyingZ = 500.0f; } posToCheck = GetPosition() - offsetToCheck; - float lastCollidingColInOtherDirZ; - if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, foundCol, foundEnt, true, false, false, false, false, false, false)) { - lastCollidingColInOtherDirZ = foundCol.point.z; + // Now check for direction of force this time + if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, obstacleForFlyingOtherDir, foundEnt, true, false, false, false, false, false, false)) { + obstacleForFlyingOtherDirZ = obstacleForFlyingOtherDir.point.z; + } else { + obstacleForFlyingOtherDirZ = 501.0f; + } +#ifdef VC_PED_PORTS + uint8 flyDir = 0; + float feetZ = GetPosition().z - FEET_OFFSET; + if ((obstacleForFlyingZ <= feetZ || obstacleForFlyingOtherDirZ >= 500.0f) && (obstacleForFlyingZ <= feetZ || obstacleForFlyingOtherDirZ <= feetZ)) { + if (obstacleForFlyingOtherDirZ > feetZ && obstacleForFlyingZ < 499.0f) + flyDir = 2; } else { - lastCollidingColInOtherDirZ = 501.0f; + flyDir = 1; } - if (lastCollidingColZ < lastCollidingColInOtherDirZ) { + if (flyDir != 0 && !bKnockedUpIntoAir) { + GetPosition() = (flyDir == 2 ? obstacleForFlyingOtherDir.point : obstacleForFlying.point); + GetPosition().z += FEET_OFFSET; + GetMatrix().UpdateRW(); + SetLanding(); + bIsStanding = true; + } +#endif + if (obstacleForFlyingZ < obstacleForFlyingOtherDirZ) { offsetToCheck *= -1.0f; } offsetToCheck.z = 1.0f; @@ -9332,19 +9924,36 @@ CPed::ProcessControl(void) m_fRotationCur = CGeneral::GetRadianAngleBetweenPoints(offsetToCheck.x, offsetToCheck.y, 0.0f, 0.0f); m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); m_fRotationDest = m_fRotationCur; - CVector pos = GetPosition(); - GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur); - GetPosition() += pos; + SetHeading(m_fRotationCur); if (m_nPedState != PED_FALL && !bIsPedDieAnimPlaying) { CPed::SetFall(1000, ANIM_KO_SKID_BACK, true); } bIsInTheAir = false; } else if (m_vecDamageNormal.z > 0.4f) { +#ifndef VC_PED_PORTS forceDir = m_vecDamageNormal; forceDir.z = 0.0f; forceDir.Normalise(); ApplyMoveForce(2.0f * forceDir); +#else + if (m_nPedState == PED_JUMP) { + if (m_nWaitTimer <= 2000) { + if (m_nWaitTimer < 1000) + m_nWaitTimer += CTimer::GetTimeStep() * 0.02f * 1000.0f; + } else { + m_nWaitTimer = 0; + } + } + forceDir = m_vecDamageNormal; + forceDir.z = 0.0f; + forceDir.Normalise(); + if (m_nPedState != PED_JUMP || m_nWaitTimer >= 300) { + ApplyMoveForce(2.0f * forceDir); + } else { + ApplyMoveForce(-4.0f * forceDir); + } +#endif } } else if ((CTimer::GetFrameCounter() + m_randomSeed % 256 + 3) & 7) { if (IsPlayer() && m_nPedState != PED_JUMP && pad0->JumpJustDown()) { @@ -9355,9 +9964,7 @@ CPed::ProcessControl(void) m_fRotationDest -= TheCamera.Orientation; m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest); m_fRotationCur = m_fRotationDest; - CVector pos = GetPosition(); - GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur); - GetPosition() += pos; + SetHeading(m_fRotationCur); } SetJump(); m_nPedStateTimer = 0; @@ -9369,13 +9976,11 @@ CPed::ProcessControl(void) int16 padWalkX = pad0->GetPedWalkLeftRight(); int16 padWalkY = pad0->GetPedWalkUpDown(); if (Abs(padWalkX) > 0.0f || Abs(padWalkY) > 0.0f) { - m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(0.0, 0.0, -padWalkX, padWalkY); + m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -padWalkX, padWalkY); m_fRotationDest -= TheCamera.Orientation; m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest); m_fRotationCur = m_fRotationDest; - CVector pos = GetPosition(); - GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur); - GetPosition() += pos; + SetHeading(m_fRotationCur); } CAnimBlendAssociation *jumpAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_JUMP_GLIDE); @@ -9403,9 +10008,18 @@ CPed::ProcessControl(void) offsetToCheck = GetPosition(); offsetToCheck.z += 0.5f; - if (CWorld::ProcessVerticalLine(offsetToCheck, GetPosition().z - 1.04f, foundCol, foundEnt, true, true, false, true, false, false, false)) { - GetPosition().z = 1.04f + foundCol.point.z; + if (CWorld::ProcessVerticalLine(offsetToCheck, GetPosition().z - FEET_OFFSET, foundCol, foundEnt, true, true, false, true, false, false, false)) { +#ifdef VC_PED_PORTS + if (!bKnockedUpIntoAir || FEET_OFFSET + foundCol.point.z < GetPosition().z) { + GetPosition().z = FEET_OFFSET + foundCol.point.z; + GetMatrix().UpdateRW(); + if (bKnockedUpIntoAir) + bKnockedUpIntoAir = false; + } +#else + GetPosition().z = FEET_OFFSET + foundCol.point.z; GetMatrix().UpdateRW(); +#endif SetLanding(); bIsStanding = true; } @@ -9434,8 +10048,31 @@ CPed::ProcessControl(void) m_vecMoveSpeed *= airResistance; } +#ifdef VC_PED_PORTS + if (IsPlayer() || !bIsStanding || m_vecMoveSpeed.x != 0.0f || m_vecMoveSpeed.y != 0.0f || m_vecMoveSpeed.z != 0.0f + || (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) + || m_vecAnimMoveDelta.x != 0.0f || m_vecAnimMoveDelta.y != 0.0f + || m_nPedState == PED_JUMP + || bIsInTheAir + || m_pCurrentPhysSurface) { + CPhysical::ProcessControl(); + } else { + bHasContacted = false; + bIsInSafePosition = false; + bWasPostponed = false; + bHasHitWall = false; + m_nCollisionRecords = 0; + bHasCollided = false; + m_nDamagePieceType = 0; + m_fDamageImpulse = 0.0f; + m_pDamageEntity = nil; + m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f); + m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f); + } +#else CPhysical::ProcessControl(); +#endif if (m_nPedState != PED_DIE || bIsPedDieAnimPlaying) { if (m_nPedState != PED_DEAD) { CalculateNewVelocity(); @@ -9445,8 +10082,18 @@ CPed::ProcessControl(void) PlayFootSteps(); if (IsPedInControl() && !bIsStanding && !m_pDamageEntity && CheckIfInTheAir()) { SetInTheAir(); +#ifdef VC_PED_PORTS + bKnockedUpIntoAir = true; +#endif } - +#ifdef VC_PED_PORTS + if (bKnockedUpIntoAir) { + CVector posToCheck = GetPosition(); + posToCheck.z += 0.9f; + if (!CWorld::TestSphereAgainstWorld(posToCheck, 0.2f, this, true, true, false, true, false, false)) + bKnockedUpIntoAir = false; + } +#endif ProcessObjective(); if (!bIsAimingGun) { if (bIsRestoringGun) @@ -9747,7 +10394,7 @@ CPed::ProcessControl(void) break; } SetMoveAnim(); - if (m_ped_flagD4) { + if (bPedIsBleeding) { if (CGame::nastyGame) { if (!(CTimer::GetFrameCounter() & 3)) { CVector cameraDist = GetPosition() - TheCamera.GetPosition(); @@ -9858,7 +10505,11 @@ CPed::PedAnimDoorCloseCB(CAnimBlendAssociation *animAssoc, void *arg) } else if (ped->m_vehEnterType == CAR_DOOR_RF && (veh->m_nGettingInFlags & CAR_DOOR_FLAG_LF || (veh->pDriver != nil && - (veh->pDriver->m_objective != OBJECTIVE_LEAVE_VEHICLE || !veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, nil))))) { + (veh->pDriver->m_objective != OBJECTIVE_LEAVE_VEHICLE +#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) veh->m_veh_flagC10 = false; @@ -10091,7 +10742,11 @@ CPed::PedAnimDoorOpenCB(CAnimBlendAssociation* animAssoc, void* arg) void CPed::SetJump(void) { - if (!bInVehicle && (m_nSurfaceTouched != SURFACE_STONE || DotProduct(GetForward(), m_vecDamageNormal) >= 0.0f)) { + if (!bInVehicle && +#ifdef VC_PED_PORTS + m_nPedState != PED_JUMP && !RpAnimBlendClumpGetAssociation(GetClump(), ANIM_JUMP_LAUNCH) && +#endif + (m_nSurfaceTouched != SURFACE_STONE || DotProduct(GetForward(), m_vecDamageNormal) >= 0.0f)) { SetStoredState(); m_nPedState = PED_JUMP; CAnimBlendAssociation *jumpAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_JUMP_LAUNCH, 8.0f); @@ -10375,17 +11030,27 @@ CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg) 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 pointless code + /* + // Duplicate and only in PC for some reason if (!veh) { PedSetOutCarCB(nil, ped); return; } + */ eDoors door; switch (ped->m_vehEnterType) { case CAR_DOOR_RF: @@ -10447,6 +11112,11 @@ CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg) } } +#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); @@ -10860,10 +11530,2861 @@ CPed::PedSetInTrainCB(CAnimBlendAssociation* animAssoc, void* arg) veh->AddPassenger(ped); } -WRAPPER void CPed::PedStaggerCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8D0); } -WRAPPER void CPed::PedSetOutCarCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8F0); } -WRAPPER void CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *dragAssoc, void *arg) { EAXJMP(0x4E2480); } -WRAPPER void CPed::PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E36E0); } +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 it's not true, someone made it up. +// TO-DO: No peds run to phones to report crimes. Make this work. +bool +CPed::RunToReportCrime(eCrimeType crimeToReport) +{ + if (m_nPedState == PED_SEEK_POS) + return false; + + CVector pos = GetPosition(); + int phoneId = gPhoneInfo.FindNearestFreePhone(&pos); + + if (phoneId == -1) + return false; + + if (gPhoneInfo.m_aPhones[phoneId].m_nState != PHONE_STATE_FREE) + return false; + + bRunningToPhone = true; + SetMoveState(PEDMOVE_RUN); + SetSeek(gPhoneInfo.m_aPhones[phoneId].m_vecPos, 0.3f); + m_phoneId = phoneId; + m_crimeToReportOnPhone = crimeToReport; + return true; +} + +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->m_modelIndex != MI_TOYZ) { + int16 lastVehicle; + CEntity *vehicles[8]; + CWorld::FindObjectsInRange(GetPosition(), 30.0f, 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 = 60.0f * nearVeh->pHandling->Transmission.fUnkMaxVelocity * 0.8f; + nearVeh->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY; + nearVeh->m_status = STATUS_PHYSICS; + nearVeh->AutoPilot.m_nTempAction = TEMPACT_NONE; + nearVeh->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; + } + } + } + } + } + } +} + +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)); + } + + } else 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++) { + // (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)); + } + } + bRichFromMugging = false; + } + } + } +} + +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->m_ped_flagI4 = false; + if (veh && veh->IsBoat()) + ped->ApplyMoveSpeed(); + + if (ped->m_objective == OBJECTIVE_LEAVE_VEHICLE) + 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; + } +#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->GetPosition() = 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->m_status = 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 (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); + } + 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 (m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) { + SetCurrentWeapon(m_storedWeapon); + m_storedWeapon = WEAPONTYPE_UNIDENTIFIED; + } + } else { + AddWeaponModel(CWeaponInfo::GetWeaponInfo(weaponType)->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->GetPosition() = 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 = CWorld::ms_testSpherePoint.point - GetPosition(); + potentialGroundDist.z = 0.0f; + potentialGroundDist.Normalise(); + + CVector posToCheck = 0.5f * potentialGroundDist + CWorld::ms_testSpherePoint.point; + posToCheck.z = 3.0f + waterLevel; + + if (CWorld::ProcessVerticalLine(posToCheck, waterLevel - 1.0f, foundCol, foundEnt, true, true, false, true, false, false, false)) { + foundColZ = foundCol.point.z; + if (foundColZ >= waterLevel) { + posToCheck.z = 0.8f + foundColZ; + GetPosition() = posToCheck; + bIsStanding = true; + m_ped_flagA2 = 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, false)) + return false; + + foundColZ = foundCol.point.z; + if (foundColZ < waterLevel) + return false; + + posToCheck.z = 0.8f + foundColZ; + GetPosition() = posToCheck; + bIsStanding = true; + m_ped_flagA2 = true; + return true; +} + +void +CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *animAssoc, void *arg) +{ + CPed *ped = (CPed*)arg; + + CVehicle *veh = ped->m_pMyVehicle; + + CVector finalPos; + CVector draggedOutOffset; + CVector finalLocalPos; + + 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; + + finalLocalPos = Multiply3x3(pedMat, draggedOutOffset); + finalPos = finalLocalPos + ped->GetPosition(); + CPedPlacement::FindZCoorForPed(&finalPos); + ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); + ped->GetPosition() = 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()) { + + ped->SetFlee(veh->GetPosition(), 10000); + 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->Say(SOUND_PED_FLEE_RUN); + } + } else if (CGeneral::GetRandomNumber() < 0x3FFF) { + ped->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, veh->pDriver); + } else + ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh); + } + } + 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; + } + } + 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) { + GetPosition() = posSomewhereClose; + } else { + CVector vehSize = veh->GetModelInfo()->GetColModel()->boundingBox.max; + GetPosition() = posNearVeh; + GetPosition().z += vehSize.z; + } + 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 guarenteed, 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 (!foundIt) + return false; + + helperPos = GetPosition() - foundPos; + helperPos.z = 0.0f; + if (helperPos.MagnitudeSqr() <= 0.25f) + 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 + || bRenderPedInCar && + sq(25.0f * TheCamera.LODDistMultiplier) >= (TheCamera.GetPosition() - GetPosition()).MagnitudeSqr()) { + CEntity::Render(); + } +} + +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->bInVehicle && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR && m_pedInObjective->m_pMyVehicle) { + 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_OBJ_FROM_VEHICLE: + case OBJECTIVE_DESTROY_OBJ: + case OBJECTIVE_23: + case OBJECTIVE_24: + case OBJECTIVE_SET_LEADER: + break; + case OBJECTIVE_IDLE: + SetIdle(); + m_objective = OBJECTIVE_NONE; + SetMoveState(PEDMOVE_STILL); + break; + case OBJECTIVE_FLEE_TILL_SAFE: + if (bInVehicle && m_pMyVehicle) { + SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle); + bFleeAfterExitingCar = true; + } else if (m_nPedState != PED_FLEE_POS) { + SetFlee(GetPosition(), 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 == 0x100000 || (threatType == 0x800000 && 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_GETOUT: + 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 + && !bKindaStayInSamePlace) { + + SetObjective(OBJECTIVE_FLEE_TILL_SAFE); + break; + } + if (bInVehicle && m_pMyVehicle) { + if (distWithTarget.Magnitude() >= 20.0f + || m_pMyVehicle->m_vecMoveSpeed.MagnitudeSqr() >= 0.0004f) { + if (m_pMyVehicle->pDriver == this + && !m_pMyVehicle->m_nGettingInFlags) { + m_pMyVehicle->m_status = STATUS_PHYSICS; + m_pMyVehicle->AutoPilot.m_nPrevRouteNode = 0; + if (m_nPedType == PEDTYPE_COP) { + m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel * 0.1f + 0.6f) * (60.0f * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity); + m_pMyVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel(); + } else { + m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 60.0f * 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_VEHICLE, 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].pos, 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->GetPosition() = ThePaths.m_pathNodes[closestNode].pos; + newVeh->GetPosition().z += 4.0f; + newVeh->SetHeading(DEGTORAD(200.0f)); + newVeh->m_status = 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 && bInVehicle && m_pMyVehicle) { + SetObjective(OBJECTIVE_LEAVE_VEHICLE, 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_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->m_status == 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->m_nPedState == PED_ENTER_CAR || m_pedInObjective->m_nPedState == PED_CARJACK) && distWithTargetSc < 3.0f + || distWithTargetSc > m_distanceToCountSeekDone && !CanSeeEntity(m_pedInObjective, DEGTORAD(60.0f))) { + + if (m_pedInObjective->m_nPedState == PED_ENTER_CAR || m_pedInObjective->m_nPedState == PED_CARJACK) + 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->pos; + + 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 (bInVehicle && m_pMyVehicle) { + if (m_nPedState == PED_DRIVING) + SetObjective(OBJECTIVE_LEAVE_VEHICLE, 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; + + SetFlee(m_pedInObjective, time); + bUsePedNodeSeek = true; + m_pNextPathNode = nil; + } + 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_PED_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 (m_nPedState != PED_CARJACK && m_nPedState != PED_ENTER_CAR) { + 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) { + GetPosition() = GetPositionToOpenCarDoor(m_carInObjective, m_vehEnterType); + SetEnterCar(m_carInObjective, m_vehEnterType); + } + } + m_objectiveTimer = 0; + } + } + } + case OBJECTIVE_ENTER_CAR_AS_DRIVER: + { + if (!m_carInObjective || bInVehicle) { + 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) { + 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->m_veh_flagC10 = false; + } + } + } + } else if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) { + if (m_carInObjective->pDriver) { + if (m_carInObjective->pDriver->m_nPedType == m_nPedType) { + SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective); + m_carInObjective->m_veh_flagC10 = 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 && !m_ped_flagB80) + SetMoveState(PEDMOVE_RUN); + + if (m_carInObjective && m_carInObjective->m_fHealth > 0.0f) { + distWithTarget = m_carInObjective->GetPosition() - GetPosition(); + if (!bInVehicle) { + if (nEnterCarRangeMultiplier * 30.0f < distWithTarget.Magnitude()) { + if (!m_carInObjective->pDriver && !m_carInObjective->GetIsOnScreen() && !GetIsOnScreen()) + WarpPedToNearEntityOffScreen(m_carInObjective); + + if (CharCreatedBy != MISSION_CHAR || m_prevObjective == OBJECTIVE_KILL_CHAR_ANY_MEANS) { + 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 (bInVehicle && m_pMyVehicle) { + CCarAI::GetCarToGoToCoors(m_pMyVehicle, &m_nextRoutePointPos); + CCarCtrl::RegisterVehicleOfInterest(m_pMyVehicle); + if (distWithTarget.MagnitudeSqr() < 400.0f) { + m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; + CPed::ForceStoredObjective(OBJECTIVE_GOTO_AREA_ANY_MEANS); + SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle); + } + break; + } + if (distWithTarget.Magnitude() > 30.0f) { + if (m_pMyVehicle) { + m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; + } else { + float closestVehDist = 3600.0f; + 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) + { + 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); + } + } + 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) + && bInVehicle && m_pMyVehicle) { + SetObjective(OBJECTIVE_LEAVE_VEHICLE, 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->pos; + } + SetSeek(m_vecSeekPos, m_distanceToCountSeekDone); + } + } + + break; + } + case OBJECTIVE_FIGHT_CHAR: + { + 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: + 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 = 15.0f; + 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 = 30.0f; + CVector pos = GetPosition(); + int16 lastVehicle; + CEntity *vehicles[8]; + + CWorld::FindObjectsInRange(pos, 15.0f, 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(); + SetFlee(m_pedInObjective, 15000); + bUsePedNodeSeek = true; + m_pNextPathNode = nil; + SetMoveState(PEDMOVE_WALK); + return; + } + float distWithTargetScSqr = distWithTarget.MagnitudeSqr(); + if (distWithTargetScSqr <= 100.0f) { + if (distWithTargetScSqr <= 1.96f) { + 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, 4, 5); + m_pedInObjective->ReactToAttack(this); + m_pedInObjective->Say(SOUND_PED_ROBBED); + Say(SOUND_PED_MUGGING); + bRichFromMugging = true; + ClearObjective(); + if (m_pedInObjective->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT + || m_pedInObjective->m_pedInObjective != this) { + SetFlee(m_pedInObjective, 15000); + bUsePedNodeSeek = true; + m_pNextPathNode = nil; + SetMoveState(PEDMOVE_WALK); + m_nLastPedState = PED_WANDER_PATH; + } else { + SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pedInObjective); + 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 { + 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_VEHICLE: + if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) { + if (bInVehicle && m_pMyVehicle) { + if (m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR && m_nPedState != PED_EXIT_TRAIN + && (m_nPedType != PEDTYPE_COP + || m_pMyVehicle->m_vecMoveSpeed.MagnitudeSqr2D() < 0.000025f)) { + if (m_pMyVehicle->IsTrain()) + SetExitTrain(m_pMyVehicle); + else + SetExitCar(m_pMyVehicle, 0); + } + } else { + RestorePreviousObjective(); + } + } + break; +#ifdef VC_PED_PORTS + case OBJECTIVE_LEAVE_CAR_AND_DIE: + { + if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) { + if (bInVehicle && m_pMyVehicle) { + if (m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR + && m_nPedState != PED_EXIT_TRAIN) { + // VC checks for boat instead of train + if (m_pMyVehicle->IsTrain()) + SetExitTrain(m_pMyVehicle); + else if (m_pMyVehicle->bIsBus || m_pMyVehicle->IsBoat()) + 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::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; + + 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) +{ + if (m_nPedState == PED_SEEK_IN_BOAT || boat->pDriver) + 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::SetExitTrain(CVehicle* train) +{ + if (m_nPedState != PED_EXIT_TRAIN && train->m_status == STATUS_TRAIN_NOT_MOVING && ((CTrain*)train)->Doors[0].IsFullyOpen()) { + /* + // 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(); + } +} + +#ifdef NEW_WALK_AROUND_ALGORITHM +CVector +LocalPosForWalkAround(CVector2D colMin, CVector2D colMax, int walkAround, uint32 enterDoorNode, bool itsVan) { + switch (walkAround) { + case 0: + if (enterDoorNode == CAR_DOOR_LF) + return CVector(colMin.x, colMax.y - 1.0f, 0.0f); + case 1: + return CVector(colMin.x, colMax.y, 0.0f); + case 2: + case 3: + if (walkAround == 3 && enterDoorNode == CAR_DOOR_RF) + return CVector(colMax.x, colMax.y - 1.0f, 0.0f); + + return CVector(colMax.x, colMax.y, 0.0f); + case 4: + if (enterDoorNode == CAR_DOOR_RR && !itsVan) + return CVector(colMax.x, colMin.y + 1.0f, 0.0f); + case 5: + return CVector(colMax.x, colMin.y, 0.0f); + case 6: + case 7: + if (walkAround == 7 && enterDoorNode == CAR_DOOR_LR && !itsVan) + return CVector(colMin.x, colMin.y + 1.0f, 0.0f); + + return CVector(colMin.x, colMin.y, 0.0f); + default: + return CVector(0.0f, 0.0f, 0.0f); + } +} + +bool +CanWeSeeTheCorner(CVector2D dist, CVector2D fwdOffset) +{ + // because if dist is more then 5 unit, fov isn't important, we want shortest way + if (dist.Magnitude() > 5.0f) + return true; + + if (DotProduct2D(dist, fwdOffset) < 0.0f) + return false; + + return true; +} +#endif + +// This function looks completely same on VC. +void +CPed::SetDirectionToWalkAroundObject(CEntity *obj) +{ + float distLimitForTimer = 8.0f; + CColModel *objCol = CModelInfo::GetModelInfo(obj->m_modelIndex)->GetColModel(); + CVector objColMin = objCol->boundingBox.min; + CVector objColMax = objCol->boundingBox.max; + CVector objColCenter = (objColMin + objColMax) / 2.0f; + CMatrix objMat(obj->GetMatrix()); + float dirToSet = obj->GetForward().Heading(); + bool goingToEnterCarAndItsVan = false; + bool goingToEnterCar = false; + bool objUpsideDown = false; + + float checkIntervalInDist = (objColMax.y - objColMin.y) * 0.1f; + float checkIntervalInTime; + + if (m_nMoveState == PEDMOVE_NONE || m_nMoveState == PEDMOVE_STILL) + return; + + if (CharCreatedBy != MISSION_CHAR && obj->m_modelIndex == MI_PHONEBOOTH1) { + bool isRunning = m_nMoveState == PEDMOVE_RUN || m_nMoveState == PEDMOVE_SPRINT; + SetFlee(obj, 5000); + bUsePedNodeSeek = true; + m_pNextPathNode = nil; + if (!isRunning) + SetMoveState(PEDMOVE_WALK); + return; + } + CVector2D adjustedColMin(objColMin.x - 0.35f, objColMin.y - 0.35f); + CVector2D adjustedColMax(objColMax.x + 0.35f, objColMax.y + 0.35f); + + checkIntervalInDist = max(checkIntervalInDist, 0.5f); + checkIntervalInDist = min(checkIntervalInDist, (objColMax.z - objColMin.z) / 2.0f); + checkIntervalInDist = min(checkIntervalInDist, (adjustedColMax.x - adjustedColMin.x) / 2.0f); + + if (objMat.GetUp().z < 0.0f) + objUpsideDown = true; + + if (obj->m_modelIndex != MI_TRAFFICLIGHTS && obj->m_modelIndex != MI_SINGLESTREETLIGHTS1 && obj->m_modelIndex != MI_SINGLESTREETLIGHTS2) { + objColCenter = obj->GetMatrix() * objColCenter; + } else { + checkIntervalInDist = 0.4f; + if (objMat.GetUp().z <= 0.57f) { + + // Specific calculations for traffic lights, didn't get a bit. + adjustedColMin.x = 1.2f * (adjustedColMin.x < adjustedColMin.y ? adjustedColMin.x : adjustedColMin.y); + adjustedColMax.x = 1.2f * (adjustedColMax.x > adjustedColMax.y ? adjustedColMax.x : adjustedColMax.y); + adjustedColMin.y = 1.2f * objColMin.z; + adjustedColMax.y = 1.2f * objColMax.z; + dirToSet = objMat.GetUp().Heading(); + objMat.SetUnity(); + objMat.RotateZ(dirToSet); + objMat.GetPosition() += obj->GetPosition(); + objColCenter = obj->GetPosition(); + } else { + objColCenter.x = adjustedColMax.x - 0.25f; + objColCenter = obj->GetMatrix() * objColCenter; + distLimitForTimer = 0.75f; + } + objUpsideDown = false; + } + float oldRotDest = m_fRotationDest; +#ifndef NEW_WALK_AROUND_ALGORITHM + float angleToFaceObjCenter = (objColCenter - GetPosition()).Heading(); + float angleDiffBtwObjCenterAndForward = CGeneral::LimitRadianAngle(dirToSet - angleToFaceObjCenter); + float objTopRightHeading = Atan2(adjustedColMax.x - adjustedColMin.x, adjustedColMax.y - adjustedColMin.y); +#endif + + if (IsPlayer()) { + if (FindPlayerPed()->m_fMoveSpeed <= 0.0f) + checkIntervalInTime = 0.0f; + else + checkIntervalInTime = 2.0f / FindPlayerPed()->m_fMoveSpeed; + } else { + switch (m_nMoveState) { + case PEDMOVE_WALK: + checkIntervalInTime = 2.0f; + break; + case PEDMOVE_RUN: + checkIntervalInTime = 0.5f; + break; + case PEDMOVE_SPRINT: + checkIntervalInTime = 0.5f; + break; + default: + checkIntervalInTime = 0.0f; + break; + } + } + if (m_pSeekTarget == obj && obj->IsVehicle()) { + if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER + || m_objective == OBJECTIVE_SOLICIT) { + goingToEnterCar = true; + if (IsPlayer()) + checkIntervalInTime = 0.0f; + + if (((CVehicle*)obj)->bIsVan) + goingToEnterCarAndItsVan = true; + } + } + + int entityOnTopLeftOfObj = 0; + int entityOnBottomLeftOfObj = 0; + int entityOnTopRightOfObj = 0; + int entityOnBottomRightOfObj = 0; + + if (CTimer::GetTimeInMilliseconds() > m_collidingThingTimer || m_collidingEntityWhileFleeing != obj) { + bool collidingThingChanged = true; + CEntity *obstacle; + +#ifndef NEW_WALK_AROUND_ALGORITHM + if (!obj->IsVehicle() || objUpsideDown) { + collidingThingChanged = false; + } else { +#else + CVector cornerToGo = CVector(10.0f, 10.0f, 10.0f); + int dirToGo; + m_walkAroundType = 0; +#endif + float adjustedCheckInterval = 0.7f * checkIntervalInDist; + CVector posToCheck; + + // Top left of obj + posToCheck.x = adjustedColMin.x + adjustedCheckInterval; + posToCheck.y = adjustedColMax.y - adjustedCheckInterval; + posToCheck.z = 0.0f; + posToCheck = objMat * posToCheck; + posToCheck.z += 0.6f; + obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj, + true, true, false, true, false, false); + if (obstacle) { + if (obstacle->IsBuilding()) { + entityOnTopLeftOfObj = 1; + } else if (obstacle->IsVehicle()) { + entityOnTopLeftOfObj = 2; + } else { + entityOnTopLeftOfObj = 3; + } + } +#ifdef NEW_WALK_AROUND_ALGORITHM + else { + CVector tl = obj->GetMatrix() * CVector(adjustedColMin.x, adjustedColMax.y, 0.0f) - GetPosition(); + if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) { + cornerToGo = tl; + m_walkAroundType = 1; + } else if(CanWeSeeTheCorner(tl, GetForward())){ + cornerToGo = tl; + dirToGo = GetLocalDirection(tl); + if (dirToGo == 1) + m_walkAroundType = 0; // ALL of the next turns will be right turn + else if (dirToGo == 3) + m_walkAroundType = 1; // ALL of the next turns will be left turn + } + } +#endif + + // Top right of obj + posToCheck.x = adjustedColMax.x - adjustedCheckInterval; + posToCheck.y = adjustedColMax.y - adjustedCheckInterval; + posToCheck.z = 0.0f; + posToCheck = objMat * posToCheck; + posToCheck.z += 0.6f; + obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj, + true, true, false, true, false, false); + if (obstacle) { + if (obstacle->IsBuilding()) { + entityOnTopRightOfObj = 1; + } else if (obstacle->IsVehicle()) { + entityOnTopRightOfObj = 2; + } else { + entityOnTopRightOfObj = 3; + } + } +#ifdef NEW_WALK_AROUND_ALGORITHM + else { + CVector tr = obj->GetMatrix() * CVector(adjustedColMax.x, adjustedColMax.y, 0.0f) - GetPosition(); + if (tr.Magnitude2D() < cornerToGo.Magnitude2D()) { + if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) { + cornerToGo = tr; + m_walkAroundType = 2; + } else if (CanWeSeeTheCorner(tr, GetForward())) { + cornerToGo = tr; + dirToGo = GetLocalDirection(tr); + if (dirToGo == 1) + m_walkAroundType = 2; // ALL of the next turns will be right turn + else if (dirToGo == 3) + m_walkAroundType = 3; // ALL of the next turns will be left turn + } + } + } +#endif + + // Bottom right of obj + posToCheck.x = adjustedColMax.x - adjustedCheckInterval; + posToCheck.y = adjustedColMin.y + adjustedCheckInterval; + posToCheck.z = 0.0f; + posToCheck = objMat * posToCheck; + posToCheck.z += 0.6f; + obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj, + true, true, false, true, false, false); + if (obstacle) { + if (obstacle->IsBuilding()) { + entityOnBottomRightOfObj = 1; + } else if (obstacle->IsVehicle()) { + entityOnBottomRightOfObj = 2; + } else { + entityOnBottomRightOfObj = 3; + } + } +#ifdef NEW_WALK_AROUND_ALGORITHM + else { + CVector br = obj->GetMatrix() * CVector(adjustedColMax.x, adjustedColMin.y, 0.0f) - GetPosition(); + if (br.Magnitude2D() < cornerToGo.Magnitude2D()) { + if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) { + cornerToGo = br; + m_walkAroundType = 5; + } else if (CanWeSeeTheCorner(br, GetForward())) { + cornerToGo = br; + dirToGo = GetLocalDirection(br); + if (dirToGo == 1) + m_walkAroundType = 4; // ALL of the next turns will be right turn + else if (dirToGo == 3) + m_walkAroundType = 5; // ALL of the next turns will be left turn + } + } + } +#endif + + // Bottom left of obj + posToCheck.x = adjustedColMin.x + adjustedCheckInterval; + posToCheck.y = adjustedColMin.y + adjustedCheckInterval; + posToCheck.z = 0.0f; + posToCheck = objMat * posToCheck; + posToCheck.z += 0.6f; + obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj, + true, true, false, true, false, false); + if (obstacle) { + if (obstacle->IsBuilding()) { + entityOnBottomLeftOfObj = 1; + } else if (obstacle->IsVehicle()) { + entityOnBottomLeftOfObj = 2; + } else { + entityOnBottomLeftOfObj = 3; + } + } +#ifdef NEW_WALK_AROUND_ALGORITHM + else { + CVector bl = obj->GetMatrix() * CVector(adjustedColMin.x, adjustedColMin.y, 0.0f) - GetPosition(); + if (bl.Magnitude2D() < cornerToGo.Magnitude2D()) { + if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) { + cornerToGo = bl; + m_walkAroundType = 6; + } else if (CanWeSeeTheCorner(bl, GetForward())) { + cornerToGo = bl; + dirToGo = GetLocalDirection(bl); + if (dirToGo == 1) + m_walkAroundType = 6; // ALL of the next turns will be right turn + else if (dirToGo == 3) + m_walkAroundType = 7; // ALL of the next turns will be left turn + } + } + } +#else + } + + if (entityOnTopLeftOfObj && entityOnTopRightOfObj && entityOnBottomRightOfObj && entityOnBottomLeftOfObj) { + collidingThingChanged = false; + entityOnTopLeftOfObj = 0; + entityOnBottomLeftOfObj = 0; + entityOnTopRightOfObj = 0; + entityOnBottomRightOfObj = 0; + } + + if (!collidingThingChanged) { + m_walkAroundType = 0; + } else { + if (Abs(angleDiffBtwObjCenterAndForward) >= objTopRightHeading) { + if (PI - objTopRightHeading >= Abs(angleDiffBtwObjCenterAndForward)) { + if ((angleDiffBtwObjCenterAndForward <= 0.0f || objUpsideDown) && (angleDiffBtwObjCenterAndForward < 0.0f || !objUpsideDown)) { + if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) { + m_walkAroundType = 0; + } else { + if (CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) >= 0.0f) { + if (entityOnBottomRightOfObj == 1 || entityOnBottomRightOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) { + m_walkAroundType = 1; + } else if (entityOnBottomLeftOfObj == 1 || entityOnBottomLeftOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) { + m_walkAroundType = 1; + } + } else { + if (entityOnTopRightOfObj == 1 || entityOnTopRightOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) { + m_walkAroundType = 4; + } else if (entityOnTopLeftOfObj == 1 || entityOnTopLeftOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) { + m_walkAroundType = 4; + } + } + } + } else { + if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) { + m_walkAroundType = 0; + } else { + if (CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) <= 0.0f) { + if (entityOnBottomLeftOfObj == 1 || entityOnBottomLeftOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) { + m_walkAroundType = 2; + } else if (entityOnBottomRightOfObj == 1 || entityOnBottomRightOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) { + m_walkAroundType = 2; + } + } else { + if (entityOnTopLeftOfObj == 1 || entityOnTopLeftOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) { + m_walkAroundType = 3; + } else if (entityOnTopRightOfObj == 1 || entityOnTopRightOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) { + m_walkAroundType = 3; + } + } + } + } + } else if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) + || CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) < 0.0f) { + if (entityOnTopLeftOfObj == 1 || entityOnTopLeftOfObj && !entityOnTopRightOfObj && !entityOnBottomRightOfObj) { + m_walkAroundType = 3; + } + } else if (entityOnTopRightOfObj == 1 || entityOnTopRightOfObj && !entityOnTopLeftOfObj && !entityOnBottomLeftOfObj) { + m_walkAroundType = 4; + } + } else if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) + || CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) { + if (entityOnBottomLeftOfObj == 1 || entityOnBottomLeftOfObj && !entityOnTopRightOfObj && !entityOnBottomRightOfObj) { + m_walkAroundType = 2; + } + } else if (entityOnBottomRightOfObj == 1 || entityOnBottomRightOfObj && !entityOnTopLeftOfObj && !entityOnBottomLeftOfObj) { + m_walkAroundType = 1; + } else { + m_walkAroundType = 0; + } + } +#endif + } + m_collidingEntityWhileFleeing = obj; + m_collidingEntityWhileFleeing->RegisterReference((CEntity**) &m_collidingEntityWhileFleeing); + + // TODO: This random may need to be changed. + m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 512 + CGeneral::GetRandomNumber(); + + CVector localPosToHead; + +#ifdef NEW_WALK_AROUND_ALGORITHM + int nextWalkAround = m_walkAroundType; + if (m_walkAroundType % 2 == 0) { + nextWalkAround += 2; + if (nextWalkAround > 6) + nextWalkAround = 0; + } else { + nextWalkAround -= 2; + if (nextWalkAround < 0) + nextWalkAround = 7; + } + + CVector nextPosToHead = objMat * LocalPosForWalkAround(adjustedColMin, adjustedColMax, nextWalkAround, goingToEnterCar ? m_vehEnterType : 0, goingToEnterCarAndItsVan); + bool nextRouteIsClear = CWorld::GetIsLineOfSightClear(GetPosition(), nextPosToHead, true, true, true, true, true, true, false); + + if(nextRouteIsClear) + m_walkAroundType = nextWalkAround; + else { + CVector posToHead = objMat * LocalPosForWalkAround(adjustedColMin, adjustedColMax, m_walkAroundType, goingToEnterCar ? m_vehEnterType : 0, goingToEnterCarAndItsVan); + bool currentRouteIsClear = CWorld::GetIsLineOfSightClear(GetPosition(), posToHead, + true, true, true, true, true, true, false); + + /* Either; + * - Some obstacle came in and it's impossible to reach current destination + * - We reached to the destination, but since next route is not clear, we're turning around us + */ + if (!currentRouteIsClear || + ((posToHead - GetPosition()).Magnitude2D() < 0.8f && + !CWorld::GetIsLineOfSightClear(GetPosition() + GetForward(), nextPosToHead, + true, true, true, true, true, true, false))) { + + // Change both target and direction (involves changing even/oddness) + if (m_walkAroundType % 2 == 0) { + m_walkAroundType -= 2; + if (m_walkAroundType < 0) + m_walkAroundType = 7; + else + m_walkAroundType += 1; + } else { + m_walkAroundType += 2; + if (m_walkAroundType > 7) + m_walkAroundType = 0; + else + m_walkAroundType -= 1; + } + } + } + + localPosToHead = LocalPosForWalkAround(adjustedColMin, adjustedColMax, m_walkAroundType, goingToEnterCar ? m_vehEnterType : 0, goingToEnterCarAndItsVan); +#else + if (Abs(angleDiffBtwObjCenterAndForward) < objTopRightHeading) { + if (goingToEnterCar) { + if (goingToEnterCarAndItsVan) { + if (m_vehEnterType == CAR_DOOR_LR || m_vehEnterType == CAR_DOOR_RR) + return; + } + if (m_vehEnterType != CAR_DOOR_LF && m_vehEnterType != CAR_DOOR_LR && (!entityOnBottomRightOfObj || entityOnBottomLeftOfObj)) { + m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI); + localPosToHead.x = adjustedColMax.x; + localPosToHead.z = 0.0f; + localPosToHead.y = adjustedColMin.y; + } else { + m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet); + localPosToHead.x = adjustedColMin.x; + localPosToHead.z = 0.0f; + localPosToHead.y = adjustedColMin.y; + } + } else { + if (m_walkAroundType != 1 && m_walkAroundType != 4 + && (m_walkAroundType || CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) <= 0.0f)) { + + m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI); + localPosToHead.x = adjustedColMax.x; + localPosToHead.z = 0.0f; + localPosToHead.y = adjustedColMin.y; + } else { + m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet); + localPosToHead.x = adjustedColMin.x; + localPosToHead.z = 0.0f; + localPosToHead.y = adjustedColMin.y; + } + } + } else { + if (PI - objTopRightHeading >= Abs(angleDiffBtwObjCenterAndForward)) { + if (angleDiffBtwObjCenterAndForward <= 0.0f) { + if (!goingToEnterCar || !goingToEnterCarAndItsVan || m_vehEnterType != CAR_DOOR_LR && m_vehEnterType != CAR_DOOR_RR) { + if (goingToEnterCar) { + if (m_vehEnterType == CAR_DOOR_RF || (m_vehEnterType == CAR_DOOR_RR && !goingToEnterCarAndItsVan)) + return; + } + if (m_walkAroundType == 4 || m_walkAroundType == 3 + || !m_walkAroundType && CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) { + + m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet); + localPosToHead.x = adjustedColMax.x; + localPosToHead.z = 0.0f; + localPosToHead.y = adjustedColMin.y; + } else { + m_fRotationDest = dirToSet; + localPosToHead.x = adjustedColMax.x; + localPosToHead.z = 0.0f; + localPosToHead.y = adjustedColMax.y; + } + } else { + m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet); + localPosToHead.x = adjustedColMax.x; + localPosToHead.z = 0.0f; + localPosToHead.y = adjustedColMin.y; + } + } else if (goingToEnterCar && goingToEnterCarAndItsVan && (m_vehEnterType == CAR_DOOR_LR || m_vehEnterType == CAR_DOOR_RR)) { + m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet); + localPosToHead.x = adjustedColMin.x; + localPosToHead.z = 0.0f; + localPosToHead.y = adjustedColMin.y; + } else { + if (goingToEnterCar) { + if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR && !goingToEnterCarAndItsVan) + return; + } + if (m_walkAroundType == 1 || m_walkAroundType == 2 + || !m_walkAroundType && CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) { + + m_fRotationDest = dirToSet; + localPosToHead.x = adjustedColMin.x; + localPosToHead.z = 0.0f; + localPosToHead.y = adjustedColMax.y; + } else { + m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet); + localPosToHead.x = adjustedColMin.x; + localPosToHead.z = 0.0f; + localPosToHead.y = adjustedColMin.y; + } + } + } else { + if (goingToEnterCar && (!goingToEnterCarAndItsVan || m_vehEnterType != CAR_DOOR_LR && m_vehEnterType != CAR_DOOR_RR)) { + if (m_vehEnterType != CAR_DOOR_LF && m_vehEnterType != CAR_DOOR_LR && (!entityOnTopRightOfObj || entityOnTopLeftOfObj)) { + + m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI); + localPosToHead.x = adjustedColMax.x; + localPosToHead.z = 0.0f; + localPosToHead.y = adjustedColMax.y; + } else { + m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet); + localPosToHead.x = adjustedColMin.x; + localPosToHead.z = 0.0f; + localPosToHead.y = adjustedColMax.y; + } + } else { + if (m_walkAroundType == 2 || m_walkAroundType == 3 + || !m_walkAroundType && CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) { + + m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI); + localPosToHead.x = adjustedColMax.x; + localPosToHead.z = 0.0f; + localPosToHead.y = adjustedColMax.y; + } else { + m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet); + localPosToHead.x = adjustedColMin.x; + localPosToHead.z = 0.0f; + localPosToHead.y = adjustedColMax.y; + } + } + } + } +#endif + if (objUpsideDown) + localPosToHead.x = localPosToHead.x * -1.0f; + + localPosToHead = objMat * localPosToHead; + m_actionX = localPosToHead.x; + m_actionY = localPosToHead.y; + localPosToHead -= GetPosition(); + m_fRotationDest = CGeneral::LimitRadianAngle(localPosToHead.Heading()); + + if (m_fRotationDest != m_fRotationCur && bHitSomethingLastFrame) { + if (m_fRotationDest == oldRotDest) { + m_fRotationDest = oldRotDest; + } else { + m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet); + } + } + + float dist = localPosToHead.Magnitude2D(); + if (dist < 0.5f) + dist = 0.5f; + + if (dist > distLimitForTimer) + dist = distLimitForTimer; + m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 280.0f * dist * checkIntervalInTime; +} + +int32 +CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints) +{ + bool collidedWithBoat = false; + bool belowTorsoCollided = false; + float gravityEffect = -0.15f * CTimer::GetTimeStep(); + CColPoint intersectionPoint; + CColLine ourLine; + + CColModel *ourCol = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(); + CColModel *hisCol = CModelInfo::GetModelInfo(collidingEnt->m_modelIndex)->GetColModel(); + + if (!bUsesCollision) + return false; + + if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat()) + collidedWithBoat = true; + + if (!field_EF && !m_phy_flagA80 +#ifdef VC_PED_PORTS + && !collidingEnt->IsPed() +#endif + ) { + if (!bCollisionProcessed) { +#ifdef VC_PED_PORTS + m_pCurrentPhysSurface = nil; +#endif + if (bIsStanding) { + bIsStanding = false; + m_ped_flagA2 = 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 (m_ped_flagA2) { + pos.z += -0.25f; + potentialGroundZ += gravityEffect; + } + if (CCollision::IsStoredPolyStillValidVerticalLine(pos, potentialGroundZ, intersectionPoint, &m_collPoly)) { + bStillOnValidPoly = true; +#ifdef VC_PED_PORTS + if(!bKnockedUpIntoAir || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) { + GetPosition().z = FEET_OFFSET + intersectionPoint.point.z; + if (bKnockedUpIntoAir) + bKnockedUpIntoAir = false; + } +#else + GetPosition().z = FEET_OFFSET + intersectionPoint.point.z; +#endif + + m_vecMoveSpeed.z = 0.0f; + bIsStanding = true; + } else { + m_collPoly.valid = false; + m_fCollisionSpeed = 0.0f; + bHitSteepSlope = false; + } + } + } + + if (!bStillOnValidPoly) { + CVector potentialCenter = GetPosition(); + potentialCenter.z = GetPosition().z - 0.52f; + + // 0.52f should be a ped's approx. radius + float totalRadiusWhenCollided = collidingEnt->GetBoundRadius() + 0.52f - gravityEffect; + if (m_ped_flagA2) { + if (collidedWithBoat) { + potentialCenter.z += 2.0f * gravityEffect; + totalRadiusWhenCollided += Abs(gravityEffect); + } else { + potentialCenter.z += gravityEffect; + } + } + if (sq(totalRadiusWhenCollided) > (potentialCenter - collidingEnt->GetBoundCentre()).MagnitudeSqr()) { + ourLine.p0 = GetPosition(); + ourLine.p1 = GetPosition(); + ourLine.p1.z = GetPosition().z - FEET_OFFSET; + if (m_ped_flagA2) { + 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); + + if (collidedWithBoat && m_ped_flagA2 && !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 (!collidingEnt->IsVehicle() && !collidingEnt->IsObject()) { + m_pCurSurface = collidingEnt; + collidingEnt->RegisterReference((CEntity**)&m_pCurSurface); + m_ped_flagH10 = false; + bOnBoat = false; + } else { + m_pCurrentPhysSurface = 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 (!bKnockedUpIntoAir || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) { + GetPosition().z = FEET_OFFSET + intersectionPoint.point.z; + if (bKnockedUpIntoAir) + bKnockedUpIntoAir = false; + } +#else + GetPosition().z = FEET_OFFSET + intersectionPoint.point.z; +#endif + m_nSurfaceTouched = intersectionPoint.surfaceB; + if (m_nSurfaceTouched == SURFACE_STONE) { + bHitSteepSlope = true; + 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; + } + if (m_ped_flagA2 + || (speed <= upperSpeedLimit /* || (bfFlagsL >> 5) & 1 */) && m_vecMoveSpeed.z >= lowerSpeedLimit + || m_pCollidingEntity == collidingEnt) { + + if (!m_ped_flagA2 && RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL) + && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) { + InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, 15.0f, PEDPIECE_TORSO, 2); + } + } else { + float damage = 100.0f * max(speed - 0.25f, 0.0f); + float damage2 = damage; + if (m_vecMoveSpeed.z < -0.25f) + damage += (-0.25f - m_vecMoveSpeed.z) * 150.0f; + + uint8 dir = 2; // from backward + if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f + || m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) { + CVector2D offset = -m_vecMoveSpeed; + dir = GetLocalDirection(offset); + } + InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, damage, PEDPIECE_TORSO, dir); + if (IsPlayer() && damage2 > 5.0f) + Say(SOUND_PED_LAND); + } +#else + float speedSqr = m_vecMoveSpeed.MagnitudeSqr(); + if (m_ped_flagA2 + || m_vecMoveSpeed.z >= -0.25f && speedSqr <= 0.25f) { + if (!m_ped_flagA2 && RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL) + && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) { + InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, 15.0f, PEDPIECE_TORSO, 2); + } + } else { + if (speedSqr == 0.0f) + speedSqr = sq(m_vecMoveSpeed.z); + + uint8 dir = 2; // from backward + if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f + || m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) { + CVector2D offset = -m_vecMoveSpeed; + dir = GetLocalDirection(offset); + } + InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, 350.0f * sq(speedSqr), PEDPIECE_TORSO, dir); + } +#endif + m_vecMoveSpeed.z = 0.0f; + bIsStanding = true; +#ifndef VC_PED_PORTS + } else { + bOnBoat = false; + } +#endif + } else { + bOnBoat = false; + } + } + } + } + + int ourCollidedSpheres = CCollision::ProcessColModels(GetMatrix(), *ourCol, collidingEnt->GetMatrix(), *hisCol, collidingPoints, nil, nil); + if (ourCollidedSpheres > 0 || belowTorsoCollided) { + AddCollisionRecord(collidingEnt); + if (!collidingEnt->IsBuilding()) + ((CPhysical*)collidingEnt)->AddCollisionRecord(this); + + if (ourCollidedSpheres > 0 && (collidingEnt->IsBuilding() || collidingEnt->bIsStatic)) { + bHasHitWall = true; + } + } + if (collidingEnt->IsBuilding() || collidingEnt->bIsStatic) { + + if (m_ped_flagA2) { + CVector sphereNormal; + float normalLength; + for(int sphere = 0; sphere < ourCollidedSpheres; sphere++) { + sphereNormal = collidingPoints[sphere].normal; +#ifdef VC_PED_PORTS + if (sphereNormal.z >= -1.0f || !IsPlayer()) { +#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); + GetPosition().z -= 0.05f; + bKnockedUpIntoAir = true; + } +#endif + sphereNormal.Normalise(); + collidingPoints[sphere].normal = sphereNormal; + if (collidingPoints[sphere].surfaceB == SURFACE_STONE) + bHitSteepSlope = true; + } + } + } + return ourCollidedSpheres; +} class CPed_ : public CPed { @@ -10877,6 +14398,8 @@ public: void RemoveLighting_(bool reset) { CPed::RemoveLighting(reset); } void Teleport_(CVector pos) { CPed::Teleport(pos); } void ProcessControl_(void) { CPed::ProcessControl(); } + void Render_(void) { CPed::Render(); } + int32 ProcessEntityCollision_(CEntity *collidingEnt, CColPoint *collidingPoints) { return CPed::ProcessEntityCollision(collidingEnt, collidingPoints); } }; STARTPATCHES @@ -10888,6 +14411,8 @@ STARTPATCHES InjectHook(0x4A7DC0, &CPed_::RemoveLighting_, PATCH_JUMP); InjectHook(0x4D3E70, &CPed_::Teleport_, PATCH_JUMP); InjectHook(0x4C8910, &CPed_::ProcessControl_, PATCH_JUMP); + InjectHook(0x4D03F0, &CPed_::Render_, PATCH_JUMP); + InjectHook(0x4CBB30, &CPed_::ProcessEntityCollision_, PATCH_JUMP); InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP); InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP); @@ -10922,7 +14447,6 @@ STARTPATCHES InjectHook(0x4C7EA0, &CPed::CalculateNewOrientation, PATCH_JUMP); InjectHook(0x4C78F0, &CPed::WorkOutHeadingForMovingFirstPerson, PATCH_JUMP); InjectHook(0x4C73F0, &CPed::CalculateNewVelocity, PATCH_JUMP); - InjectHook(0x4D72F0, &CPed::CanPedJumpThis, PATCH_JUMP); InjectHook(0x4DD820, &CPed::CanSeeEntity, PATCH_JUMP); InjectHook(0x4D9460, &CPed::RestorePreviousObjective, PATCH_JUMP); InjectHook(0x4D82C0, (void (CPed::*)(eObjective)) &CPed::SetObjective, PATCH_JUMP); @@ -11054,4 +14578,15 @@ STARTPATCHES InjectHook(0x4E2920, &CPed::PedSetDraggedOutCarPositionCB, PATCH_JUMP); InjectHook(0x4CF220, &CPed::PedSetInCarCB, PATCH_JUMP); InjectHook(0x4E3290, &CPed::PedSetInTrainCB, PATCH_JUMP); + InjectHook(0x4C10C0, &CPed::RunToReportCrime, PATCH_JUMP); + InjectHook(0x4E3870, &CPed::RegisterThreatWithGangPeds, PATCH_JUMP); + InjectHook(0x4DD980, &CPed::ReactToPointGun, PATCH_JUMP); + InjectHook(0x4CE8F0, &CPed::PedSetOutCarCB, PATCH_JUMP); + InjectHook(0x4E36E0, &CPed::PedSetOutTrainCB, PATCH_JUMP); + InjectHook(0x4EB6E0, &CPed::PlacePedOnDryLand, PATCH_JUMP); + InjectHook(0x4E2480, &CPed::PedSetQuickDraggedOutCarPositionCB, PATCH_JUMP); + InjectHook(0x4E4F30, &CPed::PositionPedOutOfCollision, PATCH_JUMP); + InjectHook(0x4D6A00, &CPed::PossiblyFindBetterPosToSeekCar, PATCH_JUMP); + InjectHook(0x4D94E0, &CPed::ProcessObjective, PATCH_JUMP); + InjectHook(0x4CCEB0, &CPed::SetDirectionToWalkAroundObject, PATCH_JUMP); ENDPATCHES
\ No newline at end of file diff --git a/src/peds/Ped.h b/src/peds/Ped.h index a14a8c4b..0b1b80d6 100644 --- a/src/peds/Ped.h +++ b/src/peds/Ped.h @@ -14,6 +14,7 @@ #include "EventList.h" struct CPathNode; +class CAccident; struct CPedAudioData { @@ -57,6 +58,7 @@ struct FightMove }; static_assert(sizeof(FightMove) == 0x18, "FightMove: error"); +// TO-DO: This is eFightState on mobile. enum PedFightMoves { FIGHTMOVE_NULL, @@ -127,7 +129,7 @@ enum eObjective : uint32 { OBJECTIVE_IDLE, OBJECTIVE_FLEE_TILL_SAFE, OBJECTIVE_GUARD_SPOT, - OBJECTIVE_GUARD_AREA, + OBJECTIVE_GUARD_AREA, // not implemented OBJECTIVE_WAIT_IN_CAR, OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT, OBJECTIVE_KILL_CHAR_ON_FOOT, @@ -139,15 +141,15 @@ enum eObjective : uint32 { OBJECTIVE_LEAVE_VEHICLE, OBJECTIVE_ENTER_CAR_AS_PASSENGER, OBJECTIVE_ENTER_CAR_AS_DRIVER, - OBJECTIVE_FOLLOW_CAR_IN_CAR, - OBJECTIVE_FIRE_AT_OBJ_FROM_VEHICLE, - OBJECTIVE_DESTROY_OBJ, + OBJECTIVE_FOLLOW_CAR_IN_CAR, // seems not implemented so far + OBJECTIVE_FIRE_AT_OBJ_FROM_VEHICLE, // not implemented + OBJECTIVE_DESTROY_OBJ, // not implemented OBJECTIVE_DESTROY_CAR, OBJECTIVE_GOTO_AREA_ANY_MEANS, OBJECTIVE_GOTO_AREA_ON_FOOT, OBJECTIVE_RUN_TO_AREA, - OBJECTIVE_23, - OBJECTIVE_24, + OBJECTIVE_23, // not implemented + OBJECTIVE_24, // not implemented OBJECTIVE_FIGHT_CHAR, OBJECTIVE_SET_LEADER, OBJECTIVE_FOLLOW_ROUTE, @@ -158,7 +160,9 @@ enum eObjective : uint32 { OBJECTIVE_STEAL_ANY_CAR, OBJECTIVE_MUG_CHAR, OBJECTIVE_FLEE_CAR, - OBJECTIVE_35 +#ifdef VC_PED_PORTS + OBJECTIVE_LEAVE_CAR_AND_DIE +#endif }; enum { @@ -169,7 +173,7 @@ enum { enum PedLineUpPhase { LINE_UP_TO_CAR_START, LINE_UP_TO_CAR_END, - LINE_UP_TO_CAR_2 + LINE_UP_TO_CAR_2 // Buggy. Used for cops arresting you from passenger door }; enum PedOnGroundState { @@ -262,7 +266,7 @@ public: // cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CPed.h from R* uint8 bIsStanding : 1; - uint8 m_ped_flagA2 : 1; + uint8 m_ped_flagA2 : 1; // bWasStanding? uint8 bIsAttacking : 1; // doesn't reset after fist fight uint8 bIsPointingGunAt : 1; uint8 bIsLooking : 1; @@ -277,9 +281,9 @@ public: uint8 bIsLanding : 1; uint8 bIsRunning : 1; // on some conditions uint8 bHitSomethingLastFrame : 1; - uint8 m_ped_flagB80 : 1; // bIsNearCar? something related with reaction to colliding vehicle + uint8 m_ped_flagB80 : 1; // bIsNearCar? it's sure that it's related with cars and used for deciding whether we should move - uint8 m_ped_flagC1 : 1; + uint8 m_ped_flagC1 : 1; // bCanPedEnterSeekedCar? uint8 bRespondsToThreats : 1; uint8 bRenderPedInCar : 1; uint8 bChangedSeat : 1; @@ -290,15 +294,15 @@ public: uint8 bHasACamera : 1; // does ped possess a camera to document accidents involves fire/explosion uint8 m_ped_flagD2 : 1; // set when ped witnessed an event - uint8 m_ped_flagD4 : 1; // bPedIsBleeding? so far only creates blood pool in hands up state - uint8 m_ped_flagD8 : 1; + uint8 bPedIsBleeding : 1; + uint8 bStopAndShoot : 1; // Ped cannot reach target to attack with fist, need to use gun uint8 bIsPedDieAnimPlaying : 1; uint8 bUsePedNodeSeek : 1; - uint8 m_ped_flagD40 : 1; // reset when objective changes + uint8 bObjectiveCompleted : 1; uint8 bScriptObjectiveCompleted : 1; uint8 bKindaStayInSamePlace : 1; - uint8 m_ped_flagE2 : 1; + uint8 m_ped_flagE2 : 1; // bBeingChasedByPolice? uint8 bNotAllowedToDuck : 1; uint8 bCrouchWhenShooting : 1; uint8 bIsDucking : 1; @@ -312,33 +316,37 @@ public: uint8 m_ped_flagF8 : 1; uint8 bWillBeQuickJacked : 1; uint8 bCancelEnteringCar : 1; // after door is opened or couldn't be opened due to it's locked - uint8 m_ped_flagF40 : 1; + uint8 bObstacleShowedUpDuringKillObjective : 1; uint8 bDuckAndCover : 1; - uint8 m_ped_flagG1 : 1; + uint8 bStillOnValidPoly : 1; uint8 m_ped_flagG2 : 1; - uint8 m_ped_flagG4 : 1; // bStillOnValidPoly? + uint8 m_ped_flagG4 : 1; // bResetWalkAnims? uint8 bStartWanderPathOnFoot : 1; // exits the car if he's in it, reset after path found - uint8 m_ped_flagG10 : 1; // bOnBoat? (but not in the sense of driving) + uint8 bOnBoat : 1; // not just driver, may be just standing uint8 bBusJacked : 1; uint8 bGonnaKillTheCarJacker : 1; // only set when car is jacked from right door uint8 bFadeOut : 1; - uint8 bKnockedUpIntoAir : 1; // has ped been knocked up into the air by a car collision - uint8 m_ped_flagH2 : 1; + uint8 m_ped_flagH1 : 1; + uint8 bHitSteepSlope : 1; // has ped collided/is standing on a steep slope (surface type) uint8 m_ped_flagH4 : 1; uint8 bClearObjective : 1; - uint8 m_ped_flagH10 : 1; + uint8 m_ped_flagH10 : 1; // bTryingToReachDryLand? reset when we landed on something not vehicle and object uint8 bCollidedWithMyVehicle : 1; - uint8 m_ped_flagH40 : 1; + uint8 bRichFromMugging : 1; // ped has lots of cash from mugging people - will drop money if someone points gun to him uint8 m_ped_flagH80 : 1; uint8 bShakeFist : 1; // test shake hand at look entity uint8 bNoCriticalHits : 1; // if set, limbs won't came off - uint8 m_ped_flagI4 : 1; + uint8 m_ped_flagI4 : 1; // seems like related with cars uint8 bHasAlreadyBeenRecorded : 1; uint8 bFallenDown : 1; +#ifdef VC_PED_PORTS + uint8 bKnockedUpIntoAir : 1; // has ped been knocked up into the air by a car collision +#else uint8 m_ped_flagI20 : 1; +#endif uint8 m_ped_flagI40 : 1; uint8 m_ped_flagI80 : 1; @@ -398,7 +406,7 @@ public: float m_fRotationDest; float m_headingRate; uint16 m_vehEnterType; // TODO: this is more like a door, not a type - uint16 m_walkAroundType; + int16 m_walkAroundType; CEntity *m_pCurrentPhysSurface; CVector m_vecOffsetFromPhysSurface; CEntity *m_pCurSurface; @@ -411,9 +419,9 @@ public: bool bRunningToPhone; uint8 field_31D; int16 m_phoneId; - uint32 m_lookingForPhone; // unused + eCrimeType m_crimeToReportOnPhone; uint32 m_phoneTalkTimer; - void *m_lastAccident; + CAccident *m_lastAccident; int32 m_nPedType; CPedStats *m_pedStats; float m_fleeFromPosX; @@ -467,8 +475,8 @@ public: uint32 m_soundStart; uint16 m_lastQueuedSound; uint16 m_queuedSound; - CVector m_vecSeekPosEx; - float m_seekExAngle; + CVector m_vecSeekPosEx; // used in objectives + float m_distanceToCountSeekDoneEx; // used in objectives static void *operator new(size_t); static void *operator new(size_t, int); @@ -526,7 +534,6 @@ public: void CalculateNewOrientation(void); float WorkOutHeadingForMovingFirstPerson(float); void CalculateNewVelocity(void); - bool CanPedJumpThis(CEntity*); bool CanSeeEntity(CEntity*, float); void RestorePreviousObjective(void); void SetIdle(void); @@ -646,6 +653,14 @@ public: void SeekCar(void); void SeekBoatPosition(void); bool PositionPedOutOfCollision(void); + bool RunToReportCrime(eCrimeType); + bool PlacePedOnDryLand(void); + bool PossiblyFindBetterPosToSeekCar(CVector*, CVehicle*); + void UpdateFromLeader(void); + int ScanForThreats(void); + void SetEnterCar(CVehicle*, uint32); + bool WarpPedToNearEntityOffScreen(CEntity*); + void SetExitCar(CVehicle*, uint32); // Static methods static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset); @@ -656,8 +671,6 @@ public: static void LoadFightData(void); // Callbacks - static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data); - static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data); static void PedGetupCB(CAnimBlendAssociation *assoc, void *arg); static void PedStaggerCB(CAnimBlendAssociation *assoc, void *arg); static void PedEvadeCB(CAnimBlendAssociation *assoc, void *arg); @@ -716,6 +729,15 @@ public: void PointGunAt(void); bool ServiceTalkingWhenDead(void); void SetPedPositionInTrain(void); + void SetShootTimer(uint32); + void SetSeekCar(CVehicle*, uint32); + void SetSeekBoatPosition(CVehicle*); + void SetExitTrain(CVehicle*); +#ifdef VC_PED_PORTS + bool CanPedJumpThis(CEntity*, CVector*); +#else + bool CanPedJumpThis(CEntity*); +#endif bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; } CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; } @@ -724,10 +746,14 @@ public: PedState GetPedState(void) { return m_nPedState; } void SetPedState(PedState state) { m_nPedState = state; } bool DyingOrDead(void) { return m_nPedState == PED_DIE || m_nPedState == PED_DEAD; } + void ReplaceWeaponWhenExitingVehicle(void); // set by 0482:set_threat_reaction_range_multiplier opcode static uint16 &nThreatReactionRangeMultiplier; + // set by 0481:set_enter_car_range_multiplier opcode + static uint16 &nEnterCarRangeMultiplier; + static bool &bNastyLimbsCheat; static bool &bPedCheat2; static bool &bPedCheat3; diff --git a/src/peds/PedRoutes.cpp b/src/peds/PedRoutes.cpp index c572d8be..f1f73988 100644 --- a/src/peds/PedRoutes.cpp +++ b/src/peds/PedRoutes.cpp @@ -3,4 +3,5 @@ #include "main.h" #include "PedRoutes.h" -WRAPPER int16 CRouteNode::GetRouteThisPointIsOn(int16) { EAXJMP(0x4EE7A0); }
\ No newline at end of file +WRAPPER int16 CRouteNode::GetRouteThisPointIsOn(int16) { EAXJMP(0x4EE7A0); } +WRAPPER CVector CRouteNode::GetPointPosition(int16) { EAXJMP(0x4EE780); }
\ No newline at end of file diff --git a/src/peds/PedRoutes.h b/src/peds/PedRoutes.h index 2530ebe6..c9a175a8 100644 --- a/src/peds/PedRoutes.h +++ b/src/peds/PedRoutes.h @@ -3,5 +3,6 @@ class CRouteNode { public: - static int16 GetRouteThisPointIsOn(int16 point); + static int16 GetRouteThisPointIsOn(int16); + static CVector GetPointPosition(int16); };
\ No newline at end of file diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp index ceee0bd2..668a6011 100644 --- a/src/peds/PlayerPed.cpp +++ b/src/peds/PlayerPed.cpp @@ -51,7 +51,7 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1) field_1413 = 0; for (int i = 0; i < 6; i++) { m_vecSafePos[i] = CVector(0.0f, 0.0f, 0.0f); - field_1488[i] = 0; + m_pPedAtSafePos[i] = nil; } } diff --git a/src/peds/PlayerPed.h b/src/peds/PlayerPed.h index 16fc65ee..136fcc48 100644 --- a/src/peds/PlayerPed.h +++ b/src/peds/PlayerPed.h @@ -35,7 +35,7 @@ public: int8 field_1414; int8 field_1415; CVector m_vecSafePos[6]; // safe places from the player, for example behind a tree - int32 field_1488[6]; // m_pPedAtSafePos? + CPed *m_pPedAtSafePos[6]; float m_fWalkAngle; float m_fFPSMoveHeading; |